Ground Zero

I regret nothing
samshee

Hey, Anatoli. Jet is happy to help him out. She has done a couple of big favors for the bards recently, and she pours money into the Rel Astra sages group, so hopefully she can find the right entry points.

You are probably expecting this … “When last we left our intrepid adventurers…”

The adventure is tentatively entitled, “I regret nothing.”

Aldeberon, sitting in the World Serpent’s Inn, has just asked his god to remove the curse on the Iuz Bane. Apparently, his god agreed, and said that the quest will be sent later.

Seconds later, we hear a crashing noise in the World Serpent’s Inn. There is a big fight. Five sword wielding orcs wering the sign of Grummush (the god of orcs) are chasing an thief acrobat down the hall. We intervene, capturing the orcs.

Given the “no fights” policy in the Inn, we are surprised and ask Mitchifer. Mitchifer does not know why or how these orcs go into his bar. (At this point, we are not merely surprised. We are shocked silly. Fate herself resides in the bar, and Mitchifer is her son.) Mitchifer asks the orcs – who are wearing Grummush’s symbol – how they entered. They say they are under the protection of Sym the Slayer. Jet knows that Grummush killed Sym, so she is confused. Mitchifer checks and tells us that Fate has left the bar. Scary news.

We catch up to the thief, Samshee, as she is being chased by kelmane. They walk through anatoli’s illusion, through Al’s Wall of Force, and through a wall after Anatoli used Nolzur’s Pigments to erase the door. Tarl PlaneShifts us to Bloodhaven. The kelmane try to follow us through the Plane Shift. Tarl Dispels the link to his Plane Shift.

Tarl uses the Eye of Thera to see that Samshee has been travelling with the circus. She spent some time in Greyhawk’s Garden of Heroes, in front of the statue of Sym. When she brushed up against Sym’s sword, the kelmane showed up. The kelmane had the symbol of Sym on their weapons.

We interrogate the orcs we captured. The orcs say the high priest of Grummush thinks Samshee is Sym’s daughter and has put a price on her head. These orcs got the contract from the high priest Uthar in the bar, The Weeping Skull, in the DMZ.

We go to the Weeping Skull. Maxximus demands Uthar. An orc comes up and they scuffle. Maxximus is hit by a Harm from an item. The orc then uses Word of Recall to leave. Anatoli uses Alter Reality to bring him back. Al Stuns him and Jet Feebleminds him. Al Itemizes the moron and puts him in a pocket. (Perhaps Al is hoping that the orc has a
brother, and he can pull the itemized moron out of his pocket and say “I’ve got your brother right here.” Ahem.)

Next we head to Uthar’s keep to investigate. Maxximus asks Samshee who she is and Jet’s bloodstone earring – gift from Sym – gets warm.

Uthar’s keep is on the Road of Skulls. Stonedar takes us into the keep basement. We slay all but two of the guards. A Delayed Blast Fireball comes bouncing down the stairs. We send it back. It comes bouncing down again. We send it back again. Halfway up the stairs it goes off.

We head up the stairs and see a Prismatic Sphere. Maxximus shoots an arrow into the center, and Al Dispels it. It was an illusion. In the center is a dead priest of Euz, tied to a post, pierced with arrows.

We go looking for the person who cast the Delayed Blast Fireball. We find Renfield, a crazy guy who says he is waiting for his playmate. Samshee says she will kill Renfield. Renfield finds that …. attractive. (editorial comment. “Boys.”) We ask him what his
playmate looks like and he changes shape into Jumper, a very high level, very crazy illusionist. We ask what Uthar looks llike and he changes shape into the priest we Feebleminded.

Renfield says that he came up with the idea of the priest getting power by marrying one of Sym’s descendents.

It turns out that the playmate Renfield was waiting for was Anatoli. Renfield was Jumper. Jumper says he thinks Anatoli is finally ready for the big leagues. Anatoli People Patternizers us away to Bloodhaven.

We decide to investigate Samshee’s parentage, since she was left as a baby with the circus. We go to the Garden of Heroes and look at Sym’s statue. It was put up to honor his contribution in defending the Shield Lands. There is a secret compartment containing a magic amulet that Max gave him. It made Sym look very impressive, with billowing
smoke, red eyes, and an effect of Fear. The amulet glows when Samshee takes it. Behind the plaque is an inscription, “To my true hero. JM” Perhaps this is Sym’s assistant, Janna.

Samshee notices that the sword held by the statue is a real sword. Tarl notices that this is the sword that Tarl made for Sym to fight Euz. Samshee picks the lock that releases the sword. Tarl uses Stone Tell to find a hollow beneath the statue.

Jet Animates the stone statue to move it out of the way The statue’s eyes glow red, and a spirit possesses the statue.It starts to attack. Tarl encases it in stone and uses True Sight to learn that the statue is animated by an Abyssal spirit. Tar tries a Dispel Evil, which fails. Jet’s Dispel Magic sends the spirit away.

We retrieve Sym’s bones from the ground beneath the statue base. Then we put the statue back.

We head to the Crypt, Sym’s favorite bar. We hope someone there will know where Janna is. The owner of the bar, Gunnar, welcomes us and we reminisce about the old days. Then we talk about how a half orc would figure out their parentage. Gunnar suggests an orc shaman ritual or asking the Magic Users Guild. We also ask if he has heard of Janna.
He thinks she is out at Sym’s and Max’s beach house.

We go to the back room where Sym and Max used to hang out. Sym’s symbol, the red fist, appears over the door and appears faintly magical. It is missing the swords though.

Many swords from legendary swordsmiths line the room. There is also a whetstone, and Samshee starts to sharpen Sym’s sword. It is already sharp, so she sharpens her dagger instead. There is also a manual of Kilanen, which Jet reads.

Jet asks Anatoli to restore the symbol of the red fist to Sym’s Symbolof a fish holding a sword. When he does that, all the swords on the walls rattle. We head to the back door, and it leads into the World Serpent’s Inn.

