Tyranny of Dragons

New Lands Part 7
Looking for Rath Modar

The day starts with the PC’s in bright sunshine, standing on a path leading to a mansion. Birds twitter in the trees, all seems normal, leading the heroes to the conclusion that they are back on the Prime Material plane. Oh yeah, the Clerics and Paladin have complete contact with their gods.
Walking up the path to the smiling face of Rath Modar, Seakul says the command word for the Soul Jar but nothing happens. Maybe another simulacrum?
Not Rath Modar invites us in, saying that “we” have a proposition for the heroes. We are invited into the house and taken to talk over a well laid out dinning table. At the table is another Rath Modar. The sitting down Rath Modar starts the monologue. He regrets his actions as part of the cult. He has a plan to remove the Lich lord of Thay, who it has been discovered, has a power base that threatens the security of the entire Sword Coast again. He would like heroes like the Stag Part to help.

His comrade Mennek has more information for us. He has been working on something to do with the Blood Gate, found at Blood Keep near Daggerford. Powered by the elemental nodes. We must retrieve the key from each node and escape to stop the Gate drawing on the elemental power. We are then Teleported to Daggerford.

Arriving in Daggerford, we are greeted by our old contact. Sir Isteval and then meet with other people who will help with the raid on the Elemental Nodes. Mennek will lead the other group as the Stag party attempt the elemental node of air. Prepared the party step into a magical portal. The world disappears and the party finds itself in a think fog. It is very cold so the party head in the direction to get out of the cold. Emerging in the caverenous area, Jareath’s bow gives warning. Errich detects invisible creatures present..

Errich prepares, Azim takes a defensive stance and Jareath casts Foresight. Sir Axialrod prepares for attack. Seakul prepares also. As the creatures arrive Errich hears them so immediately stabs one to death, Seakul also swings, hitting one. Everyone is attacked with only Ulfgrim being hit.. He is able to return the complement smashing one. In a short brutal combat the invisible creatures are destroyed. Looking around the cavern, the walls are semi solid walls of fog , with frozen lightening in them.

Picking a corridor at random, the heros find a circular room with an hour-glass shaped pillar formed from fog. In the thin part of the pillar is lodged an orb (is this the node key?). Again Jareath’s bow gives warning. Four large Air Elementals move to engage the party. Before the combat Jareath prepares, Sir Axialrod fires a volley of mighty shots from his bow, killing one. As the Air Elementals arrive Jareath stabs twice due to his Foresight. They then slam into combat, hitting Sir Axialrod and Jareath. In short order the elemental guardians are dispatched.

The party moves to investigate the Ice pillar in the middle of the room. As the Errich and Jareath approaches lightning arcs out knocking Errich over onto the ice, he gets stabbed by the Ice, shocked by lightening and Frozen. This forces Errich to back up. Jareath continues on his investigation, Jareath pulls out the orb (with holes in it) out from the fog. At that moment a rumbling is heard. The party makes its way to the fog in the central chamber. Jareath seems to know to manipulate the fog to transport the party.

The silvery light fades to a blue globe as the party arrive in the water node. After a quick moment of panic as the party finds themselves in water, but can breath. The only exit leads to a room with icy haze covered stalagmite with a glowing blue orb on top of it. Four Water Elementals are guarding the stalagmite. The Water Elementals run forward to occupy the same space as the PCs trying to drown the party members. The party then start to wail on the Water Elementals while swimming, after a bit of to but mostly fro, the Water Elementals are destroyed. Seakul and Jareath swim up toward the dias, at about 15’ from the target the water freezes. Seakul grabs the Orb, then starts swimming back, but gets frozen but is able to resist. Due to the fact that we are swimming the node collapses before the heros find the exit, ejecting them forcefully from the node.

The Party finds itself in an emmense oblong room, red wizards have defensive positions around the room, blood flows everywhere. The blood gate stands at the other end of the room. Standing in a blood gate is a lich, who casts his milky gaze at the party…. to the Thay forces he says three words…. “Slay them all”. Que fight music.

Jareath and Errich try to kill off the Thay Wizards next to us. Sir Axialrod charges the wizards on the other side. The Thay Wizard that Errich got to casts Misty Step then Fire Bolts Jareath. The Thay Wizard Sir Axialrod attacked does the same but puts himself too close to Azim who kills him. Skeletons then rush from the gate at the other party on the other side of the chamber and also at Azim to surround him. Seakul runs at the Lich, but enters the gate and vanishes. The Monstrosities fly at Jareath. Ulfgrim uses his divine ability to destroy 3 undead around Jareath who uses his cloak to Dimension door away from the creatures he then tries to mock the the wizard. Errich hides behind the altar and snipes the running Thay Wizard, killing him. Sir Axialrod runs to a Dread Warrior of Szass Tam and cuts its head off.

A Thay Wizards casts Ice Storm around Sir Axialrod, Azim and Ulfgrim, hurting the dwarf. Azim finishes off the last large Skeleton then runs at the wizards around the other side. More Skeletons arrive though the gate as does Seakul. Seakul tries to bash the gate, noticing that only the radiant damage does damage to the gate. The Monstrosities fly at Jareath again, mostly missing due to his powerful spell. Ulfgrim casts Spiritual Guardians but nothing happens due to a Counter Spell, then struggles forward due to the slippery ice under foot.

…..Day ends half way through the battle.

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New Lands Part 6
The Githyanki War.

The lever is pulled, Ulfgrim and Sir Axialrod opt to stay in the gray mist rather than travel to the Astral Plane.

The Astral Plane has silver hue, hence the name silver void. An absence of everything…. oh dear our minds don’t like it. Its off to find the Githyanki, in the distance an island (triangle shaped), floating again so our movement is based on the parties intelligence. Hence the only option is ahead, to the triangle shaped rock with a castle on top of it and a tower on the bottom. The entire rock is covered in spikes.

With a plan to talk our way in, Jareath casts Glibness, fighting the effects of the Astral plane….. he experiences euphoria as the spell is super sized and something else happens, a pair of lips appears behind him then float off. Floating closer to citadel, the spikes are about ten foot long.

A 15’ foot wall surrounds the main citadel (a massive circular stone tower), with spikes everywhere. As the party get closer there are a group of Githyanki drilling in the courtyard. With no gate they fly over the wall. Jareath announces that we want to speak to Zethic (in common). They reply back in some strange language. Only Azim only replies back in a strange Gith language. They challenge the party, who are you and what do you want. Azim says he is Azim and we are expected, then we are pointed to the library. Jareath starts negotiations about how to attain the knowledge about a “Godess”, he wants something (artifact or arcane knowledge) to fight the Witch Queen of the Githyanki.

The party land on the far side of the keep. The building is large and has two doors, Errich thinks (Investigation) that it is the barracks. Those who thinks this place is a little empty. The next building has other plack which don’t look libraries. The next building has double doors. It is a huge library, bookshelves everywhere, on roof, walls and floor, the Githyanki here is dressed in robes, gems, has smooth skin and wrinkled hands. Jareath communicate with Zethic in common. Seakul offers to go get something if they point the party in the right way. Errich suggests he could come with us, Jareath convinces him that this is a good idea. He leaves and then returns with a pack,, moving very quickly. The party pull the lever.

