Dragon Slayers Incorporated

Fist of Zuokon: Far Realm Intrusion

The Deva is Tavar, a follower of Ioun and Bahamut. He is a member of the Fist of Zuokon who acts as a guardian knight at a fortress in the Elemental Chaos where the Zuokonians have moved an Earth Mote containing an ancient fortress.

The monks had detected a Far Realm intrusion into this part of the Elemental Chaos and had the mote moved here so that they could have a base from which to try to close the portal.

Groups of psions work around the clock in shifts, focusing their energies upon a shard that acts as a focus. They have so far been successful at keeping the incusion out.

Tavar welcomes you to rest and hopes that Tanharath is here to lend his aid. He is somewhat disappointed to learn that your party only happened upon the fortress and that you are seeking to return to the natural world. When he learns that you are fighting against the forces of the Red Hand of Tiamat, he agrees that your services are needed more in that fight than in the fight here at the fortress.

When you ask Tavar about getting to the City of Brass, he offers you a sextant that will allow you to navigate there. However, he recommends. From there you would be able to find a portal that would take you close to where you want to be in the natural world. A portal from the City of Brass might get you onto the right continent, or perhaps the right region, but probably would not get you into the Nentir Vale.

When you indicate that you want to sell your ship and goods, and buy and sell magic items, he agrees that in the City of Brass you will get your best prices. If you leave the earth mote by their teleportation portal, you will not be able to sell your ship and goods, and even though the markets in the City of Doors are renowned for their scale, you will not be able to fetch good prices for your magic items, and might mot be able to get bargains on things that you want to buy.

Tavar suggests an alternative course of action; go to the City of Brass to conduct your business, then take a portal from there to the City of Doors instead of to the natural world. This will cost you time, but would be the most profitable route.

You rest the night on your ship. Tanharath takes quarters in order to meditate.

The next morning you go down to the lower levels of the fortress where the monks are trying to close the incusion and you see that they are struggling. Grae’s presence seems to draw createures from the incusion and the monks come under attack. You rush to their aid.

You end up fighting and defeating a large Green Slaad, two Grey Slaads, and two swarms of Chaos Phage, a whirl of embrionic Slaads that bite and burrow into the flesh.

Mercaiden, Baaki, Grae, and Fra’Nika all contract Chaos Phage from the swarms, and Mercaiden must use the Cure Disease ritual to rid you all of the disease which could lead rapidly to death within a few days.

Three monks are killed, and one is drawn alive into the portal to the Far Realm.

After the fight, no more abominations appear in the portals.

You decide in the morning to set out for the City of Brass.

Demon Attack in the Abyssal Vortex

As you continue to sail back towards the point where you entered the stream, a group of demons attack the ship intent on stealing your ship and cargo. They are not well organized, but they are somewhat effective. Several times during the attack you lose control of the ship and it begins to sink towards the stream that would carry you back towards the vortex leading to the Abyss.

A demon named Needle arrives on a Vrock with a second Vrock to harry the ship while a big beetle-like demon named Spike smashes through your top deck to see what cargo you are carrying.

You struggle to control the ship while fending off the demons. You know that if you lose control, the ship will slip back into the river of wind and be pulled into the Abyssal Vortex.

The first demon that you spotted, a Malgodemon, with huge bat wings, fangs, a tail swoops down and tries to carry off Fra’nika. It knocks Fra’nika unconscious and prepares to fly off, but you kill it, saving Fra’nika from death.

After the battle, as you recover and begin sailing back away from the vortex, Tanharath again senses the voices of madness, and also a familiar feeling of resistance to the incursion of madness. Following a telepathic trail, Tanharath leads you to a temple of his order, the Fist of Zuokon. The temple rests upon an Earth Mote. You dock, and a Deva, gold skinned, dressed in plate armour and carrying a sword approaches you.

Sailing in the Elemental Chaos

After all the cultists are defeating you debate what to do with the ones that the people of Kalte are not interested in trying and imprisoning.

You then set out for The City of Brass after deciding to maroon the airship crew on the glacier where Solkara is imprisoned.

Currents and eddies in the choas soon drive your ship off course as you go through many different elemental zones.

Grae attracts a ball of lightning (a Luminoous Node) onto the ship which immediately begins attacking you. Through your knowledge of the arcane, you are able to dissipate it.

You find that you are trapped in a current that is driving the airship towards some sort of vortex that might be a gateway into the Abyss—Realm of Demons.

You experiment with different techniques to free the ship and finally turn it against the current and stear outwards while Hallabiri injects some of her elemental energy into the engine. This is enough to free the ship.

Fra’Nika does not know where you are, so you decide to follow the stream backwards, hopefully to where you were first drawn in, and then from there navigate to the City of Brass.

As you begin your journey, you notice something creeping towards you, hiding among motes of elemenetal earth.

