DeathStorm I
The desert wasteland, long devoid of life, has suddenly been
covered by a ferocious storm. part of the storm is moving, leaving a
trail of destruction in its wake. And it's heading this way. (1987)
DeathStorm II
More storms have been sighted, and they too leave destruction
in their wake. Two of them are headed this way. You've got to move fast
to stop them. (1987)
DeathStorm III
There are more storms than originally imagined. The only way to
stop them is to destroy the source and to do that, a storm must be
captured and controlled. (1987)
DeathStorm V - The True Threat
The great storm over the desert is producing death storms
faster than you can take them down. Your party must destroy the source
of these storms before the entire land is destroyed. (1987)
DeathStorm VI
The great storm has fallen, the fight is ended. If that's true,
what is that spot on the horizon? Don't worry, it's becoming smaller.
It's only your worst enemy escaping!
Neoparzenon, a powerful Fighter/Wizard Lich controlled one of the most
powerful DeathStorms. His storm fortress is driven to the ground, but
Neoparzenon survives. Along with a number of his powerful Dragons.
(1988)
DeathStorm VII
The great wyrm, Holepuncher is gone, slain by Zenier & his
band in Neoparzenon's fallen storm. But the mission to capture
Neoparzenon failed & he escaped. We're going back, and this time
he's ours.
This game ran three times that year, and each one ended in total
defeat. Many fell victim to Neoparzenon's traps, and others to his
spells. Only one, Nikro, survived and escaped. All of the fallen bodies
were returned to Nikro except Zenier. The poor Paladin's body was kept
by Neoparzenon as a trophy. (1989)
DeathStorm VIII
Neoparzenon has moved his base of operations, and forced a
large group of undead to follow him. The worst news is, his most
powerful minion is a Death Knight, by the name of Zenier.
Zenier has been transformed into a Death Knight, and has a Nightmare
for a mount. The battle in the valley goes badly for Zenier, and he
escapes to the Ethereal Plane on his Nightmare. Neoparzenon is finally
destroyed in a fiery battle. (1990)
DeathStorm IX
Divination has found that Zenier's found a home on the Ethereal
Plane. A group of Githyanki are planning an assault on the Prime
Material Plane, and an Ethereal base seems the perfect place to plan
their suprise.
A small army of Githyanki and a few minions later, Zenier is captured,
and Andir Zith is dead. Andir is Reincarnated during the battle, and
comes back in the body of a Gith. Zenier is Resurrected, but remembers
all the evil he's done. The Red Dragon, Sterno, escapes in the assault.
(1991)
DeathStorm X
A 2-part adventure, part 1.
Zenier remembers all of the evil he's done, but he also remembers the
Githyanki plot. He leads his old friends across the Ethereal Plane to
the Githyanki main assult base. It's defended by a shield of Negative
energy, and very lethal. The adventurers make it to the heart of the
fortress, and destroy the crystal which they think energizes the
shield.
It actually keeps it at bay, and the shield starts to collapse.
Sterno activates a gate that summons the Ethereal Wind, and a rift
opens. Sterno escapes through it, and the party follows.
A 2-part adventure, part 2.
The heroes find themselves in a beautiful grove with an unusual sky. A
large city thrives under a thick, clear dome, and Sterno is loose
somewhere. Giants, Kirin, and even Mind Flayers all coexist here. The
party uncovers a Githyanki underground operating out of a gambling
casino, and is awarded one of the Gith Astral Flying Ships by the
Baron.
(1992)
DeathStorm XI
The Baron didn't realize that he'd awarded the heroes with a
Plane-Shifting Spell-Jamming ship. The helmsman accidentally shifts the
ship to the Prime Material Plane, and they find themselves in the
middle
of an Insectare/Elven war. They attempt and assault on an Insectare
battle station, rescue an Elven Admiral from the insectare's cells
(leaving them at their ship in the landing bay), and succeed in
disabling the space station (ok, so a heavy rip off of Star Wars, it
was
fun!). (1993)
DeathStorm XII
The party needed to escape the station before the Insectare
fleet returned, but when they returned to the landing bay, they found
their ship gone. A Doppleganger had been part of their original crew
(an
enemy from the Astral city) and he stole their ship, and the Admiral.
They then had to piece together a ship and catch the Doppleganger
before it could reach the fleet and really cause trouble. (1993)
DeathStorm XIII
The fact that they stopped the Doppleganger earned them high
points with the Elven Fleet. In return, the Elves offered to repair
their Spell-Jamming ship (for reduced rates!) and figure out how the
Plane-Shifting helm worked. Of course, that was going to take some
time,
so it would be nice if they could find out why the Insectares were so
interested in Floritem.
The group finds a destroyed Insectare Fleet (over 20 ships) on a barren
plain. Searching found survivor's tracks, and a trail that led to a
lonely set of three mountain peaks. Nestled near their tops was a huge
nest, and a rather large fight with the surviving Insectares, over a
large eggshell. It turns out that the 300' wingspanned bird that lived
here had tough shells, and the Insectares wanted them badly. Our heroes
got them instead, and they make great hull-plating (light, and
metal-tough). (1994)
DeathStorm XIV
The Elves are happy, the heroes have a newly armored ship, and
they're actually in the correct Crystal Sphere and can go home (ok, I
decided to be nice on this point). There's only one condition: the
party's home planet doesn't know about Spell-Jamming (except for the
Elves, of course) and they want to keep it that way. The group must
find
a safe hiding place for their ship, and decide on a secluded string of
islands.
