Session 71
New Giustenal
New Giustenal
After waking from their rest, the group quickly devised a plan to flee the Sunken City. At the top of the path, Fazanna cast Air Bubble on the group, and Shiv paid his respects to the lion-headed giant by replacing the coffin lid. They dashed through the slanted ruins towards the watery exit, remaining vigilant for the shadowy assassin. As they rounded a corner, the assassin struck at Karnos, who used his psionic ability 3rd Eye on Shank. Shank dashed towards the hidden assassin, with Passk and Shiv following, though they couldn't locate the enemy. Shiv even pointed in the wrong direction. Fazanna then cast Haste on Shank, who adjusted his position and attacked recklessly, landing a critical hit. The assassin noticed Shiv's magical armor, scowled, and struck him twice—both critical hits due to the cursed armor. Passk swung at the assassin, but his attacks passed through it, as did his attempt to grapple it. Fazanna spotted the assassin, darted in, and destroyed it with her Green Flame Blade and Flame Blade attacks. The assassin vanished in a puff of shadow, leaving behind the Gauntlets of B'hrog, which Karnos identified. Shiv decided to return the cursed armor, and Fazanna cast Remove Curse on him.
After reaching the crack in the tunnel, the group struggled to figure out how to descend. Shank tied a rope around himself, gave the other end to Shiv, and jumped into the hole. He fell and smacked against the wall when the rope pulled tight, injuring himself. Remembering that Kataal had only spoken from the center of the tunnel, Shank took a running start to reach the center of the 40-foot-wide hole. Although he made it, he began to fall again, hitting the wall before Shiv pulled him up. Before the group could decide on their next move, Shank untied the rope and leapt, shouting as he disappeared down the hole. When Shank didn’t return, Shiv followed with the same result. Karnos soon followed, using his psionic ability to teleport to the center of the hole. Fazanna then cast Fly on the remaining three, and they flew out to the center to wait for the others. Shiv and Shank met Kataal, each donating a magic item to descend safely. Karnos did the same but before he reached the bottom, Shiv and Shank donated another item to return to the group. They passed Karnos on their way up but couldn't grab him. When they reached the flying members, they tied ropes to secure their friends and descended safely to the bottom.
The group took the branching tunnel to Kragmorta and recruited Bracoor, the Fire Giant Shaman, to assist in infiltrating New Giustenal. Before reaching the tunnel with Primik, Fazanna used a scroll to cast Mass Identity Change, disguising the entire group as second-generation dray. With their templar medallions in hand, they convinced Primik to transport them to New Giustenal.
As the group moved through the brightly lit tunnel, they encountered a dray patrol. Although the dray greeted them, the group could not understand or speak their language, but they passed without incident. Upon approaching the Central Gates of New Giustenal, they were met with two towering structures, each manned by four templars. The massive gates, made of stone and dragon bones, created an imposing and ominous sight. Five bone golems stood guard in front of the inner gates, their skeletal forms exuding a chilling sense of the city's power. The heavy silence and ancient aura around the gates underscored the city's grandeur and danger.
As the group stepped through the open gates, the bone golems stood motionless—until one suddenly turned its hollow gaze and locked onto Shiv. His heart pounded, a cold sweat creeping down his spine as the golem's empty eyes bore into him. For a tense moment, he froze, unsure if the creature would strike. But with a deep breath, Shiv forced himself to move, shaking off the dread. The group pressed forward, every step heavy with the weight of unseen danger, their senses sharp, knowing they were being watched.
As they approached the Temple of the Dragon, the group was struck by its overwhelming grandeur. The building, made entirely of gray stone, was lavishly decorated with crimson scales, trim, and other draconic embellishments. A towering steeple adorned with dragon scales rose prominently. The entrance, framed by doorways shaped like a dragon’s gaping maw, featured an open portcullis that revealed the interior. Through the entrance, they could see a sermon in progress, with robed figures gathered around an altar. The scene was both majestic and intimidating, with the draconic imagery casting an awe-inspiring yet fearsome aura.
