8/5/15

Session 48

August 2nd, 2015 - 7th of Sunsebb to the 1st of Coldeven (Winter into Spring) 581 CY
 
   High Priest Fenton of Heironeous dutifully raises the souls of Melath and Neirdre into the cold, winter light of Admundfort. It seems the party's most prized possession, the Rod of Resurrection, again proves itself invaluable. The rest of the party perform minor tasks and business resumes as usual.
   Elladan meets with the Admiral's Lieutenant Garrit and Fenton to determine the nobility of the Modest Men's quest. Fenton, using decidedly non divine means, finds that the quest to White Plume Mountain for the weapons was a worthwhile endeavor.
   The party gains two new members while carousing in The Old Lighthouse Tavern. Argost, a veteran recently mustered out of the Shieldlander military and Kaelinon, a dwarf from the West with a mysterious past. Cymry proceeds to get very drunk. Elladan dances and does a few back flips. Melath, yes even Melath, seems to enjoy the high spirits. Rivermist amorously scans the place for a love connection. Neirdre tests the provender. Argost is good-natured and joins in the merry making. Kaelinon, despite seeming a bit preoccupied, joins boisterously in the fun.
   The next morning the party sets off for the Free City. They board a Ferrondese ship, offering strong arms and skill to book passage. Winter on the Nyr Dyv proves uneventful.
   The Knight's first destination is the Green Dragon Inn. Neirdre and Rivermist hunt down various desired spells. Elladan finds a mercenary from their destination, Loftwick in the Yeomanry. He tells them that the innkeeper of an establishment known as the Hazy Gazer will help them. Argost tests his gambling hand with some success and generously hands a good deal of his winnings to the priests of Pelor. Melath sadly relates the death of Scritch to his acquaintances at the Rat King.
   Most significantly, the group fulfills their contract with the Oligarchs of Greyhawk. They are given five Hippogriffs and trained for three months in their use and care. During this time, they are visited by three men, Nerof Gasgal the Lord Mayor of the Free City of Greyhawk, Turin Deathstalker Guildmaster of Assassins, and Ren O' the Star the Guildmaster of the Merchants and Traders Union. Notably, Turin stays to give a few extra flying tips to the companions. His presence is cold, stern, but not discomfiting.
   As Spring begins, so the companion's training wanes. The constables of Greyhawk are satisfied in the acumen of the Modest Men. The party begin to discuss how they will travel to Loftwick and continue to discuss for quite some time. After much prodding of Dwarves, the companions decide to fly upon their Hippogriffs.
   The Moat House Men stop off at their namesake home base to outfit some of the new members of their group and check in with Solomon. He is disheartened to learn that he must build an aerie for the party's new pets. They compensate him generously for his time. Nearly all of the remainder of their voyage is uneventful - beyond the grumblings of the brave Cymry. As the party approaches their destination, they see gargoyles approaching.

7/27/15

Sessions 46 & 47

July 5th and July 12th, 2015 - 1st to the 7th of Sunsebb (Winter) 580 CY

   Melath The Dark, invisibly cloaked, peers through the arrow slot and sees nothing. The rest of the party approach through the spinning tunnel and proceed to the next room. After Cymry pushes the door open they are confronted by the culprit who shot the arrow - and his magical lycanthrope lover. The Knights quickly send them to their deaths.
   Further on, the party solves a sphinx's puzzle allowing them to pass into the western portion of the dungeon. They best a frictionless corridor and a corridor of heat induction.
They come across a mysterious floating stream and, having scouted it's route, determine that an ambush awaits them. The Modest Men come up with a plan to ambush the ambushers using water walk spells and stealth. The leader of the crew turns out to be none other than Sir Bluto Sans Pite - a well known criminal from the Free City. The party puts another several notches in their belts.
   Moving onward the heroes come across a room shaped as an inverted step pyramid. Some of the steps hold water and deadly giant crayfish and sea lions, while other (dry) steps are occupied by scorpions and other deadly creatures. At the bottom of the inverted pyramid are three manticores, flinging deadly spikes at the party. The companions use their levitating spells to circumvent the upper levels and lower themselves into the pit of spikey death. The manticores, however, are swiftly dispatched. The party finds a door through which they pass.
   The group emerges in a room in which an ogre mage disguised as a halfling resides. He surprises the group with a cone of cold, which sends Melath and Neirdre's souls packing. The rest of the party, with great labor, kill the creature. The last of the weapons, Blackrazor, is found among the dead creature's finery. The party exits the dungeon, limping to Kinnick with their dead comrades.
  After retrieving their mounts, the remaining Modest Men make their way back to Admundfort and find generous priests of Heironeous willing to help bring their comrades back from the afterlife.

