Saturday, 30 December 2017

Two Rival Efreeti Houses

After the group has barely escaped several efreeti guard after steeling a slave, they duck down a back alley to avoid even more guards flying down the street. Rook who has been watching from a distance casts an illusion of a wall across the back alley to cover the groups escape.  Rook also is keeping an eye on the captain of the Shevaithan, who for magical reasons, is skipping down the street naked accompanied by his naked guard. Rook also watches from a distance the closing of the city gates, preventing anyone from leaving the city, he assumes until the chaos of the slave escape has been controlled.

The others approach the other end of the alley. Smallfang tentatively peeks out into the street. He sees several efreeti guard stopping and inspecting everyone on the street. The group tries to figure out what to do. It is then that Katya's sword, the Sword of Kas, calls out to her. Someone is approaching from behind. Katya turns to see a grey skinned man peeking out from a curtain, that was moments ago the wall of one of the buildings in the alley. He says that if they wish to escape they can follow him inside.

No hesitation. They duck inside. The curtain closes behind them appearing as the wall it was.

A New Friend And A New Task

Inside the group finds themselves in a small empty room. There is a tall thin grey skinned humanoid standing at a large table as he lights the lantern on the table. He introduces himself as Vemig of House Shakir. He tells the group that he is able to get them out of the city safely. That is if they perform a task for him first.

Vemig tells them that a rival efreeti house, House Salih, has the magical container to which the master of House Shakir is bound. House Salih uses it as leverage and has for thousands of years abused and oppressed House Shakir. The adventurers are quite obviously new to the city and any trouble they cause will not directly lead back to House Shakir. They are perfect for retrieving his master's magical vessel. In return he will provide safe passage out of the City Of Brass.

The adventurers confer and they say they will do it but a magical weapon for their dwarf friend as well as a wish spell must be added to the deal. They will use the wish spell to bring back their fallen comrade, Lirath, who was killed on the journey through the maze of portals. Vemig agrees to the terms.

He beckons them to follow him to the other room where a hidden door in the floor is revealed and they descend. They roam a multitude of rough tunnels, smooth walled sewers and catacombs. Eventually they ascend a ladder and find themselves in a large mansion. This is the keep of House Salih.

The Heist

Here Vemig lays out the knowledge they have slowly acquired over hundreds of years about House Salih and the security surrounding. They have infiltrated House Salih in various ways to varying degrees of success over the centuries and have gathered information on how the his master's vessel is protected.

  • The approach to the vault is a single hallway below the keep of House Salih
  • In this hallway are several elite efreeti guards called the Unquenchable
  • In the middle of the hallway is an orb of antimagic which sits on a pedestal
  • At the end of the hallway is the vault room. It requires a key which sits on a chain around the nexk of Zajet who is the master of House Salih
  • What is in the vault room is completely unknown.
After  laying out what he knows, Vemig escorts them through the city. Each of the party disguised hoping to avoid the guards who are looking for them for the theft of a slave, Katya's clan member. They approach the center of the city.

Near the center of the city is a large walled off section. Just inside this area of the city stands a towering and massive structure made from marble and obsidian. Surrounding the building, a thousand yards deep is the House's army. There are thousands of efreeti. Some of them sit and sharpen weapons while others drill and practice. Amidst the army are several griffons upon which some efreeti ride and far off a dragon can be seen towering above the army, its chains visibly restraining it to the ground.

The group debates very briefly before settling on the idea that a straight heist is probably going to be difficult. They decide to sell out Vemig and his House Shakir to House Salih.

The Double Cross
43,200 XP + 20,000 XP

First they need to acquire some slaves as a gift to Zajet and the House Salih.

They move through the city and soon find themselves behind a walled off part of the city. The slave market is a cramped and busy neighborhood. Cages of various races of creatures are stacked tens of feet high. Streets are nothing but empty areas between cages. The group is barraged by shouts of offers of slaves. They choose a short but stout azer who seems eager to sell.

Rook uses his magic to convince the azer that they are new friends and the evening before that Rook agreed to a reasonable price and had already paid it. The now incredibly friendly azer shows his good friend Rook to the cages where the group selects a dozen slaves.

Escorting the dozen chained slaves, the adventurers head off for the keep of House Salih. Easily convincing the guards at the gate that they are here to present a gift of slaves to Zajet, the group passes through the house army, at least a thousand strong. Finally they arrive at the keep proper.


They are greeted by a short blue skinned humanoid dressed in fine silks crossed across his thin and bare chest named Numi. He quickly brings the group inside the fabulously wealthy manor. They are kept in a small holding room as Numi confers with his master. The group explores just around there immediate location, not wanting to potentially upset the powerful efreeti of the keep. Soon enough Numi returns.

He tells them that Zajet will accept their gift of slaves and they will be allowed an audience with the master. They are escorted into a vast open throne room. At the end of the room, floating above the throne is Zajet, a large well muscled djinn. Blue skinned and where his legs should be is a whirl of wind which holds him in mid-air. He is dressed in simple silk robes which leave his chest bare. Around his neck is a gold chain with an odd looking metal curio hanging from it. The key to the vault.

The Ruse Exposed

The group tells him of the plan by House Shakir to have them steal back the magical vessel to which the master of House Shakir is bound. They describe how they were approached and the deal that was made for them stealing the vessel. As they describe the plan and what Vemig told the
m about the security around the vessel, Zajet becomes visibly more and more angry.

Zajet tells them that the vessel they are intended to steal is not that of the master of House Shakir but his very own vessel. Had House Shakir stolen it, Zajet and his whole house would fall under the oppression of the vile and corrupt House Shakir. Zajet is furious. After calming down somewhat he makes the deal the adventurers propose. They will accept the same rewards from Zajet, as they would have from Vemig and in return they will show him the secret passage into House Shakir.

Zajet doesn't hestitate. He agrees.

Playing Both Sides
10,000 XP

The group then returns back to Vemig back at House Shakir. Rook is able to conjure up an illusion of a clay jar which looks very much like Zajet's vessel. Smallfang casts magic upon it to give a glow of magic and they present it to Vemig. Vemig is very excited and has the group stay in a room while he goes to show it to his master.

As the group is waiting, Smallfang unfortunately casts another spell which breaks his concentration upon the spell cast on the vessel. There is a great commotion as a multitude of efreeti guards rush down the hall towards the group.

The adventurers run. They use the secret entrance as their escape. Running and trying not to get lost they finally make it back and as they emerge they are faced with a great portion of House Salih's army. They, along with another portion of the army approaching House Salih from another flank, begin their attack upon their rival house.

The group finds a nice vantage point to watch the mayhem. Soon enough though they see the gates to the city begin to open. With the battle there are many who wish to leave the city, so the gates have been authorized to be once again opened.

Taking Control Of The Ship
19,500 XP + 10,000 XP

The group leaves and heads back to the ship.

Back at the Shevaithan, they prepare for the return of Captain Grazak and his entourage. They place the crate lid, with the glyph of warding upon it in a position above the teleportation circle such that anyone returning within the circle will set it off. Then they all take their positions.

They do not have to wait long. Captain Grazak and his githyanki guards have been waylaid for too long and they rush back when they city gates are reopened. As the teleportation circle activates and they return the fireball from the glyph of warding explodes around them. At the same time each of the party attacks and it is a slaughter.

But they cannot find anything that looks like a "key" for the elemental chaos ship. On a hunch, they cut into the chest of the captain and reach in. Inside is an orb about two fists large and inside it is the same roiling energy that is contained with the anarch spheres which powers the Shevaithan. This must be the key.