As they stepped into the Temple of the Dragon, they were greeted by a vast chamber illuminated by the dim, flickering light of braziers mounted along the walls. At the center of this grand space, a robed human stood atop a raised platform, delivering an impassioned sermon to an assembly of dray. His psionic voice, filled with fervor and authority, reverberated through their minds as he preached about the glories of Dregoth and the grim fate of the lesser dray. The speaker warned that those who fell short of Dregoth's favor would be condemned to undeath, their souls bound to serve in the dark legions of the sorcerer-king’s army. The dray listened with a mix of awe and fear, their faces reflecting deep, unwavering devotion. The atmosphere grew even more intense as a fanner, a large, single-horned beast with a frilled neck, was led into the chamber, its eyes wide with terror. The beast was sacrificed in a ritualistic display of bloodshed, its death serving as a grim testament to Dregoth’s doctrine of sacrifice. As the creature’s lifeblood spilled onto the altar, a templar proclaimed with grim satisfaction, "Soon the blood of Raam will rain upon Dregoth’s altars!" The scene was a chilling demonstration of the dark, sacrificial rites that underscored the power and control wielded by Dregoth and his followers.
As the players looked around, they noticed the common people of New Giustenal residing in simple yet comfortable homes clustered around a massive stone pillar that rose from the cavern floor to the distant ceiling. Though modest, the homes appeared well-kept and cozy, their practical design blending into the surroundings. The towering pillar created a sense of unity, anchoring the community in this vast, shadowed realm
The group observed the large fishing shacks lining both banks of the river, where dray laborers sorted, prepared, and stored the day's catch. The air buzzed with activity, but there was an undercurrent of concern as the dray quietly discussed something. Unlike other cultures, the dray hadn't developed sailing or rowing vessels, relying instead on barges dragged up and down the river by teams of dray, with large nets hanging heavily over the sides.
The group noticed a solitary island in the center of the river, where an abandoned estate stood in quiet isolation. The once-grand structure, now in ruins, with crumbling walls and overgrown grounds, hinted at a forgotten past. Its imposing silhouette loomed over the tranquil waters, casting an air of mystery and desolation over the otherwise serene landscape.
Despite Shank's insistence on visiting the island, the group decided they had more urgent matters to attend to.
As they approached the tavern, they noticed its bustling atmosphere. The popular establishment hummed with activity, with patrons gathered around rough-hewn tables and benches. The rich, earthy aroma of drink filled the air, mingling with the sounds of laughter and conversation. The tavern exuded a lively yet gritty charm, reflecting the vibrant and hardworking spirit of its dray owners.
Shank passionately insisted they enter the tavern to gather crucial information, his voice ringing with urgency. Despite his fervent arguments, the group resolutely rejected his plea, citing their inability to communicate with the tavern’s patrons as a significant obstacle.
From a distance, they observed a breathtaking scene: a living canopy of trees extended their limbs downward from the cavern ceiling, forming a lush and vibrant overhead cover. Their roots twisted upward, striving for the scarce sunlight filtering from above. Below, meandering pathways of living stone, crafted from various colors and winding in distinct patterns, wove through the forest. The trees bore sweet, succulent fruit, essential to the dray diet. The scene exuded a harmonious blend of natural beauty and purposeful design, providing both aesthetic wonder and sustenance.
As they approached the building, its striking beauty became immediately apparent. Built from smooth ivory sandstone and topped with the darkest obsidian, the structure radiated elegance and strength. Three scaled spires rose majestically from the main edifice, their dark, dragon-like textures contrasting sharply with the pale sandstone below. The combination of materials and design created a formidable and impressive silhouette against the cavern.
As they gazed towards the northern section of New Giustenal, they felt the oppressive weight of Dregoth’s palace. Unlike the rest of the city, this imposing structure was built from the blackest obsidian, its walls gleaming with a cold, dark sheen. The surface of the palace was adorned with the twisted bones of great wyrms, their skeletal forms adding a macabre and foreboding touch to the already stark and imposing architecture. The palace loomed with an air of menace, its grandeur tempered by a palpable sense of dread.
Every part of this terrible keep screams Dragon. From the great spines of black to the scaled facing to the tall spire above, this could only be the home of a dragon king. The bones decorating the walls and windows beckon you forward, and a dread fascination pulls you toward the mawlike door.
Upon entering the grand parlor, they were immediately struck by the opulence of the Entrance Hall. The floor was a seamless expanse of gray marble, intricately inlaid with a turquoise dragon that coiled and twisted with exquisite detail. This vibrant image stood out sharply against the cool, smooth marble, drawing attention to the centerpiece of the room—a stepped platform crowned by a majestic throne of polished marble. The throne’s gleaming surface caught the light, emphasizing its grandeur. Four imposing templars stood sentinel around the room, their presence adding an air of vigilance and authority to the already impressive setting. The hall’s design and the solemn guard created an aura of both elegance and menace, underscoring its importance. As they crossed the threshold, Shank's magical gauntlets made a clicking sound, causing the templars to turn toward the newcomers, and the group held their breaths.