July 8, 2016, Camp Freedom Mancation Update

New Guise get started….(when we last saw our heroes… Lamat was paying to research at the mage’s guild… Ferris was researching ancient religious symbols and gods, Namisha was focusing on the ancient history of the plane with the water level changes, etc., and Ghenelon was spreading the Ferris & Furywing brand)

Ghenelon initiates a month of trade activity. Gets attacked by a griffon, and completely wastes it.

Ghenelon is setting up trade routes for high value items, moving large quantities in the bag of holding and, if necessary, in the Shelter Scroll. Makes money on fruit exchange,

Ferris continues to study constellations, ancient holy symbols, and common facts about ancient gods of the godlands. Finds there is a lot of conflicting information. Confusion among documents and authors about if gods are the same, or if there are two, or if two gods were father/son, or just the same god.

Namisha discovers that the water level came up slowly over centuries. Some adventurer went diving where you can see the ancient piers and found that they keep going, like as the water level came up, they kept rebuilding. Also researching unique golems. Substances are weird. Something like bronze with blue mixed in. the same material that the sentinel towers are made up. There are golems made of that.

For the record, it’s “Trocklans”. Tarockklans appears to be the name of the god that started the war against the dragon rulers at the dawn of the age of giants.

For the record, the lightning rods are most active during winter. It is currently summer.

 

On to the journey…

Weirman is willing to journey with us to introduce us to his family in Reiland. He will go with us as he has friends there. They allow infanticide there, so people can abandon babies to die if they want to.

Also interested in history of Sorrei (Deus). Any kind of book or something, we will pay to have it copied.

 

Lamat… seeks an entrance into the world of secret crafts. Using the Trust spell, he works his way through his contacts. He hears that there is a high level spell that you can cast on a mirror that will make an imprint of the face of someone looking into it. The next person looking into it will have that person’s face. It’s an ability of the “beautiful invisible people” that can wear other people’s faces. Rumors of a time when a whole bunch of them showed up in Poln, looking like people that everyone knew. Lamat asks if there is anyone who has researched this skill as a spell… “depends. How much is it worth to you?” He will give Lamat the name of a guy, for a price. But not an introduction. Negotiated to 55 gp.

Lamat gets his meeting with Carroway the Cartographer. He’s interested in the precision of maps, for sailers, miners, people that need to know exact coordinates. Lamat has cast ESP and Trust. The guy is thinking that “if this guy is going into the interior, he might be able to find one of those mirrors”. Lamat capitalizes on it. The guy gets interested, “someone should try to follow one of these creatures, instead of just scaring them away….” Lamat offers to be the eyes and ears.

 

What do you have to trade? “there’s certain places in the interior where someone seems to be ‘gathering faces’ and putting them on interesting creatures. My brother has done some poking around… but he’s a timid soul, but he’s identified a place where this is going on, but didn’t go in because it would be too dangerous for someone like him. “ Well you should introduce me to him, so he can show me where exactly to go. ESP shows that there is no brother. “well actually, I have a map right here.” Shows a picture of a wooded area where there is a square building that is narrower at the bottom than it is at the top. “my brother says occasionally people walk out of here, and they are less conscious and alert than people are normally.” It could be mimics coming out, or it could be normal people, hard to say.” The building is made out of solid black stone. Not chustra. Lamat really hits it off with this guy. He ends up telling Lamat a lot about the basics of the secret craft, all through the lens of “my brother”. Rituals that allow the user to extend the power for longer time. And people frown upon it because it would be dangerous if a lot of people had this power.

Anil’s notes on this first part.

We start out in Erud. Planning to make a trip to the south to Reiland and beyond to the Griff archipelago. Along the trails in the interior there are many Storrsa — reliquaries for gods long since departed. Before we leave we do some research

Ferris’ Research: researches ancient history.

Namisha’s Research: Intrepid adventurer ~200 years ago found that there are many piers below the water. There are also new type of golems Golems — Bronze/blue material(same material towers are made out of).

Lemat’s Research — into secret schools. There is a high level spell where you can capture peoples faces in a mirror, and then the next person to look in that gets their face. There are tales of invisible mimics (naked humans) who steal people’s faces and people who come back in. Meets with Mage named Carroway. Carroway has heard that there are Mage’s in the interior that are putting faces on others. Treaties exist on dark arts. After turnoff from arches trail, continue down the arches trail for about 12 miles then go 1 mile to the south. There is a inverted pyramid — trap on the front door with green gas. This is surrounded by flying creatures which blend in (people in cloaks). Protection from poison.

The Griff archipelago has seasonal lightning activity — in winter, currently in summer.

Our first stop is in Seddenholds (Weerman Nesh’s home place). The family structure here is as follows: oldest sisters are clerics, younger are mages, sons are knights. We arrive in a smaller city and journey to the capitol, Sedden and visit Weerman Nesh’s sister. She connects us with people who are traveling to Upper Fen, the start of the trail of arches — this includes the nephew of a rich merchant. When we reach upper Fen we talk with her and she hooks us up with some contacts in Reiland, also ask about the stuff Carroway talked about, she has heard of people in cloaks, but doesn’t know much about them.

We set out from Upper Fen onto the trail Arches. We briefly pass through the god lands and pay an entry fee to a couple guards. We run into a group of adventurers bathing in a stream and talk with them about the road ahead. We find out that the abandoned castle on the islands is surrounded by a bog; when you move into/over it, you’re warned to “Leave the Dead Be” in both giants and humans. Giant pilgrims of Kursar the Elder (liberator of the Trockklans) come to visit sometimes.

Dronnell has explored the old empire. He found an ancient tower with this crazy golem made of blue/bronze stone. Dronnell is famous as the only thief who is a grandmaster in a weapon (normal sword) — we later find out he is a polymath. We find out that this happened because he ran an into a holy woman who gave him a blessing, it turns out (via ESP) that they were Trockklan priests shifting from Thurs to Kursar (the younger) who is a faded god. We find out that this are two gods named Kursar, one is the elder and one is the younger — the younger is still alive and is a warrior against injustice. Freed the Trockklans from storm giant rule. Some of them have been to old empire and have seen bones of the steeds. We also find out there is a group of Trockklan clerics who get together and are interested in knowledge, called “The Wisdom Fellowship” and the by a woman known as the “wise one.”

And then back to the map… down the arches trail, forking north, by one of the collapsed arches, there is a little pile of rocks (about 12 miles in), a mile south straight south into the wilderness, look for the biggest hill to the south. It’s there. Beware the invisible beauties! But there are other invisible things. Invisible in a different way. They are cloaked (camoflauged), and drift, it seems. Can’t be seen with detect invisible. The building releases a green gas whenever someone goes in. the mimics seem unaffected by it, and so do the flying cloaked creatures. Recommended: Pro from Poison, See Invisible, Detect Noise.

