After the Summoning Wars

Before Session 1
The Illithid Mystery

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Session 1
Return to the Material Plane and New Faces
  • Thomas Waynerite and Newton tried to save their true selves, but both true selves died.
  • Kelvin del Wuunder tricked them onto the escape ship and forced it away while he remained in on the illithid ship. He reasons were unclear.
  • The three remaining members of the party, Newton, Thomas and Brog emerge from the Illithid Portal in Peloria
  • Met at portal: Professor Farnsworth, Captain John Thorn, and Bertrum Broke
  • All (minus Farnsworth) walked to Fericault City
  • Introduced to the Orc Mystic (No name):
    • Newton: will make an unlikely friend
    • Thomas Waynerite: will find freedom, but at a great personal price
    • Bertrum: will die in pain surrounded by friends
    • Captain John: will not see a sunset after tonight
    • The Warden: will live for a long time and die peacefully
    • Brog: Nothing?
    • Bee: Go with these people and you will find the challenge you seek
  • The party discovers that a dwarf was set to be exectutred that day, but had escaped the night before with the involvement of a black bear.
  • Warden sends party to find the bear and dwarf
  • Captain John tracks him down
  • They convince the dwarf to return with them
  • They notice orc movement in the forest on the way back to the town
  • They find a burning house with some children and save the children
  • Go to the city to find it under siege by orcs
  • fight some barbarians, drive them off
  • one orc threatens to kill one of the children, but is mysteriously killed by internal flames
  • A mighty worm bursts from the ground near the city gates and begins mayhem
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Session 2
Retaliation Against the Orcs
  • Battle the “Burrowing Dragon Worm”
  • Several guards are killed and Brog is eaten alive! Brog Dies.
  • After the worm flees, Bee smells flowers
  • Bee goes back to jail
  • Rest of party meets Magical Trevor and purchase magic items
  • Captain John speaks with Commander Locke about the Dwarf’s exectution and the details of the crime.
  • John speaks with Bee and says he believes he didn’t kill anybody, instead believing that the Commander has some other motive for killing him.
  • John gets a deal with the commander to bring the dwarf on a raid against orcs
  • All set off (with 3 supporting rangers) to kill orcs
  • find a camp in thick woods
  • kill all the orcs (some already injured)
  • find a gnome (Diddlewinks Cranberry) from the “Gray Mound” (only speaks gnome and elf)
  • Gnome claims to be a healer the orcs kidnapped
  • Claims to be able to lead the group to the orcs’ main camp
  • Agrees to lead them for his own freedom
  • leads them to a river and says the camp is about ¼ mile away
  • orcs fire arrows from other side of river, forcing group to fall back
  • other orcs move to flanking position from down stream
  • Fhorge attacks through the trees (sent by orcs)
  • attacks Bee, and he finally transforms into his bear form for the first time in front of the party
  • Fhorge dies and session ends
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Session 3
Assault on the Orc Camp and Escape to Roche
  • Bee calms down and returns to normal. The group is shocked by his transformation.
  • In all the commotion, Diddlewinks Cranberry escaped
  • The group heads to an abandoned cottage to fortify and wait for the others.
  • Captain John and group question Bee about what happened.
    • He remembers very little about the fight with the boar
    • He doesn’t remember killing anybody (the claims for his arrest)
    • Before that, he remembers being held against his will and being drugged for a long time
    • He broke out of that prison weeks or months ago and wandered into Fericault City
  • Lieutenant Jack Chalmers arrives with his group of rangers
  • Chalmers and John argue for a short time, but the conversation is hard to hear
  • It’s clear that Chalmers and the other company of rangers were ordered to “deal” with the Dwarf
  • Captain John formulates a plan to get Bee to safety during the raid on the orcs, when the others are distracted.
  • John is convinced that Commander Locke is trying to kill the Dwarf for his own reasons, rather than the Dwarf’s crimes
  • The party travels across the river they found before, now with the other rangers (though Corporal Marcus Terennis returns to Fericault City to acquire the bodies of the old heroes, under John’s orders)
  • Two more giant boars are encountered, killing one of the rangers.