6/30/15

Session 45

June 28th, 2015 - 27th Ready'reat to the 1st of Sunsebb (Autumn into Winter) 580 CY

   The always handy Stoneshape spell is used to carve access through the wall and around the turnstile. Further ahead, the Modest Men round a corner in the hallway and come upon a door, hot to the touch. After the dwarf bursts through the swollen portal a great cavern opens up before them. Geysers spew forth hot, boiling mud from the bottom of the cavern fifty feet below, reaching nearly to the ceiling. Nine enormous fifty foot chains attach to the ceiling and affix to disks suspended over the boiling floor. Directly across from the party is another door ensconced upon a ledge, to which the disks form a perilous pathway.
   The party concocts a plan to levitate across the roiling chasm. Despite forgetting to don rings of fire resistance or cast fire protection spells, allowing minor damage; the companions circumvent the disks and arrive at the other ledge. Burly Cymry blows through the next door and the party is confronted by a short and narrow hallway ending at another door - this one slightly different. Melath notices very small holes perforating the surface of the door. The party's imagination goes wild. Could it be a dart trap? Maybe some sort of deadly gas could spew forth?
  The party's suspicions are somewhat confirmed after casting a spell of evil detection upon the area. As is customary, Cymry is recruited (and subsequently volunteers) to open the door. However, on this occasion the rest of the party retreats to the safety of the ledge, watching, while Cymry faces whatever lies on the other side. Upon opening the door, the characters are confronted by magical darkness. Nothing can be seen. Melath casts a light spell, dissipating the darkness. Now able to see, the hapless dwarf is confronted by the face of evil - the face of a vampire gazing directly upon him. The fanged monster utters something and the dwarf turns back toward the party, brandishing his ax and advancing with a menacing expression on his face. The vampire crawls with otherworldly agility over the walls and ceiling, approaching the party from behind the dwarf.
   Rivermist calls forth a wall of elemental fire to force the vampire into retreat. The licking flames compel the fiend to trans-morph into gaseous form and seek the safety of his coffin. The Pelorian, not taking the moment for granted, shoots forth magical lightning, splintering the coffin into many pieces and ending the undeath of the creature now hiding within. The companions search the debris and find a hidden cache of loot - and Whelm, an intelligent dwarven hammer.
   The party make their way back to a valve which they also manage to open, draining the water from the dungeon. The Knights proceed to a room obviously designed to ensure immersion, now partially drained. The druid, using her elemental powers, begins to lower the water. They defeat a pair of kelpies subsisting here and avoid the wrath of a once-again-charmed Cymry. Further on, the company make their way into a sort of fun-house spinning tunnel. The tunnel, the characters notice, is covered in flammable oil. After lighting the oil afire and allowing it to subside, Melath presses on and detects a murder hole at the far end. He peers through and sees nothing. Upon turning away to search the area, a flaming arrow launches from the hole, missing the half-Drow by a foot.
 
   

6/22/15

Sessions 43 & 44

May 24th and June 21st, 2015 - 26th of Patchwall to the 27th of Ready'reat (Autumn) 580 CY

