The Kingmaker

The B-Team Part Deux: The Dwarven Ruins (03-19-2016)
as told by Chet Cavanaugh the Chronicler

Well now after getting the directions to the Dwarven Ruins this team of adventurers wasted no time standing about. After a bit of time our heroes come across a dwarven monastery in need of work (paint dull, holes in the roof, stable in shambles, etc). Valtera asks Pitch to turn into a blood hound to find the children. He can to it but it will take some time. Persephone creeps towards the structure and peers into through the door. Double doors can be seen as well as years of dead leaves about the room and entrance. Darren tries to open this door but sprains his finger instead (I guess we know who did not eat their Wheaties this morning). Peering under the door, Persephone sees a table and chairs shoved up against it. She breaks down the door with no problems (again she must have had breakfast) and the group finds a dwarven sized mummy on the floor with a scroll and dwarven light hammer – The Dwarven God of Turmoil, Nosgar – inscribed on it. After looking around, iron blue mushrooms are found. There is also another set of double doors.

These doors are opened and Persephone looks around for anything to salvage. She is suddenly attacked by a dark mantle. Valtera tries to beat it off but it does not work. Persephone changes into a porcupine (????!!!) doing little damage hoping it would let go. Instead it takes another bite into her with Darren’s attempt to help not helping. The creature’s tongue latches onto a beam across the ceiling as Persephone finally frees herself. At that moment, Valtera nails the monster with an arrow causing it to spasm and fall. Darren then struts over and chops its head off. No other monsters are found by the group in the room though some cheap armor and a few gold pieces are. Darren heals Persephone.

Moving on through the south door they all find themselves in a library full of moldy books. By rifling through the books Darren inhales the moldy spores causing 1 CON damage but he find an ornate book written by dwarves that is pristine. Leaving east out of the room down a hallway the group finds another door; it’s locked. Valtera uses her kick ass lock picking skills to open it. Darren then heads right in (again he didn’t eat Wheaties this morning) triggering a trap of rocks to fall on him knocking him unconscious. Persephone and Valtera start to remove the rubble only to have a lizard man with a spear show up and start stabbing at the downed hero. The two women attack it but it’s Darren, who wakes up and, delivers the fatal blow killing the monster.

The group continues to search the rooms of the structure eventually coming across one with bone littered all over the place and fur scattered about. Persephone figures out it’s wolf hair just as two come out and attack. Valtera dispatches one and Persephone the other after a brief battle. A stone archway is seen and the group goes through only to come up against a giant wolf. The wolf asks what their purpose is and Darren replies he’s looking for mushrooms. The wolf makes a deal that he’ll give up his mushrooms if the party gets rid of the monster in the tower. Heading to the tower, the group face off against a giant spider and win. Upon returning to the wolf (his name is Worg), he gives them his mushrooms but then attacks them (what a double crossing throw rug). The group eventually defeat Worg but not before he almost takes off Persephone’s left arm and her pinky from her left hand. Darren is able to heal her but she’ll have scars. A trap door is discovered and the party decides to camp out for the night.

The next day the group descend into the dungeon bumping into four cobalts two have weapons. They’re killed but the other two agree to help us. With the cobalts leading the way, the party eventually hear a ruckus and discover a battle between colbalts and murlowgrets going on. The sixteen soldiers see the group so they run with Persephone casting “obscuring mist” to cover their tracks. The two cobalts take them to an alternate route but that one leads them into a trap with a door coming down and two fire ghoulies attacking. Persephone kills one but not before it poisons her; the other kisses Darren and dies. Persephone quickly casts “delay poison”. Valtera opens the locked door by shooting the mechanism that caused it to close. The two young cobalts lead the adventurers to a painting with holes in it. Peeking through a robed cobalt (Kargemach is her name), five warrior cobalts and a child girl are seen. Bursting through the painting the heroes attack, saving the girl; her name is Sourum. A pair of doors leads off to the north and an elevator going down. They party descends killing two guards on their way down before they can alert anyone.

The B-Team Part Deux: Who are these people?

Darren, Valteria, and Persephone arrive in the town of Falcon’s Hallow in Andoran from their village run by Major Cole. They are looking for adventure and boy do they find it. After purchasing supplies at the The Goose & the Ganyard, they head off to the market where they hear about some nearby ruins (Elara’s Halfwayhouse) and missing kids: Holland, Jorreh, Mickra and Sourum. Darren wishes to go to the Roots & Remedies next to help take care of those in the town affected by Black Sour Disease. To help with the disease, Darren is asked to acquire the following: six mushrooms, small bushall of mold and a couple of rat tails. Gaining directions from the local children, the three adventurers enter the vale which also houses the ruins.

After traveling eight miles they reach the edge of the woods finding the charred remains of the halfway house. Soon crying is heard in the distance, causing Darren to rush off to help and the others following. Darren and company find a girl who says her name is Geava. She explains she knows where the missing children are explaining they have been taken by cobalts three days prior. Pitch – Valteria’s companion – turns into a unicorn to carry Geava as the three adventures go deeper into the forest. They come across the body of a half elf with their face bashed in and a covered in gore. Darren opens the bag and each party takes a goblet found inside. Unfortunately Darren chooses poorly and his goblet attacks him (it’s cursed). Vateria knocks the cup away slamming it into a tree. She makes a circle around it with a warning out the deadly cup.

Suddenly Geava attacks Persephone out of nowhere completely “Teen Wolf” -ed out. She rakes her claws and bites her into unconsciousness. Darren heals Persephone and after a long struggle the werechild is killed. The party finds a note on her stating where her treasure is located. The party follows the directions/map coming to a stump in the forest and crossing the tracks to the cobalts which lead in another direction. The group backtracks to the tracks and makes camp for the night. A giant mosquitoe tries to attack us but Darren swats it good during his watch. The next day we find three exanguinated fairy bodies pinned to a tree and a different set of tracks going in a different direction.

Using Arcane Mark, Persephone and the others follow the pixie killer tracks and find a home with a witch in it. Her name is Bolbeana and she gives the party a task to complete: kill tasleworm and she’ll give us rat tails. The three agree to the task and eventually defeat the tassleworm after pissing off the DM god with their indecision. They find plenty of good treasure as well as the mold they need. The witch holds up her end of the bargain when the party returns. Darren makes a deal to give the witch some of his hair in exchange for knowing where iron blood mushrooms can be found within the Dwarven Ruins.

"The Huntsman" - THE BEGINNING

Desmond Ashgaze, Thran Ironfist, Vlagroth, Legalass leaf green, woke up in the hull of a ship of the Qun empire, pressed into service for an upcoming battle. In this battle the team took a bank and were rewarded with drink and booty.

After a groggy awakening the group was recognized for their actions and reassigned under Dr. Nisk who tasked them with retrieving an artifact. After a long trek through the jungle, they came to a city of Ape-Men. They slipped through the city unnoticed into their temple, and after a confrontation with a drowner demon they retrieved said artifact.


The A Team: Another Dr. Nisk Encounter aka The Houdini Dude (for April 4, 2015)

Six hours later – the next morning – the Spyglass lets Radriar know he injected the potion in the vessel and then hid in the corner of the room. The Spyglass reports it saw a cloaked person enter the room many times. Then another person enters. The second humanoid looked like a grey, female wolf on two legs. The cloaked figure and the wolfish female talk a bit and then leave. They two were out of ear shot from the Spyglass but according to him it looked like they were having an arguement about something and the doctor finally relented. The doctor kills the sacrifice and banishes the demon. Before leaving the Spyglass hears the wolfish one say to the doctor: “Not to worry that they can walk through battle in Katheer and save the Mother’s Children and leash any of the fallen they choose.”