  • The entire raiding group finds the orc encampment
  • The decision is to light it on fire and let the orcs come out.
  • Most of the rangers take up station at the main entrance, and the party covers the smaller rear entrance
  • The party leads Chalmers to believe they would meet up at the end of the fight. It’s clear now the other rangers intend to kill the Dwarf before returning to the Commander
  • The fight ensues!
    • Most of the combatant orcs leave via the main entrance, though some stream out the rear
    • The party kills a few as they try to escape
    • They realize most of these orcs are non-combatants (including children)
    • Several warriors are either killed or wounded (along with a few non-combatants)
    • One orc tries to save a fallen baby and is struck down
    • The orc sharpshooters and the leader (a one-eyed orc with a double-axe) escape after blinding and nearly killing Captain John
    • The orc holding the baby says to the party (understood only by Bert) “Go fucking make youse-selves useful!” and then throws a small, white arrow at them before collapsing.
    • Thomas grabs the arrow and joins the group as they flee the scene
  • John sends the remaining ranger (Sergeant Doug Palmer) back to Fericault City
  • John leads the party through the woods to a small cottage
  • The tenants take care of the group until the morning
  • The next day, Sergeant Palmer arrives with a horse and cart to take the party to Roche
  • While riding along, Bee notices the smell of flowers once again
  • He identifies the small, white arrow as the source
  • The group speculates on the meaning of this, but draw no conclusions
  • Bertrum places the arrow in his handy haversack
  • Captain John gets off in a small town near Fericault City, saying he needs to investigate some things further before joining them.
  • He instructs the party to find Major Tanya Moreau as she’ll keep them safe until he and his loyal friends can help them
  • The party arrives in Roche without incident and find the Major in the the main temple
  • She reads the note from John and invites the party to her mansion
  • She’s introduced as Lady Moreau by her butler (Jenkins) and the group fills her in on many of the details (though not the detail about the Dwarf turning into a bear)
  • Jenkins reveals to Thomas that the potion he helped make to break illithid enchantments (the Tallwater-Waynerite Anti-Enchantment Brew he helpd Gordon Tallwater create) has been nominated by the International Alchemists Guild for a major award
  • Lady Moreau makes a rather transparent pass at Bert, but he tells her he’s married.
  • The party stays at her mansion for the night, after sending a note to Brigadier General Strongheart setting up a meeting for the following day
  • The next day, the party (except for the Dwarf) go out on the town to visit the magic shop and other such activities
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Session 4
Assassin in Cleric's Clothing
  • Purchased more from Magical Trevor (and won a Rod of Wonder in the 1000 gp mystery box)
  • While the rest of the party met with Brigadier General Strongheart, Bee went to Magical Trevor’s and traded his axe for a dapper tuxedo and an animal whistle
  • The rest of the party discussed the illithid ship raid with Stronghart. Thomas revealed that Kelvin remained on the ship.
  • Stronghart instructed Newton to find the artifact he lost (Calvin’s Sundisk).
  • He also set the party up on a diplomatic mission to Wuunder to meet with the Duchess Selina del Wuunder.
  • During dinner that evening, the party got a note from Corporal Marcus Terennis to meet him in a tavern.
  • They met him there and he guided them to the temple where the bodies were being stored.
  • The party was ambushed by the cleric that was helping Marcus, and a few archers.
  • The cleric tried to use poison, but Bee shook it off easily
  • The cleric escaped, but most of the archers were captured, though the dwarf did kill one.
  • The real cleric was later found in his dorm, unconscious and tied up.
  • After some interrogation of the archers, it was determined the “cleric” hired them to help kill the dwarf. Only the dwarf.
  • They found out he was supposed to pay the participants the rest of their bounty at the docks.
  • They dropped one of the unconscious archers off at the dock and checked his actions. He went to a tavern and started drinking. Upon checking on him later, they found him dead from poisoning.
  • After some investigation, the party began to suspect that the lead assassin (John Hancock) left that night on another skiff (the Purple Rose).
