Nitharos III: The Last Ritual

Session 14 - A place to prosper

Everyone has had next to no sleep. Vic for obvious reasons, Brusla because he couldn’t resist the urge to spy on Vic ad Riala and Alistair because he couldn’t focus on his meditation.

Brusla had forgotten the name of the mage who gave them the “running scrolls”. He asked again, his name was Talleren.

After enchanting their horses and getting some tips on how to navigate in the area the group is on their way. They ride through the day with no complications other than some rain.

They decide to spend the night in Reddansyr, a bit dodgy place with Yuan-ti
as the main inhabitants. The group is exhausted. Alistair goes to bed as soon as they find an inn. Vic checks out the bounty board and Brusla goes to the local morgue to get some more information about revenants before going to bed.

Alistair is the first one to get up. He finds himself an herbalist where he gets some information on how to use come of the herbs he has collected and buys “soap of internal bleeding”. When the whole group is up and about they all hit the road and travel directly to Starmantle.

They make it there in good time and decide to stay there until the next day. Alistair finds a very posh elven inn and Vic and Brusla goes to a place run by halflings.

Ruslab goes to a kennel and, for the first time, buys something with his own money (yaay!).

Alistair spends most of his time doing research. Brusla spends part of the day doing the same. Vic sells the artefacts he found on Nitharos and joins Brusla in the local mage tower. They each buy gloves of dexterity and Vic buys lessons from an illusionist trainer named Barukh. Alistair finds out that there are mages in the area who can summon familiars for other magic casters. He pays for the services and with the help of a pretty half elf named Khali Haukatio summons a hawk whom he names Dulin. Khali peeks Alistairs interest and he spends some time trying to charm her.

Vic and Brusla is a bit short on funds after buying their new gloves and spends the rest of the evening doing some work. Vic peels potatoes and Brusla helps out at a local blacksmith.

Session 13 - When a Demon loves an Angel

The heroes leave Iriaebor at dawn making brisk haste for Priapurl, a city that they were told harboured several Harper members. When they leave they make sure to stay off the roads (As they were warned to do). After a day’s travel and an encounter with some hellhounds, they arrive at Priapurl, a calm and peaceful village warded by powerful magic. When they arrived, Alistair went and spoke with the cities resident magician who, when provided with the harper symbol and the parchment Alistair received earlier (Warning to stay off the roads) , gave Alistair three scrolls that would make their horses extremely fast for three weeks. He also told him about his friend within the druids of Ghultemere Forest named Amdiron who could help them once they arrived.

The party spent some time forging some armor improvements, one of witch was a saddle that would allow Ruslab to ride with Brusla on the same horse. When night hit the peacefull village our heroes retired to the local Tavern for some food and lodgings. When they arrived, the tavern where populated by mostly local Harpers but also some foreign adventurers, one of whom was a beautiful Aasimar named Rhialla whom attracted the attention of Vic. After some back and forth and a bit of help Vic managed to pique the interest of Rhialla, and they spent the night together.

Session 12 - White feather

The group decimates the goblins and sets up their own camp.
They then head towards Iriaebo.
Arriving at Iriaebo they take refuge in a local Inn.
Alistair recieves an annonymous message warning the group to stay off the roads.
They gather some information before they leave.

Session 11 - Pink pubes and torn faces

They ride for a while, sees nothing but wildlife. Huge rats amongst other things.

After a long days ride they encounter an ogre ravaging through a toppled caravan. While the group discusses heir strategies they are spotted and the ogre attacks. After making the ogre rip his own face of with a combination of acid and ice, the group loots the caravan. Amongst other things Vic finds a signet ring which he puts on.

Before the travellers leaves they see that Vic has pink hair. Everyone is confused.

They travel a long distance with no complications but suspect they are being followed.

At midnight they camp at a crossroad. They are attacked by a group of gnolls. The fight goes well. Everyone except alistair, who is awakened by a pack of wolves eating the dead gnolls, sleeps well through the night.

They get to the town of Elturel where they decide to sell some of their goods. Alistair suggests going to the guards and inform them of the raided caravan and the ogre. Brusla sees the signet ring and manages to figure that it amongst other things makes the wearer think it’s worth insane amounts of gold and that it turns hair pink.

