User Tools

Site Tools


campaign

Campaign History

Early Years

Chronology

Timeline of the settlement and early construction of Nexus Prime.

Second version of early timeline from Rod Halfking:

Working Timeline

Overview

Mica, Aragorn, and Bif go to Earth in the 1980's. Dr. Wiley writes important physics papers, Bif becomes a celebrity wrestler.

Dragon Mountain - dragon escapes

Spidermoon (The Needle) - the Nak must flow!

Destabilization of Harn through excessive technology.

Collapse of Krynn, lost dragon war. Takhisis' ascendancy after Mica created a power vacuum by banishing Chemosh with a sphere of Annihilation. Chemosh can't return to Krynn for a hundred years, the undead armies all die. Takhisis intervenes on the part of at least one Death Knight (possibly Lord Soth?), making it human again.

The Irda Tree, at that point the last standing tree of its forest, is rescued. Seth turns it into a red haired half-elven lady who returns with the party to Nexus Prime.

Raistlan blows up the Superbalas. It is raised again and used for the evacuation of Dragons and other Good survivors of Krynn to Arda.

Back to Top - Table of Contents

2020

  1. Paladin in Hell - party returns with many corrupt artifacts.
  2. Harmonica of Hell blown.
  3. Mica2 turns grey.
  4. Gunslinger gives up on the The Party.
  5. Eltán arrives in pocket plane.
  6. The Party goes to Freddy's castle.
  7. Madoc kills Freddy.
  8. Elder god awakes, drains magic, starts collapse of pocket plane.
  9. Mystery resurrection of Freddy.
  10. We flee the collapsing pocket plane.
  11. Bif gets his curse removed, and gets a new body. Everyone now remembers Bif as Crom Thorson.
  12. The Party detours through Asgard / Valhalla on the way home.
  13. Mica "Wiley" of the Nine speaks with Hela in the great hall.
  14. Kane prays to Aslan, many of our magic items are restored.
  15. Eltán fails to reform Freddy.
  16. Crom Kills Freddy.
    1. With a party including:
  17. Mica1 meets his daughter Murbella of the Nine.
  18. Eru tells Eltán that Ar Pharazon and the Numenoreans have awoken, be ready! Eltán relays this to the The Party, and founds the W.A.T.C to fund building fleet strength through the creation of a merchant navy. Also begins the Signal Network, the Fortification Initiative, the Spellcaster Recruitment and Training Initiative, and other readiness projects.

Back to Top - Table of Contents

2021

  1. Intelligence gained re. Cult of Sauron seeking the Crucible and Avatar of Sauron. The Imperial Dispatch and Peacekeepers are tasked to get more information, to root out or at least compromise and infiltrate the Cult, and to find the Crucible and Avatar before they do.
  2. Representatives of the Agency find us in Arda, invite us back to Earth to close a gate based on calculations from a paper written by Dr. Wiley in the 1980's.
  3. Party goes to Earth.
  4. Agency turns hostile, party escapes from Boston facility. Party recruits Pawn Store Owner, shops, and goes to Arkham. Kane gets a fedora.
  5. Party Recruits Physicist specializing in time travel, one Dr. Mallett, forgets him in van at Miskatonic with Pawn Store Owner, Samurai Archer and hookers.
  6. Party meets Miskatonic Librarian, recruits his apprentice.
  7. Mica learns Volcano Magic.
  8. Party goes to NY, looks for Dr. Strange, erases the existing sigil and leaves Mica's wizard mark as a calling card at his address (177A Bleeker Street, on the corner of Fenno Place in the heart of Greenwich Village).
  9. Party Recruits Goth Girl L1 MU with no spells.
  10. Party attacked by Agency personnel at Goth Girl's apartment.
  11. Bif knocks out both agents, and Mica mind-wipes them, leaving them hyper-paranoid about the agency backup personnel who are en route, and heavily armed. Probably didn't end well.
  12. Party goes to Maine, implodes the gate, and is thrown into the Hyborean Age.
  13. Bif smites the invading army of apemen, and Mica smites the wizard apprentice who leads them.
  14. Goth Girl survives implosion, Librarian's Apprentice dies, but Eltán raises dead and heals him.
  15. Party sent to druggie wizard by survivors, get alchemical preparations for time magic, take him with us.
    1. Druggie Wizard gives party toad that makes red astral / ethereal seeing powder.
    2. The Party discovers a succubus has been following Crom Thorson, Count Volsung; Doq'tor S. Kane banishes it.
  16. Crom Thorson kidnaps a monkey man from the nearby city.
  17. Mica wishes we knew where the evil book that the Druggie Wizard is ranting about is.
  18. Party finds LG tree aligned with Mithra shielding Iron Book of Skelos.
    1. Druggie Wizard falls into chaotic temporal stasis after forseeing distant doom.
    2. The Party contemplates how many evil artifacts we are guarding and the tree produces acorns for us.
    3. Mica and Kane find Druggie Wizard's book of time magic, use time magic to open it, Mica learns time magic.
    4. Doq'tor S. Kane shelters the glowing temporal stasis patch around Druggie Wizard with a stone hut / dome
    5. Eltán Talks to the tree, ineffectively.
    6. Kane gets a good Augury from Aslan about moving the tree.
    7. Eltán Apologizes to the tree, tells it we are taking it somewhere safe where it can protect the book.
    8. Kane de-ages the tree while Mica uses a ring of plant control to keep the roots wrapped around the book.
    9. As the tree gets down to the age of 600 years, in the morning of the third day, a face appears in gathering clouds, yellow sheep appear at the far end of the meadow, flying monkeys gather nearby, and rats attack the party.
      1. Crom Thorson, Count Volsung has a plan, which works brilliantly! (10/17/21)
      2. We give the librarian's apprentice and the goth girl guns
      3. They and the Monkey Man that Crom kidnapped watch Mica and Kane's back
      4. Eltán charges the rats with flaming sword and autoshotgun. The rats being undead, Eltán's armor glows blue and starts melting them faster than he can shoot or smite. Eltán springs back and forth (springing and striding) melting rats and occasionally shooting one.
      5. Crom takes a three step takeoff and flys to engage the monkeys.
      6. Monkeys throw jars, monkeys throw poo, they miss Crom. Crom makes a thunderclap, knocking many monkeys out of the air.
      7. The jars that the monkeys were carrying break open as they land releasing black protoplasm which crawls toward the tree and gathers in bigger chunks. One dying monkey manages to break his jar close to the tree.
      8. Kane opens a portal in front of the small chunk of crawly black stuff, teleporting it hundreds of miles away.
      9. Other blobs keep coagulating into bigger chunks.
      10. Crom, being up in the air, is the first to see a giant (60') grasshopper approaching from some miles away.
      11. Eltán falls back, still melting rats, and unleashes a cone of cold from his dragon amulet, which does nothing the the crawly black blobs.
      12. Mica raises a dome of force, which the black stuff starts piling up on.
      13. Crom smites more flying monkeys.
      14. Eltán raises a wall of fire from his Armor of Brilliance, which does deter the black oozing protoplasm.
      15. Unexpectedly, a Sumerian looking wizard in a black robe on a flying carpet flies in through portal.
        1. He and Crom look at eachother
        2. He points toward tree, and summons 6 giant skeletons with hearts of fire before flying right back through his portal and bailing.
        3. The skeletons charge the tree on the same side as the rats, opposite the blob piling up on the dome of force.
      16. Eltán and Kane raise their holy symbols and turn undead, reducing the skeletons to dust. The fire from their centers explodes on the outside of the dome of force.
      17. Crom takes off after the grasshopper, flying elegantly.
      18. Eltán changes drums on the autoshotgun, and sets out springing along the ground behind Crom to back him up.
      19. Black pudding nearly covers the dome.
      20. Crom discovers that the giant grasshopper has unusual riders:
        1. A giant white ape
        2. A very large dark ape
        3. And riding the large ape, a woman, with a skull helmet, a rod with a monkey paw, a belt with eagle skulls, and a lot of exposed skin covered in tatoos and ritual tribal scarring.
      21. Crom casts animal friendship on the ape, but the ape is above animal intelligence and shrugs it off.
      22. The giant ape throws a huge spear at Crom, but misses.
      23. Crom throws his hammer at the grasshopper, cracking it's carapace and staggering it.
      24. Eltán leaps in and chops the joint on it's foreleg with his flaming sword, slowing it further.
      25. The black pudding, hungry, leaves the frustration of the dome of force, breaks up into smaller chunks and goes looking for meals.
      26. The giant ape throws another spear at Crom, but misses
      27. The woman in the skull helmet throws a pair of magic missiles at Crom, giving him a small blister.
      28. Crom lands on the grasshopper and smites it with a flurry of blows from his hammer, nearly slaying it.
      29. Eltán tries to empty the autoshotgun into the grasshopper's belly, but it jams after one slug.
      30. The apes flee from the grasshopper's back, the smaller ape still carrying the woman.
      31. Eltán yells “Behave!” after them; Crom pursues.
      32. Crom strikes down the giant white ape from behind, with considerable splatter.
      33. Eltán chops off the leg of the smaller ape carrying the woman.
      34. The woman tumbles awkwardly to her feet, and Crom and Eltán realize that she is very pregnant. She throws a spider at Crom, missing, but the spider grows and comes back after him.
      35. Crom kills the spider.
      36. Eltán casts remorse, clapping his hand to the woman's forehead and shouting “Behave!”
        1. The woman repents, and tries to slink away.
        2. Eltán casts tongues and tells her to quit slinking, stand still and let him heal her before she harms her baby; gives her a lecture on prenatal safety (Including not riding giant grasshoppers around and hitting people). He heals her.
        3. Crom, in disgust, goes to finish off the grasshopper and as many of the flying monkeys as he can catch.
        4. Eltán takes away the monkey paw, and takes her to talk to the smart people (Kane and Mica). He tries to give them the monkey paw. She tells them that her master, apparently the giant ape, heard the book calling and led them to get it. She lived with her master, and has nowhere to go. Everyone tries to pass responsibility to someone else, Crom by telling Eltán to kill her, and Kane and Mica by telling her to follow Eltán.
      37. A small piece of black pudding tries to eat Eltán, but misses; he burns it with hand fulls of fire from the Armor of Brilliance. Most of the black pudding is eating the grasshopper.
      38. The tree is shrunk to where we can see the book peeking out from between the roots. Everyone notices that it is whispering in our heads. Kane and Mica start re-aging the tree as a Bonsai, trying to wrap the roots all the way around the book and cover it up completely, but the tree will not Bonsai appropriately and the book keeps whispering.
      39. Eltán forages behind a rock, finds a nice cushion and a pot of tea, serves those interested. He makes sure that the woman doesn't have any more dangerous things, stacks them neatly together, sits on the cushion, drinks tea, and watches over Kane, Mica, the woman, the Librarian's apprentice, the goth girl, the monkey man Bif kidnapped, the Druggie Wizard, and the pile of potentially evil potentially magic things till someone has time to deal with them (monkey paw rod, skull helmet, belt of eagle skulls, ?source of spiders?, …?)
      40. Crom keeps killing monkeys
    10. The Monkey Priestess tells Kane and Mica that her master referred to the Sumerian wizard as a great evil.
    11. Crom returns from killing monkeys
    12. Mica pronounces sentence on the Monkey Priestess, and Crom executes her.