We take a boat down to Hilden, and then take a path down to Selden, the Capitol, where his family is. Weirman gets in touch with someone to ride us down there. Accompanied by caravan guards. We pass through territory that belongs to his ancestral family on the way. They are country nobility that have moved into the city, where the action is. It is a “strongly matriarchal” society. There is one patriarchal society on the southern part of the continent. They get their ass kicked a lot.

Shown to the Nesh family estate. Very well guarded, and decorated.

Namisha gets to go inside. All of the fellas get stuffed in a barn or something, and the female captain of the guards (from Poln) demands to see all of our weapons. Ferris tries to wow her talking about his dagger, as a merchant. Ghenelon tries to get her attention, and he completely ignores him.

Inside, Namisha is learning about the family business, and starts working some possible trades. They recommend that we acquire silver ore for good trading, to bring back to Silver Bay.

We discuss our trading options, and decide that it’s better to trade in high value items with lower mark up, than lower value items with high returns. A merchant contact refers us to a dirty man who can tell us what is hot in Reiland. He has taken the trail and survived it several times. The info will cost 5 gp. We all cast Trust, and Lamat casts ESP. His story is that he brought beef jerky to sell, but he actually brought something to sell that is illegal here. Sexy underwear. Whatever is contraband is in high demand. Right now, lanterns with silver inlay with legs that look like birds claws. He knows someone who makes knock offs. Lamat ESPs the name, and we don’t offer to buy the name from him. We buy 8,000 gp worth of knock off lanterns. They are 40 gp each.

32×200 = 6400 gp(mp) 1800 mp each

We meet a young boy drawing pictures whose aunt is a powerful merchant princess. Ghenelon starts telling him about Pflarr. Impresses him by summoning a golem. The boy tells him that his dad would like pflarr because he’s a guardian, like all the men. Ferris points out that this could be the in to recruit all of the men in the land to worship pflarr, because they are guardians too. By day 4 the boy is performing the rituals to summon the guardian. The boy is travelling with us until the upper Fen. On day 4 there is a commotion. An ambush up ahead. Ferris casts Clear Sight to get the details, tells our guard captain that there is 50 men, and an older woman with a grey bun leading them. The guards all know who she is, the “mountain queen”. They ask all the armed passengers to get out and help beef up the appearance of the caravan to try to talk our way out of this. Ghenelon flies in rapid circles, Namisha summons an obsidian golem to walk at the front of the caravan. We are flanked. The bandits come down to work out their price. We pass without incidence. Namisha starts a religious argument with two of the women in the caravan that are Deus worshippers. As the argument progresses, all the Deus followers in the caravan pull out their holy symbols. Namisha does some back peddling, a little bit.

Also, a giant salamander attacks the caravan and is quickly dispatched by the guards. We arrive at the upper Fen. It’s at the convergence of two rivers. Living closely to the mountains, they have stories of the fey folk (hookas) that come in impersonating people. Partying, seducing people. Namisha wants to meet the mother of the little boy, the merchant princess. Her recommendations for continuing is don’t fly, and don’t get distracted. The griffons spot you from the air, the gladiator birds and invisible beauties are attracted by loud noises. There are purple blossoms that will pop if you brush them, which attract the monsters. Namisha starts to ask about the north trail, and she says “I know you want to see the storsa, but …. They are dangerous..”. She heard the rumors about people with cloaks. They haunt a particular area of the forest. Thinks they are a cult.

 

We head out. We pass some merchants stuck in the mud going the other way, and one of them looks at Weirmann and calls him a “boschman”. We ask Weirmann about it, and he says it’s a new nickname for his horse.

Travelling through the mud, at the end of the day we see two men on horseback coming up from a basin with a lake. They see us and hail us. They show their sigils – they are border guards. Weirmann curses, and says we could pay the 5 gp fee and hide the non-Deus holy symbols, or we could show them and get interrogated. We opt to cooperate. Ferris plays up excitement about being in the Blessed Kingdom. We quickly get to the other side of the BK, and we set up camp.

 

Four days in, we meet a band of adventurers in a stream, men on one side, women on the other side. Turns out they are from West Griff, where we are going. We trade some adventuring notes, give them some super elaborate tips about how to travel to the Towerland. They give us tips about the islands where we are going. As you approach, there is a green mist that envelops you and everyone hears “leave the dead alone, or you will get your eternal death” or something like that.

The Settles say that you can watch across the bay and sometimes you can see a giant sentinel or something on patrol. They say that sometimes giant pilgrims come to the island and go to that site. Pilgrims are visiting Kursar The Elder’s collapsed shrine. Kursar is long dead, he’s the god where there are conflicting stories about whether there is a Kursar the Elder and Kursar the Younger, or if it’s just one god. Kursar was credited with liberating the Trockklans from enslavement by larger giants.

They also went in the Old Empire, and give us some details about where they went. They went on the trail further west, explored some of the ruins. Found a tower where they were keeping a golem with out of bluish bronze. There was a head inside of it. One was controlling it. There were many heads inside of the tower. The adventurers talked to them, and tricked them into thinking that the golem was asleep. The “sleeping” golem jumped up and attacked. They finally found a golem with a head in it that tried to make deals with them. Wanted to make a deal with them to find a body to put it’s head on, and replace that head inside the golem. They say that the Deus cleric objected, so they didn’t do that.

 

Dronnell, their thief, was blessed by a holy woman and was given the ability to become a grandmaster of the normal sword. He seems to be the highest level character. Magical armor, two normal swords. Met the holy woman in the old empire. “I did her a favor, and she blessed me. I’ve sworn on my life and honor not to reveal her identity.” He’s thinking that he provided safe passage for two trockklans through human territory, and he found out something about their secret mission. One was a cleric, and one was a paladin of Thurs. They were preparing to transition to worshipping a faded god, Kursar. They have special powers to provide new powers to people to fight their oppression. So she gave him the ability to use a normal sword, and become a grandmaster.

 

Kursar the Elder was just like the elder gods that believed that the giants should enslave humans and smaller giants. Kursar the Younger was the good guy and helped the oppressed destroy their shrine.

Seppa – the old lady that Ferris sweeted up to. She’s a warrior, uses 2-handed sword. She’s from Reiland, a famous warrioress, and one of the most powerful members of their party. She invites Ferris to throw her name around as we meet people. Gives him a list of ex-lovers that will be impressed that he slept with her, and a list that would be pissed. Don’t get them mixed up!

While we are talking to the adventure party, when bird calls in the distance get closer, and we are attacked. The Birds of Primlessa, have an irrationale hatred of short people. 20% are poisonous. The attacked, divebomb at Ferris. Everyone rallies to kill them quickly. Fireball, magic missile, bolo, arrow/blowgun. Done.

Spokesman with the crossbow, Seppa, the paladin, and Dronnell go way back. The rest are fairly new.

When we part ways, we cast Ignore Road for them.

