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.