The party appears on a podium, above a chess board. The party sits across the white pieces, a large man with archaic armour sits above the black pieces. He says your move. The party look around who has skill at chess, Sir Axialrod has the skill. According to Sir Axialrod has won, but the large man says its a draw…. then again. This time it looks like the Man is going to win… but the large man calls it a draw. Third time again, its a draw. Errich tries to convince Sir Axialrod to Sir Axialrod to remove his piece but its still a draw. “There must be a winner we have to play again”. Errich and Seakul have had enough.

Jareath casts Fly then fails to control the magic while and Limbo, turning himself into a potted plant. Azim leaps off the stand (20’ foot up) onto the chess board, with a super hero landing. Que fight music. Azim rushes to attack an apposing black piece, strangely take a defensive. Seakul looks around. Sir Axialrod plays the game. The Archaic Man / Golem jumps down and the black and white pieces attack each other. Two black pieces are killed off. Errich waits to do anything until approaches his friend.

Jareath turns back into a Half-Elf. Sir Axialrod jumps down (super hero landing as well) then moves to attack, charge attack. hitting once. Archaic Man then attacks punches at Sir Axialrod, who dodges then hits him once. Then the Archaic Man hits with his sword. Errich misses.

Jareath un-slings his bow hitting twice. Azim moves and attacks from the flank, hitting twice as well. Sir Axialrod hits three times, then action surges.hitting another three times. The Archaic Man misses Sir Axialrod. Errichs shot hits but watches as his arrow bounces off.

Jareath hits with a mighty shot on a Black Piece. Azim hits only twice. Sir Axialrod hits three more times. The Archaic Man then misses twice. Both Azim and Sir Axialrod use reactions to hit Archaic Man. Jareath shoots the Black Piece again. Azim hits three times, destroying the Archaic Man and all of the chess pieces crumble. The creature uses its last breath to say “The battle is over at last, you are the victor baron” then falls to the ground turning to dust. Some stairs shimmer into existence on the side of the board. the stairs lead a gray room. An we here a voice say “What is the meaning of this?” Violence is the answer. “Was there any way to win without a fight?” No. “How much is a final answer worth?” Its worth Seakuls soul… apparently.

The grey coellests into an island of earth floating in the chaos of Limbbo. In the middle is a crystal box, In the middle of the isle is a enormous horse shoe shaped machine made out of black metal. Surrounded by levers and gears, In the middle of this crystal cube big enough to hold four creatures is a decrepit old man. Voice says “Come and claim your reward” As Seakul and Jareath approach the man says stay back its a trap, his name is baron Lum. Quite mad. He gets quite angry that they are not standing back and starts pressing buttons.

Jareath gets closer as a beam of light comes out of the machine striking Jareath, starting to turn Jareath to stone. Lum yells stay back. Sir Axialrod moves around behind the turning to stone bard and sees a panel labelled 57, he then immediately presses the code and gets a Geas to look for some silly dives (The Mighty servant of Luke-o). Errich moves around the other side sees lots of leavers and dials so just hides. Jareath solidifies more. Azim just runs forward smashing at the glass at the front, does nothing. then continues further around. Seakul moves to beside Jareath uses his divine ability to remove the Petrification effect.. Lum rushes to push buttons but nothing happens. Sir Axilarod continues to push more buttons, nothing happens. Errich looks for a way in but finds nothing, as does Jareath and Azim from on top. Seakul tries to pry off a panel with his sword, which he does and starts cutting wires.

Lum starts pressing more buttons, then there is a large explosion. When the smoke clears the party finds themselves on a pathway leading to a manor with a lovely front door. Seakul removes the spell from Sir Axialrod. As the party approach the front door, it is opened by a smiling Rath Modar. Seakul pulls forth his soul container and says the command word. Nothing happens. Rath Modar says “Welcome, please come in…”

Day ends.

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New Lands Part 5
Tarterus and beyond

In the big grey. The party rests. Machine tells us the story about the titans, imprisoned by the Olympians. They continually are trying to escape and two titans have built a black necropolis. It is powered by an artifact and wants to know how it works, so wants a sample of black stone.

He also tells us information…. 57, L-3, D-6, B-delta.

He has not heard of Rath Modar. The leaver is pulled and the party appear in a swamp lit by a sullen glow. Two mountains are visible, one bigger than the other, a line of planets are seen and everything smells of rot. Errich has to climb on Sir Axialrod’s back.

The decision is made that the party heads to the mountains. As we wander a mist rolls in, a black mist that almost sees us, and tendrils reach out to latch on. Que battle music. Jareath casts Elemental Weapon, setting his Rapier on fire, black but just not red. He then strikes the mist causing it to shrink away a little. Sir Axialrod then starts swinging away. Errich tries to cast Green Flame Blade but the spell fails and Errich grows to medium size. The mist attacks the minds of the party, Sir Axialrods fighter ability fight off the attack. The party felt their memories being drained. Seakul swings twice, hoping his radiant damage did a little damage. Azim swings but does not effect it (like Errich).

Sir Axialrod holds off attackings until a he is affected by a spell. Errich gets his Green Flame Blade which hurts the mist. The mist then attacks the parties mind again, but with little effect. Seakul casts Crusaders Mantle, causing his holy power radiate through the party. Sir Axialrod starts swinging away, hitting three times, Azim follwos suit hit four times….. each watch the paladins magic hurt it.

Jareath hits it again. Sir Axialrod hits six times as he action surges. Errich hits twice. the party resist the memory sucking agian. Seakul hits twice. Azim hits three times. Jareath starts off again, killing the mist In a time Errich shrinks back to normal, small size. The Paladins magic also stops.

A couple of hour wandering in the swamp, Jareaths bow sends out a warning. Four Shambling Mounds leap out of the putrid swamp. Sir Axialrod attacks first, damaging the Shambling Mound in front of him. Seakul attacks the one on the other side. Jareath shoots twice with mighty shots. Errich moves to attack the Shambling Mound on the flank with Seakul, leaving a whole in the front.. The Shambling Mound attacking, hitting Azim, Seakul and Jareath (it is hit by Sir Axialrod). Azim attacks the Shambling Mound at the back.

Sir Axialrod attacks, trying to take its head off. Seakul finishes off the shambling mound in front of him and Errich. Jareath swaps his bow out and tries to cast Destructive Wave but all that happens is that he grows an inch…. permanently. Errich moves behind the one attacking Jareath, hitting with both daggers. The Shambling Mound then hits Jareath. Azim attacks the Shambling Mound at the rear.

Sir Axialrod starts chopping away again, killing the Shambling Mound at the side. He then knocks over the Shambling Mound attacking jareath. Puts away his lute and attacks with his sword, Errich hits twice from behind. The Shambling Mound hits Jareath once again. Azim hits again.

Sir Axialrod kills the Shambling Mound on Jareath. Seakul kills the final Shambling Mound. The swamp goes quite. Errich keeps leading the party…. who are now getting quite. In the distance the party see a house on stilts with a couple of humanoids digging in the muck. As the party approach the inquire in Ancient Greek, only Azim can talk to them. Azim asks about the necropolis, they point to the mountains. The party heads off the toward the smaller hill as the big hill might be owned by Kronos. After a little bit of travelling the swamp gives way to a river, with our destination on the other side.

Jareath thinks this could be the river Styx, a poison river connecting the lower planes. Errich summons his magical row boat. The party makes it across the river to a plateau. It has a mountain on the far side, a black necropolis sits in the middle. Huge figures are visible carrying stones between the mine, a pile of stones and a large black stones and the necropolis. Azim tries to summon his Monk abilities to Pass Without Trace, but fails as Tarterus affects the spell. The spell Confuses Errich, Errich leaps to attack Seakul.