Not exactly knowing what to do with it a few of the party follow Rook, with the smaller anarch sphere, up the massive staircase up to the top of the tower which stands in the middle of the deck. At the top is a console clearly meant to navigate the ship but it is quiet and dark.

But as Rook approaches the console with the key the console lights up and comes to life. The ship begins to hum and vibrate with energy.

Where to now?




Sunday, 17 December 2017

The City Of Brass

The group takes time to dispose of the numerous githyanki bodies after the battle upon the elemental chaos ship, the Shevathan. They toss them overboard after removing much of their weapons and armor. The githyanki swords are beautiful and intricately forged. Upon each broad blade are intricate engravings each creating a unique and distinct look for each sword. Astredia takes a sword and its sheath and slides it into his belt.

The bodies of the githyanki that have been tossed overboard drift aimlessly in the swirling elemental chaos. As they drift away from the ship the roiling elemental chaos begins to pull apart the bodies. It is not long until the bodies are shredded until no trace of them exists. They approach the last githyanki who had tried to escape but was retrieved by Smallfang. They cast sleep on the creature and they bind him strongly with rope.

The Shard Of Timesus

As most of the group is either resting or helping with the removal of the bodies on deck, Barb, the barbarian, descends the steps into the ship's hold. Below decks is a large and almost empty cargo hold. In the center of the dark hold is a large crate. It is held in place by four large chains which fasten across the crates top and are anchored down to the ship's hold. The crate itself is made of an odd substance. A mixture of wood and metal and something else which gives the impression that the crate is incredibly strong. Barb glances around the crate but his very cursory glances fails to notice that upon each face of the crate is a large but faint scrollwork forming a complicated glyph.

As much of the rest of the group begins to descend the stairs into the hold to find their dwarf companion, Barb is seen bringing his leg back as he is about to try and kick in the side of the crate. As his foot makes contact with the crate, the glyph inscribed upon that side of the crate glows brightly with arcane energy and a fireball emerges and engulfs many of the group within the hold. As the fire recedes a smoking Barb coughs and shrugs at the rest of the group.

They ponder the mystery of the crate until Rook decides to cast an antimagic spell on the crate as Smallfang nervously opens the crate with one of the found silver swords. Within the confines of the antimagic spell's field the crate allows itself to be opened and there is no accompanying fireball. The group looks in and they see suspended in the center of the crate a large black ragged rocky shard which rotates slowly suspended in the air. The carefully lower a bag of holding over top of it until the shard is wholly tucked safely away.

Barb keeps toying with the idea that the crates sides might make a formidable shield. He debates out loud several ideas for forming a shield that might be crafted out of such a glyph. The glyph seems to regenerate after a time and this could be useful. The others agree.

A Violent Interrogation

Again using an an antimagic spell, Rook disables the glyph on the crate's side as Smallfang places the surviving githyanki face down upon the glyph. They awaken him and tell him that unless he talks they will simply let go of the antimagic spell and the glyph will engulf him in flames. The gith snarls his protest at the group. All sorts of intimidation and cajoling fail....that is until he spots Astredia with a githyanki sword at his side. How dare he befoul a prized family weapon. Only the worthy can carry such a sword. What have they done with the other family swords.

The group offers the swords back if he talks. The gith talks.

He tells them that the swords, which the group knows are not magical, are earned by each githyanki after trials to test their courage and skill. The swords remain in families and are passed down to each generation if they are deemed worthy. The swords are priceless to them.

The Shevathan's Mission

The captured gith also tells them that the ship they are on, the Shevathan, is a highly sought after vessel. It is one of the few ships capable of traversing the elemental chaos as well as descending through the vortex that leads to the Abyss. Most other travelers wishing to do so must use hidden or even worse, known but often lethal portals to that plane. The Shevathan is supposed to be heading to the Abyss already. The are to be taking the shard, The Shard Of Timesus, to the Abyss where it will be used to forge a weapon which can kill a god.

But the ship will be of no use to them. The captain, Captain Grazak, holds the only key. He is currently in the City Of Brass. His weakness for flesh has kept him too long within the city. They should have departed for their destinatino already some days ago. He is probably at the tavern, The Dripping Man.

The group decides that the Balor below can wait. They need the key from the captain first. So they set off to the City of Brass using the only other active teleportation circle on the deck of the ship. But not before killing their captive.

The City Of Brass

They each step into the teleportation circle and as the magic flares and then recedes around them they find themselves on a rocky shore of a river of fire. Across a bridge in the distance they see a city behind massive stone walls. Inside the walls, towering structures with onion dome tops can be seen. Standing in their way, are several grey skinned efreet guards. They float above the ground with whirlwinds of dust below their torsos and each hold two massive scimitars. They look the group over and allow them to pass as the group crosses a thin stone bridge across the fiery river towards the city gates.

As they move through the gates and into the city proper they take in the splendor and horror that the city contains. The denizens of the city are incredibly diverse. Demons can be seen walking aside elemental creatures, dao and other forms of djinn. Each building made of dark and thick stone walls, some with fiery rivers flowing right through them. Amidst all of the city a haze of smoke and ash waft through the air.

The Dripping Man Tavern

Barb is delighted to once again be in a city, even if it's a demon infested city. There has to be a tavern close by. His nose for alcohol soon leads him to a building from which the smells of alcohol mixed with other more difficult odors to discern. Outside the building hangs a shingle which depicts a human hung upside down with blood dripping down and forming a pool. Barb has found The Drippping Man tavern.

Smallfang, dressed in his usual paladin clothes bearing the marks of worship to the god, Bahumat, see that most, if not all, of the creatures passing him, scowl and mark him with disdain. Soon enough creature seeing him begin yell at him for being a god worshiper. One azer actually spits on Smallfang. That is enough for Smallfang. He draws his sword. The azer is not cowed. He brings a flaming battlehammer to bear. Smallfang begins by simply defending himself but soon enough he decides to end the azer and as the azer crumples into a dead heap at Smallfang's feet. Smallfang and Astredia decide to run as creatures are beginning to call for guards. They run but soon are lost within a city they've never been to.

Meanwhile, Barb enters and is greeted by the tiefling proprietor, Malvius. The dwarf stands at the bar and orders something exotic. Malvuis smiles a mischievously and pours Barb a liquid that has the consistency of oil and is green with hints of swirling red. Without pause, Barb downs it. It burns but Barb orders more. Soon Barb is making friends with all of the patrons of the tavern. At the same time Katya decides to check out the gambling table which is populated by a multitude of small demons.

Rook, taking the form of Corbin, the vampire they had met back in the maze of portals, talks to Malvius and convinces him that Rook is a connoisseur of exotic meats and that he has a lot of coin to spend, as he passes the bartender an illusory bag of coin. Malvius takes Rook aside and leads him to a separate private room. In the room he sees a githyanki sitting at a table eating from a plate of human limbs. Behind him are four more githyanki watching over their master. Rook orders delicacies from Malvius and after a bit of conversation with the githyanki, Rook confirms his suspicion that this is Captain Grazak. The captain of the elemental chaos ship, The Shevathan.

Seeking A Resurrection

While Rook is on task for the mission, Hope has taken to asking around for a magic store. The ring she now wears bears the lifeforce of Lirath, who's soul keeps pestering her to resurrect him. She is seeking out a spell scroll or such that might bring psion back to life. She finally approaches a large snake like creature which has made itself comfortable upon a fiery hearth. Hope learns that it is a salamander named Adena. For a price Adena will show Hope where she might find such a place. Adena extricates herself from the hearth as Hope watches the creature, which she now realizes is a massively huge creature, and follows through the city until she finds herself in front of a white marble building. The white marble is a sharp contrast from the other black and sooty buildings which surround it.