We decide to head to the Nyr Div to talk to Janna. She has adopted two half-orc boys. She says she still hears Sym’s voice.

Samshee decides to visit an orc shaman that used to follow Sym. Fuchs is a shaman, still fighting in the army of the Shield Lands. he agrees to divine Samshee’s heritage to see if the bones we bring are from her ancestor. In the ritual, the spirit says that Samshee is a cousin of the bones.

Fuchs uses Divination to learn why spirit warriors came after Samshee. A spirit Kobold comes to say that Grummush claims a debt against Samshee as a relative of Sym. The Shaman says that the god must come in person or send a mortal champion to collect the debt.

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Road Trip Part 3: The Search for Briarthorn
Search for Briarthorn

When last we left our intrepid adventurers, they were still on a road trip.

Anatoli gathered the Rough Riders together and announced the “Year of the Practical Joke” for the gnomish nation. Practical Jokers must wear Arab costume (including apparently pantaloons and a turban) and must have their joke independently verified. Jet is worried.

Beodar is off spending time with the Queen of Celene. Apparently, she has been dreaming about him for a hundred years.

We (minus Beodar) head to Briarthorn Keep in the Celadon Forest. Stefan the ranger has been based in this area since Jet gave him the deed to the keep. The area around the keep is overgrown as if no one has been there for several months. There is a psionic moss creature in the trees. There is a taint in the waterfall next to the keep. Jet summons a water elemental. The water elemental says that the water unbinds her shape and so she will meet us underground where the taint begins. The fish in the pool at the base of the waterfall have a magic aura of alteration. Jet tries to Dispel Magic on one and gets Shanna Deepburrow, halfling Fighter Thief. Shanna and her comrades were searching for the missing ranger Stefan. Aldeberon uses several Dispel Magics on the rest of the fish to retrieve the rest of her party (normally lead by Simon Kincaid). Genna LaFay (Cleric/Fighter), Sol Wellington (Thief/Acrobat) and Nathan Deepburrow (Druid). Anatoli uses Phantom Steed to send them to the nearby town of Nellix.

Before they leave, Shanna gives us Stefan’s bow and amulet so that we might be able to track him with augury. We use Pass Wall to go to the caverns below the house, and follow the stream bed.

We find a stone statue that looks like a person turned to stone while cowering in terror. There is substantial water erosion at the base of the status. We notice a man-bat and Maxximus kills it. Al Itemizes the statue for later.A vargoyle shows up, followed by a pack of more vargoyles. We kill them.

Paintings on the wall tell a story. A dark gate has creatures come through. Other fight them. They block the gate. A statue is left to
guard the gate.

We use the Eye of Thera to scry for Stefan. He is in a cage underground. Augury says we should continue down this path to find
him.

We find an area infested with Charysmals.. We kill a bunch, and scamper through a hidden door before a whole bunch more show up.

Behind the door are cyclops tracks. We follow them into a killing field of traps. Tarl uses Find Traps to get us through that. I the
hallway is a very stereotypical blind mage sitting in a bamboo chair. Maxximus kills him.

Anatoli reads the pictograms/kanji on the chair. It tells the story of a demon prince cast out by his father. The exiled prince became
friends with a cyclops. When the prince returned to fight the father, the father blinded the cyclops. The prince leaves to find a cure for the blindness.

Aldeberon uses Polymorph Object to get the turned-to-stone adventurer back. His name is Ford and he is traumatized by the centuries that have passed since his enchantment. Al offers him a job at his keep as a guard.

Since we did not find any clues about Briarthorn at the keep, we use the Scrying Pool i the basement of New Critwall. Jet uses Reflecting Pool and sees the druid bear. We visit the bear and he says go away so we do

Next we decide to investigate the curse on us. It appears to affect the original Iuz Bane, named in the Peace Treaty ending the
Greyhawk-Iuz War. Maxximus’ research indicates that Iuz directly cursed us. We head to the World Serpent’s Inn. Al casts Contact
Other Plane. He tries to contact Zuoken, who suggests asking Correllon and Mordain and Cuthbert. Al tries to contact Mordain and gets “ask one of my avatars” He tries to contact Corellon and gets a knock on the door. Aldeberon humbly asks the elf at the door for help in removing the curse onn the Iuz Bane. Corellon asks if he was speaking for the rest of the Iuz Bane. Al says, “For this matter, yes.” Correllon says “Done. I’ll send you the quest later.”

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XP Awards
xp

What happened after “The Death of Iuz … Again”…

Beodar disappeared after he killed Iuz with the Spear of Geb. Igwilv
offered to wish Beodar back if we gave her “her stuff” (her hair) from
the Malta’s Carpet that Anatoli had inherited from Maxx. The rug was a
welcome mat from the World Serpent Inn. Jet Pristined it and Fate
removed the fringe that Maxx had added to the rug.

Beodar was dying in Celene. Anatoli used Zelation Starfire’s wish to
get us to the Lost Temple of Boccob. The fountain there restored Beodar.

An Uncivilized Civil War – The wild elves had declared war on Celene.
The instigators of the problem with the wild elves were using portal
stones to transport trouble makers. We tracked that back to Castle
Greyhawk. The cavern there contains a temple of Nerull, and evidence
of several different conspiracies and plans to attack Greyhawk,
including the Boneheart (Vayne), Utmar (cambion with enmity toward
Anatoli), and drow (house of Zanzibar Nomen) Beodar uses that
evidence to get the elven house of Lamagier to stop acting against the
wild elves. Maxximus lead the effort to calm the wild elves down.
25,000 XP total, 5 adventurers
5,000 each
Bonus of 1000 to Maximus for diplomacy

Mystery of Eternal Happiness – Aldeberon’s Birthday Party
50,000 XP total, 5 adventurers
10,000 XP each
Bonus of 1,000 to Aldebaron for figuring out the puzzle

Anatoli Goes to War
60,000 XP, 5 adventurers
12,000 XP each

Mages’ Retreat – Mordenkainen Goes on a Cruise
75,000 XP, 5 adventurers
15,000 each

Ground Zero At Ground Zero (The Walking Devastation)
100,000 XP, 5 adventureres
20,000 XP each

The Founders’ Celebration in Critwall. (This is a really long arc,
ending with destroying some equipment in the Howling Hills and
freeing? Hexus?)

