Shadows of the past
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(Redirected from Shadows of the past summaries)Preceding events
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The year is 843 p.o.
A landslide in the mountain leadwards from Helmerheim reveals the gates of an old ruin. This leads adventurous citizens from Helmerheim to try their luck for fame and fortune, but the few that return ramble about shadows, and brutal attacks coming from nowhere.
The mayor of Helmerheim decides to send out a call for competent investigators to chart and clear the ruins of any danger that may threaten the surrounding villages.
This call was answerd by some locals, but also by outside sources as far away as Mendaris. As reported in the Mendaris Inquirer the outside members of this group are a scholar and an engineer that are brought in to aid in arcane and mechanical challenges, as well as some of their own bodyguards.
- Logan McDowell - Scholar
- Stewart O'Connely - Engineer
- Nathan Miller - Bodyguard
- Sigmund Meister - Bodyguard/Hero
- as well as some other less important characters.
While passing through the Fellfen, an additional expert in magical artifacts and "creative aquisitions" is added to the party.
- Jean Blackfinger - Specialist
After passing through the Waycot gate, they traveled to Cerelum by boat from Drovos, and after a couple of bells there, they got passage on a merchant ship to Helmerheim.
They met up with the three remaining party members in Helmerheim, and after being briefed by the mayor, they headed out towards the leadwards mountains.
- Dyacop Greenhill - Alchemist
- Antn Redplain - Bodyguard
- Walter Deepmoss - Guide
Session 1 - Gaining Entry
The party gets together, the new additions from their stop at Helmerheim getting to know the people they are to escort.
After a couple of bells, they arrive at the newly unearthed ruins. They set up camp, and prepare their entry.
Inside they find a largely intact underground ruin. A large statue and a crumbling desk and chair greet them. Nothing of value could be found, so the party push on through the only available path forward.
In the adjoining hallway they encounter a set of automatons. Two "clockwork soldiers" come to life and attack the intruders.
Walter is greatly injured, but with the help of Sigmund and Dyakop, he is brought back to conciousness, and healed of most of his wounds.
Stewart is hesitant to leave the bodies of the two destroyes constructs, but reluctantly catches up with the party.
The next room is a great hall, with a bar, musical entertainment, a view, and several tables with chairs. Walter finds some very old bottles in the bar, and pours a glass for himself and Nathan, but no one else seems to want to take part. Jean finds whatever is the most rancid of the bottles, and saves it for his own ends.
Sigmund gathers some crystals, because they are shiny. Luckily for him there is a market for quasi-spiritual periphinalia in Mendaris
Further in the group finds a pit filled with bones, as well as the body of one of the missing oppurtunistic adventurers from Helmerheim. Walter climbed down with a rope and some help from Sigmund and Antn. He brought up the body, as well as a glowing glove, which he claimed for himself.
Further on some mostly empty, and seemingly useless rooms were explored, and Walter used his Traveler's Any-Tool to pick a locked door.
Session 2 - The Grand Hall
- the party made their way to the central chamber, and explored the arch and the machines in the rooms behind it.
- Little was learned, but Stewart was excited to see it.
- Jean thought some of the components looked similar to the "rejuvenation chamber" he was exposed to some years ago.
- Antn identified a seemingly missing component
- they continued their exploration, and uncovered a workshop occupied by several "clockwork automatons"
- Battle ensues, but being more careful the automatons stand little chance of defeating the intruding adventurers.
- in the workshop Walter finds a pair of Merciful Magebane Club +1 on a table.
- they also find a "fuse" and a mysterious red crystal that seems to respond to the presence and especially touch of people. Logan found it interesting, and were intrigued that it seemed to be magical, but without registering using detection methods.
- the remaining undiscovered rooms were then checked. Some of the cubicle doors were locked, jammed or blocked, but with time and some effort all the cubicles were opened. Inside the following items were found:
Loot
Potions
Amount | Potion | Effect | Value (each) |
---|---|---|---|
2 | Remove fear | Normal effect, but morale bonus lasts for 60 minutes | 50 gp |
1 | Bear's endurance | Normal + 1d2 constitution bonus | 300 gp* |
4 | Cure serious wounds | 3d8 + fast healing 1 for 5 rounds | 750 gp* |
1 | Remove curse | Normal effect and +2 enhancement bonus to will saves vs curses for the next hour | 750 gp* |
2 | Remove disease | Normal effect and immunity to any removed disease for the next 24 hours |
750 gp* |
1 | Remove blindness/deafness | Can only remove blindness | 750 gp* |
2 | Lesser restoration | 1d4-1 ability damage restored. Otherwise normal | 300 gp* |
1 | Lesser restoration | Normal effect | 300 gp* |
Weapons
Name | Item(s) | Value |
---|---|---|
Paimon's Nail | Allying dagger +2 | |
Haagenti's Feather | Transformative Frost Spear +1 | |
- | 2x Merciful Magebane "Club" +1 |
Wondrous
Item | Value |
---|---|
Cassock of the Clergy | 4600 gp |
Boots of the Mire | 3500 gp |
Slippers, Feather Step | 2000 gp |
Amulet of Natural Armor +2 | 8000 gp |
Amulet, Everwake | 8000 gp |
2 Identical cloaks of resistance +2 | 4000 gp (each) |
Other jewelry and trinkets | 1200 gp |
Session 3 - Penumbra
The party started out having rested after their encounter with the automaton adversaries.