Rook, after a bit of ruse and flattery, convinces Captain Grazak to show Rook the captain's ship. As they are leaving the tavern one by one the others follow suit. The group only hoping that they recognize Rook's robes as they no the changling has probably assumed a different form. Hope, after a bit of panic and failed attempt to use a dimension door, is able to find her way back to the group. Smallfang and Astredia, now in disguise in order to allude the guards, also happen to find their way back to the group.

The Emancipation
1,000 XP + 30,000 XP

As they all travel scattered along the street, back to the ship, a procession of slaves is being transported, accompanied by a few green skinned slaadi. As the parade of slaves passes by, Katya hears her name shouted. Katya turns to look and she sees a familiar tabaxi face. It takes but a moment, but Katya recognizes her clanmate, Kanavu. Kanavu cries out for Katya to save her. There are two chains attached to a metal collar around Kanavu's neck. She, like every other slave, is chained to a creature in front and behind of her.

Katya doesn't even hesitate. She unsheathes her sword and strikes the two chains and breaks them as the slaadi start to approach as they call for the guards.

As Katya takes hold of her escapee, the others group around them as they begin to fend of half a dozen efreet guards. The battle clears most of the street of any onlookers as Rook casts a command spell on the captain as well as the captain's guards. He demands that they drop their valuables as well as their clothes. Soon the captain and his entourage are naked and skipping down the street towards the gates. Rook transforms himself into a nondescript human and keeps an eye on both his companions as well as the captain.

The others have to fend off the efreet guards. It is not going to well but eventually they are able to fell the last guard as they hear more approaching from down the street. They decide to high tail it out of the street.

Rook watches as the rest of the party makes a fast retreat.

Saturday, 21 October 2017

The Edge Of The Abyss

Still in the Temple Of Venca the group discusses what to do with their newly found Remnants Of Vecna. They are tempted to touch and examine them but after seeing what had happened to Rook they are cautious. No one looks forward to turning slightly (or even not so slightly) evil.

Rook in the meantime has tired of having half of his vision disturbed by visions from some one else's perspective. He continues to get glimpses into someone else's life. A life within a palatial mansion, with hooded servants who bring him sacrifices. Rook tells the others he is ready to rip the eye out. Together they concoct a plan to immediately heal him after he removes the eye.

Eye Surgery

The others surround Rook as he begins to dig the eye out of its socket. As soon as he removes the eye it returns to the size of a grapefruit. Black with a deep orange glow within. Smallfang heals the damage Rook has done as best he can and then Hope steps in to help Rook regenerate the missing eye. Soon enough, Rook blinks and looks at the world through both of his own eyes.

After talking among themselves and the Sword Of Kas, they begin to realize that they are now heading towards opposing a god, or perhaps gods. Rook is determined to come to the aid of the Raven Queen. Rook creates the illusion of a shrine to both Bahamut and The Raven Queen, back to back. Both Rook and Smallfang kneel and pray to their respective gods, asking for advice and direction.

Praying To The Gods For Help

The statue of Bahamut comes to life, its stone head turning to gaze upon Smallfang. It speaks with a deep resonant voice and tells Smallfang that Vecna's plans must not be allowed to come to fruition. Vecna has already succeeded in relegating Falazure, Bahamut's brother, to the confines of his own demiplane. Lost in his own insanity from the enchanted eye Vecna tricked him into taking, Falazure will no longer oppose Vecna for control of the claim to be the god of death. Vecna now seeks to kill The Raven Queen. When she is dead no one but Vecna will control the souls of the dead. He can create a never ending army of undead to sweep over the known planes. Once he has accomplished this he will become an all powerful god. Subservient to no one.

Bahamut tells Smallfang that Vecna is even now gathering shards of a long ago defeated primordial, one of the few objects that can kill a deity. Perhaps it is not too late.

The others stop their deliberations on whether or not to take on the remnants of Venca and replace them back into their separate bags of holding. Making sure that no one person is holding all the remnants, lest they be more easily taken.

Approaching the dais, they, one by one, enter the portal at the bottom of the sarcophagus.

Into Elemental Chaos

On the other side of the portal they find themselves in a plane of swirling clouds of red and orange. The black cracked rock they stand on floats in this vast sea of starless sky, along with a multitude of rocky islands that litter the sky around them. As they walk towards an odd feature in the sky they finally approach close enough to make out a large ship floating in the air. It is moored down by 4 massive chains which are anchored within a stronghold which resides on a far off rocky land floating off in the swirling mists of this plane.

Off to one side of the group, a great portion of the sky is dominated by a large spiraling vortex. The surrounding clouds, the color of fire and blood, twist and fall into the black of the center of the vortex. Judging by some of the rocks that slowly move around the elemental whirlpool, the elemental vortex must be enormous as well as far off.

They quietly approach the floating ship. It is made of dark wood and the swirly glow of some sort of energy emanates from multiple places on its deck above. Katya's Sword Of Kas grumbles from within its scabbard. He wishes to see what is going on. Katya reluctantly unsheathes the sword and tucks it beside her within her belt. The sword excitedly exclaims he is pleased to see they are on the Elemental Chaos and that, surely the swirling vortex off in the distance must be an entrance into the Abyss. The ship above is one of the few ways to navigate into the Abyss.

The Sword Of Kas, who refuses to answer by any nickname Katya attempts to give it, excitedly tries to convince Katya that their mission lies ahead, in the Abyss. For surely, that is where Vecna lies, unaware that his demise approaches closer and closer with each of the group's steps.

Aboard The Shevaithan

The group decides to board the ship and investigate. Rook flies straight up and moves cautiously near the railing. From there he drops a rope for some of the others. Hope casts fly on herself and Adrasteia. Katya and Smallfang climb up the rope. Once near the deck of the ship Rook and Adrasteia watch as they see two creatures, long limbed and bearing silvery armor, talking to each other. Rook casts comprehend language and he listens to the two creatures talk.

The two githyanki speak of the crew of the ship growing tired of waiting. The cargo is stowed and ready for transport. If it wasn't for the captain's weakness for flesh, they would be on their way by now. One of the gith, wonders aloud why they cannot take over the ship if the captain is unworthy. The other gives an exasperated sigh as he explains, as if to an idiot, that only the captain bears the crystal. Until the captain returns they can do nothing except wait.

As the two creatures leave, Rook and Adrasteia climb on deck. Rook casts an illusion to turn them into the images of the creatures they have just witnessed. They now look like githyanki.

They move about and see that upon the ship sits a large tiered structure, similar to a fortess, that stands in the middle of the large deck. At the stern of ship lies three teleportation cirlces and a fourth lies in the middle of the ship. Only the middle stern circle glows with arcane energy. Aft of the middle circle lies an enormous crystal orb of roiling red energy. It is suspended in the air by a series of ropes which cradle the orb. The orb has two sibling identical orbs to the starboard and port of the ship, each in their own cradle of thick ropes.

Rook and Adrasteia, freeze as they hear voices approach from a large staircase which descends from the fortress in the middle of the ship. Rook feigns muteness by showing the gith officers an illusion of a severed tongue within his mouth. The gith laugh heartily and move along. The two adventurers quietly call up the others.

The Battle For The Shevaithan
22,600 XP

The group gathers on the main deck of the ship and they investigate and debate their next move.

