Tales of Syrdaya: Shards of the Ascended

Unavoidable Circumstances

I have decided to put this campaign on indefinite hiatus, which means I will no longer be DMing.

The Fourth Session
The plot unfolds...

DM’s Note: I just wanted to say last session went very smoothly for our first hardcore RP session. Everybody participated beautifully, and a lot was accomplished during the session despite a few setbacks and arguments. Keep up the good work and look forward to next week!

Our heroes, having arrived in Syrdaya only a day ago, had begun to unravel the mystery of why exactly they had come here in the first place. Resting at a dilapidated inn, the crew took a bit of a breather and scoped their surroundings. They abruptly got acquainted with the city guards, however, which took to the streets. When things looked their worst, two unlikely heroes stepped in and stopped the fight. The group’s saviors introduced themselves as Corus and Arkon Shaaisof, former Magehunters of the Guild of Arcane Studies. Ixen, Erdan, and Rook talked with the Magehunters while Thodragon and Ogrim mingled elsewhere.

After the group’s talk with the Magehunter brothers, Erdan set out into the city in search of himself in a way. In this new realm, the divine powers of his God did not take effect. He inquired at a local temple about this land’s religion of the Elven God, Daramasias. Daramasias spoke to Erdan, and as the elf pledged himself to this land’s Elven God, Daramasias pledged himself to Erdan. With his new found divinity, Erdan was ready to tackle any who opposed him with the holy power of Daramasias.

Meanwhile, Ixen, confounded with an identity crisis, set out towards the Guild of Arcane Studies to inquire about the land and its inhabitants. He found two books of merit: one pertaining to the geography and culture of Rodinia and another that included detailed bestiary information about the continent. Ixen read both books for most of the night, ingesting loads of information. During his studies he found out about Rodinia’s ancient dragon races that disappeared around the time of the formation of the continent. A great cataclysm separated the continent of Rodinia in two. The eastern half contained the sentient humanoid races which later formed civilizations and empires while the western half held dragon races, sentient in their own language. Scholars dubbed the lost continent as “The Dragonlands.” Although it is proven that Rodinia split in two, the western half of the continent has never been found by any explorers.

As the two returned to the inn, Ixen (or Erdan, I can’t remember which) was confronted by an elf asking about two mages. Ixen (or Erdan) played dumb, saying he had no idea who he was talking about. The elf’s actions sent up a red flag, sending Ixen and Erdan into action. Ixen went to converse more with the elf who was seated at a table with a dwarf that had been consuming massive amounts of alcohol. Meanwhile, Erdan discretely led the Magehunters out of the tavern to a more secure area. Corus and Arkon expressed their gratitude, but Erdan wanted more information about their presence in the city. The two complied with him and led him through an underground complex to some kind of a magical facility. It was there that Erdan learned the truth about the two former Magehunters.

They stated to him that three years ago they were tasked by the Federal Council of Syrdaya to kill Kendu Maskai, the Archmage of the Guild of Arcane Studies. Although it was an order under protest they carried it out. Their mission was a success, and as a result they became hunted and hated wherever they went. The popularity of Archmage Maskai was astronomical throughout the continent. The man was a symbol of hope and perseverance for all, and the brothers snuffed it out with a whim of the City Government. It was learned later that a corrupt city official named Trevalo Balachi originally issued the order. At the time, he was trying to seize power in Syrdaya through manipulation of the common people and aggressive bureaucratic behaviors. He succeeded in forcing Maskai to flee the city, and upon his return he killed Mezonas Elsringaar, the Guildmaster of the Guild of Arcane Studies. Shortly after Elsringaar’s death, Corus and Arkon tracked Maskai down and eventually killed him. The two brothers then stated to Erdan that they believed the Archmage did not die, per se, but ascended to a higher plane of existence. It was never their intention to assassinate the Archmage. If they could prove this – that he was still alive – to the people, they would clear their names.

Corus and Arkon told Erdan that, in order to prove that Maskai was still alive, he and his companions would need to travel around Rodinia searching for beings of extraordinary powers. These beings are aptly named the Ascended. Inside their bodies lay a powerful source of Arcane energy. If our heroes could harness enough energy inside of the Ascended, they could open a portal to the Ascended’s Plane which therefore could hold the chance of contacting the Archmage directly. As an adverse effect, this portal could also very well be the group’s ticket home. Erdan was given a special stone that could transport he and his group to that facility anytime they needed. Corus and Arkon promised supplies and whatever aid they needed, as well as a teleportation service anywhere within the boundaries of Syrdaya or further if the group desired so. Erdan returned to the inn, told his story to everyone, and rested until morning.

When daylight struck, the group headed to see the current Archmage, Aliya Kathaanil. She would be the key person to convince that Archmage Maskai was still alive, as Corus and Arkon described to Erdan. If she knew, she could spread the word faster than anyone else. The group bluntly told their story to Aliya, and she graciously offered assistance. She told our heroes that the wizard that originally transported them to this dimension was somewhere in the Kingdom of Hyrule to the East. Aliya organized a sky atronach to fly them to the town of Lonaron. After a brief and unsettling journey, the group found out that Lonaron had been attacked by some kind of fiend. Access into the town has been restricted. With Erdan leading, our heroes set off east towards some ruins that were believed to be the source of the attack. Was this the work of the wizard? Or was this something entirely different? Only time will tell.