The creation of Haven – Anatoli with time, money, power, and unlimited Alter
Reality
5,000 XP. Anatoli only

The Lost City – Ravensbluff/New Critwall center basement, apparently a gate
to Clandestine, the prison for He Who Must Not Be Named.- You can check in
any time you like, but you can never leave…
10,000 XP, 5 adventurers
2,000 xp each

Hunting Trip – Trip to Nogreheim, acquiring parts for a girdle of giant strength
10,000 XP, 4 adventurers
2500 XP each
Bonus of 1,000 XP to Maximus for being Uber Ranger
Bonus of 1,000 XP to Aldebaron for passing alignment check
Bonus of 1,000 XP to Tarl for forging armor
Bonus of 500 XP to Beodar for forging armor

Jet asked Anatoli to use a Dream to help Mordenkeinen regenerate his skin.
Bonus of 1000 xp to Anatoli for an act of kindness

Road Trip
– Part 1 – Dyvers – Yuan-ti trying to recover their stolen artifacts
10,000 XP Total, 5 adventurers.
2,000 XP each
– Part 2 – Fen – Lizardmen & the regenerating bone of the demon lover of
the Chaos Queen.
50,000 XP total, 5 adventurers
10,000 XP each
– Part 3 – Mirkwood and the Cult of the Earth Dragon – nothing happened here
None
– Part 4 – Amedio Jungle – moving the sarcophagus to the abandoned derro city
5,000 XP total, 5 adventurers
1,000 XP each
**

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Experience Points
What happend after "The Death of Iuz....again!"

Sorry. I accidentally hit send. Now, to continue.

What happened after “The Death of Iuz … Again”… I don’t have titles for most of this but.

Beodar disappeared after he killed Iuz with the Spear of Geb. Igwilv offered to wish Beodar back if we gave her “her stuff” (her hair) from the Malta’s Carpet that Anatoli had inherited from Maxx. The rug was a welcome mat from the World Serpent Inn. Jet Pristined it and Fate removed the fringe that Maxx had added to the rug. Beodar was dying in Celene. Anatoli used Zelation Starfire’s wish to get us to the Lost Temple of Boccob. The fountain there restored Beodar.

The wild elves had apparently declared war on Celene. Maxximus investigated.

Aldeberon’s Birthday Party aka the Mystery of Eternal Happiness. The instigators of the problem with the wild elves were using portal stones to transport trouble makers. We tracked that back to Castle Greyhawk. The cavern there contains a temple of Nerull, and evidence of several different conspiracies and plans to attack Greyhawk, including the Boneheart (Vayne), Utmar (cambion with enmity toward Anatoli), and drow (house of Zanzibar Nomen) Beodar uses that evidence to get the elven house of Lamagier to stop acting against the wild elves. Maxximus lead the effort to calm the wild elves down.

Anatoli Goes to War

Mordenkainen Goes on a Cruise – aka Mages’ Retreat

Ground Zero At Ground Zero (The Walking Devastation)

The Founders’ Celebration in Critwall. (This is a really long arc, ending with destroying some equipment in the Howling Hills and
freeing? Hexus?)

The creation of Haven – Anatoli with time, money, power, and unlimited Alter Reality.

Critwall City Center basement, apparently a gate to Clandestine, the prison for He Who Must Not Be Named.- You can check in any time you like, but you can never leave…

Trip to Nogreheim, picking up parts for Tarl to make a girdle of giant strength.

Jet asked Anatoli to use a Dream to help Mordenkeinen regenerate his skin.

Road Trip
– Part 1 – Dyvers – Yuan-ti trying to recover their stolen artifacts
– Part 2 – Fen – Lizardmen, and the apparently regenerating bone of the demon lover of the Chaos Queen.
– Part 3 – Mirkwood and the Cult of the Earth Dragon – nothing happened here
– Part 4 – Amedio Jungle – moving the sarcophagus to the abandoned derro city

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Road Trip Part 2: Chaos Zones
Dem Bones Dem Bones Dem Demon Bones

When last we left our intrepid adventurers, they were still on a road trip.

Ground Zero picks up in the middle of the adventure near Dyvers. We had killed some yuan-ti and sent their priestess and her guard back home. We were investigating whether the artifacts that the yuan-ti were trying to recover needed to be retrieved for them.

Beyodar cast an Augury to check if the crown should be returned to the yuan-ti (yes), the dagger (no), the shield (no), and the staff (yes). Anatoli stole the staff from Psirus. All put Remove Curse on a spell stone and gave it to Psirus. Psirus collapsed. While he was unconscious, Jet cast Dispel Magic to remove the enchantments on the stones in Psirus’s crystal shop.

Aldeboran Itemized the staff and crown. Anatoli Shadow Moled them to the yuan-tu priestess with a note, “Leave our continent alone”. Anatoli watched the delivery through the crystal ball and they seemed to be happy to have the items returned.

Al cast Remove Curse on Psirus. We also tracked down Barbarella (on a rampage in the Adventurer’s Bar) and Al cast Remove Curse on her as well.


Next we headed to the Chaos field near Dyvers. The chaos field appeared to be growing in power, possibly being fed by a leyline. The leyline was associated with growth. There was a temple in the center of the chaos field.

Jet Summons Woodland Creature, and gets a Lizardman of uncommon size, strength and intelligence, named Slythevar.

