Pathfinder Kassen

Assault on the Mountains

After the party left Skelt, they headed north and west into the foothills of the Mindspin Mountains and the Bloodsworn Vale. Knowing that orc and ogre assaults were becoming more aggressive further to the north, the party decided to rest in a cave up on a hillside with a commanding view of the pass and approach to the cave.

Despite their precautions, the party is awoken late at night by the sounds of something large scrambling up the cliff walls and the sounds of wings beating outside the cave entrance.

Jumping to attention, the party finds itself face to face with a large winged demon who immediately casts a web across the cave entrance, cutting off 1/2 the party still in the cave. Then 2 clawed, crab like creatures with human-like torsos scramble over the edges of the cliff and assault the party while the demon tells the party that Lamashtu is not happy with them for meddling in her affairs and that now it is time to die.

The party’s druid summons a tiger, Whitaker hacks his way through the webbing, and a melee ensues where the party is able to slay the demon and throw the crab-like creatures off the cliffs, but now they know that the Mother of Monsters has her minions after them.

Where now Brave Adventurer?

After stopping the Cult of Lamashtu and the serpentfolk from opening a portal under Skelt and unleashing the madness and monsters of Lamashtu, the party returned to the surface and tried to find some rest and count their gold.

Despite their best intentions to relax, rumors reached their ears of further issues in the world.

Some of the locals, despite Semanash’s destruction, still have concerns about the access to the Underdark below Skelt and some of the Guilds would like the party to find out how the serpentfolk got under Skelt to begin with.

Rumors of illness and turmoil in the Varissian city of Korvosa to the west, which is the largest trading partner of Skelt outside Nirmathas. Currently the new, and very young queen is barely holding back a city wide revolution while her old husband lays ill.

Tales of ogres and worse assaulting Fort Thorn and the Bloodsworn Vale north of Skelt… if the fort falls and the ogres mount a larger assault on Nirmathas Skelt could be cut off from its main tradelanes. Also, this is the same area where Garret and Zim where found when their family was killed in the mountains by ogres and hill giants.

Rumors of a shadow dragon from the dark and strange lands of Nidal filter up from the south. Nidal, who has started expanding it’s territory into the edge of Nirmathas and potentially spearheading worse to come from this land run by shadow magic and a council of evil princes.

Despite all these rumors, the party agrees to head to the Weathervane’s estate on the Upside of Skelt for a grand feast and costume ball. As the party heads into the magnificent dinning hall they are greeted by many of the guild leaders and personalities they have met in Skelt. As the dinner begins, Miriana Weathervane’s half-elven boyfriend gathers everyones attention as he begins to propose to his sweetheart. However, just as his toast ends his potential bride to-be looks horrified as the suits of ornate armor spread around the two-story ballroom begin to animate and attack the guests. It soon becomes apparent that the suits are filled with animated undead warriors.

Chaos ensues the and party falls back to the kitchens only in time to see Miriana’s potential fiancee fall to the swordstrikes of the animated undead. The PCs see Miriana hold forth her amythest gem, shout some words of power and the whole room flashed purples before the suits of armor all fall. Miriana then flees from the room into the deeper parts of the castle just as the city guard arrives and carries her dead fiancee from the halls.

The party quickly decides that perhaps Skelt is not where they want to be right now and quickly gathers up their horses and supplies and sets out for Korvosa before the rest of the city rises in the morning.


The 5 day trip to Skelt passed quickly and quietely except for the last day out of the city -

Encountering 2 dwarven merchants, Stron Hammerguard and his companion Sesk, who were assaulted by a Forest Drake, the party was able to slay the drake as well as the two Assassin Vines that had taken up residence near the cart path towards Skelt.

Hidden in the drake’s lair a bit off the path, the party found gems worth ????.

Once in Skelt, the party quickly was sucked into the Guild Council’s debate over what to do about the lost miners and newly discovered tunnels. After being promised 1000 gold each by Mirianna Weathervane, a human from a wealthy merchant family in town, the party was able to scare off an assailant that attacked Mirianna and her rich boyfriend.

