Ground Zero

The Winds of Love

When last we left our intrepid adventurers…

In the previous episode, Eljay had been killed following the epic battle between a gigantic demon on one side and an animated building (controlled by Eljay) and a giant-size Maxximus (size change courtesy of Anatoli’s Alter Reality). The apparent instigator of the chaos and perpetrator of the murder was called Desade. 15 or so years ago, Desaad was the name of a high level assassin and medium level priest of Iuz who worked for/with the Iuz’s priests.

Tarl uses Augury to check if it would be good to bring Eljay back with a scroll of Restoration we got from Malachi (priest of Tharziduun). The idea checked out, so he did. Then Tarl used True Seeing to see if anything wrong got revealed. He only saw that Eljay’s alignment was trending from chaotic neutral to chaotic good.

We head over to the building that was storing the enchanted stone. There is no rubble in an immediate square around the building, even though everything else in the city is littered with rubble. We speculate that someone had a Cube of Force.

Inside the building is a thaumaturgic circle with a scorch mark breaking the circle. Maxximus and Samshee follow some boot prints from this building back to Eljay’s lab. Maxximus and Samshee notice from the dust marks on the shelves that 4 items have been removed. Eljay tells us that they were the statues of the four wind gods of Karatur. He was investigating them for Juarnez Starcote, who thought they had something to do with demons being contained. When he assembled them into a particular configuration, a cyclone starts up. He also had identified some affinities:
1. Statue of a lady with fans – West Wind – slow
2. Statue of a man with double scimitars – East Wind – fast
3. Statue of an archer – North Wind – cold
4. Statue of a man with a staff – South Wind – heat

Anatoli Dreams about the four figurines. He wakens in a room with paper walls, wearing a kimono. He wanders into a room set up for a tea ceremony. Uncle Grezayne wanders in and performs the tea ceremony. There are four statues on the table to honor the wind gods of the house. There is a fifth statue in the center of a lady with a scepter. Grezaine says that there were once 5 winds. He says that the winds prevented a demon prince from coming to this world, by binding it along with other spirits. “Even though this is not your story, you must finish it anyway.” Anatoli asks whose story it is. “The being behind the door. The greatest stories are always about love.” Grezaine also says “You don’t want to drink from the cup, but you must.” Anatoli wakes up with clean feet, wearing sock-shoes (tabi?).

Samshee knows a fan dancer in Greyhawk, named Mama Zuzu. Mama Zuzu is a little old Renae woman who lives on a barge guarded by a bunch of big eunichs. Samshee asks about a wind goddess who got trapped. Mama says no new wind gods can be born while she is trapped. An oni fell in love with the wind goddess and was going to invade the mortal plane to capture her. He was bringing his friends – the ice and fire demons.Although the wind goddess told the other gods about the invasion, they did not believe her. She and her children stood alone against the invaders. She lead the oni back inside the gate. Her children sacrifice some of their power to close the gate. The wind goddess’ name was Xinye. Her sister was Xanye, perhaps the same goddess we know as the psycho fan dancer, the patron of Zuoken (the monk god), and the goddess of psionicists.

Jet visit’s Taki’s assistants, who were from Karatur. She asks them about Xinye. They say she was in love with an oni and created a gate so they could be together. Other demons came through the gate, so they sealed the gate to protect the mortal world.

Next we head to the temple where Zuoken was recovering from his imprisonment in the God Trap, under the care of Keoghtom. Jet uses her token of Zuoken, to get an audience with Yifeng. Anatoli does the team ceremony, putting the 5 statues on the table. Yifeng is favorably impressed. Anatoli says he seeks the end of the story and he is willing to drink from the chalice. We all drink the tea that Yifeng prepares. We ask Yifeng where the gate is. He says he does not know, but the central temple of the winds is next to the building housing the Celestial Bureaucracy. He thinks the Bureaucracy would know. He spends three hours writing up the properly-worded request for information.

Aldeberan casts “Teleport No Error” to get us to Karatur to present the request. After 14 hours of standing in line, we get an envelope. The presenter tells us not to open it indoors, or in fact, in the city. We go outside the city to a hill. We open the envelope and are surrounded by a swarm of buzzing, winged creatures, wielding javelins. They ask if we are worshippers. Anatoli says no, but we are seeking the lady of the West Wind. They attack. Anatoli asks me to bring in Stonedar, and uses
Stonedar to create a Mirage Arcane illusion of a cavern in the Elemental Plane of Earth. They are intimidated, and make a deal. One
of them takes us to the Lady and the rest can go.

Our guide is named Aerion. He points us east, and we fly Air Shui. Eventually we end up on the plan of Air. There is a cloud palace,
guarded by cloud dragons. Jet introduces herself with her cloud dragon lineage. The Lady of the West Wind agrees to meet with us. She is 20 feet tall, dressed in ribbons. Anatoli tells her he must drink from the chalice, even though he doesn’t want to. She tells us that she can bring us the Cup of Immortality. One sip will allow a mortal to touch an oni, which is otherwise not possible. Too many sips and a mortal will fade from the mortal plane. She gives us sips of the Cup of Immortality, and tells Aerion to guide us to the gate. She also tells us that each of the statues need to be destroyed by an appropriate weapon. Fan – fire, staff – crushing, scimitars – cut, bow – missile weapon.