Karis allows the party to borrow her airship – with her crew under the capable Captain Kassida; Gunner Zeus and first mate Helena – to travel to Katheer, Qadira. The flight takes three days and there are no problems along the way. The A Team is dropped off at the northern end of the Northern Tapir Forest just south of the city. The captain says she’ll remain airborn until instructions are given. Eldaron takes on a servant girl disguise, Sylari makes herself look like a maid, Raidriar changes to look like an Absolonium Noble and Zenia uses her Garb of the Mysterious Stranger which cause people not to remember anything specific about her. So dressed, the adventurers head north on camels Eldaron summons. Raidriar has trouble riding his but under the calming presence of Karis’s husband the camel is calmed so the religious one can ride safely. At the edge of the forest where the Ketz Desert begins to assert itself the party starts to hear the sounds of battle. The party sees Qadira soldiers go by and we join them discretely. They all go into a giant green tent. Inside is a knight who is instructing various groups on where to go on the front lines. He plans to make a push back to the Pashman River. A tall spire-like floating building (250 feet tall and 125 feet wide) is raining fire down on the city of Katheer and Taldorian golems are attacking the city on the ground. Zenia uses her Falcon Range ability to see the spire better. She reports the being able to see balconies on the floating structure; fire suddenly blasts out the the spire to killing thirteen soldiers near the A Team. A hospital is then hit and Raidriar jumps into action to look for survivors. The rest of the party joins the battle.

The the chaos of battle Raidriar sees Dr. Nisk between two buildings and moves to pursue him. Suddenly a gray, furry bipedal creature appears in front of him thrusting two Kitana swords into his chest. They grapple. The wolf lady eventually eviscerates Raidriar killing him and shattering his armor. He resurrects immediately surprising his foe who tries to shoot him and misses. She runs. Meanwhile Zenia uses “Hide in Plain Sight” to cover Eldaron from the golems and soldiers and Sylari uses her insanely quickness to start a tornado to help destroy the spire. Eldaron uses his powerful magic to take control of the spire. He crashes the building into the ground covering it up with earth and sand. He then opens a fissure below it using “Earthquake” sinking the structure even more. Unfortunately Sylari’s F5 tornado she creates gets away from her. She and Eldaron get sucked into the tornado. Eldaron uses “Control Wind” to save himself and Sylari from the terrible winds. Radriar anchors himself to the ground while Zenia does not have to do anything due to her abilities as a ranger. Once safe from the wind Eldaron uses his powerful magic to open a fissure under the buried citidel so that lava can be used to finish it off. By the end of the encounter all of Katheer has been destroyed.

Qadiran soldiers soon find the group and ask them to dig up the buried vault. Sixteen hours later it is dug up. That night the group does not pull guard duty for the vault and return to the barracks. Using “Faerie Fire” as a distraction and their stealth abilities, the group sneaks away from the barracks unseen and make their way back to the vault finding the guards dead and the golden doors to the vault wide open. Realizing they are too late to stop Dr. Nisk the group uses their redo spell ability to turn back the clock one day. Upon the spell working the group immediately goes to the vault’s location. Elderon places earth over the party to hide them while they dig towards the vault. Eventually it’s unearthed and Sylari goes to work on picking the locks. Unfortunately she triggers one which causes her to fall into the vault and be attacked by a Terrask (giant dinosaur looking animal). It kills her. Before dying she is able to communicate what attacked her. Eldaron uses an elemental to fetch her body whereby he resurrects her. The monster is soon dealt with and the party enters the vault to find it full of treasure. Zenia and Eldaron summon twelve air elementals to move the treasure via a portal to their home Eldaron creates. Eventually the party notices elementals dying within sixty feet of a door within the vault. Scrying Eldaron figures out Dr. Nisk and his companion are on the other side picking out certain items. They leave via their own portal and Dr. Nisk throws a device into the room that immediately starts dissolving everything. The party leaves through their portal and manages to save about 18% of the items from the room Dr. Nisk was in.

Karis uses gollums to move the treasure while the party sifts through it for useful items. Afterwards they work together on improving their country’s navy. Twixt informs the group that there is a rumor of a city of giants within the Mushfens and that Dr. Nisk’s allies are called Hood and Leander. Sylari learns from her network that Absalom is next on Taldor’s list but it is not going to be done immediately. They also inform her that Hood is some type of weird wolf race. She asks the network these three questions: 1) What are the weaknesses of the Taldorian gollums? 2) Who does Dr. Nisk work for? 3)Who does Hood work for?

The A-Team: The Lady's Light and Dr. Nisk - Who Is This Guy??!! (From March 21, 2015)

The group learns Corvosa, the people of the Fenwell Mountains. Elderon is bummed because he still has no buyer for his homemade amulet. The group takes care of finances including the Earth elementals Elderon left to dig out platinum. To make the dig more successful aquatic gollums are sent to help. More forts, outposts and domestic construction is planned as well. Elderon trades nineteen percent of his iridium for platinum in Tien-Ko.

The party finds that one hundred soldiers aka “Red Shirts” of ours are ready to travel to the Lady’s Light to clean up the area. Elderon, Sylari and Zenia go with the soldiers along the coast road with Radriar staying behind. The first day finds no encounters and the group treats the soldiers to a huge dinner feast spending five platinums per plate. This raises moral through the roof as everyone enjoys the food and company. With Zenia setting an “Alarm” spell and Elderon changing some nearby swamp trees to tree ents to guard the camp, the first night ends up a quiet one.

The second day of travel along the coast goes slower because of the marshy terrain but they see from a distance that the Lady’s Light is now lit instead of dark. By late afternoon, the soldiers stop per the group for the night. Elderon creates a dome encampment with tree ents guarding and Zenia setting up “Alarm” spells. Another restful night passes the company. Continuing on early in the morning the party and soldiers end up by 9 AM at the land that juts out connecting to the Lady’s Light. The party sees movement around the Lady’s Light; party finds Boggarts (white pasty creature). The soldiers stay behind while the party advances. As the party approaches, two Boggarts start to make croaking sounds. When Elderon gets within fifteen feet the whole party understands these two are calling guards. Soon fifteen guards show up with weapons drawn. Zenia starts using “Flaming Sphere” and takes out many of the guards. Elderon casts “Juggarnaut” and “Spiked Stones” around perimeter of the room the party sees the guards coming from. A large amount of Boggarts – 350 – are soon dead. Sylari takes out a few Boggarts and Zenia continues using “Flaming Sphere” to kill more Boggarts. I then cast “Protective Spirit” to help the party. Elderon teleports on the other side of the sphere and kills the rest of the Boggars for a total of 390. The party gets the soldiers to clean up the place while they explore the remaining areas for Boggarts; finding none. The leautinent of the soldiers reports to the party it will take at least a week to clean up the area. The Lady’s Light is now part of Elderon and company’s terrain.

The party teleports back home to put together a caravan of engineers, architects, etc. along with nine hundre d more soldiers. While at home Elderon fronts another 30,000 plats. to train another 10,000 quality soldiers to be ready in three months. The party encounters no problems when traveling back to the Lady’s Light. The engineers, architects and the rest of the population begin construction on the fort. The party then returns to Tol-Ivrengond. Radriar prays for a arcon in his temple. Nothing happens except a fulfillment of prayer. He tries again and is successful.

The party then goes to see Twix to see if any of our ambassadors to the Mushfeins area ever made it. He reports they disappeared and are presumed dead. Twix reports the king within the Mushfeins needs to be curried to our favor. The party just needs to find a lost item of the queen’s to help gain their favor. Twix mentions he has a friend named Zolara that can help. Twix also mentions that Dr. Nisk has been sighted in Magnamar in Beacon’s Point District six days hence outside of Dusk Alley.

Via boat the group heads to Magnimar. While on the water they all see how the Ironspan is progressing with more workers, lanterns and general activity. Upon arriving in Magnimar the party goes to Dusk Alley in disguise. They first see Bolbenia (the witch) at her shop. She is a wiry haired, bushy eyebrowed wart faced crone. They find out from her Dr. Nisk went to see an alchemist. Zenia, Sylari and Elderon convince the witch via money to provide more information about the good doctor. Bolbenia says she’ll meet them at teh Hearts Grub & Grog later after midnight. Five hours later they see her there and she explains Dr. NIsk bought “Spider’s Kiss” which makes him undetectable and invisible. She says he’s here to retrieve a “friend” and that he works for someone far away across the sea, but it’s not Taldor. When they ask if Dr. Nisk has any allies the witch turns white and returns the money they party originally paid her for the information. Elderon tries to read her thoughts using a spell but all he gets is the his boss is a male. When the party tries to kidnap her, they discover she is portally anchorded and she disappears on them.

