Ravens Bluff, The Living City

Silent Knight, Holy Knight
LC5-139

Players Present: Scott (Amuka), Xavier, Robert (Clearice), Sean (Veth), Matt (Zhigbar)
Absent: Bob
NPCS: Sir William
Run By: Joe
Submitted By: Pimfire/Amuka

Mission Objective: Figure out what the mistletoe is about and save Christmas!


Each member awakes in the middle of the night to find a strange piece of glowing mistletoe. After shenanigans ensue by many members to remove or destroy the piece which players are unable to throw away or destroy it’s realized that it’s given everyone powers granting Strength of +50 and all spells cast are either a cure wounds on self OR a powerful lvl 20 lightning bolt dealing max damage with a DC of 55

The party speaks with Grink who smiles and chuckles only to have everyone teleported to Herren’s Ford where they are celebrating Christmas. Sir William greets the party and is visited by a spirit of an old member of the Menagerie, one thought dead or at least missing in action, Gevus. Turns out Sir William might be experiencing his own Christmas Carol tonight as he’s told to expect 2 more ghostly visions of his Present and Future. His past showed him the horror his actions brought upon the Ravens Bluff army when he didn’t move his soldiers as ordered.

Here the party discovers several merchants haven’t arrived on schedule with the promised toys. The party searches and finds the remains of one of the caravans and footprints. Upon following them the party encounters singing Christmas goblins carrying toys into a massive cave. A snowball fight ensues while Amuka investigates the cave to discover the familiars of the Menagerie leading the goblins and overseeing the wrapping of toys and placing it all into a sleigh. During the snowball fight Sir WIlliam is visited by the spirit of Omegasun but it’s unclear as no one is able to overhear what is said to Sir William on account of the Snowball fight.

After the fight the party enters the cave and speaks with Mr. Pointy who tells them through the Familiar network they heard Santa was kidnapped and they set out to save christmas by retrieving the toys from the destroyed merchant caravans. Pygmy Ice Trolls attacked the caravan under leadership of a nasty giant Frost Giant named Scrooge

We set out and encounter the Ice Trolls as we defeat them Scrooge appears on the cliff face and every blast of lightning only makes him bigger and stronger. Finally he yells out and opens a strange giant tome placing his hand on a page. Immediately a Gigantic White Dragon unlike we have ever seen appears with Ram like Horns and giant white Mane. He Bites off Scrooges head and says “Too be free again!” then disappears.

Stunned we search the giant and once Veth touches the giant tome it shrinks down to his size whereupon he opens it to find pages of metal. Some with runes carved unto them others blank. Pages of bronze, silver, electrum, gold, platinum, mithril, and adamantine

Veth guesses which one might be Santa and places his hand on the page only to have it turn too dust and Santa appear. He is grateful for our help and we return to the goblin cave of toys. There he takes his sleigh and sets out to deliver presents to the world. We all head back to Herren’s Ford and there Sir William is visited by one more apparition. This one of Mok, who shows him the taint corrupting the Knights Griffon is the long term effect of being in close proximity to the Heart of Bane and to figure out a way to save those brave knights we must find a way to save their sanity

Sir William don’s his new gear which were gifts from Santa and his ghostly visitors, a mechanical tinker gnome gauntlet and a unicorn mount and vows to save the Knights Griffon to atone for his sins. The party agrees to help and so return to Ravens Bluff.

-—- Rewards -—-

Midnight Menagerie
Each player receives:

+1 Stat Point
+1 Skill Focus Feat
Spell-like ability: Cure Light Wounds (1d8 + 5) 3/day. Self Only

Twilight Menagerie
Each player receives:

+1 Stat Point to Str, Dex, or Con
+1 Stat Point to Int, Wis, or Chr

Mistletoe Charm Bracelet:
This silver charm bracelet has one charm keyed to the player’s high level toon. When the charm is grasped and the high level individual’s name is spoke that person is called to the spot (standard action). The summoned individual will remain for 3 combat rounds or 1 non-combat hour.
Once the charm is used the bracelet vanishes. This item does not take up a slot – Each Player

Gingerbread House
This beautiful eatable house is normally 4 inches high. However, when the command word “Blitz-in” is spoken it grows to a full size house. It’s full size is 20×20 feet and has 2 floors. Each floor is full furnished.

Despite it’s yummy appearance it’s actually quite durable:
Hardness 70
HP 2323
Attempts to consume the house ignore hardness and any damage caused by such an attack is permanent.

It may be activated once each day for 12 hours and once each month without a duration. At the end of the duration or when the command word is spoken again all non-living objects are shrunk down with the house. Any living creature still inside is ejected safely.

Libram de Armadilha – Book found = Veth is carrying
This ancient tome is constructed of courbouilli reinforced with heavy iron. The pages within are crafted of a variety of metals. Many are marked with an unidentifiable arcane mark but a few remain blank. Each arcane mark is completely unique and there seems to be no way of identifying one from the next.

Copper Pages
Marked – 3
Blank – 2

Silver Pages
Marked – 4
Blank – 1

Electrum Pages
Marked – 1
Blank – 4

Gold Pages
Marked – 3
Blank – 1

Platinum Pages
Marked – 3
Blank – 0

Adamantine Pages
Marked – 2
Blank – 0

Mithril Pages
Marked – 1
Blank – 0
Known Powers:
While held with both hands:
Spell casting require no somatic components,
Spell casting require no material components of under 10gp value.
All spell casting is treated as 1 level higher per 5 caster levels
+1 Spell Penetration
Unknown Powers:
Are unknown silly.
Side Effects:
You’ll find out. Muahahahhaaaaa……
Libram always weighs enough to count as a medium load.
Libram can not enter most extra dimensional spaces.
Libram is immune to any form of divination magic.

