Stormchasers: Difference between revisions

From Jade Tower
mNo edit summary
No edit summary
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
The companions - including [[Karmann]] - decided to leave once again, this time in hopes of making it to the Elvin city of [[Luminaux]] in time to see [[the Gloria]], a great musical festival held every spring. Traveling once again with a caravan of merchants, the boys were astonished to find themselves awakening one morning, alone on a forest path. Following the trail out of the clearing, they soon encountered a strange creature - a treant named [[Humphgrough]].
After successfully defeating the undead arcanist Salem and his crew, the party left town with great anticipation - they were going to [[Luminaux]], the City of Harmony, to attend the [[Gloria]], a great religious musical festival held every spring. The Gloria features the best and brightest of Crescent's bards, singing songs of sacred glory. Additionally, [[Mask and Scroll]], the bard's guild, would be holding auditions during that time, and [[Sir Jericho Templar|Jericho]] wanted to join.


He reported strange occurrences in his forest, unseasonable storms and strange, destructive weather. It seemed to center on a tower in the middle of the forest, and he asked the companions to investigate, with the promise of his gratitude and some treasure if they could determine and stop the storms. With them he sent his friend, a gnomish druid named Matthew, and Matthew's two monkey companions.
They chose to travel with a caravan of other priests this time, given their earlier misfortunes while trying to travel out of Corvis. However, after only a few days of travel from town, they awoke to discover that their misfortune seemed fated to continue - they were alone; with no sign of the caravan. Although there was some early speculation that the other priests had left them - a drunken night of revelry was remembered with some chagrin - they seemed to not even be in the same part of the forest as they had made camp the night before.


Finding the tower proved to be easy, though reaching it was not. The companions were forced to fight their way over a bridge past some air mephits, which nearly claimed the lives of some party members. Built into the side of a mountain, the tower itself had long been abandoned. In exploring the ruins, they discovered a small treasure - a magic ring. [[Kimo FallenLeaf|Kimo]] chose, perhaps unwisely, to put it on, in hopes of finding out its properties. He was disappointed when it had no immediate effect.
Looking about, there was really only one path, so the party followed it. They began to notice that the forest seemed to have suffered some storm damage, and that it was getting worse as they moved onwards. Eventually, the party came to a grove of uprooted evergreens, in which a great pine stood, moaning in the wind.


Searching the area around the tower, the party was quick to notice an elaborately carved door, apparently leading into the cliff side. Deciphering the riddle hidden amongst the carving, the party put Kimo's new ring into a small slot, and the door opened, revealing a tunnel leading into the mountain.
Moaning, and then crying. And then turning to face the party. And then introducing itself as  [[Humphgrough]], the guardian of this forest.


The tunnel proved to be the entrance to a wizard’s lab – apparently long forgotten, though not so old that the guardians and traps had failed.  The party encountered some animated chains, and a quite mad magmin, as well as several traps – which they bypassed through sheer dumb luck.  The mage, it seems, had been an air warlock, and most of his traps made use of electricity or magnetism. In one case, Kimo, followed shortly by the druid, walked right under a powerful electromagnet, which was studded with sharp spikes.  However, being two entirely organic, unarmored creatures, they were not affected in the slightest.  Kimo later walked through a wall of electricity, without receiving so much as a singed hair.  It turns out that the ring they found in the tower was a ring of ''elemental resistance (electricity)''.  
Humphgrough, who at second glance was a treant, asked the party to help him stop the storms ravaging his forest. He introduced them to another adventurer, [[Druid Who Shall Not Be Named]], a Gnomish druid. He told them that he was sure that the storms originated with an abandoned mage's tower, high on a mountain that was inaccessible to his roots.


Prior to flipping the switch he found on the other side of the electric wall, he grabbed an amulet from a ceramic pedestal, and – again, acting without benefit of his WIS score – put it on. As with the ring, there were no immediate effects.
Agreeing to help the great tree, the party (now including Druid Who Shall Not Be Named, and his animal companions) set off towards the mountain. The storm indeed seemed to emanate from the mountain tower, as it grew progressively worse the nearer they drew to the mountain.


After a little more investigation, the companions discovered an elevator shaft, which led to the top of the mountain, and repaired the elevator. On the top of the mountain, they found an elder air elemental, trying to sound a gigantic hornHe explained that it would open a portal to his world, and then he and his air mephit companions – would leave. The companions agreed to help, and fashioned a bellows to sound the horn. They did, and the elemental and co. departed as promised. The party then destroyed the horn, so that it could not be sounded again and an elemental released back into the Prime.
After bypassing some small air elementals performing a hypnotic and enchanting dance, and crossing a bridge made entirely of slippery wet glass, the party came to the wizard's tower, only to find that it had no doors. After attempting to climb it in vain, Druid Who Shall Not Be Named sent one of his animal companions (a very clever monkey) up with a rope and hook, and the party ascended into the third story window. They were attacked and defeated by some ice mephits, and found in the ruins of the tower a strongbox. The box contained a ring, decorated with a jagged bolt motif. [[Sir Kimo DawnBreaker|Kimo]], perhaps foolishly, put this on his finger, but felt no effects.
 