The world being the way it is of course, the island is inhabited by
pirates. And not just ordinary pirates, but with powerful wizards for
leaders, and a lot of alchemy at their disposal. The heroes do win the
island, but with heavy loses. The leader blowing up his own house with
the adventurers in it was a nice stroke. (1995)
DeathStorm XV
As it turned out, a giant sea-dragon lived beneath the island.
It didn't care about the humans living above, as long as they paid
tribute. It provided the pirates with a great defense from local
navies.
As their own ships started getting attacked, they tracked the problem
to the caves below, and confronted the great dragon.
Zenier actually confronted the dragon alone at one point, and tried to
lure the creature into an ambush -- it almost worked . Not only
did the party destroy the dragon, they rescued a number of Triton
prisoners. The prisoners kept the local Triton tribes in check. Their
rescue gave the party new friends and allies in the area. (1996)
DeathStorm XVI
OOPS. We apparently missed one - we'll have to come back to it
- any requests? . (199?)
DeathStorm XVII
The party's Klick-Klack is finished at the Elven repair yard.
This is located out near the farthest reaches of near-space, so it's a
long, fairly uneventful trip. Raiders seemed to be on holiday until the
shipyard was reached. The raiders hit it hard, and took their booty,
leaving traps, assault troops, and other nasties behind, not to mention
some station defenses. The party managed to clear out most of the
nasties, and rescue a number of injured and trapped Elves. The toughest
problem was a shape-changing Demon, impersonating an Elven Priestess.
The surviving Elves asked our heroes to chase after the raiders, and
return any prisoners they could, and very important stolen magic items.
(1997)
DeathStorm XVIII
The adventurers chased after the bandits. As they say, "A stern
chase is a long chase". The trip took time, and managed repairs on
their
ships along the way. The rear-guard of the bandits was beaten, and
their
Hammership taken. Using it as cover, the party managed to catch up to
the bulk of the Bandit Fleet (5 ships!) and attack it. They captured
the
lead ship (a Dragonship) and killed the bandit captain, but the other
ships escaped, and were lost in the Flow. The heroes lost thier ships,
however, and helmsmen. (1997)
DeathStorm XIX -- DeathStorm XX -- 1998
Ah, this adventure didn't quite work out as expected. The group
did succeed at their first mission; they rescued some of their Spell
Jamming ships and some of their crew. However, while in the castle of
the Baroness, Zenier got his throat ripped out, and was barely healed
enough to survive. Andir Zith managed to get his hands stuck to the
same
weapon held by Hornig, and they're still both stuck to it.
DeathStorm XXI -- 1999
They now have a new mission: seperate their newly connected
comrades. The advisor they hired away from the Baroness tells
them
how to remove the powerful curse. The heroes must travel to the
Pascale Mountains and retrieve part of the Great Egg. They find
that crushing a large Dragon Egg with the Halberd frees them from the
curse, and the Great Dragon that lives there is just too big to try to
fight. They end up escaping down through Ogre caves, combatting
both Ogre Gladiators, and the recently escaped arena fodder prisoners.
DeathStorm XXII -- 1999
The party takes their remaining spelljamming ships to an orbiting
station under the control of the Baroness. Not only do they find
the two captured wizards, Ross and Steven, but also a self-aware
Squidship with a Life-Helm (Ross enclosed). They rescue the
wizards, but get rid of the Squidship. It's just a bit too evil
for them. They don't figure this out until Galbrith steps into
the
Life-Helm and loses a level (including his HEAL SPELL!) but saves the
party.
DeathStorm XXIII -- 2000
Our Heroes are out of that troublesome Sphere. They've travelled
home, and are now approaching their home island base in the Amber
Sea. We've lost all but our original ship, The Survivor, and are
just happy to be home.
In their absense, the island was taken over by pirates. They were
easily destroyed, but they had opened up unknown tunnels below the
island. Elementals were creating a permanent portal to our plane,
and an Elemental Lord was beaten before he could finish his plan.
DeathStorm XXIV -- 2001
The island nearest the Spelljammer hideout was inhabited by peaceful
natives. Tribes of giants got together and destroyed them.
There is an abandoned, hidden, Giant city on the island, and the Giant
priests had plans for it. The players actually started out as
Hill
Giants, searching the city for treasures. They discovered that
the priest plans don't benefit the Hill Giant race, and decided to stop
them. The PC Hill Giants attempted to stop the Fire, Frost, and
Stone Giants, and after many well thought out attacks finally got
trounced. The Giants are destroyed in a bloody finale.
Across the island, the DeathStorm heroes came ashore. They
were soon greeted by the sole Hill Giant survivor who asked for
help. The Hill Giant joined the heroes in the attacks on the
other
Giants, and they found that the priests were attempting to raise a
sleeping Giant Diety. The ceremony with the 3 Giant Priests
progressed as the party attacked the observing giants. They
finally managed to stop the ceremony, taking some heavy losses.
(1
dead in the first running of the game, and 4 dead, 3 down, in the
second running of the game)
DeathStorm XXV -- 2002
The game began 5 rounds before last year's game ended. The party
was still fighting the 3 Giant Priests, and everyone was seriously
injured. No sooner had the giants fallen, with most of the party
down and the survivors barely standing, another group of fresh Frost
Giants appeared on the balcony. Looks of defeat spread across the
party, but they fought on. Bormar the Illusionist stepped forward
and started casting, only to be totally destroyed by 5 well thrown
giant
boulders. As the other survivors moved forward (or dove for
cover), and the giants prepared to pulverize someone else, a Fireball
struck them from behind, dropping each and every one of them. A
female Gnome stepped forward and asked, "Do you guys need help?".
Bianca, a Gnome Sorceress, was answering their ad for a new member.
The giants on the island are dead, but the Stone Giant's High
Priestess knows the location of this island, and has an ancient map to
its location. The party snuck into the giant city through the
sewer system. The less said about the sewers, the better.