Down the road, we look for the “little serpent head” storsa. Find the boulders they were talking about, where we could find feathers from the gladiator birds. We find the storsa. Weirmann tells us that the only thing to see at these things are the reliefs, and he clears away the vines from one of the walls that is still standing. . The relief depicts a spiral structure that goes up into the sky. Scenes of individual punishment and suffering at each level. The picture shows a woman with a snake head and neck in a robe at the top, with her head facing up. She’s holding a club.

Another relief shows a woman with a human head addressing a court. She has some kind of tail that the people of the court behind her are pointing at. Weirmann says the spire depicted has to belong to Thurs. Henddii, goddess of stone and poison, is our guess for who the woman might be.

Ghenelon flies up to the top of a boulder to have a look. Does some stuff.

Back to the trail… we continue.

Day 5 Travelling, we hear some… whispering. Ferris and Namisha Hear Noise, hear some giggling. Ferris calls out in elven, they giggle some more and recede into the woods.

We’ve taken the north fork. We can just barely see one of the spires. Over here, the spires over the trail are actually still in one piece – intact. The sun starts to set in the south. The nearest tower is lit, and it seems like we can see the other spires in the distance. (1 inch on the map is 120 miles…). The nearest one looks like … a drillbit, with rounded edges instead of a sharp cutting edge. Many many threads. By comparison, the God Trees on the Azure Sky are 100 times smaller.

 

We see some purple flowers popped. Ghenelon hears a voice in fey saying “hold! Hold!” we put our hands up and stop. He says in fey “hello friends! We mean no harm!” gets namisha’s attention, she drops the Silence. They surround us. They look like monkeys, but raccoon bodies. They say “You are fey? we are friends of fey. Can we trade?” They have primitive arrow heads, and little dolls they make out of grass. They want silver arrows, daggers. Ferris offers to trade a silver short sword. Ghenelon tries to get information about Red Tree hill, the meeting place for pegataur gathering. They say every year it changes. One hill grows a tree with bright red leaves. That’s the spot. Ghenelon gets a vague idea that the tree this year is about 250 miles into the Deep Interior. The pegataurs are known to be very powerful. The weak are weeded out at a young age. The creatures we’re talking to are in awe of Ghenelon. They are called “Chanatons”. We give them a silver short sword, and one of our knock-off brand plated silver lamps. Ghenelon wows them with his continual light coin (gives it), and presses for more information. They give us directions to some domes, warn us about some gladiator birds. “what about cloaked ones?” They don’t like to be seen. They are fast, they have tails, swing fast. And they howl. Many things happen when they howl. Sometimes you are so scared you can’t move, sometimes you see stars, and sometimes you die. It depends on what they want.” They killed one once. Had arms, legs. Normal teeth. No nose.

Ferris trades some silver coins for some of their grass totem dollies. Lamat trades them some wolvesbane for some dollies.

We head off toward the dome and the fang birds. The path is overgrown, and we have to pay attention to where we are supposed to go.

We reach a mostly intact Sorsa. Covered in vines. Has the usual alter that usually holds the body part of the saint, the stand is two of those trockklan shields, and the top has an indentation to hold what was supposed to be there.

Most of the reliefs are the exaggerated story depictions. On the outer walls, each side depicts the same man, from the angle of that side. He has magnificent hair, braided beard, and braided hair that gets pulled back and integrated (hair and beard) into a bun on the back of his head. The god is “Nost”. One side shows his shield, one side shows a spear. He’s a trockklan.

Inside there are 2 major relief depictions of his life, which has text under it. One shows him carrying down a pole that holds up a roof, that is beginning to tip. Beneath it are dragons cowering under the falling roof. In the other depiction he is shown with a full chest of breath, and he’s blowing the fog away from a town. The town is on a mountain, there are dead people in the picture. They are under attack and he is saving them.

Lamat casts Comprehend Languages. The text under the depiction of the pole coming down reads as ”Nost Attacks the Great Roof. Breaks Defenders.” Those words could have many meanings. Namisha applies her ancient tongue skills “Nost brings down the heavens upon the enemy”. The other inscription, between Lamat and N, reads “Nost blows curse from mountainville” or “Nost blows away the curse that has settled on the city in the mountains”. Ferris notes the holy symbol for Nost on his shield. Looks like runes overlaying each other.

Our best guess is that the giants built storsas to honor their gods for 5 or 6 centuries. It’s possible that we will find one of these for Kursar the younger.

We Lore the pedestal. It’s made to store a braid from his hair.

We go back to the main arches trail, and continue on our quest to find the inverted pyramid. Night passes without event. the next day it rains. The next archway is collapsed. The beam on the ground is covered with graffiti. The last one looks like it was made a month ago. We can see the spire in the distance, and Namisha makes a mark on the map toward it.

That day we come to the fork. The left side is completely disused and overgrown. There are no trees in the path, but it would be hard for the horses to push through the grass. But we have… Ignore Roads!!

We stop about 5 miles away from the destination. We set up our bait camp, and set up the scroll 50 feet away. Caught by surprise! A lion with batwings swoops in and tries to grab Ferris’ horse. Hit with a claw and a bite. 6 points damage. Ferris hits the manticore with a blowgun, it fails it’s save, loses half the hit points. Ferris sees that there is a second manticore. The first manticore hits it again for 6 more points. The horse is at -1. Still alive.

Second manticore attacks weirmann’s horse, boschman. Hits with a claw and a bite, for 10 points. (it has 15 HP).

The party emerges from the shelter scroll, ghenelon wizzes past. Ghenelon hits it, Ferris hits it with blitzblade for 32 points of damage. The blue light illuminates Ferris on top of the manticore, crackling with energy, as he whispers “blitzblade”…. The manticore is dead.

Lamat hits the other one with a magic missile for 15 points.

Segment 4 – Weirmann hits the surviving one for 22 points and it’s dead.

Ghenelon and Namisha heal the horses. Ferris collects body parts from the manticores, namely their spikes, which they did not have a chance to shoot.

Next day, we find the cairn of rocks that marks the turn off for the weird place we are going. We remember that Carroway said it was a mile or so after the cairn. Ferris uses Carrock’s Find the Path leather swatch to find the “inverted pyramid structure that Carroway the Cartographer described to Lamat”.

The building crests over the hill, and can be seen over the tops of the trees. There is a single door. Lamat is looking for invisible creatures, and we are not seeing anything.

Namisha and Ferris detect noise. Ferris rolls 01. Ferris somehow hears something gliding overhead and at three o’clock. “heads up”. Everyone tries to see. Drokka manages to detect something moving.