Session Wrap Up


Erdan: Awarded a permanent +5 to Religion checks. Awarded 300 experience points.
Ixen: Awarded a permanent +5 to Nature checks and Streetwise checks. Awarded 300 experience points.
Rook: Awarded 300 experience points.
Ogrim: Awarded 300 experience points.
Thodragon: Awarded 300 experience points.
Balthorn: Awarded a permanent +1 bonus to attribute Wisdom. Awarded 300 experience points.

DM’s Note: I believe I have covered mostly everything. If something happened in session to your character that I did not cover on here please let me know and I’ll correct it.

Pick pocket

Pick pocket actually isn’t against passive perception or any other skill from what i see in either the DMG or the PHB. Therefore stealing from Ixen would require a roll of 20+ 1/2 level to succeed since it was out of combat. A 21 was rolled the DC was also 21 the pick pocket succeeds. Ixen no longer has the jar of bees.

A Whole New World
An adventure awaits...

DM’s Note: Hey, just wanted to tell everyone what a great session that was. We got 2 levels done in one session, despite the fact that it was just 3 different encounters. You all moved efficiently and quickly, making easy work of two very hard bosses. Now that the prologue is out of the way, you all will make your own decisions. We’ll see what everyone is made up of RP-wise.

Our heroes proceeded to level three of the wizard’s tower and found themselves facing a wall of minions. Ogrim found some common ground with a few of them, seeing as they were orcs, but as the minions fell, a new enemy rose to challenge them. Gnara Darksbane, a Gnoll Warlock, unleashed a world of pain for the group, but they eventually brought down the monstrous witch. After a short interrogation, Gnara used the last of her power to escape the party’s grasp. On to the fourth level they went.

The fourth level beheld a unique design layout for the wizard’s lair. Eight pillars rounded the room, with six minions guarding the wizard at the center. The battle was on shortly after. The group learned quickly to stay away from the pillars that attacked anyone within range, and was smart enough to keep the wizard confined with the center so she couldn’t move. Despite some heavy damage dealt, the group failed to bring down the wizard. As a mortal blow was dealt to Erdan, but before the wizard could finish him off the realm around them began to collapse. The group was whisked off to another world with their wizard nowhere in sight.

After a slight moment of disorientation, the party spotted a human farmer pulling a cart. He was overcome with shock upon seeing both Ixen and Ogrim. There was no communication barrier to overcome, and the group was able to find out that they were in Syrdaya, a nation on the continent of Rodinia. The group also got a map, and made their way to the the city of Syrday. There they found an inn to get their bearings as well as a rather eccentric innkeeper who was apparently overjoyed at the sight of customers. He was so overjoyed that he fell unconscious after seeing Rook’s new “personal items.” While hauling him back downstairs, Ogrim and Erdan ran into two customers wearing mage robes calling themselves Corus and Arkon. They were overheard talking to themselves, saying things like they needed to be somewhere where they wouldn’t be recognized. Knowledge would dictate that they are avoiding being seen, but for what purpose exactly is a mystery.

What awaits the group in this new world?

Items are as follows:

Thodragon: One level 3 item (or below), and one level 8 item (or below)
Erdan: One level 4 item (or below), and one level 7 item (or below)
Ogrim: One level 5 item (or below), and one level 6 item (or below)
Rook: One level 6 item (or below), and one level 5 item (or below)
Ixen: One level 7 item (or below), and one level 4 item, or below)

Every character is entitled to 960 Gold.

Also, after tallying up the 21 minions killed plus Gnara Darksbane, everybody should mark their experience at 5,374 experience points. This is the base that you all will start with after the first dungeon.

The Second Level
Up we go...

As our heroes ascend the Wizard’s Tower, they are met with a few challenging obstacles. A chance encounter with a few morphing dopplegangers tried to get the jump on the party, but quick thinking allowed the group to persevere. A 20 foot pit with a unwelcoming host at the bottom almost meant death for Erdan the Avenger, but a prayer to his god was answered in the form of a massive falling orc-shaped object onto the Deathjump Spider giving just enough assistance to defeat the foe. Our heroes were presented then with a puzzle – after defeating a rather brutish suit of animated armor – to which they solved after a few tries. The next level awaits our six brave heroes, but what it holds is all but a mystery.

After the fighting a number of items were found among the bodies of fallen monsters. The items and their assigned player are as follows.

  • Amkissra – Nothing
  • Rook – One Level 2 Magic Item
  • Erdan – One Level 3 Magic Item
  • Thodragon – One Level 4 Magic Item
  • Ogrim – One Level 5 Magic Item
  • Ixen – One Level 6 Magic Item

Note: Everyone except for Amkissra must choose an item equivalent to their assigned level. This can be any type of body slot item/armor or any kind of weapon. It must be an item specific to the assigned level and it cannot be a wondrous item, artifact, intelligent item, mount, barding, or other item. Once you have chosen your item please message me what it is and I will mark it.

Into the Tower
It begins...

Our heroes begin their quest at the base of a mighty tower. They had been tasked by a local guild of magic practitioners to either kill or capture the Tower’s master, a wizard practicing violent and life threatening magic. A massive storm rages outside, most likely caused by the wizard. The heroes entered the tower base and dealt with each threat efficiently. Despite a few snags the group is off to a great start, but the obstacles of the tower are far from finished. What awaits them the higher they ascend is a mystery.


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