Modified permanent Blade Barriers helped keep air flowing through them,
but travel was still difficult (and many fell ill from the
filth).
Encounters included Giant Rats (12' long), a 120' Centipede, and an
Alligator that swallowed Dunham in one bite (his Lighting Bolt from his
staff gave the creature some massive indigestion). The first
group (the game ran twice) lost their only cleric in the sewers 4 hours
into the 8 hour game. It was their only death, but since they
couldn't bring him back, it made the rest of the adventure very
difficult. The second group lost Dunham in the sewers (in the
belly of the beast), but one of the clerics was able to raise him
before they ventured up into the Giant Temple.
The temple itself was protected by an Unhallow spell. The
effect attached to this spell was an Invisibility Purge. This
surprised the invisible scouts that would calmly wander into the
central
courtyard containing giants only to 'blip' into visibility. In
addition, the parties' actions in the sewers clogged up the system
somewhat, and routine checks alerted the city guard that 'something'
was in the tunnels. For the temple, the 'hunt was on', and many
long-duration defensive spells were in place. The High Priestess
was a challenge, especially with the second group. The first 3
rounds of combat went: Destruction (ST failed), Destruction (ST
failed), Disintegration (ST failed)--- front row of fighters
down. The single body-guard was then dropped, and instead of
rushing the Priestess (beyond the now unguarded doorway) the party
scattered about the outer room. Round 4: Mass Heal. The
body-guard was now up again, and the main fighters were gone.
They actually managed to drop him a second time (thanks to flanking
rogues), and again waited for the Priestess to emerge. She did,
glowing with active spells. One amazing Dispel Magic later (5 of
her 10 personal spells were dropped), she was finally susceptible to
the party's magic. One dead priestess and one looted vault later,
the party teleported out.
Both parties accomplished their missions. The priestess was
killed beyond a Raise Dead, and the ancient map was discovered and
destroyed. Congratulations to both groups, they both played great
games.
DeathStorm XXVI
The Heroes of the Death Storms have returned to their island base and
are resuming their comfortable lives. The shipping trade routes
are thriving (boosted by two ships with Helms hidden inside), and the
money is rolling in. The heroes are, for the moment, content to
guard their shipments from pirates and sea monsters. The latest
marauder attack is not a simple pirate, however, and does not bode well
for our heroes. Especially Nikro, who it seems now has a price on
his head..
The Stone Giant Priestess left behind some scrolls which helped the
surviving priests discover Nikro's identity, the shipping company, and
his general location. Bounty-hunters of all types converged on the
region. This included forged 'Wanted Posters' with the seal of
King Veldrane III ordering the group's arrest.
Once arrested by Captain Argonus, a Paladin of Tyr, the group was
treated as guests upon his ship. When the Admiral ship arrived,
the party was without weapons... and the disguised Minotaur crew
attacked with abandon. One headless captain, and two sunk ships
later, the crew headed home to find their island retreat had also been
discovered.
While the party stopped Ogres & a Giant priest from emptying their
storage warehouse, a Mind Flayer had lunch on Dunham & Andir Zith,
with Ozzl for dessert. A large group of Stone Giants, led by a
Stone Giant Priestess were marching up the back-side of the
island. The party attacked them (Bianca attacked all by herself
at one point) and a bloody battle finished the adventure.
DeathStorm XXVII
With the Stone Giant Priests finished, and the location of the
island safe, it's time to relax. Then the extortion begins. The
Mind Flayer that escaped is demanding the kind of gold that will allow
him to live a long, comfortable life, in exchange for his silence.
You've held him off this long, but when sails begin appearing on the
horizon, and Nikro's picture is still on wanted posters, enough is
enough.
The Illithid, Illix-Ktarak, left instructions for delivering money to
him. The group was to drop the money on the roof of a lighthouse. A
teleportation circle had been placed there, and Ozzle hid inside the
money chest and was teleported to a city called Bilkarfin. Once there,
he slipped out and discovered the location of Illix-Ktarak's business.
The party caught up to Ozzle and proceeded to trash his alchemy shop.
The Iron Golem put up a tough fight, but the Drow was easily bought off
and left the group to the shop. They went below and found the floating
home of the Illithid.
While searching for Illix-Ktarak, they set off alarms which brought a
neighboring Beholder to investigate. As he called for Illix or Kas, he
drew the party out of the floating citadel and turned his anti-magic
eye on Galbrith's flying attack. The heroes watching from the platform
watched Galbrith's 100' drop, as did the Beholder. As the Beholder's
body rotated forward, his 10 eyes rolled forward and let loose on the
group. Using Ozzle as a missile weapon, they managed to killed the
Beholder, and proceeded to clean out the fortress. Finally, Illix
returned and used his considerable spellcasting ability to run the
party in circles. They finally trapped him with a Dimensional Anchor
and killed him, but not until after many of the group had died: Jessy
Nor, Nikro, Ozzl, and Zenier was fried twice.
DeathStorm XXVIII
Illix-Ktarak had a partner, Kas. His name had been called out by the
beholder last year. While the party killed Illix-Ktarak, it also
financially hurt Kas. Kas has not forgotten. Kas has taken the last
year to study the group, and determine their weaknesses. He's also
started a casino in Bilkarfin to build up his cash funds. After a year,
his plans are in place. Kas slipped into the island home of the
DeathStormers, and laid a number of Teleportation Circle traps. He
added illusions to lure in various heroes. As the group members
individually stepped into the traps, they were teleported to an
obstacle course laid out by Kas. With the aid of scrying spells, the
customers of the casino could watch and bet on the successes or
failures of the group. The course had a Teleportation Funnel spell in
place, which forced any teleporting people or objects back to the
beginning. As the party worked through the challenges, a dragon's-hoard
of gold changed hands.