Ghenelon casts fairie fire on the creature, we start laying into it. Ferris hits it with the blowgun, weirman hits it with an arrow, droka hits it with a bola, ghenelon spears it with the lance. There were nine glowing stars that were rising up and swarmed at us. When they hit, they start worming further into the flesh. It requires a con check to be able to pull it out. Ferris saves one in his whiskey bottle. We examine the body. The cloak is part of its body. When it’s dead, the cloak turns mundane. Drokka saw the stars come out of its mouth. It has kind of a bat body, and an open bat-style nose. It did not have any treasure or weapons. We wrap it up and slide it into the Bag of Holding.

Ferris finds the trap on the door and removes it. He opens the door, swinging it out. Immediately inside there is a frozen djinn in a cage. There are two doorways out of this room, one straight ahead, one to the right. (south and east). The stone is not chustra, it’s not so old, and it is not giant sized.

Namisha casts Far Hearing to search ahead before we choose our path. The door to the right has a space, so the wizard ear can go under it. It is silent. Ferris checks for traps on the door (fails), the door is locked, but ferris picks it. In the next room there is another cage. It is larger, there is an elephant in it. The cage is bars from ceiling to floor.

We go back the other way. We approach the sealed door, check it, then open it. It’s a larger room. There is a corroded desk, with a petrified inkwell. An open doorway to the left. To the right there is a chalk board, with a piece of chalk hanging on a string. There are numbers on the board. A pyramid shape of numbers:

1

1, 1

1, 2, 1

Combinations of 1s, 2s, and 3s.

On the desk, appears to be a writing desk, smooth surface. No drawers, it’s like a table. Some paper sticking out from behind the chalkboard. Pull out the paper, the chalkboard moves, Ferris moves the board, there is storage behind there. A scroll tube, other papers. Lamat moves in to investigate. Looks at the scroll. It’s more of the “trinary”, but this time there are random symbols inserted. Feathers, eyeballs, and other weird stuff.

Ferris checks the chalkboard compartment for another secret compartment, and finds one in the floor of it. Does not detect danger. Pretty sure there isn’t a trap. Lifts up the lid. Inside are containers. Corks, square. In each is rust colored red powder. N casts detect magic. They are magical. We take them.

 

In the next room, there are scattered pieces of armor, and a complete set leaning in the corner with a two handed sword leaning against it. There is an open doorway to a stairway beyond going up. N sends the ear up, but it’s quiet. [we pick up the containers] N’s ear picks up a sound. The armor is moving…

Namisha rolls to take control of a construct. She rolls a 12, and takes control! She has control of a suit of armor, with a 2 handed sword. It’s the strangest thing we’ve ever seen. It moves like it’s a marionette. It’s very loud. Turns out it is something inside the armor. N has it remove it’s helmet. It’s a woman’s face, 50 years of age? Just staring, awaiting the command. N peeks inside the armor, and there is green slime under the woman’s head. The construct is the slime and the head. Looks like a face imprinted on green slime. N sends the ear back up the stairs. N commands it to guard the rear. We climb the stairs.

There is a corridor at the top of the stairs, runs west and east. There are five options. 2 doors at one end on the left, 3 at the other.

The golem warns her that something flew by. Didn’t see it, felt it pass.

Ferris attempts to hide in shadows. We take up positions on either side of the stairs.

A giant cloak creature flies up. A continual darkness cancels our continual light. We light torches. It arrives, it’s huge, it starts singing and howling at the same time. 11 stars appear, hit several people. Lamat uses his Magic Missile item to destroy the stars burying into people, and sends 10 missiles at the creature, which drops it.

The door at the end bursts open, a cloud of green gas flows out and another cloak creature comes out at us.

Drokka uses the ring of spell substitution to cast Silence 15’ radius on the creature. Weirmann hits for 23 points of damage.

Ferris pulls the star out of namisha, namisha pulls a star out of weirmann, drokka pulls a star out of weirmann. Lamat uses BLITZBLADE against the creature for a ton of damage. Ghenelon stabs him in the back at the same time, the creature is destroyed.

We conclude that the gas was a trap on the door. Ferris peeks in the room at the end of the hall, and it is lab/workshop. Lots of tanks full slime.

Drokka casts Speak with Dead and forces the spirit of the large cloak creature to answer questions.

How many are there? I’m not sure right now.

Who created that golem? Probably the Great Ancestor

Who is the lord of this compound? The Great Ancestor.

 

Namisha uses Detect Magic to look around. There is a magic ladle. She Lores it. It is a Ladle of Non-decomposition. We dip the hand of one of the dead cloaks in the slime. It does not seem to eat it away.

Namisha Lores one of the red potions. They de-activate the binding capacity of the slime. If you throw it on one of the slime creatures, it breaks down into it’s components. N Lores on of the dead cloak creatures.

Lamat gathers up the notes and papers that are in the workshop.

1 – No traps – sure

2 – probably no traps

3 – yes traps

4 – trap

5 – no trap

6- no trap

We go out in the hall to prepare to cast knock, and notice that one of the other doors are open. L sees an invisible guy flying down the stairs. We trap him in the front room. They can speak fey, and he starts answering questions.

“masters of the cloak”. We call them… cloak guys.

The fey collect the faces for them. people look in the mirror, and they collect them. They get food from the cloak guys. He says there are more cloak guys, and that the great ancestor is upstairs, and alive.

The armor golem taps Ferris on the shoulder, and points toward the door. Ferris says “droka, weirmann, it’s time to go.” Weirmann says “don’t you want to see what’s in that room?” We use a torch to peek in. Nothing in there but mirror. Ferris puts some clothe over the mirror, starts to take it down.

The fey guy tries to take off, and they stop him for a second. He speaks a power word, and the front door just opens, with no trap.

Ferris triggers the gas trap on the mirror, but his Pro from Poison is still up. He gets it off the wall in two rounds, we slip it into the bag of holding.

Meanwhile… the golem forces the drawers open, clouds of poisonous gas are emitted. We empty the desk, and head out, with the magic indestructible ladle. [later when we inventory the contents:… ]

Round 5.

Headed to the stairwell. Here one creature howl, and two others join in, from behind the doors at the other end of the hall. We race out of here. We get to the front door, and it is shut. We use the command word to open it. The shambling construct sees a HUGE cloak thing racing toward the front door, with two smaller ones under each arm. There are at least 30 stars flying toward us too. They fly past the golem. The great huge master of the cloak sends the larger ones ahead. They knock the golem over but don’t kill it. The huge version with two tails flies over it, followed by row after row of the smaller ones.

 

Round 1. Everyone is getting into the shelter scroll except Lamat and Ghenelon. Lamat uses the box of monsters to create 20 orcs right in front of the door.

Round 2. Ghenelon rolls up the shelter scroll. Everyone is in. The door begins to open. Ghenelon starts flying. Lamat preps to cast Fireball at the front door.

Segment 5. Spells go off. Fireball happens. G and L make saves. A lightning bolt blasts the door off, and races up to G and L. they hear a chorus of howls as they rise, and veer off over the top of the trees. Lamat casts invisibility 10’ radius. Ghenelon uses the box to create a giant roc (and a couple of rocs).