The Sword Of Kas shouts to Katya to turn around. Katya turns just in time to parry a silver sword slicing towards her as she sees several githyanki begin to surround the party.

Hope uses a burst of hypnotic pattern which dazes and stops a large part of the attacking party. Many githyanki stand motionless and useless. But this doesn't stop the others. Many of the githyanki jump vast distances to position themselves as they attack descending out of the air. Some jump from the railings of the fortress in the middle of the ship to descend upon the group.

Katya is soon dropped unconscious from one to many sword hits but is soon revived by Smallfang.

As the adventurers begin to whittle the numbers down, one being held by an illusory stockade breaks loose and breaks for the teleportation circle at the stern. Just as the teleportation circle is activating Smallfang charges ahead and tackles the gith. Both Smallfang and the gith are teleported away from the ship as the others wait nervously.

Arriving At The Death Gate

Smallfang and the gith reappear on one of the rocky outcrops floating in this world. They stand at the courtyard to the stone fortress to which the ship is anchored. Striding from the massive front gate is a red skinned balor. The balor stands 20 foot tall with wings which span the same as his height. At his waist is a flaming whip. He laughs as he sees the lone dragonborn come to stand in front of the balor guardian.

Smallfang immediately activates the teleportation circle once more and he stands again on the deck of the ship in front of his companions.

"Uh....there's a balor down there."

Monday, 16 October 2017

The Shrine Of Vecna

The group passes through the portal at the bottom sarcophagus and enters a vast stone building. The circle of stone archways lies in ruins around them. The portal they step through vanishing behind them in the center of the circle.

They move through the building finding almost no corner untouched by battle and ruin. Walls are crumbled into rubble. The central ring of stones is made up of mostly of only remnants of the great stone pillars. The rooms themselves have been mostly picked for any remaining items of value.

Two large wooden doors at one end of the vast room beckons but the group needs rest first. Each finds a place to secure a place to sleep as Rook prepares his usual mirage arcane, in case its needed.

Entering The Temple Of Vecna
32,200 XP

After resting, the group moves on to the large wooden doors at the end of the chamber. They are heavy but open easily with a loud groan. Inside is an ornate room. There are statues of a robed wizard posed imposingly in the four corners of the room. At the far end of the room is a raised dais upon which sits a beautifully carved sarcophagus. In the center of the room sitting upon a raised pedestal, is a statue of a monstrous creature, each of its four arms holding a massive long chain which collects at the base of the statue. Scattered around the room are massive amounts of bones.

As the adventurers move hesitantly further into the room, they tell each other to avoid going to close to the statue. They fear the statue is the source of the many bones around the room. They do not wish to add more bones to the collection.

A woman comes out from around the sarcophagus at the far end of the room. She is dressed in beautiful robes but her face is withered and dry. Her skin is shrunken and horribly stretched across the protruding bones under her flesh. She laughs when she sees Rook and she claps her hands in joy as she tells them she is glad that he has brought her the Eye Of Falazure. She is Osterneth, greatest servant of Venca. Together they shall return it to Vecna.

Rook tells them that he wont be accompanying her or giving her credit for the Eye. She pauses with a raised ratty eyebrow and casts a spell towards him. She tells him to kill his companions. The spell cannot take hold on Rook so she begins the utterance of another spell. As she does so the bones around the room begin to move towards each other, finally coalescing into a giant ball of bones which moves using its various hands and feet made of partial skeletons.

The massive corpse mound rolls towards the group and it flings sharp bones towards them hitting Katya and pinning her to the ground. As the corpse mound rolls over the others the boney hands and fingers try to grab onto them and pull them inside of the rolling death mound. As the group pulls themselves out of the rolling death mound, several bones drop out of the ball and rise to form zombies which harass the adventurers.

As the group moves into attack the central statue grinds to life as the statue begins to rotate faster and faster, its chains rising with the centrifugal force and they lash out at the group. Rook finds himself entangled in the chains and he is flung around the room. He is able to misty step out of the chain before it does too much damage.

Between Osterneth and the corpse mound the group is in dire straits.

Of Pixies and Polymorphs

Adrasteia summons 16 pixies which surround the corpse mound and Osterneth. The pixies fire polymorph spell after polymorph spell which hits both the mound and the mage. They are transformed into rats. Which are then are put to sleep, again, by the pixies. The rats are then easily picked up and tossed into one of the party's many bags of holding.

The group realizes that once the spell wears off the corpse mound will be too large to be held in the bag of holding....and that's ok. Once the bag is torn, the contents, including their enemies will be scattered into the Astral Plane. Too far away to do them any harm.

Flying up, Rook places the bag upon the top of the statue in the middle of the room. As the group watches expectantly, soon enough the bag ruptures, with a <phewp> and collapses on the head of the statue. They look look at each other with looks to say, "that was it?"

The Remnants Of Vecna

Add caption
Finally able to move about the temple, the group discovers that each of the four statues are of Vecna and on each of the statues there is a piece of Venca that replaces the corresponding body part. On one statue there is a desiccated, but real hand replacing the statue's hand. On another a foot. On another its a piece of scalp. On the fourth statue there is a place for a heart in the chest cavity but the heart is missing.

Smallfang approaches the statue with the hand. He pulls the hand off of the statue and holds in his own. It calls to him. He know now what he needs to do to acquire power. He must replace his own hand with this hand. Just as Rook had done with the eye. He pulls out his sword and prepares to perform the crude surgery.

The others, seeing this rush to him. Adrasteai, summons sea hags which are able to paralyze Smallfang and he is then polymorphed into a weasel. Katya takes the item from Smallfang as well as the others, being careful not to touch the items. She then places them in a bag of holding for safe keeping.

The Sword Of Kas

Katya then moves towards the dais upon which sits the sarcophagus. The sarcophagus is ornately decorated with the image of Vecna carved in relief upon its lid. As Katya moves about she can hear voices coming from within the sarcophagus. She opens it and finds that there seems to be a portal again in the bottom of the sarcophagus as well as on the lid is a sword.

The sword speaks to Katya and tells her that she is now destined to be the one to kill Vecna...with it's help of course. It explains that they must travel to the Abyss to stop Vecna as he is planning to kill The Raven Queen. He wishes to be the sole ruler of death. Death shall cease to be the end. He shall create an army of undead. He has already tricked the god Falazure into trading eyes and through Vecna's tainted eye, has turned the dragon god insane. It is only with the power of Vecna can they remove the curse from Falazure and his eye.

As Katya picks up the sword of rush of power injuring her courses through her body and she is bonded to the sword.

The sword, the Sword Of Kas, swears that he and Katya shall not allow this to happen.

Katya isn't so sure of her new sword.


Through The Maze Of Portals

The group continues to inspect the ring of stone archways. They choose the portal that seemed the most peaceful, the one that seems to drastically change in seasons within just a few minutes of entering and leaving the plane, and Rook activates the portal between its towering stone pillars by pushing arcane energy into the stone's ancient and weathered runes. A shimmering and swirling silvery portal opens up and one by one the group passes through the portal.

They enter a different plane. It is a beautiful summer day. Blue skies. Green fields of grass surround the small hill upon which stands the same circle of stone archways. Far afield the group sees several horses moving about. The band of horses begins approaching as the group hails them over. As the herd moves closer the group realizes they are not horses but centaurs. The centaurs approach with one taking the lead. He stands easily at least a foot taller than the group as he enters the stone archway circle. He introduces himself as Balaphan.