Finding out that Semanash, the patriarch of the Tombbreaker’s Guild was also missing, the PCs agreed to explore the tunnels below Skelt.

The Council gave the PCs a Bag of Holding Type I, a Masterwork Backpack (4 lbs, treat Str as Str +1 for purpose of determining encumbrance), a Potion of Neutralize Poison, a Scroll of Comprehend Languages, a Scroll of Lesser Restoration. 3475 gold worth of items

They soon encountered a group of bugbears lead by some sort of serpent-man. The PCs quickly dispatched 3 of the 4 bugbears, but the serpent-men were able to escape.

3 silver and platinum snake armbands; 300 each, 900 gold total

The PCs then followed the path most likely taken by the retreating snake-men and encountered an odd extra-dimensional maze of rooms. After exploring the area, they were able to figure out the pattern and escape, but not before doing battle with a pair of mimics that had taken up residence in one of the chambers and not before fleeing from an angry mutant troll that had somehow also ended up trapped in the maze.

one of the mimics had an emerald worth 500 gold as well.

The PCs then encountered a room with only doors on the left but directions to take the door on the right. One door led into only darkness, which the PCs wisely avoided. The last door on the left (also the first door on the right) opened into a fountain chamber. The fountain was actually filled with beer, but after the PCs closed the door, they were given a puzzle to solve using 2 giant tankards of ale as the fountain started to overflow and fill the room with beer. Before the beer could get too high up their boots, the PCs rapidly figured out the puzzle and stopped the flow of beer as well as opened 2 hidden doors on the back wall of the chamber.

The chamber behind the fountain is a large square chamber with 2 large double doors on the left and right walls. There are four large pedastals in the room, one in each corner. The once closest to the left entrance was of a warrior, but has been knocked off the pedastal and broken on the floor. The other 3 statues are of a dwarven mage or scholar, a dwarven king, and a dwarven peasant. There is a large ornate mosaic of Torag’s Warhammer on the floor of the chamber. Each of the statues has an inscription on the base that seem like quotes from the various members of the society detailing how they were forced to flee due to a darkness and corruption that was overtaking the ancient dwarven city.

Laura Silverstream’s nephew contacts the party through the Sending Stone and starts to detail the prison chamber he is in when all of a sudden they hear a scream and the stone goes silent. Just at that point a violent earthquake rocks the room, knocking the PCs down and one of the other statues narrowly misses a PC as it falls. The double doors to the right violently shake as the room behind begins to collapse. As the PCs pull themselves to their feet they hear bugbears in the collapsed room trying to dig themselves out of the rubble. As the PCs sneak up on them, they turn and melee begins. The PCs then here more crashing noises from the other door, and suddenly an angry minotaur throws open the double doors and launches itself at the party.

The PCs can see more movement in the prison chamber the minotaur came from, and they realize there is a serpentfolk unlocking some of the cells and herding more bugbears and a massive troll at the party. The party’s fighter, Whitaker, goes toe-to-toe with the troll and manages to slay it despite it’s regenerative properties. The serpentfolk closes on Garret and after poisoning him tries to close in on Whitaker but gets her head sliced clean off instead.

As the PCs exam the serpentfolk they find an ornate dagger, the amethyst gem stolen from Lady Weathervane, and some dust of disappearance that must have aided the thief. The PCs also find that each of the statues contains one ornate item that was encased in stone. The warrior has a pristine mithral shield, the king a necklace of golden orbs, the mage a wand, and the peasant bracers.

The room beyond is a prison chamber and laboratory. Mutated and mutilated bugbears, ogres, and dwarves lay in some of the cells. The PCs find a sending stone among the possessions of one of the bodies and a ghostly figure forms over the dead dwarf, thanks the PCs, asks that they get revenge on those responsible, and then fades from view. The PCs realize these bodies have been deceased since before the entered the tunnels, and come to realize they have been talking to the ghost of Silverstream’s nephew the whole time.