The next day after breakfast Elderon asks Kariss about Dr. Nisk and about “Spider’s Kiss”. Karis explains she remembers the spell but knows nothing about Dr. Nisk. Karis makes a potion to make anyone think their detection spell worked. The party also tries to find Abroget to have him scyre for Dr. Nisk but their associate is not in at the time. Elderon uses his special card to scyre for Dr. Nisk. He sees a woman with one arm messed up and a demon both trapped. Their in a large circular room with macbre decor and human bones scatter about; a balcony is also seen. The room is located on top of a mountain peak far southeast along the banks of the Usk River. Radriar uses his acron to successfully pull off the potion trap.

From the spy network, the group learns Taldor has armies in Oparra, Five King’s Mountains and Galt. Elderon and company also hear Fenwell will not join the proceedings coming up because it will cost them money. Also Janderhoff will not join either.

Finally the group asks Twix to find out: 1) The exact date for an attack on Absolom. 2) Who are Dr. NIsk’s allies? and 3) A complete history of the Mushfeins.

The Felspire Forest

The group finishes their 2 weeks of mining activities, earning 15,000 plats.
We open the adventure at the edge of the first set of ward stones. Eldaron speaks to them but can only hear them repeating “Beware”. There is no activity in this area of the forest, and it appears to be dead and gives a sense of being angry. The second ring of stones is more ominous and well cared for. Sylari shoots chickens and Zenia shoots cats at them; one of the chickens is killed by arcing green lightning. Passing through the second ring of stones takes some time, but upon reaching the other side, there are more signs of life. A path picks up on the other side of the second set of stones leading to an archway made of bone with a 6 foot wall that surrounds the area. The group discovers that the arch is a portal, and after passing through it, they find themselves in a stone courtyard under a dark sky. The spire dominates the center of the area, with outbuildings and stables surrounding it. Zenia examines the tracks present in the courtyard and notices that there are giant bipedal wolf-like tracks all over. Sylari approaches the door and disables the traps, but triggers the stone guardians which turn to pounce. both guardians are destroyed in battle and Sylari keeps the lion-headed soul jar from one of the guardians.
Upon entering the tower, the group finds themselves in a gruesome alchemy lab. 2 syringe handed golems attack, and before being subdued, one injects Radriar with 2 chemicals. Their deaths trigger tesla coils on the walls which eventually cause an undead alchemist to materialize in the middle of the room. He sticks his finger in Radriar’s wound, and turns his blood to acid. Eventually the undead is defeated, but it is too late, he whispers that the master lives. The lightning arcs again and a 60 foot werewolf appears, and uses the chemicals injected into Radriar to take control of his body. Eldaron kills him to prevent him from doing any damage to the group. The Werewolf is eventually defeated, leaving hoard including several shields, wands, coin, potions and scrolls.

Everyone gains a mythic level.

Eldaron discovers a journal naming the creature as Lucimar. The pages appear to be blank, and the cipher cannot be discerned. Eldaron discovers a secret door in the ceiling, where the group finds more potions, and scrolls.
Outside of the tower, a man is found in a cage along with some animals. The animals are all freed, but there is something odd about the man, whose name is craven. He is huddled and hunched, and has a key which he hides. He makes vague references to being captured by a birdman, being made to clean the beakers for the master, and being told not to return to “her” and that “it doesn’t know about the pit”. Eldaron casts a spell to control person, and asks Craven to lead us to the door that the key fits. The group moves through the portal and dimension doors out of the forest to avoid the giant creatures that inhabit the rings.
Upon further examination, Eldaron discovers that Craven does not have a soul and is basically a flesh golem.
The group decides to return home for the conclave before setting out on the journey with Craven. Eldaron puts him in stasis as the group travels.

The spy network reveals that the plague doctor’s name is Dr. Nisk, and he has been kicking around Thrun for about 60 years.

A team Coronation Celebration


Legend: Orange – Cross / Green – Miller / Yellow – Tasset / Pink – Covington / Blue – Darwin / Red – Umbral wastes forbidden zone

The group has been sequestered for the past month during the preparation for the coronation of Sebastian Cross. The sequestering was necessary to be sure that Sebastian could firmly take control of Nidal over the outpouring of affection for our savior Raidriar Darwin (May Raidriar bless you!).
We open as the group returns to what is now the capital city of New Castle ( formerly Pangolias). The city is filled with diplomats and visitors for the celebration. Within the keep, the priestess if Shailin officiates the ceremony, stating his hereditary birthright and swearing him in as leader of his people. Thron.png
King Cross announces that the country will shed it’s former evil identity completely by taking on a new name. Henceforth, Nidol will be known as Thron (after Shailin and Dubrall’s mother/father). The new coat of arms for the empire is a sunburst behind a wolf’s head.
The king follows the ceremony by appointing new government officials, including Grand Duke James Miller, who will rule over the southern Uskwood to the border, Grand Duke Martin Tasset who will rule from the southern plains to the border, and Grand Duchess Bethany Covinkton who will rule from the fork of the Usk River to the shore, (she also announces that Nisroch will be renamed Covington, and Nisroch bay will now be known as the bay of Thrun). It is also announced that the Umbrell waste will be off limits, and will have no ruler because of all the shadowspawn.
King Cross calls forth Raidriar Darwin with much fanfare. Raidriar kneels before the king and is proclaimed Grand Duke of the Northern Border, from the crown of Usk Lake to the middle of the mindspin mountains (The largest duchy) Raidriar is also charged as lord commander of the Knights of the Dawn, a new order that he will establish with a budget of 1500 platinum pieces a month to maintain. Three knights step forward and drape Raidriar with a red cape with a crest of a sunburst and upturned sword with a crown in the corner. The knights are then declared part of the new order- Sir Rupert VanOwen, Knight of the Horse, Sir Godfrey Prichard, Knight of the Sword, and Sir Trent Redmond, the Knight of the Wand. Earl Rolfgardener, who received a land and title earlier within Raidriar’s territory, is appointed his sergeant at arms. Each party member is also proclaimed either a knight or Dame with rights to establish a hereditary homestead within Raidriar’s territory.
The king also declares the day Darwin’s Day, (the 17th Abadius) and each citizen will be given a golden cross, and there will be feasting and merriment.
The B team, who are present at the ceremony, step forward to meet with the A team after the feasting is underway. Vilamia introduces Tom Rainsworth, and explains that Akorian accepted an Engineering apprenticeship, but recommended Tom. Eldaron and Zenia interview Tom, then speak to Vilamia separately. They agree that Tom will be taken on on a trial basis for 90 days. Karis does not have any assignments for the B team presently, so they will return to the Eastern Trading Company for another run, which will begin in 5 weeks. Vilamia also describes to the A team what transpired with Thatcher Griffencatcher.
The king asks the group to attend a private meeting in 2 days time, as the festivities come to a close. He presents Raidriar with a map of the duchy and thanks the group for all of their help. King Cross explains that he would like Raidriar to officiate the land grab for the new subjects of Darwin’s Landing in 5 days time. The king also introduces Lady Francesca Cuthbert, who he as appointed as Raidriar’s Viceroy , to rule in his stead when he is away.
Lady Francesca explains that the land grab will be done in waves , based on how long the subjects have spent helping to rebuild the area. Francesca recommends land near the forest for the group for their measly 2 acre homesteads, but Sylari selects a spot near the coast because of Severus.
Raidriar explores his new keep and gives a super awkward speech to his new subjects. The Sheriff gives a report on the state of affairs, but seems agitated and evasive. He tries to leave his report and go, but is stopped. He reluctantly admits that there have been a number of curious murders (7 total) over the last 4 weeks that are beyond his abilities to solve. He explains that the victims have been found without bones and only small needle marks on the bodies, and he has no suspects. He gives two of the names of the victims as Lars Stonehammer who was discovered in his bed, and Michelle Smith, who was found dead in an alley. He has 4 of the seven bodies, and the crime wave dates back about a month. Based on the pattern that has been established, there will likely be another murder just before the land grab.
Francesca takes the group down to a cave near the water to view the bodies. Eldaron can find no traces of magic, but there are traces of an unfamiliar alchemical solution on all of the bodies. Sylari identifies the poison as something that would allow the murderer to liquefy the bones and then suck them out. The group travels to Surly Jack’s Tavern for a queasy dinner and some information. Zenia speaks with Folgrim Axemasher who explains that he has heard rumor that the murderer was a demon….or a snake….or a lady, but that there may have been similar occurrences in New Castle. Karl explains that he used to see bodies like this in Pangoloris, and he had heard that there was a connection to someone working for the Umbrel Court.
Karl also reveals that he used to be a master mapmaker, and he intends to open a shop and retrieve his former master’s map hoard. Eldaron convinces him to go into business with us.
The group returns to the bodies after dark to use a scroll that will allow Eldaron to speak with the dead. Unfortunately, the dwarf with whom they chose to speak, was sleeping when he was killed and has no insight about the killer. Eldaron tries to manipulate his spirit to access his visual cortex, and is able to steal some of his visual memories, but all that is gathered is that he had dinner with his wife and then the two of them went to bed.
There is one day left before the land grab, so if the pattern holds true, another murder will happen tonight.
Karis discerns that the bones were not liquefied, they were isolated and then removed. After speaking with Francesca, the group learns that there have been rumors of an outsider working or the Umbril Court that removed skeletons dating back to when her father was a boy.
Sylari takes a card from the Deck of Many Things and her daggers become sentient. Their names are Gertrude and Floyd. Their special purpose is to slay all followers of Kaden Kayleen and humans in general, so Sylari throws them into the shadow plane.
After various attempts to figure out who the murder is, the group waits for nightfall and deploys the danger net. plague_doctor.png Upon seeing a spirit rise, Eldaron teleports everyone to the site of the ascension just in time to see a dark cloak whisk around the corner. Eldaron is just fast enough to see a figure with a large brimmed hat and what appears to be a beak (similar to a plague doctor) open a portal and disappear. Eldaron determines that the magic is not anything that he has felt before.
Radriar finds a pouch thought to be left by the creature with a magical carved stone compass inside. It points to the north, but Eldaron gets the sense that the compass is somehow incomplete. After communing with the stone of the compass, Eldaron is able to see its forming, done by a dark skinned elf.
The group returns to the keep and in the morning, Radriar officiates the land grab which goes smoothly and virtually empties the tent city.
The group runs across Karl again, who may have knowledge of the compass. He claims to be familiar with the type of magic and asks for a piece of parchment. He places the compass on the corner of the paper explains that the compass is basically a portable map, and we just need to unlock it. This particular one likely holds a couple maps. After 4 hours, Karl is able to unlock the compass and the maps begin to scroll out onto the parchment. A total of 4 maps are created. 2 maps are recognizable as Osirian and Absalom, but the other 2 are unknown.