A Peaceful World Created Out Of Evil 

The group asks questions about what his people know about this world. Balaphan tells them that stories tell of an ancient war where the evil Vetta had been chased from world to world. He had created this world to aid his escape but he was eventually slain and his land was allowed to remain, for the Chosen people had been found to be a loving and peaceful race. They, the Chosen, have lived in peace and harmony in this world for time beyond time. He welcomes them to rest and stay for however long they wish.

As Balaphan welcomes them the rest of the herd cheers and approaches. Each talking to a different adventurer as they have never seen the like of the group before. Each in the group is vastly different from any they have even heard of. Elves; Tabaxi; Dragonborn; Aarakocra (Rook's current form).As everyone becomes familiar with each other, the group notices that the centaurs seem to avoid approaching one of the stone archways. As the group looks they also notice that even the grass is ungrazed near that archway. They ask about the significance of that particular stone archway. They are told that they should not go through there. The portal has slept for time immemorial, and that is a good thing. Through there the dead are jealous of those with the spark of life.

As the conversation turns dark and eerie, the herd is silent as they remember those that left and never returned, through that portal. Rook scares the younger centaurs near him and when the young ones realize, one of them, Ropas, laughs at the others for being scared. As they herd leaves the group to rest on the hill among the stone pillars, Rook casts grease under the hooves of Ropas. As he slips and repeatedly falls and stumbles in his attempts to regain his footing, all the other centaurs laugh joyously. Ropas eventually, is able to begin to run off, tears streaming down his face in humiliation, but not before Rook can catch him.

An Evil Gift
2,000 XP
(for following the forced alignment change)

Rook, with an evil twinkle in his eye, offers Ropas a whip. Ropas, confused, asks what it is. Rook gives him a demonstraion of its ability to hurt and scare. Ropas eagerly takes the gift and after practicing a bit runs off.
After resting the group decides their best lead to continue is the stone archway portal, that the herd is afraid of. Rook begins to activate the portal, and after several minutes, the space between the stone pillars shimmers to life with a portal. Smallfang steps through first followed closely by the others, all holding hands.

Feeding Grounds For Ghouls
8,400 XP 
(partial only)


They enter a world that is grey and drained of most of its color. The shape of the world is twisted and odd, as if it were made of taffy and pulled in different directions. The ground is littered with corpses in various states of decomposition. As they look around they find bodies of various races with ancient armor rusted and rotted into hints of their former glory. Weapons too are strewn about with arrow heads with only traces of their shafts left in such abundance that any handful of earth carries with it at least one arrowhead. Obviously a great battle took place here. But time is funny and it the group cant tell how long ago, as some bodies look ancient while others look not long dead.As they begin to move about they notice something near a body on the far side of the stone archway circle. It is mostly hidden behind a body laying on the ground but it is obviously feeding off the body in some manner. They move cautiously but soon the creature notices them and it rises up into the air, a swirling mass of bones fragments and dust. It flies quickly through the air and settles back into a solid shape before them as it attacks. Rook casts an illusion of a large glass jar upended over the creature and then turns the illusion into reality. The creature bangs upon the inside of the jar again and again trying to escape. Unfortunately, two more of the creatures are alerted by the noise of battle and join in for the potential of a fresh meal.

The Death Of Lirath

The group is battered again and again by the swirling mass of bones fragments, that make up these ghouls. The groups collective life being quickly drained from them upon each attack. The group quickly realizes their dire predicament and make for a hasty retreat. One by one they break for the portal they had come from and dive through. Each make it to safety until there is just Smallfang and Lirath. As Smallfang makes it to the portal he turns to see Lirath, engulfed by two bonepowder ghouls as he dies a horrible painful death. Smallfang turns and jumps through the portal. Rook on the otherside is ready and smudges the runes on the stone to deactivate the portal before anything can come through.

As the group, still battered and disoriented, eventually take in their retreat and the death of  Lirath. They slowly get to their feet. The land around them has changed in the few minutes they have gone. It is now late fall. The air has a crisp chill and the ground is damp.

The Rise and Fall Of Ropas

Soon enough the centaurs return but they are different in more ways than one. Many of the centaurs the group recognizes as they hail the return of the "outlanders" but they seem unhappy and nervous and there is no sign of Balaphan. When the group asks about Balaphan the herd looks silently at one another nervously. It is not long before a younger brash centaur strides up to the group. It is Ropas. On his side he carries the whip that Rook had given him, the "day" before. Ropas is grown and carries the look of one who expects to be obeyed. The others give him, and his whip, wide berth.It does not take the group long to conclude that the change in the herd is from Ropas' abuse of power. The whip he was given, has lent him the power he had lacked before. Now he rules the herd under threat of whip. There was never death or life taking before. But since the life had left their former herd leader, Balaphan, the herd is now ruled under the sharp anger of Ropas. Rook takes no small amount of pleasure in witnessing this.

This does not sit well with Smallfang. The centaurs lived a life of peace and love before their intrusion. He must fix this. He singles out Ropas and challenges him to single combat. Ropas feels the pressure of the herd's anticipation as well as he feels that with the whip he cannot be beaten.Smallfang gives him a week to prepare.

Once the week passes the herd and the adventurers gather in a glen a little ways from the stone archway hill. The centaurs are nervous and not sure what either outcome of the battle will mean for the herd. Eventually both Ropas and Smallfang enter the ring of people and the fight begins.Of course it is not long before Smallfang has disarmed Ropas of his whip and Smallfang destroys the whip. Ropas is at a loss and as he looks around at the expectant faces of the other centaurs...he runs away. Once Ropas is dethroned as the leader, the group asks the herd what happened to Balaphan. They are told that it is suspected that he was fed the red untouchable berries and his life ended as a result.

Balaphan At Rest and a New Companion

Rook asks if someone could take him to see where the body of Balaphan was buried. He is told that they do not go there as they were told by Ropas never to speak of or see the body of Balaphan. It is hard to convince them to do so now. One centaur quietly pulls the group aside and tells them that he will show them the body of Balaphan. He tells them his name is Adrasteia.
Adrasteai takes them on a long journey that takes the better part of a day. They finally come to rolling hills which then drops off towards a large body of water. Just beyond the shoreline over the water is a hazy grey shimmer which fills the sky. It is the border of their world. Nothing is beyond but emptiness and loneliness. Near the shore they find a mound made from stones branches and earth covering, what they are told, is the body of Balaphan.

Adrasteia asks if he can accompany them when they leave. He wishes to see the world beyond. The group debates heavily on what to do next. The one way forward they know of seems to lead to near certain death, at the hands of the ghouls in that world. But eventually, it is decided to move forward anyways. They prepare to move as stealthily as possible as soon as they cross through to the next plane. They activate the portal and move through crouching down and staying near Katya to have her aid them in remaining hidden.

Rook moves towards the stone archway that they need to activate while the others take various hiding spots. But the portal's activation draws the attention of at least one of the ghouls. Seeing this Smallfang tosses a rock in the opposite direction, trying to distract the ghoul. It works allowing Rook enough time to activate the portal.

As soon as the portal is active the group dashes forward through it and never looking back.

A Dark Word and A Dark Friend
7,500 XP

The enter the next world. It is pitch black as they find themselves again in a similar circle of stone circles. This time there are two small dwellings in the center. Simple earthen and thatch houses. Rook sends his raven Allan to scout ahead. Through the eyes of the raven Rook sees on the opposite side of the dwelling, several bodies stacked in a pile. It is dark and hard to make out details but it is not a good sign.