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Aethalynmur's Plight – Part 2
LC5-138-Part 2

Players Present: HK-58, Veth, Michaela, Amuka, Finn
Absent: Bill, Zimb
NPCS: Rahmare, Aethalynmur
Run By: Joe
Submitted By: Pimfire/Amuka

Mission Objective: Find a missing Solar named Aethalynmur


On the way to Mount Akka in search of the Solar Aethalynmur the party encounters some toad like creatures who attack. After defeating them and tracking the way back to their lair the party discovers a series of valuable gemstones which they collect.

At one of the lakes below Mount Akka the party encounters penguins who are able to speak using magic and they tell the party about the fishes in the waters which we help them retrieve to their delight. They tell the group that an illithid captured the Solar and handed him over to Frost Giants to hold onto for some unknown reasons.

The party continues up the mount and finds a cavern full of giant bears who turn out to be Werebears, one of which is a missing member of the Menagerie Finn! They tell the party that the Giants live much further up the mountain which has strange powers to prevent magic and is extremely cold. Bundling up warmly the party presses onwards and upwards.

Finding the cave with the Frost Giants the party enters negotiations to free the Solar finally offering up many but not all of the gemstones found in the toads lair as it seems the Frost Giants had their treasure stolen and held hostage against their families lives if they should not do the bidding of the illithid. Now they have treasure they can afford to move away in the hopes to get themselves and their families out from under the Illithid’s evil command.

The party free’s Aethalynmur who was encased in ice preventing him from leaving as the mountain drains magical abilities and powers. Once free and after a few days rest Aethalynmur is able to teleport the party back to Ravens Bluff where Rahmare greets everyone.

Aethalynmur gives each of the party a feather from one of his wings and Rahmare offers to assist the party at a later time of our choosing.

-——— Rewards -———-

Sled Dogs – these kupuk were bred as sled dogs, and hence will not serve as guard dogs or attack animals. However, they will attempt to defend themselves if attacked. Further, as they are used to cold climes, the owner of these dogs must make sure there is plenty of water around so they can cool themselves during Ravens Bluff’s summers. These dogs and the sled cannot be traded. The dogs have bonded with the owner’s name on the cert, and will not serve another. Kupuk sled dogs (2): Int semi-; AL N; AC 4; MV 9, SW 15; HD 5; hp 25 each; THAC0 15; #AT 3; Dmg 1-4/1-4/1-8; SA Nil; SD Kupuks are immune to all ill effects of cold, including coldbased spells and magically-generated cold effects, such as white dragon’s breath; MR Nil; Size M (4’ long); ML 16 = Michaela

Gem of cold protection – Protection from cold: the owner is invulnerable to the effects of normal cold for the duration of the spell—six turns (one hour). Further, he or she is invulnerable to the effects of magical cold, such as from cone of cold, wall of ice, white dragon breath = each got 1 gem good for 1 use

Aethalynmur’s winter wings – By concentrating, a pair of great, white wings will sprout from your back. Concentrating also causes them to retract. The wings allow you to fly at a movement rate of 18 (which Joe said would be 60ft.), maneuverability of C. However, the wings will only function when there is snow on the ground. Also, the wings function one times only = each get 1

Rahmare Sylph favor – Because you saved her friend, Aethalynmur, the sylph Rahmare feels indebted to you. To help repay your efforts, she will accompany you on an adventure. Inform the DM at the beginning of a tournament that you want the sylph to accompany you. = Group gets 1 usage as a whole NOT individually we have to all agree or majority rule.

iuak +2: The iuak is a bone blade resembling a machete, about two feet long and six inches wide. The end of the blade is flat, not pointed, and hence it is not considered an edged weapon. It is mainly used to cut blocks to make snowhouses, though it also makes a good offensive weapon. This one is ornately carved, with the images of walruses and seals along the sides. The pommel is in the shape of a penguin. = Michaela

Carved ivory earings: These uwas, or earrings, carved of ivory. They are in the image of twin fish, called icetails. The carving is intricate, and the earings are valued at 100 gold. = HK-58

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Aethalynmur's Plight – Part 1
LC5-138-Part 1

Players Present: HK-58, Zimb, Veth, Michaela, Amuka
Absent: Bill
NPCS: Rahmare, Aethalynmur, Anatuk (leader of the eskimos),
Run By: Joe
Submitted By: Pimfire/Amuka

Mission Objective: Find a missing Solar named Aethalynmur


As the party approaches a bakery offering up amazing delights a Sylph floats down from the sky and introduces herself as Rahmare. She sought out the party to help find a missing Solar named Aethalynmur. The party agrees to help and an hour later Rahmare returns upon retrieving the needed items to teleport the party to the area he is being held too. She says she does not know where exactly it may be.

Turns out the Solar is being kept prisnor on a great icy glacier as the party arrives in a snowstorm and cold environment. There they defeat a worm like creature and create an avalanche which buries Amuka. A group of tundra dwarves arrive and even though the party is unable to speak their language they are able to ask for assistance using hand signs and grunts. Amuka is freed from the snow and the dwarves urge the party to follow eventually leading them to a human village where they wave good bye to the group.

In the village the party learns that they are on the Great Glacier and must partake of an “Singdown” where upon the leader of the tribe Anatuk sings insults to each member who sing one back while those gather judge the insults until only one person is standing. Eventually Veth is left standing as the winner. The villagers tell the party that the Solar may have been upon Mount Akka as strange feathers were found near the waters below the mountain. With some warnings about things to avoid the party set forth to Mount Akka.

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Cenotaph
LC5-137

Players Present: HK-58, Zimb, Veth, Michaela, Bill
Absent:
NPCS: Sir Evert Garret, Sir William Carter, Thaddeus Smith, Belle Andarin, Celandrian Andarin, Sir Bartholomew Reddrick, Mayor Charles Oliver O’Cain
Run By: Pimfire/Amuka
Submitted By: Pimfire/Amuka

Mission Objective: Find and recover Sir William’s body


The PC’s meet with Griffon Knight Sir Evert Garret who asked them to travel to Harrens Ford in search of the remains or details of his old commander during the war Sir William Carter.