Back to Top - Table of Contents

2022

  • Crom cautiously investigates and takes pile of monkey lady's items
  • Crom passes verdict and executes the kidnapped apeman

Back to Top - Table of Contents

2023

  • Blendin Blandin, a time wizard, appears, peacefully, and complains that the Druggie Wizard has created a time anchor; puts him in a flask, and warns that his compounds are dangerous and addictive
  • Crom spots a magical storm approaching, and the Mithra Tree roots start to crack
  • Blendin stops local time; he, Mica, and Kane coordinate gates and time portals (with a gem of Crom's) to return us to our departure time/point in Arda
  • Eltán maintains a 10'r protection from evil so that nothing sneaks through
  • Various technology items are put into bags of holding or absorbed by polymorph to prevent their disintegration
  • With the assistance of druids, the Mithra Tree is re-aged and planted
    • possibly as part of a grove with other evil artifacts protected by trees grown from acorns?
    • possibly in Area 51 on Monster Island?
  • Early Spring to Early Autumn pass
    • Rumors of trouble to North, non-specific
    • Strange evil symbol tattooed on human skin couriered to Nexus Prime
    • Searching for references to symbol, Bishop Datlat and clerks find references to Bloodstone as trading commodity mined in pass to North in Ered Ormal range
    • WATC builds class C trading post in Belfaux
    • Baron Tranth (& daughter Lady Christine), with Town of Belfaux and Village of Sofular prepare to join Free Imperia
    • Imperial party prepares to visit Belfaux for Tranth's investment as Imperial Baron
    • Peacekeepers, possibly other intelligence services, spread through Barony Tranth ostensibly studying how best to assist in growth, doing good works

Back to Top - Table of Contents

2023 Belfaux (2/26 earth, Early September Arda)

  • The Imperial Party enters Belfaux mildly disguised as commoners
    • Rain starts, continues two days, then freezes, damaging crops
      • Grand Druid Gabrielle Harn summoned, folded in by Kane
        • confirms weather as natural, but interrupts bad weather, brings sun (maximized by Kane)
        • Kane distributes 'Aslan's Sun Ray'
      • Extra food shipments signaled for and arrive
      • Wolf Winter rumors start
    • We hear that Aldric, Priest of Bahamut is sick
    • Detect evil / undead around town
      • Find Lady Christine, place surreptitious guards
      • Check West Arda Trading Company Trading Post & Ambassador staff
      • Start ritual to embed Protection from Evil on Tree (140'R) - led by Madrigan Mintsilver
      • Call Peacekeepers in who can make it before dark, send out quiet vampire alerts, set patrols
      • Eltán charms the Lady Christine into coming to the safe zone at the Trading Post
      • The Party, apart from Crom, accompanies them to the Ritual at the Trading Post
    • It gets dark
      • Full Moon rises
      • Late at night a swarm of rats moves into a shed behind Aldric's Temple
      • Crom Investigates
      • Two Wargs break out of another shed, having apparently eaten the family there
      • Party starts running, leaving Lady Christine under heavy guard
      • People scream, begin to gather
      • Crom shoots Wargs
        • Wargs kill somebody
        • Crom jumps down
        • Wargs kill people
        • Crom kills wargs
        • Three More wargs come
        • Crom kills wargs
      • Kane folds The Party in
      • Crowd control organized as the local Watch and patrolling Peacekeepers arrive
        • Eltán uses a holy molitov to make a flaming ring, chases rats out of other shed
      • Party kicks their way into temple in time to see
        • Gasseous form Vampire disappear down tunnel under altar
        • Shrine with symbols all around Doq'tor S. Kane recognizes as 'of Orca', simple versions of the tattoo we were sent
        • Party Pursues through tunnel to empty graveyard, searches
          • returns split between overland and through tunnel
            • Crom finds treasure (rod, ring, bag?) in altar
      • Crowd control moves people further back
        • Corpses are moved into corrupted church
        • Annointed with Holy Oil
        • Aragaorn casts Fireball and affect fires to burn church completely and hot
          • Stands close by basking in the flames
        • Baron Tranth and Lady Christine arrive
          • Thalion Paurgiliath Arch Duke of Eltán Introduces himself, putting away flaming sword
          • Briefs them, openly
          • Schedules Brunch meeting to introduce others, described as important people
          • Gets permission to augment town guard, sends signal to bring in the rest of the 600ish Peacekeepers in the area, forced march keeping together
          • Issues anti-vampire equipment from stores at Trading Post
            • Garlic
            • Holy Water
            • Holy Oil
            • Stakes
            • Torches
            • Wolfsbane Oil - Salve
            • Sets low level clerics to replenishing stores - Alter Liquid, etc, import more if nec.
          • Sets up guards for Baron Tranth and Lady Christine including at least 1 paladin for each of appropriate gender who can detect evil at their doorways through the night and lead the rest in if there is a problem
          • Sets heavy guards for town streets
          • Church of Eru Ilùvatar distributes Sunrise spells, particularly to Baron, daughter, guards, guard commanders in patrols