The challenges included:
a dominated, armored knight encased in a giant ball
of ice, the ring out of the room was around his neck.
a fire giant covered with the glamour of a troll
a form of prismatic wall that reformed after being
triggered
a moving floor of writhing black snakes -
transformed black puddings
a group of wyverns disguised as a single massive
dragon
a lava-filled corridor concealing a massive lava
elemental
a pair of young green dragons protected by a force
cage
The group did make it through the challenges, and made it to the
winner's circle. There, the scrying ended, and the Lich, Kas, stepped
in to finish off the group along with a pair of fire giant guards. He
was not about to allow them to walk away. The group proved even tougher
than Kas expected, and he was forced to retreat. As the group pursued
through the casino, searching for Kas, they laid waste. The casino
burned to the ground, and the patrons scattered. Yet, Kas eluded
capture. Hornig, desperate to track Kas, turned to the patrons of the
casino. He offered his Ring of Spell Turning to anyone who would give
up the location of Kas's bolt hole.
DeathStorm XXIX
With
Kas injured, and on the run, the group worked quickly to learn the
whereabouts
of Kas’s hideout. Hornig found a Beholder willing to talk, and
with the bribe
of a Ring of Spell Turning learned much. The Beholder’s name is
T-T-Telen
Kas
has made a pact with a tribe of Beholders. This pact was made while
T-T-Telen
was not present, and he’s resented it ever since. He
doesn’t feel that his clan
is making gains that are worth the risk. He is willing to help the
party, on 2
conditions:
1 – no killing of Beholders. He can get them into the Beholder
home, but if his
kin start dying, he’ll sound the alarm himself.
2-
Don’t let his kin or Kas know that he helped them, or he’ll
be banished
forever.
The
party needs his help because:
Ground entry is so protected that it’s
unlikely any
can enter that way.
Only entry through the roof is possible, it’s
under
protected due to the magical sensors.
Any magical transit approach will be detected at
30’
and alarms triggered. (fly, levitate, etc.)
T-T-Telen can run a rope from their spire to a
neighboring tower. Beholder levitation doesn’t trigger the alarms.
Fighting Beholders is tough enough. Doing it without killing them...
that's a challenge. The party avoided killing any Beholders until they
found the entrance to Kas's underground lair, which the Beholders
couldn't enter. Then the gloves came off. Ozzle, in a foggy room,
managed to Sneak Attack a Beholder, against all odds. The injured
Beholder died quickly, and fell upon poor Ozzle. Who proceed to wave
the Beholders eyes around and make spooky Beholder sounds. Very
disturbing.
Kas had a custodian Troll who triggered traps and dished out some
damage. Traps included Permanent Prismatic walls, and numerous Runes.
Invisible Zombie Fire Giants were needed to open a secret door, and a
room of armor on pedestals provided loads of comic relief.
Finally, Kas was cornered in his lair. Kas tossed a bundle through a
portal before attempting to thrash the party. A chasm slowed the party
down slightly (though enemy fungus, plant growth, and charm plant
helped here), and magic flew in every direction. A Wall of Stone
prevented Kas from jumping through the portal himself. With most of the
party down or dead, and his own survival looking grim, Zenier at last
struck Kas with a Smite Evil and Kas was defeated.
DeathStorm XXX
Research into Liches has revealed the following information:
The
Lich’s Phylactery
An
integral part of becoming a lich is creating a
magic phylactery in which the character stores its life force. As a
rule, the
only way to get rid of a lich for sure is to destroy its phylactery.
Unless its
phylactery is located and destroyed, a lich reappears 1d10 days after
its apparent
death.
The party has made an educated guess as to what was in that bundle thrown
through the portal.
Armed and ready, the party stepped through the portal, in pursuit of
Kass's phylactery. The portal turned out to be a vortex tunnel, leading
between prime material planes. Mid-journey, a Slaad fortress was
positioned to capture unwary travellers. A magical net grabbed the
group, and dropped them into a pocket dimension around the fortress.
Outside the cell, a group of Slaad controlled the chamber. When these
chaotic creatures detected 'Law' in the party, a button was pushed and
a trapdoor opened up beneath the party, dropping them through an
anti-magic sphere into a lower chamber with a rather hungry Rancor.
Fighting one of these without the aid of magic proved difficult, but it
was eventually killed. The party found that the anti-magic didn't
completely fill the chamber when a pair of elementals (air & water)
moved into the room and began to clean up the mess. The elementals
shuttled the gore through a small opening and out of the chamber. Ozzle
checked out where the secret exit led, and the party learned the basic
structure of the fortress and its pocket-dimension nature. The group
decided to work their way back up into the fortress and search for the
phylactery, or at least find out from the Slaad where it may be. They
fought a number of Slaad (Green & Blue) and found out from Imp
servants that the phylactery had not been recovered, but may have
triggered a 'false alarm' some days ago but passed through the capture
net. The party also learned that the mechanism for operating the trap
was too complex for them to master, so they had to capture a properly
trained Green Slaad to help them. Through magic and threats this was
done, and the group continued on their way.
As the party approached the target material plain, they felt a strong
pull on their minds. Half of the party found their minds pulled from
their bodies, and regained consciousness inside the bodies of dragons!
Those that maintained their own bodies found themselves scattered
across the countryside. The party's first priority was getting back
together. Ozzle's first thought was to terrorize the nearest village.
Imagine his surprise when the locals smiled and waved up at him. This
world was quiet, safe, and in harmony with the few remaining dragons.