Jareath notices Errich going made first and is warned by his bow. SIr Axialrod looks for danger. Errich sees the danger as Seakul a stabs him…. just a bit. Seakul open hands Errich in the head. Azim says stop it and Jareath plays a power cord for inspiration. Sir Axialrod tries to disarm Errich, removing both of his daggers…. With the Help of Jareath he is able to break the spell. Azim tries again, but fails to make it work again…. gaining the ability to teleport for the next minute. With this failure the party sets of to investigate the pile of stones The party move along the plateau nearer the pile of rocks. The party decide splits, the fighters stay near the plateau, the sneaky members stealth up. As they get nearer they see Cyclops chipping away at the large rocks. Jareath, Azima and Errich see that the chips reform into bigger rocks…. it also seems to have stars in them. The rocks almost seem alive. Errich tries to sneak up and collect a rock chip as it falls into his Bag of Holding. He does a fantastic job, but is the sample enough. With this, they all collect multiple samples, then sneak away.

Pull the leaver on the box. The party appear in a field in filled with decayed corpses, the smell is awful. A city in the distance smoke rises, only a forest behind is safe. Spectral fighters appear, and surround the party pointing fingers at them blaming us for for every sin they made. Examples such as “you killed us with your greed.” Things we have not done. They get closer and closer. The party tries to gets past them but can’t, Not recognizing them Sir Axialrod tries to hack there way through, every touch and a specter disappears. The party make it to the forest. The forest is a corpse of trees. The specters surround the trees, Azim calls out. Seakul tries to communicate with them, no avail.

With nothing going on the party take a short rest.. The only thing we know is that they disappear when they are touched. Jareath keeps poking them until their numbers disappear. Heading to the burning city. The graveyard outside city is open. In the middle of the graveyard is a coffin standing upright. Seakul knocks on the lid. Inside the coffin is a gray mist. The same mist that we have seen before. Stepping into the mist.

Nothing but mist. “What is the meaning of this?” you can’t argue with imbeciles. “Is Conquest worth the cost?” Yes “Does a righteous cause worth spilling blood?” Yes Back to the MMAchine talking to us. He has something of interest to us, something in the Astral Plane, Githyanki, fighting other Githyanki and are willing to work with others. Machine wants the essence of a dead god. A being called “Zethic” a Githyanki has such knowledge. He is the Githyanki citadel librarian, has knowledge of Goddesses. The librarian believes that this person is working to get the Githyanki free of the witch Queen of the Githyanki. So they are at war and we might be able to get in while they are having civil war. Basically Seakul knows how this works….. “info + quest + info + quest”

Day ends.

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New Lands Part 4
The plane of macancus

The day starts in the company of fast speaking Gnome to Tinkerhome. Passing machines on the ground and some flying, all apparently made by the creator, the Gnomes had tried to make them but failed. After a while the grand city of Tinkerhome, a collection of about 60 tents.

We are pointed off in the direction of Flant, the high priest, leader of the Gnomes. In a huge crater is a tent surrounded by broken machines. Azim speaks for the party as he is the only one who can communicate. Flant is the high priest of Leonis the creator. Jareath tries to get him to get Leonis down to talk, basically he is insane and only builds stuff. The more followers he get, hopes to get contact with Leonis…. so leads a mass and gets nothing. Errich asks about who else lives here, just the Gnomes and a depressed creature who just wants to get out. Azim enquirers about is there a closer point, yes the Lake. It is left to the party to cast various *Polymorph * spells, Errich will gets to ride Azim.

As Jareath goes to cast a spell, his voice is drowned out by the something, and his spell fails. Azim’s boots still flap and he can fly. Travelling to the lake, passing Gnomes making a device, smelling something burning, then an explosion. Knocking Seakul off his feet, blowing debris everywhere. Azim inquires if they have seen Vita, they suggest looking on the other side of the lake. Arriving at the lake, it is not really a lake but a tar/sludge pit with the castle flying above it. Travelling around the otherside of the lake a figure is trudging in another direction, the party follow the creature in its staggering gate.

The creature is made of metal and held together by bolts and wires, It greets us “Hello” and his name is Vita. The party offers to take him out of here, but he wants to know what he can do. But he doesn’t know how to get up to Leonis. Seakul wants to leave and sulks throwing something in the lake. The tests the liquid and finds out it is acid. Capturing mechanical birds then. Looking for birds, mechanical birds.

Sir Axialrod, and Errich, jumps to try and grab onto the low flying creature. It then starts to fly up toward the castle. Azim takes to wing with his boots. The tower is 130’ diameter, there are three entrance ways, a large chamber houses three machines to smaller flying machines and one larger one. Azim is blocked from entrance, Azim has to fly up to the next level.

Back on the ground are Ulfgrim, Jareath and Seakul are on the ground making a campfire.

Azim on the outside of the tower, trying to get into a shuttered window, opening he finds himself in a library. Paper and parchment litter every surface, shelves surround the walls with many papers pulled out. Meanwhile in the bay Errich and Sir Axialrod try the door and find it locked by magic, with nothing to pick it is left to Sir Axialrod to force it open. Smashing it three times with his hammer, then it breaks the lock.

Azim looks around the room, hears the sound of banging on a door. A chair seems to bump into his legs, he sits down and the chair sighs…. turns on a light and starts to fly around the room, looking for notes or workbooks.

Sir Axialrdod and Errich climb the stairs, into a glorified closet. Errich looks at something in a glass case, bone caltrop which Errich collects. Sir Axialrod opens one of the four doors also into the library. Only in one corner are some properly sorted books, Spell books of arcane nature which Azim puts into his portable hole. The three party members than listen at the double doors, Errich hears noises, someone working on something. Sir Axialrod opens the door. The room is unused and empty, Errich investigates … this is in fact an illusion. Azim and Sir Axialrod don’t see anything.

It is in fact a workshop, with sketches on the walls and apparatus everywhere, there is also an old man working. Errich tries to ask the man something. But he doesn’t even looks over his shoulder and dismisses Errich. Errich takes his leave taking the party with him. They exit while they investigate other stuff. The next room is a bedroom. The next room is a kitchen. Sneaking back into the workroom, Errich sneaks in and collects some papers. They they make there way out. Errich tries again to question Leonis, about machine. He seems quite busy, and doesn’t know about Limbo or Machine. He will not give any notes….. Sir Axialrod tries to talk to him, and starts the fight.

Sir Axialrod tries subdue him, hitting three times then another three times. Errich knocks him out from behind. There is a large machine, which is magical, a suit of plate armour (8’ tall), some clockwork dolls, a cart with barrels (organ gun). The armour is sealed. Heading down the stairs to the crashing to e hanger bay. One of the big bird has slings under the wings. Eventually the bird takes off. The heroes jump off the machine.

Basically the party arrive back at the other party members. Sir Axialrod like a bad dog says “I brought the wizard.” The party take Leonis back too the gnomes. Saying here is Leonis, only the religious Gnomes really care. The party then pull the leaver.

The party appear in a rolling grass lands, cresting a hill the party see a tower 50’ away. Some Bearded Devils are assaulting the tower as two women through vases out the window at them. Sir Axialrod then immediately summons his castle and climbs the stairs on Azim moves forwards and asks them what they want…. to eat the women. Seakul uses Misty Step then moves into combat hitting a Bearded Devil twice. Jarath runs up Sir Axialrods tower. Ulfgrim moves forward and casts Sacred Flame. Errich shoots one. The Bearded Devils then gang up on Seakul chopping with Glaives and beards.