We are attacked by a mutant purple worm. When hit, it exploded into thousands of crab-shaped creatures. Anatoli and Maxximus accidentally swallow some and are “infected” Al stuns Anatoli, and Tarl knocks out Maxximus. Beodar Flames the area. Slythevar gives Anatoli and Maxximus a grass/ichor paste which makes them throw up the parasites. He said the creatures have a hive mind, and are collectively called the Creep. It/they live only to infect others.

Giant green spider monkeys follow us us through the fen.

Slythevar takes us to the female lizardman shaman and tells her that we are investigating the magic that causes the Creep. She says that they moved here and found a magic bone that they cooked. The food healed her people. She does not answer any questions about whether the bone still feeds her people.

We go back to Haven and the guys spend the night carousing. Jet goes home as normal. In the morning, we all have a Hero’s Feast.We go back to the Chaos field. Jet tries a Commune with Nature. She mentally shows u in a cave with a dryder whose legs are caging a little girl. The little girl cries out, “It’s too strong.” Jet Summons Stonedar. The early element tells Jet the area is linked to Pandemonium. Stonedar says he will show Jet the focus. He strides up to the dryder and pulls out a rib, just before the dryder destroys him.

We think the bone might be the last remnant of the demon killed by Max with the Rod of Seven Parts. Perhaps the bone is being used to regenerate the demon, using the power of the “growth” leyline.

We decide to use Max’s Magic Mirror to pull the bone to us and Disintegrate it. Beodar gets the bone halfway through the mirror, and them something pulls it back. Anatoli uses Codex Killer to cut half the bone off. Tarl uses Dispel Evil on it and sends it away – to end up in the Abyss.

Jet Summons Earth Elemental to take us to the cavern where the rest of the bone is. The dryder from Jet’s Commune is standing over the half bone. Beodar and Maxximus attack and the dryder leaves. Tarl Plane Shifts the half bone to the same plane as the other part of the bone (the Abyss). We hear people running toward us, and the earth elemental blocks the passage from them to us.

There is a pot of ickiness where they were cooking the bone. We destroy that (Disintegrate, maybe?)

Anatoli finds a secret door, leading to a long spiral passage down. At the bottom of the passage is a huge cavern with a planar gate to the Steaming Fen, the home plane of the Chaos Queen. A bunch of dryders show up. Jet collapses the cavern with Rock to Mud.
(My notes don’t say, but I remember something about either the gate being closed, or the leyline being diverted so that it no longer flows through the gate. Anybody?) The lizardman village was directly above the cavern so most of it got destroyed.

Jet finds Slythevar, and explains what happens. She invites him to travel with us, but he refuses.


Next we head to Mirkwood, where the Cult of the Dragon was sucking the power of the forest to convert dragons into dracolichs. Everything there looks normal and the druids of the area seem to have things well in hand.


Next we go to the Amedio Jungle, where the Oerth’s Blood Mine was operating. Jet’s Commune with Nature again puts her in touch with a little girl, but the girl is mute. A series of yes/no questions reveals that nature wants the sarcophagus moved so that the archeologists in the area don’t find it. We move it to the abandoned derro city below Tarl’s home in Bloodhaven. Anatoli works some powerful mojo to prevent the sarcophagus from ever being found/accessed.
--

Next stop – Finding Briarthorn. The Hierophant Briarthorn has been missing for a very long time. Where, oh where, could he be?

Jeanette

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Road Trip Part 3

When last we left our intrepid adventurers, they were still on a road trip.

Ground Zero picks up in the middle of the adventure near Dyvers. We had killed some yuan-ti and sent their priestess and her guard back home. We were investigating whether the artifacts that the yuan-ti were trying to recover needed to be retrieved for them.

Beyodar cast an Augury to check if the crown should be returned to the yuan-ti (yes), the dagger (no), the shield (no), and the staff (yes). Anatoli stole the staff from Psirus. All put Remove Curse on a spell stone and gave it to Psirus. Psirus collapsed. While he was unconscious, Jet cast Dispel Magic to remove the enchantments on the stones in Psirus’s crystal shop.

Aldeboran Itemized the staff and crown. Anatoli Shadow Moled them to the yuan-tu priestess with a note, “Leave our continent alone”. Anatoli watched the delivery through the crystal ball and they seemed to be happy to have the items returned.

Al cast Remove Curse on Psirus. We also tracked down Barbarella (on a rampage in the Adventurer’s Bar) and Al cast Remove Curse on her as well.


Next we headed to the Chaos field near Dyvers. The chaos field appeared to be growing in power, possibly being fed by a leyline. The leyline was associated with growth. There was a temple in the center of the chaos field.

Jet Summons Woodland Creature, and gets a Lizardman of uncommon size, strength and intelligence, named Slythevar.

We are attacked by a mutant purple worm. When hit, it exploded into thousands of crab-shaped creatures. Anatoli and Maxximus accidentally swallow some and are “infected” Al stuns Anatoli, and Tarl knocks out Maxximus. Beodar Flames the area. Slythevar gives Anatoli and Maxximus a grass/ichor paste which makes them throw up the parasites. He said the creatures have a hive mind, and are collectively called the Creep. It/they live only to infect others.

Giant green spider monkeys follow us us through the fen.

Slythevar takes us to the female lizardman shaman and tells her that we are investigating the magic that causes the Creep. She says that they moved here and found a magic bone that they cooked. The food healed her people. She does not answer any questions about whether the bone still feeds her people.

We go back to Haven and the guys spend the night carousing. Jet goes home as normal. In the morning, we all have a Hero’s Feast.We go back to the Chaos field. Jet tries a Commune with Nature. She mentally shows u in a cave with a dryder whose legs are caging a little girl. The little girl cries out, “It’s too strong.” Jet Summons Stonedar. The early element tells Jet the area is linked to Pandemonium. Stonedar says he will show Jet the focus. He strides up to the dryder and pulls out a rib, just before the dryder destroys him.

