Player’s Present: Mok, Pimfire Tyndal, Omega, Clearice, Dalarn mac Conloch Runeaxe, Xavier Cross
NPC’s: Svirfneblin, Captain Farspel Kappelcourt, Sturliewan Mastacalatl, and Gwinisturoc Lafftalligon, Lillylottar Aristcutti, Lady Jenna, Kargemisalivian (svirfneblin most well-known and versed in Jacinth), Ambassador McClearnon
Run By: Joe
Submitted By: Pimfire
Sidenote/Discussion Due to personal life issues Andy will no longer be running our games and Joe will be stepping up to take over DM responsibilities for the main campaign with other members taking a rotating/turns running our lower level campaign.
At a tavern near the docks of Raven’s Bluff
Pimfire: There we were, 10 days deep into the Underdark, nothing could stop us not even a drow patrol lead by a high priestess. We slaughtered them and Dalarn retrieved a powerful dwarven crafted axe heavily enchanted that was wielded by one of their warriors. We had reached Jacinth the svirfneblin city of gems! Everywhere we looked we saw why it was called such, gems embedded in the walls of houses, gems adorning the jewelry of common folk, heck even children in the streets playing with gems as if they were marbles the size of chicken eggs!
Rufus (heckler): Yeah right! And my wife is the spitting image of Sune herself!
Jarome: Maybe Sune’s backside Rufus! Everyone here has seen your wife at least once when you are out to sea.
Crowd roars with laughter!
Rufus: What are you saying Jarome?
Jarome: Come on now you don’t honestly think David was your son? You were gone for a full year on that merchant run south and not even home for 6 months and suddenly Amber is giving birth to a healthy baby boy. He don’t even look like you.
A brawl ensues between Rufus and Jarome
Pimfire whistles HEY! Look at this dagger if you do not believe me!
the two stop fighting long enough to glance up and see the dagger
Rufus: Bah, you got that from some noble. Everyone here knows you move around in those high circles.
Pimfire: No my friend this only cost me a tale and a few coppers. I am telling you they do not value gems as we do. Coffee, Chocolate, Honey, Sweets. These are things they do not have but are cheap for us and are willing to part with a gem worth thousands of gold for something we would only pay a couple coppers for. Right now, there is an envoy negotiating on behalf of Ravens Deep for rights to open trade. Now is the time I am telling you to get in on the ground floor of the Dirgeflame Consortium.
Crowd: Why should we invest with you!
Another Crowd member: Yeah we can just go trade ourselves!
Pimfire: Because while many of you are brave, strong and adventurous who here speaks Undercommon? Svirfneblin? Who here is willing to stand up against the drow and their demons or the white/purple worms and other monstrous creatures that inhabit the Underdark? Why take the risk of both your money and your life when you can put your money in the hands of a capable band whom you know can make the journey as they have done so already before. Who speaks those languages and has made contacts. Why I myself have met their greatest storyteller at the temple of Calladuran their god and listened to a tale that is over 2500 years in the making. Hark! Hear how Kargemisalivian told the tale to me!
Story as told by Kargemisalivian
“So, you wish to hear the story of the Diamond of the Star? Yes, that is what we call it. The dwarves called it Orb of Protection, the Drow called it Annasherian, the Rock of Nothingness. Even the Illithid had a name for it, they called it the Great Void.
Many legends grew about the Star Diamond, but they all begin at one point. The Dwarves were celebrating a great festival, or maybe even a victory over the Drow, their hated enemy. The Diamond fell from the stars in the midst of their great throng. They took it as a sign from their gods, whom they had beseeched, for aid in combating the Drow. All this happened about 2,500 years ago, long before what you knew as Sarbreen evolved.
Now, back then the Dwarves had mages, and others that traveled the Planes. They spent nearly 100 years studying the Orb, before deciding how best to use it. They spent three years enchanting the Gem, enchanting it to absorb the essences of the various Planes. Each Plane took three years to enchant the Orb, which then spent 10 days on each Plane. Legends that I heard tell of at least Seven Planes that the Orb was sent to, though I’m sure there were more.
