The Glory of Bandor

Going Ape

The PCs agree to rescue the Eladrin Princess Polaris from Yayaqui, a member of the Wizards of the Coast. The PCs find the princess among the ruins of an ancient city having been mysteriously enchanted by a crown and surrounded by protective apes.

The PCs bring the princess back to the Eladrin who agree to lift their siege of the tower of the wizards of the coast. XP from the myconids, apes, and completing the quest brings all PCs up to level 5. Ivor’s “Presence of Bandor” artifact gains 11 concordance due to the following:

  • 8 for leveling (I had Alexa roll 1d10)
  • 2 for bringing peace between the tribes of the cuihatical jungle
  • 1 for fending off the Apes who unjustly attacked you

The Eladrin are so pleased with the return of their princess (in perfect health) and with the adventurer’s having removed the Angbanu from the face of the world that they reward the group with 8,000 gp (note: 8,000 / 5 = 1600). Jaren takes his share of the 8,000 gp and informs his adventuring friends that he has developed a crush on Polaris and will be leaving the group to try his hand at courtship on the Isle of Urlan’s grace.

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A War Averted

PCs wade through two pairs of tigers, two giant green slimes, a necromancer (and co.) and finally find the Oracles tribe: the Lizardfolk of the Viper. The Lizardfolk of the Viper’s shields display the double-unicorn coat of arms. After non-lethally knocking out a few of the Lizardfolk, the Lizardfolk are impressed enough that they agree to take the PCs back to their camp. The Chief of the Lizardfolk responds to the PCs’ inquiries regarding the Nordanian shields by letting them question the human whom they stole it off of and are keeping as prisoner. The human reveals, after being sufficiently intimidated, that the Kaltez-sacking army was really a band of mercenaries under contract with the family of Angbanu. The PCs attempt to strike a deal with the Chief in exchange for the prisoner. The PCs hem and haw about paying anything, but agree to carry out a mission for the Lizardfolk. The Chief asks the PCs to remove an irritating elf who sits in the jungle and is somehow impervious to the Lizardfolk’s aggression. (Note: XP for the jungle can be found at the bottom of this entry.)

The PCs are led by the Lizardfolk to a clearing where an elf sits, meditating. The PCs learn that 30 years ago, the Elf, named Morrowana, had a brief romance with another elf in the jungle. One morning Morrowana awoke to find that his mate had disappeared. He prayed to Melora, God of the wilderness. Melora appeared to him after nine months and told him he had a healthy son, named Morrowana Junior. Since then, Morrowana has waited in the Thrasing Tooth Jungle using his rituals to search the jungle for his mate’s return. Garthrund attempts to approach Morrowana but is prevented by some sort of magical forcefield.

The PCs decide that they don’t have time for this quest and return to the Chief. They agree to pay 50 gold for the prisoner.

The PCs bring the prisoner back to the Temple of Bandor in Estenole. There they speak with Tall-Gulu who expresses an interest in learning the ways of the Avenger. They then speak with Priest Venuse. Priest Venuse is excited by the news of the prisoner and his connection with the Angbanu and the double-unicorn sheild, but does not believe that the prisoner alone will be enough to convince the King of Estenole of the Nordanian’s innocence. Priest Venuse thinks that the King will require the Council of Bandor to provide a motivation for the Angbanu before being convinced. The PCs explain that the Angbanu have been proven to have been purchasing Urlan’s Maple Syrup for many months before the sacking of Kaltez and that the Maple syrup was being used by the Mercenaries. Furthermore, the Angbanu had been stockpiling magic armor, a known counter to Urlan’s Maple Syrup, even before news of Kaltez reached Estenole or Nordania. The Angbanu clearly anticipated the war, started the war, and sought to profiteer from the war.

The PCs case is solid enough the the King of Estenole and Nordania are convinced that their real enemy is the Angbanu, not each other. The Angbanu are hunted down, executed, and exiled from the cities of Estenole and Nordania.

The War is Averted.