Namisha checks in with the golem. Counts about 30 masters of the cloak. Walks into the main room, there are some dead (from the fireball), there are more outside fighting orcs, and about 60 stars just hovering. The master is giving orders, and taking off into the air. Some of his followers are coming with him. One of his followers orders the golem to do something. The master sees the roc, and he starts casting a spell. The roc approaches, a lightning bolt hits the roc. The roc survives. The roc engages in melee with the great one, but does not manage to hurt it. The roc is paralyzed, and falls from the sky. The great one and its minions continue. The golem eventually reaches our camp where we tied the horses. It unstakes the horses, climbs on boschman, and starts riding with the four horses in tow.

 

They pull over, let us out of the shelter scroll, we confer on a plan, get back in, and head off down the arch trail toward reiland. Ghenelon and Lamat pass over a caravan headed the other way. We land in a clearing, and make a small camp, with the shelter scroll up, and no camp fire.

By the end of that day, the golem and the 5 horses reach the fork in the road.

After a night’s rest, we change our minds and turn back around to head back toward the town that we came from. Namisha watches through the eyes of Slimette to see if the golem and the horses are being followed. She sees evidence that it is being followed sometimes by the invisible beautifuls. We head back through the arches, and at dusk we meet up with Slimette and the horses.

We kinda ambush the invisible feys, and Lamat uses magic missile to kill them before anything else can happen. In what should be a feat of incredible luck, we are reunited with our horses.

We set up camp, one faux camp one real hidden camp. Slimette stands watch the whole night. No events.

Day 3: We have one encounter, a deer/elk type thing that is grazing. It has a huge antler rack, but when it sees us it retracts its antlers and takes off through the woods.

Settling up camp, we hear galloping coming from back the way we came….

Horses approaching invisibly, Namisha casts Ear, and hears “do you think we should be worried? “ “No, I think I know them…” it’s Dronnell. Namisha calls out “Well met, Dronnell!” they slow, the invis drops, and they approach. Dronnell with a large warrior woman. He introduces her as Sister Dove… a 6’4” warrior woman about 40 years old. Says she’s fought with the cloaks. Says they are evil. They seem to be intent on stirring up trouble. “Did you kill the great ancestor?” ah, no, but we did injure it.

Says we have business in the Warwood, in the Old Empire. We say “we might be headed there.” She says you think you’re ready?” Dronnell says “they might be ready…”

They join us at camp. Sister Dove is interested in where we are from. She says she’s actually a sister in a order that makes alliances with Fey. She’s a follower of Ordana. She has greenish scale mail armor, almost serpant-like. And she has a miniature lantern hanging off of her belt. “that’s not a Da’uad’s lanthorne is it? I haven’t seen one of those in ages…”

“I’ll tell you what, you tell me how to get to the towerlands, and I’ll tell you some secrets of the of the interior. And tell me where you are based at, and host me, then I’ll write you a letter for the flock.” We up the ante, and let her know we have access to the tower, and could guide her in. Ghenelon starts asking questions about her thoughts about the immortal arrangements here, and Ordana’s place among the 5 ruling gods.

We start asking if maybe she can send us toward a task that is more suited for our… abilities, or maybe if they need any help from us right now, or if she has mages that they can introduce us to. Consider switching our path to go with them. She wants to pray on it and will decide in the morning.

We drop the Q&A and just have some easier get to know you chat.

 

Ferris has some rogue chats with Dronnell to understand how he can use a normal sword and do thief things. We quickly conclude that he’s actually a polymath, and his grandmastery came when he was a different class, not a thief. Dronnell passes on a couple of tips.

She said she had a warped sense of honor. Learned early that the best way to defend yourself was to challenge people to a duel at the smallest slight, so she killed a lot of people, but feels regret about that. She became famous around the old empire, wandering around killing trockklans, dragons. Then she met Sister Eagle and Brother Minah that convinced her that the forest was in danger. So she still kills frequently, but she doesn’t do it out of a warped sense of honor.

Tells us where not to bother adventuring, places that are already looted.

About Ordana, she and the Flock are in a war with some dryads, nymphs and undead. There was a great stretch of forest that was ruled by Krinlessa. An alliance of gods fought her. She was a god of giants. The other gods sponsored humans, fey folk, Feireamythdom? They drove out Krinlessa and killed her. They set up a nation of humans, fey, and cloud giants. The war was to transition from the old nation to the new. The other gods that were in the alliance got pissed off because they weren’t invited to set up in the nation. The god who sponsored the humans withdrew and set up undead. She went to war with that god and lost. That god’s name was Thanos.

But the land has bizarre rules because of that war and how the gods set it up. The dryads of Fallud are extremely powerful within their own 1 mile radius territory. They can give crazy blessings or crazy curses. Great place to become more dexterous.

Ferris asks, via suggesting different ways for her to travel to the Towerlands, if there are nodes here that would allow for Gate travel. She says… I’ll have to talk to a friend about it. She says “not on this continent though. We’re impenatrable here.”

Dronnell says “I don’t really follow gods.” After Ghenelon asks him if he follows Ordana.

Next morning, she has prayed, and she says… in return for hosting me and my friends… you get to have the fun of running this errand with us. She wants to know if we have mental fortitude, able to control our dreams, resist fear, etc.

She says “should we teach them how to lucid dream, Dronnell?” He sighs. “Yes, I guess so.”

The Godlands special powers include deceptions and dreams. We need to be able to control ourselves in dreams. One powerful dryad has been kidnapped by undead and taken away from her tree. She can’t be killed without killing her tree. So the flock is guarding her tree, but someone needs to attempt a rescue on the dryad. The place where the dryad is held is ruled by a clerical lich who has mastered this dream magic. The Lich is a cleric of Thanos.

We agree to join them in their errand.

 

… …

After the “ambush” at the dock, we travel, stop at a storsa. 2 walls. Depictions of a goddess with a bow, and a javelin. There are fourteen dead dragons at her feet. The pedestal is meant to store the toe of the goddess. (Lore).

We pass some more days, stop in Footbend. It’s at a bend in the river, and they do business with the furryfoots. This is the home base of The Flock. Only wimpy members are here now because the powerful people are out guarding the dryad tree. Some of the Flock here are a pixie, and a faun. The faun introduces himself, and he’s called “the Blower” because of his mad flute skills. The merchants invest in 20,000 gp worth of adventuring magic items to sell in Bronzewood. Move on down the road… get to Bronzewood! That was our goal.

The reputations of Sister Dove and Dronnell proceed them. LOTS of people know them, at least pretend like they are old friends. Bronzewood is a weird collective of eclectic people. A feeling of kindred spirit. It’s full of adventurers that like to share and give information to each other. Nimisha gets a free warhammer from a paladin of Deus and makes friends.