These dragons did not eat much, didn't covet treasure, and in general
lived peacefully with the people of the land. Evil creatures had been
wiped out, and life was good.
Except of course, for that Dragon that had gone bad decades ago, turned
into a Draco Lich, and wiped out all of the stronger Dragons and
powerful Heroes who had made the world a safe place. Fortunately, in
their dying moments, the heroes had defeated the Draco-lich when the
world's most powerful wizard, Tenidar, brought amazing magical energies
into play and stripped the Draco Lich's mind from its body, leaving the
body a lifeless husk in the bottom of an extremely deep chasm.
Enter - Kaas. Stripped from his phylactery, his mind found the empty
husk of the Draco Lich. This in a world with no heroes, and no major
powers in place to stop him. He started slowly, destroying anything he
saw as a threat, including the few dragons in the area. He also
destroyed entire villages just to collect material components for his
spells. Obviously, once this was all learned, the party moved in to
stop him. With half the party in humanoid form, and the other half in
dragon form (from the small Marcus dragon to the huge Ozzle dragon) the
party attacked. Prismatic Spray evened the odds quickly, and the
Red-Dragon-Lich body was immune to fire, cold, and lightning.
Fortunately, Ozzle was an acid-spitting dragon, as were two others, and
this helped turn the tide.
DeathStorm XXXI
Kaas
was destroyed, and the displaced dragons took their bodies back (after
WALKING across the countryside, darn it). The Slaad were still in their
pocket dimension fortress capturing travellers, stealing or perhaps
killing on a regular basis. The group geared up once more, and stepped
through the portal. This time ready to destroy the Slaads and take down
their fortress permanently. Some were more prepared than others. The
group remembered that the floor was likely to fall out beneath them,
but not everyone really prepared for it. Some had grapple hooks to toss
at the bars (though there was no door to open even if this succeeded),
some had a fly spell up, some had a levitate, some counted on beating
the Slaad to the punch and D-Dooring before the Slaad could punch the
button. Getting out of the cell took a LOT longer than it should have.
Eventually, the party defeated the Slaad at the cell (more than last
time, security had been increased) and moved up into the fortress. The
number of guards at the guard station had also been increased, and the
codes to the doors had been changed. The Blue Slaad again proved to be
powerful combattants, but as the party learned the Slaad tactics their
combats got easier. The guest chamber was occupied by a small group of
Vampires traveling the planes. These Vampires were trained Monks,
providing a difficult obstacle. With the ability to stun an opponent,
then bite their throats (doing Con damage) they went through a number
of weaker party members, including Andir Zith & Ozzle. As Raise
Dead takes too long, Reincarnates were used instead. Andir Zith is now
on his 4th (?) body, and Ozzle is now a Gnome!
The group finished off every Blue & Green Slaad encountered, and
finally found the Grey Slaad leader with his bodyguards. His ability to
shrug off the party's magic, summon another Slaad, and launch offensive
spells at will tore into the party, but he was simply too outnumbered
to hold them off forever (as a note, the playtesters had 5 characters
for the first half of the game, 6 for the second half, both games at
GENCON had 9 players... very full games this year, YEAH!).
DeathStorm XXXII
Nikro
was charmed by a visiting Vampire at the Astral fortress. While the
party rested, Nikro slipped off to meet the Vampire, and they slipped
off through one of the portals. The party managed to figure out which
portal was used, and followed, hoping to rescue Nikro. Upon arrival,
the group was attacked by a few Vampires, and met Sandy. The local
Vampire Slayer. The group escaped the Vampire's mansion, in order to
regroup, and gather intelligence about the town of Cleardale. It turned
out that Sandy's friend, Holly, a power witch, was an unwilling servant
of the Vampire. The group set out to battle The Duke (the Vampire Lord
who'd defeated Sandy numerous times and killed her sister and friends)
and eventually rescued Nikro and Holly.
DeathStorm XXXIII
An earlier failure of Sandy and her friends was the ascension of
Cleardale's mayor. Now known as, 'The Beast', this creature was
responsible for the demonic takeover of Cleardale. While most demons
enjoyed ruling this area of the Prime Material Plane, some wanted
to go home, and offered the party help in their mission. The group
battled 'The Beast's' minions to gain access to the tunnels below the
destroyed school, and finally reached the humongous creature. A great
worm whose body bulged with absorbed humans and demons, arms and faces
reaching out to grab any creature approaching too close. With 'The
Beast' destroyed, hundreds of summoned demons were banished back to
their home planes.
Various tragedies included: Ozzle and Nikro both dying. Both, however,
got lucky, and reincarnated back into thier original races! Hornig had
his brain sucked out of his skull by an Illithid-like Demon. He's not
been quite right since. Jessy was disintegrated by Dunham, but I think
we'll ignore that thread just because I don't want to replace the
character. If someone could remind me how that happened, I'd appreciate
it.
DeathStorm XXXIV
Hail
the King?
Done
with Cleardale, the group returns home to their Astral Fortress. There
are 3 unexplored gates from the fortress, any of which could bring
unwanted visitors. Knowing your neighbors can be useful.
The king of the land, King Gonyer, has put in place magics which
prevent planar travel, including things such as 'Blink', 'D-Door', and
'Teleport'. This includes the portal in which the party arives. The
group is offered a quest; "The Search For The Challices!". An on-going
quest that has been attempted many times over three decades. The local
nobles wager on the outcome, and offer words of encouragement from
safely behind the king's castle wall. Eventually, the group finds the
challices, in a seemingly under-guarded Temple of Titania. An adventure
that any powerful group could have accomplished. The land seems bereft
of worthy heroes. Upon returning to King Gonyer, and returning the
chalices, our two parties had distinctly different approaches.