   With some difficulty, the companions ascend the mountain to an area known as the Wizard's Mouth. After much searching the party finally happens upon a hatch which has been welded shut by time and humidity. The Druid reshapes the surrounding stone in order to loosen the valve. The party descends into the mountain upon rusty, ringing steps. The very structure of the mountain seems to hum with the strength of the water plume jutting from the mountain's caldera.
   At the bottom of the stairwell the party steps down into about 18" of murky water. After an encounter with a blade trap, green slime, and a room of suspended globes filled with dangerous/beneficial contents the companions determine that they came ill-prepared for White Plume Mountain. They decide to turn back. The Modest men encounter a pair of wights on the way out of the dungeon, who drain some life from the cleric of St. Cuthbert. The company ascends the stairwell with what loot they were able to take from the globe room and stash it via Stoneshape in the Wizard's Mouth.
   The company hobbles it's way back to Kinnick and then through the Shield Lands, destined for the Free City of Greyhawk. In Admundfort they meet the Admiral's Lieutenant, Garrit. Through Garrit they are able to book passage upon a Ferrondese schooner and make their way to the Free City. Melath barters away the return trip for new boots.
   The Modest Men arrive in Grehawk on the 3rd of Ready'reat. Aelfric is promptly left in the hands of the priests at the great temple of St. Cuthbert. The companions are sad to find that their friend will have to remain with the Cuthbertines for many months to restore his abilities, lost to the undead under the mountain. The company finds lodging in a well known establishment, The Green Dragon Inn. The place is a favorite of adventurers throughout the Central Flanaess. The group rents rooms and settles in for a couple of weeks.
   Melath seeks out a tailor with the ability to make hip-boots. He is told the process would take a couple of weeks. During that time, Rivermist consults with priests of Beory to determine why she's being surrounded by blue-jays. She is told to speak to them with her druidic abilities. Melath seeks counsel with dwellers of the sewers. Elladan establishes an even closer business relationship with Verangian, the Rhennee lord. The Pelorian stays with his brethren in the temple of the Sun God. The party also spends some time identifying magic. The Modest Men hire out for a strong arm and find one in a dwarf, Cymry. Strong as a bull and as tall as a young human.
   Elladan arranges passage with Verangian's people. Beside an encounter upon the Nyr Dyv with buccaneers who back down from the superior naval power of the Rhennee, nothing eventful occurs on the way back to Kinnick and White Plume Mountain. Admundfort and the Shield Lands prove an uneventful destination. The Modest Men arrive in Kinnick with a light covering of snow on the ground.
   While scaling the mountain, the party is attacked by perytons, a strange horned eagle. This experience would have proven fatal to Melath had he not been wearing his ring of feather fall. The Knights make it to the Wizard Mouth for a second time. It appears that there have been no visitors since they took their last exit from the feathered mount. The party pops the hatch and descends.
   Reaching the bottom of the staircase, the adventurers don their hip boots and slog onward. They avoid the blade trap and make their way into a room containing five golems. One of the monsters has a riddle stitched to it's chest. The party fails to solve and are immediately attacked by the mindless beasts. Cymry takes the brunt of the damage, while the rest of the party begin to carve away at the fleshy monsters. The Pelorian then casts a lighting bolt which actually brings a couple of the abominations back from the brink of death. The fight begins anew. The heroes eventually slay the creatures.
   Forging ahead, the party ascends a short staircase and out of the gunky water. After turning a corner they find themselves faced with a turnstile.