The Party travelled to Herren’s Ford and found an armed and walled village in it’s placed. The villagers were polite but immediately turned recluse and avoided the party upon being pressed for details of Sir William’s remains. They spent the night and in the morning helped defend the village from an attack of goblinoids, orcs, trolls and ogres.

After helping out Sir William reveals himself to the party saying he stayed to help defend the villagers against an onslaught of rogue band that broke off from the war effort and has kept attacking ever since. He agree’s to return to Ravens Bluff to face his war crime for ignoring direct order to retreat but not until he’s dealt with the leader of the group attacking Herren’s Ford. He just came from a scouting mission and found a secret entrance to the leaders lair.

The group agree’s to help and are successful. With the enemy rabble disbanded Sir William agrees to return to Ravens Bluff however the party felt he should stay until they have had a chance to return and explain his situation.

Upon returning to Ravens Bluff the party is informed that the Knights Griffon will be sending a detachment to arrest Sir William to stand trial and the party members will be called upon to act as witnesses.

A few weeks pass and the party is escorted as if they are under arrest to the trail taking place in City Hall. Mayor Charles O’Cain is sitting in judgement and Sir Bartholomew Reddrick the Griffon High Commander is seeking Sir William to be executed for his treason during war causing the death of many soliders by not moving his detachment as ordered.

The party gives their testimony.

The result is that Sir William judged guilty of war crimes for disobeying orders and is sentenced to 30 days in stockade but consider time spent in Heren’s Ford as time served and given a dishonorable discharge from the Knights Griffon and the army. Sir William does not defend himself, accepts this judgement, and heads back to Heren’s Ford.

The rest of the group HK-58, Michaela, Veth, Zimb and Bill are charged with a misdemeanor and charged to continue their efforts helping the city. At the time of the ruling half the knights of the griffon draw weapons while the other half appear aghast anyone would. Then the Mayor Orders the guards to escort everyone out before it escalates further. Sir Bartholomew says to them as he passes the squires “take those off now” referring to their squire pins of the Griffon.

The group offers to escort Sir William back to Herren’s Ford and along the way it seems they are shadowed by Griffon Knights who may or may not have sought Sir William’s death had the party not followed.

When they get back Michaela and HK find papers arrived at our keep informing them they are now bared from any knighthood in the city of Ravens Bluff and considered to have negative Chiv points. They also find out the Knights of the Griffon have gotten into numerous encounters with the city watch, no killed but just roughed up badly for the city guards. Seems the Knights of the Griffon are getting rowdier then normal or usual.

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No Place Like Home - Part 3
LC5-136-Part 3

Players Present: Pimfire, Xavier, Clearice, Ellae, Zhigbar (Matt)
Absent: Dalarn, (Xavier was absent and showed up 50 mins late)
NPCS: Lady Devillars, Orin, Moralien, Suinn
Run By: Joe
Submitted By: Pimfire

Discussion/Side note: Discussed me (Scott/Pimfire) taking over DM status for the following 2-3 game sessions to run low levels. Also talked about changing game time to start at 5:30est so Robert can make it to the game.

Mission Objective: After securing trade with Orin we are given transport to Ribcage to meet with Moralien to establish trade.


Our Viking host brings us to the edge of a blood red sea and barren wasteland. We take a few samples of the land as it’s strange unlike anything we’ve seen before. The Gymnasium of Steam we are told is actually located outside of the city of Ribcage. We decide it’s best to head straight there and not explore the city as it’s on the edge of the realms to Baator and we didn’t wish to linger here.

We are greeted by a beautiful aquatic colored elven lady, Suinn, at the Gymnasium of Steam who shows us around and lets us sample it’s facility free of charge, this time. While we are relaxing in what we are sworn is a private steam room a figure bursts in carrying a club and sack of gold. This figure screams out for us return his wife and kids. He believes we kidnapped them. Looking a lot like a Centaur, Pimfire manages to calm him down with some quick talking and offers to help find the real culprit. It turns out he is Moralien a Bariaur.

As we are discussing the details of how, when and whom may have taken his family we notice an invisible outline of a figure in the steam attempt to take the sack of gold he had brought with him and laid down. Clearice manages to make the figure grovel and repent his sins. Upon a quick interrogation we learn he wrote the 2nd ransom note demanding the money be brought here but in fact did not participate in any kidnapping. He did mention that Moralien did business recently with a beautiful woman of note, whom he believes was an agent of Sune or possible Sune herself in disguise.

Moralien lets the would be blackmailer go, but not before we learn a bit about how things work legally in Ribcage. For example bribery, theft and such is allowed provided both parties agree and that is to say, you’re not caught. Also mentioning any demonic being name or class of creature is forbidden due to the proximity to Baator. As Pimfire finds out when he starts babbling about how he can’t be here if Sune is due to a misunderstanding involving a powerful demon being brought into her city in an effort to see an evil relic destroyed.

The group examines the original note he received which was just a bunch of riddles, which we managed to solve in large part due to Xavier. As the last riddle was solved, his wife and child appeared with confused expressions on their faces. Moralien brings them up to speed. I mention we came here seeking trade with him in fact and he agrees after trying some samples of perfume Pimfire just happened to have. Something about they were horrible despite the expense. He did have one condition and that was that his family and him must be allowed to move immediately to Ravens Bluff as it’s getting more dangerous here in Ribcage then he cares for. An interesting bid of information that might become useful in later times. Why would it now become more dangerous in an already dangerous area? Could something be riling up the denizens of Baator and if so, who or what could be doing that.

We agree to bring him and his family whom we realize might have been taken by Sune as a test of his love for his family. We are planar teleported back to Ravens Bluff thanks to Clearice and meet up with Lady Devillars and the Mayor. We inform them of our success of establishing trade with 2 new partners for the city and are rewarded. Most of us refuse the reward of gold since the city is in desperate need of funds but a few of us are in need of funds and take the money.