  • The next day, Thomas ran into Jenny Krysa, who agreed to reveal the location of the Phantom Thief’s Hat if he agrees to let her take part in their adventures.
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Session 5
Meeting with the Duchess and Seeking Oxylut
  • The party met up with Julius Chaney, the head diplomat for the party going to Wuunder
  • He instructed them in the proper etiquette and confirmed their intended actions
  • The party spoke with Jenny some more to learn her intentions
  • She claimed to want to become the Phantom Thief’s apprentice
  • She discussed the books and asked Thomas a lot of questions about the PT.
  • Bert got the small, white arrow inspected by a diviner, determining it was previously owned by an orc (obviously), that orc’s father, and by a sprite that shot the father.
  • The diviner saw a mighty tree, a small lake, and many sprites in the final vision
  • Thomas took it to Gordon Tallwater to see if he could identify any substances on it.
  • After the few days he had, he was unable to find anything of interest. He agreed to let them know if he finds anything.
  • Finally, the envoy (including the party and Jenny) entered the portal on Cardinal Tempest’s property and rapidly passed through what they determined to be the shadow plane
  • The diplomatic envoy traveled the rest of the way to Wuunder and prepared to meet with the Duchess Selina del Wuunder
  • The party visits Magnificent Trevor’s shop in town.
  • The envoy got a tour of the opulent palace, where the party met a few members of the Duchy’s court and learned that the Duke had died nearly a month ago.
  • That evening, the envoy attended a banquet, during which one of the guests attempted to assassinate the Duchess
  • One of her entourage, a bearded man to her left, caught the assassin’s crossbow bolt in mid-air
  • Her right-hand man, Miriam (yes, he’s a man), brushed it off to the rest of those in attendance with an apology as the would-be assassin was forcibly removed.
  • The party learned during the banquet that assassination attempts withing the Gold Duchies are not unheard of, and that the Duchess is currently dodging these attempts from neighboring Dukes, as well as Lords within Wuunder.
  • They also learned the Duke had been assassinated
  • After the banquette, the envoy met with the Duchess in private, including the party’s presentation of Kelvin’s body
  • The party chose to keep the presented body’s identity a secret from the rest of the envoy and others in attendance, opting to provide a note and a key to the casket.
  • The Duchess read the letter, burned it, and dismissed them. The party returned to their rooms (Jenny in her own room).
  • The party retired to a balcony and began to discuss their next actions:
    • Bee wanted to go to Valcoria to find his attempted assassin
    • Thomas wanted to go to the Freelands to return the body of Thomas (the original)
  • As the group tried to convince the Dwarf that his chances of finding the assassin were slim, they were interrupted by a surprise 5th member of the conversation
  • They turned and were surprised to discover Miriam standing behind them (he was not heard, seen, or smelled approaching).
  • He asked them to join him at a private meeting with the Duchess.
  • They agreed and accompanied him (sans Jenny) to the catacombs. They noted that Miriam moved with amazing grace and silence
  • In the catacombs, they encountered the Duchess and her quick-handed manservant in a private alcove, where Kelvin’s casket lay open
  • The Duchess asked about their experiences with Kelvin. Thomas and Newton answered entirely honestly, only omitting details they forgot.
  • The Duchess asked about Kelvin’s behavior near the end, and as many details about the other realm as they could remember.
  • Thomas and Newton got the impression, from her behavior, that she was reading their minds through all of this.
  • After their story, the Duchess requested a favor of them: in exchange for their help, she would open her talks with the diplomats from Peloria to achieve an alliance.
  • She explained that her husband, the Duke, was assassinated by Morrick Oxylut, a fearsome killer and object of a cult’s worship.
  • She requested that the party find and return a signet ring that Morrick stole during the assassination.
  • The party agreed to get the ring, and Miriam gave them some cult members’ names as leads, and informed them that this cannot be tied to the Duchess, as it could cause trouble.
  • Afterward, the Dwarf got drunk and the party got some sleep.
