The Adventures

This page contains the synopses of each session. Each post includes a write-up of the events of the session, more detailed notes and dialogue (when possible), and an introductory comment by the DM prompting between-session roleplaying.

In-Character posts related to the aftermath of the session will be further comments on the latest session post.

  • Preface your comments with your character's name on the first line. Leave a blank line between this and the text of your comment.
  • Dialog spoken by your character should be enclosed in double quotes (" ").
  • Descriptions of actions by your character should be unadorned text.
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  • Out-of-Character text should be enclosed in square brackets ([ ]) or possibly as a reply to the comment.
Replies to comments should be avoided and reserved for the DM to make or request clarifications on a comment.

Table of Contents

  1. Aftermath
  2. Unhinged
  3. Hunted
  4. Miscalculation
  5. Warped
  6. Monumental
  7. Espial
  8. Riven
  9. Beckon
  10. Drawn
  11. Refuge
  12. Missive
  13. Spelunk
  14. Fossick
  15. Schism
  16. Disjointed
  17. Transmorgify
  18. Seeking
  19. Treachery
  20. Covetousness
  21. Paddle
  22. Crossing
  23. Ingress
  24. Betrayal
  25. Tour
  26. Homecoming
  27. Peregrination
  28. Business
  29. Maelstrom
  30. Revisit

Revisit

posted Jul 7, 2019, 7:18 AM by Stephen Pliska-Matyshak

Butyltina 9, 2559

After The Rustoleii have unloaded their belongings from the boat, Skelysis suggests a campsite nearby. He then departs back into the swamp, quickly disappearing among the vegetation and fog. The group finds the campsite and settles in, safe for as long as they wish to stay.

Once they continue their journey toward Ithl'Quessir, they happen across the site of an ancient battle strewn with the wreckage of rotting siege engines and graves marked by disintegrating helmets on rusted weapons thrust into the ground. Ghosts still fighting the pitched battle emerge from the graves and attack. After the harrowing battle, it is imperative that the group travel beyond the battlefield. Should this battle go horribly bad for The Rustoleii, a mysterious benefactor will see them back to their original campsite.

Finding a safe campsite on the open plains between the battlefield and the city is challenging. The group needs to rest before they can travel too much farther, so they set up camp with as much cover as they can manage. Unable to conceal their camp sufficiently, a group of cyclopses finds it during the night. They occupy the area harassing the camp until slain or driven off. If slain, the group will be safe to complete their rest, though it will be stressful due to not knowing if something else will wander into the campsite.

When the group finally gets underway again, the travel until they enter an orderly grove of ancient maple trees. They are hailed from behind just as the enter the woods by a cloaked figure. They may recognize this creature from a previous encounter outside The Everfloat the last time they approached Ithl'Quessir. The being will not remember the adventurers and claims to have never met them before. It will take offense to any rudeness and is very sensitive it, clearly agitated by its surroundings. It will reluctantly enter the woods with the group if it finds any advantage in doing so.

Following the encounter with the elven vampire and depending on the outcome, a patrol of Ithl'Quessir elves will happen upon its aftermath to find the group or hail them if continuing on their way to the city. The elves are very concerned about the group's presence within The Everfloat, especially so close to Ithl'Quessir. They will be abrupt and aloof unless and until they have proof that the group just encountered an elven vampire.

One way or another, they get escorted to Ithl'Quessir to continue their mission for Aifos.


Maelstrom

posted Jun 1, 2019, 7:01 PM by Stephen Pliska-Matyshak

Butyltina 7, 2559

The Rustoleii reload Skelysis' boat and set out into the swamps to the east of Hinterburg as the return to Ithl'Quessir. They travel most of a day before the enter the swamp at which point travel becomes a tedious exercise in navigation. Skelysis is a master of dealing with the swamps treacherous areas but does not have an answer for the weather. A terrifying thunderstorm with extreme winds overtakes the boat late in the day. The storm is so violent that the boat is tossed about and causes its passengers to be flung into the swamp. Everyone loses sight of Skelysis, his craft, their beasts of burden, and each other as well.