Smallfang takes it upon himself to scout. He moves around the building and he too sees a collection of bodies just outside the door of one of the dwellings. As he passes the window opening of the first building he peeks inside and finds it is probably a stable for horses but nothing moves within. As he approaches the second building he peeks through the window opening for this one. He sees a table covered in blood and a counter with what appears to be body parts. In the far corner of the one room building is a shallow rectangular pit, dug into the earth. It is approximately the size of a grown man. Otherwise the dwelling is empty.

Soon they detect something coming towards them from outside the stone circle. They watch through the darkness intently as someone comes forward towards the dwellings. When he finally enters he sees the group and demands who they are and what they are doing here. The group draws their weapons and stands ready to fight. The creature draws its lips back in a sardonic smile exposing his fangs. The group hears the howls of many wolves which are running towards the stone circle from the woods beyond. The vampire waits for the wolves to finish off the group for him. It has been awhile since he's last been entertained.

Talking Themselves Out Of Trouble Again

The groups calls for a halt. The vampire stands puzzled but they convince him that they are not here for him. Their mission lies elsewhere. They are simply passing through. The vampire introduces himself as Corbin. He invites them into his dwelling to sit and talk.

The group asks Corbin what he knows of these worlds. He explains that during the war against the followers of Vecna, Vecna had created these worlds to slow his foes and he laid traps within most. Corbin has long ago been tasked with stopping those who would pursue and vanquish Vecna but that was many centuries ago. Corbin has a quiet life here with just enough sustenance. He desires little more. The group finally convinces him to tell them exactly where to go to find the Shrine Of Vecna, as they have something of his they wish to return.

Corbin lays out a map for them to guide them through the portals. As they approach the portal which will carry them forward towards Vecna, they ask if there is anything they should know about the next world. He simply says, as he walks away, that they should hold hands.

Smallfang steps through, the others behind him, each holding on to each other. The next world is completely empty, save for the stone archways in a circle. Around and beyond is a black void. The stones remain in their circle configuration, standing on nothing. As Smallfang steps through he is immediately disoriented by the complete lack of gravity. He begins to float away, held only by the hand of Rook behind him. One by one, each of them step through carefully holding on to each other and the stone archway that bore them here.

They soon get their bearings and find the archway they need. A rope is attached to a crossbow bolt and fired across to form a guide which they pull themselves across with. Some more graceful than others, Katya simply enjoying the experience.

Activating the portal and leaving this world behind they step through to the next plane.

Ice In The Air
12,500 XP


The next world is cold. The adventurers breath is turned to clouds of ice and the ground crunches with frost and snow beneath their feet.The same stone circle remains but the world is cold and they stand in a large shadow which takes up most of the interior of the circle. They look up and see that they are beneath a giant slab of ice which drops just as they look up.

The group leaps for safety but not before most of them are hurt horribly from the massive block of ice. It is then they see what was holding the slab, a huge white dragon. Frost and ice encrust its scales and horns. It looks old beyond reckoning, and it tells them that he is Kymynth, Eater Of Sheep and that they will not have Vecna for their prize.Thinking that outright battle with an ancient dragon might not be the best tactic, Smallfang steps forward and talks to the dragon. He introduces himself and tells the dragon, that they are in fact seeking out Vecna but to return something of great value that is his. This gives the dragon pause.After some negotiations, Kymynth agrees to let the party pass but they must sacrifice something valuable of theirs to him. The group debates quickly but cannot agree on anything. Kymynth sees their small dragon youngling which accompanies them. He will let the group pass if they leave the young dragon with him. Katya immediately yells out "never!" but the others have a plan. They have been trying to teach the young dragon some magic, which the dragon loves to practice. He has trouble with many of the spells due to their physical costs but the verbal ones he has been taught, he is capable with.

They whisper something to the young one and then turning to Kymynth, they tell him if that is what he demands then so be it. They say their goodbyes to their young friend and make their way through the next portal. One by one they all leave, Smallfang being the last. As Smallfang is about to step through he yells, "now!" and the young dragon uses misty step to escape the Kymynth's grasp and appears at the portal as they both escape.

A Tired Guardian
1,000 XP

They enter a dark world, illuminated only by an ethereal light shining down upon a white marble sarcophagus lying in the middle of the circle of stone archways. A elderly man sits beside the sarcophagus. He slowly rises as the group approaches.

He asks them who they serve. When they begin to tell him that they seek out Vecna he scoffs and will not let them pass. They tell him that they have killed the great ancient dragon, Kymynth and that if he thinks that he is stronger than that dragon then he can feel free to take them on. Otherwise, if he wishes to live, he should let them pass.The group proves quite convincing and the old man doesn't feel he could prevent a group that could kill Kymynth from doing as they please. He lets them pass.

They approach the sarcophagus and Smallfang pushes aside the top. Inside there is the familiar glow and shimmer of a portal at the bottom of the sarcophagus.

One by one they step through.

Saturday, 23 September 2017

So Many Planes

The adventurers have escaped being stranded in the astral plane. They move through the library, now in tatters, in silence. Rook seems especially off. As he moves through the library he seems to look for something but is unable to find anything, since the book have most of their knowledge and power removed by the arcane entity which they have just defeated.

The Evil Eye

Smallfang sensing something is wrong with Rook casts detect evil and sees that the eye that Rook has inserted into his eye socket, replacing his own, glows brightly evil and tendrils of evil now are spreading around it into the rest of Rook.

Something nags at Rook and he immediately leaves the keep. The others, now knowing the Eye of Falazure is making him evil, pursue but Rook takes form of aarakocra and takes to the sky. Katya quickly takes to the street weaving and dodging her way through the crowds eventually taking to the rooftops in pursuit. Smallfang strides right through the crowd and his intimidating demeanor parts the crowd in front of him, a wave a awe proceeds him. Hope and Lirath shrug and follow as best they can.

The City Library....or....If It Burns, We Burn It

Rook flies until he finds the city's public library. A large stone two story building in the middle of a large courtyard. He enters the library, a quiet sanctuary of learning. A few scribes attend to their duties while metal automatons go about their business of sorting and filing books upon the shelves. He shouts to the nearest scribe. "Where are the books regarding Venca?". The young boy stammers in fear and flees. But the boy is not fast enough for a magic missle. As the magic bolts hit him in the back he is flung to the floor dead. A female human scribe who witnessed Rook's cruelty tells Rook that they are restricted books and are locked away in the offices. Rook kills her with a fireball, setting fire to the bookshelves.

As the others finally arrive at the library they are blocked by a large stone slab which fills the doorway, thanks to Rook's illusion made real. Smallfang strides up to the library casting detect evil looking for Rook. He doesn't spot rook but sees a well dressed gentleman giving coins of silver and copper to poor children glows brightly evil. Smallfang, intolerant of evil, grabs the man and carries him along with him towards the library and then up upon the ledge of the second level. Looking down into the library through the windows he sees a large fireball flare up and begin to burn the bookshelves.

Hope casts disintegrate upon the stone slab blocking the door and walks through, followed by Lirath and Katya. They all soon begin to chase after Rook while Rook lobs firespell after firespell in his wake, the library now turning into a blaze. They chase Rook until he dives into the far office, after using his vision to see a hidden room below the office with books behind iron chains.

Rooklandia

Rook pulls back the rug in the middle of the room to expose the hidden door to the room below. Dropping down Rook looks for and finds the book regarding Vecna that he has come for. He then pulls from his satchel, the rod of security and gives it a twist. The runes that run its length align and glow with energy. Rook is transported into a lush world alive with people and vegetation. Mountains in the distance are bordered by a large ocean. Pasture land surrounds a large castle. People greet Rook with enthusiasm and love as he strides towards his castle.