  • The next day, the party found some information on the cult and one of its members:
    • One member, Yuri Corbin, works as a blacksmith in town
    • Most of the cult consists of the insane and the poor, though the membership is believed to be very small
    • The Wuunder police force has had to break up their cult multiple times
    • The name “Morrick Oxylut” has been known and feared for generations. Even the more disreputable members of the city shy away from discussing his killings.
    • Morrick is not an assassin in the traditional sense, but his killings are occasionally tied to a political end. His killings are far too brutal for a good assassin, though.
    • Those who have broken up the cult have recorded seeing an elderly, bearded man in fine robes in the center of attention. The man always escapes, and the cultists captured alive claim he is Morrick.
  • The cultists meet in the Shaded Valley
  • Thomas and Bert investigated Yuri Corbin’s blacksmith shop, then met with him to see what they could learn
  • After some friend-making, they got Yuri to provide an introduction to his master (the following evening). He gave Thomas a human finger bone.
  • Bee got Thomas to wear a rare and pungent flower to the location so he and Newton could follow from a distance (track)
  • The next evening, Yuri blindfolded the two and took them on a long ride on a carriage. Thomas inferred they were heading North to the Shaded Valley.
  • Newton and the Dwarf followed on horseback and foot respectively, catching up with them as they were making some strange chant in front of a cliff face. Bert understood most of the words, which seemed to be just some gibberish about darkness, bones, death, and the summoning of Morrick Oxylut.
  • After some time, a thin, black archway appeared in the cliff face, and out stepped a bearded man.
  • The man asked for the new men’s names (they lied) and asked their purpose (to meet and worship him)
  • He allowed them to enter his realm to see if they are worthy of his attention, then disappeared into the black archway.
  • Yuri removed the blindfolds and told them to enter
  • At the opening of the archway, Bert and Thomas heard maddening whispers meant to scare them away. They withstood the fear, and entered.
  • Inside, the whispers turned to deafening screams and shouts. The darkness here couldn’t even be pierced by Thomas’s darkvision.
  • They stumbled through, enduring the fearsome babblings, falling into a square room beyond the short hallway.
  • In the meantime, Bee and Newton attacked the cultists, scattering most, but killing or disabling a few. The disabled ones were bound outside the archway
  • Thomas and Bert strike a torch in this new square room, just as the doorway behind them seals.
  • They find several paintings, each one depicting a shadowy scene:
    • The way they came looked like a shadowed Wuunder
    • To their right, a black, sinister temple
    • To their left, a mighty city within a massive cavern
    • In front, a bearded man holding a blob of darkness in his right hand and a dagger in his left.
    • Above the final picture is an inscription that Bert read saying “Darkness will Reveal the Being of Darkness"
  • The Dwarf and Newton then set to following the others through the black doorway
  • Newton cast “daylight” on his flaming longsword, and the Dwarf entered a rage to overcome his fear of the doorway.
  • They barreled in (the daylight having zero effect in the magical darkness), and ran into the closed door at the end of the hall
  • Bert and Thomas decided to extinguish the torch to reveal the darkness. This time, Thomas was able to see the paintings with his darkvision. Furthermore, they were moving!
  • They heard loud pounding on the door behind them, created (as they later discovered) by the Dwarf smashing the powerful door.
  • The man in the forward picture eventually revealed that the blob of darkness in his hand was a lock to a door.
  • Thomas attempted to pick it, failing the first time.
  • As Dwarf succumbed to the screams and wails, Newton attempted to shatter the door, but couldn’t concentrate. It looked bad for them, as they were doomed to madness
  • Thomas tried again, this time successfully, opening both the door in front, as well as the original one behind.
  • Newton and the Dwarf fell through. Newton’s daylight spell was still suppressed.
  • Thomas and Bert continued into the next room. Thomas froze in fear, faced by something only he could see in the darkness.
  • As Bert attempted to snap him out of it, Newton’s daylight spell returned, revealing the object of Thomas’s terror: a writhing, pulsing mass of putrecent body parts moving with a will of its own.
  • The monstrosity surged at the group as Bert did what he could to inspire courage in his comrades.
  • Thomas and Newton backed to the wall in terror as the Dwarf valiantly, yet ineffectually attacked it. It was immune to physical damage!