We think the bone might be the last remnant of the demon killed by Max with the Rod of Seven Parts. Perhaps the bone is being used to regenerate the demon, using the power of the “growth” leyline.

We decide to use Max’s Magic Mirror to pull the bone to us and Disintegrate it. Beodar gets the bone halfway through the mirror, and them something pulls it back. Anatoli uses Codex Killer to cut half the bone off. Tarl uses Dispel Evil on it and sends it away – to end up in the Abyss.

Jet Summons Earth Elemental to take us to the cavern where the rest of the bone is. The dryder from Jet’s Commune is standing over the half bone. Beodar and Maxximus attack and the dryder leaves. Tarl Plane Shifts the half bone to the same plane as the other part of the bone (the Abyss). We hear people running toward us, and the earth elemental blocks the passage from them to us.

There is a pot of ickiness where they were cooking the bone. We destroy that (Disintegrate, maybe?)

Anatoli finds a secret door, leading to a long spiral passage down. At the bottom of the passage is a huge cavern with a planar gate to the Steaming Fen, the home plane of the Chaos Queen. A bunch of dryders show up. Jet collapses the cavern with Rock to Mud.
(My notes don’t say, but I remember something about either the gate being closed, or the leyline being diverted so that it no longer flows through the gate. Anybody?) The lizardman village was directly above the cavern so most of it got destroyed.

Jet finds Slythevar, and explains what happens. She invites him to travel with us, but he refuses.


Next we head to Mirkwood, where the Cult of the Dragon was sucking the power of the forest to convert dragons into dracolichs. Everything there looks normal and the druids of the area seem to have things well in hand.


Next we go to the Amedio Jungle, where the Oerth’s Blood Mine was operating. Jet’s Commune with Nature again puts her in touch with a little girl, but the girl is mute. A series of yes/no questions reveals that nature wants the sarcophagus moved so that the archeologists in the area don’t find it. We move it to the abandoned derro city below Tarl’s home in Bloodhaven. Anatoli works some powerful mojo to prevent the sarcophagus from ever being found/accessed.
--

Next stop – Finding Briarthorn. The Hierophant Briarthorn has been missing for a very long time. Where, oh where, could he be?

Jeanette

\

I can fill in that gap about the gate. Anatoli went ahead and immediately used the Alter Reality power out of the Book of Infinite Spells to wipe away the gate. That collapsed the pocket dimension and forced the dryders out.
Yes. That is why all those dryders showed up. (I remember that one dryder took over 200 hp damage before deciding to leave. Then the gate closed and 8 more dryder showed up. That is when jet decided to collapse the cavern.)

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My Fellow Citizens pt 3

when last we left our intrepid adventurers:

We had set up a trap in the Critwall warehouse. Anatoli used Prestidigitation to take the crate of Kodagnome 2.0. At 3 am, a human comes and lets in a group of gnome workers, who set up a workshop. Aldebaran immobilizes the workers with Web, and Tarl uses HoldMonster to hold the human.

Anatoli talks to a worker. They were recruited from a gnomish bar, given tattoos with Anatoli’s symbol and are being paid to put the Kodagnomes together.

A smoke bomb is thrown which hides the human from view. Tarl rushes in to the smoke and sees the human who looks exactly like Max. Tarl imprisons the human in a Wall of Stone.

Our communicators stop working. Tarl decides that the Max look-alike is a thorn golem. Beodar gets caught in a Bands of Billaro. He is attacked and Jet rushes to protect him. The attacker leaves glowing beads which Jet thinks is Delayed Blast Fireball. So Jet takes Beodar to the Ethereal to protect him. Jet’s double is waiting for her there. The double says she only wants the Bands of Bolero, so Jet allows the double to free Beodar and take the Bands. Jet returns to the Prime Material Plane.

The warehouse is now on fire. Jet summons a water elemental from the river next door to use river water to put out the fire.

Tarl retrieves the prisoner – Max Totentanz- and strips him (amulet, want, ring, haversack, bracers, mace, gauntlets). Max is Totentanz is a bard, retired after the permanent loss of a couple fingers. He works for Analise. His friends are Opal (human with white hair, possible shadow mage, illusionist, psionic, albino) and Charlie ( half ogre/half orc barbarian). Krunk ( dwarf thief acrobat), Sirius Aquarius (CE cleric magic user with a staff of power), Maxima (monk) and Giovanni (cleric)

We itemize the bard. Anatoli detects a mephit spying on us in the corner. Maxximus almost kills it, and demands that its master appear. Opal shows up and Maxximus casts his dancing sword at her. The sword disappears into the Opal-shaped gate. Maxximus rushes in and goes through a Prismatic Wall. (Ouch.) He kills the guards and tosses us a message back through the gate. “Door Bad”

We use a Plane Shift to get the rest of us to the Plane of Shadows. Opal’s voice says “Leave or I will show no mercy. Jet what would you do?” Anatoli says Jet would go Ethereal. When we go through, they drop Confusion on us. Only Tarl, Beodar, and Al are unaffected. Al uses a Limited Wish to take us back to Caer LaForce.

Tarl uses the Eye of Thera to find out when these people started to be on this plane. They showed up about a week after we fought Hexus in the Howling Hills. When we were fighting, we put Euz in a bag and used Wish to leave. There was a pulling sensation and we think he took some of our essence to create? or bring from elsewhere? our counterparts.

We decide the best chance we have to learn how these people came to Greyhawk is to ask Sym who was there and who ascended when Euz died. We go to the World Serpent’s Inn. Mitchifer suggested that we talk to the Slayer.

Mitchifer tells us that “Hex” and “Slayer” were brawling and a third party, Talazolteoth (goddess of vice) was injured. The fight breaks up and Mitchifer says “Hex” is not on the books.