Rook spends the next few months in this land catered and loved by the people of this land. They realize they live only at the whim of Rook. For as soon as he leaves, they will cease to exist. He earns the love and respect of a select few, especially Leroy the young boy who attends him, by giving them a name. He uses his time to learn and transcribe spell after spell into his own spellbook and reads the book he has taken from the library regarding Vecna learning all he can about the man who became a god. As well as taking care of and talking to his copper dragon's egg which he places upon the shore of this world's ocean, trying to incubate it.

A Dragon Is Born and The World Dies
2,000 XP

One day nearly at the end of his stay, Rook is by the ocean's shore and hears the egg begin to crack. With care he aids the young dragon from the egg and together the spend the last few days in this world, the dragon learning all he can from the world and from Rook. It is a quick learner and is not absolutely trusting of Rook's intentions.

Then when his days are done within the sanctuary world of the rod, Rook gathers the population with his courtyard. He tells them that they all have souls and will be taken, upon their deaths, to the Raven Queen. Most are enraptured, arms raised in praise to both Rook and The Raven Queen as the world around them quickly begins to dissolve. At the end many weep for the lives they no longer will have and among it all stands Rook impassively, with his boy companion, Leroy who looks up to him at the last moment with the unfinished question upon his lips, "Will I really...."

Then he is back in the hidden room with the young dragon.

The others are there lying in wait. It has only been moments that Rook has been gone. Not even a mere breath has occurred in his absence. They surround him and Smallfang is able to pounce and grab hold of him. But after talking they tell him they know something is wrong and they only wish to help him.

He convinces them that he is simply looking to return the eye to it's rightful owner.

With that they agree to travel with him to where Vecna, a great mage and now god, was last known to be. But first they must travel to his own plane of Eberron. They agree.

Into Eberron
5,000 XP (just 'cause it was so much fun)

Rook, a changling, hails from the world of Eberron. A world from a different plane within the material world. He is able to fashion a tuning fork, with the frequency of his world as an illusion and then when it is just right, Rook turns it real. When he strikes it, the hum is different to that of the last tuning fork he made and the world disappears in a glow of white. When the glow fades, they stand in the midst of a bustling city.

This world is drastically different from the world the others are familiar with. The city and its population is a mixture of technology and magic. The darkening sky of the approaching night is filled with the neon glow of lights and the arcane flashes of magic in the shops. They travel via a monorail train which hovers above a track of smooth rock. The populace of the train is a mixture of all races. None minding much the ratag look of the outworlders.

As the train moves through the city of Sharn, the train's passengers dwindle at each stop until there is only the most rough and disreputable collection of individuals. The announcements through the cabins of the train change in tone. The disembodied voice warns the passengers that this will be the last stop before entering the lower city. The warning repeats ominously and the group makes their way to the exit.

Lirath approaches one, who has many cybernetic implants. Lirath asks where one may obtain such a fabulous eye of technology such as his. The large man pulls back a mechanical arm which makes a whining whir increasing in pitch as it stores energy until at its peak the man unleashes it against Lirath's face. Nose crooked and bleeding, Lirath makes his apologies and the group exits the train.

The Super-8 Of Sharn

Rook, escorts the group to a building much like an inn but made entire of smooth stone and metal. Inside an unattended multi-barrelled weapon scans the room and the group goes to the counter to obtain rooms. They are given tags which must be prominently worn, lest the gattling gun take them for solicitors or loiterers.

They take shelter in their room while Smallfang pushes one of the large beds up against the door. This world is interesting but not very inviting.

In the morning, the group gathers in the center of the room and Rook again performs the planeshift spell and concentrates of the place where he has read that the worshipers of Vecan made their last stand, Tovag Baragu. They are transported back into the world of Faerun.

Tovag Baragu

They stand among a circle of towering towers of rock forming archways. The group moves about them and soon enough they discover runes running the length of the tall pillars of rock. After examining them and pushing arcane energy into them the group discovers that they can activate them. It would seem that they have not been in use for centuries if not for millenia. The grounds appear to have been the site of some ancient battle.

Perhaps the archways were a means of escape or a perhaps a trap.

They activate one portal at a time after which they deactivate them by disturbing the runes.
Smallfang takes lead entering each archway as it is activated.

In the one he enters a world under water. He finds and swims to the surface but has to race back to the portal when several sahuagin give chase. Another portal leads to a world filled with floating farmland tended by orcs. And one is a world filled with a world whose time is vastly faster than this world. Seasons, decades, centuries perhaps pass in a matter of moments.

The archway portals are a maze of planes. Which way to go?

The Library Of The Arcane Entity

The group stands around the magic pool of resurrection which has been fouled by some dark magic long ago. Rook decides he will use his magic, as strong as he is able to muster to try and dispel the magic that lies within it. Rook reaches into the weave and pulls at the magic within the pool. The sickly green glow from deep within the pool, which seems to arise from hundreds of feet down slowly fades. Soon enough the pool lies quiet and unremarkable. It now is only a shallow pool of only about a foot deep.

The Eye of Falazure In The Wrong Hands

As the group decides the course of their next action, Rook retreats slightly down the long hallway to look at his new treasure. It seems to call to him. He pulls it from his bag of holding and looks at it. It is a large black sphere, with only the hint of a orange glow in the shape of a oval iris surrounding a thin pupil, deep within.

The groups discussion is halted as some of them hear grunts and groans of pain from Rook's direction. They only see Rook's back as he is hunched over with his hands to his face. Smallfang approaches and turns Rook to face everyone. It is then the group can see what Rook is doing. He is clawing his own right eye out of its socket. He holds his eyeball still attached by the thin string of optical nerve still connecting the eye to its socket. They stare in horror as the sinew is snapped and the eye detaches. It is then they realize what Rook is doing. With his other hand Rook holds the Eye Of Falazure.

Smallfang tries to grab for the eye before Rook can do the unthinkable. But Rook is too fast. He slips the large orb, which shrinks as it approaches it's new home. With a pop, the Eye of Falazure has repleaced Rooks old eye. The group stands back as Rook acclimatizes to his new eye. It spins around in it's socket seeming to look in all directions. Rook's vision eventually, coalesces into a new type of vision. He can see with truevision as well as he can see through thin wood and rock walls. The x-ray vision is disturbing at first but he soon comes to enjoy it as he gazes at the group.

Rook also feels an ancient magic grow and begin to spread from the eye into his being. The eye grants him incredible magics. But as he feels the magic begin to spread through him, so does the influence spread to his mind. Rook might have been a little reckless before being tempered only by some moral vagueness of trying to to be evil. This moral compass is now gone.

Confused by the new events, the group flounders for only a bit until they realize they should return Tithe, one of the Order's clerics, back to Baldur's Gate and their keep. Abigail Alebottom, agrees to accompany them. Anywhere is better than here. She is keen to see what has become of the world.

As they make their way back, they soon realize that they have forgotten to take care of the horses and wagon that they used to get here. It will be a long walk back for some.

The Return Of Tithe To The Keep
1,000 XP

Finally, they arrive back in Baldur's Gate and as they enter the keep of the Order Of The Obsidian Dagger, they are met with cheers as they see the group return with the much beloved Tithe. It takes a bit of convincing from Hope, the bard, that the group really deserves a hero's welcome for this mission and soon the group is receiving hugs and slaps on the back. All except, Lirath, who many still fear and loath for his part in Tithe's abduction.