Sister Dove takes Lamat to meet the wizard that she promised to introduce him to. One thing leads to another, Lamat gives him the mirror that we took from the cloakers, and he gives him an invitation to join the Masters of Illusion….

17,400 at 30% mark up. 5208 mp, or 1255 mp each.

Still have 2,600 worth of adventuring magic items (potions of healing)

 

We supply up, and we start off down the trail. When we are about to cross the river, there is a traditional ritual where everyone drops to one knee, and prays to their god, rises and feels a little more insignificant.

The trail heads through a boulder that is cleaved in half. The boulder is marked with a lot of names. Survivors, and names of the fallen.

Soon, pass by three storsas. One is to an ettin god, where they stored his eyeball. The next is to one that looks like the titan D’Huia where the ear lobe was stored. Finally, a really old storsa depicted as mating with a dragon, and his testicle was supposed to be stored there. Brickstoth.

Namisha encourages Sister Dove to tell us stories at camp, and we will try to reciprocate. Ferris gets Drokka to fill in stories of the tower, and of his homeland.

DAY 4: It’s a beautiful day. The trail passes upslope from ruins of a fortress of some kind. They’ve checked it out before, say it was looted long ago. It was one of the giant’s organizations. But today we see 24 people in yellow robes. They are gathered in the courtyard, in some kind of triangle shape doing some kind of ritual. We cast Clear Sight to get a close up look. Still can’t see faces, but there is one more up on the wall, with a hand on a lever. It’s hand is gray, and taloned. We make our plans… Believing they may be undead or something unsavory, we plan to get up on them, into bow range, and target the weirdo on the wall. Three arrows hit the figure, and it falls off the wall. The stick stays in it’s hand, and the wall crumbles. The wall falls onto some of the yellow cloaks, and they struggle to escape. Namish cast Hold Person, it succeeds on one. The hoods have fallen off of some crawling out from the wall, they appear to be gargoyles. Ghenelon attempts to take control, and does not succeed. Namisha attempts to take control of one of them, and succeeds. She interrogates it, and we learn this is a trap, there is a master gargoyle underground that will come up if there is a battle. Namisha gains control of another one, and instructs it to stand by the trail with a sign to warn people that it is a trap. We killed 3, took control of 2.

DAY 5: climbing higher and higher on the trail. The cliffs are not good for people with queasy stomachs. Great view of the valley to the north. We can see a large camp, miles away, probably giants. See something very large flying in the sky. Maybe a dragon, maybe bigger. It gives us a sense of what we are up against. The trail is getting thinner as we get higher, but Sister Dove is leading us and is confident. Fey markers are present if you know how to spot them. That afternoon…

Ghenelon is flying. Sister Dove says “look out!” but she doesn’t know where… There is a boulder uphill that is wobbling… Namisha flies straight up. Ghenelon hastes. It’s 2 mountain giants. They pushed the boulder, but it misses, then they start throwing rocks. Between all the arrows, lance charges, and Dronnell’s attacks, and magic missile, they are killed pretty quickly. The body of the female giant falling down the side of the slope completely wipes out Drokka sending him sprawling down the hill. Ferris takes off after him, but he manages stop on his own.

GIANT LOOT: 3000 copper, 1000 silver, 5000 gold, and another 5000 gold, and potions, and a scroll, and a battle axe with extra damage against bugs.

That night we set up the usual watches. There is a thunderstorm in the distance… [Ghenelon remarks to Sister Dove that he thinks she must have second sight…]

A pyramid structure in the distance, with a carving on one side of two arms crossed. Dove and Dronnell think nothing of it.

Next day… keep climbing to the Black Mines area.

DAY 8: we wake up, the day is nice but there is an aura of … ozone in the air. Namisha and Ferris notice there is something wrong. We point it out to Dove, she notices a blue hue. She says “I think we need to get downhill.” We jump on our horses and start running downhill, the top of the hill is enveloped in a blue light. In 5 rounds the hilltop is lit up with an explosion of lightning. Dove breathes a sigh of relief and says that this is a natural phenomenon around here. We go back, and find whatever gear we had is toast, unless it was lightning proof. It doesn’t happen that often. They call it the “blue fire”.

DAY 9: following a barely used trail. Passing through the woods, it looks like there was a landslide covering the trail, and there is a giant sized bone sticking out of the rubble. Looking up, there are many bones in the rubble. We believe that the bones came from about 50 feet down from the top of the hill. With no way to excavate dirt, we move on, leaving the potentially untapped burial chambers unexplored.

DAY 16: We enter the Black Mine area. We pass some giant mine shafts that go straight into the earth. This is where the bluish bronze was mined. Namisha sends the gargoyle down the mine to do some recon, hopefully to bring up a piece of the blue black ore. He brings a light. It roots around, and is able to come back with a nugget that has some flecks of the actual mineral in it.

DAY 17: headed into a wet, lush valley. Lots of trees. Ahead there is some kind of wooden structure. They are spears leaning against each other, forming sort of a teepee. The gargoyle flies over and a booming voice says “THIS IS SACRED GROUND. RESPECT YOUR LIBERATOR.” We guess that it’s a Kursar Younger sacred location. In the center of the “teepee” hangs a really long silver chain. It ends inches above a holy symbol pounded into the ground.

We decide to bushwhack our way over to take a look. A couple hours later, we arrive at the “camp”. There is a bunch of vegetation that has freshly been torn out and tossed to the side. Ferris asks if there has been a campfire recently. No, but… Lady Dove smells something burning somewhere not too far off. Flying up over the trees, we can see another one of these further up the mountain, the shiny spearheads point out above the trees. Over the ridge, we can see the line of smoke.

Ghenelon flies up higher to get a better look. We all fly up, under Invis 10’. We can locate the plume of smoke, but it’s still miles away. It’s northeast of our trail. Does not intersect with our trail. We look back to see if there is anything else, forming a line going in the other direction, and we can just barely see another teepee down to the south, several miles back. They are roughly in a straight line. Pointly roughly at the archipelago. While we re scanning, we hear a great cracking sound (like of a tree falling), it’s coming from down toward the south one.

Namisha Lores the structure next to us. It is a “Shrine Communion Array”.

We leave the horses, and the guardians to watch them. We decide to fly there invisibly, over the tree tops directly there. We see a tree shivering… One new spear has been added to the new teepee structure, so there are four. Over the treetops, we finally see trockklans in the flesh. They are about as tall as stone giants. The men are doing the grunt work. They are pulling down the trees, not chopping them. The women are overseeing. They are all barechested. There are six. They all carry holy symbols. We are 120 feet away when we can finally see them well, but back up to plan our approach. We land 300 feet away from the camp and approach on foot. We ask Droka to approach saying “Parley! Trade!” Everyone stops and starts walking in our direction, pushing trees out of the way. The women lead the way. We get Namisha and Sister Dove out front of our group with Droka. They call out a response to him, and keep walking.

