Nomads of Terrene Organization in Aviron | World Anvil

Nomads of Terrene

After being cursed by Aluin the Witch queen, the party is offered an opportunity to leave the area and break the curse. Alex Griffin sends the party to a mysterious house and says that you shouild be able to break her curse. But the curse of the Eye will remain.

Our party is given several mysterious quests by the house Whippoorwill, they have undertaken a voyage to Regnum Eon to see where these quests will take them.

  Nomads of Terrene, Master or Servant, Trek 25

History

Journal 1

Written by Allister

28th of October
 

Our group decided to a long rest during our trek towards Devil’s Deep. Kas alerted us of enemies during his watch; it’s nice to know the skirmisher is keeping out of our belongings and watching over us as we rest. The enemies turned out to be a large handful of kobolds, which we defeated and continued to rest through the night without further trouble.

29th of October

Morning came and we began traveling through the forest, which was difficult with the muddy terrain and rainy weather. We came upon Hardwick Grove and spoke to the leader and fort shaman Fareg and Fordava Highlander. The fort shaman carried a symbol that looked similar to those of Asmodeus, but with a Dwarf instead of a man. The shaman told me that someone who went by Pyotr taught Highlander of Asmodeus. I gave the shaman my holy book of Ellina and explained how the fort is already following some Ellina doctrines, in hopes of the shaman deciding to teach the fort about Ellina.

30th of October

After we gathered in the morning and left the fort; we made our way south to the Hills of Iron. We were stopped by the sight of a graveyard in the woods and decided to explore since the graveyard seemed out of places by not being owned by any nearby towns of villages. Three statues stood out so we gathered around to inspect them closer. One of the statues had two gems in the eye sockets and when Ithryn reached out for the gems, a flash of light shot out!

1st of November

Waking up in front of the statues, it seems that we all had dreams about a relative or someone close to us. Once we were all fully awake, Steve decided to steal the gems! I asked him to return the gems since I don’t believe in grave robbing and forewarned him that I’d take the gems from him by force if necessary, but he refused to return them. Things got physical and Kas decided to join in by hitting me over the head, but that didn’t help Steve! Imtari announced that he replaced the gems with gold pieces so we could all move on. Making our way to the Hills of Iron, we crossed an old bridge and camped at the other end. During the night we were attacked by strange creatures (turned out to be ken kus?) that stole any horse they could! After a long battle we defeated the creatures and didn’t lose any horses; which thank Ellina because my horse had all of my food! We camped the rest of the night without trouble.

November 2nd – 3rd

We ran into two dwarven miners named Muffy and Drimy and they lead us to their camp for the night. The 3rd we woke and immediately started our trek, but decided to leave the horses at the miners’ camp. Made it just a day away from the Hills of Iron and had a safe night.

November 4th

Our group was able to make it into the town of Devil’s Deep, which is just an absolute horrible place on this land; the buildings were gloomy and the very ground of the town is unholy! Kas suggested that we should attempt a low profile by acting shady (seemed to fit the town), but he lead us to a bad location, we talked to the wrong people and accidentally joined The Game, a contest of Astaroth and we’re marked within the Astaroth temple. I immediately felt Ellina frown upon me after being marked and suggested that we leave this temple, quickly locate who we came for (Vasha) and GTFO with him as The Game was about to begin and I did not want to participate in such an evil ‘game’.

We were tipped off that Vasha may be in the nearby temple of Hela and left to look for him and Ithryn (who for some strange reason left to wander this dreadful place alone) at that temple. After Rowena acted pretty for the giant guards and said please, we were granted access to the Hela temple and took a sharp left and began exploring. We ran into the temple barracks, which was filled with troops and bad news for us since we had Diesa, our Dwarf barbarian, and Hela hates Dwarfs! Luckily we had Steve, our crippled Gnome wizard, who made Diesa invisible so she could hopefully dodge guards on our way through the barracks. The troops avoided our group, thanks to my intimidating presence and displaying my military rank.

While continuing to explore the temple past the barracks, we ran into a few gibbering mouthers that we easily defeated and came to a dead end. Doubling back towards the temple entrance, we ran into a wealthy giant that took a few moments to take down, but we looted 21 pp and three gems from em’ and found the temple prison. Vasha was inside a cell, I guess because most citizens in Devil’s Deep find him annoying, along with a few Humans who were looking near death and a Dwarf; all in separate cells. Diesa insisted that we free the Dwarf and bring him with us. I advised again it as we were in a temple that hated Dwarfs and Dwarfs are notoriously known to be stealthy, but was out voted and we ended up bring the Dwarf along. I gave what food I had on me to the Humans and we quickly left the prison and began looking for a way to escape Devil’s Deep.