Sir Axialrod shoots one twice, Azim arrives smashing the back of a Bearded Devils destroying it.. Seakul s kills another one, the swings his two-handed sword into another. Jareath fires two mighty shots at the wall. Ulfgrim hits one as does Errich who disengages after the strike. Bearded Devils then start wailing on Seakul.

Sir Axialrod shoots from his tower, hitting three times. Azim kills a Bearded Devil. Seakul hits and unleashes his divine energy. Jareath kills a Bearded Devil from the top of the tower. Errich tries to disbelieve the scene but its real, then uses his off hand to stab one in the side. The Bearded Devils fail completely.

Sir Axialrod finishes the Bearded Devil Errich had stabbed. Azim starts wailing on the last Bearded Devil , Seakul dispatches it with ease. The mighty beasts are defeated….. lots of lovely ladiess burst from the tower. One of each of the races of the PC’s they all want to kiss the PC’s…… everyone resists except the bard.

Battle with Succubi begins. Errich stabs the Succubi twice and then it is shot by Sir Axialrod once. Jareath leaps off the parapet, hitting the ground hard. Azim hits his Succubi three times. Seakul hits twice. Ulfgrim feeling weak does a little damage on the dwarven Succubi. Every Succubi disappears except the bards, who gives him a lovely kiss. Errich tries to interrupt the kiss and gets behind the creature and stabs twice. Sir Axialrod leaps off the balcony at the last Succubi and hits hits on the way down. Azim does nothing, as Seakul gets there in time to kill the last Succubi.

Suddenly the whole party disappears in to grayness. And a voice says “What was the meaning of that?” Nothing as it seems. “Is the chance of delight worth risk and pain?” Half the party thinks it is and the Lawful Don’t. The machine wants us to go on a mission to Tarterus, to see a couple of titans called Themus and Mnenouyne. They are building a sample of black stone called acropolis. Machine wants a sample of block. Azim checks his portable hole and all mechanical equipment and notes are gone.

Day ends.

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New Lands Part 3
The realm of chaos,

Floating through the chaos of Limbo. Walking through a green covered bridge-way. Ulfgrim is feeling particularly tired forcing Errich to take over control over Limbo. From the dwarven pathways into some thing of the halflings imaginings, sitting on a deck of a boat on a clear calm sea, with bright sunshine. After resting the party continue onward with Errich taking the responsibility for controlling the plane.

As the party walks the infinite deck Jareath’s bows hums in warning, two Chaos Beasts emerge from the water, tentacles and large maw. Jareath casts Vicious Mockery , the magic of the plane of Limbo doesn’t seem to affect his spell, then shoots the beast with a mighty shot. Errich creates a create around himself (too busy holding on his concentration to do anything else). Azim hits the same creature three times. Seakul moves behind then hits the Chaos Beast twice. Sir Axialrod tries to push over the other Chaos Beast, fails because it is in its own plane, then bashes it three times. Three tentacles lash out from the first Chaos Beast but the bard’s spell spoils its fun. The other Chaos Beast misses Sir Axialrod. Ulfgrim casts Guiding Bolt hitting it square in the chest.

ChaosBeastHM.png

The Chaos Beast gets a burst of speed causing Jareath to miss it once with his bow. Azim smashes it three times with advantage as Seakul flanks the Chaos Beast. The Chaos Beasts surge again as its tentacle latches onto Azim, then has to resists the effect of the creature’s magic pulling him apart. The other Chaos Beast misses Sir Axialrod. Seakul drives his sword into the beast spraying goo all over the place. Sir Axialrod hits the second Chaos Beast three more times. Standing too close Ulfgrim’s Fire Bolt misses.

The Chaos Beast slows down, Jareath shoots twice more, hitting but once. Azim rushes over hitting it three more times. Seakul also moves to aid, driving his blade into its side killing it. As the goo is wiped off Seakuls blade the party continue . Sir Axialrod starts to feel pain in his chest. Ulfgrim examines the fighter, and believes that he is infected with some type of parasite. Ulfgrim casts Lesser Restoration killing the Slaad Tadpole.

In the distance the party see a big mass of clouds….. very strange that there clouds in this chaos soup. As the party nears it appears as the big bank of fog. As the boat hits the edge of the cloud the boat disappears. The party find themselves surrounded by water. The only feature in the water bubble is a light in the distance. Movement is only possible by swimming in this warm safe feeling water. Errich, Jareath and Sir Axialrod seem to like the feeling so much they just float with eyes glazed. The other party have to swim back, ignoring the feeling and grab a foot each and start to tow them toward the light. After a couple of rounds the party start to feeling it is difficult to breath. Holding their breath they continue to plod on.. Finally the paladin stops swimming. Ulfgrim and Azim have to tow more of the party. Closer and closer to the light. The lack of air is starts having a greater effect on the party, closer and closer to the light. 13 rounds later Azim and Ulfgrim arrive at the light with the party in tow.

The party tumble into a huge 100′ × 100′ room surrounded by stone walls, the ceiling is made of stone 35’ up. Strewn around the room are huge toys, a jigsaw puzzle, jack in the box, a chest of draws and 16 wooden blocks (covered in runic language). The furniture is covered in carvings of woodlands, inside is chainmail and a helmet designed to fit someone 10’ foot tall. The other drawer has robes and gloves to fit a 10’ creature. Seakul goes to the jack in the box and turns the handle. Music is heard, then a Purple Worm emerges out of the box attacking Seakul.

Purple_Worm-5e.png

Errich shoots it once then hides behind the blocks. Jareath shoots twice hitting once. Ulfgrim casts Guiding Bolt strikings the Purple Worm between the eyes. Sir Axialrod shoots it from across the room, four times. The Purple Worm tail whips out striking Seakul, causing him to be poisoned. It then reaches down and swallows Seakul whole. The Purple Worm then moves toward the Errich and Jareath. Azim pulls forth his Wand of Magic Missiles and blasts it.

Errich jumps out from behind his box stabs at the Purple Worm once, misses, then runs away. Seakul, from inside the Purple Worm, starts hacking away. Jareath, seeing the danger hits with two bow shots then back away. Ulfgrim charges at it, casting Spiritual Weapon, hitting with his electrical flail. Sir Axialrod taunts the Purple Worm, then shoots it twice more. The Purple Worm starts digesting Seakul, then bites at Ulfgrim but is put off by Sir Axilalrods taunt. Azim smashes it four times killing the worm. Seakul’s great sword emerges from the inside….. exclaiming “It worked.”

The party investigates the jigsaw, Jareath and Errich start working on it. In a couple of minutes the puzzle is completed. As the final piece is placed the image of a portal with glowing clouds or mist behind seems to swirl and change. Seakul shouts something and places the puzzle against the wall, its edges shimmer and becomes a real portal. Jareath and Errich start investigating the blocks for more clues, minutes pass as they are able to spell out “Freedom is Not Free”. A small piece of metal appears in the air and floats to Jareath. Grabbing the metal item, Jareath realizing the metal is a wrapping, unwrapping reveals a brown block, smelling sweet. Being hungry Errich and Seakul tries it out, chocolate. Sir Axialrod tries the wand of magic detection.

Jack in Box is magical, summons a purple worm.
Chain Mail
Helmet
Robes x2
Gloves
The archway is magical.