Group 2: spied on King Gonyer, and found his wife and guards were
devils in disguise, and King Gonyer was something other than he
appeared. When confronted, the king admitted that the castle was under
a curse, and the chalices were a way of removing the evil magics. When
given the goblets, he placed them to his forehead, where they grew into
great curved horns and he was returned to his proper form: Geryon, Lod
of the 7th Plane of Hell. He then admitted his disdain for the local
nobles, and destroyed them in front of the party. The party offered to
take their payment and leave, telling Geryon that what he did to his
kingdom after they left was none of their business. After the group
allowed Geryon to 'buff up', he destroyed half of them in a grand
battle, and chased the others out of his castle.
Group 1: this group also easily recovered the chalices, and returned to
King Gonyer's castle. When Gonyer turned into Geryon, the group
immediately attacked. Geryon's 'Fear' aura caused trouble and scattered
some of the party, but the party's magic overcame the fear and kept the
party together to fight. The daughters were brought into the fight, but
were quickly killed. Queen Erin (she and her daughter were all Erinyes)
was furious, and launched to her daughters' aide. When brought down by
a 'Hold Monster', the party party was able to focus on Geryon. Ozzle
proved one of the most effective fighters in the combat, as his
maneuvers allowed Sneak Attacks almost every round. Galbrith was
dropped a number of times by Geryon, but kept coming back after cures
were tossed his way. Finally, with HP that could be counted on one
hand, he staggered back to the Queen, and delivered the most arrogant,
and socially irreverent coup-de-grace ever seen, slowly 'stirring the
pot'. His taunting brought Geryon's rage to a boil, upon where he
launched himself away from his existing fight and down upon Galbrith,
flattening him into a greasy smear. Geryon grabbed his dead wife, and
teleported - taking him away from the fight, but only to the top of the
castle due to the 'transportation trap'. Ozzle immediately followed,
and got in one final shot as Geryon flew away, litteraly 'with his tail
between his legs', as that's where Ozzle kept stabbing him.
Next year we will continue the story-line from Group 1. Geryon is
pissed! And he's out for revenge. Meanwhile, the party must find their
way off of this plane.
To those who played this year, THANK YOU! Both groups played
beautifully, and I've rarely had more fun running Death Storm. I hope
to see every one of you next year. And if you can't fit Death Storm
into your schedule next year, at least stop by and say "Hi".
DeathStorm XXXV
Find
the King
The
background: The group has
explored
one of the 3 remaining portals connected to their Astral fortress. They
found
this realm to be under the control of an evil king, who was actually an
Arch-Devil,
Lord Geryon, trapped in the form of a human for nearly 50 years. During
his
reign, Lord Geryon used his powers to bring in devil soldiers and a
bride. He
sired three children, and acquired four crowns which hid the
wearers’ natures
from all magical detection. He gave his soldiers the ability to
polymorph, and
protected the region from transportation magic, causing all creatures
attempting these spells to be teleported to the castle. This region
extends for
20 miles in all directions.
Accomplished by the Party
The
group was tricked into helping Lord Geryon return
to his true form and regaining all of his powers. The bride and
children were
killed, and the Arch-Devil was literally chased off with his tail
between his
legs. The skulls of the bride and children have been mounted on spikes
outside
the castle since the battle.
The
politics were thrown into disarray, and only the
power of the party prevented civil war. Over the years, Lord Geryon
destroyed
any heroes who developed too much of a reputation by sending them on
the quest
that would remove his curse; the same quest that the party eventually
accomplished. King Seural now sits upon the thrown, and while not a
friend of
the party, he trusts them, and he knows that only their power put him
in the
throne without further bloodshed.
The
party has found that they could return home by
travelling far from the castle and plane-shifting, however they have
sworn to
track down Lord Geryon and destroy him, as his revenge upon the land is
certain
if they leave. They have spent the last 7 months searching, and using
all of
the spells at their command, however Lord Geryon still has one of the
Crowns of
Non-Detection and the search has not been successful.
DeathStorm XXXVI
The
group explored
one of the 2 remaining portals connected to their Astral fortress. They
found
this realm to be under water. A sprawling city of glass gave a
beautiful view of the ocean bottom, with abundant sea life swimming
nearby.
The
first problem encounted was the fact that the gate was underwater. The
second problem was that the world's lay-lines were weak. Arcane spells
above 3rd level work in only half the complex. Arcane spells above 5th
level work only in rare locations. Divine spells don’t use the
lay-lines directly, but the realm’s weak magic does hamper them. The
gods can ‘push through’, but it took effort for priests to cast divine
spells.
With
the gate under water, there is a 1-way Wall of Force blocking it.
This prevents the water from pouring through. The lay-lines are weak
here, so ‘Disintegrate’ won’t work. The party was trapped until they
found the exit portal.
The majority of the complex has air and is constructed of glass, as strong as steel.
The
party discovered machines which dispensed elixers which gave the
imbiber permanent powers. The dispensers required gems, so purchases
were limited. There were also creatures, perhaps once human, who had
mutated so far as to be almost unrecognizable. The party found their
way back to the Astral base, but plan to return with more gems in hand.
DeathStorm XXXVII
The
group sold off every excess magic item in their possession, and
profited as much as possible from the sale of scrolls back on their own
home plane. Gems in hand, they returned to the
underwater realm to get more elixers. The transit system in the city
had only a few locations when they first arrived. However, the
discovery of a security station gained the group access to more parts
of the city. Those that they'd previously explored were cleared out of
treasures. The party traveled
to other sections of the city and found a number of marvelous Elixers.
After defeating a number of Big Daddies and a Big Sister, the group
found the creator of the city, Andrew Ryan.