REWARDS

High level PC’s:

1,000 gp each – only Zhigbar and Xavier takes the money the rest gives it back. Ellae takes half and donates half.
1 bottle of Fragrance de Allurement for EACH PC from Moralien (50 gp value, makes you smell nice, no other in-game effect.)
1bag of assorted gems (17,000 gp value) for the Treasury / we divide this and everyone gets their share including Dalarn 2834gp worth of assorted gems

Low level PC’s: / to be decided whom gets what

SMOKE
Pipe of Heated Wind:
This pipe looks like a curved metal pipe that is closed at one end. When the command word inscribed on the side is spoken, hot air streams from the open end. It is ordinarily used to dry things, especially hair. The inscribed word is Hellatiusairblowin.

BOOTS
Boots of Stomping:
These boots function as boots of expeditious retreat. When they are used to move quietly, they make the footsteps of the wearer sound like the thuds of an elephant that can be easily heard up to 120 feet away.

SUNLIGHT
Composite Short Bow of Light +1:
This short bow fires “tracers” as each arrow is lit as if affected by a light spell. The arrows do double damage to any undead.

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No Place Like Home - Part 2
LC5-136-Part 2

Players Present: Pimfire, Xavier, Clearice, Ellae, Zhigbar (Matt)
Absent: Dalarn
NPCS: Lady Devillars, Orin
Run By: Joe
Submitted By: Pimfire

Discussion/Side note: Discussed Amuka and Xavier wedding. To be married start of the New Year. Joe will be doing up a special mission for our first January 2019 game.

Mission Objective: Meet with Orin and secure the agreement to trade with Ravens Bluff by dealing with some trouble he’s having


Upon being summoned to meet with Lady Devillars, we are briefed as to the current situations regarding the need for trade partners in the Badlands. We are given directions to meet up with Orin in Glorium and the deal struck by Amuka and friends to help him deal with a band of what he believes to be cultist of the Beholder God Gzemnid.

Upon meeting with Orin he agrees to keep his end of the bargain to begin trade with Ravens Bluff should we deal with the cultists? We get on a Viking ship he summons and it takes us out onto the water. The ship takes us to the spot where it is believes they are raiding ships from, which is some underwater cavern. We prepare ourselves with various spells against water breathing and movement and go down to investigate.

As we, head inside the large underwater cavern we are attacked by swarms of sharks, swimming amongst them are incredible large Astral sharks. Ellae is swallowed completely by one such shark. Zhigbar summoned a giant vortex in the water to pull and hold them still while Xavier managing to kill one screams out they are in actuality Asgardian Weresharks that transform back into a giant frost giant upon its death.

The battle is fierce and just as we think we have it won in walks 3 mammoth Weresharks in half form charge across from the dark side of the cavern to engage us.

Wielding a huge battleaxe the leader strides through a blade barrier Clearice had put up earlier to deal with the swarms as if it is nothing. Realizing he might be immune to the magic Xavier goes toe-to-toe with him. Zhigbar transforms into a silver dragon and attacks the wereshark who is a spellcaster only to watch as it flees the battle swearing revenge. Clearice gets impaled upon a harpoon by the 3rd large monstrosity. Xavier finally deals the final blow to the last one standing which had impaled Clearice. Realizing we could never carry the mammoth gear of these frosts giant Weresharks we head back to the surface.

Upon our return Orin is pleased to hear the tale of our fight and struggle, which Pimfire is glad to tell with only a little embellishment during a feast held in our honor. Suddenly the party went silent as a beautiful woman walks up from the harbour straight to me, Pimfire, and asks me to tell the tale for her. I do so, in fact I found myself telling her most of my adventures if not my whole life story.

In the morning after the party Orin agrees to begin trade as we sign the documents sealing the deal. He gives us some advice on whom we should avoid going to see for any further trade with such as Plague-Mort as it borders the Abyss and Clearice and Xavier would stand out and most likely die within moments of traveling there. He does agree to provide transport for us to reach Moralien at the Gymnasium of Steam outside of Ribcage. We decide to head there on his Viking ship.


REWARDS

Trade set up with Orin in Glorium
Stash of Gems from Orin
Wooden Planar token (each) for Asgard
Xavier got his Torm Full Plate Armor buffed to +1 for charging into battle against the huge Wereshark

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No Place Like Home - Part 1
LC5-136-Part 1

Players Present: Amuka, HK-58, Zimb, Veth, Michaela, Bill
Absent:
NPCS: Lady Devillars, Mayor Thoden, A’Rinthorm, Hormorithorm, Orin
Run By: Joe
Submitted By: Pimfire/Amuka

Mission Objective: Go to the outlands and establish trade contacts with people for the city of Ravens Bluff


Amuka and friends are summoned to the Mayor’s house where upon Lady Devillars meets with them. She asks them to seek out trade opportunities for the city of Ravens Bluff as the war a year ago and the cost of building Ravens Deep and the losses in the war to destroy the Heart of Bane have nearly drained the city coffers.

The best place to seek out new trade opportunities we are told is the Badlands, meaning a trip through the various realms of existence possibly. We are paid 500g up front with a promise of another 500g each upon completion of finding contacts/trade. We are also given various samples of the goods that Ravens Bluff can offer. A quick explanation on how things operate in the astral realms and whoosh! We are gated to a spot in the Badlands. There we are met by our guide A’Rinthorm a Githzerai.

Upon our arrival we find a strange device with many gears, levers, buttons and do-Hickes. We watch in fascination as a guard puts his hands into the massive device and has his hands turned into claws. Some others are taking notes on what the machine does. We find out a bit more about this machine and how they aren’t sure what it does but are trying to catalogue it as parts from all the realms seem to make it up and no two people receive the same effect. Amuka quickly volunteers her services as a guinea pig but not before explaining the benefits of using monkeys, she had to explain what they are, with the possibility of trading monkeys to them in the future she steps forth. The rest follow suit afterwords.