Once The Rustoleii have gotten back in touch with one another, a pair of young black dragons swoop in. They are hunting the donkeys and will quickly kill them unless distracted. The dragons may continue to focus on the beasts if the response from the characters isn't threatening. The dragons are arrogant and will not think of fleeing.

After the young dragons have been dealt with, Skelysis finally returns with the boat. He indicates that all are in danger, as the storm pushed them all into the area an adult black dragon claims. This dragon will investigate as they travel, trying to leave its demesne. It will eventually attack, realizing its offspring have been killed.

Upon surviving the dragon, Skelysis finds safer, quicker paths through the swamp and joins The Everfloat. He navigates the fast river and docks in a hidden alcove along the banks of Ithl'Quessir's land. However, taking a long rest before leaving the swamp will attract three trolls that will interrupt before the rest completes.


Business

posted May 4, 2019, 8:19 PM by Stephen Pliska-Matyshak   [ updated Jun 1, 2019, 10:52 AM ]

Butyltina 5, 2559

Neither of the competing thieves' guilds is pleased that The Rustoleii humbled them as they have. They are also neither stupid nor forgiving. Assassination is the next problem the group is about to face and the wizard is the assassin's first target. The killer will tail the group at a distance from the inn throughout the city until an opportunity presents itself; a distraction, separation, or some situation where the assassin can quickly move in and strike. She'll be patient, gauging Tktk's skills to the point that an attempt may not occur the first or even the second day.

The other thieves' guild takes another course of action. They try to setup up the group to take the fall for a crime. Initially, they try and get the constabulary to investigate the murders in the street from the previous night, but someone has mysteriously disposed of the dead bodies; leaving no evidence of the battle. They run a shill, attempting to implicate Tktk in a theft, but this will prove challenging, but they will be patient just as the assassin will be.

In the meantime, the group has things to sell and possibly stuff to buy before they depart for Ithil'Quessir again.


Peregrination

posted Apr 21, 2019, 7:54 AM by Stephen Pliska-Matyshak   [ updated Jul 8, 2019, 4:39 PM ]

Butyltina 4, 2559

The Rustoleii take to the Rust River beyond the falls on Skelisis' keelboat returning to Ithil'Quessir. The first several days are stressful but uneventful as the going is relatively slow and they are waiting for a dragon to fly over. They see several dragons, but at great distances to the west and south.

They travel east for the first day, anchoring on the far southern end of what the elves call Raven Lake. While the group is camping on the shore, a raiding party of sahuagin tries to make off with the supplies stored on the keelboat. There are also several sharks along the shore poised to attack any of the group that enters the water.

The next couple of days are traveling south up the Raven River, having the donkeys pull the keelboat against the current.

Where the Raven River becomes a tributary of the Morre River, they dock just outside the walled city of Hinterburg. The walled city is a crowded and bustling place with resources that the characters have never encountered before. Wingra does recall hearing of it as it is one of the places Rust River Falls bread is shipped to. Only Tktk has encountered so many people in such close proximity and this was New York City. Sleight of hand may be hard for Tktk to control. This is a good place to unload a lot of the stuff accumulated on Bob and possibly someplace to find a desired magic item.

The characters look at the surrounding landscape and realize this is the city they flew over (though now not as big) when they lost Aifos.

During the first evening in the city, they manage to sell off the especially worthwhile clothing and jewelry they have accumulated through their journeys, while also acquiring another haversack that the proprietor did not realize was magical. Also, a smith buys the suit of magical chainmail they have been carrying around as well. The magical weapons are beyond the resources of the smith, but he suggests finding a buyer among the nobles, priests, and factions of the city.

Of course, all of this bargaining and accumulation of coin has gotten the attention of both competing thieves' guilds in the city. They team up against The Rustoleii. However, Kinnickinnic's bravado is not unfounded and they make quick work of the thieves, one member of each guilds' representation escaping with their lives. This probably will not be the last they hear of them.