  • The creature rolled over the dwarf, but continued past to the cowering members, and the flaming/daylight sword that Newton dropped in his terror.
  • The party fled further into the creatures cavern, as it became clear it was absorbed in attacking the sword above all else.
  • The Dwarf managed to deal damage with a faerie fire spell in his magic ring
  • The creature destroyed the sword, and turned to all the party members still within the light of the faerie fire.
  • Newton’s turning attempted proved fruitless, though he was certain it was undead.
  • The party fought deeper into the cavern until entirely obscured in the darkness. Only then did the horrid conglomeration end its ruthless attacks.
  • Thomas unlocks the door at the other end of the cavern, as the rest of the party considers the consequences of this monster still lurking nearby in the darkness…
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Session 6
Fighting Morrick Oxylut and Finding the Signet Ring
  • Thomas leaves the door closed for the moment and opts to point out the creature to Newton
  • Newton attempts to attack with a cure spell, but realizes he’s misinterpreted Thomas’ instructions, and looks as the wasting is writhing right beside him.
  • The wasting attacks Newton once more, and Bert launches a fireball in desperation, damaging them both.
  • Bee flees to the door, and opens it. Those near the door are affected by a crushing despair, though only Bert succumbs to it.
  • After some more exchanges of attacks, Newton and Bert manage to defeat the wasting.
  • Bee, now in the next room, stumbles around in the dark. Thomas sees a bearded man watching him from near by.
  • The bearded man orders Thomas and Bert (via telepathy) to kill the dwarf in order to garner his favor. They determine this is Morrick
  • Thomas hesitates, trying to suggest another test for his power.
  • Bee casts cure light wounds, and in the brief light sees Morrick and approaches him.
  • Morrick continues to demand the death of the dwarf, and finally Bee attempts to grapple him, while transforming into a bear.
  • Morrick vanishes and reappears nearby. Thomas obeys Morrick, and attacks the Dwarf.
  • Bee continues to try to reach Morrick, though he continues to evade him and a wall of ice appears as Newton finally enters the room, blocking him from the rest of the group.
  • Finally, the dwarf manages to “hit” Morrick, only to see him vanish, as he was simply an illusion.
  • As the others attempt to find a way up the holes in the ceiling of the room, Newton is attacked by an invisible creature. He is paralyzed by the poison. All he makes out is a giant scorpion-like tail.
  • The dwarf reaches the upper floor, as Bert and Thomas continue to pretend to attack him.
  • Up there, they find the same bearded man, but this time disheveled and crumpled in the corner.
  • Another ice wall appears to block the dwarf from the rest of the group. He easily breaks a hole.
  • Just then, the same scorpion tail reaches from the lower floor and strikes Thomas, weakening, though not paralyzing him.
  • Bert fires glitterdust at the apparently invisible creature, outlining a large, hideous humanoid shape with a scorpion-like tail.
  • Bee attacks the bearded man, and he also vanishes.
  • The invisible creature teleports out, and grabs Newton and drags him into the other room
  • The others get down to the first level just as the creature closes the door.
  • They open the door, only to see two Newtons, both covered in glitterdust.
  • They try to capture both, and discover one is real, and the other is an illusion, meaning the creature is gone.
  • Newton regains his movement ability, and they search for the creature.
  • Bert finds it on the upper level and it reveals that it is Morrick Oxylut, and asks why they have attacked its home.
  • It discovers they are trying to get the ring for the Duchess
  • They discover the ring and the amulet the Duchess had are two parts of three items used to open a gate to another plane.
  • Morrick asks them to get the amulet for him, but they refuse.
  • Eventually, the dwarf rages again and leaps to the upper floor. He finds a large number of illusions and attacks one after another.
  • Bert launches a fireball, destroying most of the illusions
  • One of the remaining apparitions attacks Bert, badly injuring him. He also poisons Thomas enough to leave him unconscious.
  • Newton and the Dwarf attack, but are easily evaded by Morrick.
  • Again, Morrick vanishes, this time swearing to make their short lives miserable.