Tanharath notices a fleeting contact of mad whispers in his mind, which seem to be unrelated to the creature approaching from the motes.

The Airship

You meet up with Fra’nika who has only fuzzy memories of what transpired over the previous few days.

Suddenly, an airship controlled by the Cultist of the Queen of Waters attacks the town with ballistas and catapults.

Fra’nika leads you to a small cargo boat that you use to approach the airship. Grae wears the robes of one of the cultist leaders, causing enough confusion among the cultists that you are able to approach from above and jump down onto the deck of the airship. You battle the cultist while their crew continue to bombard the town.

Both Mercaiden and Grae are thrown overboard but manage to get back on before plummeting to their deaths.

The cultists are defeated and the crew subdued.

During a rest, Hallabiri goes below and find two treasure chests, one containing gold, and the other a demon that grows out of the chest and tries to kill her. The rest of the party hear the commotion and come below to kill the demon. After its destruction, gold rains from its exploding body.

The Town Hall Courtyard Guards Strike Back

After collecting yourselves, Hallabiri smashes the orb used by the water archons to control the ice genasi. This seems to free the ice genasi from its control and they begin wander about confused.

You question them and learn that there are no other tribes of ice genasi and that the genasi taking over the town are probably water genasi. Beyond that, the townsfolk are not clear about what happened.

Grae wants to try to capture the large ship that has been guarding the town and so opens the gates to the town hall compound and is immedaitely attacked by the guards that you had locked out previously.

You battle the guards, killing all but one, which you spare for questioning. You learn that Im’vassa, the lead water archon, was controlling the ice genasi and using them to remove ice from water genasi territory and then sell it at a profit. His plan was to first destroy all the ice, then to destroy the ice genasi.

As you are interrogating the guard, you notice the large battle ship pulling out of the harbour and taking to the air.

You are approached by the townsfolk in the compound and are asked to check out the other buildings to make sure that they are clear.

You search the buildings, and in the First Citizen’s residence you discover Im’vassa’s office.

The office contains charts showing the areas where the ice was being removed, and also records of sales to a consortium of Efreets in The City of Brass. Reading through the papers you learn that Im’vassa represents a group referred to as the Aquions.

The charts indicate that after the arrival of Im’vassa, ice mining switched from large bergs to the mining of the glacier in which Solkara is imprisoned.

You find shipping crates of gold being filled for shipment along with a few unusual items in Im’vassa’s personal quarters.

Reports reach you that the ice genasi of Kalte have killed any of the water genasi that did not make it onto the ship.

The town is in chaos, and the town hall workers suggest that you spend the night in the First Citizen’s residence until things calm down and they can arrange for a transport ship to set you on your way.

Water Archons Revealed

Hallabiri arrives just behind the second group of guards who immediately engage with the party. The party decide that the best course of action is to get inside the fortress. They manage to force the gate open and push back the guards, then close the gate again.

Inside, the courtyard is full of local ice genasi. None of the invaders can be seen.

The party finds an empty building and takes a rest.

Grae then scouts the town hall. He manages to break one lock, but enters another door, cloaked in invisibility.

Inside he finds that the entire town hall has been converted from a council chamber to some sort of ritual chamber. All the furniture has been removed and is replaced by a large cistern containing water.

The town hall is occupied by two water archons and two ice genasi from the other tribe.

Grae is detected and attacked but manages to escape back to the party.

A plan is concocted to attack from two sides. Grae unlocks two different doors and prepares to attack. Unfortunately, Grae makes a noise, alerting those within the town hall of their presence.

The party bursts in and engages the archons and the genasi. One of the archons begins a ritual that rapidly fills the room with water. After defeating the archons and the genasi, Grae manages to defeat the ritual that is filling the room with water, Hallabiri retrieves an orb from the bottom of the pool, and Baaki smashes one of the doors open, releasing all the water from the town hall in a deluge.

Town Hall Courtyard Guards

Hallabiri settles in to the Icicle works inn while the rest of the party heads up to the Blue Ice Inn to search for her. Tanharath cannot pick up Hallabiri through the mind link, and Mercaiden and Grae determine that she has not been seen by the desk clerk.

In the Town Square courtyard, the party approach the main gates to the Town Hall and demand to be let in. The guards refuse and attack. The guards are unusual. There are no local Genasi among them. All of them appear to be from elsewhere. Two are dressed in similar garb to the group that the party fought on the glacier and two others are just human lackeys. When the fight starts, a Genasi from the other tribe and a water elemental join the fight.

Meanwhile, back at the Icicle Works, Hallabiri notices a group of guards who had been staking out the Inn suddenly go running off in the direction of the town. She scoops up her meal into her pack and sneaks off after them in pursuit.

The party finish off the guards at the gate, but are unaware of the approaching second group of guards.

Exploring Kalte

You decide to go to the Icicle Works Inn. On your way, Fra’nika invites you in for tea. While she is making tea, some guards show up and ask you to register your presence in the town properly.