Homecoming

posted Mar 13, 2019, 7:29 AM by Stephen Pliska-Matyshak   [ updated Jul 8, 2019, 4:37 PM ]

Butyltina 1, 2559

The Rustoleii approach Rust River Falls. They notice that it has none of the improvements or the palisade added by Aifos' beneficence, but also none of the destruction from the dragon's attack after the cataclysm. Also, they are called to a halt outside the hamlet's boundaries by four guards outfitted in indigo scale mail and shields with Mornzimatorix' sigil embossed on them. They are armed with morningstars and have crossbows slung over their backs. They demand to see travel papers and ask what their business is in Rust River Falls.

None of them recognize any of these guards. When papers cannot be produced, the guards move to arrest them; calling reinforcements as they approach. None of the guards recognize Kinnickinnic, Patch or Wingra as having grown up in or near the Falls, so they ignore any claims they have. The ruckus attracts the attention of the townsfolk, which include Wingra's and Kinnickinnic's parents as well as the wise woman Ingrid Baker.

This initial encounter can go one of several ways:

  • The Rustoleii or their parents convince the guards they belong in Rust River Falls and conversations can go on from there ✔︎
  • The Rustoleii don't convince the guards they belong in Rust River Falls but don't resist arrest
    • They will be held in Warren Wyrmshield's house until Hester Indigoblood arrives from The Cavern of Ink to sort out the situation
  • The Rustoleii initiate hostilities and they defeat the guards of Rust River Falls and gain the enmity of Warren Wyrmshield who will dispatch Hester Indigoblood to hunt them down
    • This will place a bounty on their heads and they will need to find sanctuary somewhere

Mention of any Archmage will be met with consternation at best and arrest or attack at worst. Escaping will have Hester Indigoblood and Ibzilizix hunting them.

The Kinnickinnic, Patch, and Wingra reunite with their parents and are recognized as citizens. Since the other three are verified citizens of Mornzimatorix' realm, they can vouch for Tktk and she is accepted as well, though she will eventually need to return to the Cavern of Ink to obtain her traveling papers.

The group retires to the bakery with their parents to relax and converse until Patch's parents need to return to the farm before night. Astor and Brady invite the group to stay overnight at their house. Upon entering the house, Kinnickinnic's parents usher them through a secret down and down into the secret library and laboratory. Here the discuss the discrepancies between the group's original and current timeline.

  • Aifos is completely unknown and seems to have had no influence on this timeline
  • The Wizard's Cataclysm occurred, but only claimed most of the Archmagi's lives during the retaliation by the Great Wyrms for their attempted assassinations
  • Foortmaar exists
  • Mount Orange did not lose its summit
  • The younger dragons did not go insane and attack

The group decides to return to Ithl'Quessir to deliver the items as they have attempted before.

The following morning they seek out Skelisis. They find him returning to his cabin with a deer over his shoulder taken during a hunt. Understanding that the group wishes to go to Ithl'Quessir, he offers to take them on his raft. Leaving Rust River Falls becomes seemingly urgent as an indigo dragon carrying a rider arrives over the thorp. They take a concealing route down to the river and board the raft and begin the trek to return to the ancient elven city as the dragon lands on the other side of the settlement.

Tour

posted Feb 16, 2019, 7:20 PM by Stephen Pliska-Matyshak   [ updated Jul 8, 2019, 4:35 PM ]

Pentatina 7, 2556

After experiencing the transition through time and space yet again, each of our heroes finds themselves awakening alone in a comfortable bed in unfamiliar quarters, except that Tktk immediately recognizes the construction as being within the Cavern of Ink. Each rises and collects their things from the footlocker and cabinet beside their beds, though it is only possessions they once had as children and not the powerful equipment they had when crashing with the dragon. They exit into a wide hallway lined with evenly spaced identical doors. No doors are open other than the four opened by our heroes. They approach each other and realize they are younger and less careworn and scared, as though before the cataclysm that brought them together.

Shortly, a kindly middle-aged woman enters the hallway, apparently pleased to see the enthusiasm of her already awake charges. She rings a large hand bell and stirring occurs behind the other closed doors. They begin opening as other teenagers emerge from their rooms. She encourages everyone to get dressed and moving; that breakfast will be ready soon. She also informs her students--as she refers to them--that it will be an exciting day as today will be a visit to the tower of the court wizard, Gruulamesh. Once the students have prepared for the day, she leads them through a large double doors at the end of the hallway into a dining hall; a huge breakfast waiting.