First the Orb was sent to Earth, where it learned to block passage, and move earth and stone. The dwarves used this power to block the Drow from their caverns. Next, after three more years of enchantment, it was sent to the Plane of Fire, where it was instilled with the ability to create flames and fire to be used against the Drow and other Dwarven Enemies. Third, the Orb shifted to the Plane of Ice, where it became able to defend itself. Legends say the Orb is encircled by a force of cold that will kill any that approach it. If this were true, I’m sure the Dwarves found or created some way to approach it.
Next the Orb traveled to the Plane of Radiance, where it became imbued with a searing light. All know of the Drow weakness in True Light. The Orb was thus enchanted to find their greatest weakness and exploit it.
But it’s most powerful strength came next, when a hardy group of Dwarven Plane Walkers took it for one year to the Quasielemental Plane of Vacuum. Legend speaks of it being lost for a generation, but there it gained its greatest known power, the ability to negate all magic…. Well, those magics that used or took up “space”. I’m sure the Drow were surprised to find that almost all of their magics no longer were effective. After this the Diamond was sent to the Positive Energy Plane. Not much is known of why, or how long, that the Orb stayed there. All that is told is that when it returned, it defeated the most powerful of necromantic spells.
Last, but most importantly, the Orb was taken to the Ethereal Plane, where it learned to move between time and space, and was able to move quickly to defeat any attack. I say learned because legends say that at this point the Orb became alive. It gained a sense of self, which the Dwarves took to believe meant the gods had taken residence in the Orb.
It was this “life” that caused the Dwarven downfall. They began to revere the Orb, which in turn began to believe in their faith. When the time came, the Dwarves did little to defend themselves, trusting in the Orb completely to defend them. The Orb had let slip much of its knowledge in its acceptance of Dwarven Faith. It could not stem the Drow attack. By the time the Dwarves realized their mistake it was far too late.
Nothing is said of the history of the Orb since then, though some say it tried to “move” ethereally to protect itself. One legend states that the Orb is stuck half way between this Plane, and the Ethereal Plane. When its appointed time nears, it will travel back here, to this plane, to the Temple where it was housed to be taken up and used once again.
The crowd is silent for a moment as the tale finishes before shouts ring out
Crowd: Where is the orb now?
Crowd: Did they take to any other planes of existence?
Crowd: If it lost, much of what it has learnt due to their faith would it have to re-travel to relearn everything again?
Crowd: Bah, this tale is rubbish tell the one about Captain Dolly!
Crowd: What other legends are there about the Orb?
Pimfire: People please one at a time! This is all I know at this time if you wish to learn more you could traverse the Underdark yourselves and ask the Svirfneblin or other races. I am sure the Drow or Illithids have some knowledge on the matter. They had names for it and would be happy to answer any questions you brought to them I am sure. (Said sarcastically)
The crowd grows silent in terror thinking about coming face to face with either of those races
Pimfire: Or you could look to the Dirgeflame Consortium instead. The choice is yours. Just watch out for drow priestess as they have a nasty habit of ripping your heart out of your chest from several paces away and clutching it while your eyes watch it beat one last time. Just ask my good friend Xavier for in retribution of slaying the drow high priestess on the way to Jacinth her family house, turns out was Faen Tlabbarr, sent an older sister along with many Glabrezu and other demons to halt us on our way back. We managed to scare them off after they ripped his heart out and luckily, for him Clearice was there to put it back in afterwords.
