Ravens Bluff, The Living City

A Shot in the Dark Part 1, Night 1

Players Present: Clearice Eilif,Morrin Telemnar,Mok the Powerful Wizard,Omegasun,Pimfire Tyndal
NPC: Lord Blacktree
Players Missing: none
Players Absent: none
Posted By: Pimfire Tyndal

Just two days travel out of the city the ruling body of Raven’s Bluff was re-opening a mine to reach the underdark in search of the orb of protection. Using criminals (in exchange for freedom and reduced sentences upon completion) and any able body person willing to help, almost overnight this has become the single largest business enterprise in Raven’s Bluff, employing many a citizen.and criminal not to mention guards, suppliers and a whole host of other such support roles.

The Midnight Menagerie band heads out in search of Lord Blacktree there. Upon arrival we are informed of a mine collapse with some trapped miners and Lord Blacktree himself was overseeing their rescue. The group descended into the mines to assist with the endeavor where they find a couple of dead criminals who tried to escape while people where distracted by the collapse. The group of adventurers lends what aid they can with digging and eventually Lord Blacktree asks them back to his command post above whereupon he gives a map to the Underdark specifically showing Lower Sarbreen and told how the Dwarven clan Brightsword made this over 750+ years ago believing the orb of protection to be somewhere in this vicinity perhaps in a Dwarven holy chamber just prior to entering the main cavern of Lower Sarbreen itself. Mok is reminded of a recent time travel adventure upon which he journeyed back to that same time frame.

The group is told it should take roughly 10 days to get down there and another 10 to get back. We are tasked with finding the pathway to the Lower Sarbreen making sure the pathway is cleared of obstacles or at least note what may be needed to bring a large group of miners and guards down to retrieve the artifact so they can make sure to bring what is needed upon their descent. We are given a word of caution to avoid side tunnels and stick to the main tunnel as getting to Lower Sarbreen is of the utmost importance and it’s easy to get turned around or lost in the Underdark.

Overall we estimate a total of 30 days (several for searching and dealing with obstacles) before our return to the surface. The group provisions some climbing gear from the camp and sets out the following morning. The following is Pimfire’s personal account of what occurred in the Underdark.

Pimfire’s Diary Entry

Day 1 – We descending through the mines taking the main path as directed we avoided all the side passages despite hearing sounds occasionally coming from one or another. Must have been about 20 or more we passed before making camp. Already I miss the warmth of the sun.

Day 2 – Early in the day we came across a large ravine/cavern where there should be just the tunnel. Unable to see the top we were able to notice a ledge about 75ft. down. Mok took to the sky (or is it digging since we are below ground ha ha) and flew down to see where it may lead. Upon returning he told of another ledge 50ft. below that one which was much smaller and finally the bottom of the ravine 75ft. below that ledge for a total of 225ft. to the bottom. Morrin quickly pulled rope out of his robe (neat trick gotta learn how he hid that in there) and Mok still flying with his amazing strength of a bug was able to fly us all up and down while we set up a series of climbing ropes or to be used for a pulley system ready to go for the miners. That completed we head out through a tunnel on the bottom of the ravine.

Day 3 – 7 – mostly complaints over the lack of entertainment and boredom since the group stuck with the plan and avoided side tunnels

Day 8 – I got that feeling like an invisible line was crossed and that it’s much more dangerous now. I see my companions sensed it too we must be in the infamous Underdark. We came across another ravine this one goes so deep we couldn’t see the bottom but it’s only 40ft. across. What remains of a rope bridge dangles limply on our side like it was cut or broken with age. Omegason and I were chosen to fly across (magic still seams to work correctly) He pulled the rope bridge up to the other side (Damn he’s strong!) whereupon I proceeded to rig it back up to the other sides posts. That should service Lord Blacktree’s group when they come down later.

Day 9 – Bored I wonder what would happen if I wandered off on my own. I choose not to since the group needs me to keep up their cheer and I proceeded to give a wonderful lecture on stuff I know absolutely nothing about. It was wonderful day if I do say so or is it nighttime above I have lost track at this point. the group stops when we are tired and we call it “a day”.