5/18/15

Sessions 41 & 42

April 26th and May 10th, 2015 - 11th to the 25th of Patchwall (Autumn) 580 CY

   The Knights of Rockhome decide to travel back to the Temple of Elemental Evil to view the destruction. They will also stop over in Verbobonc to tie up some loose ends.
    The party encounters deformed monsters on their descent from the City of Rockhome. They quickly defeat the vile beings. Rivermist finds a note regarding the Fomorians' destination in the Jotens. The companions head for the Kron Hills.
   They come to the town of Tristane and rest for the night in The Sleepy Owl Inn &Tavern. They are approached by an old fellow by the name of Perlanyl. He is accompanied by several body guards and a beautiful (much) younger woman named Tarla, whom he introduces as his wife. The man has a proposition from one of the Oligarchs of Greyhawk. Find three intelligent weapons and bring them back to the Free City. He says that they are located at White Plume Mountain in the northern Shield Lands. He gives Melath a scroll, to which the party should apply their names if they agree to the proposal.
   On their way to Verbobonc the Moat House Men stumble upon a large group of bandits. The heroes remain unnoticed by the brigands. Melath and Elladan, scouting the band, determine the location of leader's tent and that the criminals are holding slaves. The party decides to act. They sneak into the camp and slay the leader and his bodyguards. By creating a fiery distraction the party is able to free the slaves, all fleeing to safety.
   The Knights accompany the slaves and the bandit leader's whores to Verbobonc. The freed captives disperse once they enter the city. Elladan retrieves his repaired elven chain. The party is invited to Castle Greyfist for a ceremony in their honor. They are given quarters at the castle for the duration of their stay in Verbobonc. The Viscount's Vizier, Padraic, presents a spell to Melath which would augment the intelligence and powers of his rat familiar "Scritch".
   A few days later, after Wilfrick and Thrommel arrive, a great ceremony is held to bestow knighthood upon the group. They are given a Viscount's Riding in the southeast corner of the country. The moat house is their's. Unfortunately, Thrommel was unable to hold it against the depredations of the forces of the Pomarj. The Viscount and Provost pledge to rebuild the battle-damaged structure. Curiously, but not without merit, a new moniker for the group seems to be humming about the city: "The Modest Men."
   Many opportunities for adventuring are presented to the Knights of the Viscounty - Giants have been raiding the lands of Sterich and the Yeomanry; A dwarven Prince of Ulek seeks brave adventurers to recover powerful magic items; an ancient temple to an insane god awaits exploration in the Yatils; the depths of Castle Greyhawk once again appear to be a destination for adventurers. The group decides to sign the contract they were given in Tristane by Perlanyl. They read from the magical scroll and the old man scribes in return with directions to the legendary mountain.The Knights leave for Hommlet and the moat house before setting out for The Shield Lands.
   Arriving in Hommlet, Elladan immediately sets his sights to finding an artist to render his likeness. Hommlet is now a bustling town surrounded by palisades. It seems that warriors and mercenaries from many regions are travelling through the town to the fight with the Pomarj - Elven warriors from Celene traveling to the Ulek States, Ferrondese Knights travelling to Narwell, Greyhawk myrmidons heading north to fight the forces of Iuz. Somewhat noteworthy, dwarves with the crest of Rockhome also seen traveling to supplement the forces of their brethren in the Principality of Ulek. Elladan finds a talented scrivener named Albrecht who is willing to etch the humble rogue's likeness.
   The party surveys the destruction of the moat house and find that a number of items, including magical items, were destroyed in the battle. They mourn their losses and head out to see the destruction they had wrought on the Temple of Elemental Evil. When they arrive, they notice that the oppressive atmosphere is no longer present. Despite the season, trees seem to be more healthy and robust; the birds are chirping; the wind is absent of the smell of decay - nature has returned to the area. All that remains is a sunken pile of rubble. The Knights ponder the fate of the evil which lurked under their feet.
   With regalia adorned and upon warhorses given them by their liege lord, the party sets off for Sobanwych and Dyvers to book passage to the Shield Lands. They visit with High Priest Jarrod of the Fane of Pelor in Sobanwych briefly. Of course he "happens" to have a concoction ready for the party's testing in case of emergencies. Elladan readily agrees to take the potion with him. The Modest Men travel north to Dyvers Free City.
   In many respects Dyvers is quite similar to Greyhawk. Both cities control large swaths of land. Both ply the waters of the Nyr Dyv. Both sponsor privateers to hinder each other's trade. Most significantly for our purposes, both cities harbor a large itinerant population of the people known as the Rhennee. It is with a Rhennee Lord, Verangian, the company books passage. The party learns a bit about Rhennee society on their trip to Admundfort.
   In Admundfort he company is interviewed by the bureaucracy of the Shieldlander Paladin Lord, Admiral Plar. It is of some inportance that the party indicate why it is they chose to book passage with the Rhennee. In the end, however, they are given passage to the mainland with a stern warning against making deals with the Rhennee.
   After several days of overland travel and a small skirmish with a band of goblinoids, the party arrives at the White Plume Mountain and the town of Kinnick. 