With a short rest they have don’t really have any discernible magical properties. Stepping through the portal into a room of nothingness a voice is heard. “What is the meaning of that experience?”….. Freedom is not free. “What would you prefer to play with?” Blocks, we get chocolate. “Should you ever stop playing with toys?” No we learn by playing. “I’m wondering if you would do me a favor?” Who are you…. “You can call me Machine.” “You need to go to the plane of invention and talk to Leonis.” (Wants to know how his magic works, some inventions and sketchbooks). “Also wants to get to know about a being called Vita, who has developed free will and life by accident.” (Would like to have Vita).

A box appears with a lever to take us too and fro from the demi-plane of invention. When Seakul asks about a reward Machine replies, “look where you are, and what choice do you have. And you might learn something.” With no comeback Seakul pulls lever.

The party vanishes and both the Ulgrim and Seakul feel some of the their power return. Appearing in a plane dominated by mounds of junk, sometimes with pools of putrid water between them, effectively this plane is a junk yard. Mechanical contraptions walk across the junk piles or in the toxic sludge. The plane is lit by a dull gray haze. Hanging in the sky is a tower about three miles away. Heading in this direction the party march off. Azim tries to talk to a machine, but gets no response. Walking on suddenly a hole opens up in mid air and a pile of rubbish pours out hitting the party, bits of scrap metal and junk. A mile or so later the party see what look like a camp site. Errich tries to sneak up to investigate as the remaining party trudges on, Gnomes, five in total. Errich watches the rest of the party stomp in. The Gnomes start speaking very quickly, a Gnomeish dialect that even Jareath can’t follow. Azim can understand them and speaks for the party. The Gnomes invite the party to have a drink of milk. Azim asks about Leonis. “Leonis, we are in Leonis. Are you talking about the Father of Steam? He lives up there” Pointing to the floating tower. Basically if the party wants more detail we have to go to Tinkerhome, a mile to the west. The Gnomes offer to take us to Tinkerhome while talking about what they do.

The day ends with the party on the way to Tinkerhome.

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New Lands Part 2
The Tower of Rath Modar

Climbing the spiral staircase after finishing searching Rath Modars lab.

The stairway ends in a double doors, Errich slips through the parties legs looks for traps and then opens the door. The room beyond is 40′×40′. Two doors lead off the the east. Book shelves stand between the doors and on the west wall, a large bed dominates the south, a chest sits beside the double doors, beautiful rugs line the floors. A red robed body lies in the middle of the rugs. Someone has painted “Long live the resurrection, death to the undeath” on the walls.

Ulfgrim recognizes that the writing is in fact magical phrase written behind the writing, a command phrase. As Errich looks at the chest and Sir Axialrod uses his wand and then the furniture moves to attack. Que battle music. Seakul sees the chest about to move, then smashes it twice. Jareath attacks the bookcase in front of him. Errich takes the opportunity to also smash the chest to pieces then uses his bonus action to slip out of the room. Sir Axialrod hacks at his mortal enemy a bookcase. Ulfgrim casts Greenflame Blade also hitting a bookcase. Bast watches the activity from outside the room. Azim attacks the bookcase next to Sir Axialrod, destroying it. A table and chair attack Seakul, a bookcase attacks Sir Axialrod, a wardrobe attacks Azim, a bed and a bookcase attack Jareath, and finally a bookshelf attacks Ulfgrim. Finally pictures fly off the walls.

Seakul destroys the chair that hurt him. Jareath also destroys the bookcase on him. Errich moves into the room attacking the table on Seakul then runs off again. Sir Axialrod hits three more times. Ulfgrim tries the magical phrase on the wall, nothing happens then attacks the bed, the Greenflame arcs to the bookshelf beside him. Azim moves next hitting the wardrobe three times. Then the furniture hits Jareath, Seakul and Sir Axialrod. Sir Axialrod is also hit by a flying picture.

Seakul destroys the table and wardrobe. Jareath casts Thunder Wave on the bed and a bookshelf pushing them back 10’. Errich runs around the stairway to get a running jump at the picture on Seakul but misses. Sir Axialrod destroys the bookshelf, then hits a picture. Ulfgrim moves forward standing on the big rug which then attacks him, but can’t get through his armor. His Greenflame Blade destroys the bed and bookcase. Azim attacks a picture twice but misses once. The last table misses, the picture hits Sir Axialrod, Azim takes a very opportune moment to destroy the picture in return.

Seakul destroys a picture and table. Jareath hits one picture. Finally gets a decent running jump in and destroys the picture attacking Jareath. Sir Axialrod also destroys a picture and then the rug. Ulfgrim attacks the last picture, again his Greenflame Blade finishes it off. With no furniture attacking everything goes very quiet.

Errich looks at the body but reveals nothing, bludgeoned to death. Searching the room, nothing. The door beside the first door reveals a 15′ × 15′bathroom. The second door reveals a 15′ × 25′ room with another door on the eastern side, a pedestal stands in the middle here. Jareath investigates the pedestal further. Seakul opens the far door, he stops suddenly, behind is nothingness, the vastness of space and earth. Bits of earth, fire and water float around As Errich and Azim follow in they see a paladin hanging off a door and runes around the edge of the doorway. No-one recognizes the magical writing.

Errich takes note of the signals and pushes for returning to the closest city to get a fork tuned to the prime material plane. Heading back down the stairs to the lab to find more clues, a couple of hours pass, the books seem to point to the plane of Limbo, a plane of chaos. Moving in Limbo about you need to enforce your will to move around. A portal or safe path or portal is needed.

Seakul seems to want to stay in the keep. The other party members are prepared to return to Amruthar for more magical assistance and some magical equipment. Following the Larpendar river back to the city. Looking for mages to translate the signals found, only 500gp. The arcane signals tell us that it is a gate, powerful because it is permanent. Then looking for clues about Limbo, nothing new. Only thing they do tell that casting spells in Limbo it is rather interesting. Ulfgrim is able acquire a tuning fork back to the prime material plane. The party is uninterrupted returning to the keep. Errich asks Bast to look after the Unicorn and try not to eat it.

Entering into the Plane of Limbo, a chaotic soup of Chaos. As they enter Errich is affected by the Chaos, but not greatly. Everyone has issues breathing, Errich does better (necklace of adaption). Then everyone starts to try and overcome the plane to move and breath. Firstly Ulfgrim feels weekend, casting spells as six levels less. But he is able to make a haven 1 mile radius, basically he needs to remain in complete concentration. Ulfgrim creates a likeness of underground Dwarven fortress, realizing this doesn’t help changes it to a clear field with natural heather plants. The party then move off down the path.

Working there way down the path. Jareath tries to follow work where to go, with clues to where to go. A lot of walking. Nothing. A few hours pass without nothing happening. Ulfgrims imagination leading us. With the help of Jareath singing “We got to get out of this place”, Ulfgrim gets a direction to go. After a long period of time we see a number of Slaads swimming through the goop. We hear in our heads, “We fight, pick your best”, Sir Axialrod accepts, and all the Slaads line up, very strange.

Que combat music. Sri Axialrod starts swinging away. After two rounds of combat, Sir Axialrod has taken a couple of hits, and the wounds of the Slaad have closed a bit. After three rounds of combat the first Slaad dies, then the next Slaad steps up. Another three rounds the next Slaad is killed. Then the next Slaad is killed. The next Slaad steps up and has his head cut off. Then the next Slaad steps up, hits Sir Axialrod takes a few more hits, then is killed. Then the next Slaad is killed. Six down. 34 left. Seven down, Seakul casts Hold Person and Sir Axialrod falls over. The best Slaad has killed our champion. This confuses the Slaads then the leave and fly off.