Several of the maps have circles, but the trail of the plague doctor becomes hard to follow, so the group returns to Tol Ivrengond.
Zenia inquires with Twix about the pirates and Sylari hears back from the thieves network about Taldor. The rumor is that Absalom will be the next target.

The group sets out north on the Whispering Wind toward the pirate city. There is only one ship in the harbor, but it seems unsafe to approach.
Sylari draws another card from the Deck of Many Things. Her skin turns hard and becomes covered with pebbles. +2 to armor class and -2 to Dex. Sylari doesn’t care for it so Eldaron sucks out her soul and regrows her body from his emergency true resurection body part stash. It takes 13 days.
While she is in a petri dish, the deck must be placated it again. Eldaron draws from the deck, which forces Zenia to draw. She gains the ability to speak with plants, an ability which she already has. Eldaron is forced to pick again and gains a +2 to 2 abilities but then the scores need to be swapped. A third card is discarded which turned out to be the Tyrant.

There are now three ships in the harbor. Eldaron summons a swarm of termites to attack the ships.
Sylari draws another card from the deck and grows one size class destroying her armor in the process. She is now 9 feet tall with increased strength and reduced dexterity.
Using the time turner, Sylari warns herself to disrobe before choosing, which triggers a redo for the draw and has to lose either sight, speech or hearing. She chooses to be mute.
Sylari disguises herself as a pirate and plans to lose a fake treasure map in a poker game to draw the pirates onto their ships. All goes well, and she drops the map and leaves.

After three days the ships are still in the harbor. Fearing something went wrong Sylari projects a mental image of the pirate who won the map to Eldaron. Using this knowledge we go looking for the pirate but no before we have to have a member draw from the Deck of Many Things. Radriar chooses to draw and eventually has his sunblade turned into a tin dagger. Giving them six days before they have to have someone draw again, everyone but Radriar sets out to town. He stays behind to keep an eye on the ships and because he would stick out like a leper at a rich politician’s fundraiser for skin care products. As Eldaron, Sylari and Zenia approach enter the town they notice the streets are really muddy and a select set of buildings seem to have occupied the population’s time of recent date: the bar, an inn and their own ships.

Elderon, Sylari and Zenia come up with a tale to tell in order the acquire information about the pirate who won the map. Eldaron plans to act like Sylari bet his map without his permission and Zenia gets to be the silent second who has to drag Sylari around. Upon entering the bar they notice styles haven’t changed as it looks very typical with a greasy fat-fingered human barkeep and about other people littered about sleeping, gambling or eating. Eldaron approaches the barkeep with the preplanned story given asking about the pirate who won the map. Wanting an incentive Zenia nonchalantly tosses two gold for the barman’s time to “remember” where the pirate is located. He is said to be at a hollow over a hill nearby so the adventures set out there, eventually seeing smoke ascending behind a hollow. Soon they come across an old pirate sleeping with a shovel nearby along the trail. Zenia asks Elderon to summon a seagull to scope out the camp. The bird flies overhead seeing bloodied bodies on the ground near a campfire. The old pirate wakes up, grabs his shovel and goes back to the hollow. A little time passes and the group sees the old man come out take a swig from a bottle . Elderon uses a “Detect Illusion” spell and finds none. Satisfied the old seadog is what he appears to be the adventures approach. Elderon explains the reason they are here with the old pirate explaining he burned the body after the young pirate lad had been killed. Looking closely at the old salty dog, the group notices he has catarachs and won’t know who the killer of the lad was. Excusing himself the pirate goes off to continue his work dismembering the bodies which is auditorily evident to the party as they head back to town.

Suddenly the party hears four bell tolls in the distance; Zenia shard speaks to Radriar asking if he sees anything. Using a spyglass, Radriar responds that a red and black stripped ship is approaching from a distance. He describes the ship to their captain and as he looks through the spyglass confirms the ship is the flagship of the pirate’s: GRIM DESTINTY. The captain is unaware of the present captain of said pirate ship and advises we stay put so as not to be seen. Going through town, the rest of the party notice the place is more alive with activity: shops are opening, the building next to the bar has prostitutes showing of their wares now, the bar is more populated as are the streets, etc.

Once back at their ship, Elderon summons a seagull to scope out the GRIM DESTINY. Soaring over the pirate ship, the seagull relays a number of swabbies but no officers on deck, except for the possibility of a guy sitting instructing others in their work. Elderon instructs the bird to look through the windows where it makes out a humanoid silhouette in the captain’s quarters. Elderaon tells the seagull to perch on the mast of the ship and wait for signs of the ship’s captain to emerge. An hour later the bird finally signals Elderon a man with a leather coat and breaches wearing a hat with one eye and armed with flintlock pistols and sword has emerged from below decks. The captain with his tan and leathery skin talks briefly to the guy sitting down giving directions and then they both leave the ship heading into town. The seagull tails them to the brothel. Taking advantage of the situation, Elderon tells the termites who have been working on the other three ships to attack the new ship. Upon touching the GRIM DESTINY, the termites soon become fish food dying at the very touch of its wood. The remaining larvae on the other three ships are told to remain and to keep eating as necessary to carry out the party’s plan.

By now both pirate officers have emerged from the brothel with a woman each and have entered the bar. The party goes into town with Radriar disguised as a green tropical parrot. The friends enter the bar and find it to be full of people with music in full swing. Sylari and Zenia immediately go dancing while Elderon with Radriar perched on his shoulder takes a seat discreetly. Soon a lecherous pirate grabs Zenia’s ass and propositions her. Figuring she can get some information, Zenia plays along pouring on the sex appeal; not long after Sylari gets propositioned too. During their discussion, Zenia makes her pirate think he has a chance with both her and Sylari if we can go on his ship. The pirate readily accepts such an offer and soon Zenia and Sylari accompanying him back to the GRIM DESTINY. Via “Dar-speak”, Zenia instructs her panther Audi to hide by the ship acting as a look out. As they head towards the pirate ship, the “lucky” pirate brags to both women about his past exploits but remains cagy about anything of the future. The threesome get no farther than the top of the plank to the GRIM DESTINY when a voice from the shadows says no visitors are allowed on the ship. Zenia discretely makes out a middle aged man with a staff in one hand and a book in the other hidden the shadows. Making it sound like his idea the pirate decides to have the girls leave the ship with him. On the way back to the bar, Sylari and Zenia ditch the poor sap using stealth as he has no more use to them than a limp noodle.