Back to Top - Table of Contents

3/5/23 Earth

  • Eltán has memory loss
    • All his equipment except armor, weapons & clothing is gone
    • Much of his magic seems different & more limited
    • He can't remember or find his bonded mount, but knows he has one
    • Thinks he helped with a successful breech delivery, but can't remember what horse or even which lines it was in. Mare and filly were healed and well.
    • Methods of cleanliness, sleep/reverie, food, drink, and pockets are completely forgotten, but no longer happen; confusion results. Lance, arrows, and holy oil making are forgotten, and the physical results are gone. He requisitions a heavy lance and saddle, as a security blanket.
  • The Party searches the ashes of Aldric's temple, discovers that the coffin was covered in lead
  • Mica and Kane take soil samples from the coffin
  • Crom closes off the tunnel to the graveyard.
  • Peacekeepers deploy in double watchpost/stable in center, 4 lone trees in corners of Belfaux, distribute food, encourage villagers to take shelter at the trading post, or at least remain in large groups. They patrol aggressively, keeping squads of 10 as a minimum unit size.
  • Eltán sends signals for Imperial escort & squadron for Emperor's big day
    • Also extra anti-vamp/wolf issue kits
    • Also deploys WATCH with Vinerunners to Heb Aaraan
    • The Flame Imperishable headlines “Wolf Winters: Natural Cycles or Work of the Enemy”
      • Nice piece about the WATC and temples sending food and assistance
      • Send an Imperial Beat reporter
  • Magical blizzard rolls in, Gabrielle Harn abates the snow in 4mix4mi
  • Warg tracks lead toward old mine from cemetery
  • Bif, Kane and Aragorn make excuses to avoid the Baronial Brunch
  • Eltán truesight scans the Baron's companions
  • Mica shows the Baron his soil sample, asks about experts
  • Baron Tranth shows party a Bloodstone, suggests they postpone the ceremony till after problems are resolved
    • Suggests they find local dwarves to talk with
      • about the mine
      • about the soil sample
  • Mica loans Eltán a ring of flying, and Kane casts free action on him; rest of Party dons boots of north, snow walking gear
  • Party heads toward mine next morning
  • Aragorn spots avalanche danger
  • Party tries to sneak through
  • Ambushed by snow worm
    • It causes avalanche
    • Bif throws hammer at it, clobbers it, causes bigger avalanche, burying the Snow Worm
    • Eltán battered by avalanche
  • Ambushed by 10 Werewargs - waiting for us?
  • Party stays the night in Mica's fortress
    • Kane produces food
    • Aragorn gathers pinecones, considers eating them.
    • Eltán heals, sleepwalks with saddle, gets clean, makes pine needle tea for breakfast

Back to Top - Table of Contents

3/19/23 Game

  • Wolf tracks outside the fortress in the morning
  • Press on, reach a fork
  • Follow left fork, find slaughtered wargs at
  • Hill Dwarven enclave of Orothiar
    • 500+, used to be 3x as many in mine
    • Friendly, isolated shepherds
    • Tokan - Chieftain
    • Gaelin - Guard Commander
    • Glorlo - Chief Cleric
      • Eru
      • Different names/practices
      • Says everything in chant
    • Used to live in mine
      • Give us description of mine
        • 3 entrances, all in sight of eachother
        • Too big to explore in 1 day
        • Mica's grave dirt sample comes from there
        • Adventurers went in, never came out
    • Worked with deep gnomes
      • lost contact
    • Dug too deep, quicksilver seeped in
      • Formed lake
      • Brought evil presence, drove some mad with fear
      • Dark dwarves tunneled in from other mines
        • Worked quicksilver
        • Drove out the Orothiar
      • Goat clerics
      • Increased warg presence last few months
      • Greatly increased last week or so
    • Signal for ship
      • Introduce Madrigan Mintsilver, dwarves of Free Imperia
      • Bring in relief supplies
      • Bring in anti wolf/vamp kits
    • Spend night
      • Work with security
        • Meet brown bears
      • Meet the clan, talk
  • Head for mine in morning
    • Blocked by 10 wargs
    • Bif in point, Aragorn protecting casters, Eltán flying above and behind, flaming sword and shield out

Back to Top - Table of Contents

3/26/23 Game

  • Crom and Eltán fight the ten wargs
    • these look similar, but take more punishment than the last batch
    • the wargs stay focused on the fighters in front
    • they still die
  • Proceeding for another hour, the Party reaches the three mine entrances
    • Warg tracks come and go from all three
    • Tailings and rubble make an uneven terrain, but no ambush lurks
  • Kane picks the leftmost tunnel to enter first.
    • Two forks lead to the right, but are nearly blocked by cave-ins
      • Crom further collapses the first
        • No-one dies
    • Through a Secret Door at a curve near the end, the Party discovers a dozen Stone Giants in two rooms connected by a hallway
      • Giants play bowling for adventurers
        • Crom, Eltán, and Aragorn try to fend off stiff boulder bowling on a hard turf, with some success, while charging the mound
        • Eltán eats a boulder
        • Kane's Staff turns one hard bowled boulder that sneaks through, making him a decidedly sticky wicket
      • Giants die of highly natural causes, like Crom
      • The giants have a huge chest
        • Crom finds the key
        • Crom and Eltán move the slab lid
        • Chest contains:
          • 2,000pp
          • 4,500ep
          • 8,000gp
          • 12,000sp
          • Two giant sized potions, each containing at least 10 normal doses
        • Loot added to portable hole
  • Eltán uses 9 Cure Light Wounds from the Amulet of the Dragon to patch up Crom and himself

Back to Top - Table of Contents

4/2/23 game

  • Party explores second entrance, discovers connection to third
    • Most warg tracks seem to enter and leave here from outside, not going deeper
      • investigating or receiving instructions?
  • Fork to right leads to vertical shaft upwards
    • decayed elevator apparatus
    • narrow stairway
    • tunnel at top is completely choked by webs
  • Bif crawls through to scout, then Kane casts Passwall on a cave-in to get deeper into the mine
  • Room with large pool
    • Strong whirlpool current
    • golden light seems to be at bottom
    • more than 100' deep (Eltán does a sounding)
    • Good fresh water (Kane tests)
  • Back the other way,
    • Bif crawls through a cave-in and finds a dead end
    • Bif tries crawling through another cave-in, but it falls in
      • He avoids harm, but is separated from the party at a downwards shaft
      • Eltán starts digging, but stops when Amulet of the Dragon warns of ambush (glows blue)
        • Warns party through mind-link
        • Form Flaming Sword!
      • Umberhulks burrow into both halves, and attack
        • Umberhulks are both large and CE
        • They totally deserved it (133HP!)
        • Umberhulk tunnels connect around the cave-in
        • We need to search for a lair on the way out!
  • Party goes down the downward shaft
  • 20' drop into large chamber with
    • Dwarven construction, unlike the shoddy work above
    • Two exits
    • Two statues
      • Which set off the ambush warning
        • Eltán pauses above chamber
          • Offers to catch Featherfall-ing casters
      • 2 Iron Golems
        • Shaped like giant Dueregar
        • Which start moving when Bif lands

Back to Top - Table of Contents

4/23/23 Game

  • Crom and Eltán smash the golems, but a fireball trap heals them
  • Fortunately the Fireproofings from Aragorn are up to date
  • The golems are smashed more thoroughly
  • Doq'tor S. Kane dispels the fireball trap
  • Exploring the Dueregar tunnels, the Party encounters guards, who bang an alarm on a gong
    • Crom and Eltán slaughter about 100 Dueregar, who refuse to surrender, more afraid of what lurks below
    • Unworked pile of Bloodstone is found while searching the sleeping area
  • Exploring the round tunnels leads to an incubator with three warm boulder-sized eggs dripping acid, several water crossings, and an Elevator room with a bell.
    • The party flies and featherfalls down the elevator shaft
    • Rounding the corner at the bottom leads to a large chamber with five demons guarding a stairway. Two women and two deep gnomes are chained to the walls.
    • Five more demons gate in.

