Unite the Rings of Power

Curufin's Quest: The Final Encounter

You work your way up to the top floor of the tower and discover Anton Azaer in the middle of a ritual to commit the souls of Lady Markelhay and Resilmae Starlight to Imix.

He is protected by a force field that turn back all attacks.

He is guarded by gargoyles that resurrect when they are destroyed.

Grundelmar manages to thwart the ritual and Curufin and Delphinia kill Anton Azaer.

The quest is a success.

View
Curufin's Quest: Deception of Morigana

You work your way to the second floor of the tower and discover two Flamespikers that appear to be performing a ritual on Ressilmae Starlight. In reality, it is the Succubus Morigana attempting to deceive you.

Morigana kisses Curufin and dominates him. Fortunately, Delphinia and Grundelmar are able to kill the Succubus. You have one more level of the tower… will Ressilmae and Lady Markelhay be there?

View
Curufin's Quest: The Cultists of Imix

You cautiously approached the ruins of the Tower of Dunkar. Delphinia determined that the main doors are locked and trapped and that the trap was particularly risky to try to dismantle. You decided to climb up on to a recently built wooden balcony that overlooked the crumbling ruins.

From the balcony you determined that there was a large number of Imix Cultists carrying out some sort of ritual. The cult leader stood within a fire that did not burn him. The face of Imix would occasionally flash in the fire.

Grundelmar opened the fight by teleporting the cult leader away to another dimension while Delphinia and Curufin opened fire on the guards and the cultists. Both guards burst into flames and ran towards the balcony. One made it to the foot of the stairs, setting it on fire.

Curufin and Grundelmar climbed down into the fortress and began fighting with the cultists and additional guards. The guards were dazed an so could not burst into flames when they died. The cult leader retuned from the beyond but was dazed by his ordeal. He tried to confer a blessing on his followers, but a few well placed shots quickly brought him down.

Just before the fire on the balcony brought it down in flames, Delphinia climbed down to the ruins. With the entire cult finally dispatched, a search of the ruins revealed a secret escape door, but no obvious way into the tower apart from the main door.

Delphinia discovered a devious fire trap on the door. Her first attempt to disable it got her scortched, but on her second try she successfully shut it down. Screams are heard from the tower above.

View
The Blessing of Bahamut

An old female Dragonborn Cleric greets you after your fight with Trixzi and Grud. She tells you that Bahamut and Kuyutha have requested an audience with you in Bahamut’s Temple at Mount Mertion.

Kuyutha is the best known of the exarchs of Bahamut. She is the Bahamut emissary to the dragonborn race. Kuyutha was the last of the greatest dragonborn paladins of the long lost empire of Arkhosia, and she saved many of the surviving dragonborn clans after the fall of the empire. For her deeds, Bahamut rewarded her with a divine spark. Kuyutha now lives in Mount Mertion (one of the seven mounts of Mount Celestia), training a new order of dragonborn knights of Bahamut.

Tyagi the cleric calls down seven metallic dragons who act as mounts to carry you to a teleportation portal in the far north that you will use to go to Mount Mertion.

Upon your arrival, you are taken to a great palace and meet Kuyutha and an old man with seven canaries flying about his head. The old man remains quiet throughout the encounter, but carefully regards each of you when you speak.

Kuyutha said:

“Greetings adventurers. I am Kuyutha, exarch of Bahamut and the last Paladin to survive the destruction of Arkhosia. We have a common purpose, to reestablish the great Lawful Good empires of old and drive back the influence of evil. For this purpose I am training a great army of Dragonborn Paladins.

“When I witnessed your deeds for Nowe (Cirdan) in freeing Fallcrest and Winterhaven from the scourge of Golbins and Kobolds, in stopping Kalarel from opening the rift to the Shadowfell to release Orcus upon the world, in retrieving the Eladrin Ring and prince Olowe, and now in stopping the Mind Flayer from enslaving the Dwarven race and in retrieving the Dwarven ring, I wanted to recruit you to join my order of Knights.

“But Bahamut has another offer for you, support for your quest to retrieve the remaing rings. Bahamut does not interfere or intervene in the activities of Middle Earth, but does reward and support those whose deeds are aligned with her goals.