  • The party searches for a while, and finds a door that was previously hidden.
  • After breaking it off its hinges, the party discovers a locked armoire and a locked chest
  • Bert tried to find traps, but when he didn’t and attempted to break in, he realized it had a contact poison, though he resisted it.
  • Inside the armoire, he found a cloak, a peasant’s outfit, a guard’s outfit, a noble’s outfit, a woman’s dress, a pair of boots, and a longsword.
  • In the meantime, Bee searches some deep water in the main chamber. He finds a single longsword amongst a pile of bones.
  • Inside the chest, the party found a pile of gold and jewels, and an imp named Rodney chained to the interior.
  • Rodney demanded that they release him and sang some filthy songs when they refused
  • The party decided to barricade themselves in this room for the night while they recover their strength.
  • During the night, Rodney continued making noise, though Bee also heard some splashing in the pools outside.
  • The party decides to ignore it and finish the night.
  • The next day, Newton heals Thomas and himself of much of their ability damage.
  • Furthermore, it becomes clear that all but Bee are infected with a wasting disease. Thomas is stricken particularly ill.
  • The party exists the room, and discovers the wasting creature has returned.
  • Without light, they easily sneak by it.
  • In the room of paintings, Thomas attempts to pick the lock for the dark city, only to be struck by a powerful stroke of electricity.
  • The party moves on through the dark, scary hallway, with the Dwarf dragging the chest full of loot and Rodney along with them.
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Session 7
A Trick on the Ride to the Freelands
  • As the party emerges into the light, they find Jenny waiting for them with the unconscious cultists.
  • They ask how she found them, and she demands to be allowed on adventures in the future.
  • One of the cultists is dead, and Bee determines that a horse has been here recently.
  • He follows the path as the others follow
  • It leads back to Wuunder, where they’re unable to identify it from others.
  • Newton and Bee stay out of town until they figure out what to do with Rodney.
  • Thomas, Bert, and Jenny go into town where Miriam meets them in their hotel
  • Miriam confirms they have the ring and agree to set up a meeting with the Duchess
  • In the meantime, they try to get the items from Morrick’s lair identified, but decide not to, realizing they may stir up trouble if the items prove to be too arcane
  • They meet with the Duchess (including Jenny)
  • They return the ring and tell her about the fight
  • Thomas reveals he’s the Phantom Thief, much to Jenny’s surprise.
  • As they leave, the Duchess reveals that Miriam has identified a disease in Newton and Thomas (Newton’s not here, so they apparently had it prior to visiting Morrick)
  • The three return to the hotel, and Jenny asks why Thomas lied to her. After he shows her “Old Thomas’” body, she leaves to her own room.
  • Thomas and Bert leave the town to meet back up with Newton and Bee.
  • They sleep under the stars for the night
  • In the morning, Newton prepares a dismissal spell to banish Rodney to hell.
  • Rodney continues his cheeky behavior (invisibility, turning into a raven, saying odd things) until the group realizes they must remove his shackles before dismissing him
  • They do so, and dismiss him before he can escape.
  • He vanishes, along with all the money in the chest.
  • The group returns to town, disappointed.
  • They meet with Julius Chaney, and end their diplomatic status.
  • The group buys passage from the Ship Captain on a merchant ship bound from Valcoria to Kordia.
  • The ride takes them to Myria first.
  • They get off in Trantor, and explore the city for a bit.
  • They stumble into “Mystical Trevor’s Interesting Wares”, where Trevor attempts to sell them some items.
  • They purchase a magician’s hat and a lucky rabbit’s foot.
  • Most of the items pulled from the magician’s hat vanish after a few rounds, but Bert pulls out a gray rod that does not disappear.
  • The ship returns to the sea as harsh weather ensues.
  • The next and final stop before Kordia is Le Isla Muerte.
  • Thomas explores the ship and finds cannons.
  • As he explores more, he hears strange scratching and squeaking noises from Jenny’s room. She claims everything is fine when asked.
  • He then overhears a snippet of conversation from the Captain’s quarters: “I don’t know if we should do this. They seem pretty tough.”