Back to Top - Table of Contents

7/1/23 Game

  • The Balor Demands the key to the Demon Wing ship
  • The other demons and Crom and Aragorn charge each other
  • Aragorn goes into a frenzy, attacking six times a round
  • More demons keep gating in
    • Every time demons gate in, the red light from the torches gets brighter
    • Every time a demon gets killed a torch goes out
  • Eltán defends Kane and Mica
  • The Balor continues to demand the key
  • When all torches go out, the remaining demons disappear/gate away
  • Aragorn passes out
  • The ladies chained to the wall turn out to be Succubi, and flee when Eltán chides them
  • The gnomes, rescued and healed, tell us we should come meet with their king
    • Their story lines up with that of the Dwarves of Orothiar, except that they think that the Dwarves abandoned them, and they are pissed
    • The path through to their people is occupied and patrolled by the Dueregar
    • Gnomes look at and are overwhelmed by the Symbol of Despair carved over the far door - hopeless gnomes, but only for about half an hour
  • Crom wants to rest here, instead of retreating and returning

7/29/23 Game

  • Mica gets tired of planning, yells “Leroy Jenkins”, dispels the symbol of despair, and heads down the stairs
  • The party follows
  • The stairs lead down and go on for miles, emerging on a ledge beneath the top of a waterfall
  • The ledge opens over a gigantic cavern with a mushroom farm
    • Probably run with slave labor
    • The ledge proceeds in both directions, but seems to lead downward to the left
    • The gnomes say that we need to cross the cavern to continue towards their people and king

8/5/23 Game

  • After some planning
    • Eltán casts silence 15'r on small rock, carries gnomes
    • Party flies across the ceiling, getting a view of the cavern's salient features
      • Huge lake
      • Large irregular pillars supporting ceiling at diagonal crosshatch
      • Cages of beasts and probably slaves at 3's
      • Encampments of tens of thousands of Dueregar at 7's
      • Dueregar cliff dwellings at 4's
      • Mushroom farms at 2's
      • Temple shaped like Orcus' head with flaming eyes at 5
      • Large defensive formations of Dueregar at 8 and Southern tunnel
      • 40 Dueregar with fluglehorn guarding smaller tunnel at 9 (start of red arrow)
    • Using mindlink to coordinate
      • Mica and Aragorn take position near yellow dot
      • Crom and Eltán take position near 9, release gnomes nearby
      • Mica casts a double strength/duration Brilliance at yellow dot, largely stunning Dueregar across the entire cavern
      • Eltán drops into the middle of the group of 40 Dueregar, with rock of silence, and chops off the mouthpiece of the fluglehorn
      • Crom drops behind the 40 Dueregar and attacks from behind
      • Mica and Aragorn rejoin via teleport
    • 40 Dueregar are quickly and silently slaughtered
      • The last fleeing right into Crom, and dying
    • Party proceeds along red-arrowed tunnel
    • Eltán's armor flashes blue, presumably harming unseen undead
    • A shadow flashes past
    • The blue glow flickers as unseen undead test the edges
    • We pass a mound of drained looking corpses
      • Possibly piled on something (Negative energy gate? Item?) which drains them into shades
      • With lots of coins and at least one potion visible
    • Party continues down the tunnel, as blue glow continues to flicker
    • Eltán chucks a fireball down the tunnel, and ignites his sword
    • Leaping ahead as the edge of the 30' anti-undead field is tested, Eltán turns undead (to 60')
      • After repeating twice all the undead seem to be gone
    • Party proceeds to cavern at 18
      • Pools of lava release sulfurous gasses here, making breathing hard
      • Party is protected by Aragorn's fireproof wishes
      • Crom puts the gnomes in a portable hole to get them through
    • Exploring to the right, the first tunnel continues on, probably towards 8
    • The second tunnel leads to another fork
    • Crom releases the gnomes, and they lead the Party past more forks
    • The Party hears and then encounters a marching patrol of a hundred and some gnomes
      • The patrol prepares to charge
      • The rescued gnomes run to them; conversation ensues
      • The patrol stands down
    • The patrol's cleric/shaman approaches us
      • The gnome shaman casts detect alignment and detect lie before speaking with the The Party
      • Eltán detects evil intent on the gnome shaman and patrol, waves his holy symbol at them, and informs the shaman that the patrol seem to be safe
      • The patrol welcomes the Party. They ask how we got past the Dueregar
        • Aragorn tells them about the Free Imperia, mentions the benefits of becoming a trade partner
        • Crom relays the story of our invasion of the Bloodstone Mine of Barony Tranth
        • Eltán stresses the assistance of the Orothiar surface dwarves, and their concern for the Gnomes' well being
    • The Gnome patrol leads the Party onwards to a large cavern at 23 to meet the Gnome King

8/12/23 Game

  • The Party meets Ruggedo, King of the Svirfneblin deep gnomes in his fort.
  • The entire community is on an armed footing, even the young train with crossbows and spears.
  • The Svirfneblin want to raid the Dueregar anyway, but can't break the Temple of Orcus
  • The Party agrees to support their raid and use it as a distraction to attack the Temple.
  • A massive teleport/scrying shield is discovered, extent unknown, separating us from the surface. It is powered by unkown magic, and protects a larger area from a wider range of magics than any we are aware of.
  • A team of Svifneblin are given an Imperial Deployment Directive, maps, signaling apparatus and codes, and teleported towards the entrance with the hope that they can leave the mine and summon a major deployment.
  • The Party takes an extra rest, and supplies the Svirfneblin
    • Chest of Sieges - catapult, ammo in chest from Mica
    • Lots of oil from Mica kegged for catapult shot
    • 1200 gnomes affected with 'Courage' - make 1st morale check automatically from Eltán
    • 5 Firetraps on catapult shot from Eltán
  • The Party plans and coordinates the assault with the Svirfneblin
    • Tentative elements include:
      • Establish forward fort with catapult for Svirfneblin force
        • Eltán casts Fortify
        • Earth elementals raise walls higher, add moat
      • Party teleports over Central Dueregar encampments
        • Drop barrels of oil
        • Aragorn controls normal fires destructively
        • Crom Thorson, Count Volsung uses Rod of Rulership to turn a Dueregar encampment against the one under attack by the Svirfneblin
      • Party flies up ledges to assault temple
    • Possible 2nd front attack if Svirfneblin scouts got through with the Imperial Deployment Directive

9/30/23 Game

  • Party follows the assault plan with light modifications
    • Kane provides a portal for Eltán to throw barrels through
    • Crom uses the Rod of Rulership, amplified by casting Shout, to
      • Turn the middle reserve Dueregar garrison against the two assaulting the new Svirfneblin firebase, and
      • Turn the upper temple protection Dueregar garrison to assaulting the temple
    • The Party follows the Dueregar assault into the temple, avoiding the Tests of Orcus
    • Party passes a statue of a Succubus dispensing liquid into a fountain and proceeds upstairs
      • The Dueregar dip their hands in the liquid
      • The stairs try to burn the party but not the Dueregar
    • Past a 20' statue of Orcus made from solid onyx with two 800,000 gp ruby eyes, and up more stairs
    • Crom Slaughters the High Priest, drunk and asleep in his bed, while Eltán kills his attendant demon
      • Loot from his room includes:
        • A mace
        • Shield
        • Plate Armor
        • Ring
        • Boots
        • Journals
        • Priestly Scrolls
        • Book of Vile Darkness
    • The party, with Crom's Dueregar, slaughters the Dark Guard unit protecting the treasury and loots
      • 1100 Gold Bars
      • 4000 Silver Bars
      • 550 Electrum Bars
      • 280 Platinum Bars
      • (Each bar is equivalent to 1000 coins, and cast with the mark of Orcus)
      • Kane detects and dispels a magic trap on a chest of gems containing:
        • 10,000 gems, red, green and clear, with an average value of 5,000 gp
    • The party slaughters the Alcolytes and another unit of Dark Guard
    • Crom shatters a room full of statues of undead, managing to domino them all with a nat 20
    • Passing a teleporter room, with gates in each corner, the party enters a hall of undead (Zombies, Ghasts, Spectres, and Wraiths)
      • One of Crom's Dueregar goes through each portal
      • Crom uses tracking to establish the most used gate
      • Kane and Eltán fail to turn the undead; Eltán's holy symbol melts.
      • Eltán begins melting undead in earnest, feeling cranky
      • One of Crom's Dueregar pops in the far door to tell us there is a ritual in process at the main temple
      • The party hurries through the teleporter
    • 24 Priests in a circle around the 20' pool of silvery metal are working on a ritual
    • 6 Demons fly down to assault the party
    • Kane casts Silence 15'r on the pool, and it fails magic resistance on a natural 100
    • Aragorn casts a Meteor Swarm from his ring which wipes out the priests
    • Crom and Eltán deal with the demons
    • The Svirfneblin carry the day against the remaining Dueregar
    • Free Imperia Military arrives about as things are wrapping up, and provides assistance and logistical aid
    • Eltán requisitions a new holy symbol
    • The avoided Trials of Orcus are found to include rooms:
      • producing a million plates of food via doubling of an original if all is not eaten
      • with a mobile wall of annihilation
      • with a dormant Tarrasque(!)
      • with a sleeping Huge Ancient Black Dragon
    • The silvery liquid metal is discovered to have potent gate and protection properties, and to be naturally accumulating here, not evil in and of itself, just exploited by evil
      • Kane takes samples
      • Mixed with mortar it gives walls 60% magic resistance
      • It may be able to be used to make mirror gates
      • It is responsible for the teleport/folding shield
    • The Svirfneblin throw a celebration, and grant each party member
      • a Ring of Svirfneblin Friendship, capable of summoning one Svirfneblin within a quarter mile
      • a boon of choice within their power
    • They ratify a treaty, agreeing to:
      • Cooperate with Barony Tranth in Bloodstone mining, increasing production by 25%
      • Trade their goods through the Free Imperia as their exclusive surface agents
      • Cooperate with the Free Imperia in Deep Earth relations
      • Allow a multi-faith religious chapel (Church of Eru, Church of Aslan…) to consecrate, protect, and work with the pool of silvery metal
  • Cleanup begins
    • Statue of Orcus broken into manageable chunks of Onyx for transport
    • Precious metals will be consecrated by religious personnel and resmelted
    • Discussion of acquiring an iron flask for the Tarrasque
    • Plans for a portal for using the test of gluttony as charitable food supply
    • Consider using the test of speed (wall of annihilation) as a gated sewage disposal chamber
    • Something should be done about the dragon before it wakes up
    • Vampire was never found
    • Umberhulks need backtracked to their lair
    • Wolf winter seems to come to natural end
    • Barony Tranth officially joins the Free Imperia
      • Ceremony finally held?
      • Crom wants to get back to the Capital?