Amuka is convinced it might remove her claw hand. A strange tingling in her belly along with the feeling of being hungry is all that happens. From now on, Amuka needs to eat twice as much as normal or take a -2 penalty to everything.

Michaela goes next hoping to cure blindness and seemingly drops dead to the ground. After 30-40 seconds, he wakes up. It seems the device has given him the ability gained is Feign Death at will with +20 Bluff rolls to do so and useable as immediate action.

Bill goes and twitches wildly unable to let go no matter how much he screams too. His brown eyes turn Gold Color and appraise becomes a class skill and gains a skill focus feat in appraisal.

HK-58 goes and feels a tickle on his right palm and when it stops his right hand looks different. He screams in terror and flies out of the room quickly. Chroniclers follow taking notes. Eventually when he stops running, he looks at his hand, screams, and runs even more until they put a glove on his hand with a permanent symbol of terror with a DC30 Will save only affects him on his right hand.

Veth goes with the hopes will turn into a true dragon. He gets a bit of a headache as a blueish light surrounds him. When the machine stops, he looks around and realizes he can find all gemstones within in 50 feet of him. Detect Gems 3x a day within 50ft and includes finding things in extradimensional space.

Zimb goes and it’s like WHY! As it gets suddenly cold. Then he see’s ice coming up his arm and onto his shoulders and quickly turns into an ice sculpture. Parts of it starts to melt and he is inside it. He does not remember it happening. Every day he must turn into an Ice Statue for 2 hours, which count as 8 hours rest. Hardness of 5 with fire vulnerability

We head to city of Sigil where we meet up with our next contact Hormorithorm. He samples our trade goods and agrees they are nice. Gives us the names of several people we could do business with such as Mortisha at the Eye of the Dragon in Plague-Mort, Moralien at the Gymnasium of Steam in Ribcage, Orin in Glorium and finally Mortimor who lives in Xaos on the edge of the plane of Limbo who regularly changes his names and is possibly not very dependable.

We head out to meet up with our next contact who is supposed to guide us to these people only to wait around in a room for a while before Zimb gets tired of waiting and opens a closest door to discover a dead body. Of course it’s just at that moment some guards burst in accusing us all of murder. Quickly thinking on Michaela’s part as he plays up his newfound ability and feigns a heart attack dying. The guards round us all up for murder, except for Michaela who is brought to their morgue and stored in a coffin awaiting burial.

We meet with two different high priced lawyers and agreed on having Corvain take our case. Before the judge we are found not guilty of murder due to lack of evidence but are still banished from the city of Sigil forever, all except Michaela who wasn’t tried for the crime and whose body the party asked to have returned.

Corvain hired a guide for us who took us to meet with Orin in Ribcage. Orin recognized Amuka’s fathers name and his newly founded mercantile band called the Dirgeflame Consortium. He agreed to trade his fabulous scrimshaw with Ravens Bluff through Amuka’s fathers company IF the Midnight Menagerie would come and deal with a group of people who were interrupting his fishing operations. The group agrees and are carried back to Ravens Bluff by a Viking ship which can travel through the realms it seems. Once there we inform Lady DeVillars and the Mayor of our arrangement.


Rewards

1000g each (500g up front and 500g upon completion)

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Recovery - Part 3
LC5-135-HUD15-Part 3

Players Present: Pimfire, Xavier, Clearice, Dalarn, Ellae, Omega / Zhigbar
Absent:
NPCS:
Run By: Joe
Submitted By: Pimfire

Discussion/Side note: This mission ending was narrated by Joe/DM due to players choices made to use certain large quantities of Hero Points to achieve super saiyan like abilities at terrible prices in order to make sure the Orb reached it’s destination safely.

Mission Objective: Take the Orb of Protection to the surface and someone named Charles O’Cain


There be Demons:
As you stare at the Demon Lord in front of you and the horde of abyssal spawn behind you Lord Omegasun says, “Don’t worry, I got this!!!”. As he charges the titan-like demon you hear the sound of breaking glass and he leaps into the air. Brilliant griffon wings sprout from is back as he leaps at the Demon Lord. Grabbing it’s upper arms and putting one foot to it’s chest he drops backward hurling the demon into the horde behind you. He quickly recovers and charges the fallen fiend. As he runs past you he calls, “Aren’t you suppose to be running!?!”

Before he gets to the horde a cute little dolly jumps from his belt and begins to run alongside him. With a blink of the eye there is no doll. On is right is Ellistree. On his left is the Red Knight. The three dive into the horde killing with abandon. Before you even had a chance to react the Demon Lord was banished and his horde slaughtered. Omega gives one last glance over his shoulder at all of you.

With a bellowing battle cry he and his ladies go running deeper into the Underdark. As they leave you hear the Red Knight joyfully say “this really is tactically unsound.” With a laugh Ellistree responds, “to hell with tactics, this is going to be fun.” And then they’re gone.


No Time for Good-byes:
Just as they disappear down the tunnel you hear a beautiful voice that sings, " Oh dear Pimfire, it’s time." With that a small coin flips out of his pocket landing on the ground not on kisses or hugs but on it’s edge.

Pimfire with a very fake smile takes a golden sword from his bag strapping it to his belt and walks up to Clearice. “By your knight’s oath I charge you with getting this letter and bag to Lady Blacktree and should you fall let the next knight take up the task.”

Pimfire then approaches Xavier handing him a small bag. “Be sure my daughter gets this.” No other words need spoken between them. With time running short Pimfire rushes to the coin, picks it up, and vanishes.


The 1st House and the Army of Nykhandthar:
Thousands of drow soldiers marching forward. Hundreds of drow spellcasters marching forward. Dozens of the Priestesses of Lolth with the most terrible of magics marching forward. And one little halfling with a golden harp in middle of it all.