Day ends, heading down the path Ulfgrim had picked.

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New Lands Part 1
Sailing into Impiltur and into Thay

In the badly damaged boat, Ulfgrim spends much of the night casting Mending, fixing many damaged boards and parts. Jareath looks up to the left. After a cold night, sailing on, a boat is spotted on the horizon with more dark clouds rolling in. The clouds roll in, the wind grows and the sea gets choppy. Umblee the bitch queen. The sail we see on the horizon has red and white stripes on the sail. Errich describes the flag to his companions.

Sir Axialrod recognizes it as the flag of Impiltur. Impiltur is a nation in the North Eastern side of the Sea of Stars. Making toward the sail ship, a large merchant ship. Approapriate flags are run up (sea greeting). Errich asks where they are heading, Velprintalar. Errich inquirers if we could catch a lift. The captain, the Fabulous Renaldo, accepts and lowers a ladder.

Seakul offers to tell the tale. After a bit of effort the Unicorn is winched on board. The Fabulous Renaldo tells the party that he is heading to the fair capital of Impiltur, Velprintalar. He trades the Sea of Fallen stars, even into Thay. Seakul regales a great story of the adventures. A couple of days later the ship, the Duke of Dilpur, arrives into the fabled city of Velprintalar, one of the most beautiful cities of the known world, ruled by the powerful mage “The Symbol”. Finally making landfall most of the party give thanks for getting to dry land.

After weeks of eating Errich’s Goodberry’s the party first port of call is a tavern for a decent meal. As the party makes their way through the streets lots of Griffin Riders are spotted in the sky above. By the time the party arrive at the tavern even Azim would not mind eating some food. Errich challenges Sir Axialrod to a drinking competition. 10gp the wager. Errich is under the table after eight rounds. The next day Errich starts investigation.

Thay is now mostly ruled by undead Wizards. They don’t like visitors and those who don’t have a charter. Slavery is a big part of their culture. They used to be interested in conquering everyone, but now they are more interested in trading. They don’t like adventures wandering around. Basically the Stag party need a good reason to visit. The only Red Wizard we know is the Tharchion of Lapendrar, who base was at Nethwatch Keep. Sir Axialrod earns the favor of the GM for remembering this.

Thay.jpg

With a plan in place, Nethjet is the first stop in Thay. Sir Axialrod finally convinces the Unicorn to be his mount. Tears can be seen in his eye’s. Once again the party sail up the river Umber, much to the distress of most party members (not Errich). Next stop Lake Umber. Imagine walking into Mordor except with more undead. The port town of Nethjet is the main trading port of Thay. Seakul looks strange as he kisses the docks when the stag party arrive. Upon arrive the party is immediately ushered into a customs office, where a Thay bureaucrat wants to know what are the parties intentions. Sir Axialrod immediately blabs insuring all party names are attached to the inquiry to be sent to Tharchion Eseldra (of Lapendar). The party is then told to stay at the “Shaved Dwarf” until summoned. The next day the the very surprised bureaucrat informs the party’s request has been granted that we are expected at Nethjet keep. He then hands over the proper papers with all the parties names on it.

Various Thay military patrols (consisting of soldiers and Red Wizards) are passed as the stag party stick to the main road. Each patrols checks the papers before ushering the party on. A day later the party arrive at the edge of the main plateau. They follow the winding path up the cliff face to the next level. Towards the evening the party arrive at Nethjet Keep and are greeted by very quite servants. In the audience chamber we are greeted by Eseldra Yeth (and her court). Seakul speaks for the party. Stopping the dragon Queen and also that Rath Modar was killed by a Castle. Seakul wants Rath Modar to suffer and needs his soul for eternal torment. The Tharchion likes the idea. She suggests that we should find out where he went, go there and capture his soul. She also suggests that we should go to his keep, search. She also gives Seakul a soul container (with command word) to capture the soul, since she would like to see the vial mage suffer more. She also offers to increase the pass to travel in Thay. Sir Axialrod watches the Tharchion to determine her power (15 levels and 261HP). She also warns us that he was a powerful illusionist, and his keep was probably magically trapped.

Two days travelling up the Eastern Way the party arrive at the city of Amruthar. Ulfgrim grumbles about the cost of spells, but is able to acquire the spell components to cast Trueseeing . Crossing the river Lapendrar the party head west along its banks toward the Keep of Sorrows. Again nothing bothers the party as there are a lot of patrols. A day later the party arrive at a small 40’ high, 20’ round keep. Ulfgrim puts a some panda makeup on and casts Truesight. Errich notices that there are no traps but runes around the door frame, he also thinks it similar to the Teleport Circle. Errich also defeats the Wizard Locked door, then from 30’ away casts Mage Hand to open the door. Inside the party see a brightly lit room (bigger than it appears from the outside). The party make their way inside.

Golem.jpg

A grand entrance way greets the party, two large Stone Golem’s stand at the top of the stairs. Climbing the stairs, nothing happens until Seakul until he steps on the top landing where the two statues come to life striking at Seakul. Errich looses an arrow and watches it shatter on the skin of the first Stone Golem. Seakul strikes the Stone Golem twice. Azim rushes up the second staircase, punching the other Stone Golem once, then twice more. Sir Axialrod also makes it up second stairs hitting three more times. Ulfgrim climbs the first staircase, backing up Seakul, hitting once and also casts Spiritual Weapon. Both Stone Golem’s attack. As reaction Azim strikes once again. Seakul is hit twice.

Errich performs some acrobatics running up the balustrade to stab at the second Stone Golem from the side, but the attack bounces off the side of the Stone Golem. Seakul hits once (refusing to call in his divine powers). Azim strikes a total of four times. Sir Axialrod vorpal sword strikes a total of three times. Ulfgrim casts Greenflame Blade and strikes true, also hitting with his Spiritual Weapon. Seakul is missed due to his cloak, while Sir Axialrod is smashed twice.

Errich gets behind a Stone Golem stabs twice then leaps off the balcony to avoid being smashed by the annoyted Stone Golem, the landing isn’t as good as Azim, twisting his ankle and falling over, Bast runs down the stairs to attend to the prone Errich. Seakul smashes the other Stone Golem twice. Azim following up Errich’s attack hitting three times. Sir Axialrod vorpal sword finishes the second Stone Golem off then steps of its carcass and embeds his vorpal weapon into the neck of the first Stone Golem. Stealing Seakul’s kill.

Seakul opens up the doors, behind a is a 20’ foot corridor, stairs at the far end with two statues either side of the stairs. The hallway is covered in carpet. As Seakul and Sir Axialrod enter two Unseen Servants try to take their cloaks, of course Ulfgrim just sees the Seen Servants. Both Seakul and Sir Axialod strike at the unseen hands. Errich investigates the first door, Seakul moves up the corridor. Errich gets bored and opens the door, revealing a 25’ by 30’ room, a fireplace dominates the far end of the room with comfortable chairs spread around the room, a bookcase stands by the entrance.. A fire glows brightly in the fireplace. A glass starts to fill and floats toward Errich, who gratefully accepts it. Meanwhile Seakul opens another room, finding a 15′ × 15′ washroom. Sir Axialrod finds a 30′ × 45′ room with a well set out dining table. Opening the middle door reveals a 15′ × 30′ storage room, the door at the entrance reveals a 30’x 35’ kitchen with a passageway to 60′ × 10′ pantry.