The armies are disbanded and the young soldiers return to their farms, villages, and cities to continue their lives in peace.

After a week, the King of Estenole, in an exceedingly good mood after having confiscated some of the Angbanu family assets, rewards the PCs with double the bounty he had denied them earlier: 1,000 gold pieces. He also makes a hefty donation to the Council of Bandor as well.

The King of Nordania also make a donation to the Council of Bandor.

The Council of Bandor rewards the PCs for their service by opening up their magic item vaults to the PCs. Each PC may take either a shield of level 5 or lower, a neck slot item of level 5 or lower, or a holy symbol of level 5 or lower, or any magic item of level 3 or lower. (Note: you get one magic item total, not one from each category listed above.)

After this great victory in the name of Bandor, the council performs a ceremony to which the PCs are invited. The temple inhabitants gather in a large open circle in the temple’s great hall and begin chanting a beautiful hymn to Bandor. An Angel of Bandor descends from the heavens during the ritual and speaks to the PCs:

“You have all served Bandor well. Bane, the God of war and conquest; and Tiamat, the God of wealth and greed thought they had an opportunity in the Angbanu to gain influence in this corner of the world, but now Bandor, through you, her worthy servants, have put these warmongers in their place.”
The angel then speaks to each PC in turn:
“Xanadu: although you do not accept Bandor into your heart, you follow Bandor’s path of peace and love. Bandor will always watch over you.
Garthrund: you are cunning and wily, but if you turned to the ways of Bandor, you would not have need for deception to achieve your goals.
Polo: Ever the reserved monk; continue your travels with Ivor and Jaren: your reservation and level-headed logic will be needed to temper your companions’ eccentric methods.
Jaren: Although your service to Bandor is unquestioned and appreciated, be mindful of your treatment of others. As a paladin of Bandor you are her ambassador in the untamed lands. The impression you make on others must be positive if Bandor’s influence is to spread to all corners of this world.
Ivor: You have served Bandor in every way you could. You wisely counseled the King of the Eladrin against war and have tried your best to spread the word of Bandor wherever you traveled. Bandor has decreed that you shall be the next bearer of The Beacon of Bandor, a powerful artifact. War looms once again on the horizon, you will use this artifact in your next mission.”

The Angel then departs, fading into nothingness.

The Beacon of Bandor is a legendary, “head-slot” artifact. Details provided below.

Additional information in progress.

XP
Jungle Encounters
5,000 XP (for the party)

The Beacon of Bandor
Heroic Level Artifact
This slender silver crown has been worn by generations of influential followers of Bandor. The crown draws its power from the religious faith of its wielder. It seeks to spread peace wherever it goes, but can be a helpful ally if hostility proves unavoidable.
The Beacon of Bandor is a head-slot item.
Enhancement: N/A
Property: You gain a +2 item bonus to Diplomacy, Religion, and Insight.
Property: You can use Second Wind as a move action instead of a standard action.
“The Insight of Bandor”; Power (At-Will, Divine): Free Action. Make a religion check vs. will to determine if a creature plans to attack you (or an ally) on its next turn. You may only use this ability once per round. This ability does not reveal who the creature will attack, just whether they are on the verge of violence against your party.
“The Force of Bandor”; Power (Encounter, Divine): Minor Action. Close blast 5. One target. Make a religion check vs. will. Hit: push the target one square.
“The Presence of Bandor”; Power (Daily, Divine): Move Action. Self. Teleport two squares.

Concordance:
Starting Score: 5

  • Owner gains a level: +1d10
  • Owner completes a quest assigned by the Council of Bandor: +2
  • Defeat an enemy of Bandor: +1 (once per encounter)
    For the purposes of this artifact, an enemy of Bandor is any creature of intelligence 6 or higher that unjustly attacks Owner (or Owner’s allies). Any warmongerer also counts of course.
  • Owner attacks an enemy in a scenario that meets both of the following conditions: -1
    A. Enemy has not attacked Owner (or one of Owner’s allies)
    B. Owner has not determined that Enemy is non-hostile using “The Insight of Bandor” power.
  • Owner forgets key NPC name and instead says “Name-Implied”: -1 (just kidding)
  • Owner worsens a diplomatic situation between hostile nations/forces: -2