4/21/15

Sessions 39 & 40

April 5th, 2015 & April 19th, 2015 - 2nd day of Brewfest to the 11th of Patchwall (Autumn Fest into Autumn) 580 CY

   The group rests and trains for a week at the moat house. Rivermist flies to Nulb as a falcon and spots a small army of orcs and other humanoids coalescing near the Temple. Using the mirror, Melath "exchanges" some magic for items the party deems more useful.
   They decide to head west to the Lortmils and attempt to find a wind of high velocity, cold water, and to supplicate to the dwarves of Rockhome to create a granite maul. These elements being three of the key ingredients required in the destruction of the Golden Orb.
   The route to Rockhome is marked by encounters with demons and devils. The Devils are disguised as an errant knight and his followers. The ruse, however, does not last for long and the fiends are disposed of by the party. It should be noted that a group of elves from the Faerie Kingdom of Celene joined the party, claiming they were summoned by one of Rivermist's sparrow friends. A familiar face is among them, Elladan of Fax. They are led by a Grey Elf named Alduin.
   The adventurers, after about two days of travel, reach Rockhome. They are greeted by a cautious group of dwarves. The group's leader, Balgair Zincbeard, finally agrees to grant the party audience with the King of Rockhome, Jorn.
   Jorn is at first skeptical of the party's proposition. He then begins to realize that this could put his kingship on the historical map. He agrees to forge the granite maul and knows just the location to destroy the Orb.
   The maul is prepared and King Jorn, along with his high priests of Moradin, accompany the moat house men to the proscribed location. A pedestal is erected and the orb is placed upon it. The priests of Moradin begin to intone a dwarven hymn. Melath and Nierdre cast spells to aid in the destruction. Rivermist calls upon the Old Faith to escalate the wind speed. Jorn strikes with the maul, Melath casts his fireball spell, and King Jorn swats the orb into the freezing lake below. The entire group - Men, Dwarves, Elves - brace themselves for whatever it was their imaginations had conjured up. The mountain is quiet.
   The Sylvan priestess, however, looking over the expanse of the great plateau of the Kron Hills, flanked to the north by the waters of the Velverdyva and the south by the majestic plains of the Elven Kingdom, sees in the distance where the evil Temple might lie at the edge of the Gnarley Forest - immense destruction! As if a meteor had fallen from the skies and created a great impact in the ground below. Moments later the entire group feels the ground shake perceptibly beneath their feet.
   The Moat House Men are awarded honorary knighthood in the Kingdom of Rockhome. Each are given a platinum signet ring set with six tiny rubies and embedded with the crest of the Dwarven Kingdom of Rockhome. All of this occurs with great ceremony and celebration.

3/30/15

Session 38

March 29th, 2015 - 25th of Harvester to the 2nd day of Brewfest (High Summer to Autumn Fest) 580 CY