Since Ryan could not cleanse the city of the party, he started to
destroy it section by section. The group attempted to stop him, but
found that his Repulsion spell and Summoned creatures were too
difficult to overcome. The group failed to stop Ryan, and barely Plane
Shifted away before the city was destroyed with the release of
underwater volcanic vents. Sandy's body was never recovered, and Ryan
is presumed dead.
DeathStorm XXXVIII
The
group of heroes stepped through the last unexplored passage from their
astral fortress. While the smoothest journey of all of the passages, it
was also the longest. They found themselves in a vault, containing many
magical and non-magical treasures. While they had to fight the clay
golem released from stasis, and their own reflections from the mirror,
they found a few valuable treasures as well. Unfortunately, they also
unrolled the carpet of transportation which allowed K'Teer guards to
teleport directly into the vault. It turned out that the party had
landed in the vault of a Spell Jamming ship. When the K'Teer didn't
return, shuttles were launched from the mothership to investigate. The
party managed to fend off the boarders (launching a flitter directly
into the open boarding shuttle helped) but the pilot of their ship
headed toward the mothership to find reinforcements. The party managed
to board the mothership, and worked their way below decks. They found
their way to the throne room the beautiful L'Tor, Atlacoya, who waited
for them with guards at the ready. Nikro insulted the self-proclaimed
goddess, so the assault began. Galbrith's Berserk spell send Zenier,
Nikro, and Galbrith into a fighting frenzy. Dunham was dropped quickly,
and Jessy Nor was Feebleminded. With Galbrith berserk, Dunham and Jessy
Nor never had a chance to get back into the fight. Once Nikro and
Galbrith were down, Zenier was alone against Atlacoya and her First
Prime.
While
Zenier couldn't understand the exchange between Atlacoya and her First
Prime, it appeared that the First Prime intended to prove himself, and
Atlacoya sat back and allowed him to win or lose on his own. Zenier
took out the First Prime, and charged Atlacoya complete with Smite
Evil. He dealt great damage to the empty throne, driving Elite through
the Projected Image. Atlacoya walked out with small applause, and
smiled at Zenier's win. Zenier jumped down from the raised platform,
driving his sword through her, and then, from the ground, watched the
wound completely heal. She pressed her palm to his head, driving an
item's Dominate Monster through Zenier's defenses and pulling him up to
his feet, her slave. Zenier, however, heroically fought against the
spell, and pushed it back out, striking at Atlacoya again and again.
She attempted to Dominate him one more time, but at first couldn't get
through his spell resistance, even when her heroic effort gave her a
second chance.
The wounds Zenier inflicted continued to heal
immediately, until finally a painting of Atlacoya burst into flame with
a cry of anguish and pain. Atlacoya attempted to defend herself with
Stone Skin, but Elite, Zenier's Holy Avenger cut right through it. With
her painting exhausted, and her Stone Skin useless, Atlacoya resorted
to Improved Invisibility and Magic Missiles to take Zenier down. His
potions and spell resistance kept him going for a while, and his random
running around the room with Dispel Magic did take down a number of her
defenses. However, luck was not with him, for his last conscious
sensation was a gentle hand carressing his chin and saying "good-night
my fine warrior." (though he couldn't understand the words) A Vampiric
Touch spell dropped him at the end.
DeathStorm XXXIX
So,
what now? Dunham, Galbrith, Jessy Nor, Nikro, and Zenier are gone. The
5 survivors back on the astral base don't hear back from their friends.
They cast Sending spells over the next few weeks, and finally get
responses. What are the responses, and what do they do in response to
them?
The
remaining heroes, along with some hired help, went through the portal
after thier feinds. They found a message in blood left by Nikro,
indicating that at least 3 had survived. After fighting K'Teer
throughout a Pyramid Spell Jammer, and finally finding Atlacoya, they
found Jessy Nor as one of her thralls. After a long battle with
Atlacoya, her thralls, and The First Prime of Atlacoya, they finally
defeated her, only to find that inside the armor of the First Prime was
the body of Zenier. Limbs were lost, characters died, and two friends
were rescued (Jessy survived the assault).
But they're not
done. The fleet is aware of the death of their goddess, and they're
moving in. The pilot of the spell-jamming ship has aimed it towards the
planet below, and there's not enough time for someone else to take
control of the Greater Helm (it takes minutes to take control, and the
ground is getting closer much too quickly).
The group could dive
through their portal home, but the collision is sure to destroy it
leaving their missing friends trapped here forever.
The group
could take the rings down to the planet to escape the crash, and later
find their friends, but then the group is trapped here when the
collision destroys the portal.
The groups decides to take a
chance: they move the portal to a ring chamber, with as much loot as
they can grab. They split the party and some go to each ring chamber,
transporting down to the surface of the planet.. The K'Teer are still
here from the earlier encounter, and the party is in no shape to fight
them. With Invisibilities, D-Doors, Fly spells, and every other trick
they have left, they escape the area, but without most of their
hard-earned loot, and without the Portal. There's a chase, but they
manage to escape, at least temporarily.
They have some bodies,
some personal possessions, and little time. Jessy has his spell-books
back, and Zenier has his armor and sword. Three party members are
missing, and are believed to be 'in the mines'. The group needs to find
the mines, find their friends, and get to the Portal before the enemy
has a chance to get it off planet.
Death Storm XL takes place only 24 hours after XXXIX.
This should be fun.
DeathStorm XL
The
group found the mines in which their friends were imprisoned. Before
they could move in, however, something happened in the mines which
caused the K'Teer guards inside to abandon their posts, rush outside,
and barricade the doors. Once the heroes got inside they found that the
mines had gone too deep, and uncovered tunnels occupied by Darktors.