Effects of Concordance Score:
Pleased (16-20)
The Force of Bandor can now target two creatures.
The Presence of Bandor can now teleport you three squares
Property: +2 bonus to Will

Satisfied (12-15)
Property: +1 bonus to Will
Property: +3 bonus to Diplomacy, Insight, and Will
Property: You can use second wind as a minor action

Normal (5-11)
No effect

Unsatisfied (1-4)
-2 penalty to Will
-4 penalty to initiative

Angered (0 or lower)
The artifact ceases to function.

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The Source of the Syrup

The PCs undo the webs on the humanoid who turns out to be an Eladrin. The Eladrin is drugged, however, and seems only half-awake. Jaren uses his healing skills to wake the Eladrin up from his stupor. The Eladrin brings the PCs back to his village of floating tree houses. He makes his way to a merchant’s store and purchases some more Olium, the drug that many Eladrin have been purchasing and using in the past 9 months.

Garthrund uses his home-brew to turn into an Eladrin and the party makes their way to the King’s palace. The PCs pretend to be representatives of the Angbanu merchant family while talking to the King’s Foreign Affairs ambassador outside of the palace. The Ambassador consults with the king then returns with a full contingent of guards to have the PCs arrested. The PCs get angry about having to strip off their armor (quite a pain for those heavy-armor users!) and convince the Ambassador to let them keep their armor on. The PCs meet with the king, who is upset about the Olium epidemic but does not have the legal authority to outlaw Olium. The PCs change their story and agree to submit to a magical truth test by the King’s Cleric. The King suggests creating a war versus a convenient enemy to inspire the Eladrin to rise up in unity and, hopefully, reject the Olium drug. Ivor, the ever-viligant, Bandorian Avenger, explains that war is never the solution. The King inquires about a final solution instead but the PCs nervously laugh it off. The PCs assure the King that they are on a quest to fight the Angbanu and cease the importation of Olium. The King gives Garthrund a +1 Longsword to aid the PCs on their quest. The PCs also ask more about the Maple Syrup and learn that Magically enchanted metal is immune to its effects.

The PCs depart for the coast, where their spider-caught friend told them the Olium is traded for. The PCs find three ships in dock and speak with an Eladrin merchant and Captain Lenolds. After various schemes, bluffs, and sweet-talking, the PCs deduce that Olium is being traded by the Angbanu for Residuum and Maple Syrup, Captain Lenolds’s itenerary will take him to Estenole, Nordania, The Wizards of the Coast and the Isle of Urlan’s Grace.

The PCs travel with Captain Lenolds back to Estenole and report their findings to the Council of Bandor. They also observe Tall-Gulu painting some of the Church’s columns. Tall-Gulu seems resigned to his new lot in life. Priest Venuse informs the PCs that armies of Nordania and Estenole are being drafted and mobilized. The PCs follow the Oracle’s prediction and wade into the nearby Trashing Tooth Jungle. The PCs avoid some tigers but stumble upon a small gathering of Lizardfolk of the Bloodthorn.

3 Greenscale Hunters – 3 * 175 = 525 XP
2 Poisonscale Magus – 2 * 125 = 250 XP
1 Bloodthorn Vine – 1 * 125 = 125 XP
Total XP: 900 XP

The PCs, a bit disoriented by the dense jungle, double back the way they came and are ambushed by a pair of tigers.

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Arcane Sources of Information

The PCs successfully retrieve the clay ball in the nick of time.
10 Clay Scouts – 10 * 125 = 1,250 XP

Lidius, the Tiefling wizard:

“I would like to introduce you to our jester, Garthrund. He is quite an entertaining fellow, but I believe he has outgrown his role here. To be honest he has become something of a nuisance as of late. I can tell that he yearns for adventure. Normally I would just sell him off, but Garthrund happens to be a cousin of mine. Perhaps you would be willing to take him with you?”