Mitchifer gives us the key to Sym’s room, which turns out to be Max’s room. Sym says that some of the equipment is still working in the Howling Hills, that leaches energy and feeds it to ?somebody?. Maybe that is powering these “tainted” people like our lookalikes and “Hex” and “Slayer”. Sym gives Maxximus the club with Hexus’ blood on it. Sym tells Maxximus to use it to smash the equipmment. Jet suspects that Hexus is trapped in the equipment.

We speak to Fate. She tells us that a white crystal thread is now attached it us. It used to be attached to Iuz by Igwilv. Using a wooden needle to move that thread will be necessary.

Anatoli uses a spell to take us back to the depths of the fortress in the Howling Hills. While Maximus is carrying the club, he can see that the crystals in the walls contain husks of bodies and wisps of energy are coming out of the husks. The wisps join into a stream of energy and Maximus follows the stream.

In the central chamber, a crystal status is the destination of all these wisps. There are 9 empty chambers around the statue. We cut the wrapping to see that it looks like Mindbender Maximus smashes the status and the 9 chambers explode. We all take damage.

Hexus shows up and says “Well this I did not expect to see. Thank you,” Then he fades away.

We Waypoint back to Caer LaForce. We scry and can’t find any of the tainted people. The items from Totentanz are gone as well. We go back to the Founders Festival.

The election was won by the merchant Jericho Salazar.

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My Fellow Citizens pt 2

Hello, everyone. As you may recall, we were still celebrating Founders’ Week in Raven’s Bluff. We had figured out that the tattoos
were involved in causing people to act as other character classes. At the start of the last run:

We visited the Mayor’s administrative assistant, Analise, to ask about the other mayoral candidates.
1. Jericho Salazar – wealthy merchant
2. Marilyn – countess by marriage, glassblower by trade
3. Current mayor “Raven” – ex privateer, not currently running for mayor but still apparently being considered

We head to the next festival activity, The Taste of Raven’s Bluff. Each of the members of Euz Bane have their own feast, Ranger’s Feast, Edible Bouquets (Jet’s), Aldebaran’s Feast, Tarl’s Feast. I believe that Beodar did not have a feast.

Tarl tries True Sight and finds some people with blocked auras. One chef with a blocked aura had an explosively angrey outburst, Using the “Remove Tattoo” darts we had left over from the Floating City takeover removed the aura blocking effect but did not calm the chef. Suggestion (from the ranger) did work. The chef also complained of being tired but a Goodberry helped.

Aldebaran asked some of the elves who made pilgramage to Araphael’s Shrine what they felt. They reported hope for the renewal of the elven race. They thought that this city, created by an elf and by a half elven Queen’s Cavalier is one of the lost elven cities. – that
is, at least the center part of the city, which appears to have come from the plane of Concordant Opposition.

The elves also say that “Leonard Maltin” – the name on the crystal phoenix at the top of the tower at city center – is the Common
translation of the elven high script for Corellon, The Light of Us All.

The Iuzbane wander around handing out goodberries. Many people say they feel better afterward.

We pay a magic user apprentice to go get a tattoo so we can experiment on it. The elaborate tattoo has an alteration magic component, and a small amount of enchantment and charm and evocation. Apparently different colors have different effects, and she got the most elaborate tattoo with the phoenix and symbols representing each of the Iuzbane. After the tattoo, she also had a blocked alignment aura. We notice that gnomes with Kodagnomes are wandering around taking pictures of people with tattoos.

The apprentice gets upset and her tattoo activates. She uses the psychic ability – Ethereal Plane – to leave. Jet goes after her using
the same ability and brings her back. Jet speculates that the apprentice’s tattoos, which corresponded to Iuzbane founders, are somehow allowing their wearer to use the innate character abilities of the Iuzbane.

Al remembers that different colors had different recipes and each recipe had one or more specific donor. Primary colors had one donor. Darker colors had multiple donors. All recipes had kraken blood and ink.

We use Augury to find out how to fix our young test subject. Erase, Remove Curse, Dispel Magic, and Master Pattern Eraser are all
necessary. Also, Augury revealed that a kraken had been in the area. The tattoos can’t be used in a mass fashion unless they are the same tattoo. We cast the four spells and the apprentice appears to be restored.

We ask Analise who keeps track of the ink (Mary) the patterns (Tyrone), and the KodaGnomes (Giovanni). Rudolfus is in charge of the project overall. Analise, Mary, and Tyrone all exhibit confusion over whether suggestions about the tattoos came from Rudolfus or Giovanni. Anatoli confirms that Giovanni is a Rough Rider in charge of the very profitable Kodagnome department of the Rough Riders. We make a rubbing of the Leonard Maltin Runes on the Phoenix statue.

Giovanni is an old gnome. He tells us he is planning a mural of the phoenix on the wall of the library. The mural will be made out of the individual pictures take of people with the phoenix tattoo. He wants it completed by the last day of the Founder’s Festival.

Maxximus looks through the pictures in Giovanni’s office. He see one with a glittery tattoo. We found out earlier that glittery tattoos seem to indicate that the tattoo has become magically activated. Maxximus surreptitiously palms the picture. The caption on the back is Artemis Moldavi, half-elf.

Later, Maxximus scries for Artemis and sees her out-drinking dwarves. He goes to the Craftsmen Bar to see what is going on. Artemis is having a great time, until her brothers come to take her home. A brawl erupts. She fights like a dwarf until her brother’s arm is broken and he screams in pain. Then the tattoo stops sparkling and she seems to snap out of it. The alignment aura reasserts its normal tones. Anatoli finds out that the real Giovanni is a young gnome and our Giovanni is an imposter. However, Tarl’s ring of Truth did not detect it. We speculate that “Silas/Rudolfus/Giovanni” is using a hat of disguise.