At this point the PCs have enough XP for level 7, and due to their concerns about retracing their steps through the tunnels, they barricade themselves into this room and rest. When they start exploring again they follow a long tunnel to a spiral staircase the descends further into the mountain. The come eventually to a huge underground chamber where the sounds of a pitched battle echo in the distance. The PCs creep forward to find a battle between the serpentfolk and their mutated allies fighting a group of yuan-ti like serpentfolk who are battling with stone clubs and bone weapons against the more modernly armed serpentfolk. A massive quake strikes then, disrupting the battle and dropping part of the enormous ceiling onto the battle. When the dust clears the PCs examine the combatants and end up parlaying with the more tribal, degenerate serpentfolk only to find out that the newer serpentfolk have been enslaving and experimenting on the degenerate serpentfolk after initially pretending to befriend them.

The tribal serpentfolk are concerned that their betrayer, a more powerful snake-man caster is at the root of this problem, causing the quakes and potentially un-earthing more evil that lays at the heart of the mountain. The PCs agree to help the tribe and lead an assault on a prison chamber to free many of the captured degenerate serpents. After freeing the prisoners, the tribal snake-men lead a revolt to distract the rest of the serpentfolk while the PCs delve deeper into the mountain to try to stop the evil that is at work and find the missing dwarven elder.

The PCs find a temple like area guarded by giant snake constructs made of stone and mithral that due their hardness are very difficult to destroy and take their toll on the party. Then the Heroes push on, interrupting a ritual in which the serpentfolk leader is trying to summon a giant aspect of Lamashtu, a monsterous demon unseen in this world, from the dark parts of the Abyss. The summoner reveals himself to be none other than Semanash who was using magic to infiltrate the city of Skelt and the Tomebreakers Guild. The party is able to neutralize a lot of the wizard’s attacks by covering most of the chamber in sleet and ice and the wizard and his imp are forced to join melee where the PCs numbers quickly bring about the destruction of the wizard. However, with his dying breath he attempts to complete the summoning ritual and only by rescuing some of the sacrificial victims are the PCs able to prevent the aspect of Lamashtu from crossing over into this plane of existence.

A Brief Summary
Since none of us are the same...

It all began in Kassen, a small village along the Fangwood on the northern border of Nirmathas.

The Quest for the Everflame, a coming of age ritual for a party of young adventurers… Zim the elven monk, Zander the confused sorcerer, Namizar the inept thief, a boisterous cleric/swashbuckler, and a tower shield supported by a walking tin can of armor… little did they all know what what should have been a town coordinated test of bravery would become a fight for their lives against the evil released by cultists of Razmir who freed the evil spirit of Asar from his tomb when they stole his gem.

The party did prevail… slowing the spread of evil and somewhat avenging the townsfolk as they rescued the Everflame of Kassen and were blessed by the spirit of Kassen himself.

With their realization that the stolen gem of Asar was the key to returning peace to their village, the party, now reduced to three and with Zim changing races, Zander changing classes and deities, and Namizar still unable to find any traps, headed south to Tamran where the Pathfinder Society needed their help infiltrating the Cult of Razmir.

Sadly stealth, deception, and reconnaissance are not their forte, and brute force only served to delay their success. Eventually the party was able to infiltrate (and I use that term loosely) the cult and learn of Arimine’s plot to return to the Isle of Dread and the City of Gold to obtain unimaginable wealth for her patron, the Lord Razmir, the Living God.

The next leg of their journey, a perilous boat ride to the center of Lake Encath, and an overland trek across the cursed land of the Isle of Dread resulted in them finding the City of Gold and meeting up with a fellow adventurer, Whitaker, a capable fighter whose biggest fault is not replacing the grips on his greatsword. After tripping all of the defenses and traps in the city, the party was able to confront Arimine for the Golden Scepter and subdue the crazed elven sorceress before they were all encased in molten gold. However, their dreams of an early retirement were cut short when all the gold they collected from the city vanished when they left the city’s limits, leaving them with only the weapons and armor on their backs, and the gems of Asar and Kassen to be returned to Kassen’s Tomb. Well, that and the knowledge that they put and end to one of Razmir’s top priests and survived their encounters on the Isle of Dread.