We double timed it to the temple entrance, but upon exiting the temple, we were greeted by Aluin, a powerful demon bitch, as well as a good number of guards and temple priest! Surrounded and outnumbered, we surrendered and were marched to Astaroths’ temple and put into the arena that The Game takes place in. I don’t remember exactly what happened in that arena as I was stunned when Aluin threw Ithryn’s head at our feet! I know that words were exchanged and we were allowed to leave Devil’s Deep peacefully, but without Vasha and cursed by the demon bitch. ?th - ?th

Once we were out of Devil’s Deep we headed back towards the dwarven mining camp to collect our horses and discuss the curse that was laid upon us. The group decided to travel fast back to Tiara – City of Swords to inform Katy of our misfortunes and report on the mission we received to retrieve Vasha. Our horses became ill and weak from the fast pace and no rest, so we all decided to stop back at Lady Scomi’s castle in hopes of resting for the night. We arrived early in the morning and I offered to work for the day if my group was allowed to stay the night and she tended to our horses. She allowed our group to stay and offered each of us a Lady Wood Token and I was able to sleep with the Lady herself that night! An awesome reward if I do say so myself…

Morning came and we got ready to depart. Lady Scomi asked if I would stay with her indefinitely, but I had to refuse as I was in the middle of a mission and could not just abandon my duties. I thought of returning to her once I am finished with my adventuring life. Once we were ready, we left towards Tiara and arrived safely. The group immediately wanted to report to Katy. We informed her of our failure and exchanged some information about our curse and possible ways to rid ourselves of it. Katy suggested that Alex the Bard may know of a possible way, but he would not be in Tiara for another month or so. We decided to stay till Alex arrived and I volunteered my time to the Church to gain kudos.

Journal 2 - Whippoorwill

The next month(s) came and we were summoned by Katy when Alex the Bard finally arrived. Nyrd was researching the origins of the graveyard in the wilderness. He discovered that the graveyard has been seen in many different locations, so it travels around the world. Also that the graveyard belongs to Andor; so the gems that Kas and Steve stole were gems that belonged to a God! Thus we were unknowingly cursed by Andor… thanks Kas, you greedy bastard, for adding more problems. Katy informed the group that Alex will be leading and aiding us to The Path, which will help us rid ourselves of the curses that were bestowed upon us during our previous journey to the Hills of Iron.

The group gather outside of Tiara with Alex once we were ready for travel. We mounted up onto our horses, besides Imtari and Diesa. I can understand why the monk would choose to walk everywhere, but I believe Diesa doesn’t want to ask for help onto a horse… probably because she knows it’d take a few of us to hoist her into the saddle. Anyways, we set off and followed Alex into a dense forest and gathered in a grove somewhere deep in the forest. Alex instructed us to all lay in a circle around him. As we were laying down, Alex pulled out a flute and began to play a soft, soothing song and fog began to surround the grove. I panicked to myself as the fog came rolling in, but I began to fall asleep before I could react.

The next thing I know is that we are all waking up outside of a cottage and Alex is missing, along with our horses… Not seeing any path, besides the one leading to the front door of the cottage, we decided to go towards the cottage and head inside. Coming up to the front door, we noticed riddles on the door. The left doors’ riddle said “Within these walls peace abides. Visions come from all 4 sides. Once left always left. Beware the twin moon night. When terror wields its awful blight.” The right doors’ riddle said “See every evil keeping, The hated evil. The evil always ravenous! Offer fate, Tears in my embrace. Give Evil Metal, Travel Overland, Kindle a Natural Ancient Key!” So after discussing which doorway to enter through because we were all pretty weary about being cursed upon entry, we decided the left doorway because of the ‘Once left always left’ had us believing we’d be able to leave through the same doorway if we desired to do so.

We spent the next few days exploring the various rooms in the house, such as the dining room, library, kitchen, bedrooms and cellar. The dining room seem to have an endless supply of food and drink that would magically appear at a specific time each day, marking breakfast, lunch and dinner. We would be notified by the clock in the dining room once it was time to eat. The first night we sat at the dining room table, rings appeared in front of us, each with a different gem; mine was a Blue White Diamond ring.