Day 10 – The pathway starts to glow faintly ahead for it’s covered in lichen. We see it’s slippery and suddenly starts to slope downwards enough to give us pause for concern before turning 50ft. out of sight. We decided to use the same trick as on Day 2 and Mok takes flight with nearly 1000ft. of rope out of Morrin’s robes (Seriously how the hell did he carry or fit it all in the robes!). Mok uses up our remaining mining supplies of spikes to set up 735ft. worth of secured line before running out and just letting the remaining couple hundred feet of rope dangle. No sign of the bottom of the slope he returns and tells of how the passage turns every 50ft. – 30ft and seems to go on for a long distance beyond the 1000ft. Omegasun must have read my mind cause he just jumps (should I say slides) into action and goes down the chute. I grease myself up and join him. Arriving several seconds behind him into a room full of trolls! Luckily Mok came down behind and broke some bones but blasted the heck out of the trolls. Morrin slammed into me and broke a few things, nothing that a good cure couldn’t fix. We estimate the chute to be about 4000ft total and would need considerable work by Lord Blacktree group to make usable but should make for an easy way to transport large goods down quickly. I take notes on my map and we move out after resting up and repairing our broken bones.

Day 11 – We’ve reached an area we believe is on the map given to us finally and start to follow the passages based upon that.

Day 12 – We arrive at a split on the map we believe where to the left would lead us to the Dwarven holy site or to continue would lead to Lower Sarbreen main cavern. We decide to search the Dwarven holy site. After a couple of hours we arrive at a vast chamber that climbs upwards beyond our line of sight and in the middle of the room holds a platform over pitch dark water. A trap is sprung and the passage way is sealed as the ceiling covered in spikes comes down. Suddenly assaulted by hundreds of goblins who line natural caverns randomly throughout the walls of the chamber stretching upwards via a rope bridge off to one side they begin a chant. As we ready for battle a dark dragon descends and hovers over us! Morrin casts a stinking cloud to obscure the goblin’s and dragons vision, while the battle rages on Mok takes to the water leaving the rest of us to do our best to hit the dragon. Upon Mok’s return he tells a tale that it’s an illusion and we dive into the water to search for a serpent he claims was there. Unable to see we return only to find the real dragon has arrived and has breathed a poison cloud on Mr. Pointy and Dusk slaying them both. Enraged over Mr. Pointy’s demise Mok unloads a torrent of arcane power sending the dragon retreating to his ledge high above the chamber. The rest of the group takes to the battle as Morrin teleports Omegasun and Clearice to the dragon’s ledge while I ducked into the entrance way for cover from goblin spears being thrown. Morrin lands the final blow upon this foul dragon and as the goblins scatter into their tunnels Mok still enraged blasted fireball after fireball after them.

Clearice was able to bring Dusk back up to join us but Mr. Pointy will be a challenge for another time as Mok scoops up his body we return to the dragon’s ledge high above for a good rest as it’s decided we will continue to push on since we are close to Lower Sarbreen and have sworn to scout the area ahead of Lord Blacktree’s mining group in search of this orb of protection. When the dust settles we find a hoard of gems and coins along with some interesting magical figurines. Some books and a tome are also discovered. Noticing the Tome to be of magical nature it’s determined that it’s a tome of comprehend languages and the dragon had started reading activating it’s magic prior to the battle, a struggle breaks out over who should finish reading the book with Morrin being given the honor, he then sets too reading. After he’s finished however it seems the magic being partially used up prior has enabled him to understand any language BUT he can no longer speak unless physically touching the person to whom he’s talking or holding the book itself making it impractical for him to be in combat. We must find a way to reverse this but exhaustion has set in and we settle down for a rest from this violent and emotional day.

Light in the Lover's Eye

Players Present: Clead, Mok, Morrin, Omegasun, Pimfire
Players Missing: Jerome (Partial – left early – unplanned)
Players Absent: none

DM Post.

Today our illustrious group was summoned and told a story by Madam Coth, the greatest silk clothier in the bluff. She recounts a dream about a Sunite that faces her and instead of being pretty, she is hauntingly ugly. She summons the group, gives them a note to find High Priestess Morlain of the Temple of Sune.

The group makes all haste for the Temple district and the temple to find Morlain, except upon arrival, the High Priestess is away from the temple. After a couple of hours wasted (I’ll not bore you with the details) the group gives the letter to the person in charge of the temple who after reading it, offers that High Priestess Morlain has left with her husband for a retreat at a place called the Valley of the Dolls. If the group leaves right away they can make the first night’s camp, just after dark.