Up to this point, Anatoly has been handling things back in his home town, since things are still chaotic from the infiltration of the
Rough Riders from the Stars of Hexus, and going to war to rescue the gnomes from the Floating City, and then taking over the Floating City. However, when Anatoly learns that a Rough Rider has been impersonated, he decides to join us in Raven’s Bluff. We show Anatoly the rubbing of the Leonard Maltin Runes and ask him if it is a code or hidden pattern. He says the letters are in the wrong order. Aldebaron remembers that Araphael said “The Promised Land is real.” Anatoly thinks that the Leonard Maltin rune is actually code for Union.

We track down the bard Rudolfus. He was a bard until he lost a finger he could not get regenerated. Maxximus told him that we were investigating the incidents as requested by the mayor. Rudolfus tells us that the process of making ink is:
1. Components come off the board into the warehouse by the docks.
2. Components get mixed into an ink and a separate additive that will make it eventually fade.
3. The ink is sent to Silas who does quality control. If the color is correct, Silas will mix the ink and additive together.
4. Silas send the correct subset of colors to each of the different tattoo artists.

Anatoly goes to a gnome with a Kodagnome and demands that the Rough Rider hand the Kodagnome over. The Rough Rider complies.

We head to the warehouse where the supplies are stored. In he warehouse, we find a box of Kodagnome version 2.0 components. They are charged magic items, usable by clerics, fighters or thieves. After the pictures are all taken, the box is placed on a stack of sepia slick vellum. Press a button, and all the pictures develop at once. The Kodagnome 2.0 can be locked, pictures can be deleted, and occasionally pictures are misprinted.

The kodagnome 2.0 boxes have a symbol on them similar to Aldebaron’s Wizard Mark. They also have an energy signature similar to
Aldebaron’s.

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My Fellow Citizens pt 1

You asked for it. You got it. A summary of our last run…

Tarl suggests that the best chance we have of restoring the Guardsmen is to use the Cup and Talisman of Al’Akbar, which we had retrieved for the clericy of Cuthbert long, long ago. We ask Aslan, The Lion of Cuthbert, to help us. He sets up a meeting with the High Priest of Cuthbert, and petitions him on our behalf. Aslan reveals that he is the grandson of The Current high Priest. The High Priest agrees and uses the Cup and Talisman to resurrect the Guardsmen. This is clearly a one-time deal.

We are invited to participate in a weeklong Founder’s Festival in Critwall (aka Raven’s Bluff), since the Euz Bane (minus Jet) were the founders. We go. Tarl uses Divination to ask “Where do we need to be?” He is told to go to the center of the city.

The central part of the city is clearly different in nature from the rest of the city. There are four temples (Myaheen, Cuthbert, Boccob, and Pelor), surrounding a central tower. The central tower has an amazingly lifelike phoenix on top, and there are 6 levels below the tower.

The Mayor asks to speak to us. He takes us to the sublevel of the tower, with a 40 ft. pool with glowing runes in different alignment languages. The runes are the catechisms of each alignment. The mayor tells us that Araphel, one of the Elders of Selene, came to the Critwall Temple of Mayaheine. He started speaking in High Elven, cut his hand and drew a symbol with his blood on the Temple wall. The symbol is a circumpunct (a circle with a point in the middle). He then died. That location is now a shrine, and elves come there to pay homage.

A number of strange things have been happening in the city.
1. A city guard tried to apprehend a kid. The kid hit him and the guard went berserk (super strong, double-specialized in club).
2. A human goes into a restaurant and orders an elvish delicacy that only an elven nobleman would know.
3. An accounting student asked his chemistry professor for help. The professor said get lost. The student said I wish you would die, and the professor immolated.
4. A plump, out-of-shape housewife stole a necklace and evaded capture using the moves of a high-level thief acrobat.
5. A little girl wandered down the street kissing people. Their ailments were cured.
6. A blacksmith who never played dragon chess entered a dragon chess tournament and won.

One thing they all have in common is that they don’t remember the event.

Maxximus cast Reflecting Pool on the pool below the tower. He scried on the shrine to Araphael. He reached for a candle on the shrine and teleported there. He walked back to us.

The mayor takes us to another room In this room, the phrase, “from nothing we came. to nothing we shall return” is inscribed in thousands of languages. Tarl casts Stone Tell in this room. “Who wrote these sayings?” The answer is “The first one, a two-headed being made of light.” Tarl asks, “What came next?” The stone replies that we showed up.

Tarl is not able to contact his own god in this room, but Jet can contact hers. She speculates that this is because her god’s home is Concordant Opposition, and the rock in this room is similar to that of Concordant Opposition, and Jet has the same sense of peace here that she had on the plane of Concordant Opposition.

We decide to investigate the stories the mayor told us.

  1. The guard was out drinking with his buddies and got a very ornate tattoo of a phoenix. The phoenix tattoos are part of the promoted activities for the Founders’ Festival. He gets in a fight with a rich kid. The kid draws blood and the guard goes into a rage. He attends services at the temple of Mayaheine.
  1. The housewife is named Mabel. She and her friends are complaining about the lack of attention from their husbands. They decide to have a girls’ night out. They go drinking. They all get tattoos of a phoenix. Mabel sees a beautiful necklace, named Flames of the Phoenix. A friend makes a snide comment that Mabel will never have anything like that. Mabel says she can get it any time she want. She steals it and runs away, using thief acrobat moves.
  1. Angela, the kissing/healing kid, is an orphan. She works in the laundry. The head laundress sent her out with Michael (another, older kid) to run some errands. Angel says Michael left her at the Temple of Mayaheine and told her to stay there. She moved to where it was less noisy, so Michael could not find her at first. When he does find her, he slaps her. He apologized. She said he could make it up to her by getting flowers in her hair and having her face painted with a phoenix. He does that and then leaves again to get the laundry. She thinks her dolly told her to kiss people to “make it better”.

Maxximus goes to the orphanage he founded, run by an ex-cleric of Iuz, also named Angela. Angela said the orphan girl was called Lisa. She killed a girl and tried to kill two boys, so Angela kicked Lisa out. Maxximus talks to the boys at the orphanage. They say a man named Silas has been paying them to do simple stuff. Recently Silas asked them to “collect the blacksmith’s blood”.