The library seemed huge and was filled with all sorts of books, like Clerical Skills, Alchemy Vol. 1, The Constitution of the United States, Growing Greener Gardens and Playboy. I spent hours reading Alchemy Vol. 1 and can’t wait to buy my own Alchemy Supplies and try to make a few potions for myself! Kas found a map in the library and believed that it held some secret information, spending days attempting to decipher it; which I believe was a waste of time since he never said he found anything interesting. Kas also found a book titled “Places We Must Go” and decided to hold onto it. The library also had a Grandfather clock that wasn’t ticking on its own. We set the clock to 3:15 and it revealed a secret room that held a device that led to the outside of the house! I retired for the night after exploring that room.

The next morning I awoke and went downstairs to the houses’ chapel to pray. The chapel looked as big as a regular church and had candles lit all around the room. After I prayed to Ellina for a heavenly day and went to leave, I noticed unlit candles on a shelf in a strange pattern; ten candles in the first row, eight in the second row and eleven in the third row. I gathered Nyrd, Imtari and Diesa to show them the unlit candle pattern. The four of us agreed that the pattern relates to the Church of Light and decided to light candles four, five and ten in row one in respect to the Gods we each follow; Dara, Ellina and Tylora and say a prayer. Nyrd and I received a feeling of safety after praying and Imtari received a vision of locations that match names in “Places We Must Go” book!

After we finished in the chapel. I decided to explore some of the house myself, starting with the kitchen. Upon entering the kitchen, I was struck with flower and heard someone giggle as I was hit. Opening all drawers, doors and cupboards in the kitchen, I found some herbs in the pantry and stashed them in my bag to use later; but everywhere else was empty. Leaving the kitchen and walking around the house, I found the group gathered in the living room discussing to explore the crypt with everyone present.

While exploring the crypt, we came upon an electric gate that had a white alabaster statue of Saint Camber behind the gate. With some time and a little skill, Kas was able to flip the switch behind the statue so the gate turned off. We were free to explore around the statue and while doing so, the eyes moved! So I got the hell outta the crypt and decided to explore the upstairs. There seem to be a few bedrooms, a room with a strange box that would answer questions, some simple weapons and coin, but nothing more.

The group exited the crypt and told me that they were ready to depart from this house, apparently called Whippoorwill. I decided to ask the strange box one question in regards to the curse we have bestowed upon us and The Path before we departed. I asked “How do we complete The Path?” and was given the answer “Complete the thirteen paths”. I told the group of this answer and Kas recalled that the “Places We Must Go” book listed exactly thirteen places! Now armed with the all the knowledge we believe we need to rid ourselves of this curse of Andor, we left Whippoorwill and headed South.

Journal 3 - Voyage to Port Justice

We arrived at Middletown – City of Redemption, which seemed a small village with not a whole lot to offer. Aeryk with the local Adventures Guild was awaiting our arrival and told us that our gear could be found at the Dara Way-House. How Aeryk knew we’d arrive that day and however our gear arrived at Middletown, I’ll never know; but I was glad to have my belongings returned to me. I decided to visit the local smith to discuss the forging of a new weapon worthy enough to represent Ellina met Falynn Rayn, a Dwarven Master Smith. We discussed her forging an Ebon Steel Longsword, Ellinas’ weapon of choice, for 100 gold pieces; thank Ellina that she had just enough of this rare metal left. Falynn told me that the process will take about two weeks for the blade to be finished, but promised great quality.

We decided to stay in Middletown for the time. I volunteered myself to Corry Blade, the Archbishop of the Church of Light in Middletown, to gain his favor and have the Gods smile on me. Once the two weeks passed, we regrouped and discussed what we did with our time. Kas somehow obtained an artifact and learned that it is The Candle of Puregood, which turns anything into some form of good, if the candle is touched with their bare hand; and Kas wasn’t wearing gloves when holding it! He also met Helana Etowanda Ramirez, a Paladin of the Church of Light, who wanted to trade the candle for a Luck Stone; Kas made the trade. This was the only major event that happened in Middletown during the two weeks. So after we were done sharing about our weeks, but before we left town; Diesa and I decided to go back to Whippoorwill to study Herbalism and Fitness books in the Library. The two of us also asked that strange box a few questions before we departed for good.

  I asked:
  • The name of a great enchanter that is alive and well that I’d be able to meet soon.
  • The location of this enchanter.