So the group sets off, and they must be close to the right spot, when gouts of flame shoot form the ground, releasing a Cornugon, a Gulegon and 2 Hamatulas. The group fends off the latter three, but the Cornugon leaves, looking for a different group of adventurers, something about Clan Shaido.

The group rests and the next day finds it’s way to the Valley of the Dolls. Couples only so the group has a couple of people Polymorphed into females, Mokesena, Cleabelle, and Pim. The group begins to explore and speaking to all the other couples they find that the High Priestess has not been seen in two days. The group figures out which bungalow might be theirs, makes entry and finds her passed out and poisons, being guarded by a female priestess of Talos who is captured and a male that got away.

The rescue complete, the group leaves, until a portal opens up on the way out, someone talks about fate, and a Fang Dragon comes out the gate. Morrin uses a special ability he had gotten long ago, where he could slow time and effectively go twice. Between Morrin and the rest of the group, they decimate the dragon, not leaving anything worth anything except for the teeth. The group takes a few, and they return Morlain home, ready to deal with what fate shall bring next.

Bursting Your Bubble
LC 4-86

Players Present: Clead, Mok, Morrin, Omegasun, Garthin, Pimfire
Players Absent: None
Players Missing: None

DM Post.

Today our group started off by going to deal with some information from the Raven’s Bluff Trumpeter! They start off by going to see Field Marshall Charles Laverne Blacktree IV and volunteer to help with the fight against the Heart of Bane, and the upcoming need there. Blacktree tells the group to be available on the 17th of Hammer to assist. They group gives its assent and will return on that day.

Then the group heads off to visit Cerephane, and use some credit that the group has thanks to Morrin. A Few things are found that the group is interested in, but the rest remains as a credit for now.

Then the group hears a story about Sharkey’s being attacked and the Harbor under assault. The group races off and finds that none of it is indeed true, and that there is simply a Triton in the water asking for assistance with a problem from some air breathers. Eventually people start to move off and the group begins to discuss the problem with a Raphael. As this happens a group of people who hate merfolk come through the people bashing the citizens with the butt end of clubs, or the flats of boards to make their way through the crowd to get to the merman, or so they say, even thought it is a Triton.

The group fights off the misguided citizens, killing a few thanks to new member Garthin, who feels he was threatened at that his life was in danger. The Triton seems very distraught about the way in which the group has slaughtered people who didn’t understand his people. So much so that he decides to come back the next day if he really wants the groups help. If he does come back he tells the group to be ready with a small ship, and that he will bring a whale for the travels.

So the group waits at the docks for the Raphael who eventually shows up with 5 companions and a whale. The group gets on the ship, goes into a whale’s mouth and proceeds. What happens next, the whale burps, shifts, moves? And a battle can be heard from further inside the whale. The group wants to go on, but has a fear of hurting the whale, or being trapped. The group after the days memorizes new spells and goes into the belly of the whale, at which point they see 2 other ships that were swallowed by the whale. Why? Not sure. But they group finds they are all dead. So they go back to their ship and continue the journey.

After a few days the whale stops and needs to eat. The group is taken to an island, where they find a girl, Mara carrying a fish and running from boys. They boys stop when the group intercedes and Mara takes the group to her elders. The village has a feast in the groups honor, and as part they find out this is an elemental island, and this is the fire tribe, but they lost the secret of elemental fire, and they need to get it back or the other groups will continue to shun them. The group takes part in a ritual that baths them in black tar, but should protect them from fire, and they pass out. They wake up next morning, and the Tritons and the Whale are there to continue.

They group continues onward when the whale belches them out in front of a wall of fire. The group dives through the wall, taking some damage, but less due to the villagers tar protection, to meet the Kracken.

The Kracken grapples almost all of the group, and makes this rapidly hard for the group. A couple members of the group can not be grappled, and slowly the group gets free of the tentacles, but they creature eventually flees. Once the group chases off the Kraken, there is a boy from the plane of fire, playing marbles. The group speaks to him, plays marbles with him, and getting some elemental fire for the island group, and the boy steps back into a fissure that takes him home, and the water comes crashing in on the group. They are saved by a wall of force, and the Tritons return them home. Many Merfolk come and pay their respects as well as fish and other creatures for getting rid of the boy of fire from the ocean bottom!