These large, black, acid-drooling creatures proved tough to fight, and
dangerous to attack. Guerrilla tactics allowed the party to work their
way deeper into the lair where they found their friends adhered to the
walls, incubating eggs of the Darktor queen.
The friends were
rescued, lost limbs were regenerated, eggs were removed, and the party
is in hiding in the hills. Their portal home is gone, so they need to
commandeer a ship and get it back. The slave soldiers of the K'Teer are
powerful warriors, there might be a way to help them along the way.
DeathStorm XLI
The friends were
rescued, lost limbs were regenerated, eggs were removed, and the party
hid in the hills. They found a base that contained ships, and worked
their way around the back, getting passed a large carnivorous reptile
in the process. Once inside they found the place heavily guarded by
K'Teer and 4-armed metal Golems. Working their way up to the landing
deck they found a small fleet of ships to choose from. Most of the
ships were Life Helms, so the group settled on the small bomber,
Al'kesh. Dropping a bomb while still on the tarmac was a slight issue,
but with belly-mounted staff weapons blazing the group took off, barely
escaping the local K'Teer God.
DeathStorm 42
The group is now escaping
the planet, on a Spelljammer ship, as we begin DeathStorm 42. We pick
up only 5 minutes after the end of last year's mission. (Hey, that's 30
rounds, a LOT has happened).
Bad things happened... 42 was the key here... the group's Spelljammer
was captured by a HUGE Vogon ship. They met Arthur Dent who'd arrived
with his friend Zaphod (who had been killed) and Arthur offered to help
them escape... ok, they helped him escape. After battling Vogons and
suffering through their poetry (the 3rd worst in the Universe) the
group managed to escape in an escape pod... the HUGE Vogon ship can be
seen falling away in the distance through the very small escape pod
window... there were MANY fires left burning and things ticking when
the group escaped..
DeathStorm XLIII
The great Vogon ship was
still barely visible when the darkness of space was lit to a blinding
white - and the Vogon ship, along with the improbability drive in its
bowels vanished in the fiery explosion. The group found themselves in a
heavily damaged ship, plummeting towards a grey moon below. The ship
crashed, spreading its wreckage into the shadows of a large crater.
Everyone survived, but now found themselves trapped on an empty, dead
moon. After a fitfull rest, the group headed out, hoping to find
something useful, or some way off of the moon. K'Teer fighter ships
soon found the party and attacked. The group, through brilliant (&
bizarre) tactics took control of the ships, and located the base
station on the moon. The K'Teer had taken over the planet seen far in
the distance, and used the moon base as an outpost. With Divination
magic the group learned that their portal was on the planet, deep
within the earth, in a military base captured by the L'Tor. Finally, a
dungeon crawl to achieve their goal.
Using the stealth features of the spell-jamming ship, they got into the
underground base and worked their way down to the lowest levels.
Fighting through groups of K'Teer they found their way down to the Gate
Chamber, and saw the L'Tor experimenting with their portal home.
Running battles up and down the military base finally got the party
close to their gate, with enemies in pursuit. A quick 'Sending' to the
Astral Base and through the gate they went... but the base never
responded.......
DeathStorm XLIV
The good news is that the
Capture Net on the Astral Base was activated, and the party
successfully returned home. Some of their friends were even waiting for
them at the control panel. Unfortunately, these were polymorphed
enemies, and the groups true friends were prisoners. The group had to
take back their own base, fighting the enemies that had come after
them. Slaad and Githyanki, working together, to destroy our heroes who
had thrown them out of their own homes over the years, including this
base itself. The friends who had been left to guard the base were
polymorphed into snails and stored in the laboratory, just in case
their knowledge was needed. Their items however, were activelyl used by
the Slaad and Gith, making them even more formidable.
However, the group prevailed, and took back their base, securing it from further attack. (They hope). So.. time to retire?
DeathStorm XLV
The group has leveled up,
and is exploring spells of a level they've never used before. It's at
this point that Quinn brings everyone together, and tells him of a
promise he made to Thor. Now, with new powers available to him, he can
finally follow up on this promise, and he'd like his friends to
help...the adventure starts with a Flashback! The party fighting Ezra,
a Priest of Hel who stole artifacts from a major temple of Thor. Two
hands of a statue, the Hands of Thor. Ezra escaped with one of the
hands, and Quinn gave the remaining Hand to his temple for safekeeping.
Quinn has tried to find Ezra for a decade (until being trapped off
plane that is) and Ezra has looked for the 2nd Hand for all that time as well. Ezra means to give Hel some of Thor's power by means of a ritual using these Artifacts.
The group, using Discern Location, caught up to Ezra, hiding amongs a
Fire Giant clan. Ezra provided magical support to the Giants, and the
Giants provided muscle over the last year to aid Ezra. Their
relationship was a business one, however, and the party quickly brought
that partnership to an end. While Ezra did escape with one of the
Hands, he was at least sent away by the Giants and is on his own.
DeathStorm XLVI
It has only been days
since Ezra escaped. He is likely hiding the Hand by use of a Mind Blank
spell, the only spell he likely has access to that can stop the Discern
Location. While that spell lasts 24 hours, he'd have to keep the hand
on his person every moment, and refresh the spell the moment it
expires. He has to slip up at some time. While with the Giants, Ezra
kept the Hand in a box at night. That is not likely the case now. So
the goal is to hammer Ezra and the Hand with Discern Location spells,
and Scrying, until the spells slip through his timing at some point. At
that moment the group will move. So, be ready. With only a moment's
notice it may be time to Teleport....
Back to the
DeathStorm history.
If you're interested in more detail, just ask. Contact DM@Misbell.com