During breakfast, the matron instructs her students that they must remain quiet and aware of their surroundings as they make the walk to the Archmage's tower, implying it may be dangerous. Once breakfast is taken, the group lines up at the opposite side of the dining hall from where they entered and exit through a set of double doors at this end. It leads to a passage that progressively gets rougher until it turns into a natural tunnel within the mountain. It is not long after this that a giant's arm reaches out from a side passage and grabs the matron and quickly draws her screaming into the darkness. She drops her lantern in the process. Moments later, swarms of rats emerge from the side passage and begin harassing the students.

Screaming students scatter, running both forward towards what they hope to be the Archmage's tower and backward towards the dining hall. After driving the rats off, it appears no one is returning with help. In the deepening silence, the faint screams of the matron can be heard echoing far inside the tunnel. Following the side passage, it is dark and smelly, but it leads to where the rats once nested. There are piles of offal and rotting straw strewn throughout this cave. 19 copper pieces can be found here by making a DC 10 Intelligence (Investigation) check or a DC 15 Wisdom (Perception) check. Another tunnel leads to the left out of this cave.

Following this tunnel leads to a widened cave-like area with a three-way split in the tunnel. By this time, there are no screams that can be heard from the matron, but a DC 25 Intelligence (Investigation) or Wisdom (Perception) check near the right tunnel will reveal evidence of a giant footprint leading into this tunnel (one check should be rolled at each tunnel if the heroes attempt to try to find a clue). While searching or deciding which way to go, the piercer and the darkmantle that call this area home will drop onto the unsuspecting heroes unless they detect the piercer's movement trying to get into position to drop on one of them. The piercer has ingested 7 gold pieces over time and they can be found in its gullet if searched.

Going down the left tunnel will lead to a small cave where a lonely translucent figure hovers over a decaying skeleton in tattered, rusting armor. This is a specter and it will attack the heroes if disturbed. There are 24 copper pieces under the skeleton's right hip bone among the remains of a leather pouch.

Going down the center tunnel leads to a trapped passage that ends at the base of the Archmage's tower, though the stout iron door at the end is sealed with an arcane lock spell.

Hidden Pit

This pit has a cover constructed from material identical to the floor around it.

A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of the floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of the floor is actually the cover of a pit.

When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is 10 feet deep and those who fall take 3 (1d6) bludgeoning damage from the fall.

Once the pit trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic.

Poison Darts

When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.

The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 12. With a successful DC 12 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or another object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.

The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +4 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don’t hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 12 Constitution saving throw, taking 5 (1d10) poison damage on a failed save, or half as much damage on a successful one.

"Flying" Scimitar

This trap uses a trip wire to release a whirling scimitar suspended from the ceiling.

The tripwire is 3 inches off the ground and stretches across the passage. The scimitar is hidden by cobwebs. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

When the trap is triggered, the scimitar is released, whirling and flying around on its chain in a 10-foot-square area. Those in the area are subject to an attack with a +4 bonus. Each target hit by the scimitar takes 3 (1d6) slashing damage. It harmlessly hangs at the end of its chain after a round of attacks.

Down the right tunnel, the heroes will find a half-ogre guarding the now unconscious matron. He will not give up his prisoner without considerable persuasion...probably a fight, but maybe not. The half-ogre has 10 gold pieces in a bowl under a pile of skins and pelts he uses as a bed.


