Champions of the Gods

The party sleep on their problems, have strange dreams full of portents, and as with all people who make decisons while only half awake, greet a new day having signed their lives away to plausible beings who ooze charisma. The deal encompasses vague promises of new powers which will arrive in uncertain timescales in exchange for the commitment from the party members to fight monsters of overwhelming power while with the other hand provide pastoral care for the churches of various gods who will be too busy beating a retreat from the world to exercise such responsibility themselves. The party also get the gods' logo stamped all over their equipment and are persuaded that this free advertising will improve its power (seems reasonable any monster trying to read a religious slogan daubed upon your chest is bound to get distracted in a fight).

On the bright side Treskallion Cordollion turns up in a strange looking craft and ferries the party back to the real world. They then try out their new role as champions of the gods and protectors of the poor etc. and discover it brings a certain amount respect (good) and a certain amount of trouble (also good if you like that sort of thing).

Maelith, the Drow cleric, has apparently agreed with with St Cuthbert during her vision to return to the Drow with her sister to try and convert them to her new religion. The party are wondering what to do about a replacement but learn on returning to Castle Raglan that an adventuring cleric has been making enquiries at the castle in their absence. The party find her in a tavern in Salar-Aelendil where at least 50% of them are immediately smitten by the beautiful elf. She is signed up immediately although those less smitten immediately do a few alignment checks on her as her affect on humanoids of both sexes appears to be almost supernatural.

In the Eastern Marches villages are being harassed by what turns out to rather tough hill giants. These giants are in turn led by black-skinned giants who seem to have the same gooey green blood as several opponents from the recent past. The party ambush giants on their way north and finally carpet bomb the main hill giant camp in the foothills of the Grim Mountains with devastating effect. They also learn that a separate force of the black-skinned giants may be in the area.

Midge makes a journey into the wilds to follow up a lead on Risten's Archmage, Istamor, who has lived in seclusion ever since Risten's death. At the Archmage's tower he learns why the Archmage did not go with party who sought to avenge his death, his concerns regarding Risten's heir and his gloomy view of the future. He does, however, promise to research the nature of the party's opponents and appears to welcome the sharing of information.

In order to help Istamor's research the party attempt to collect some of the green gooish blood of the black-skinned giants. This they do without too much trouble although Roc learns a valuable lesson about where to stand when you've just slain a giant.

Lana, the party healer, goes off to help a village hit by the plague which is unfortunate as Brand contracts a mysterious stomach complaint shortly afterwards which defies the skills of the cleric, Koln. While Brand lies ill and the party contemplate their next move Midge learns from the bard, Elentar, at Castle Raglan that a rather imposing and possibly threatening visitor has arrived. This turns at to be a 9 foot tall and rather statuesque she-devil. The she-devil (who refuses to give her name) has a proposition for the party; they are to find three magical jewels. For their efforts they will be rewarded with one of them, provided they give the other two to the she-devil. The catch is that the jewels have guardian constructs who can only be hurt with holy weapons. The she-devil explains that these jewels were left under the earth by the gods who now seem to have abandoned them. She also hints in an offhand sort of way that the jewels may have other more evil guardians.

The party are slightly suspicious of the arrangement and ask their new cleric to commune with her god. Rather suprisingly Corellon Larethian appears to give them the go ahead (or the new cleric is the she-devil's sister in disguise, but that wouldn't bear thinking about). The party sign a contract in blood with the she-devil who reveals that the jewels are protection against her own kind. She then teleports them to a portal deep underground.

The party edge down a corridor littered with traps that strain Midge's expertise in disarming them (they were built by recently deceased master thieves). At the end are four devil guardians who fight to the death to prevent the party entering their complex. The combat is so fierce the party have to take a breather back under Castle Raglan. The complex yields a reasonable return in gold and jewels. A further tunnel is negotiated by a Shadow Walk spell until the traps begin to have the sophistication to detect even this handy way of bypassing them.

Suddenly the traps stop and a little further on the room with the jewels comes into view. Dindle and Lura conceive an audacious plan to nip into the many-pillared room and make off with the jewels. The first half of the plan goes well as they succeed in snatching the jewels. The second half unravels a bit as the room is sealed, the guardians beat them to a pulp and then use them as petrified wall hangings.