Brusla suggests selling the ring and Vic “knowing” the rings worth thinks it’s a wonderful idea. However Vic is not pleased with the offers and refuses the last bid that landed on 2000 gp which results in fight between the trio. After a lot of back and forth they cleverly pries the ring out of Alistars hand, into a piece of cloth and sells it. The buyer walked away pinkhaired and smiling.

They continue on and encounters a goblin camp. Vic scouts it and they decide to attack.

Session 10 - Baldurs Gate

The heroes leave Harper island on-board Nitharos,
They spend their time wisely; Vic is shaken by his narrow escape with death and spends his time reading and studying, trying to figure out what had happened to him and how he could make sure it would not happen again. Alistair continues training; he uses his time to establish a morning routine that would allow him to stay prepared for any situation. Brusla spends an ungodly amount of time getting his spear acid proof, then got Kerry to imbue it with acid damage.

When they arrive at their first destination; the ruins of Candlekeep, there the group helps the harpers load Nitharos with the remaining supplies and man-power needed. The group together with Grein devises a plan that will allow the party to leave nitharos discreetly
and arrive at Baldurs gate so that they can travel the rest of the way on foot.
As they arrive at Baldurs gate under the cover of night, they meet Willfyre who lead them to a Tavern, they discuss their travels and the party promptly leaves after a good meal. They first go to purchase supplies for the travels before they head to the library, then they head for the stable. After purchasing 2 light horses and a pony, the party leaves Baldurs gate in record time.

Session 9 - Into the void

The party arrive at the Harper island, while they wait for Nitharos to finish loading they explore the small island town, Brusla finds the blacksmith and starts making improvements on Alistair’s and Vic’s weapons, he sharpens them and inscribes them, giving them all distinctive names. Vic goes lurking in the towns temple, a huge pyramid like structure that the harpers used for training, he finds a large floating crystal in the middle of the entrance room that he feels like touching. Leaning over the bottomless pit that is under the crystal Vic tries to touch the crystal, he overreaches and falls into the pit and down a mysterious vortex, a guard sees him falling and starts panicking.

While on an exploratory trip Alistair finds the distraught guard in the temple and he explains that a hooded tiefling fell into the vortex, Alistair immediately runs to find help, he meets the guard captain Elrin Banefist who together with Grein makes their way back to the Temple to asses the situation. After some analyzing Grein manages to scry on Vic and he can see that he is trapped in the void, stuck between planes. Getting Vic out was no easy fix and required the help of many mages and Alistairs father Armand Kaltarren, who had made several copies of himself to help in the ritual to bring Vic back. With some help they manage to pull Vic out of the Void, but in doing so they also brought a Void walker into the room, a great and fearsome beast, after a epic fight the voidwalker is slain. The party gathers for a rest before they leave.

Session 8 - The dusty pillow and the drug addict

Our Heroes are aboard Nitharos.

Brusla wants to get his spear coated with acid.

Vic goes on a treasure hunt. Gets keen rapier.

Alistair tries to sleep and has a crazy dream where he fights his dad. Starts friendly, gets more serious as time goes by. Meets himself with fangs.

Vic trains with alistairs father and gets information on how to to get magical abilities.

Brusla tries to see through his dogs and his own eyes the same time.

Alistair spends some time interpreting his dream. Drawing what he saw.

Alistairs interrupts Vics training and fights his father. He goes all inn, but gets his ass thoroughly kicked.

Vic puts a fine layer of fingoxx on alistairs pillow.

Brusla eats a ton of coffee to get more sells. Finds alistair at the medbay.

Vic is training and reading in is room.

It turns out that alistair has been under the influence of the drug he unwillingly tried a day ago and gets detoxed.

Brusla and a medic investigates alistairs room and finds his pillowed covered with Fingoxx.

When alistair recovers, he goes to Vic and after a bit of convincing they go to the training room to train on tactics.

Alistairs has a heart to heart with his father. It turns out that his father was involved with the enemy guild until he found out they had very evil intentions.