   The efreeti laughs with delight at the words of Melath. He readily agrees to the elf's bargain - transportation to the Plane of Molten Skies for a wish home to the Flanaess and the safety of the Moat House. The Druid and the Pelorian express doubts while Aelfric remains stoic. It is agreed that they will attempt a Divination before accepting a genie's contract.
   Neirdre incants a spell to call upon the knowledge of his sun god. It is divined that they should use a different function of the Yellowskull to escape the nodes. Melath grasps the orb and, with his companions in tow, concentrates upon the quarters of the fungi queen. The group finds themselves teleported to the room of four gates in the quarters of Zuggtmoy. They see an opportunity to escape to the upper levels of the Temple and their eventual freedom. The old hag, however, has other ideas. She confronts the heroes before they are able to exit with demonic companions and a beseechment. She implores that Melath relinquish the Golden Orb or she will not be able "dissuade" her demonic kin from tearing Melath's companions limb from limb. Neirdre casts a spell which appears to keep the approaching demons at bay. Rivermist chants a spell of pure air, rightfully fearing a fungal spore attack. Melath directs his comrades to grasp his person, at which time he offers the artifact to the demoness. As she grasps for the orb, the party is swept away through the Ether and into the Plane of Elemental Fire, entering into contract with the efreeti.
   As they gain their wits they find that the luckless Cleric of St. Cuthbert, lacking proper protection, has burst into flames and died. Melath's hope that the hag-queen would accompany them to this hostile environment is dashed. He can only assume that the Queen remains trapped in her quarters in the Temple. The party quickly gathers Aelfric's undamaged possessions (and a finger bone) and follow Zaltar through the streets of the City of Brass.
   As the companions race across the sizzling cobblestones of the great city, they notice all manner of strange inhabitants - most of them in bondage to an efreeti overlord. There were hapless flame-haired dwarves, hissing Salamanders, giant fiery newts, man-scorpions, humans and elves - races unknown and unusual, all in bonds and sorrowfully left to their lot in life. Nevertheless, the occasional devil or Efreeti master would notice and look upon the company of "Primes" with curiosity and suspicion. Just as one of these fiends began to approach the party, Zaltar directs them to round a bend in the avenue and into a steaming alleyway. The genie presents a key and opens a great brass door through which the group enters, closing it behind them and escaping an unwanted inquest. They are taken to a room lined with books of many sorts in languages unknown. Zaltar indicates that they should wait here until he returns. With that, he leaves the room, locking the door behind him. The company is left with their thoughts and the finger bone of a dead companion.
   Just as Rivermist began to express her doubts that they would ever see the efreeti again, the sound of a key unlocking the door was heard. Zaltar beckoned for them to follow him through the citadel, which he explained, was owned by his master - the Illustrious Emir, Al-Zalahiri, Vizier and Bey of the Great Sultan, Etc... The company is taken up a great spiral stairwell, six to seven storeys high. With Neirdre puffing in the rear, the group enters a large open-air turret and beholds a vista like none other. 
   In the distance were great plains of molten earth; magma spouts springing into the air as if trying to escape their own furious bonds. Twirling vortexes miles in length reached into the red yellow atmosphere. The lapping waves of an enormous sea of oil, alight with great blue and fuchsia flames, settled with bluster upon the molten shores. Some native avian with wings of flame appeared to be floating overhead, plying the torrential winds of the plane. Upon the sea below could be viewed mighty basalt ships with the crest of the Sultan emblazoned upon their sails. One of the companions notices that the ships seem to disappear beneath the walls of the City of Brass. It is then that they get the uneasy feeling that the city is floating over and above the scene before them.
   Jarring them from their reverie, a deep basso voice is heard laughing from behind. "A mortal's first reaction to the great city is always amusing." The friends turn to see the hulking form of a noble efreeti Emir standing before them. "You have returned one of my most prized servants," said the crimson overlord. Raising a bushy brow, "I should pay you in the Wish he promised - if you will deign to relinquish title of Zaltar to me." Neirdre crinkles his face in wonderment, Rivermist shakes her head, and Melath gets that particular twinkle in his eye. One might think that the others would know how to avoid the dangers native to that shady countenance. Alas, his companions appear not to notice and Melath sets upon creating a one-sided bargain. The Emir wants none of it and holds fast to his original offer. The companions are forced to accept. It seems that Rivermist's pragmatism wins the day. Al-Zalahiri flamboyantly waves his hand and grants the wish of the Moat House Men who, find themselves standing before the welcome sight of the half-built keep -- and the leering faces of three vicious barbed devils.
   The fiends leap to attack. Their rending claws and gnashing teeth sink into flesh. The company gives as good as it gets, even slightly better as the monsters are forced to retreat and appear to blink out of existence. It is just at this moment that Prince Thrommel springs through the Moat House gate upon his trusty steed and accompanied by two companions. The look of disappointment upon Thrommel's face as the last devil gates out of existence is nearly heartbreaking. It seems that Al-Zalahiri's wish was tainted.
   
    
   
   
   

3/24/15

Session 37

March 22nd, 2015 - 23rd of Harvester to the 25th of Harvester (High Summer) 580 CY