We follow Aerion to the gate. It is in the caldera of a volcanic mountain. The bottom of the caldera is covered by an icy mound, even
though the air is too warm to sustain ice. Beneath the ice, is a stone door with metal bands. Maxximus scouts the four peaks of the mountain. Each has an empty niche about 7 inches tall – large enough to hold one of the statues.

Jet’s Commune with Nature reveals a live volcano, lots of dragons (white and cloud), and one more human than can be accounted for by our party. Stonedar says the person is in the stone, and expells him. It appears to be an unconscious Desaad. Samshee pats him down, removes his stuff, and ties him up.

The gate starts to open. The figures were in the niches already – just invisible. We retrieve the statues but it does not stop the gate
opening. Stonedar tries to hold the opening minimized. Anatoli casts Tempus Fugit so that we can be in the effect, but the gate not in the effect. He also casts Dispel Exhaustion. Jet assembles the four figures, hoping the figures would hold the demons in. Tarl casts Protection from Evil. An epic battle occurs.

Round 1 – 6 mycodemons
Round 2 – 4 yagnodemons and 3 hydrodemons
Round 3 – 5 piscodemons
Round 4 – 8 demodans
Round 5 – 19 dretch
Round 6 – no demons, so Maxximus throws the bound, unconscious Desade into the gate using Telekinesis
Round 7 – no demons, but Desade starts to crawl out of the gate. Maxximus shoots him in the head with his Deadshot Arrow
Round 8 – creeping fog
Round 9 – stone golems, apparently an illusion
Round 10 – 3 ultrademons
Round 11 – no demons

We hear “Help, help”. Aldebaran send in a Wizard Eye. He sees a woman chained to the wall. We ask Aerion if he would recognize his grandmmother. He rushes into the gate to talk to her. After a few sentences, he starts trying desperately to break her free.

Maxximus rushes in and breaks her chains with the Cold Obsidian maces. As they leave the gate area, a booming voice yells, “Where is she?” A titan starts coming out. Tarl uses Dispel Magic to close the gate. Samshee throws one of Eljay’s Delayed Blast Fireball Crystals (she just happened to liberate from his study) and uncaps the volcano. The goddess aids our escape from the eruption with a hefty tailwind.

The goddess’ children and grandchildren come to us. We give them the four statues. They leave us at an estate that takes care of us for a week, because we are completely exhausted from the effects of the Tempus Fugit.

Samshee is peeved because she didn’t get paid. She asks Aerion about it, and he gives her a reed whistle. If she plays it in Karatur, he will answer it.

Now, all this while, Beodar is in prison for treason – kidnapping the queen and laying hands on her. He is being prosecuted by Thyvar and defended by the priest Corellon. Beodar won’t leave the jail without the Queen’s permission. He is starving himself to death in protest. Aldeberon asks the Queen to give us Beodar to help us on our quest. The Queen grants his request, but makes Aldeberon personally responsible for Beodar’s return in two weeks.

Beodar uses the Eye of Thera to see into the past. He sees Desaad at the volcano, having placed the figurines in the niches. A guy in a cloak on a flying carpet gives DeSade a bag. When Desade turns to leave, the guy uses a wand. A bolt strikes Desade and Desade falls down and INTO the ground.

When Beodar tries to scry for the guy in the cloak, he gets nothing. Jet wonders if the guy in the cloak looks like WArnes Starcoat, whom she has never met but is supposeedly currently a member of the Circle of Eigtht.

View
The Lost City

During the Founders’ Week Celebration, in the fight at the warehouse with our twisted doubles, Maxximus lost several key pieces of his equipment. Anatoli used Alter Reality to restore the ranger’s Girdle of Giant Strength. Anatoli used Dream to restore the Suelese Battle Harness. Finally, we travelled to the Oriental octant to retrieve the Cheetah Speed fetish.

Anatoli used 4 Alter Realities to create a safe haven for us to use as a retreat. Each of us donated a personal item and blood to create an attachment between ourselves and the “bubble” off the Prime Material. We each got badges (except for Jet who wanted a tattoo instead – remember that she shape changes) which allow us to enter. We can also use our tattoos to lock the bubble if we please.

Next we decide to investigate the basement of Critwall City Center. The first room contains the 40 ft pool, surrounded by glowing runes. The runes are the catechism of the various alignments in their corresponding alignment language. Touching the runes for an alignment allows the person to see all the people with that alignment. Concentration allows the scryer to pick a specific person of that alignment. Beodar finds that a person can touch the runes for a different alignment. Jet checked on Mordenkainen, who appears not to be able to regrow his skin. Jet thinks the pool is like a pool on the Astral Plane which allows transport to what is being scried.

In the next room, the words “From nothing we came, to nothing we shall return” are engraved in thousands of languages. When Tarl was here before, he case Stone Tell and asked who wrote these sayings. The stones replied, “The first one, a two headed being made of light” People who touched runes in the scrying pool room can see the alignment aura of other people.