The PCs then stand around scratching their heads for a while as they try to remember why they agreed to test Lidius’s defensive system. Finally they remember: the strange brown goo.

“This goo is the sap of a Maple Tree. Here, taste it. It appears that some sort of thickener has been applied, perhaps arrowroot?”
“Long ago there was a powerful wizard – a true archmage – by the name of Urlan. He was a prince of the Eladrin. Near the end of his days on this plane, as Urlan prepared to retreat to his private sanctum to study the Demispell, the spell of ultimate power, his sister, Princess Ileria, came to him. She reminded him of a promise he made to her centuries ago that he would protect the Eladrin’s homeland as long as he lived. When Urlan had made that promise, of course, he had not expected to gain immortality. But Urlan, in his near-infinite power, fulfilled his promise anyway. He spent 1 long year of research on the ritual that would guarantee the safety of his homeland. This syrup is the result. When in contact with both wood and metal, the syrup causes the metal to explode. The trees cannot be cut down, and thus the Eladrin habitat is forever protected.”

The PCs question Lidius regarding the drugging of the Eladrin. Lidius denies knowledge of any drugs, although some of the PCs fail to believe her (or succeed in disbelieving her).

The PCs travel back to Nordania but are ambushed while camping on the beach by three Sahuagin.
2 Sahuagin Guards – 2 * 63 = 126 XP
Sahuagin Raider – 1 * 250 = 250 XP
Total: 376 XP
Loot: 50 gp

The PCs arrive in Nordania in time for their appointment with the oracle, who turns out to be a female lizardfolk. The Oracle foresees that the PCs will meet with her tribe in the trashing tooth jungle in order to avert the war. The PCs give the Oracle the silver crown they took from Tall-Gulu.

The PCs meet with the Nordanian chapter of the Council of Bandor telling them there discoveries. The PCs decide to investigate the magical, maple syrup first, and then continue on to the thrashing tooth jungle.

The Council of Bandor charters passage to the Isle of Urlan’s Grace aboard a fishing boat. After traveling through the jungle for some time, the PCs discover a humanoid trapped in a web. The PCs barely survive an encounter with three spiders and an ettercap, due in part to the DM mistakenly allowing the spiders to jump back into the trees at-will instead of once per encounter. The PCs, however, feel that they have learned a bit more from fighting these genetically mutated spiders than they would have had they fought spiders from a normal strain.

3 Genetically Mutated Deathjump Spiders – 3 * 200 = 600 XP
Ettercap Webspinner – 1 * 200 = 200 XP
Total: 800 XP

Totals for Session
2,426 XP
50 gp

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The Sacking of Kaltez

The PCs begin to make their way back to Kaltez with Tall-Gulu as prisoner, and a few of Tall-Gulu’s former slaves in tow.

Kaltez has been pillaged and burned to the ground! Guards and civilians lie dead. The guards’ armor is cracked and warped in a strange manner, and point-less crossbow bolts with a strange brown goo are scattered around. Upon testing, the PCs discover that the goo explodes when brought into contact with metal armor, but not when brought into contact with a wooden wall. The PCs find the Chief Officer of Kaltez still alive. He has been hiding in his secret basement vault and recognized the voices of the PCs inspecting his home. He explains that men wearing the double-unicorn shield came and pillaged the town.

The PCs bring Tall-Gulu, former slaves, and Chief Officer back to the Palace by boat. During the ride, the PCs manage to piss off the Chief Officer. The PCs report their findings to the Priest Venuse of the Council of Bandor. The Priest tells the PCs the following bits of information:
“A double unicorn shield? That symbol was last used before you were born, 45 long years ago in the Nordania-Estenole War. I fought in that war, but the death and devastation that it brought, to the soldiers, the land, the farmers, the starving city- …it was too much. But you, like me, have turned to Bandor, so you understand already that we must crusade to prevent war.
Mmm where was I? Ah, yes, the double unicorn-shield. This was Nordania’s coat of arms. The Council of Bandor negotiated a peace treaty between the king of Nordania and the king of Estenole in which both sides agreed to retire their current coat of arms as a gesture of good faith. The attack on the mining colony is a violation of the treaty, and the use of that coat of arms adds insult to injury”