The remaining members of the party return to the surface to regroup. Midge contacts the archmage for advice hoping for some arcane secret to give the party an edge. The archmage, however, just advises hiring some high level fighters. In the event the best fighters available are in fact free: Gareth a Half-ogre bouncer at an inn in Salar-aelendil who comes with the recommendation of the party's new cleric who he clearly dotes on, and Gark and Brion who are already at the castle being colleagues of the Bard. Gark is a Half-orc who has the slightly reptillian look over many of Vaarth's personal bodyguard while Brion is a large and very hairy man who has the reputation of liking to go for strolls on moonlit nights. This fighting prowess is further augmented by a cleric and an 'observer' provided by the she-devil who is concerned that the party succeed this time. Both these personnel are of obviously infernal descent although they do not detect as evil. The new enlarged party is rounded off by a Druid from the local forest to provide healing for Dindle's pet construct.

In addition Brand thankfully recovers from his illness but not before passing it on to many within the castle. The clerics in the party heal who they can but just as the party are about to leave Rok goes down with the same illness. After some debate the party decide to press on without him rather than wait for the healer's to recover their cure disease spells.

Down in the jewel room the party steal one jewel hoping maybe to attract the wrath of only one of the guardians. In practice all four attack them and a brutal battle ensues with the party's new allies showing their worth. Despite taking many wounds the presence of the clerics tips the balance in favour of the party and one by one the guardians fall. The jewels are recovered and Dindle and Lura released from the wall. The she-devil keeps her bargain and the party retain one of the jewels whose properties she explains. The two members of the party she supplied, however, both ask for sanctuary in the castle. Happily the dwarves have finished some of the other towers (which is just as well as some more 'colleagues' of the Bard seemed to have turned up).

After a short rest the party turn their attention back to the hunt for the giant's temple. Sheltering in a cave for the night they hear a strange maoning sound which both depresses and mesmorises the Rok. As he travels towards the sound (using his flying boots) the rest of the party follow along the path. They see what looks to be a petrified tree blocking the way and when attacked it creates a magical tempest which blows everyone off the mountainside. Things are looking serious for Brand as even his monkish powers can't prevent death from a 700 foot fall. Luckily an invisible force knocks him back within reach of the cliff wall. Similarly prospects are bleak for Lura as she hurtles downwards but the new cleric, Koln, manages to catch her in her arms which Lura finds perfectly satisfactory.

Rok is buffeted into the mountainside but as the wind drops he is still seems mesmerised by the tree and follows it through a hidden door into the mountain with his colleagues in close pursuit. There they find a cavern full of similar trees and after a difficult encounter barely manage to escape with their lives after rescuing Rok. As the party leave they collapse the tunnel into the mountain to contain the trees at least temporarily.

Heading along a mountain path they come across what they believe are attempts to deliberately sabotage the way through the pass. Their suspicions are confirmed when they spot some giants scouts hidden above the path. The giants slip and fall to their deaths in the ensuing melee. The party press on and take out some more scouts and a fully manned guard post. Ahead intelligence reports suggest is a compound outside a portal into the mountain, The party are hoping that they have not yet been spotted and that they can indulge in some more carpet bombing....

When the party arrive at the compound it is eerily silent and the doors of the portal are shut. A quick look for secret doors reveals none but Midge does manage to spot three white dragons perched high on the cliff above the door. With no easy way in apparent the party retire to their castle and prepare for a frontal assault. The next day Dindle opens the door in the mountain with a Knock spell. The party carefully wedge the door slightly open in case a quick escape is needed. The cathedral-like interior seems deserted but as the party step over the threshhold any spells they had prepared are dispelled. Happily the magic items that have been blessed by the gods still work and Rok flies up to investigate the galleries. For his pains he is blasted by two balls of green fire and narrowly misses taking more damage from the throngs of dark magicians present.

Quickly assessing reverse gear as the correct option the party make an escape. Unfortunately the three white dragons are now waiting outside the door and blast the party with their breath. Midge and and Nifara leave through the walls and attempt (rather poorly for them) to backstab a dragon. Nifara is mauled as a result and the pair retire to the shadows. Dindle retires to the shadow realm but Lura and Brand choose the 'leg it' option which proves popular with the dragons who like a bit of sport. The dragons take to flight to pursue the fleet-footed members of the party who speed along the the mountain path past the guard post. Sadly a huge net of greenish hue has been placed across the valley which threatens to traps the party. Luckily Dindle steps back from the shadow realm and rescues his beleaguered comrades. The party live to fight another day.