2024

1/28/24 Game

  • Farm:
    • Gorgons - blood additive for concrete
      • Anti teleport/folding
    • Hydra - blood for walkie talkie spell
    • Tunnel worms
  • Mica's Iron Flask -
    • Dump Bebelith
      • Sphere of annihilation
    • Capture Tarrasque
  • Kill or leave for Svirfneblin to dispose of
    • Ancient Black Dragon
    • Two Ancient Red Dragons
    • Beholder
  • Block off other trials of Orcus
    • wall of annihilation
    • food generation million plates
  • Bif's Dueregar
    • Sent with his daughter Ren to train as shock troopers
  • Kane studies gate/link to close/re-attune without disastrous consequences
    • Madrigan Mintsilver available for assistance as necessary

5/11/24 Game

  • Resolve to pursue next part of Rod of Seven Parts, believed to be on Arda
  • Mica and Theros Ironfeld make plans to build special Warforged/Golem to wield the Rod.

9/14/24 Game

  • Conclude that there are too many downsides to assembling Rod of Seven Parts
    • Triangulate on next segment, establish that it isn't moving
      • Mark site on map (deep in desert)
      • Possibly schedule fly-by monitoring for region?
    • Bury the three parts under Mithra-Trees
    • Assign neat freak druids to care for trees
  • Start planning investigation of Eldar Moons to search for Staff of Power
    • Spelljamming trip
      • One ship
      • Needed personnel
        • Captain
        • Crew
        • Marines
        • Planetologist?
        • Cartographer
        • Diviner(s)?
      • Equipment
        • Bulette APC
          • Crew
    • Bonus possibile objectives
      • Possibly also scout Earendil's Star?
      • Possibly also scout outer Air Bodies (Fanyamar) for gateway to Valinor
      • Possibly also look for meteors to bring back for Dwarven Citadels and hidden Starfly Plant orbital hangar/greenhouse

11/9/24 Game

  • Postpone the Eldar Moons Expedition
  • Send a small squadron to bring back asteroids
  • Harvey goes to Sîrnan to raise she and Eltán's Daugter as a Swan Ship
  • The party takes a hammership to triangulated site of Rod of Seven Parts
  • Discover a haunted caravanserai on a rocky bluff overlooking a valley
  • Smash jumps and featherfalls to the ground outside the gate in the low wall
  • Hammership lowers to 50' above him
  • Aragorn becomes a hummingbird behind Smash
  • Eltán and Kane climb down ladders; ladders are taken up
  • Smash sees humanoid figures
    • About human or half elf sized, dressed as desert people
    • They become invisible, which Smash detects but ignores except for keeping track of them
  • Adle Silverstone plays a bugle fanfare and announces the Emperor
  • Hopping over the gate and starting to explore, Eltán sees a smoke mephit in the top of one of the giant palm trees by the stable
    • It throws a jug of wine at him and splashes his boot, retreating to the kitchen building
    • Pursued inside, it and two more retreat further into what might be a storage room
    • Eltán backs off and informs the party there are evil mephits
    • More mephits are in the forge, which is lit
      • They try to engage Eltán in conversation
      • Glowing (mephits?) emerge from the forge fire
      • He backs off yelling “More evil beasts in here!”
      • They disappear
  • Four mules are found in the stable, hungry and thirsty
    • Mules and water trough brought outside
    • Smash gives them water and raisins
    • They react negatively to the wine on Eltán's boot until he washes it off
  • When the living quarters are approached, a ghostly innkeeper emerges through the door
    • He has an apparently real dagger in his back, but is otherwise obviously a ghost
    • Eltán claims the Caravanserai in the name of the Free Imperia, and calls out to any living non evil claimant to make themselves known now or surrender any future claim. He plants a flag.
    • The innkeeper's ghost offers the party coffee or baths
    • 2 Veiled Medusae emerge to serve coffee (Kane has some)
      • They detect as evil and Eltán draws his holy sword and backs off, yelling 'They're evil!' and pointing
    • 3 More veiled medusae emerge to dance
    • When questioned, the innkeeper answers in cycles of memory as a ghost. The medusae will not speak.
      • The party establishes that:
        • His last probably living memory is of a bandit attack
        • He doesn't know about the dagger in his back
        • He awoke to his servants being missing
        • He pressed the mephits (and medusae?) into service somehow
        • He thinks he is still running the inn
        • Whenever the mephits are mentioned he asks if they've offended us and offers to summon them so that the party can beat them
        • He knows of nothing else interesting in the area
        • He knows nothing of the Rod of Law
        • He seems to know nothing else relevant to the situation
      • The party tells him that his servants will need destroyed, but that we will bring better staff here and improve the inn
        • The innkeeper shows no sign of understanding, the medusae ignore it, but the innkeeper offers to summon his servants for punishment again
        • Eltán, having tolerated enough evil, agrees
        • The innkeeper whistles and five smoke mephits appear giggling in a line
        • Eltán drags the table into a line with the dancers and mephits, and asks the innkeeper to call for more coffee
          • Eltán lines up a cone of cold that will encompass the mephits and medusae but no-one else
          • The innkeeper claps and in a couple minutes the other medusae come with coffee, entering the target area
          • Eltán condemns the evil creatures loudly to death in the names of Tulkas and Eru
          • Eltán readies a 12 die cone of cold from the amulet of the dragon while Aragorn readies a fire effect for followup