They warn you that you must be off the streets by curfew, which is only half an hour away. You leave Fra’nika’s and head back to town, deciding to stay at the Deep Cold Inn. Grae is told he can report to the Town Hall in the morning if he wants his questions about the occupation answered.

Mercaiden and Grae observe the warehouse area looking for suspicious activity. They decide in the morning to try to get in to see what might be going on there. Hallabiri decides to visit Fra’nika.

Grae manages to sneak in to the warehouse area, but Mercaiden, Baaki, and Tanharath get the attention of the guards and are sent away from the area and back into the market square.

Grae sees all the workers labouring intensely but without conversation or personality.

Hallabiri encounters a group of guards who seem to be waiting for Grae. They ask where she is going and she says to Fra’nika’s. They allow her to pass. When she gets to Fra’nika’s, she finds that the place has been ransacked and that Fra’nika is gone. There is an ambush waiting. She manages to escape using Solkara’s Wave and Dragon Fear.

The party determine that there is an aura emanating from the Town Hall that might be the cause of the strange behaviour of the Ice Genasi.

Eventually the party regroups at the Inn and meet up with Fra’nika. She seems completely changed and lacking in spirit or motivation. She insists that she must get to work.

Grae takes her to his room where he knocks her out and binds her.

Meanwhile, Hallabiri heads for the Icicle Works Inn and the rest of the party track her, trying to find a path to the upper town that avoids the road.

Blizzard Dragon Attack

Grae and Fra’nika rescue the party from their various icebergs and then head back to Fran’nika’s village by Elemental Skiff.

During the flight the party is confused by the fact that Fra’nika does not seem to be particularly affected by the take over of her village by a rival tribe of Ice Genasi, including the deaths of the village leaders.

Suddenly the skiff is attacked by two Blizzard Dragons, once the guardians of the village, now they seem intent on the destruction of the skiff. The dragons are ridden by two rival Ice Genasi.

When the dragons are bloodied they seem to regain their senses, then they fly off in fear.

The two Ice Genasi are killed.

The party then heads back to Fra’nika’s village; however, some party members become suspicious that Fra’nika’s behaviour is not what one would expect.

The party notices a large battleship in the distance paralleling their course. The ship departs when it is evident that the skiff is landing at the docs of Kalte.

The harbour master requires the party to sign in. Grae fakes their information by writing gibberish in a Tiefling script.

Once in the town, the party tries to decide where to spend the night.

Mirmakur the Storm Titan

You see in the distance a 30 foot tall shambling figure. As you approach it, you see that it looks as though it has been washed ashore and then frozen. It is covered in ice, frozen seaweed, mud, and other detritus from the sea. Delban confirms that you are at your destination.

When you get close enough the figure begins to move and all the ice tumbles off. You identify it as Mirmakur, a Storm Titan and leader of the Cult of Solkara, the Queen of Waters.

Mirmakur is angry because you are late and have neglected to bring the fire elemental. He mistakes Grae for the Heirophant. He demands that you begin the ritual, implying that the party are to be sacrificed to the Queen of Waters.

Grae starts the ritual, and as it progresses, Mirmakur becomes increasingly agitated, and Hallabiri begins to realize that the ritual is going to destroy Mirmakur and free Solkara. She insists that this must not happen as it could mean the destruction of the world.

Mercaiden tries to move away from Mirmakur, but he blasts at her, shattering the ground beneath her feet and launching her into the air. She attains escape velocity and begins to drift away from the glacier that you have been walking upon.

Mirmakur is furious and demands that one of you fly up and retrieve her. When no one acts, he scoops up Hallabiri and throws him at Mercaiden, demanding that she bring her back. Mercaiden and Hallabiri try to grab each other, but miss. Hallabiri flies past then collides with a floating iceberg.

Mirmakur becomes increasingly irrational and demands that the party retrieve the two sacrifices. He insists that they tie together their rope and he will hurtle Grae after the two missing party members while Baaki holds on. Grae convinces Mirmakur to throw Baaki instead which he does, but without anyone holding the rope. Mercaiden snags the rope and the two of them end up on different bergs.

Mirmakur next throws Tanharath who lands on a berg and begins to contemplate the universe.

Grae turns invisible and runs, leaving the raging Mirmakur behind.

He runs back to the location of the fight with the Cultist hunters and notices as flying ship coming towards him. The ship lands. Three Elf-like individuals get out and examine the scene of the fight.

Grae makes himself visible, startling the crew of the ship.

A woman Genasi demands to know who he is. After a tense few moments where Grae tries to bluff, the two realize that they know each other. The woman is Fra’nika Icesong, the one who he fell in love with when he was a teenager and the reason that he became a Star Pact warlock. He convinces her of who he is by producing an ice flower for her just as he had done as a boy.


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