Back home the party hatch a plan to dispose of the dragons. Koln goes into town to hire some muscle and comes back with a dog, a cat, an owl and a bear. Only the bear looks like it would qualify as muscle but noone questions Koln's judgement. Some time later Dindle and Brand return to the Temple to taunt the dragons and Dindle's fireball has the desired effect of causing one of the dragons to pursue them up the canyon. It ignores Lura's ambush but sadly for the dragon Koln catches it with a Hold Monster spell while it is in hot pursuit. Even sadder it wakes up on the canyon floor to be greeted by the rest of the party intent on obtaining the raw materials for dragonhide armour. Party 1 Dragons 0.

Disguising themselves as two adventurers who have narrowly survived the cold blast of a white dragon's breath Dindle and Brand try their luck again. This time a maximised fireball encourages both remaining dragons to pursue. The dragons survive both Lura's bow and Koln's spell only for the hindmost dragon to run into an inconveniently placed forcewall. Further more the first dragon now appears to have an invisible attacker on its back. The lead dragon breaks off pusuit to ask its colleague for a quick blast of deadly cold breath to rid itself of its attacker only to see him hurtling towards the canyon floor. The dragons reunite without the invisible attacker being shaken off. Dindle is, however, more helpful and a well-aimed fireball does the trick. The second dragon, badly wounded, decides to run for home but does not survive Lura's bow fire. The first is enraged by the incoming fire it is receiving from the ground and swoops down on its attackers only for Koln's spell to remove its flight control. The party on the ground scatter but not fast enough for the healer not to have to heal herself or for Dindle not to have to play 'Find the Construct in the Remains of the Dragon'.

The party now ascend the cliff where the dragon's were roosting and fortuitously find an entrance to the temple. Even more fortuitously it would apear that the destruction of the dragons had not been observed and stealthily and silently the black-robed magic users are eliminated one by one starting with their chief. Having eliminated the chief and his second-in-command the party discover a network of private tunnels these two used for spying on the rest of the temple. Koln's 'pets' prove useful as the dog appears to be able to smell out evil while the owl has the ability to teleport. The animals are also happy to wade into combat although because of the nature of their foe's arcane shielding the party mostly dispose of the magic users with a hail of daggers from Midge and Nifara the Rakshasa.

Having eliminated more than twenty of the magic users in their rooms the party discover a deep underground laboratory where victims chained to the wall are pumped full of the magical green essence of the cult. A bubbling pool of the stuff apears to be supplying the liquid for the ghastly experiments. A hail of daggers and arrows eliminates the magic users in the room and the party put the victims (mostly giant and goblinoid races) out of their misery. Midge contacts the Archmage Istamor who expresses a keen interest in examing the laboratory.

By the time the Archmage Istamor appears (with a rather grumbling Archbishop Benedict and a well-equipped and competent looking heavy) the party have all but cleared the complex of magic users (but not giants). Istamor discovers the green goo is coming through a portal and soon Treskallion Cordollian arives to help analyse it. Things are going swimmingly and Midge hatches a plan to bluff the giants into removing the statue which seems to be the focus of evil in the temple. But where did the one magic user who managed to teleport away go to? And who is the mysterious 'D' who was signing orders for the head of the temple? And is that an alarm bell I can hear ringing?

Midge's bluff goes well and the giants remove the statue from the temple but then he pushes his luck and asks them to help destroy it. The giants react badly to this and soon the party have to exercise their expertise in giant-slaying. The giants scatter but most are hunted down. Meanwhile back at the laboratory Daretta has turned up and, finding that the temple no longer confers a spell-casting advantage for cult members, retreats before the magic of Istamor. The portal, however, is shut but Istamor is convinced that Risten's son was captive on the other side.

The party return to their castle and a mysterious sponsor of Lura hires them (for a derisory amount) to steal some ancient Elvish papers. These are held in the most secure vaults in the Forest Kingdom and the sponsor insists that the theft must be undetected. It transpires that the sponsor is an elven lord with considerable influence at the elven court so the party have access to quite a lot f inside help. In the end a plot (involving Dindle as a sprite, a bag of holding, and the forgery of a casket's seals) works like a dream. In the subsequent celebration the details become a little hazy.

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