“But the council of Bandor has spies in the Nordanian royal court and in the Nordanian army. How could this mission have been authorized without our knowledge? The Nordania chapter of the Council of Bandor could easily have sent a messenger on horseback or by water to warn us before the army reached Kaltez. ”

“I must speak with my council members and tell them what has happened. Your services will most likely be needed in the immediate future, if the council can think of a way to avert this war. Report back to me tomorrow.”

Tall-Gulu is thrown into the temple’s prison, and the slaves are shuffled away.

The PCs go to the palace to claim their reward for defeating Tall-Gulu and retrieving his silver crown. The King, with the Chief Officer nearby, refuses to pay the PCs given that Kaltez has been destroyed. The PCs argue with the King, but, due to their diplomatic ways, the King forgives their disrespect to himself and his Chief Officer of Kaltez.
The PCs do, however, receive 1,000 XP (200 XP each), for completing a major quest.

The PCs go shopping for magic items and happen to notice that none of the merchants have low-level armor for sale. Using their wisdom of the streets, the PCs discover that the merchant family, Angbanu, have been buying up magic armor for unknown reasons.

The PCs decide to investigate the Angbanu family further by visiting a popular tavern in the rich side of the city where the wealthy merchants live. Jaren uses his charisma to saunter past the district’s gates without question. The PCs visit the Five-Feather Hat tavern and proceed to drink and chat it up with an Under-Under Butler. The PCs then move to a private booth and overhear the raucous boasting of pubescent teenagers in the next booth over. Soon, however, their sleuthing pays off, and the other bordering booth becomes occupied by a jovial group who brag that “Everything is going according to plan, this war will make us rich!”. Ivar spies in on them and sees that they are clearly of the Angbanu family. The PCs follow the group until the group goes into a private, gated, estate.

The next morning, the PCs report back to Priest Venuse. The priest says:
“The Council is divided. Some refuse to believe that the king of Nordania has committed himself to the folly of war. We have prayed to Bandor but she did not answer our questions. I have two tasks for you. Go to Nordania and speak with the Nordanian chapter of the Council of Bandor. We will provide you with transportation by sea for this trip. Return to us with any information you gather. Go also to the Wizards of the Coast, a wizards academy to the northeast of Nordania. This strange form of weaponry appears arcane in nature and if it is arcane, the Wizards of the Coast may be able to help us unravel this mysterious item. Here is a letter to give to the Council of Bandor in Nordania, this letter will ensure that they trust you. The Wizards of the Coast, however are not particularly fond of Bandor, so we have no such letter to give you in that regard.”

The PCs make their way to the docks to travel aboard a merchant vessel that the Council of Bandor has paid to take the PCs on board as it travels to the Wizards of the Coast. The PCs meet the Captain of the boat, Captain Lenolds, and question him as to his employers. The Captain says that he works for the Angbanu family. The PCs agree to help the captain unload his boat of its current cargo. The cargo consists of large, ceramic jugs with some sort of liquid inside. The jugs are very well sealed, however, and the PCs are frustrated in their attempts to break one open without being seen. The PCs do discover a stowaway Eladrin on board the ship, by the name of Solaris. Solaris explains that she has snuck on board to find out where the Angbanu family is getting the Olium that they have been selling to the Eladrin. Solaris explains that Olium is a terrible drug that the Eladrin have become addicted to. The PCs manage to upset Solaris with their strange habit of juggling during conversation and their lack of knowledge of what Olium is, and she breaks down crying.

The PCs have Captain Lenolds drop them off in Nordania, as the captain continues on to the Wizards of the Coast. The PCs consult with the Nordanian chapter of the Council of Bandor. Priestess Alissa is shocked that Nordania would be able to pull of this operation without the Council’s knowledge, due to their network of spies in the king’s court and in the Nordanian army. She agrees that the Wizards of the Coast may be able to provide further insight into the mysterious brown goo. She also councils that a new Oracle in Nordania may be of some help. The PCs visit the oracle’s home and schedule an appointment for two days hence.