   The group finds themselves surrounded by a jumble of elemental earth. The room they are in is cavernous and unstable. The caves of the Node are a crumbling mess of sinkholes, cave-ins, and falling rocks. It is then that they notice Sir Rennard of the Hart and Zohar the Invoker are missing. Whether they were not within range of Melath and the power gem and left behind, or were transported to other domains, no one knows. The Moat House Men are, for the time being, comprised of Rivermist the Druid, Neirdre the Pelorian, and Melath the Multi-Tasker. Aelfric, Cleric of St. Cuthbert, has been a true ally of the group as well. The adventurers take stock of their situation. The priestly members begin to realize that various element specific protection spells will work in a more generalized manner in the Nodes. The priests pool their resources and cast protection from fire spells upon the group. The environmental damage is stopped, for the moment, while the party rests and heals from previous encounters and ordeals.
   The party chooses a random tunnel and forges onward. Melath soon scouts a group of, what he refers to as, "hedgehogs from hell". The party surprises the beasts and falls upon them. The creatures turn out to be much heartier than first expected. One of the monsters attaches itself to the chest of Zaltar and wounds the efreeti with what seems like relative ease. Melath concludes that the genie is too proud to beg for healing. Aelfric is wounded severely. The loamy creatures are taken down eventually and Zaltar is brought back from the brink of death by the Pelorian while the Druid attends to Aelfric's wounds. The party returns to the "entrance" cavern and moves on.
   A good deal of extra time is spent dealing with travel through less-than-ideal environmental conditions. Eventually, the spelunkers find a larger sized cavern containing a gate to what might be the Air Node. Off the cavern and down a short corridor they spy what appears to be the feeding ground of a pair of gorgons. The area is a large cavern hollowed out by the monsters themselves. While the party discusses tactics, they realize that they might avoid the death of everyone in the party if they were to retreat to the gate cavern.
   A plan is soon devised and the party acts, confusing and surprising the great bulls. One of the creatures is dispatched quickly by Aelfric's flame strike and Neirdre's electrical bolts. The remaining gorgon is trapped within a ring of fire summoned by the efreeti. The beast nevertheless survives the barrage and breathes forth a green mist which petrifies to stone the hapless Druid and the Cuthbertine. It turns out this was also one of the bull's last breaths as it falls to the ground, mortally wounded. Melath searches the area and the others puzzle over what to do about their rocky brethren.
   Melath comes across what seems to be the last of the four power gems. Neirdre determines that it might be worth their while to open the bellies of the great beasts. They find a number of valuable gems and some time is spent bickering over the values of a few of them. Conversation then returns to the statues of their companions. Neirdre divines from Pelor that a solution might be buried underneath their very feet. A spell is cast and the floor opens. Melath chimneys down the narrow void and finds at the bottom (with Scritch's help) a stone bowl containing a lump of clay (q.v.). He returns to the top of the rapidly crumbling pit and the group wonders what to make of their find. Melath sees runes from what might be an ancient language inscribed upon the bowl.
   Invoking his magical ability to parse the unreadable, Melath determines that the item is a magical device used to render fossilized flesh viable. It seems also that they have enough clay to revivify a total of four individuals. The Pelorian speaks the command words, molds the clay and the cold visages of their friends are brought back to life. Prayers and orisons are wiped clean from the memories of Aelfric and Rivermist as the transformation is nearly too much for them to bear. They are, however, otherwise intact.
   Melath, with the taste of success possibly emboldening him, decides to extract the Golden Orb from it's container and grasp it with bare hands. With a twinkle in his eye, the half-drow speaks: "Genie, I have a proposition..."
 
 


3/23/15

The Promethean Bowl

A nondescript carved stone bowl containing a lump of clay. Inscribed upon it, in the language of elemental earth, are instructions and command words. The clay is shaped to the specifications inscribed and combined with a chip from the petrified remains of the victim. When the command words are spoken the stony version of the target becomes flesh again. A system shock roll is required to survive the transition. The ball of clay usually comes in 1d6 uses and when the clay is used up, the bowl cracks and becomes non-magical and useless. The bowl may only be used by priests with access to the Sphere of Creation.

3/15/15

Session 36

October 12th, 2014 - 21st of Harvester to the 23rd of Harvester (High Summer) 580 CY

- After the dragon is slain the companions dig into the beast's belly and find a smoky quartz gem which would presumably fit into one of the recesses in the Golden Orb. Once Melath touches the gem, they all reappear in the air node. 
- After much exploration the party finds the carnelian stone among the windswept ledges of the air node. This is found in the midst of a group of tentacled vortex creatures.The creatures are dispatched quickly. The party blinks into the water node.
-Appearing on a reef, knee deep in water the heroes ponder their next move. Consulting with Zaltar, he agrees to provide a wish to Rivermist providing access to the location of the next power gem - within a grotto inhabited by vicious Kuo Toa. The gem is found and the party teleports to the Earth Node.

1/21/15

A New One

Sorry I haven't posted in a little bit. I just thought to mention the new ToEE coming out in Forgotten Realms 5E - http://dnd.wizards.com/elemental-evil