Ready for such an intrusion the drow respond like lightning. Hundreds of poisoned crossbow bolts and magical missiles, dozens of horrible rays of destruction and even more foul magic lance out from every direction at the poor little halfing. Just before they strike he pulls a single harp cord and begins to sing. TIME STOPS

The song is a tale of sad little fellow who fought to survive and succeed in life only to find that he was lost until he was found. What he thought was important as a young man meant so little now. In the company of heroes that he grew to love the little halfing saved the world a time or two, became a father, and met the most beautiful creature in all of creation.

The tale goes on for what seems like hours. The little halfing’s voice grows horse and his fingers bleed from playing with so much fervor. The drow don’t move but the halfing knows his story is coming to an end.


Meanwhile:
Lord Omega, his Ladies, and a multitude of Ellae’s Guardian Angels having run for an hour slaughtering all in their wake come to the front line of the Drow army. They’re frozen like statues begging to be smashed. It’s a bad day to be a Drow. Omega and his companions cleave, slash, and hack with relish.


What’s a High Priestess without a Head:
Eyes closed, the little halfling sings his last note and collapses to the ground completely exhausted. What’s that? He’s not dead? As he looks up there’s his old friend Omega with the headless body of the priestess of the 1st house at his feet. A giant of a woman clad in deep red mail and a black beauty with long glistening silver hair step up on either side of the Lord of Ravens Bluff. In unison each kisses him on a cheek, Omega give the little halfling a wink, and they’re gone.


Hey, that’s mine:
Among the carnage sits the little halfling as Ellae’s Archons continue to slaughter the now fleeing drow. There on the ground. What’s that? A coin. Reaching for it with the last of his strength the little halfling’s world becomes full of light. So bright it burns his eyes. Is that the sun?


IN the next twelve hours the rest are hindered by the God of Goblins who gets away but they keep rushing and hundreds of oozes which are wiped out with the last of the groups magic and the remaining players come out into the sunlight (mid-afternoon) they see two things. A collapsed halfling being held up by a dark gnome (svirfneblin)

Dalarn spends a hero point. Everything goes dim and a large something passes over head creating a shadow. Up in the sky we see a living shadow in the form of a dragon. Clearice uses airwalk on Dalarn who flies up and the two of them fight in the air in a huge brawl back and forth overhead the city of Ravens Bluff.

The rest of us get to Ravens Bluff with the orb. (I am fatigued and not exhausted). No spells left/charges per day. As we rush into the city we see Dalarn and the Negative Energy Dragon until finally it disappears and Dalarn without an Air Walk falls and hits the ground with a crunch in the middle of the temple distract and he’’ given a breath of life by a nearby cleric.

We are met by a huge contingent of knights and lords who take us to the Mayor Lord Charles O’Cain. The Lady Catherine was kidnapped but we aren’t sure what happened to her.

I, Pimfire, approach lady Blacktree and hand her husbands package. She cries and rushes out knowing the truth at least. We got the Orb to Lord Mayor Charles O’Cain. He says the ministry of Art has been able to determine that when the Heart of Bane is destroyed it will create a bad backlash and we had best destroy it in the Abyss and possibly corrupt the abyss further but at least not corrupt the prime. They have gotten a gate opened and ready for us but it can’t wait as the shielding magic can’t hold much longer.

Charles and their Knights escort us. We are informed about a cult of Cyrus who was cleared out by our low-level toons the Twilight Menagerie.

We make it to the ministry and flying up in the air are two boxes lock in eternal struggle it’s HK vs. Arch Enemy

In the basement we see Penelope a high ranking ministry of the arts. She is seated with a golden box encased in a force field and huge reflective mirror going through images of the Abyss. She says “it’s about time and turn the orb on in the present of the heart and it should cancel each other out and shouldn’t kill you but no telling what it can do around you and might effect the weave it’s unknown.” The mirror will take us to a layer of the abyss but we have to choose.

Lolth layer – we vote 3 on this side
Graz’zt Layer
Lord of Death Orcus Layer
Son of Bane Layer

We acknowledge that it might actually might Lolth more powerful and agree to change our votes to take it to the Son of Bane

Dalarn is warned about how handling the heart of bane can have an effect on your sanity. He picks it up with both of his hands (takes two hands to hold). We go through the mirror and find ourselves in the abyss hopefully in the right place.

We get a strange feeling we are not alone and its scorched red stone. We can see where Xavier is standing smoke is rising up from his footprint. We see very large bird like creature dancing around a huge stone column (100 ft high) and standing up against it is a black skin humanoid with 6 arms, 3 legs and horns like a ram. This is obviously ….. the Large Vrocks continue to dance.

The Svirfneblin – not supposed to be here what the heck
Pimfire – Start recording the dance moves
Xavier – waiting on Dalarn
Dalarn – drops the box and starts to open it and says, “Activate the orb!”
Ellae – Just waits

We hear a whisper of offers of power and wealth and can become a god from the Heart of Bane. The Vrocks stop and look at us. Xavier activates the orb of protection and a huge brilliant light. We hear the sound of pounding feet of something gigantic is charging at us (actual deity not an avatar). He stops drops to his knees and screams NO FATHER WHAT HAVE YOU DONE! And his body is rend in two and hands emerge from his chest as he splits down middle. A humanoid figure steps out of him and has no arms grins “I am returned”

Then we are transported back to the ministry of Art.

Sir Gregory a knight of Torm bursts into the room with a message “Torm says order has been restored” His son was just a vessel to bring him back and now the balance of the multiverse is restored. This does not mean we weren’t victorious and have saved all of Faerun and the Prime won’t be sucked into the Abyss and the Heavens obliterated. It came at great price to us and ours but sometimes mortals need to sacrifice to preserve their way of life. There is an important message. The Gods must live in a balance of good and evil but does not extend to man. In the days to come we shall be challenged even further to tip the scale towards good forever. We are asked to do what the Gods command.

THIS ENDS THE UNDERDARK CAMPAIGN


REWARDS

Statues of Lord Blacktree and Lord Omegasun are erected in Temple Square.