Betrayal

posted Jan 20, 2019, 9:47 AM by Stephen Pliska-Matyshak   [ updated Jul 8, 2019, 4:31 PM ]

Nonotina 23, 42

The group is preparing to leave Ithl'Quessir and discussing which way to go. As they come to the decision to head back to Mount Orange, Aifos wonders where Hobbs went. During the search for Hobbs, Kinnickinnic notices a great army of goblinoids crossing the Everfloat and heading towards the ruins. As attention begins to turn towards the approaching army, the shield guardian under Hobbs' control attacks the one controlled by Aifos. A wall of fire erupts between the dragon and Tktk, who had already mounted it, and the rest of the group. This reveals Hobbs and his betrayal. Realizing the goblinoid army is not yet a threat, the group concentrated on eliminating Hobbs, especially Kinnickinnic with a lightning bolt and then the dragon with its breath weapon. Tktk dramatically recovers the shield guardian's amulet from Hobbs and rides the dragon to deliver the amulet to Kinnickinnic before flying towards the goblinoid army.

The dragon quickly approaches the army and when close enough, Kinnickinnic begins slinging spells. First a fireball and then cloud kill, to instantly decimate the army. Along with the dragon's poisonous breath weapon, Tktk's poisonous smoke bombs and another fireball from Kinnickinnic, the goblins scatter never to be a threat at all.

Nonotina 24, 42

The next morning, the shield guardians are instructed to pursue the amulets, Bob is relieved of his burden and released, and Yahara takes off ahead of the dragon. The dragon is loaded and mounted. It takes off in the direction of Mount Orange. More than halfway to the mountain, the dragon passes above a large walled city. The city, alarmed by the flyby of a dragon, launches ballista bolts at it. Most miss, but on directly strikes the dragon, ripping a large hole through it. This causes the dragon to violently contort as its wings beat. This causes Aifos to be thrown clear and Patch slides off. Tktk, having previously secured her grapple and rope to the dragon and tied it around her waist, leaps off the dragon and tries to grab Patch. Both Tktk and Patch try to hang on but only collide with each other. They try again while still close enough and this time get hold of each other. This causes the dragon to be pulled around, jerking the rope and causing Patch and Tktk to be separated again. Wingra having previously blessed the group now casts a fly spell and begins looking for Aifos. She leaves the dragon and flies back down toward the city searching for Aifos and finally spots him quickly approaching the trees. In the meantime, Patch begins preparing to try and break his fall among the trees of the forest he is quickly approaching. Tktk, however, grabs his foot again. Back to Wingra streaking through the sky after Aifos manages to grab his robe just as he reaches the top of the trees, but it rips in her hand and he disappears through the canopy. Moments later, the dragon and the rest of The Rustoleii reach the canopy of the forest.

Then everything fades to black...


Ingress

posted Dec 30, 2018, 8:11 AM by Stephen Pliska-Matyshak   [ updated Jul 8, 2019, 4:30 PM ]

Nonotina 15, 42

The Rustoleii enter the outskirts of Ithl'Quessir and find it to be an ancient ruin. The enter the deserted streets lined with dilapidated stone structures. This causes Hobbs to begin muttering that this is no what he passed through just days before.

As they approach a square, several of the group notice that Aifos has stopped, looking around bewildered. He appears even younger and less draconic than ever. In fact, he appears to be nothing more than a bald half-elf in his teens. He also has lost all of his usual gear, only dressed in robes and wearing shoes.

After a few questions, it is obvious that this is an instance of Aifos that has no experience of what he is or of that which he will be capable.

The group soon becomes aware that they may have shifted through time again, though all together this time. Hobbs indicates some differences within the ruins where trees are in the wrong place. After the group travels back to the spot where they found Hobbs hanging, they determine they are likely far in the future.

Night descends upon them and they return to the ruins where Kinnickinnic erects a secure shelter. They check the night sky for changes in the stars but find they are arranged in a familiar pattern. The five moons are also still floating above, as well.

Nonotina 16, 42

The night passes without incident. Yahara decides to fly as high above the ruins as she can manage and have a look at the surroundings. She finds that the forests have receded and many of the rivers have gone dry. She also notes that the ruins of Ithl'Quessir extend to the north of their current location. Upon her return, Yahara imparted what she has observed and the group moves through the ruins to a bridge that crosses a river into an overgrown, untended forest.

They slowly make their way through the undergrowth until they come to a clearing with a ruined mansion in its midst. As they approach, they hear the clanging and scraping of metal on stone. Shortly, a number of shield guardians emerge from the ruins.