  • The Ship Captain realizes Thomas is listening, and ends the conversation.
  • Thomas calls the party together and reveals what he heard, and fears it may be sinister.
  • Jenny arrives a bit later and says “someone on the ship” claims this ship makes stops at the coming island, and leaves with less people.
  • As the ship arrives in port, Bee ties a rope to the side of the ship in hopes they could use it if they need to get on from the water.
  • The captain and others convince the group to get off the ship, but their suspicions continue to mount as everyone insists they go to the tavern.
  • The Dwarf goes to another dock and starts fishing, and the rest go to the tavern, though Thomas sneaks away.
  • Newton, Bert and Jenny continue to avoid drinking, and Bert manages to trick one of the guys to drink the drink he offered to him.
  • The man drinks it, and falls unconscious.
  • As it becomes apparent they’re not going to drink, the group becomes hostile
  • Their leader (later discovered to be the Guard Captain) enters, demanding they drink. At the same time, some brutes walk down the dock towards the Dwarf.
  • Bert blinds several of the assailants in the tavern, and a fight ensues.
  • Thomas attacks through the window, and Jenny manages to disable one fighter with just a touch.
  • The Guard Captain attacks and badly injures Bert.
  • Bee knocks one of his assailants into the water with a small shark he caught and jumps in.
  • Newton and Bert escape through the window, and Jenny turns invisible
  • The fight moves outside, as Jenny defeats another man in the tavern with her touch.
  • Bee finds a grate underwater, and attempts to dive toward it.
  • The assailants, though aggressive, are oddly using non-lethal attacks, suggesting they want the group to survive.
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Session 8
Saviors of the Slaves
  • The group manages to incapacitate or kill most of the assailants, including the Guard Captain
  • One of the sailors turns on the others and reveals to the party that he’s infiltrated the crew to find his missing nephew, whom he believes is on this island
  • The party sees some of the guards escaping, and realizes they’ll need to hide before the rest of the island is alerted
  • Meanwhile, Bee manages to open the underwater grate and work his way slowly into the pipe
  • The party interrogates one of the sailors, and he reveals that the ship has been selling their passengers and some chemicals to the island’s inhabitants
  • They discover the village at the docks is just the front, and that the island is home to a large fortress in the center, largely buried in the mountain
  • The party hears bells ringing, guards shouting, and dogs barking, indicating that the rest of the guards have been alerted to the problem
  • Thomas tries to make it back to the huts near the docks in hopes he could identify the chemicals
  • He’s spotted by the sailors remaining on the ship and opted to return to the group and report that guards and dogs were likely on their trail
  • The party, as well as the stranger, Reuben Castle, skirt the wall for some time after claiming the Guard Captains possessions
  • They come upon a guard tower and Bert pretends to be the captain to get the guards to lower a rope.
  • The guards come down, and the group kill them, and then climb up
  • Jenny protests to the killing, but Newton and Thomas try to convince her they’re evil, and thus deserve to die.
  • Meanwhile, Bee finds his way up the pipe and finds some openings above him. He climbs and listens to the voices above.
  • After some time, he determines the voices are of prisoners, and breaks the lock on the grate above and enters the cell block.
  • He discovers the prisoners were once humans, but have been transformed into bugbears.
  • The party moves from tower-to-tower, tricking and killing the guards along the way, using Bert’s disguise to the fullest.
  • The final tower has more guards, and the party’s ambush is particularly brutal.
  • Bert, Thomas and Reuben take it in stride, but Jenny and Newton object to the killings
  • Meanwhile, Bee attempts to formulate a plan to help the prisoners escape.
  • Just then, a guard opens the door and asks who he is.
  • Bee panics, transforms into a bear, and attacks
  • As he knocks the guard out into the hall, he discovers three more waiting for him.