Rogue's Log
From the Gospel of Garrick

Transcribed from Garrick’s Diary, “A Rogue’s Log”

Having tracked my brother to the city of Tamran, I awaited his return from the Isle of Terror.
During my stay, I gathered information about my brothers exploits. I was astonished to find out that he was one of the “Heroes of Kassen” that I had been hearing so much about since returning to Nirmathas.

I met my brother at the docks as soon as his ship returned. I was introduced to a large quiet man named Wittaker, who was a warrior of some kind. A fellow rogue named Namizar, and Severus, a Cleric of Sarenrae, who I also follow.

We were quickly whisked away by Reginar, a Pathfinder, who needed to get the heroes back to Kassen. I went with the heroes to Kassen’s Tomb, where they returned the amulets to their eternal resting places. Kassen appeared to them and gave each of them a boon. A magical coin, that could assist them in a time of need.

Upon returning to Kassen, a dispute between a visiting Elven caravan and some of the towns people, was brought to our attention. Apparently Koa, the human blacksmith, had some words with one of the elves who got “friendly” with one of the barmaids.

After questioning several of the prominent townsfolk, it was established that Koa was making more out of the situation than needed to be. If anything, the elves were victim of too much wine. So too might Koa have been.

The next morning, Mayor Uptal, wished to speak to the group. Several of the outlying homesteads, to the north, were being abandoned. Some of the scouts and some woodsmen have gone missing also. The mayor wished us to go and investigate these strange happenings.

A messenger came into town with a letter for Namizar. His family needed him for a private matter and he had to depart at once. After the goodbyes were said, I was asked to fill in for their departed friend. I readily accepted, wishing to spend more time with my brother and the Heroes of Kassen.

As we went past one of the farms, a man came up to us and gave us some information about the area and that there were about 6 abandoned homes that he knew of. He told us that the Fuldar Homestead was the last farm before we hit the abandoned areas.

We decided that with the remaining daylight, we could make it to Fuldars and find lodging there for the night. It was just a few hours until dusk, when we arrived to find the main house on fire and corpses of the family and their workers. Two very large bats were feasting on the carrion when we arrived. After dispatching them, we discerned that the farmers’ wounds couldn’t have been made by the bats. Obviously, they were just scavenging.

We found Edard Fuldar in the main house screaming hysterically. The cleric put him under a hold spell so that her wouldn’t hurt himself or us. After subduing Edard with ropes, we checked the rest of the property for valuables. And survivors of course.

An Elven woman, named Ashara, was found unconscious in the barn, near remnants of what used to be a large farm animal. The word, “Mythal” was written on the wall in what appeared to be blood. After healing her, we asked her if she was from the elven caravan and how she came to be here. And also about the word scribbled in blood.

She said that Mythal was the elven word for revenge and that she had no memory of the journey here, just escaping the evil creatures that had attacked her people.

She couldn’t give us a description of the creatures, only that they were red eyed humanoids with claws. She also gave us half of a large silver chain link that although magical, seemed to be loosing power.

As we blockaded ourselves in the servant’s house, we were inturupted by Arnama, a ranger from Kassen, who had been scouting the nearby areas. She watched over us for the night and in the morning, brought Ashara and Edard back to Kassen.

We followed Ashara’s directions to where she thought her camp might be, so we continued north.
We came upon the camp after about a half days travel. It was in ruins. Tents lay ripped open everywhere and most of the wagons were overturned. Blood was everywhere, but there were no bodies of elves, monsters or even livestock. While searching, I found a very expensive black pearl that I … happily shared with the group.

While setting up camp, horrid laughter came from out of the night. Suddenly, we were attacked by demonic humanoid creatures that none of us had ever seen before. These beasts from hell seemed to have a protection from normal blades. I am thankful now that I spent a small fortune on “Novacula” my razor sharp sawtoothe sabre.

Although the beasts were formidable and caused us some terrible wounds, we cut them to pieces. After they perished however, we were witness to another horror, as before our eyes, the demons became the very elves we sought.

p.s. Zim punched the crap out of everything.


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