An annual civic holiday is declared to commemorate them and all those who sacrificed there lives in the Underdark.

Surviving members gain the following template from the gods:
• Ability Score Racial Traits: gain +2 Charisma.
• Type: outsiders with the native subtype.
• Celestial Resistance: acid resistance 5, cold resistance 5, and electricity resistance 5.
• Skilled: +2 racial bonus on Diplomacy and Perception checks.
• Spell-Like Ability (Sp): use daylight once per day as a spell-like ability (caster level equal to the character level).
• Darkvision: Darkvision 60 ft. or +10 ft. if you already have Darkvision. (you get 60 IF you don’t already have it)

Clearice:
Halo – ability to manifest halos. Can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.

Dalarn:
Celestial Crusader – gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; may use these skills untrained for this purpose.

Xavier:
Deathless Spirit – gain resistance 5 against negative energy damage. You do not lose hit points when you gain a negative level, and you gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

Pimfire:
Truespeaker – +2 bonus on Linguistics and Sense Motive checks, can speak/understand any spoken language, and learns to read/write two languages for each rank in Linguistics.

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Recovery - Part 2
LC5-135-HUD15-Part 2

Players Present: Pimfire, Xavier, Clearice, Dalarn, Ellae, Omega
Absent:
NPCS:
Run By: Joe
Submitted By: Pimfire

Discussion/Side note:

Mission Objective: Take the Orb of Protection to the surface and someone named Charles O’Cain


The horde pursed them as they fled down the main tunnel leading back to the surface. Pimfire’s flying spectral horses helped them start with a big head start, but Xavier was unable to mount one it seemed the Orb of Protection couldn’t be transported that way so he was forced to ride Shadow who could keep up with the speed but not FLY like the rest of the group. Still this cut their travel time from 3 days down to 2 days to the surface. Not long out of Ravens Deep just as they pass a junction that leads to a pool of water with healing powers the group spots a huge ghostly dragon, which swooped down from above and blocks their path. It looks like the ghost of the deep dragon they slew when they first ventured down into the Underdark.

Rushing through it rather than stopping to fight they are hit with an icy chill and Pimfire, Omega and Ellae age rapidly. Xavier aged as well but due to that potion of youthfulness, he drank a while ago only seems to make him a couple years older. Dalarn and Clearice were able to avoid the ghostly aging through immunities.

Safely past the ghostly dragon, they have to stop for Pimfire to recast his mystical mounts and hear the howls of the advanced horde chasing them. Ellae and Dalarn manage to put up walls of ice to slow the pursuit while Clearice cleverly places a blade barrier right behind it so when they break through they will rush into a blender of death.

As the group pushes onwards, they hear the ice break behind them followed by screams of anguish over the trick played upon them. Laughing they keep moving forward knowing that bought them precious moments. After 3 more hours of flight and another recasting of the mount spell they round a corridor and see a horde spanning hundreds of feet with nothing but the undead of the Malphagorians blocking their path.

Dalarn tosses a potion of Flight to Xavier for Shadow to drink since he was unable to ride upon a mystical steed while carrying the Orb of Protection. The group attempts to fly over but Shadow’s potion does not seem to work while Xavier is carrying the Orb of Protection and instead the group is forced to rain destruction own upon the horde. Clearice channels a pathway as Omega throws a Ioun Stone enchanted with a very powerful acid dweomer nearly destroying everything except for 3 special undead, 2 of which are in heavy armor.

Xavier and Shadow deal with the remaining skeletons, which surround them as the rest of the group takes on these Malphagorians. Ellae realizes the horde has caught up to us. Then throws a holy destruction spell at the leader of the Malphagorians who was a lich and he crumbles to dust. With its collapse the remaining 2 undead warriors collapse opening the way to continue fleeing which the group does, now on foot as several of the magic horses died in a blast. Omega picked up Pimfire and ran. This gave Pimfire several minutes to re-summons his flying mounts and the group slowly got ahead of the pursing troll army.

Now riding with Omega, Pimfire stared dumbfounded as they came upon a shimmering curtain blocking their path a few hours later. Omega dismounted and managed to sunder the curtain only to show another behind it. Only guessing the Orb of Protection might keep him safe Xavier stepped through and sure enough he was unharmed but we finally realized the curtains would drain our magical powers and with 4 more layers left Pimfire magically teleported the group to the other side and called his horses to walk through the curtains. As the group remounted, they saw the Trolls coming up from behind again.

Before the group could rush off several strange flying creatures appear blinking in and out of the Astral Plane, behind them stood 3 Illithids chanting. Quickly throwing a special Fireball Pimfire hoped to disrupt their summoning. Ellae followed suit with a Lightning blast but to no avail. With a rumble the ground burst and a gargantuan mutated purple worm swallowed Xavier and Shadow whole!

In retribution Clearice blasts one of the Illithids with a Rod of Thunder killing it but not breaking the hold on the Worm. Ellae then says something and starts to glow. White light plays around her and suddenly bursts in a shine of radiance, in her place is a giant Solar with a Leonine head. Breathing fire down upon the worm the Solar summons angels from the dancing flames as the worm screams in pain and dies the angels rush the remaining Illithids and put an end to them. Xavier and Shadow seem hurt, confused but able to keep going. The group stumbles forward as the angels turn around and handle the Troll army.

As we pass a bend in the tunnel a ghostly Ellae is waiting for us, Omega halts long enough to speak with her and finds she is still able to follow along in her spirit form. The group sad over her death but glad of her help and continued help push onwards.

At the end of a full day of travel, exhausted the group keeps going but Pimfire is unable to summon anymore magical flying mount so it’s all on foot except Xavier riding a very tired Shadow.