We decide to touch our personal alignment runes and recite the catechisms of our alignment. Now we see a door and a sign . Each person sees the sign in their own language, elvish, dwarvish, common. “All who travel may not have a destination, but will arrive somewhere anyway.”

We go through the newly revealed door and find a city filled with many races of the types which travel the Astral. Some greet the gnome as the Messiah. Noseless, but otherwise human looking guards (possibly golems?) identify Aldeberon as the Defiler. They start to attack so we bravely run away.

We wander through a marketplace. The city is apparently huge, perhaps the size of a country. We take a tour. The name of the city sounds different to each of us, “Clandestine”, “City of Gold”, “Lost City”, “The City which protected itself by moving itself”. We take a walking tour with a professional tour guide to learn more.

The tour guide tells use that the noseless people are guardians bound to the city. They regenerate. They enforce the rules, one of which is no murder.

The guide also tells us about the Messiah and the Defiler. The Messiah. is supposed to be the one who returns the city to the Prime Material Plane. The city was originally lost during the original war between good and evil. Good had an advantage so all the evils joined together to summon the ultimate evil. The ultimate evil (sound like Tharziduun to anyone?) was so bad that good and evil both joined together to imprison it. The city is the lock on that prison. People can come to the city at any time, but they can never leave. There is apparently a writ of leaving that people can apply for, but it was not clear to us what that would do.

The guide also tells us that people who come to the city will eventually get sick and die, unless we go to an administrative building and have soul gems for ourselves. He also says that eventually our magic will stop working. Most people trade their soul gems to other people in order to get various things. The holder of your soul gem can compel you to do various things. If you resist, you suffer.

We notice during the tour that the city appears to be laid out in a fashion similar to New Critwall.

We try Waypointing back to the point where we entered the city. There are runes covered with tar. There are thieves cant warnings not to uncover the runes. The whole long hallway leading up to the door is a killzone. We decide not to try to open the door.

We decide instead to go to the City Center. If it is similar to New Critwall, then there should be an Astral Pool in the city center basement. Anatoli forges papers to get us into the City Center. Then he makes us invisible and we sneak down and into the basement. There we do find a pool room. Maxximus casts Reflecting Pool and scries for Caer Laforce. We all hold hands and step back onto the Prime Material Plane.

Tarl uses Augury to make sure that the lock (Clandestine) is still working to imprison He Who Must Not Be Named.

Tarl is excited about making a Girdle of Giant Strength. He gives us a list of components to obtains (giant, reptile, bullette) and some optional component parts (giant spider webbing and carga). We decide to go to Nogreheim to pick them up. We pay the hunting license fee in Geoff, and Shui to do air reconnaissance and find a giant encampment. The ranger observes for a while, and then decides to follow a hunting party. We wait until the hunting party is engaged in killing a wild boar, and then kill the leader. We take the boar head for the tusks and components from the giant.

Some bugbears come by and scavenge. Then a walking dreadnaught (paleosynchus?) comes up and we kill it and grab some plates. A walking plant (wolf in sheep’s clothing) inches its way up, but Jet keeps it away with an Anti-Plant Shell. Just as we are getting ready to leave, a guy comes up pursued by a posse of lizardmen. We use entanglement to stop the lizardmen. The lizardmen tell Jet that the guy was the last member of a hunting party which came to their village while the men were away and killed all the women and children. The guy confirms it. Beodar Waypoints us away, leaving the guy behind at the mercy of the lizardmen. Al is very upset, but Beodar points out that the guy went into Nogreheim and killed women and children of his own free will.

We give the components to Tarl.

Jet asks Anatoli to use a Dream to restore Mordenkainen’s skin, without resubjecting hims to the curse/brain slug which he got rid of by getting rid of his skin.

The druid checked on Mordenkainen in the reflecting pool and found that his skin does not appear to be healing. She asks Anatoli if he is willing to do a Dream to restore Mordenkainen’s skin, minus the curse that caused him to wish it away in the first place.

Also, Jet is interested in a road trip. Over the course of time, several locations on the continent have been the site of magic events which caused the area to feel odd to the druid. There were the Chaos fields during the Rod of Seven Parts adventure, the forest of Mirkwood? during the Dragon Cult adventure in which the energy of the forest was drained, the location in the Amedio Jungle where they were mining the Oerth’s blood and image of the little girl (an anthropomorphization of the area) appeared starved. Also, having studied the leyline books and having a theory that the leylines are both elemental blood and the roots of the Great Tree Yggdrasil, Jet would like to compare a bunch of areas to see what the leylines are like in them.

Jet wants to drop by, do a bit of aerial reconnaissance, Commune with Nature to see how things are feeling, and make sure the areas are recovering properly. If everything is fine, this could take 5 minutes of game play. If anything is amiss, it could be an adventure. Is anyone interested in coming with Jet? If no characters are interested, then the druid Jet will take some downtime.

View
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.

View
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.”

View
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
**

View
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

View
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

View
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.)

View
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.

View
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.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.