With nothing but comfortable living environment the party heads up the stairs at the end after Errich steals a fork from the dining table. Doors at the top of the stairs reveals a 40′ × 40′ wizard laboratory. Book shelves stand on the east wall. Sir Axialrod uses his wand of magic detection. The notes on the bookshelf cover simularicans, planar travel and other magical research. The arch way at the end leads to a spiral staircase going up.

Day ends.

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The Island Part 2

Back on the island again.

With the battle with the dinosaur dragon hybrids over the party has a short rest. Allowing some of the party to heal damage suffered during their brief but damaging battle. Azim takes the time to return the holy symbol, saying a prayer to Istishia. Sir Axialrod was able to determine that it was indeed magical and necromantic magic present. Seakul remembers remembers a little more about the priest, who saved a ship, he was be-smote by a terrible curse. The priest tried to leave civilization behind, Istishia ripped the land where the priest was situated and floated on the seas.

During the remaining time in the day the party search, led by Errich, the Eastern side of the map, finding nothing of interest. Sir Axialrod sets up his castle for the night. The next day the party travels to the western side of the island. Half way through the day the party find a large lake surrounded by herbivores, Ankylosauraus. Azim sees large animals swimming in the large lake. Much debate is had about how you can swim in a lake with Plate armor on. Errich comes to the conclusion that the party has inadvertently destroyed the ecology of the island. Sigh.

Both Errich and Jareath want to investigate the large lake. Errich needs to attune the necklace of adaption. Azim also joins the swimming party. In the meantime Sir Axialrod, Seakul and Ulfgrim take up residence in the portable castle. Jareath casts Polymorth turning into a Plesiosaurus. Swimming under the lake the party search the bottom of the lake the party find nothing, admitting defeat the swimming party return to the surface.

Resting again, both Errich and Jareath are exhausted. Not sleeping well. Finding nothing else, Errich unfolds his boat and jumps on board. Sailing East. Another day sailing. Errich sits in the middle of the deck and starts counting coins. Seakul tries to remove a curse on Errich. A flash of light and nothing happens. Meanwhile jareath says we must return the island, casts Poymmorth Plesiosaurus then leaps into the water. Seakul rouses Errich who turns the boat around. Due to the fact the Plesiosaurus is exhausted as well the ship catches him up. Arriving back on the island, near night. Jareath moves toward the middle of the lake and shrine. Staggering in the dark back to the shrine, jareath grabs the amulet.

Most of the party is very confused about the actions of the two individuals. Ulfgrim checks the state of Errich and Jareath, Seakul then uses his Lay on Hands on Jareath. Nothing happens. Ulfgrim then tries Remove Curse with a similar negative result. Ulfgrim casts Commune, “Is there a cure on the island” YES. “Is the cure in the water?” NO “Does the cure involve the priest of Istishia?” NO. With night nearing the party head to the mountain, resting Jareath looks much better but Errich wasn’t, Seakul uses Lay on Hands to remove disease. Leaving the island again.

Finally sailing east, Errich recovers a sleep. We note that the air becomes stormy, and four very large sharks (20’) swimming around the boat. Then one of the sharks slams into the bottom of the boat flying in the air. Knocking the boat over. Errich, Jareath, Bast and the Unicorn are knocked further from the water. The Boat is upside down. Also in the water is a dragon turtle. Errich swims away from the Dragon Turtle near Bast. Sir Axialrod climbs on the boat and hacks at the Dragon Turtle. three times, action surges and attacks again. Azim leaps into the water, gets in front of the Unicorn . Jareath, grabs some arrows, uses his cloak to Dimension Door onto the boat. Then casts Swift Quiver. Ulfgrim climbs onto the boat, casting Spiritual Weapon and attacks the Dragon Turtle. The Unicorn Teleports onto the boat. Seakul swims to the side of the boat, uses Misty Step to appear on the head of the Dragon Turtle then drives its blade into its head twice. Bast climbs onto the boat.

The Dragon Turtle breaths steam on the boat, hitting everyone, even a Shark except Seakul on its head. Errich climbs back on the boat. Sir Axialrod commands Seakul to hit but misses. He then smashes it twice. Azim, left alone in the water, swimms slightly further away. Jareath shoots twice, hitting once, casts Swift Quiver again. Ulfgrim casts Greenflame Blade hitting the Dragon Turtle, also hitting with his Spiritual Weapon. Seakul casts Staggering Smite misses twice. All the sharks sense blood in the water head toward Azim. Azim smashes it once, smashes it twice. The Dragon Turtle attacks the taunting Sir Axialrod, misses.

Errich leaps at the back of a Shark attacking Azim killing it. Sir Axialrod hits the Dragon Turtle twice. Azim strikes a Shark twice. Jareath shoots the injured Shark, then shoots the last Shark death. Suddenly a huge Megladon swims up from below, Trying to eat Errich. , nipping him rather well. Ulfgrim uses Guiding Bolt on the Dragon Turtle then hits it with the Spiritual Weapon. Seakul finally hits with his great sword, but only once. The Dragon Turtle dives, taking Seakul with him, then bites him, and claws him.

Errich moves to the flank of the Megladon strikes with his off hand, but waiting for Azim to arrive before sneak attacking. Sir Axialrod dives into the water swinging at the Dragon Turtle to hit three times. Azim fails to move, so uses his Wand of Magic missiles. Jareath shoots the Megladon three times with mighty shots. Ulfgrim casts Guiding Bolt again hitting the Dragon Turtle again, and then with the his Spiritual Weapon . Seakul misses twice due to the water. The Dragon Turtle bites Seakul and tail-whips Sir Axialrod blasting him out of the water into the air.

Errich waits for his friend again, hits with his off hand again. Sir Axialrod swims back to the Dragon Turtle kills it. Then climbs up. Azim then arrives at the side of the Megladon, letting Errich sneak attack it. Azim then proceed to beat the Megladon to death. Errich then swims back to the boat, shrinks it into a small box, then using the command word to fold the boat back out but the right way up.

Day ends moist, but back on the boat.

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The Island Part 1
Beginning the search

The stag party make landfall on the floating island which is about 2 miles by 3 miles. On the far edge is a mountain, it’s peak shrouded in clouds. An unnatural fog hangs over the scrub covering the island. Sheer cliffs surround the island, except for a beach a few thousand feet across, giving the impression that the island has been ripped from the earth.

Landing on the beach, Errich folds the boat and then stores it away in the bag of holding. The Stag party head toward the mountain as that seems to be the only landmark. Errich starts guiding the party. About 1000’ feet from the landing, through foggy grass lands, suddenly the grass starts moving….

The heroes prepare for battle. Bast hushes down. Seakul moves next to the great cat and waits, Greatsword ready to strike. Jareath steps back and readies his bow. The Unicorn moves beside Errich to protect him from the incoming danger. Sir Axialrod also prepares to act. Rushing from the fog are six Allosaurus, like a scene from Jurassic Park. Seakul strikes twice before the Allosaurus’ claws scrape harmlessly off his armour. Jareath shoots twice, both hitting, and the Allosaurus misses. Sir Axialrod hits three times before the Allosaurus misses. The Unicorn, however, is knocked over by the inrushing beast who then takes a large chunk of Unicorn flesh with its dagger filled jaws. Errich attacks the beast eating the Unicorn. Azim punches another Allosaurus three times. Ulfgrim summons his Spirit Guardians.