With that Pimfire bowed and left without answering any more questions or saying another word
OVERALL reward for the 3 parts of this mission
2,000 copper pieces (split)
10,000 silver pieces (split)
15,000 gold pieces (split)
2,000 platinum pieces (split)
100 10gp gems (treasury)
100 100 gp gems (treasury)
50 500 gp gems (treasury)
20 1,000 gp gems (treasury)
10 pieces of artwork total value of 12,000 gp. (treasury)
1 pieces of jewelry worth 15,000 gp each (treasury)
- A set of two small liqueur glasses carved from single emeralds. Each is covered with carved scenes of gnomes at various tasks. 1,200 gp
- A pin in the shape of a mushroom, carved of a single milky white crystal with red spots made of garnets. 1,100 gp
- A matched set of wedding rings. Each is a braid of sapphire and diamond, shows no seams or signs of how they were constructed. 50,000 gold pieces
- Three sapphire spheres nested one inside the other. Walli used a large, flawed sapphire and hollowed it out, leaving a sphere. He then hollowed out the second. Finally he sealed the first two so perfectly that only a skilled gemcutter or appraiser could find the seam. The translucent spheres are worth 10,000 gp and can be set in a larger piece of jewelry.
- I.C.E. Statues (3): Each statue reduces the temperatures within 100 yards by 10 degrees, cumulative for each statue. This statue magically remains frozen, no matter the environment it is placed into, until the temperatures reach over 120 degrees, at which it begins to melt. The statue’s effect is not cumulative with other ice statues which produce the same effect. 1 to the Keep 2 to Raven’s Deep
- Pearl of Power 3rd Level – Xavier
- 3 suits Drow Platemail +3 (ravens deep)
- 3 Drow Longsword +3 (ravens deep)
- 3 Drow Short Swords +3 (ravens deep)
- 3 Drow Rings of Deflection +3 – 1 to Omega 1 to Clearice 1 to Dalarn
- 3 Drow Amulets of Natural Armor +3 – 1 to Xavier 1 to Dalarn 1 Omega
- Ball of Power: When this small 4” ball is held and activated it makes the user very fearsome in appearance, brave, and as strong as a Hill Giant (Str 25) for 10 minutes. The Ball is usable once per adventure. – Dalarn
- Scourge of Lolth +5 (Radiates Evil) – Tithe Credit / To be destroyed by the cleric circle
- Ebony Shadow: This Axe was created of the most delicate Deep Dwarven magic. When drawn it functions as a Axe of Speed +2, but also displaces the user as a cloak of displacement. Granting a 20% miss chance on attacks against when held. It functions continually. – Dalarn Runeaxe
- Drow Bracers of Armoring +5 – Treasury
- Wand of Frost (8 charges): As Staff of Frost. Caster level 15 (DC 21) for all spells. Can’t be recharged. – Omega and requires no UMD
- Faen Tlabbarr House Insignia: (all at 12th level) (Radiates Evil)
It is created of Drow magic and must be kept in a Drow Backpack or its magic will dissipate when taken out of the Underdark.
At will: Invisibility, Feather Fall, Comprehend Languages, Web (Non-flammable)
Twice per turn: haste, non-detection, protection from normal missiles – Was Destroyed
- Figurine of wondrous power – phase spider (Radiates Evil) – Tithe Credit / to be destroyed by the cleric circle
- Crown of Darkness – Clearice
Worn by the Mummy Priest of Set, this Crown adapts itself to fit any head it is placed on.
- This protection item confers immunity to natural and magical fear, paralyzation, and petrification. The wearer cannot be magically aged as by a ghost, or harmed by chilling attacks such as the touch of a lich.
- The wearer gains a +4 bonus to all undead attacks for which saving throws are allowed. This item does not confer protection against level draining.
- Once per adventure the wearer of the Crown can disrupt undead as with a mace of disruption, by touch (DC 16 Will save or be destroyed). The wearer must touch the undead with his bare hand. A successful attack roll is required and the wearer of the Crown is subject to any side effects of the contact, such as AoO and level draining. Only one undead creature may be affected. If the attack misses or fails, then the power of the Crown that was called is wasted, and that power is ineffective until the next adventure.
- The wearer of the Crown can see with 90 foot darkvision and always knows undead normally visible (not concealed behind barriers or within a closed coffin) for what they are.