Trade? Trade? No trade today…

Talk talk? No talk today… keep walking.

Trade information? She says something that Droka seems to take as an act of aggression.

“We’d like to hear more about your god Kursar.” And she pauses. She whispers something to a soldier, they run back and forth, and then she says “ok, let’s talk”.

There are 6 trockklans. The women seem to be clerics. The men might be paladins, but might not be. They form a square that doesn’t quite fit in the clearing, but we are boxed out from entering the shrine area. ESP shows that they are going to box us in and kill us. We start backing up, and they throw two spears at Droka. One hits, we run and argue about how we should leave, or attack and leave, or leave a diversion and leave. Sister Dove takes charge, says we shouldn’t offend them, we should just go.

Dronnell gets very upset that we disturbed them, and explains that he helped them out and their cause was righteous and that its been going on for 100 years. He tells us that Thurs supports this effort. Tells us about the Kursar the Elder & Younger. The Elder had enslaved many smaller giants, the younger liberated and freed the Trockklans. He doesn’t think he is an enemy of human kind. The religious symbol of Kursar is two characters, the first means excite, rise up the second mean stealth or a weapon. Later, Sister Dove lets us know that 5 name level clerics + other clerics are required to make the switch, but they need to find the deity first.

When we pray to Pflarr he asks us to find out as much as we can. Pflaar reminds us that gods memories can fade.

………………

We approach our destination of the Warwood. We enter, with the party in the scroll, and Namisha, Sister Dove, and Dronnell outside, flying through the woods. Just a few hours in, they have to fight 2 spectres. Later on, we get the party out at night when we are setting camp. The nightmares set in. Sister Dove reminds us to rely on our Lucid Dreaming training.

In the morning, she finds a fairy trail, and starts flying fast. She flies around a corner, and has her sword out quick, facing an 18 foot tall skeleton with a giant scimitar. Destroyed.

At camp, everyone sleeping has the same dream, that they are human slaves rushing to pick up spears and there is a man there shouting that if they gather up the dead brethren that have been pushed in the pit and raise them up, they will be able to overthrow the giants. The man demands to know if the PCs are with them. Some are able to lucid dream (Lamat) and asks him his name. “Then”.

About a mile away from the dryad camp, we get an encounter at night. A fucking Druj. Namisha and Droka are on watch. The Gargoyle wakes up the rest, Droka casts Pro from Evil 10’. The eyes are separating from the skull. When the spell goes up, the parts stop advancing.

 

….

 

We meet up at the tree of the missing dryad. After some spell swapping, giving the highest powered mage there some undead fighting spells, we make a plan to journey to the other dryad’s realm.

We fight some skeletons and beckoning arms, there is a pit monster with tentacles that we destroy, find two more like that and destroy them too. Take the loot. [to be counted later]

We make it to the territory line of the dryad, do some recon, and avoid some kind of undead minion lord, and make it into her territory, after we destroy a wraith.

We meet the dryad (Kyra of the Needles), most of us fall under her awe effect, and feel complete fealty to her. She gives us a blessing, Fey Fertility, or Second Life. We all choose Second Life.

[XP AWARDED HERE]

We prep for invading the castle. The dryad gives us many spell blessings (Bless, Pro from Evil, Pro from Poison, etc.). Namisha casts Guardian Offspring to spawn off of the gargoyle.

The Dryad has a giant companion fox. She escorts us to the edge of her hegemony, touches the fox, and tells us to follow the fox into a tree. We come out of the tree, and the tree gently lowers us to the ground. The fox says in fey “there are usually guards at the door.” They are not there now.

Ferris uses Find the Path. We fly over a dead space of brambles up to the castle (which is just basically a dome above ground). Ferris flies up to go through the nostril after checking for traps. Its’ a big room. 50 feet by 25 feet. Panels in the ceiling that open as soon as we enter. 16 cords fall from the ceiling, with bodies attached, like they have been hung. At first they try to come at us, but the Pro from Evil pushes them away.

We ignore them, doors to the left and right, Ferris wants to go to the left. There is a corridor, three doors at the end. One at the very end, one on the left, one on the right. Go to the door at the end, Ferris tries to open the lock, fails. Dronnell tries, and unlocks it. Ferris opens the door, nothing happens. There is a semi-circular room on the other side, with 8 doors on the other side. The doors are the yawning mouths of creatures with white eyes. The door we walked out of. The doors do not detect danger.

There is a pool, reverse-dais, with pouring brownish reddish fluid pouring down through a hole. Ferris heads to the hole, putting a continual light piton in his hand. The hole is big enough for Ghenelon to fit through. Below the hole, it is a natural cavern, with a pool of the reddish brown fluid, with dead bodies floating in it, face up just under the surface. There are stepping stones that would lead to a door. The Gargoyle flies down to check it out, then Ferris resumes, and we all fly in toward the opening. It’s an open passageway, not a door. We follow a tunnel. It rounds a corner to the right. On the left there is a spike trap. We continue straight. The tunnel continues. Something about a crescent moon, there are drainspouts with dried blood, the sluice gate would be on the other side of the wall. Two other tunnels opposite. In this room, there are bits of equipment. Mops, scoops, rags, buckets. A closet, half open. It detects danger, but we leave it alone because that is not the path. We head up the tunnel. A long tunnel, 50 feet. It goes to a natural cavern, on the short edge of an oval. 3 exits on the other side. To the right, there is a stair going down, and next to it is a slide coming down, but they cross end at different places.

The cavern has a natural rocky floor, and we have to descend a little bit to get to the stairs, tunnels, or slide. We send in the gargoyle to do a fly by to see if anything is triggered. It looks down the slide. There is a large room that is warm with head, and there is an undead beholder coming up the slide. 20 HD.

First we see the eyestalks coming up, the eyes are looking around, and they are milky white. We kill it in one round. The gargoyle scouts that there is one more undead beholder down the slide. Find the Path takes us down the stairs, not the slide, so we go that way. Down the stairs, there is a cavern and a tunnel. The cavern is filled with coffin lids. There is a narrow path, but it’s strewn with junk. It’s a vampire den, maybe. But it’s empty. We keep going. We come into a natural room. Tunnel across, tunnel to the left. It’s a bunk style crypt. Crypt slots are 7 high, and eleven wide. There are a couple of non-animated skeletons, otherwise it is empty.

We Destroy a curtain of skull heads. We find a room beyond where there are 6 tables, 5 are occupied with a human body, and 4 shea bodies, with infant undead things spawning out of their guts, being fed by blood drips from faces on the ceiling. One has 5 hd, and it is only attached by it’s feet. There is a 3 hd, 2 hd, and 1 hd thing. The NPCs destroy the things. Dronnell sees an illusionary wall, and starts pulling out items. A set of keys, 4 vials (potions?). We unlock the bodies, and slide the 5 bodies and the dead 5 hd thing into a bag of holding. Namisha Lores the dead 5 HD Thing.