Meanwhile Elderon and Radriar have been watching the two officer pirates, seen four fights and one fatality with the body being thrown outside whereby young ragamuffins strip the body of valuables. Elderon goes out changing into a child after the others have left and searches the body. He finds a gold piece in a wooden leg the kids missed. Let down at his fortune Elderon changes back into an adult going back into the bar. He and Radriar notice the captain and his first mate leave the tavern and head back to their ship with a woman each still.

Sylari and Zenia head back to the bar and find a huge brawl in effect upon arrival. Elderon and Radriar are under a table with the fight going on. Eventually a body is thrown out to the street. Scabby children try to steal the pirate’s valuable but Sylari, Zenia and Audi prevent them chasing them off. Sylari is puked on by the pirate as a thank you. Zenia uses magic to clean her but a pirate witness her using magic causing him to sound the alarm for magic users. Audi pounces on him killing him forcing Elderon to turn the pirate into a guppy to hide the body and the party into hawks to fly back to their ship. The party decides to use the time glass to warn them not to leave the tavern. Instead the party stays inside until the morning when they return to their ship to rest.

The seagull eventually communicates with Elderon that the crew of the GRIM DESTINY are active; they leave within the hour. The other three ships show no activity for about an hour then the least termite ridden ship also starts to show activity. Five hours later it starts to show activity and gets ready to leave. Elderon turns the party into reef sharks and they swim out into the water to wait for the ship. Elderon soon summons a major storm to prevent the ship from leaving. The captain of this ship though is very skilled and successfully steers the vessel against the gail force winds. Pouring on more severity with a cyclone hurricane on the ship one mile in diameter and 170 MPH winds the captain proves he has his LT. Dan game on and continues to elude the worst of the storm. Pissing Elderon off he casts a spell causing the sea floor to rise finally tearing the ship apart. Sharks soon start to eat the crew. Of the two docked ships, one falls apart between the termite damage and the storm. The second ship has its power supply ignite causing a fire to spread to forty percent of the town. To keep the fire going, Elderon summons five fire elementals; they prevent the fire from spreading into the jungle. Depending on the character (ie only Radriar) feels bad when it is revealed that the entire population (1300 people) is either killed by the fire or by the animals in the jungle nearby. The seagull is sent in each direction scouting for the GRIM DESTINY without any success. The party heads back to their home island after turning into their true forms.

Three days had gone by to get home forcing someone to draw from the Deck of Many Things. Sylari, in her bravery, draws and gets cursed (she can’t level anymore with her current class; if she dies she takes a 2 level hit). Fed up with the Deck of Many Things, Zenia and the group go to Classius to sell the cards. Elderon invites him to dine with us at our palace and to indicate a magic item might interest him. He excepts the invitation. Two hundred platiums are spent for the dinner which everyone including our guest enjoys. Elderon acts as Zenia’s bargoner for the deck. He asks for money and a miracle spell to get Sylari her voice back. Classius is very interested in the Deck offering: Scroll with miracle spell and 46,200 plats. After dickering back and forth, Classius and Elderon come to an agreement of:73,920 plats, scroll with miracle spell and a new enchanted dagger for Sylari. The curse is soon removed from Sylari for 6000 plats.

In other business, Nidal accepts diplomatic relations with Magnimar. Elderon makes a rune well under the fountain in the center of the Ironspan, warded against teleportation via dungeon stone. Sylari has a report from her spy network confirming Taldor will invade Absalom within 90 days but how it will be done is unknown. A vote passes the council to combine Magnimar and Tol-Ivrengond’s coffers into one. A vote is also passed of having our citizens and military scout the archipelago (from Magnimar to Rivenrake Island) now that it is pirate free. The cost is 100,000 plats. Finally, Elderon pitches his vision for our nation and asks for a summit in Magnimar in four weeks. We vote to send ambassadors to various areas involved.

Elderon uses the storm septure to get us to Tien-Ko (the floating city) so Zenia can shop for primordial armor and to sell items. Elderon and Sylarie visit the sky dragons while there. Elderon via selling some very valuable items he has buys all of us primordial leather armor.

Upon returning home, Sylari’s spy network reported the Grim Destiny’s captian resides in Slipcove in The Shackles off Bag Island but it is possible Cheliax and Varesia are also areas it has been spotted. Radiar suggested we increase our cartloads between Bureen and Magnimar and Bureen and Sandpoint. The party agreed spending 84 plat. . The group also decides to spend money on a new ship. We go to the shipyard in Magnimar using the Whispering Wind (our ship) to get there to see Old Man Sulivan. The salty dog is keen to see the group again and soon, over tea, Elderon is haggling over the price of a new ship. After some back and forth everyone agrees to a 103,000 plats pricetag and calling the new ship the Crystal Zephyr. Each member of the party chips in 29,000 plat except Sylari who uses 16,000 of her money. (She had taken a hit to fix herself due to the Deck of Many Things). The ship has 150 tons of carry capacity, is 300 feet long; has 24 Alkenstar cannons; the crew costs 162 plat. annually including a druid wizard; the captain will receive a 10 percent cut.

In other news, Elderon cashes in more irridium in Tien-Ko so he can imbue a rune stone capable of allowing him (and anyone within 15 feet of him) to understand any language or dialect. Sylari and Radiar see Daltros because Radiar wants to make improvements to his sword. Daltros fails in his attempts destroying the sword. To fix the problem, the time travel device is used to warn Radiar not to alter is sword. Zenia is asked by Radiar to use her magic quill to send for Calvo to try and entice him to help alter Radriar’s sword.

In summit news, four areas accept to send people: Churlwood Forest, Sanos Forest, Kaer Maga, and Riddleport.

The group decides to go to Sherna to try to find out what they can about the mysterious stranger they encountered recently. Elderon changes the everyone into finches and after a little bit of trouble arrive at the city hours later. Upon entering the city, the party notices a tavern and inn lit and head towards the inn for a room. A catfolk person manages the inn and lets two rooms for one gold piece. Elderon and company go to the tavern on the good opinion of the catfolk manager saying the food in good. The inn contains many catfolk, a few humans and no elves or dwarves. Everyone gets a bite to eat and Radriar starts up a conversation with the barkeep who happens to be a male catperson. Two people adjacent to him skirt away when the Hellsfire Forest is mentioned. The bartender is evasive on the subject too.

After some hours, the party goes back to their rooms and spend an uneventful night catching up on sleep. The innkeeper whose name is Dulean provides a breakfast and like the bartender the night before evades questions about the Hellfire Forest. She directs the party to a camp of rangers in the forest to get more information on the subject. The rangers are receptive to the party and one of them named Elane explains the local catpeople believe if they don’t name something it will leave them alone. (Whether that’s true or not is another question). The forest is said to be cursed. The Qun inhabit it and for the past thousand years no one who has entered the forest has come out.. The ranger has not met a Qun himself. The shield wall protects the local residents from that place. No Qun can pass the wall into Eldalon. Elane asks if the group would deliver a package to a ranger station outside of Glendale. Elane leaves and returns with two Dark Elves. They ask if anyone has ever ridden a Duskcat. The rangers ask us to deliver the cats and they will help the party find the city they seek. Upon a quick tutorial on how to ride the beasts they are off. True to their word the rangers take them to the city. In order to stay in the area, the party buys mining tools and mines for gems in the area as undercover until access to the Hellspire can happen.

Plans are made for a military base at the achipelago and we ask Twix to inquire about the Plague Doctor and to track the movements of the GRIM DESTINY. Elderon and company receive news the Mermen and Whisper will come to the conference while Korvosa and Janderhoff will not. Also the diplomat sent into the Mushfens is presumed dead as he has not been heard from in a long time.