Bast rips out the throat of the Allosaurus eating the Unicorn. Seakul kills off two more Allosaurus. Jareath skillfully fires his bow and kills two more Allosaurus. Sir Axialrod moves and attacks the last Allosaurus, the dwarven cherubs poke it a few times. It then fails to hurt Ulfgrim. Ulfgrim finishes it off with Greenflame Blade.

Strange beasts on a strange island that time has forgotten…?

Travelling further, about half way to the mountain, the party finds a clearing, with a 100’ lake in the middle. The fog seems to be emanating from lake. The tracks around the lake show lots of Allosaurus tacks, and some even bigger tracks, indicating a bigger beast somewhere. Investigating further, the party find a small stone shrine dedicated to Istishia. Seakul and Azim recognize him as a neutral God of Water. Seakul remembers part of a story of a cleric of Istishia who was cursed by Umberlee, but couldn’t remember the details… Continuing on, the party arrives at the base of the mountain. Nearing dusk the party look for somewhere to sleep. Climbing up, above the fog, the party find a large cave. Errich sees no tracks.

Errich, Jareath and Azim investigate further, the cave is in fact a large tunnel heading into the mountain. It looks like it has been dug out by a large clawed beast. 100’ feet back the tunnel opens out into a huge cavern. In the middle is a skeleton of a dragon sleeping on a pile of treasure. Sir Axialrod uses his wand and detects some magic items. Errich determines that it looks like the remains of a very large black dragon. Platinum, Gold, art works, a magical amulet (of health), staff (of swarming insects) and a broach (of shielding). The Stag Party decide to rest for the night. Sir Axialrod summons his folding fortress. During the night the party hear growls and loud roaring coming from the island.

In the morning the party continue to climbing further up the mountain. Strangely the clouds at the top of the mountain seem stuck in place. Something very magical is going on. Finding nothing of interest the party head down the mountain to the lake. Azim submerges himself in the lake (activating his underwater breathing helm) looking for any other clues. While under water, Azim is ambushed by a Plessiosaurus and the heroes on the ground hear a roar behind them. An unusual 20’ Dragon Dinosaur Hybrid and four Allosaurus with strange dragon like adaptations are looking to eat the party…

Sir Axialrod goes nuts shooting a total of six times, hitting five times. Jareath casts Fly rises into the air, then shoots hitting once on the big creature. Ulfgrim waits for the big creature. Errich uses his wand of Winter to cast ice Storm, killing one Allosaurus, then uses hunters mark on another. The Allosaurus breath acid on Errich and Bast almost melting them. The Unicorn tries to Entangle the mutant dinosaurs, but they prove too strong for the grasping vines. The large Hybrid breaths acid on the other party members (and Unicorn). Seakul uses Misty Step to get behind it, then drives his sword into its rear. Sir Axialrod charges hitting once. Jareath casts Wall of Fire with his harp. Burning all four corrupted Dinosaurs. Then he cries out as he falls to the earth as his Fly spell ends.

Meanwhile in the water, Azim punches the Plessiosuarus in the nose, stunning it. Then punches it another three times. Ulfgrim casts Greenflame Blade on the Hybrid, hitting. Then casts Spritual Weapon which it also bashes it . Errich moves beside Bast hitting only with his off hand. The Alosaurous breaths on Bast and Errich. The other Alosaurous bites at Sir Axialrod but misses. Seakul is also bitten. One is then burnt by the Wall of Fire. Back in the water the Plessiosaurus just floats aimlessly.

The Hybid steps out of the fire and is hit by Seakul. Then bites Sir Axialrod and tail lashes jareath. Seakul hits the Alosaurous at the back twice, killing it, moves to toward the Alosaurous fighting Errich. Sir Axialrod, cowering in fear, knocks over one Alosaurous then bashes it three times. Jareath stands up moves between the creatures, watches the Wall of Fire die, then casts Destructive Wave killing all Alosaurous. In the water Azim beats the living shit out of the Plessioaurus . Ulfgrim casts Greenflame Blade killing the large Hybrid. As the mists clear all creatures are dead.

Azim continues his search (but invisible) he finds a corpse with an amulet. Back on the surface, the amulet turns out to be a holy symbol of Istishia.

Day ends.

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Escaping the Tower of Urstan Part 3.
Fishing

The day begins with the party searching the wreaked ships for clues, instead they discover two crab like creatures, Chuul’s.

chuul.jpg

The two Chuul’s creep up on Azim. One hitting twice, grappling him in it’s grasping claws and kissing him with slimy tentacles, but these have no effect due to the monks superior constitution. Azim breaks free of the grapple and disengages. Seakul runs around from the back of the keep. Jareath moves closer and takes a couple of shots, hitting twice. Sir Axialrod shoots one three times with mighty shots. Ulfgrim cast Fire Bolt, burning one. The Chuul’s lumber onto land and attack Sir Axialrod., trapping him.

Azim steps forward beside a Chuul strikes with his mace, kills it then moves next to the other and attacks again. Seakul does a beautiful dance then moves closer expecting something else to attack. Jareath takes two mighty shots, hitting once. Errich slips into and out of combat striking once. Sir Axialrod breaks out of the grasp of the Chuul then moves forward. Ulfgrim casts Fire Bolt burning the Chuul. As the Chuul attacks Sir Axialrod, it overbalances and is killed by Axialrod’s expert repost.

Azim takes time to slit a Chuul open, performing a vivisection. Nothing found. Again looking in the boats, nothing. Errich wants to investigate another doorway into the maze. Looking for clues, nothing. The party decide to have a short rest to work out what items do and heal some injuries.

Wand of Paralysis
Wand of Polymorph
Wand of Aid (total 9 charges)
Glasses with some type of magic attached.
Necklace of Fire Balls (7 beads).
Ring of Protection (Ulfgrim)
Dendritan (Helm of Illithids)
Mace +1
Potion of Healing
Potion of Cats Grace (Enhance Abilities)
Scroll of Dispel Magic, Non-Detection
Cloak of Protection (Azim)
Drift Globe
Necklace of Adaptation

As the party rests the Priest of Gond, tries to Charm Errich. Errich enraged then stabs “her” twice. Thinking about this the party investigate what happened to the real priest of Gond, just a desiccated corpse remains with some choice items. A magic suit of armour (Plate +1), potion of greater healing, a pearl (of Power).

Jareath wants to see what the happens when the glasses see the crystal shard, nothing.

Seakul warns the Naga that he will try and cast Dispel Magic to let her return to her home plane, pushing his powers to the limit (with the inspiration of Jareath) he breaks the powers forcing her to guard the Crystal Shard. Then steps forward to touch the shard, nothing happens. Seakul takes his sword an smashes the shard. On the level below the silver spidery energy has been dissipated. Now the debate happens about how to escape. Jareath, searching the tower, nothing. Errich is mocked by the others wanting to use his Navigation Tools, but can determine that they are still in the same hemisphere, a lot further east than Waterdeep, but not as far Thay.

Pirating it is. Even the Unicorn wants a lift. The Naga will use Word of Recall. Embarking on the shore the party board the “The Revenge”. Sailing East. Sailing for a few days, in the distance we see land, but also a storm. As we watch the piece of land seams to be moving, Errich steers toward the moving island. One one side is a mountain, the rest is flat. Making land…..

Day Ends.

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