  • The prisoners shout for him to activate a lever to release the entire block, but he’s too enraged to make sense of the instructions
  • Instead, he easily kills the guards and starts breaking cells
  • The party climbs down the final tower, and discovers a side entrance into the mountain fortress
  • They find an armory, but it’s mostly cleared out by the guards searching for them
  • They exit the other end, finding a courtyard in an open-ceiling cave
  • There are a number of guards here and as the party discusses how to get rid of them, a guard runs out of a door in the back of the courtyard announcing there’s a prison break
  • Meanwhile, the prisoners Bee first released open the remaining cells via the levers
  • The party overcomes the remaining guard after the others close the main gate in the front
    They follow them down, passing through another armory, and discover a mighty battle between bugbears and guards.
  • Many of the guards are on the catwalk above, shooting at the escapees
  • It quickly becomes apparent that the prisoners will overcome the guards, and Bert uses the opportunity to trick them into retreating
  • Meanwhile, the dwarf finishes releasing the prisoners and joins them defeating the guards on the floor
  • As the guards make a retreat, one of them pulls a lever, shouting he’s activated the “kill switch”
  • All the remaining guards make for the nearest exit and begin closing and locking the massive metal doors.
  • Stone slabs begin to rise from various spots around the catwalks, and the party hears a roaring and stomping from behind them
  • Bee notices a figure looking down upon the room from a further elevated position and hears a voice in his head giving him directions out of the room
  • The prisoners try to flee before the stone slab doors open completely, but they are too late
  • Thomas throws an expandable wall into one of the openings, preventing the creature from escaping, but its breath weapon regrettably still worked through the mesh
  • The creatures inside breath a horrible gas on the prisoners before them, turning many to stone
  • Bert recognizes these beasts as gorgons, terrible metal-hided bulls
  • The creatures trample and gore prisoners trying to flee on the catwalks, and the dwarf opts to rage once again, instead of obeying the voice in his head
  • Bert continues his “captain” act and demands to be lead to the animal handler
  • At the same time, Thomas, Newton, and Reuben lower ropes to the prisoners below the catwalks, cut off from escape
  • The group manages to kill two gorgons, but the creatures manage to kill, maim, or petrify many prisoners, as well as Reuben
  • Bert finds the animal handler and convinces him that the gorgons will escape the main room any time.
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Session 9
Finishing the Slave Rescue and Securing the Island
  • The party battles the gorgons more, though more half-bugbears are killed
  • Bert arrives with the animal handler to find that several of the guards have set up a barricade.
  • Thomas fills the hallway in front of the barricade with smoke and burns several of the guards just as Bert blinds them.
  • The animal handler attempts to flee. Thomas and Bert try to stop him, but then he teleports away
  • Bee finishes defeating the gorgons, and then hears the voice in his head guiding him to the door again.
  • Jenny tries to convince him to stop and tells the rest of the party.
  • The others tie up the remaining guards, arm the surviving half-bugbears, and follow Bee.
  • Bee enters an office and meets a middle-aged woman. She introduces herself as Warden Calhoon.
  • The group comes in to find out that the Warden is willing to let them leave peacefully if they pay for the slaves and the guards they killed
  • The party talks for some time with her, but ultimately decides to find their own way out. The Warden claims to be fine with dismantling the operation.
  • The party members search the facility, finding everybody else missing. They look around and find some interesting things:
    • The animal handler’s quarters are on fire, and all his books are destroyed
    • A kobold named Meerkin being held prisoner in a secret room. He claims to be an alchemist responsible for changing these people to bugbears
    • They find a massive vault. The magical effects on the lock nearly kill Thomas, so they opt to return another time with Death Ward.
    • They find all the other prisoners they never released have been killed.
    • There’s a portal to somewhere
    • There’s a scimitar
    • The Warden vanished when they left her
  • The party sleeps for the night and returns with new spells
  • They break into the warden’s protected office and find some divination rods, but don’t know how to use them
  • They go back to the vault to find it’s unlocked
  • Inside, they find a tan bag of tricks, a few scrolls, and the records for a few employees, including the mysterious Doctor Rodgers
  • The party travels through the portal to check it out.
  • On the other side is the basement of a temple of Pelor. They speak to the people, but they behave incredibly oddly.
  • Meanwhile, the others take over the ship they came in on and decide to wait out the storm so they can sail to the Freelands.
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