For two weeks no one bothers the party in the woods. During this time, the group mines, with the help of Elderon’s elmentals over 15,000 plats. Noticing the mist burns off by midday but returns at night, the group decides to sneak off continuing on their journey. Time passes but Elderon and company come to the ward stone line where nothing is seen growing past it. Elderon uses magic attempting to learn what he can about the stones. He figures out though intense concentration: the stones have a binding/warding spell about them, the stones are flawless with no cracks or chips, they are 3 ft round and 3.5 ft tall and the word “Beware” emanates repeatedly in stonespeak. Radriar figures out there is evil nearby but can’t pin it down.

With this information, the entire group goes past the perimeter of the ward stones and continue on towards the Fellspire. After forty minutes of travel Sylari and company come to another set of ward stones that have a green, brackish glow between them. Elderon tries to communicate with these stones and feels resistance so Sylari and Zenia use their pussy and chicken gloves to see what would happen to something live if it passes the perimeter. Unfortunately the cats from Zenia’s gloves eat the chickens from Sylari’s gloves and run away. Audi senses a large predator nearby but doesn’t recognize it. With limited options, everyone goes through the ward stones. As they do, lightning shoots out and everyone feels weighed down; it takes seven minutes to step through the barrier. Eventually the sounds of a normal forest hit the ears of the party and while a fair amount of brush covers the ground now, there are still dead trees about looking wane and unfriendly.

Zenia and Audi are unable to detect any signs of a large predator nearby but find a game trail. Ignoring it they party continues of the main path with Elderon turning Sylari and Radriar into squirrels so Sylari can ride with Zenia and Radriar with Elderon so they can use their woodland stride skills to move faster through the forest. Making great time they soon come across a cobblestone path which soon leads to a large bony archway over the path. At this point the squirrels become their respective characters again. After using cats and chickens again to test the path under the archway, the group passes under it and find themselves in a stone courtyard with a blackened sky overhead. A tall ominous, black tower with braziers glowing and stone lions flanking it stands before the group; a double wooded door bound in iron seems to be the only way into the spooky structure.

Zenia looks for large animal tracks and finds none. Sylaria checks the door for traps while Zenia covers her. The thief finds magical and mechanical traps on the door. As she works on the door, one of the stone lions comes to life attacking Sylari while the other one goes after Zenia. Both women get bit; the group immediately retaliate with Elderon using spells to weaken the creatures stone consistency and the other three characters using their melee weapons to take out the lions. With combat ending, the door opens.

A large creepy room, recognized by Sylari as a place being used for necromancy with its vials and beakers atop wooden tables along with other equipment, contains iron spikes with dead bodies on it of some type of humanoid persuasion. Thick slime covers some of the tables. Sylari does not understand what type of necromancy is being done despite searching her memory and the room for clues. Radriar with Elderon casting an increase of range spell casts “Detect Undead”. It is determined an undead force is on the other side of the room which is two hundred feet round and 160 feet high. The ceiling has many different (broken) items hanging it. On a whim, Elderon cast “Detect Magic” and finds it present within the room.

Suddenly a brass golem attacks Radriar with its nasty needle arm piercing his armor and pumping liquid into him. The creature them reloads his arm with a new vile. Radriar smacks it in the head dazing it. Elderon then summons rock from the ground to surround the gollum; he them casts a lava storm within the contained area of the gollum smelting it to death once the opening for the lava is closed off. Elderon tries to help Radriar by casting “Remove Disease” but nothing happens to him causing him to believe the brave paladin has been injected with something else more deadly. A second gollum shows up with a blue vial in its needle arm. With the quickness of the wind, Radriar jabs his sword into the monster. The monster tries to stab Elderon but ends up killing itself (with a roll of a one) because it’s so clumsy. Coils are noticed by the party going across the ceiling; thinking they’re not something good Sylari shoots them but it has no effect. Getting a bad feeling something will drop from the ceiling, Zenia heads to the door jamb and casts “Aspect of the Wolf” on Elderon and Radriar. An undead wizard appears touching Radriar turning his blood into acid and then cast “Vomit Swarm” on him just to be mean causing the brave paladin to vomit spiders.

In retaliation, Elderon the powerful druid, casts “Mass Stone Skin” on the party, heals Elderon negating the effects the wizard did on him and finally blasts the undead mage with “Reverse Heal”. Radriar smites the foe multiple times with his mighty sword mortally wound him. Sylari tries to hit him but misses. Zenia finishes the foe off with an arrow (so she thinks) and the wizard yells “I LIVE!!!!!!” A nasty looking sixty foot werewolf comes out of the ground and places Radriar under his control; it them cast “Fantasmal” resurrecting the undead wizard. The undead wizard, in turn casts “Prismatica Wall” in front of the group. A wall 40 ft. tall and 80 ft. wide blocks the evil baddies and Radriar from the party. Elderon uses his magic to dispel part of the wall and kills Radriar by using a reverse heal spell. Zenia blasts the werewolf in the head with a critical hit. Trying to hit the creature from where it had moved behind the remaining wall Zenia shoots out a piece of hanging equipment above the monster. It falls on him but heals him (for 30 pts) and he grows a third arm. Sylari turns invisible and stabs the werewolf after sneaking up on it. She uses her special daggers twice: the poison from the first strike has no effect but the poison from the second hit works. She then retreats a safe distance away.

The werewolf uses “Death Touch” on Zenia doing so much damage it almost kills her; she drops unconscious. He then tries to smash the powerful druid but critically misses and when he tries again Elderon dimension doors out of the way. Elderon heals Zenia and then kills the werewolf using a blizzard spell in combination with a reverse heal spell. The wizard is soon taken care of too. Radriar is then resurrected by Elderon. The party searches the room over a two hour span for treasure and finds a shit load of coin and loot. The other item of interest is a journal with the name Lucimar on the cover. Elderon opens the book and finds it filled with blank pages. Using “Detect Magic” and his arcane magic skill he figures out the pages are magic but cannot decipher the cypher.

Making one more sweep of the room Elderon uses “Detect Secret Doors” and finds one on the ceiling. Sylari uses her “Detect Traps” and upon finding none Elderon warps the wood opening the trap door. Above is a circular room 15 feet high and about 200 feet wide in circumference with windows. The floor is extremely dusty indicating no one has been here in awhile. The room contains multiple chests, a bed, table, chairs and a few other pieces of furniture. Elderon searches for a falactory in the room. A few item of treasure and other interest are found in the room and taken. Meanwhile, Zenia searches the perimeter of the building outside and finds a number of cages containing animals and one with a man in his forties in a loin cloth alive but still. She mentally alerts the party causing them to come immediately.

Elderon attempts to converse with the man while attempting to detect his thoughts. The druid finds it strange he can detect nothing and the party finds it even stranger the man says, “slayer of the bright master” a number of times. Zenia offers both bread and meat to the stranger; he tosses the former and readily eats the latter. Radriar tries to detect the person’s alignment but comes up empty. Sylari asks the man if he remembers life before here and he responds “mustn’t ask about the pit.” After a little more questioning the party figures he does not know. On a hunch, Elderon casts “Detect Magic” on the man and figures he has something magical. After an hour of concentration it’s discovered the man has a magic key. Using his use magic device skill and “Control Person”, Elderon has the loined man show the party where the key is used. The man leads them to a portal which he walks through with the party following. The mist suddenly comes back after some time passes and Zenia casts “Life Bubble” to keep the mist away. Their trek takes them beyond mountains and a wall deep into a forest. Along the way the man mumbles, “She won’t like it” every so often. Elderon uses a scroll of sleeping on the man and tries the remove the “crazy” from his soul but discovers no soul just a vacuum. Suddenly Aduial growls and the party start to hear the approach of a large creature. Elderon teleports the entire party to the edge of the Warding Stones. The group goes through the portal and turn around to see an awful creature that is part bear, part boar and part demon trying to get through the portal but consistently remains unsuccessful. Elderon in a rare case of mockery flips off the monster and a trill call is heard. The group uses its ability to portal back to their island home taking the husk of the man with them. The man is confined away upon arrival.

The party plan out how to build their army and navy contracting for two forts, ten outposts, and 10,000 soldiers for the former and five large ships, fifteen medium ships and twenty small ships for the latter. Sylari’s network of spies has information about previous questions put to them waiting for her. It’s reported that port magic will be used to get into Absalom. Also Dr. Nisk is the plague doctor guy in Nidal area we met. Finally the GRIMM DESTINY is reported to be within Conqueror’s Bay off the southern area of Varisia with the Crystal Zephyr in pursuit. A letter is spent to us indicating the people of Emberlake will attend the meeting Elderon and the party have planned. Twix reports a second ambassador sent to the Mushfens to make contact with the people there has disappeared and is presumed dead. The Viper Wall in Amber Lake is reported as cleared.