12/14/24 Game

  • Aragorn flame strikes the Medusae, slaying them all
    • With a deafening whoosh, the heavens seem to tear open. A column of divine fire and searing radiant energy descends upon the medusas, centered perfectly to engulf them without hitting the walls directly. The flames roar and spiral in a blend of gold and crimson, licking upwards toward the darkened sky like the fury of a vengeful god.
    • The medusas, with their serpentine hair hissing and writhing, shriek in a horrifying chorus as the flames consume them. The radiant energy of the flamestrike pierces their natural defenses, burning not just their flesh but also their very essence. The ground beneath them is charred, and the scattered pottery cracks under the intense heat.
    • The spell's area of effect fills much of the courtyard, but the sturdy fired brick walls hold firm, their surface scorched but not compromised. The confined space amplifies the visual and auditory impact, creating a fearsome display of magical power that echoes in the enclosed space. Smoke rises in dark, twisting plumes, carrying with it the acrid stench of burnt scales and singed hair.
    • When the flames dissipate, the courtyard is eerily silent, save for the occasional crackle of smoldering debris. The medusas, if any survive, are gravely wounded, their once-menacing forms now marred by the righteous wrath of the spell.
  • Eltán Cone of Colds the mephits
    • Lord Eltan, his gleaming armor reflecting the dim light of the smoky courtyard, steps forward with the calm authority of a seasoned warrior. His eyes narrow as he surveys the remaining smoke mephits, their wispy forms swirling and shifting like living shadows amidst the lingering haze of battle. The creatures shriek in mocking tones, their ember-like eyes glowing with mischief and malice.
    • With a resolute stance, Lord Eltan raises his gauntleted hand, clutching the holy symbol of his order. Frosty tendrils begin to coalesce around his outstretched arm, the air around him growing deathly cold as he channels the arcane energies of the divine. The temperature in the courtyard drops sharply, and frost begins to creep along the ground beneath his feet.
    • “Feel the cold of righteous judgment!” Lord Eltan declares, his voice steady and commanding.
    • With a decisive motion, he unleashes the Cone of Cold. A roaring blast of icy wind and razor-sharp shards of ice erupts from his palm, spreading outward in a wide arc. The bitter cold sweeps across the courtyard like an avalanche, engulfing the mephits in its freezing embrace. The shrill, piercing screams of the mephits are cut short as their smoky forms are crystallized mid-flight, frozen solid by the intense cold.
    • The frost-laden wind scours the area, leaving the ground and walls coated in a fine layer of frost. The mephits, now resembling grotesque ice sculptures, stand motionless for a moment before shattering into countless shards of frozen smoke, scattering across the courtyard in a glittering display.
  • The invisible Jann retreat inside
    • Unbeknownst to the adventurers, four jann—masters of stealth and cunning—had been watching the battle unfold, their forms cloaked in invisibility. Perched on the edges of the courtyard or hidden within the alcoves of the surrounding house, they observed with careful deliberation. The flamestrike’s fiery fury and the cone of cold’s icy precision revealed the devastating power of the intruders, and the jann silently exchanged glances, their decision made without a word.
    • As the last shards of the frozen mephits scattered across the frost-covered courtyard, the jann began their retreat. With movements as fluid and silent as the wind, they ascended to the upper levels of the house. Their light footsteps were masked by the cacophony of dissipating magic and settling debris.
    • The jann slipped through narrow, shadowy stairwells and open lattice windows, their invisibility allowing them to avoid detection. In the upper chambers, the air was thick with tension. Through small openings in the walls, they continued to observe the adventurers below, their sharp eyes catching every detail of the battle's aftermath. Whispers of strategy flickered between them in the shared silence of their minds, their innate bond allowing them to communicate without breaking their shroud of invisibility.
    • The upper levels of the house were a labyrinth of dimly lit rooms and corridors. The air carried the faint scent of incense and old wood, mingled with the acrid tang of smoke drifting upward from the courtyard. The jann positioned themselves at strategic vantage points, their hands resting on the hilts of their curved scimitars or the hafts of their spears. They blended seamlessly with the shadows, prepared to strike if necessary, or to bide their time as the situation demanded.
    • Below, the adventurers regrouped, their triumph tempered by the eerie silence that now enveloped the courtyard. Unseen and unheard, the jann waited, their retreat a tactical maneuver rather than a concession of defeat. The quiet house seemed to hold its breath, the unseen presence of the jann adding an undercurrent of tension to the stillness.
  • Smash quietly tells the Party about their movements
  • The innkeeper invites the Party inside
    • As the dust and frost settle in the courtyard of the caravanserai, Ehudi, the spectral host, drifts closer, his translucent form gliding through the still, smoke-laden air. His ghostly visage remains calm, though a faint trace of sadness flickers in his hollow eyes as he surveys the aftermath of the battle. His hands, faintly glowing and insubstantial, are clasped behind his back in a posture of solemn dignity.
    • For a moment, he stands motionless, his gaze lingering on the shattered remains of the medusas and the scattered shards of the frozen mephits. The eerie silence is broken only by the soft rustling of his spectral robes as he turns to address the adventurers. His voice, echoing with a distant, mournful quality, fills the courtyard.
    • “You wield great power, guests,” he intones, his tone even yet tinged with regret. “Though the medusas and their ilk brought strife to this place, the air now feels heavier with the weight of their demise. They were unwelcome interlopers, yet their fates stir old sorrows. This courtyard has seen too much bloodshed.”
    • He drifts slowly toward the center of the courtyard, his movements deliberate and his expression contemplative. He gestures faintly toward the upper levels of the house, where the invisible jann had retreated moments ago. Though he does not directly acknowledge their presence, it is clear he is aware of the shifting dynamics within his domain.
    • “Come,” he says, beckoning the adventurers with a graceful motion. “The caravanserai still offers sanctuary, though its peace is fragile. Let us retreat indoors, away from this ruin. There are stories yet to be told, and I sense your journey presses onward to greater trials.”
    • Ehudi's form flickers slightly, a ripple of pale light passing through him, as though his connection to the material plane is strained. He lingers at the edge of the courtyard, waiting for the adventurers to follow him. His demeanor remains gracious, but a shadow of unease hints that he is troubled by forces beyond the immediate conflict.
    • As he leads them back toward the central hall of the caravanserai, he speaks softly, almost as though to himself. “The winds of fate blow strong, stirring memories I would have preferred to leave undisturbed. Let us hope your path does not awaken more than you can withstand.”
  • The ghost shares the history of the Caravanserai
    • As the adventurers pause in the dimly lit central hall, Ehudi's ghostly form turns toward them, his hollow eyes filled with a mournful intensity. His translucent figure flickers slightly as he speaks, his voice carrying a chilling resonance that seems to echo from the walls themselves.
    • “You have already seen a glimpse of the evil that has tainted this caravanserai,” Ehudi begins, his tone grave. “But the true masters of this corruption—the efreeti—reside above. They have claimed the upper chambers as their own, and it is there they weave their schemes and mete out their cruelty.”
    • He gestures upward with a spectral hand, his form shimmering faintly in the torchlight. “In life, I swore to protect all who sought refuge within these walls. Yet these fiery tyrants, born of flame and arrogance, have turned this place into a den of suffering. They revel in power and pain, taking what they wish without regard for the lives they destroy.”
    • His voice drops, carrying the weight of bitter memory. “The efreeti have no love for mortals. To them, you are but tools to exploit, toys to discard, or, worst of all, slaves to serve their whims. Their cruelty knows no bounds. I have seen them cast innocent travelers into servitude with a laugh, or strike down those who dared resist their iron will. They delight in breaking not only the body but the spirit, for it is in dominance that they find their joy.”
    • Ehudi's form flares briefly, a pale light illuminating his anguish. “They live in a chamber upstairs, a place they have defiled with their presence. The main area is a cold facade of comfort, filled with cushions and divans, but beyond the pillars and curtains lies their true indulgence—a mound of silken rugs, pillows, and blankets where they rest as though rulers of this humble house. To the east, a rack of weapons lies ready, arming their servants and ensuring their dominion remains unchallenged.”
    • He leans closer, his ghostly visage solemn and imploring. “If you wish to rid this place of their evil, you must confront them in their lair. But be warned: their power is immense, and their hearts burn with unrelenting malice. They will not yield easily, nor will they forgive any slight. Steel yourselves, for the task ahead is fraught with peril.”
    • Ehudi steps back, his gaze distant. “I cannot face them myself, bound as I am by the curse of this place. But if you take this fight to them, you may yet free the caravanserai from their fiery grasp—and bring justice to those who suffered under their cruelty.”
  • The Party pledges to bring new trade to the Caravanserai, restore it to its former glory and honor, and place it under the Emperor's peace.
  • The ghost tells the Party that there are 14 Jann and 2 Efreeti.