Session 7 - A bag full of Fingoxx

Our Heroes arrive at Iron keep after a days travel on their new HQ ship Nitharos, they only stayed for a short while for Epsilon to resupply and start building up Nitharos as their new HQ. The party pay their respects to the King of Iron keep, Thoroar Bronzebeard, after the loss of his brother the king is in mourning. Vic goes to visit the local thieves guild in the city, the same one he had visited last time he was in Iron keep. When he came to their front, a flower shop, Vic immediately sensed that something was awry, he ventured into the hidden lair of the thieves guild and found two dead bodies, both of whom were rigged to explode when touched, Vic merely escaped with his life but the bomb attracted the attention of the local guards, and Vic was apprehended and thrown into jail on suspicion of being an accomplice. Grein had to bail Vic out and make sure he got out safe, before freeing him Grein casted a truth spell on Vic and forced him to talk about his background in thievery and his business with the thieves guild.

Later that day Vic and Alistair went to the marked for some sparring practice, but Vic goes into a trance and started thinking of Alistair as a monster that he had to fight, Vic lost the fight and was knocked unconscious. When he woke up he purchased some Fingoxx from a local dealer in the hopes of lightening the mood and providing some payback, during their second attempt at a sparring duel Vic blows some of the Fingoxx in Alistair’s face making Alistair experience a high unlike anything he had ever experienced. The next morning the group woke up, Vic in a pile of snoring and half naked people and Alistair in his tent, he had slept for the first time in his life (Normally he only enters a trance).

After helping to move crates and supplies from iron keep to Nitharos they all boarded and left for the Harper Island, their next stop on their journey to find the second artifact.

Session 6 - The talkative dog

The party wakes abruptly with water flooding into the room and the door being locked,
after some work the party manages to escape and make their way to the control room where they notice the staff of magus being gone and the forcefield turned off.
They make their way to the next floor where they face of against a powerful wizard and a revenant of Tarandithas who almost killes Brusla, the party defeats the revenant but the wizard escapes into a portal with the Staff, Bruslas dog Ruslab follows the wizard through the portal.
The party, distraught and tired tries to figure out the different control panels spread through the temple, after some fiddling they find out that the temple is actually an ancient ship.

They raise the ship through sheer force of luck and when they breach the surface they notice 20 enemy ships circling the debris of the dwarven ship they arrived in earlier. The group managed to fire the ships massive weapons and decimated the entire armada, in the aftermath two dragons appear in the horizon. The dragons swoop on deck and shapechange into Haege and Keradfespiks (Aka. Kerry), after some explanation they summon some Epsilon mages, along with Grein Dragonbeard. Ones the ship is settled the attention of the party sets in rescuing Ruslab, they manage to scry on the Mastiff and see him in a cage in the middle of a circular board room where 5 members of the enemy leadership reside, they also see the wizard, he is wearing the artifact cape and staff. After some help from Grein and the mages the party summons Ruslab, who now apparently can Talk… Grein explains to the party how the ship works and that it’s an ancient Batrachi ship, he believes that this could prove an excellent HQ for Epsilon after their old HQ at candlekeep got destroyed. With Haege at the helm they sail the ship, now named Nitharos, towards Candle keep, making sure to stop at Iron Keep to stock up on some supplies.

Session 5 - Into the blue

When getting ready to descend to the bottom of the ocean the ship is attacked by another ship nearing the same icon the trio have seen on the some of the papers they’ve found.

They get themselves into the diving bell while the dwarves defend the ship.

They descend 600 m down to the bottom of the ocean floor where they notice the huge temple they were sent to find.

They try entering the temple, and after figuring out the door system and getting inside they get attacked by two blue dwarves, when one of them gets badly hurt he turns into a wereshark

Vic finds a magical orb, kept it secret.

The battle went well. They searched the dungeon a bit more and brusla had to take a nap because of his earlier dissagreement with Alistair.

Vic and Alistair encounterd another wareshark. Found a map. Managed to figure out which rooms where most important.

Averyone took a nap. When they woke up they went to the first important room and Found the staff enclosed in a forcefield. There where three sockets, one contained an orb. They figured out it controled the dungeons power somehow.

They continued their search and found an empty room (vic pocketed a few artifacts). While searching the room Brusla detected a magical beeing closing in on them. They barricated themself in the room and where attacked by three dwarves and a tiefling.

Its a rough battle. A wareshark and a shark breaks one of the walls. and vic almost falls, but brusla aids him. Brusla impales the tiefling. The trio tries to save him in order to get information, but fails.

The the trio inserts the second orb. More lights turn on and the water is drained in the dungeon.

The heroes rest.


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