Hobbs again remembers his encounter with them, which ended with his subdual and capture. He informs the group that these automatons are controlled by wizards with amulets, though there are likely no wizards any longer.

The group engages the five shield guardians that pack quite a punch. In the melee that ensues, Patch and Tktk each spot and destroy an amulet that disables two of the guardians.  Hobbs gets lucky and grabs an amulet hanging from the one he engages and takes control of it. Between Patch, Kinnickinnic and Hobbs' guardian a fourth one is dismantled.  Tktk and Aifos recover the amulet of the fifth. Aifos exhibits enough arcane power to take control of this guardian and thus ends the battle.

Searching the ruins, they find the amulet of the dismantled shield guardian, now inert.  They also find the broken skeletal remains of a wizard that had chased Hobbs from the slums to the south into the mansion a few "days" before.  He recognized the wizard's boots and staff, the latter of which he still has a bruise from being struck. Aside from these items, they also find three unusual flasks of oil and a pile of platinum coins.

As the day is getting on, Kinnickinnic erects a new secure shelter and have the shield guardians stand guard outside.

Nonotina 17, 42

During the night a number of zombified ogres encroach on the shelter, but the shield guardians occupy them until the group awakens and takes action to defeat them. In the melee, Kinnickinnic manages to take control of one of them, adding the defenses of the shelter.

In the morning, the group follows the tracks of the zombies back to a cave where they find some treasure before heading along the trail leading through the woods to a rickety bridge.

Tktk manages to find a safe way across the bridge for the entourage, including the donkey, shield guardians and Kinnickinnic's giant zombie. However, once all have crossed, the bridge disintegrates and falls into the gorge it had once spanned.

They follow a dilapidated road to a domed temple where they find for elven priests awaiting them. Hobbs indicates that these are the judges he faces before being hanged. The elves do not speak, but project their thoughts into the adventures' heads and also seem to be able to read their minds. After a bit of a debate, the Rustoleii retreat to the walkway leading into the temple to discuss their suspicions that these are not actually elves at which point, Hobbs reenters the temple to confront them. The other follow and the situation quickly devolves into combat when the elves show their true forms as phasms. They quickly transform themselves into great-club wielding ogres, but they are no match for the adventures and their defenders.

Upon searching the temple ruins after defeating the phasms, they find more treasures including a magical, mithral rapier.

Nonotina 18, 42

The following day, the Rustoleii finally approach the ruins of central Ithl'Quessir. They come upon a cave, which may have been an entrance to the city at one time. Tktk sneaks in to investigate the cave and seems to disturb something within, that something being big enough to rumble the ground as it moves. She leaves and returns to the magical shelter, but by the time she returns a terrific quaking occurs followed by a roar.

The group prepares for trouble and returns to the cave, leaving Aifos behind with his shield guardian to protect him since he still sleeps from not having slept since arriving. It appears the creature that has awakened is a huge green dragon named Sylvorsta. The group converses with the dragon, which is surprised they all speak Draconic. However, dragons in this time are hunted and he doesn't want to risk exposing his lair despite the assurances from the party--and Aifos who has joined the conversation--they will keep it a secret. A battle ensues and the dragon falls. For the rest of the day, the group recovers the dragon's treasure from the cave, now with a much larger opening. Kinnickinnic, having lost his ogre zombie in the battle, animates the dragon.

Nonotina 19-22, 42

The group spends the next several days exploring and identifying items they have found along the way. They enter the ruins of the city proper but find little intact. The only place still with a roof is an ancient mausoleum in the center of the necropolis. They enter the gloomy necropolis and are set upon by several wraiths. Fortunately, Wingra detected them before they attacked. Two she sent to oblivion, but not before feeling their touch. Patch, Tktk, and Hobbs all were significantly affected by the wraiths before the monsters were sent to their final rest with the help of weapons, claws, and magic. All retreated from the necropolis to recover from the wraiths' touches with Wingra's restorations. After a day of rest, the group returned. Wingra hallowed the small cemetery before the group entered the mausoleum. There they found hundreds of dilapidated tombs, however, Wingra detected another powerful undead presence as they made there way deeper into the place. It turns out to be a dread wraith, which emerges from the floor between Hobbs and Wingra. It manages to drain some of Hobbs and Wingra's essence before taking a significant amount of damage and coming under Kinnickinnick's control. While conversing with the ancient spirit, they find the city met its end long after the person whose spirit to which they now spoke. It also indicates there is still treasure throughout the mausoleum, including its own tomb, as there have been no previously successful robberies under its guardianship. Kinnickinnic has the dread wraith return to its tomb and stays there until the spell holding it ends in 10 days.