B Team Pre-Coronation Celebration

Vilamia and Val work at Surly Jack’s Tavern for the evening and make 6 gold each after pooling their tips together with the other two barmaids – Treena and Lavanda.
During the evening, a green haired gnome (3ft 3) carrying a satchel is noticed moving from table to table. Akorian drinks heavily and embarrasses himself by not tipping his servers. Val and Vilamia take a table to have some dinner and the green haired gnome joins them. He questions the girls about their skills and introduces himself as Thatcher Griffenchaser Esq. of West River Bank Absylom. He eventually explains that he is looking for adventurers. He acquired a scroll that can grant mythical powers if read under a full moon on a certain day with a certain lens. He claims that he is not interested in the mythical power, but wants the treasure that is with it and has the combination for the final vault. He offers the mythical power and 5% of the treasure for doing all the adventuring, fighting the monsters, disabling the traps and taking all the risk while he waits outside. Akorian drunkenly negotiates him up to 10%; Vilamia adds the condition we keep any treasure we acquire from monsters we meet and kill. Thatcher agrees. We meet Thatcher at the temple of Iomed in the morning to seal the pact.
The justicar warns that anyone that breaks the pact will magically have “oathbreaker” tattooed across their face.
We head NE from Darwin’s landing into some rolling hills He explains that we are raiding the wizard lord Wexall’s tomb. He ruled this area before the Time of Darkness.
We travel for 90 miles which takes 4 days. Thatcher provides food which he caries on his donkey, Petula. As we enter the hills, Thatcher explains that these are the burial mounds of the old horse lords. He stops at a particular mound which has a door hidden by a giant boulder. Akorian tries to move the boulder, but it is too heavy, so Val uses an explosion to split the rock into 6 pieces. There is a hissing sound as a tunnel behind the boulder is revealed. Val and Vilamia take out their hooded lanterns to combat the darkness, and Akorian lights his burning sword. The tunnel is just big enough to stand in and dank and musty. Using his darkvision ability Akorian takes the lead with Val and Vilaminia following. Eventually the group comes to an alcove with dead mummies stacked on each side, and a door straight ahead. Akorian triggers the trap on the door and is sprayed with salt acid becoming permanently blinded. We move through the now trapless door, and continue straight through the darkness. We pass a branch on the right and then one on the left, but eventually enter a large room at the end of the tunnel. Up to this point Akorian continues to take the lead using his sword as a blind man’s cane, tapping it against the wall as we go along. Inside the room there is a fresco of a powerful wizard smiting barbarians on the wall and once fine rugs decorating the now tattered elliptically shaped cavern. There are 12 pillars in the room with torches on each. Vilamia begins lighting the torches. As the torches illuminate the center of the room, there appears 12 rows of benches on each side, filled with corpses in noble dress. The cavern is set up almost as a church. The diaz is not quite visible, but there is a shadowy figure in the center flanked on each side by by an additional figure. There are a total of 24 corpses scattered along the benches.
We point Akorian toward the diaz having him climb the steps but nothing happens and we still can’t see the diaz. Val and Vilamia follow with the lanterns and find an iron thrown in the center with a purple robed corpse on an iron thrown flanked on either side by lion braziers. The corpse is clutching a 5ft high staff with a crystal on top. There are also 2 empty sockets on each side of the top of throne. Akorian takes the staff but nothing happens. Upon further inspection Vilamia notices a perfectly round hole in the floor. She places the staff in the hole and it fits snugly, but nothing happens.
We decide that it is likely that the items that will fit in the sockets on the throne are needed and down the branching hallways. We move back to the first hallway, led by a blind Akorian as a meat shield. He is sliced in half by trap including multiple pendulums and darting knives.
We resurrect him. Swain, Akorian’s bird, flies to the other end of the tunnel and is able to reset the trap, putting the knives back into the wall. Akorian climbs down the hall above the floor in an “X” fashion. He finds a square room at the end of the hall with a fountain and several large iron pots lining opposite walls. The trek is too difficult for both Val and Vilamia. Akorian looks at the pots, which have writing upon them. On each, a lightning bolt, a star, the sun, the moon, and a cloud, and on the other side of the room, a castle, a tree, a cat, a mountain and water.
Akorian decides to look in the pots in this order: In the star pot, he sees 3 almond shapes with lines coming through it, and in the cloud one almond shape with lines coming through it. In the tree, 4 straight lines, making humps, and in the water pot, a half circle. After filling all the marked pots, they tip into the center of the room and a tree grows. Inside the hollow of the tree, there is a large round blue crystal. Akorian easily returns with the crystal, and we move to the next branch in the hallway. Vilamia sends an unseen minion down the hall, but nothing happens. The party moves down the hall without incident into a room covered with vines with a large scale in the center. The scale has gold on one side. We balance the scale with our own money, and a small door opens under the scale and a red orb roles out. We take the orb and move back to the throne room. When the staff is placed in the hole and an orb on each side of the throne, the light from each of those on the throne shines on the staff, and the light from the stall shines on the corresponding picture of the staff on the wall. The staff on the wall radiates lightning throughout the room and the skeletons come alive. After a long battle where most of the skeletons were killed, Val kills the sorcerer skeleton and the rest (4 out of 24 left) drop to the floor. Vilamia looks for treasure from the skeletal monsters finding: 786 GP, Wand of Inflict Moderate Wounds, Potion of Bears Endurance, Arcane Scroll of True Strike, Bracers of Archery, lesser and a Feather Token with a picture of an oak tree. These items are split between the group. In the possession of the wizard, a small silver key is discovered. Under the cushion on the throne is a keyhole. After turning the key in one direction, the color drains out of one of the orbs. After turning the key in the other direction, the color drains out of the other orb. The seat opens to reveal a ladder which extends down through a tunnel of wooden gears and machinery. One of the gears appears to be doorway sized, but there is a gear in front of it blocking it in. There are several levers near the doorway. Akorian sets all 4 levers but does something wrong. The machine starts to shake and come apart, but there is a narrow opening that everyone is able to jump through. A fitted stone tunnel lies beyond. There is a room off to the right or an intricate vault door straight ahead. We choose the side passage first, and a iron door slams shut behind us, and the room starts filling with a brown liquid. A wereshark is released into the water. Vilamia and Val use their aquius earrings to turn into merfolk and breathe underwater, but Akorian is screwed. He is able to hold his breathe long enough to defeat the creature. The liquid drains out. There is chest in the room which contains a chain shirt of +5, archane scroll of charm monster, archane scroll of sleep, archane scroll of passwall (create passage through wood plaster or stone walls), 1,750 gold and a small bag of brown dust. We go back to the surface to retrieve Thatcher for the final vault door. Thatcher is able to open the door without incident, and there is a “National Treasure” sized haul inside the vault. Thatcher insists that we start searching for the focusing lens for the scroll, which he finds fairly quickly. Vilamia takes the lens and Thatcher pulls out a magical abacus to tally the treasure. There is 150,000 Plats in the room. Our 10% is 15,000 plats, 5,000 plats each. Thatcher starts shoveling his portion into his portable hole. He also shows us the map and points out Hangman’s point, 150 miles away, which is where the scroll must be read in 3 days time. The trip there is quick and uneventful, and we arrive at a large tree with a noose. We read the words but nothing happens. We were had.. The scroll was a fake! We rush back to the treasure room, but the door is locked. We spend 2 days trying to open the door, and Vilamia gets her hand lopped off by a trap. When we finally break through, allowing Vilamia to acquire her severed hand, the room is empty. We steal Thatcher’s donkey and tent and head back to Darwin’s landing, Vilamia using Ray of Frost to preserve her hand. Vilamia has her hand restored at the temple of Iomed. After speaking with the first sword of the temple, we learn that there is no justicar at the temple. We speak to a mage to evaluate the scroll, and while speaking to him, we find that the the plats that we got are now iron. We stop to speak to the owner of the general store and to speak to Telonicus the pink haired gnome engineer. While speaking to Telonicus, Akorian is offered a 32 year apprenticeship to become a master engineer, which he accepts.
Vilamia and Val leave without Akorian and go to the donkey rental stable. The mistress shows us the card left by the double crossing, little terd of a gnome, which says “Griffen Thatchercather”. Feeling frustrated Val and Vilamia return to Surly Jack’s Tavern, hoping to work in the evenings for the remainder of the time before the coronation. Folgrim Axesmasher, the barkeep, mentions that he has seen the “justicar” around before, and recommends that we speak to the sheriff. The sheriff has heard of the green haired gnome several times for passing coin that turns to iron. He gives the name of Jeremy Crookfield for the “justicar” but doubts that that was his real name. On the second night, Val and Vilamia are approached by Tom. They are mistrustful of him, but he was recommended by Akorian. Akorian left his things for Tom, which the girls turn over to him. Tom is somewhat abrasive, and Val leaves to go back to work. Vilamia stays to speak with him, since he wants to work for Sandworks Imports. She explains she can’t guarantee employment but he is welcome to come with us when we leave in five days. Val and Vilamia work at Surly Jack’s Tavern for five days earning 182 GP each for their stage act and for working as barmaids. Tom returns with the girls to Newcastle for the coronation. Vilamia has sent a letter to the Sandworks Imports’ owners a few days prior to leaving explaining what happened to Akorian and why Tom is with us so they can decide whether to employ our new found party member.