“If you agree to continue with your quest and, while doing so, uphold the virtues of Lawful Goodness, Bahamut will help you as she sees fit.”

Wunthal, a high priest of Moradin visits Unthawed and conveys his thanks and a blessing from Moradin on the quest. He proclaims that there is no other dwarf more worthy to bear the ring than Unthawed.

Kuyutha tells you that the Human Ring of Power has been located in the Feywild, in the hands of the Prince of Frost.

After a day resting in a garden on Mount Mertion, you agree to abide by the tenets of Lawful Goodness. Soon you are escorted to a teleportation portal and are sent back to the natural world.

View
Curufin's Quest

While Varan’s band of adventurers is off fighting Trixzi and Grud on the road to the mountain pass, Curufin contacts Cirdan and learns that Ressilmae Starlight and Lady Markelhay have been kidnapped by the Azaers and taken down the Nentir River.

He gathers his new friend, Delphinia Moongem who has been in training as a Rogue by Verdana and her companions in the Feywild, and heads to Fallcrest. He approaches Grundelmar, the dwarf Cleric of Pelor to enlist his help.

After asking some questions around the town, the party determines that the Tieflings have sailed out on their boat, the Aventi, and are making their way south. The adventurers steal a boat so as no to alert suspicion in the town that they might be pursuing the kidnappers.

Reaching the King’s Road bridge, a local fisherwoman, Kana, an acquaintance of Grundelmar, confirms that the Aventi sailed past the day before and was last seen docked 40 or 50 miles down-river.

Delphinia camouflages the boat and they set out in search of the Aventi. She spots a place on the bank that has been disturbed and the group stops to investigate. A floating dock is found stashed in the woods. It has green paint on it, which matches the colour of the Aventi.

Grundelmar uses his magic map to locate Ressilmae, who is being held at the ruins of the Tower of Dunkar. The team sets out through the bush to locate the long lost ruins and finds them in a tangled growth of vines and trees.

View
A short rest and then it's back on the road

You spend a couple of days in Fallcrest brushing up on your fighting techniques and getting rested. While you are there, you receive a reply from Cirdan that he wants you to come to Astrazalian for news of the rings. He also tells you that his agent, Curufin, is missing.

A couple of days later Caty sends a message informing Cirdan of the attacks on Fallcrest and the missing people. He reports that Curufin has been contacted and that Curufin will attempt to rescue the two women. He again requests your presence at Astrazalian.

You set out for Astrazalian, taking the northern pass near Winterhaven. After a celebratory night in Winterhaven you again take to the road. It is not long before you encounter three men on horseback who obviously intend to attack you. As you attack them, two Ogres and a familiar Bugbear attack you. You soon realize that Trixzi and Grud are back and they are after the ring. You knock Trixzi unconscious, kill one ogre, and bloody Grud. As soon as Trixzi falls, Grud surrenders.

After interrogating the pair you discover that they are trying to get the Eladrin ring from you in order to use it to enact revenge on Cirdan.

While you ponder whether to kill the pair or spare them yet again, a cloaked figure appears by the road.

View
Nimozaran’s Tower and the House of Azaer

You visit the Green Wizard Nimozaran in the Septarch’s Tower and are advised to seek out Cirdan in Astrazalian rather than attempting to track down Lady Markelhay and Ressilmae Starlight. Lord Markelhay has sent his own detachment out to find them.

Nimozaran tells you that the Elemental Eye is also known as the Chained God. Long ago during the war of the gods, the good aligned gods chained a god in the Abyss to prevent him from destroying the world that they had made from the Elemental Chaos. It is believed that Orcus serves the Chained God, but he is somewhat surprised to learn that Demogorgon and Imix are also involved.

He had nothing to offer about why Gruumsh might be interested in the ring, but suspects that the attack from the Orcs is totally unrelated to the Elemental Eye. It is unlikely that Gruumsh would work for anyone else.

After lunching with Nimozaran you head to the House of Azaer where you are greeted in a most unfriendly manner. One of the Azaers and his guards attack you, but you take them down in a quick fight. Caty fells the Azaer but keeps him alive for questioning. Unfortunately, Khull triggers a floor trap and Azaer is killed in the fall.