12/15/24 Game

  • Party over analyzes, then proceeds upstairs
  • Jann line the entryway, Efreeti invite the The Party in to parlay.
  • Emperor Aragithalas Sercenornorow Kanan declares his desire for death, but the Jann try to bargain, offering to kill him with powerful rituals if he retrieves the Valis Crystal (shard) for them
    • I can still call you that—for time and custom have eroded my grasp on such titles—I stand before you, a relic of eternity. I have lived for ten thousand years, my existence stretching back beyond the boundaries of history, beyond the rise and fall of empires, beyond the shaping of the world as you know it. I have seen the birth of civilizations and their inevitable decay. I have watched stars fall and oceans rise. And yet, for all that I have witnessed, for all that I have endured, I tell you now: I wish for nothing more than the sweet release of death.
    • It is not a wish born of despair, though despair and I have been close companions for centuries. It is not a cry for help, for help is a fleeting concept in the face of immortality. No, this is a yearning born of exhaustion, of a weariness that no mortal could ever comprehend. To live is to experience, to grow, to change. But when you have lived as I have, when the flow of time becomes an endless, unchanging river, life itself becomes a burden.
    • I have fought countless battles. I have clashed swords with gods and demons, wrestled titans to the ground, and shattered armies with the force of my will alone. Yet these battles, once thrilling and filled with purpose, have become tiresome. They are now nothing more than echoes of an ancient rhythm, a dull thrum of repetition in a life that refuses to end. Killing an efreeti or slaying a jinn—once feats of legend—bring me but seconds of satisfaction before the emptiness returns. Their fiery demise and their spectral cries fade too quickly, leaving me with only silence.
    • Do you know what it is to be so ancient, so far removed from the human span, that even joy becomes a hollow echo? To walk through millennia and feel the weight of every moment, but the meaning of none? It is not glory that sustains me, nor power, nor even memory. I am not here because I wish to be. I am here because I must be. Immortality is not a gift. It is a curse, wrapped in the guise of eternity.
    • And yet, I continue. I walk the earth, though its paths have all become familiar. I engage in battles, though they no longer challenge me. I seek out the fleeting happiness that might come from defeating creatures of myth, knowing full well that it will not last. I am a creature of habit, a wanderer trapped in a cycle that has no end.
    • So I ask you, those who live and breathe and age and die: cherish your mortality. It is your greatest gift. Your days are numbered, yes, but it is that very limitation that gives them value. Every sunrise, every laugh, every tear, every embrace—they matter because they are finite. You are free in a way that I will never be. Free to grow old, free to make mistakes, free to end.
    • As for me? I will continue this endless march through time, seeking a release that may never come. Perhaps one day, I will find a battle that finally consumes me, or an adversary worthy of ending this unyielding existence. Until then, I remain—a shadow of what I once was, a monument to the cruelty of eternity, and a living testament to the agony of life without end.
  • Kane tells the Efreeti that we've already got one, looking bored
  • Efreeti look stunned and rhapsodize
    • “We may have underestimated you, cleric. But know this: if you possess the Valis Crystal, it is not a thing to be trifled with. It is a dangerous power, one that should not be wielded by any—especially not one who seems so… disinterested in its full potential.”
    • “You speak as though you’ve already seen the depth of the artifact’s power, but you have no idea what it truly can do. It is not simply a key to manipulate time, no… the Valis Crystal is much, much more. It can reshape existence itself—reshape the balance between the planes, even control the very forces of creation. And you… you think you can control it?”
    • “If you truly possess the Valis Crystal, then the situation is far more complicated than we had imagined. This… this changes everything. You are already in possession of the very power we sought to control. Tell me, cleric—how did you come by it? And what is your intent with such a potent force?”
    • “This is… impossible. How could you—how could anyone—have acquired the Valis Crystal without the knowledge of the planes' greatest beings? Do you realize the power that resides within it? The forces that would destroy worlds if it falls into the wrong hands? It is not a mere trinket, cleric.”
  • Doq'tor S. Kane Says 'Kill them! They can't be allowed to leave!” and casts Dimensional Lock on their end of the room
  • Eltán springs forward, killing one with a pair of sword strokes and stumbling forward into a somersault when it collapses before his shield bash connects
  • The other assumes gasseous form
  • Smash blocks the doorway, the Jann pass him ethereally, but turning, he kills 4.
  • Kane traps the gaseous efreet in a corner with a 'fan' feather token
  • Aragorn starts searching for his empty iron flask
  • Smash and Eltán kill the remaining Jann, taking light wounds, though 3 escape. Eltán only kills three, Smash gets the rest.
  • Aragorn traps the gaseous efreeti in his iron flask.
  • The dead efreet has loot, taken by Aragorn or put into a portable hole by Smash:
    • Aragorn takes:
      • Scimitar +2 Fire Infused
        • It is said that the scimitar was forged by an ancient Efreeti smith who sought to capture the very essence of fire within a blade. The weapon was not only designed for combat but also as a symbol of power and dominance over flame. The blade’s temperature fluctuates with the emotional state of its wielder—when wielded by one full of rage, the fire grows fiercer, while calm control of the weapon brings a more controlled, steady flame.
        • Appearance: The scimitar's blade glows faintly with an inner fire, casting an eerie red-orange light even in dim surroundings. The metal of the blade appears as though it were forged in the heart of a volcano, with dark red veins running through the silvery steel like molten lava cooling into rock. The curve of the blade is graceful and deadly, designed to slash with fluid elegance. A delicate flame-like pattern is etched into the blade, starting from the hilt and flickering toward the tip. The hilt is adorned with ornate flame motifs, and the grip is wrapped in scorched leather, blackened by the heat of countless battles. The pommel is shaped like a flame, with the gemstone at its center pulsing faintly like a dying ember.
        • Flame Damage: The blade deals an additional 2d6 fire damage with each successful hit, leaving scorch marks on its victims. This damage is magical in nature, unaffected by the typical resistance or immunity to non-magical fire.
      • Lock of efreet hair from other efreet
        • Appearance: The lock of hair is a single, thick strand that shimmers with an unusual brilliance, almost as if it were woven from strands of flame itself. The hair itself is long, jet-black with fiery red streaks running through it, and the tips seem to flicker faintly like embers in the wind. When held in the light, the hair shimmers with an ethereal glow, catching and reflecting the surrounding flames as though they are one with the fire.
        • Magical Properties:
          • Elemental Affinity: The hair is imbued with the Efreeti’s affinity for fire and flame, and it retains a faint aura of heat. Holding the lock for too long may cause the touch to feel unnaturally warm or even painful, as though it were pulled directly from the heart of a flame.
          • adds +1 to all fire related damage when held while casting fire related spells
          • Rod of Seven Parts Connection: this lock of hair is an essential part of the process to create the glyphs needed to assemble or join segments of the Rod of Seven Parts. The hair can be used as a key or focus in the creation of the necessary inscriptions or spells, unlocking a specific part of the rod’s magic or unlocking access to other powerful items or locations
    • Smash puts in hole:
      • Potion of Dimunition
      • Ring of Telekinesis (25#)
      • Gems (Firey, fire opals etc., worth 500-1000gp)
  • Careful rearrangement and process of elimination point to a statue bearing the rod segment
  • Eltán casts Dimensional Anchor, Mica restores stone→flesh
  • As it forms it tries to speak, but Eltán sees that it is a CE jackal-lycanthrope thing and kills it
  • It has sections 4 & 5 of the Rod of Law already assembled inside its coat
    • Major Power: any 2 segments joined, confer flight as the 3rd level wizard spell fly at will.
    • Base Power (powers of the individual rods):
      • Segment 4 is an 8-inch segment and can create a gust of wind five times a day. The gust is 10 feet wide and 200 yards long. The name and command word is Justitia
      • Segment 5 is a 10-inch segment and provides true seeing once a day for 20 rounds. The name and command word is Ecce.
    • Penalties:
      • The bearer becomes Lawful, although the good/evil axis of their alignment is unaffected
      • Single piece: The bearer cannot abide disorder. The character keeps himself scrupulously neat and clean, and strives to keep his equipment and belongings in some kind of logical order. If given a chance, the character seeks to arrange any disorderly collection of objects he encounters. The character straightens pictures, sweeps up debris, and generally shows a preoccupation with neatness. If the character's player does not role-play this new aspect of the character's personality, the DM should present the character with some unusually disorderly situation at least once each adventure. If the player ignores the situation:
        • The character becomes distracted and suffers a -1 penalty to all saving throws, ability checks, and surprise rolls for the rest of the day or until the character arranges things neatly. The character need not ignore more pressing concerns in favor of neatness, but must deal with the situation as soon as it becomes reasonable to do so. Nor does the character have to undertake anything that requires more than 5 or 10 minutes of effort.
      • Two pieces: The character never agrees to random determinations for anything that could be accomplished by more lawful means. For example, the character will not accept dice rolls for distributing treasure. The character insists on some more logical and nonrandom means of distributing the spoils. If the character is a priest required to follow a nonlawful

alignment, the character immediately loses the ability to memorize all but 1st and 2nd level spells and any granted power has a 50% chance to fail when used. The penalties remain until the character atones.