Thinking that this could not be the source of the storms, the party exited the tower and continued to explore. Eventually, they found a door carved into the wall of the mountain, seemingly blocking the entrance to a cave. This door was carved with a diorama, depicting five powerful beings, each one aligned with one of the elements (fire, air, earth, water, spirit). As the party approached, they were asked a riddle ("What is large enough to fill the sky, yet small enough to pass through the smallest hole?") and, when they answered correctly ("Air"), strange glyphs appeared on the door. When translated, the glyphs said, "Ring to Enter".
 
It was Kimo who saw the answer to this puzzle, and removed the ring from his finger. Finding a small indentation in the door, he placed the ring there, and was rewarded for his ingenuity by the sound of the door slowly grinding itself open.
 
The door led to a system of caves, which were apparently the wizard's workshop. Opening a laboratory, they encountered an Magmin, who, mad with the time spent in his confinement (apparently centuries, to judge by the tally marks scorched on the walls), immediately rushed the party. Although he was struck down, he took with him Karmann's magical mace, which melted on his fiery body.
 
The party then encountered a powerful magical electromagnet trap, which was stuck to the ceiling and studded with sharp spikes, which let Kimo and Druid Who Shall Not Be Named through without any troubleAs two entirely organic, unarmored creatures, they were not affected in the slightest. However, it nearly took [[Perrin Forester|Perrin]]'s head off when it yanked his sword out of his hand and then dropped it.
 
There were many other dangers, but none so apparently deadly as the wall of lightening blocking off the back hallway. Kimo, emboldened by his immunity to the magnet trap, decided to walk through it. Although he heard and smelled the lightning arcing all around him, it never connected with him, and he emerged safely unharmed out the other side. Unfortunately, Perrin, trying to follow in his footsteps, was forced into retreat by the first spark of electricity that greeted him. (It later turned out that the ring Kimo had found in the tower was a ring of ''elemental resistance (electricity)'')
 
Past the wall of electricity, Kimo found a large round room, with a lever off to one side of the hallway. (Recklessly) pulling the lever, he was happy to see the lightning in the hallway fade away, and his companions followed him in. On the far side of the room, Kimo saw a large clay pedestal, on which rested a crystal amulet. Trusting in the good fortune (dumb luck) that had marked his day so far, and again acting without benefit of his WIS score, he donned it, and was gratified when nothing happened. (Had anyone else tried it, they would have been shocked badly; yet again his magic ring protected him.  Dumb. LUCK).
 
In the center of the room rested a small basket, connected to ropes which led up through the ceiling of the chamber. Using the rig to ascend to the top of the mountain, the companions entered the very heart of the storm. Sharp eyes made out the strange, fluid form of a large eye, watching them from the center of the swirling vortex. The elder air elemental, Sushalaw, said only "Freeeee Meeeee!!!".
 
Resting on the top of the mountain stood a large, black horn, with a curious contraption next to it. Radiating great magic, the horn seemed to be the focus of Sushalaw's attention. Investigating, the companion's determined that the contraption was meant to allow mere mortals to sound the horn. Feeling experimental, they reattached the pump to the horn, and began to pump. After much effort, and a few falls on the slippery mountain top, the managed to sound the horn.
 
Which, much to their amazement, opened a small portal to the Elemental Plane of Air. Through which, of course, Sushalaw rushed, as well as the entire complement of smaller air elementals, which had previously been performing their hypnotic dance.
 
After that, the party destroyed the horn (which was too big to move), and returned to Humphgrough, claimed a reward, and were led back to their caravan. Druid Who Shall Not Be Named the gnome, being stricken with wanderlust, elected join them, making the party five.


==Notable Treasure==
==Notable Treasure==
Line 18: Line 38:
* Wand of comprehend languages #25  
* Wand of comprehend languages #25  
* The [[Breath of the Four Winds]]
* The [[Breath of the Four Winds]]
 
==Credits==
This adventure was based on the module ''Stormdancers'', written by Ole Münch, published in ''Dungeon Magazine'' #86.
[[Category: Adventures]]
[[Category: Adventures]]

Latest revision as of 11:30, 23 March 2015

After successfully defeating the undead arcanist Salem and his crew, the party left town with great anticipation - they were going to Luminaux, the City of Harmony, to attend the Gloria, a great religious musical festival held every spring. The Gloria features the best and brightest of Crescent's bards, singing songs of sacred glory. Additionally, Mask and Scroll, the bard's guild, would be holding auditions during that time, and Jericho wanted to join.

They chose to travel with a caravan of other priests this time, given their earlier misfortunes while trying to travel out of Corvis. However, after only a few days of travel from town, they awoke to discover that their misfortune seemed fated to continue - they were alone; with no sign of the caravan. Although there was some early speculation that the other priests had left them - a drunken night of revelry was remembered with some chagrin - they seemed to not even be in the same part of the forest as they had made camp the night before.

Looking about, there was really only one path, so the party followed it. They began to notice that the forest seemed to have suffered some storm damage, and that it was getting worse as they moved onwards. Eventually, the party came to a grove of uprooted evergreens, in which a great pine stood, moaning in the wind.