We go by the shrine of Araphael. Aldebaran and Beyodar feel the presence of Corellon. The circumpunct symbol means “I am the beginning and the end.” It is associated with the creation of the leves.

We visit the Temple of Myahein. The priestess there says Angela was overtaken by the Rapture. When she collapsed, she was brought to the temple. She had a foul spirit on her which the priestess rebuked. The curse was associated with the face paint.

Next we investigate the phoenix statue at the top of the central tower. It appears to be a single piece of crystal, signed by Leonard
Maltin. There is a Concordant Opposition type of effect, which even prevents Jet’s Shape Change.

We track down Silas, so that Maxximus can get a good look at him. Then Maxximus uses the Reflecting Pool, to spy on Silas. Maxximus watches Silas collect blood from various runners. He eventually takes the blood to an alchemist and gets pigments from the alchemist. He sells the pigments to various tattoo artists.

The idea for the tattoo campaign came from the mayor’s staff publicist, Analise.

Maxximus scries Silas’ house. While Maxximus keeps lookout via scry, Tarl and Jet head to the house to investigate. On route, Tarl notices that he is being scried, and breaks the scry using his turning fork. Maxximus hears the chime of the tuning fork, so he knows the scryer is in the tower with him. Beyodar and Aldebaran try to find the scryer but she evades them. The house contains little except a chest of many drawers which held blood samples.

We head to the alchemist shop. Aldebaran demands the alchemist tell him about the blood. The alchemist says he does not know anything. So Aldebaran Power Word Stuns him. Aldebaran reads the alchemist’s recipe book. The pigment reads like scroll ink. Augury says the ampules contain kraken blood.

We suspect that the tattoos are intended to affect the outcome of the mayoral election scheduled for the end of the festival. We head to the Mayor’s publicist, Analise. She says the idea for tattoos came from a brainstorming session. Rudolfus, (who we think we know as Silas) thought that disappearing ink tattoos would be a way for people to celebrate the festival without making a permanent commitment. Plus, people could get new tattoos for the next event, increasing the amount of work/profit for the local artists.

To be continued on Saturday….

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The Walking Devastation
tarrasque

Ground Zero disembarked from the Cruise Ship at the Word Serpent’s Inn. Mace and Hammer show up to pick up the stasis-ed Guardmen. Doc asks where the rest are. The rest of the senior guard are in Geoff cleaning up after a massacre.

Aldebaran tries to contact people in the Duchy of Geoff and can’t reach them. When he scrys the area, he sees a 100 mile long, 50 yard wide swath of destruction. Some of the dead are Silver Guards.

We walk through a World Serpent’s Inn door to the front door of Aldebarna’s castle. The servants say that the Walking Devastation has taken out four cities already. Maxximus thinks Aramaths’s signal comes from the origin point of the destruction.

Doc calls Ground Zero. The High Guard has been taken out. The Guards’ Stars have all been destroyed except for Aramath’s and Aramath is not responding.

Beyodar uses the Eye of Thera to look at the orgin. There was an explosion. From underground in the Crystalmist Mountains, a bull with huge shark teeth and three tails (mail, hammer, saw) emerges. As he moves, he gets faster and does more damage.

We head to the origina point, flying Air Shui. At the entrance, we see remains of two female Guardsman, Spear and Shield. Inside the tunnel, we see bits of red robed Suelese, who potentially might be members of the Scarlet Brotherhood.

Tarl uses the Chime of Teleportation. It resonates with the 500th level of the Abyss and Summons 6 shadow demons. We destroy them with wands of illumination and a Sunray.

Deeper in the mountain, the tunnel opens into a huge cavern. We find a summoning dais, with bodies wearing Silver Guard Armor. Anatoli tries a flour bomb, and something briefly shows up. Jet tries a psionic ping and finds 12 demons. Beyodar’s area of effect Greek fire makes them visible and we slaughter them.

Using the Eye of Thera again, we find that Aramath was Sunk below the altar. We move the iron hexagram on top of the altar, using Maxximus’s cold obsidian weapons. Dispel Magic brings Aramath to the surface. He goes back to Caer LaForce.

We use the Eye of Thera for a third time in conjunction with Tongues. We learn that the priest offered the souls of the Horned Society hierarchs. Those souls are stored in Molag. If those souls are released, then the demons will regain their preeminence in the Horned Society.

We visit Zarya of Rel Astra and Lo Rel Tarma, to learn more about the characteristics of the creature summoned. She tells us it gets stronger every time it dies, and we need a wish to keep it dead once we kill it. She also thinks that we need to summoning ring to send it away.

We go back to the cave to pick up the summoning ring and see new tracks of sandalled feet going in. Anatoli Alters Reality to collapse the cave on the monks – who are red robed Scarlett Brotherhood, based on our scrying — and bring the summoning ring to us. The death of the monks summons a demon, but we kill it in one round.

We set up a killing ground in front of the Walking Devastation. Aldebaran uses a limited Wish to get the Guardsmen Stars from inside the Walking Devastation. Three Soul Gems have already been corroded off the Stars by the gastric acid. Note: Jet uses Pristine to stop additional corrosion from taking place.

Anatoli uses Bungee Skin and puts on the Aboleth diving suit. Beyodar cast “Take the Hit” to share hit points with Anatoli. and puts Protection from Acid on the suit. Anatoli jumps in the Walking Devastation’s mouth hoping to collect the 3 missing soul gems from the stomach.

We engage the Walking Devastation in combat. Eventually we figure out that each spell only works once. After 4 rounds it dies.

12 piglets emerge from under the Walking Devastation’s shell. We chase them down and kill them too.

Anatoli emerges from the mother’s anus with the thee soul gems. Jet talks all 12 stars and gems to Doc.

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