  • Room loot:
    • Main Room:
      • Cushions and Divans:
        • Embroidered cushions: 100 gp each (5 present = 500 gp)
        • Divans with brass frames and silk upholstery: 300 gp each (2 present = 600 gp)
      • Rug:
        • Flame-patterned, planar fiber rug: 1,500 gp
      • Tables:
        • Obsidian tables with fire opal inlays: 750 gp each (2 present = 1,500 gp)
      • Golden brazier with scented coals: 400 gp
      • Decorative Lanterns:
        • Enchanted lanterns with magical firelight: 250 gp each (4 present = 1,000 gp)
      • Weapon Rack:
        • Brass rack: 100 gp
      • Ornate weapons:
        • 3 scimitars (75 gp each = 225 gp)
        • 2 composite bows (100 gp each = 200 gp)
        • 20 arrows with intricate designs (5 gp each = 100 gp)
    • Alcove (Sleeping Area):
      • Curtains and Pillars:
        • Velvet curtains with gold tassels: 600 gp
        • Flame-etched pillars with molten gold inlays: 500 gp each (2 pillars = 1,000 gp)
    • Sleeping Area:
      • Rugs and blankets (luxurious fabrics): 1,000 gp
      • Jewel-toned pillows (various sizes): 50 gp each (10 present = 500 gp)
      • Chest or Storage Trunks:
        • Brass-bound ornate chests (arcane locks): 400 gp each (2 present = 800 gp)
      • Decor and Adornments:
        • Wall Hangings:
          • Tapestries of efreet and volcanic scenes: 500 gp each (3 present = 1,500 gp)
          • Hammered copper and brass plaques: 150 gp each (4 present = 600 gp)
      • Statues and Trinkets:
        • Small elemental and phoenix statues (ruby, amber, obsidian): 300 gp each (4 present = 1,200 gp)
      • Decorative bowls with gemstones: 500 gp (contents valued separately)
      • Large Mirror:
        • Brass-framed mirror with flame motifs: 1,000 gp
      • Enchanted Brazier:
        • Eternal flame brazier: 2,500 gp
      • Miscellaneous Luxuries:
        • Books and Scrolls:
          • Texts and scrolls on fire magic and lore: 150 gp each (5 present = 750 gp)
          • Goblets and Decanters:
          • Golden goblets with fire opals: 250 gp each (4 present = 1,000 gp)
          • Encrusted decanter: 600 gp
          • Jewelry Box:
            • Gilded chest with fiery jewelry: 1,000 gp (not counting jewelry within).
          • Planar Map or Ornament:
            • Fiery globe/map of the Plane of Fire: 3,000 gp
  • Summary Total:
    • The estimated total value of the non-magical furnishings in the efreeti bed chamber is:
      • 24,775 gp, excluding the value of any magical items or gemstones contained within.
  • Jann Quarters:
    • Here’s a detailed breakdown of the Jann Quarters, with a focus on the description and treasure values:
    • Main Room:
      • Cushions and Divans:
        • Basic, functional cushions and divans, likely made of durable but plain materials.
        • 10 gp each (5 present = 50 gp)
      • Bare Floor:
        • No rugs or decorations on the main floor.
      • Weapon Rack:
        • A plain wooden rack with functional weapons:
        • 6 scimitars (10 gp each = 60 gp)
        • 4 short composite bows (30 gp each = 120 gp)
        • 40 arrows (1 gp each = 40 gp)
    • Sleeping Area (Behind the Pillars and Curtains):
      • Curtains and Pillars:
        • Simple curtains and unadorned stone pillars. No significant value.
      • Rugs, Pillows, and Blankets:
        • A large, disorganized pile of bedding materials.
        • Most are plain and have no value beyond comfort.
        • 3 valuable rugs worth 50 gp each (150 gp total).
        • Weigh 25 lbs each, requiring time to uncover.
      • Other Potential Finds:
        • Miscellaneous Belongings:
          • While the quarters are sparse, the Jann may have left behind small personal items:
          • Assorted coins scattered in bedding: 1d10 x 10 gp.
          • Simple carved trinkets, such as wooden figurines or small talismans: 1-5 gp each (3-5 present).
      • Utility Items:
        • Water skins, travel kits, or basic supplies (5 gp total).
    • Total Non-Magical Treasure:
      • Cushions and Divans: 50 gp
      • Weapon Rack Contents: 220 gp
      • Valuable Rugs: 150 gp
      • Miscellaneous Items: 1d10 x 10 gp + 15 gp (trinkets and supplies).
    • Estimated Total Value: 435-550 gp, depending on the coin rolls.
  • Jewelry in the Efreet Guilded Chest:
    • Golden Torque with Flame-etched Engravings:
      • A thick band of gold, with intricate flame patterns carved into the surface.
      • Value: 250 gp
    • Ruby-studded Bracelet:
      • A delicate bracelet adorned with five small rubies, each glimmering like embers.
      • Value: 600 gp
    • Fiery Opal Pendant:
      • A large fiery opal set in a gold frame, hanging from a fine golden chain. The opal seems to shimmer like a flame when held to the light.
      • Value: 750 gp
    • Flame-shaped Brooch of Enamel and Gold:
      • A decorative brooch shaped like a licking flame, crafted from gold with red and orange enamel accents.
      • Value: 300 gp
    • Gold Anklet with Infernal Script:
      • A heavy gold anklet inscribed with Efreeti writing, perhaps a spell or a protective charm.
      • Value: 200 gp
      • Gold Anklet with Infernal Script
        • Material: The anklet is crafted from solid gold, making it substantial and weighty. It is finely polished, reflecting a warm, golden sheen under light.
        • Design: The surface of the anklet is engraved with intricate, flowing Efreeti script, which appears almost like tongues of flame frozen in time. The script is both decorative and arcane in appearance.
        • Inscription Meaning: The Efreeti writing translates to a protective charm:
          • “By the flames of my wrath, let no chain bind me, nor blade pierce me.”
          • This suggests that the anklet once held some symbolic or magical significance to the Efreet, perhaps as a talisman of defiance or invulnerability.
        • Weight: 1 pound.
        • Dimensions: 10-inch circumference, designed to fit snugly around the ankle of a larger humanoid.
        • Magical Properties: None currently active, but the craftsmanship and the arcane nature of the inscription imply it could be enchanted by a skilled spellcaster.
        • Condition: The anklet is in excellent condition, with no scratches or tarnish, a testament to the enduring skill of Efreeti artisans.
        • This anklet not only reflects the fiery temperament of its former owners but also offers insight into their prideful and defiant nature. It could serve as a striking piece of jewelry or a base for further enchantment.
    • Platinum Ring with Garnet:
      • A simple yet elegant platinum band set with a single, deep red garnet.
      • Value: 400 gp
    • Pair of Flame-themed Earrings:
      • Dangling earrings shaped like miniature flames, crafted from gold and set with tiny orange sapphires.
      • Value: 500 gp
    • Obsidian and Gold Necklace:
      • A heavy necklace featuring polished obsidian stones connected by gold links. The obsidian gleams with a faint red hue.
      • Value: 450 gp
    • Jeweled Circlet:
      • A slender circlet made of gold, inlaid with rubies, garnets, and orange sapphires, designed to mimic a crown of flames.
      • Value: 1,000 gp
    • Cuff Bracelet of Red Enamel and Bronze:
      • A wide cuff bracelet crafted from bronze and decorated with red enamel in a swirling flame pattern.
      • Value: 300 gp
    • Total Value: 4,750 gp
    • These items reflect the Efreet's fiery nature and love for exquisite, flame-themed designs. Their collection blends luxury with an element of danger and otherworldly craftsmanship.

12/17/24 Afterward

Manzil al-Hamra

  • (OC)The Red Waystation
  • The name also suggests a duality: it could once have symbolized the warm glow of welcoming fires for travelers, now corrupted into the dangerous heat of the efreeti dominion.
  • No big cities nearby
  • Settle under an Imperial WATC outpost charter,beginning with:
/home/mounrlfd/freeimperia.com/fiwiki/data/pages/campaign.txt · Last modified: 2024/12/18 04:18 by eltan