We go down the tunnel opposite. At the end of the tunnel is another large cavern that has been partially shaped. The walls are wet, and moldy. There is a green mist rising up out of the floor. Detects as dangerous, we assume it’s poison gas, and we will be protected. There is a desk. There is a robe hung up on a peg. It’s thick. Like a mage in a cold climate. We don’t seem to be affected by the green mist. We see images in the mist that remind us of the nightmares we had.

Dronnel sees the robe start to turn. Ghenelon and Sister Dove attack. Ferris begins to search the desk.

The kill it in one round. It’s a large human body, missing the head. Pale like it hasn’t seen daylight in a while.

Ferris opens the desk. Scrolls, quills, inkwell, and a hand mirror. Ferris covers the hand mirror with paper. The mirror detects magic.

The room has one exit, a tunnel to the left. So we head that way. Going down the tunnel, we end in a circular room, with two exits. It’s basically a torture chamber. There is a naked 6 ½ tall woman stretched out on a table. Her arms are well secured with bars, and her limbs are stretched, pulled out of her sockets, her neck is twisted, and a device is driving spikes into eyes.

The room is silenced, suddenly there is a fast zombie running at Dove. Ghenelon and Dronnell can see it and attack. Dove attacks the space where it should be. Ferris detects a trap on the torture device. Namisha dispels the silence.

(any food on our persons is spoiled).

Round 2: The revenant is destroyed on segment 10. Segment 8, the face cage is opened by Ferris. Dronnell attempts to remove the trap, and trips it releasing a cloud of gas. On segment two, Namisha’s Locate spell for a robe matching the Lich’s is tripped. It’s 120 feet out.

We block them with a wall of stone, throw a continual darkness sphere down the tunnel we do not take. We climb into the scroll, and Lamat DD away with it. Ferris gives Dronnell his Luck Ring and Dronnell casts Teleport to get the rest of us out of the castle.

Dryad rescued. We ferry her back to her territory, and she blinks away, to be reborn from her plant.

At the Dryad blessing, Havievei offers:

1 type meant to get you out of a bind, or 1 type to change the future course of your life.

For those with good memories and artistic capacities… Splendid Retrieve. Invoke her memory, and recall this tree. You will appear here for 10 minutes, and will be returned anywhere from 1 hour to 1 year anywhere on the plane to a spot with trees.

Death Dispassion, for 2d4 rounds, complete immunity to all undead except for exalted, including their fear effects.

Transcendent Invulnerability. In a dryad hegemony, invulnerable to everything including immortal and exalted creature attacks for 1d6 rounds.

Establish Movement. Go to a city of 10,000 people, give a speech in a public square for a whole day, and attract 5d12 followers to your cause for 6 months minimum.

Myst-Sen – the most powerful dryad, she’s in the deep interior, nearest to Ordana’s spire.

While we contemplate the dryad’s blessings, we consider how we might be able to leverage the sanctuary of the dryad hegemonies. Maybe we should try to get some fenaere located here?

[XP AWARDED AFTER 2nd DRYAD BLESSING]

Al contacts Ferris, and Ferris convinces him to bring the OG’s to Citadel and download our memories/mindmeld.

This contact occurs 3.5 months after the destruction of the Vssgon, it is assumed that the OGs are back on the Prime plane, or an inner plane and can simply Gate to Citadel without any planar travel risks. They arrive in the Jade Desert.

Post-commune where carrock finds out that the fenare goddess is faded, asked if we should ask if we should ask Ordana for sanctuary for the fenare. “I think so.”

 

The Dryad invites Lemat to talk about Ordana in the awe effect.

“In one week a message will bring a piece of the hair from the other dryad. You will speak with her about her hegemony. You will not mention to anyone that Ordana has decided to take you under her protection. Even the fenare. All they should know is that they are being led to sanctuary. All anyone needs to know is that the sanctuary is the godlands. The passage should go undetected by anyone in the towerlands. There should be no rumor that any fenare are in the towerlands. If such a rumor gets out, it’s called off.” Is Ordana suggesting to bring all the fenare, or a portion? “The more followers that you have, the better it is for Chrysma when she returns. They can be spread out throughout the planes, but the more that survive the better. You’ll have to talk to Myst-Sen.”

At this point, we players all agree that we should take the Establish Movement blessing.

[Note! (for xp purposes) Al suggested that we should return to Ebbensalma, locate Chrysma’s home, and retrieve belongings of Chyrsma, or even hair or pieces of her in order to aid the unfading.]

A day later, a great owl arrives bearing a message. The owl brings Lamat a little scroll, and some instructions in elven. Owl says “This is a strand of the onyx hair of Myst-Sen. You have the means to communicate with her.”

He casts the spell. “Is this the fenare leader? Ordana has always been a great admirer of the fenare, and she thanks you for saving her daughter. She would be honored to give them safe harbor.”

Lamat/Carrock is free to ask questions of the Semu-Dryad Myst-Sen.

Does ordana believe it is best to bring as many fenare as possible to the godlands? “That is your choice. It is probably the case that this is the safest place for them.”

I was told not to tell anyone, but I will need help from my companions. Can I tell them? ”what are their names? Only if they can be trained in Mental Impenatrability…. Only if you trust them as you trust yourself. But only 3.”

What can you tell us about Chrysma? “I don’t know much about Chrysma. Ordana would know.”

What do you know about the process the giants are using to try to bring back Kursar the Younger? “They want to bring back Kursar under Time where he will be protected. He should not have too many great enemies, he’s already a member, in some sense. There should not be those who would immediately want to destroy him. He can be brought back with the minimum threshold to bring him back. 41 clerics, 5 of them must be name level.”

The way you say that, it sounds like it would be a different situation with Chrysma. “it would be better to bring her back with a greater force.” Would she be welcome in Time? “

“Where Chrysma’s immortal spirit rests… that is something I don’t know.”

According to our prophecy, we know, but we’re not sure. Maybe the Dryden knows..

We know there was an artifact used to summon it. Maybe we need to find that. “The curious thing about this is that normally to bring a goddess back you need a god to sacrifice. The fenare seem to be getting their spells from somewhere.. Any creator of the fenare must be a gentle soul.”

For Kursar, are they using the array to locate the soul? “That seems to be how they are attempting to do it.”

What about the role of the sphere of entropy in this? “they are the most feared.”

Is Thanos an aspect of Thanatos? “Not exactly. He is a proxy. Our history says that Thanos fought a former goddess that is now deceased for control of this region. There is no one undead god coordinating efforts. The clerics are of many different gods of entropy.”

What about Dronnell? “Whatever I know about Dronnell, I’m not at liberty to say.”

 

We find out Dronnell’s holy symbol is the Healer’s holy symbol!

We find out human followers can become Ordanna clerics who can switch.

The OGs figure out wish wording to suspend flying rules for one day.