View
Shopping at Naerumar's Imports
Elemental Chaos insues!

After considering your options:

  • House of Naerumar
  • House of Azaer
  • Nimozaran’s Tower
  • Down river to find the kidnapped pristess and lady

You decide to go to the House of Naerumar on your way to Nimozaran’s Tower.

When you get there you pretend to shop while trying to see if you can figure out what is going on here. It is not long before you are fighting Gamar Naerumar, his Imp companion Vladimir, and some Magma Hurlers and Flamespikers (all creatures from the Elemental Chaos).

After dispatching them, you discover a summoning circle that is connected to the Elemental Chaos. It is no longer active. You also find a Skyppe. It is a communication device. There are four stones, each inscribed with initials which you surmise represent members of the Naerumar family. You refrain from using the Skyppe, but notice Tiefling faces in it and hear the sound of bird calls from the Witchlight fens.

Varak shows up to inform you that Markelhay has authorized attacks against the two Tiefling houses should you feel it necessary. You gather some quick treasure then try to decide what to do next.

View
Mystery of the Moonsong Temple revealed!
Things are not always what they seem

You pass the night at Branson’s Livery without incident, but in the morning you learn that two Tieflings visited the Moonsong Temple during the night and departed with two large sacks over their shoulders.

Varak arrives from Moonstone Keep to inform you that there was an attack on the Keep during the night which Markelhay assumes was meant to be a distraction because someone stole a boat that was left unguarded during the attack and headed south down the Nentir River.

You consider pursuing the boat, which you assume contains Priestess Ressilmae Starlight and Lady Markelhay, but then you realize that you will be leaving the town open to further attacks. Varak informs you that Markelhay is reluctant to attack the Azers and the Naerumars due to the long standing friendship with his father and grandfather. He refuses to believe that the Tieflings have made some sort of dark pact—even after you told him about how Orest and a bunch of Goblins ambushed you at Fiveleague House—and despite the fact that members of the House of Azer and the House of Naerumar were involved with the Doppelganger incident at Moonstone Keep.

You determine that the Moonsong Temple appears to be the focus of all the trouble (or is it just a diversion?), so you decide to investigate the temple first before paying a visit to the houses of the Tieflings.

When you enter the temple, you find it empty. You discover some papers in Ressilmae Starlight’s office, written in Elven, that indicate that she was growing suspicious of the Tieflings in town—particularly after they had visited her several times. You determine that these papers were written during the time that you were still in the Keep on the Shadowfell. You use an animal messenger to convey the papers to Markelhay in hopes that he will finally agree to an attack on the houses of the Tieflings.

A thorough search turns up Ressilmae Starlight, bound and gagged and hidden under her bed. You question her and she begins to spin a tale of Markelhay’s Lord Chamberlain and the Green Wizard plotting to overthrow Markelhay and take control of the city. She claims that they have been using her temple for nefarious purposes. Something about her tale just doesn’t ring true and so Unthawed grabs her after she attempts to kiss him. At that moment, four Cambion Hellswords teleport into the temple and charge you.

During the fight, Ressilmae does manage to kiss Unthawed and he appears to fall under some sort of charm. He then becomes dominated and attacks Varan. When Ressilmae becomes bloodied, she shape-shifts to her true form—a Succubus! As she sees her allies fall, the Succubus threatens to make Unthawed kill himself if they do not let her fly free. Her magical charms and demon beauty are very persuasive, and before you can come to your senses and kill her, she is gone.

View
Fire Starters
Imix Cultists attack

Riding quickly towards the Moonsong Temple, you discover a group of cultist of Imix setting fire to the buildings nearby. You get the drop on them, but it’s not long before they turn their powers of fire on you. It is not long before you take them all down then work with the townsfolk to douse the fires.

Farmer Branson and his wife invite you to stay at their livery for the night to regain your strength. Valak, one of Markelhay’s guards, reports to you that the guards have repelled a similar attack by cultists of Imix at one of the town gates.

Lady Markelhay is still missing.

You bed down for the night, and Lacief casts a spell of silence to protect you and you appoint watches through the night.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.