Moaning, and then crying. And then turning to face the party. And then introducing itself as Humphgrough, the guardian of this forest.

Humphgrough, who at second glance was a treant, asked the party to help him stop the storms ravaging his forest. He introduced them to another adventurer, Druid Who Shall Not Be Named, a Gnomish druid. He told them that he was sure that the storms originated with an abandoned mage's tower, high on a mountain that was inaccessible to his roots.

Agreeing to help the great tree, the party (now including Druid Who Shall Not Be Named, and his animal companions) set off towards the mountain. The storm indeed seemed to emanate from the mountain tower, as it grew progressively worse the nearer they drew to the mountain.

After bypassing some small air elementals performing a hypnotic and enchanting dance, and crossing a bridge made entirely of slippery wet glass, the party came to the wizard's tower, only to find that it had no doors. After attempting to climb it in vain, Druid Who Shall Not Be Named sent one of his animal companions (a very clever monkey) up with a rope and hook, and the party ascended into the third story window. They were attacked and defeated by some ice mephits, and found in the ruins of the tower a strongbox. The box contained a ring, decorated with a jagged bolt motif. Kimo, perhaps foolishly, put this on his finger, but felt no effects.

Thinking that this could not be the source of the storms, the party exited the tower and continued to explore. Eventually, they found a door carved into the wall of the mountain, seemingly blocking the entrance to a cave. This door was carved with a diorama, depicting five powerful beings, each one aligned with one of the elements (fire, air, earth, water, spirit). As the party approached, they were asked a riddle ("What is large enough to fill the sky, yet small enough to pass through the smallest hole?") and, when they answered correctly ("Air"), strange glyphs appeared on the door. When translated, the glyphs said, "Ring to Enter".

It was Kimo who saw the answer to this puzzle, and removed the ring from his finger. Finding a small indentation in the door, he placed the ring there, and was rewarded for his ingenuity by the sound of the door slowly grinding itself open.

The door led to a system of caves, which were apparently the wizard's workshop. Opening a laboratory, they encountered an Magmin, who, mad with the time spent in his confinement (apparently centuries, to judge by the tally marks scorched on the walls), immediately rushed the party. Although he was struck down, he took with him Karmann's magical mace, which melted on his fiery body.

The party then encountered a powerful magical electromagnet trap, which was stuck to the ceiling and studded with sharp spikes, which let Kimo and Druid Who Shall Not Be Named through without any trouble. As two entirely organic, unarmored creatures, they were not affected in the slightest. However, it nearly took Perrin's head off when it yanked his sword out of his hand and then dropped it.

There were many other dangers, but none so apparently deadly as the wall of lightening blocking off the back hallway. Kimo, emboldened by his immunity to the magnet trap, decided to walk through it. Although he heard and smelled the lightning arcing all around him, it never connected with him, and he emerged safely unharmed out the other side. Unfortunately, Perrin, trying to follow in his footsteps, was forced into retreat by the first spark of electricity that greeted him. (It later turned out that the ring Kimo had found in the tower was a ring of elemental resistance (electricity))

Past the wall of electricity, Kimo found a large round room, with a lever off to one side of the hallway. (Recklessly) pulling the lever, he was happy to see the lightning in the hallway fade away, and his companions followed him in. On the far side of the room, Kimo saw a large clay pedestal, on which rested a crystal amulet. Trusting in the good fortune (dumb luck) that had marked his day so far, and again acting without benefit of his WIS score, he donned it, and was gratified when nothing happened. (Had anyone else tried it, they would have been shocked badly; yet again his magic ring protected him. Dumb. LUCK).

In the center of the room rested a small basket, connected to ropes which led up through the ceiling of the chamber. Using the rig to ascend to the top of the mountain, the companions entered the very heart of the storm. Sharp eyes made out the strange, fluid form of a large eye, watching them from the center of the swirling vortex. The elder air elemental, Sushalaw, said only "Freeeee Meeeee!!!".

Resting on the top of the mountain stood a large, black horn, with a curious contraption next to it. Radiating great magic, the horn seemed to be the focus of Sushalaw's attention. Investigating, the companion's determined that the contraption was meant to allow mere mortals to sound the horn. Feeling experimental, they reattached the pump to the horn, and began to pump. After much effort, and a few falls on the slippery mountain top, the managed to sound the horn.

Which, much to their amazement, opened a small portal to the Elemental Plane of Air. Through which, of course, Sushalaw rushed, as well as the entire complement of smaller air elementals, which had previously been performing their hypnotic dance.

After that, the party destroyed the horn (which was too big to move), and returned to Humphgrough, claimed a reward, and were led back to their caravan. Druid Who Shall Not Be Named the gnome, being stricken with wanderlust, elected join them, making the party five.

Notable Treasure[edit]

  • ring of minor electricity resistance
  • Wand of detect Magic #30
  • Wand of comprehend languages #25
  • The Breath of the Four Winds

Credits[edit]

This adventure was based on the module Stormdancers, written by Ole Münch, published in Dungeon Magazine #86.