Informed by Stewart that the machine he had been working on throughout their rest was now ready, and that the portal generator was ready to be engaged.
Logan says it's a bad idea, but that it's also the chance of a lifetime, and along with the eager Sigmund and Jean, he enters the established connecting portal along with Walter, Antn and Dyakop.
On the other side of the portal they arrive at a large hall ringed by pillars holding up a vaulted ceiling. In the middle of the space lies a cloaked dead man.
Investigation reveals the man being a magician of unknown origins. If the notes in his spellbook and journal are to be trusted, he was fleeing some unknown pursuers, trying to initialize the portal to secure his escape. His attempts did not yield the wanted result, as he was found dead, still in The Triumph.
Exiting the hall the party is met by a bleak half-living landscape. The landscape is weakly illuminated by a pale light emminating from a seemingly dead or dying sun eerily solitary in a sky without stars. Looking out from an overlook, they can see a small landmass sticking out into a large body of water - or the pitch black dark mirror of what is probably water. On the horizon there are occasional flashes of lightning, but there is no thunder, or even wind to indicate any meteorological activity.
The atmosphere of the place seems to sap the spirit, and it is not somewhere one would like to spend a prolonged period of time.
Logan insist on them going down to explore the buildings further.
After some time, they encounter a pack of black and shadowy wolves. One smaller, but more formidable of them, spooks Dyacop and Sigmund, but only Sigmund succeeds in running away without being stopped by a curative potion.
After a prolonged struggle, the party is victorious, with Sigmund charging in to deliver the final killing blow.
Loot
- The book found by the dead body.
Session 4 - the compound
The party arrives at the Wellspring Compound, and approach the servant's quarters, intent on exploring the presumably abandoned buildings.
In this first building, the party encountered their first group of fetchlings, which immediately escalated to violence when the fetchlings to their best abilities initiated an ambush.
Some of these fetchlings possessed the ability to mimic the apperance of other humanoids, which they used to sow confusion among their opponents.
The party managed to defeat the fetchlings, knocking out their assumed leader with a dose of "drow poison".
After a quick round of scouting, Jean declares the building uninteresting, and the party leaves.
The big open area is explored, and Logan stays behind to take notes on the sigils.
Loot
Name | Item(s) | Notes |
---|---|---|
- | Snakebite dagger | - |
- | Coins | Archeologically interesting find |
session 5 - the main hall
- the party leaves Logan and the unconcious fetchling down by the sigils as they go up to explore the big house
- encounter a second group of fetchlings, and a fight ensues. Due to lucky positioning and happenstance distractions, the party divides and conquers them quickly.
- Logan reads the stone carvings after having been summoned, but as he leaves the square with the sigils, a pack of smokeshades sees their shot at killing a vulnerable lone fetchling.
- Sigmund tries to save him, but is unsuccessful.
- the party goes to explore the two remaining cabins that still stands. And after having split up, the two groups both encounter an adversary.
Loot
Name | Item(s) | Notes |
---|---|---|
- | Gloomblade | |
- | Spectacles of Understanding | |
- | Gloves of Larceny | |
Agares' Voice | Cold iron greatsword +2 | -1 attack, but +2 instead vs fey |
Session 6
- finished the combat with a juiced up shadow and a stragling fetchling
- Coerced to assist Logan with his "magic" rock
- killed the shambling mound
- Reluctantly set out on a boat trip.
- Found a strange man on an island
- Escaped the island. Luckily without any aquatic threats
- Quickly hustled back to the portal, to escape a chasing light that attacked the stranger when he left the safety of the island.
Loot
Name | Item(s) | Notes |
---|---|---|
- | Ring of sustinence | |
- | Leather lamellar +1 made of Aszite | well worn, which seems to only make it more fitted to its current wearer. |
Andromalius' Sixth Illusion | Throwing knife | Fancy tiny magic knife which "shoots" knives when "thrown" |
Savnok's Illgotten Gains | Fancy magic armor | |
- | 2x shiftweave robes | One for a man, and one for a woman, able to take the following forms:
|
- | A very pale man | Found on the small island |