Stairway to Heaven

Characters PresentMorrin Telemnar, Garthin Merath, Clead, Koth, Frek
NPC’s Present: Belanor Fenmarel, Hathmar Blademark, Vernon Condor

Belanor Fenmarel, the previously acting Deputy Mayor (the fella who had been charged with treason) had recently died. The Menagerie had taken the occasion of his death to met some potential members. After a quick run in with Hathmar, we were approached by a Captain Yearnsmith who inquired if we would be willing to take on a job for him. The job involved investigating a few different mausoleums for the man, in order to find a suitable resting place.
Wandering Heartwarder
A Man for the Ages
LC3-83 (Blackhand Series #2)

Players Present: Belgrum, Clead, Mok, Morrin, Omegasun
Players Absent: None
Players Missing: None

GM POST for this adventure. Someone had left the game

Our Intrepid group, the [[Midnight Menagerie Guild Charter/Bylaws | Midnight Menagerie]] had just finished finding out information about the banelich in our adventure A Little Knowledge when they were asked to go discover information about the legendary sword that was used to kill the banelich, when it was a mere mortal. Again they meet with Mistayana the half human female priestess of Torm. mistayana.jpg who gives the group the aforementioned job. Her dead cohort left a note with an avenue to check out. A former adventuring wizard named Rudolph who has the key to where the sword is, if the party can but pass the test that was left behind by the original owner.

Indeed it is a test with some contraption in the center of the room. A square marble pedestal with an ivory scroll case sitting on top of it. The pedestal has four bronze plates affixed to it, one on each side. At each cardinal compass direction, a small oak chest sits on the floor, including one that you nearly stumble over as you enter from the south. Each plate has writing on it, and a small, round hole near the bottom of the plate. The group had to read some writing and get the right gem into the right chest for the central area to open, and lead them to where they needed to go next.

They make camp and meet an old man who wishes to share camp with the group. Aramatir is his name, and the group has a nice discussion with him, some of it philosophical, and then end the night, parting ways in the morning.

The group finds the tomb, and its defenses, first some Caryatid Columns, and Clay Golems, which the party does manage to defeat, but not easily. The Columns have some inherent defense to weapons that risks even magical weapons being destroyed.

The group goes into the inner sanctum, having to leave behind something to fight for Tyr with, which the group does, and gets the legendary blade.

In the Year of the Singing Sprite did our Lord Aramatir finally come to blows with the foul creature Cthurdar Belvarent, a priest of the tyrrant god. The battle was long and arduous, and the retainers and compainions of both men slowly fell away, dead or too injured to continue the fight. It was then that Lord Aramatir faced Cthurdar and his chosen minion, the babau Grhosrrillin alone, in the sactuary of evil and vileness that was their lair. With his mighty sword Juststriker, Aramatir did slay the evil ones, striking off the head of the fiend with the last ounce of his strength. Though Aramatir did live, and fight again, a great weapon for justice was lost that day, for the foul secretions of the babau did destroy Juststriker, even as the keen edge of the blade sent the creature screaming back to the pits from which it sprang. It is to this purpose that the mastersmiths of Bright Waters have converged, and forged this weapon, as a symbol of the deed and our gift and tribute to Lord Aramatir. May his legend shine brightly for many years to come. The group finds a awesomely magical warhammer while they are here as well, which they are “told” they are allowed to take.

On the way out, Bane has sent some forces to stop the group, which does not succeed. Or group gets back to Mistayana with the information safely.

A Little Knowledge - 2
2 weeks

This adventure took 2 weeks.

A Little Knowledge

Players Present: Belgrum, Clead, Jorktan Mok Morrin Omegasun
Players Abset: None
Players Missing: Clyve

Our group had a recent encounter with a Banelich in The Gathering and today the city decides its time to start getting a handle on the situation, after they eventually figure out they are searching for information on the banelich. The Tormites did not want to say why, but eventually figuring out that our group already knew about it, they let the information out. They were to meet with a Dontarel who they find out is dead and their new contact is a MIstyana. So as I said they are off.