6 hours into day 2 of the escape from the Underdark the drow manage to finally catch up. 14 Driders block the way forward as lizard riding drow come up from behind. Dalarn, Shadow and Xavier engage the Driders many of whom carry ballista sized crossbows. Spectral Ellae throws a Chain Lightning at the drow killing the lizards and harming many of the drow. Omega shouts for everyone to run and charges at the drow priestess in the rear. Before Pimfire knows what is going on he is hit with a series of magical spells and is knocked out. Clearice manages to position herself to keep Shadow, Xavier and Pimfire alive while Omega quickly kills both drow priestess in a series of swings spanning a few seconds. The drow wizard steps forward and does something so he’s only partially on our plane but capable of hitting omega with spells while he can’t return attacks. Calling upon Eilistraee’s blessing however Omega’s sword shines with brilliant energy and the drow wizard is surprised as it connects with his body cutting him clean in half!

Dalarn kills off the bulk of the Driders except for the archers who after witnessing Omega and Dalarn flee to perhaps come and attack again who knows. Fearing more drow the group push onwards after quickly healing up Omega, Xavier, Shadow and Pimfire who took the worst of this encounter.

Now as the group nears the exit of the Underdark a Giant Winged Demon the likes of which none have seen before block their way as several demons lead by a Marilith decked in very powerful magical gear, which killed Pimfire once before, grins in glee over the thought of killing them all.


REWARDS

Possibly keeping everyone from being sucked down into the Abyss but to be revealed at the end of the mission

View
Recovery - Part 1
LC5-135-HUD15-Part 1

Players Present: Pimfire, Xavier, Clearice, Dalarn, Ellae
Absent: Omega
NPCS: Lord Blacktree, Midael, Januspar, Simbul
Run By: Joe
Submitted By: Pimfire

Discussion/Side note: Character ages where brought up along with a new Hero Point Sheet was posted in our game with everyone having 1 extra hero point for making it this far.

Mission Objective: Retrieve the Orb of Protection from its hiding place


Therefore, it has finally come down to war with the drow. As the group marches with the 57th regiment to invade the drow city their commander orders them to wait in a small cavern alone. Minutes after being left there Lord Blacktree arrives and gives the Menagerie the task of retrieving the Orb of Protection as this entire war is nothing but a big diversion. He urges the group to hurry as speed is of the essence since others are also looking for the Orb and he doesn’t know how long he can keep the drow occupied. With that he reveals the Orb of Protection is hidden on the Isle of Jergal where the group had to travel into a dead zone to retrieve some moss to save the Svirfneblin King from a rare and deadly poison.

Pimfire summoned magical flying steeds for the group to hurry them on their way to the Sea of Eternal Night to meet up with Captain Scorn who yet again was to take them to the Isle of Jergal. Clearice assists the ship by controlling the wind to help them get their as quickly as possible. Upon arrival the group sees several fleets from various factions surrounding the dead island and fighting over who will land first, Drow, Duergar and Illithids are all present along with an assortment of other monsters from the Underdark.

The group lands upon the main island avoiding the conflict to speak with Januspar the high priest of Jergal and gain permission to land on the dead isle. Januspar only spoke with Dalarn and Ellae for the rest of the group had already had their names placed in the book of the dead at some time in the past. Dalarn gains permission but is asked to write his own name down in the Book of the Dead, a strange honor and yet troublesome to see as he writes the following:

Son of Conloch and Isabold, Brother to Gethfrik, Honored of Clan Earthfast, Friend to Clan Brightsword, Savior of Clan Glimmering Sword, Alaghor of Clangeddin, Defender of Ravens Bluff, and Knight of the Griffon.

Permission gained the group travels to the dead isle and there are greeted by the spirits of the dwarven Clan Brightaxe returned to fight against the evil hordes. Dalarn sees the specter of the Brightaxe weapon master who once asked him to become their new weapon master and tells him he thinks it may be time to take up that offer. They manage to clear a path as we see several Aboleths are amazingly controlling the Illithids.

Upon the island Midael the dwarven Solar greets the party and informs them of the protection that was placed to conceal and keep safe the Orb of Protection. He then offers to go first and take down that protection and provide the group with a shield to protect them against the islands invasion for a few minutes giving them time to retrieve the orb. He blesses the party before doing so.

With the shield of protection down and the force field up the group rushes in and quickly debates who should pick up the Orb of Protection, Xavier finally does and feels like it is right and fitting he carry it for Torm!

Now the group watches as outside the small field the horde of drow, duergar and Aboleths wait to pounce. Realizing they have no safe way off the island and are unable to teleport the Orb they watch and wait in horror. Just when the protective shield Midael created with his last breath is about to fail a beautiful female form appears with silver hair flowing down her back it is none other than Simbul, a chosen of Mystra. She casts a powerful spell which lashes out in bright colors all around and time stops the area, buying time to cast a gate spell for the group to rush through. As the group does so they witness Aboleths leap upon Simbul before the gate closes behind.

They find themselves in Ravens Deep as the drow have pushed back the invasion and now prepare to siege Ravens Deep in return. Lord Blacktree is glad the Orb of Protection is obtained but is weary of all the bloodshed he has witnessed in the past several days. He charges Pimfire with a package to be given to Lady Blacktree as he does not think he will survive the drow horde he plans to hold off to buy us time to make it to the surface. He mentions the 4th drow house was reduced to nothing in the attack as our allies were turned upon by Lolth’s minions.

Charged with bringing the orb to Charles O’Cain on the surface and that nothing else matters but seeing the Heart of Bane destroyed the group takes their leave of the city. Just as they make it out they hear a loud crash and watch in horror as the drow horde of monsters rush into Ravens Deep killing everyone. Lord Blacktree is seen making a last stand in a duel against the First Houses Matron Mother and with a flash of purple light she cuts off Lord Blacktree’s Head and his soul is sucked into her blade. Pimfire screams in rage and sorrow and vows to free his soul. Summoning his mystic steeds the group sets out with a drow army hot on their heels knowing every evil creature down here is going to try to block their path.


REWARDS

Possibly keeping everyone from being sucked down into the Abyss but to be revealed at the end of the mission

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