Ithl'Quessir of this time appears to be of no help to the group and they need to find their way back to their time before being able to fulfill their quest regarding the elves.



Crossing

posted Sep 23, 2018, 9:57 AM by Stephen Pliska-Matyshak   [ updated Jul 8, 2019, 4:24 PM ]

Propyltina 16, 2559

The Rustoleii depart the gnomish paddle boat and head southwest across the lowlands leading into The Hinterlands.

As they travel, they sense a dread presence and the scent of death. The presence dogs them for much of the trip to the Everfloat. However, as they approach the great river, the entity reveals themselves as a decrepit, cloaked figure.

The creature tests the adventurers resolve and then mysteriously departs as a cloud of moths.

They manage to cross the Everfloat into the realm of the elves using magic to fly across.

As they trek across the wilderness toward Ithl'Quessir, they come across a hanged man who appears to be barely alive. They cut him down to discover he is a hobgoblin. They question him extensively and Aifos even casts truth binding on him when he seems to be evasive.  He is really just confused. He eludes to knowing a great deal about Ithl'Quessir, but cannot elaborate, casting further suspicion on him.

In the end, they give the goblinoid the benefit of the doubt and allow him to join the group considering that when he has recovered from the trauma of being hanged, he may be useful.

Approaching the gates of the ruins, the group is spotted by hill giants. The group dispatches them quickly and make to enter the ancient elven city.


Paddle

posted Apr 8, 2018, 9:11 AM by Stephen Pliska-Matyshak   [ updated Jul 8, 2019, 4:23 PM ]

Propyltina 5, 2559

The Rustoleii arrive in the elven city of Nienil.

They ask around if Skelysis has been here but find no one knows of an elf of this name or if they have heard of one, they have been in the city for decades if not centuries.

The possibilities of navigating up the river seem unlikely by any means the elves have. There is a road that follows the river for a short distance north, but the elves avoid going too far north as the area is the location of their former capital prior to their fall millennia ago.

The investigate the northern end of the city, finding horse-drawn barges along the eastern bank. These haul cargo up a few miles to another town. 

They do find another boat on the western bank that is unusual. It resembles an elongated barrel with three arms with fan-like ends protruding from on side. The four humans teleport across the river to investigate, leaving Yahara to fly across and their other donkey, dubbed Peshtigo, behind for the time being.

The board the boat to find a gnome named Jart, working on a mechanism within the boat that controls the arms. After Tktk has an enthusiastic conversation with the gnome, they find that the liquid, weightless steelisin the got from Foortmaar is what the gnome needs an ounce of to get his machine running.  He claims that the boat will be able to navigate the river up or downstream and offers to ferry the group anywhere in exchange for a bit of their steelisin.

After applying the steelisin like a lubricant to the mechanism, it begins functioning as expected. The main component is another item crafted of steelisin that acts as a perpetual motion flywheel that drives the arms to paddle the boat.

They launch the boat into the river and get the paddles running much to the surprise of the elves observing from the nearby banks.

They travel upstream for several days encountering nothing until they arrive at the fork in the river where they need to turn west. Traveling much faster downstream, they pass under a natural bridge a couple of days later, Jart indicating this is where the ancient elven capital was. The next day they discorporate a greater water elemental that tries to capsize the boat. After several more days and a couple of direction changes, the boat finally comes to the edge of the great forest, but not before a colossal, monstrous spider blocks their way. They adventures soundly defeat it, but not before Tktk is gravely wounded. She survives and the disembark with thanks to Jart on the plains just northeast of The Everfloat.


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