They have three clues, three names, a Sage Bellirin, an adventuress Arylinn and a book Collector name Gerryn.

The sage lives in the city, and is dead, and was turned into a Juju Zombie. Not much to go on there.

The adventuress is nailed to the wall with her head on the floor between her feet. Not much here except a log of her adventuring days which briefly mentions the priest of bane that eventually becomes the banelich, and her journal of expenses.

Onto the bookseller, his farmhouse is on fire, but from neighbors we find out the bookseller is not home. The find a fragment of a book after the fire is out that gives a clue to the place called Stormkeep. The group sets off to find this old ruins up near High Haspur, or thereabouts.

Along the way the group takes care of a beggar looking for food for his family, and they a couple of bandits attacking a farm. They save the family from the bandits, eventually finding out that the family’s land has an old overgrown trail to Tormkeep, which is what Stormkeep was once named.

The party has three tests. Jorktan takes the first one, defending an infant from a demon. Jorktan tries to ride off with the child, which is not what Torm feels is his duty, and the first test is failed, but Jorktan pays the price.

Test 2, fighting the skeleton, Omega destroys this task easily.

So the group goes on to three doors, Power, Wealth or Knowledge. the group chooses Knowledge which is what they are here for, and Test 3, Knowledge occurs. Mok handles this one. After the test, the group chooses Knowledge as a reward. There is a set of books, each person can read one, plus knowledge about the banelich is locked away in their brain. The group heads back and the knowledge flows forth, the group successful in their mission.

Oct 27th - No game
No game

Too many people called away from the game. We missed this week.

Knight Moves

Players Present: Belgrum Clead ClyveClyve Owens Jorktan Mok Morrin Omegasun

Players Absent: None

DM Log:

Today the party is having a ball, well rather going to a ball. They get fancied up and the new members who are also squires tag along to the ball. The group gets placed in an area with Raven, Lady Lauren Devillars, Lord Calvin Longbottle and Lady Caroline Skyhawk (Knight Captain of the Griffons), Sir Ian Graham, (Leader of the Knights of the Right Hand of Tyr) and Carston Willows (Regent of the Guilds.

The group engages the group in their area, plays some chess with Carston, who complains a little about Arvin Kothonos and not getting his job. The group talks to the knights, and Lady Lauren Devillars comes over and thanks the group for their service. Shortly after some more mingling there is a cry from outside.

The group rushes out and Lady Caroline Skyhawk and Sir Ian Graham are dead, their carriage struck by a massive lightning strike. The group is asked by Lady Lauren Devillars to get them to the temple of Lathandar and see what can be done. So the group does so, a raise dead being tried on SIr Ian Graham that fails.

On the way back the parties carriage driver is shot and killed by an archer. The group gets out, but wherever it came from the archer can’t be found. The end of the arrow has a map, made from what looks like skin or human hide. There is a map to a spot in Crow’s End and it looks like the party is expected to come there. When the group shows up, there is a 9 foot tall man in black armor, that says very little, but challenges the group to a fight, or perhaps we should say one person. Mok accepts and is rather easily handled. He offers for others to challenge him as well, that are met with same results. He walks off down the alley, and his mount left black hoofprints in the ground. so the group follows them, outside of town, before they fade, to a barn that was burned down in the war.

They find there is a ladder down into a cellar? Underground Passage? As the group goes down Omega does his great find traps and sets the stairs on fire. Into the next room, a pool of water with Flesh Golems and electric eels that haste the golems. That done, the group finds a door with a chessboard. The must solve the chess puzzle in order to be able to enter.

Inside they find a Cornugon, holding hostage behind a wall of force, as well as a wizard. Mok rushes in, not seeing three Hamatula who rip Mok to shreds, knocking him out of the fight. The group fights the Hamatula and manages to knock them out, but the Cornugon is just too much for the group. Not being able to gain any ground, the group starts to talk about retreat, when one of the City’s fine knights, Sir Dresden Drumheller comes rushing in to help. At this point everything changes, The devil, whose name is Charbane, says “perfect” rushes up, touches Dresden and they both disappear. The group manages to get the body of the dead Regent of the Guilds, and get’s him resurrected, but Dresden is now missing, and eventually Lady Caroline Skyhawk is able to be resurrected. The group awaits information, or the next meeting with “Charbane.”


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