B Team Eastern Trading Company Return Trip

The return trip through the underdark begins. The wheels are removed from the carts and the entire party slides down a lava tube as the slogs (the creatures that pull the carts) grease the channel. 7 goblins riding stone boards attack as we are moving through the tube but are defeated. Vilamia takes an arrow in the shoulder and in the thigh. Arkorian is severely wounded with a broken wing and shattered jaw and could not speak for 2 days.
The caravan makes camp on the open plain. During the night, 4 guards suddenly disappear, leaving only their clothes. The only known commonality is that all were from Nidal. This leaves the party short-handed
Twinkling lights have been seen in the distance for 2 days now. We travel on and make camp the next night. Val, Akorian and Vilamia all pull guard duty as the twinkling lights come into range. Akorian Val, and Halsion are inexplicably drawn to one of the glowing orbs, which turns out to be a small winged woman. The woman actually turns out to a decoy attached to a monster (such as an angler fish) on the edge of the darkness. It attacks Akorian and is consuming him from the bottom up (winner winner chicken dinner). Val is completely enthralled and lays down next to Akorian as he is being consumed. Vilamia rouses the camp and it flees. Before it goes, it takes it’s forked tongue and pumps 3 eggs into the stomachs of Akorian and Val. Vilamia fires an arrow after it, but hits Val instead.

The presence of the eggs goes unnoticed by the healers, and the party continues on, arriving shortly at a Duergar (deep dwarves) city.

We move on through the underdark. Three days later, Akorian wakes up with serious stomach pains and feels the urgent need to relieve himself. The next day Val has the same sensation, and notices 3 tiny creatures among the excrement. Vilamia kills 2 with a throwing star, which brings on an attack of a hoard of the creatures. The last is placed in a jar for examination by the healers but they have no interest. The creatures destroy one of the carts entirely, but when Akorian opens the jar and leaves it on the road, the creatures allow the caravan to escape.

The caravan enters a fungal jungle, where the party feels a strong sense of being watched. The area was once inhabited by veggie pygmies, but the tribe has not been seen in several trips. The group makes camp in the jungle and Val, Akorian and Vilamia set around a fire while on guard duty. There is a commotion on the opposite side of the camp, and a guard informs the team that veggie pygmies have abducted 2 of the men. The team tracks one of the pygmies to their village, where the 2 men are staked out near a pool of black pudding slime which is moving toward them. The group tries to intimidate the tribe, but the tribe backs away exclaiming that their god, (the black ooze) will defeat the party (Black Death, Black Death, Black Death!!).
Black_Pudding_for_Paizo_by_MichaelJaecks.jpg Vilamia is sucked inside the ooze. Val throws a lit lantern oil bottle at it, but instead of destroying the creature, it ignites and turns it into a giant fire pudding which causes both acid and fire damage. Vilamia is able to fight her way free but is badly injured. Val is killed with the next attack from the creature, but the ever loyal Xing flies in to retrieve her body and return her lifeless form to the camp.
Vilamia knocks 3 veggie pygmies into the ooze and Akorian throws his dark phoenix feather into the dark mess. The incredible heat births a large purple dark phoenix which battles the fire pudding. The fiery battle ignites 62% of the environment, as Akorian, Vilimia and the 2 freed guards run back to the camp. The giant red orb, which turns out to be a giant crystal spider, descends to join the fray.
Meanwhile, Val has been resurrected by the caravan healers, and informs them of the heated battle. The caravan immediately starts packing up and is moving by the time the missing party members return. The group is able to make it out of the cavern and make their way to the the next stopping point, a Drow city.
darklands.jpg Val and Vilamia purchase a 9 year old Dwarven girl and a 6 year old Drow girl to return with them and be freed. The caravan returns to the surface and ends their journey where it began, in Oppara, Taldor.
Each party member receives an Eastern Trading Company token with the number one on it. If anyone chooses to do another trip, presenting the token will demand a higher rate of pay. The next caravan will depart in 4 months and will last another 6 months. Each party member was paid their wight in gold for the first journey.

The party spends the night in Oppara, does some shopping, then returns to Tol-Ivrengond by airship.

Val rents an apartment in the residential district of the island for 20 plats a month (1 year paid up front) to accommodate her growing family.

Akorian pays Daltros’ gnomes to upgrade his sword, the portable enemy ignitor 5000 (PEI)

Karis is not on the island, nor are any of the rest of the A team. The party asks Ellasaria where they have gone or if there are any awaiting assignments. She directs them to the airship which will soon depart with party supplies for Nidol where Karis and her party are currently working. The B team departs on the airship, and Val brings the girls with, but leaves them with friends to enjoy the party.

The party searches for Karis and the A team. they question knights near the palace about their location. The knights seem edgy, but seem reverent at the mention of the name Radriar Darwin. The party is informed that king Sebastian Cross and Radriar Darwin banished Zon-Kuthon and enacted the great Kuthon purge and freed the people of the country. The Kuthites simply vanished.
The knights seem protective still of Radriar Darwin and his friends, but after the showing of the Trellorn and Associates pins, they reveal rumors that the party is staying at the home of Sebastian Cross outside of the city. The knights also inform the party that the city, Pangolias, has now been renamed New Castle.
A shopkeeper informs the party of the changes to the city, including the cutting down of trees to let in more sunlight, and the exodus of many former slaves to the area known as Orolos Quay, where it is rumored that there will be a wonderful surprise.
The party speaks with another set of knights outside of the Cross Estate and is able to exchange messages with Karis. Karis explains that they are lying low with Radriar so that Sebastian Cross can be firmly established as the new king, and to return in 2 weeks for the coronation. Through an additional message exchange, the party learns from Karis that Orolos Quay is 3.5 days journey northwest of the estate on the ocean, and used to be a smugglers den. The party takes to the road and follows the people headed toward Orolos Quay. The rumor is that there may be a big building project or a land grab, or plentiful jobs. There are conflicting accounts, but high excitement among the travelers. When the party nears Orolos Quay, they view a huge tent city surrounding a massive building project with a large keep, temples, stone docks, etc. The construction runs through the night and round the clock. The people are excited and eager to work. Val and Vilamia are suspicious that Taldor may be behind this.
The party approaches the keep which is guarded by a host of knights bearing a crest with a sun split by a longsword with a crown in the corner. They will not tell the purpose of the keep, but do allow entry into the engineering tent where the party meets Telonicus (pink haired gnome), master engineer and Daltros’ teacher.
After visiting the temples, and the dock, the party runs across Surly Jack’s Tavern, where the dwarven barkeep, Folgrim Axesmasher, reveals that the city is being built as a gift for Radriar Darwin, who they wish to become the duke of this land. After he accepts, the workers will be unleashed on the city as its new inhabitants.
Finkle is the business partner of Folgrim. He is a gnomish inventor that created a beer making machine. Telonicus visits the tavern often to fight with Finkle.
Akorian has some Dwarven stout ale and becomes inebriated. Val and Vilamia make plans to work at the bar that evening.

Everyone leveled this session.

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


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