The group, wanting to maintain their status of returned heroes, decide to escort Tithe back to her quarters, before Lirath can make anymore ill thought out actions that may cause a disturbance. Once Tithe is back in her quarters, Hope closes the door and as the group stands in the hallway outside the clerics door. Hope decides to inscribe a glyph of warding upon Tithe's door so that no harm may come to her. But just as she is pulling at the weave to push magic into her newly inscribed glyph, the magic slips awkwardly from her and she feels herself change. She no longer hears or sees or feels quite the same.

The others see after the flash of light fades, instead of Hope standing at the door they see a small potted plant sitting on the stone tile of the floor. The group stares at each other in horror. That's right. Magic cast in the keep has been off, to say the least. Now what?

Rook with a sly smile casts speak in tongues to converse with Abigail, the half-orc. The magic cast goes awry and a blast hits everyone in the hallway, including the potted plant, that is Hope. The pot shatters and the plant lies shriveled and dead upon the stone tiles. It then transforms back into the unconscious form of Hope. Smallfang uses his god given power to heal her.

The group moves out of the keep into the courtyard in hopes of escaping the wild magic surges that occur within the keep. Again, Rook casts the spell again, and again he feels the spell slipping as he casts it. Rook feels the energy building up. It will cause him harm if he holds it, so he looks around and sees Lirath. Rook releases all of the energy, in the form of lightning, and casts it at Lirath. With bright flash of arc lightning and the sound of thunder, Lirath lies dead upon the ground.

When the dust settles and the smell of ozone in the air dissipates, Smallfang approaches Lirath's body and heals the elf.

Exploring The Library

Realizing that whatever has affected the weave of magic within the Order's keep has grown, the group questions a few of the Order's members and find that the problem had started off in the lower levels, where the library is housed. It started off with members seeing odd sights out of the corner of their eyes, the arcanic lights flickering and  disturbing sounds It progressed to the point where people went missing and now no one will venture into the library.

Rook sends an illusion of himself down into the library. He is able to see the library in shambles with many books tossed upon the floor. He hears voices and moves towards them. He is able to see with  his newly acquired eye through the thin walls of the library. Moving about the shelves of the next room are two fox-like creatures dressed in robes and wearing eyeglasses on the ends of their long noses. The two arcanaloths go methodically through the bookshelves seeming to be looking for knowledge and magic they can pilfer. They discuss their findings with each other until they look up and seemingly through the shelves and the walls to wear the illusion of Rook stands. Their conversation halts for only a moment and then they discuss the qualities of Rook's illusion. They think it is a fair illusion, not entirely without some skill. Passable.

Rook deems it time to return upstairs to the others and let them know what's going on.

Arcanaloths In The Library
2,000 XP

The group gathers together and decides that this disturbance in the weave cannot be left to grow as it has done in the past few weeks. More than a few of them discuss the problem of not being able to reliably cast spells down there but eventually the group descends the stairs into the library. The library is dark with sputtering arcanic lights and random tears in the fabric of the plane appear and disappear. Some tears large enough to fall through some small enough just to be able to see through. On the other side seems to be a dark, star and mist filled infinite sky.

Rook tells them the room where he has spotted the arcanaloths. They move into the room and as they move along the massive bookshelves, several of the group encounter the arcanoloths. Hope tried to talk to the aranaloths in hopes she can find out what is going on. Who are they? What are they doing here? Are they responsible for what is happening to the weave here?

Hope finds out that the arcanaloths have come, attracted by the large collection of knowledge and magic items housed here, when they sensed a tear through the plane which they could cross into. They seek to collect up the knowledge before it is sucked away. They are definitely not responsible for what is going on in their world.

An Odd Current

Katya, meanwhile is fascinated by the slight current of air which seems to be pulling in everything in a particular direction. She spends her time making observations by dropping various items of differing weight and making notes on the results. While she pulls a book of the shelf as a source of a piece of paper to observe, she sees that most of the books words and letters are being pulled off the page. Some of them in a jumbled mess along the sides of the pages. Eventually she discovers that all things, including the words on all of the books are being pulled in one particular direction....deeper into the library.

As Katya tells this to the group, Smallfang has Katya point out which direction everything is being pulled towards, and he strides in that direction. Coming to a pair of large doors, Smallfang whips them open and the current of air pulling everything increases dramatically. The group moves hesitantly through with Smallfang in the lead. The weave casters hang back trying to avoid using their magic.

The rooms architecture flows from that of the library into unfamiliar rough rock as the two planes begin to blend together.

The Shabti Librarians
7,800 XP

They are soon blocked by several stone statues. They are olive colored statues in the form of humans wearing loin cloths and wearing jewelry around their necks and arms. They tell the group that they may proceed if they intend to give all of their magic and knowledge to Azim, the All Knowing and All Seeking. The group is not so sure they are willing. So they, one by one, take on the statues. The statues retaliate and throw down their arm jewelry, which quickly transform into massive snakes which attack.

Soon the room is quiet again, with only the sound of rushing air flowing deeper yet into the library.

They walk deeper into the library. They find themselves in a vast chamber with a large glowing orb floating in the middle. It is sucking all of the energy, knowledge and just about everything else into itself. Smallfang approaches it and inspects the object.

Smallfang sees a form, a human form, within. It looks to be Azim, the great grand nephew of the great mage Armakan Amun-Ra. The Order had some time ago sent a group to help Azim regain access to the Soul Spire, the tower of the assumed late-Armakan Amun Ra. Pieces of imagery flash through Smallfang's mind. He sees Azim being sent away from the Soul Spire by the not-dead-at-all Armakan. Azim blamed The Order and set out for revenge. He sold his soul to an old gnome woman who's magic shop appears whenever and wherever she wishes.

Azim and The Arcane Entity
2,900 XP

Smallfang now sees through Azim's eyes. He has acquired great power and knowledge but know faces death several times a day. He has sold his soul and assumed he would have a lifetime of being able to gain knowledge and power enough to fend of the old gnome woman but it would seem she now is trying to kill him constantly. "Accidents" constantly befall him and he is surrounded by chaos which threatens him at every move. In desperation, he peforms a spell ritual he is not prepared for and is turned into this arcane entity. It's only purpose, that of which was foremost in Azim's mind at the time of his death.

Acquire knowledge and power...and seek revenge on The Order.

The arcane entity releases barrage after barrage of magic missle-like attacks and tentacles of arcane energy. The group has to contend with it's power attacks as well as the growing rips in the fabric of this material plane. When the arcane entity is finally defeated and Azim's soul is released, assuredly to be claimed by the old gnome woman.

Now with the arcane entity defeated, the rifts begin to tear wide open. Each of the group begins to fall through the tears and begin falling through a dark star filled sky. As they oddly land upon a rocky ground, they are disoriented and have trouble finding which way is up. Moving is an odd combination of moving their limbs and willing themselves forward.

The Astral Plane and the Mysterious Starcallers

At one point everyone is pulled through and they witness several robed creatures floating towards the largest tear in the plane. Orbs of energy orbit around the creatures heads as they converge upon a tear. Lirath approaches one and attacks it. It shrugs off the attack as one would fend off an annoying insect. It hits back hard and tells Lirath to leave them to their work of healing the universe. The rest of the group leaves them alone.

But with the tears quickly being healed and closed off they decided they need to get back to their material plane. Hope and Lirath use dimension door to escape back into the library. Katya, Smallfang and Rook are soon trapped. That is until Rook produces an illusion of a tuning fork. He concentrates on the illusion. Forming the fork in just the right way that is is of the proper frequency for the world they were just pulled out of. When he believes it is just right, he forces it to become real.

With a quick strike against the heel of his hand, the fork rings true and he uses planeshift and they too are back in the library.