The PCs travel the tower of the Wizards of the Coast. There they meet Lidius, a Fat, Tiefling Wizard who agrees to help the PCs if the PCs will help her by testing a new defensive system she has been working on for a client.

1,000 XP for completing the Tall-Gulu quest.

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Defeating the Goblin Warlord

The PCs are joined by a mountain man, who is angry that the goblins have invaded his turf and is more than happy to aid any who seek to eliminate them. The PCs also find Pogue the wizard tied up in the caves. Alain and Rolo sit this one out and will receive 75% of the XP.

The PCs quickly find a secret door leading deeper into the goblin caves. After following a winding corridor, they come upon a small hall lined with crude weapons. Continuing along, they find themselves face to face with 23 goblins feasting on soup, 3 chained humans making soup, 2 adult wolves, and a litter of wolf puppies. The goblins are unarmed, but the warden decides to attack anyway. Ivor charges in to kill the wolves. Jaren and Xanadu hold their attacks for the time being. Eventually, the goblins stop cowering under the tables and make a dash for the weapon room. The goblins are quickly slaughtered, but the PCs let the goblin warlord, Tall-Gulu, survive so that he may show them where all the treasure is.

  • 10 goblin cutters – 10 * 25 xp = 250 xp
  • 4 goblin sharpshooters – 3 * 125 xp = 375 xp
  • 3 goblin warriors – 3 * 100 xp = 300 xp
  • 1 goblin blackblade – 100 xp
  • 1 goblin hexer – 150 xp
  • 2 hobgoblin soldiers – 3 * 150 xp = 450 xp
  • 1 goblin underboss – 350 xp
  • 2 gray wolves – 2 * 125 xp = 250 xp
    Total xp: 2,225
    XP for absent characters (Alain and Rolo): 1,669
    Treasure: +1 magic rod; +1 Duelist short sword; 170 gp; Silver crown worth 40 gp
    (Note: none of the treasure listed above needs to be shared with Pogue or the warden.)
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In Search of the Goblin Warlord

Venuse, a priest of Bandor, informs the players of a 500 gp reward that the King of Estenole is offering to any who vanquish the goblin warlord Tall Gulu at the base of Mount Lockleed and bring back his silver crown as evidence. The goblins have been harassing the King’s Mining Colony of Kaltez. The council of Bandor wishes to perform the quest themselves, not only to eliminate the vile goblins but also to raise their standing in the eyes of the King.

The PCs set off for Mount Lockleed, making short work of a band of crocodile-taming halflings.

They speak to the chief officer of Kaltez who informs them that any who retrieve the silver crown of Tall Gulu will be rewarded by King of Estenole in the amount of 1000 gp.

The PCs set off for the warlord’s cave, making sure to stay hidden when a small army of 60 humans crosses their path.

After much bumbling around the mountainside, the PCs locate a goblin-infested cave and proceed to hack, slash, and fall in the water.

Reward summary:

  • 1 visejaw crocodile – 175 xp
  • 3 halfling slingers – 3 * 100 xp
  • 2 halfling stouts – 2 * 31 xp
  • 1 halfling thief – 125 xp
    total: 662 xp
    +1, Fireburst, leather armor; 175 gp
  • Finding the cave (skill challenge) – 150 xp
    total: 150 xp
  • false floor pit trap – 100 xp
  • rockslide trap – 100 xp
    Total: 200 xp
  • 2 goblin sharpshooters – 2 * 125 xp
  • 3 goblin cutters – 3 * 25 xp
  • 1 goblin acolyte of maglubiyet – 100 xp
  • 1 hobgoblin warcaster – 150 xp
  • 1 goblin blackblade – 100 xp
    total: 675 xp
    2 healing potions; 190 gp

XP and Loot Tracker

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