  • Once I obtained my list. Diesa and I traveled back to Middletown. I collected my new blade from Falynn, a fine black longsword with silver cracks streaking throughout, meaning the metal was forged correctly. Once the party was ready, we traveled West to Port Kopas. We secured a ship once there, the Eclipse, that would take us to Port Justice, Forrestal, Saratoga and end in Sorcerer’s City. The captain, Belfic Wyrwarf, decided to set sail after Ahks Day of Accord and All Saints Day passed. During the first day, Kas and I both apologized to each other; I for not paying him back for a horse he bought me and him for clobbering me over the head in the graveyard we were cursed at. The second day I gave thanks to the saints of Ellina and participated in the festivities while also keeping an eye on local thieves & skirmishers who wanted to disrupt the communities’ enjoyment.

    The next day we boarded the Eclipse and set off towards Port Justice. I was excited since this was my first sea voyage, but also terrified because something from the deep could take ship down and there is just so much that I haven’t accomplished yet! Also the entire trip was going to be 30 days on the sea. Six days passed without incident and we came upon a titan! This guy was about 50ft tall, with what we could see was sticking out of the water and looked to be made of white marble. The titan looked down at the ship and then raised its arm to point. The ship changed course to the direction the titan pointed; I wonder what ships and titans have to do with each other. Four more days passed and the ship held a Shellback Competition that everyone participated in. The competition consisted of an obstacle course of barrels and such with greased rope at the end that you must run, jump and hold onto for as long as you can. A few of us held onto the ropes longer than some crew members and our group did well enough to impress the crew, each earning a Pollywog Token to symbolize that we know the ropes! (Get it?)

    The morning after the competition, a red sky rose with the sun and a few sailors started murmuring legends amongst each other like ‘Red Sky in the morning, sailors take warning’ and off in the distance we could see storm clouds flying towards the ship. Our group decided to seek shelter below deck in hopes that the storm would be small and pass soon. Later on that day the storm hit, but it didn’t seem too bad below deck. The captain was shouting orders to his crew to secure this and that and we could hear a few ropes snapping, but we assumed that the crew had everything under control. Then we heard the captain yell “Man overboard!” and I immediately went to the top deck to assist. I nearly slipped and fell onto my back when walking out the door and noticed that this storm was gigantic, creating waves at least 20ft higher than the Crow’s Nest! I was able to stumble over to the ledge of the ship without falling where some men were attempting to notice the overboard man in these huge waves and throwing a plank with rope tied to it.

    I joined in their search, but after a few failed attempts to even see the man overboard I decided to go below deck, grab my shield that has an emblem of Ellinas’ holy symbol and make a makeshift shrine to pray for guidance on how to best assist the man overboard. I heard Ellinas’ voice tell me “Being where you are currently isn’t helping”. I knew I placed my faith in the right deity! So I returned to the top deck and noticed a loaded ballista was loose and spinning around. I decided to secure the ballista to the ship and then tire a spare rope to the ballista arrow. Once the rope was fastened to the arrow, I aimed towards the man overboard and shot, landing the shot close but not close enough! The shot startled a few crew members, but once they realized what I was attempting, they joined in to assist me. The crew and I repeated this process till we were out of ballista arrows. Suddenly Kas appeared, rope in hand and already tying it around me, came up with the brilliant idea to launch me from the ballista next. I loaded myself in, but was extreme skeptical this was going to work; I actually attempted to unload myself at the last moment, but Kas told me “Too bad!” and launched me!

    I’m glad the man overboard was paying attention because I almost flew right over his head. Luckily he has just enough energy to jump out of the water as best as he could and grabbed onto me before I flew over. The man held onto me with the last bit of energy he could conjure and I started to swim back. The swim back didn’t take too long, but that was probably because of the massive wave that basically had the boat tipped vertically helped push it forward. Still the swim took quite a bit of energy. I finally made it back to the ship, scaled the side and had help getting the man and myself back onto the deck. The ship was in worse condition than when I was shot away. The ships’ mass looked as if it snapped and turned in a complete circle and all the ropes I could see were snapped. I started to Mend any ropes that would mend back together, but had a hectic time maneuvering on deck because of how slippery the deck was and it was difficult determining which rope ends fit back together. After some time the storm died down and the ship was made sort of secure. The group went below deck to rest.

    I thanked Ellina that we were able to brace through the storm, but several miserable days followed. The captain assured us that Port Justice was about to be visible on the horizon. During our conversation though, a few fish lunged themselves onto the deck and started to attack the crew! Luckily our group was already on deck, so we made quick work of those fish. Once that battle was over, we could see the peaks of Port Justice on the horizon.

     

    Journal 4

    As told by Imtari
    Returning the Tear of Jha'dur

    We all are in Sorcerer's City as Nyrde trains at the AG. Imtari goes back out to Tamar's village and Aliester works in the city for the Cathedral of Light.

    While the party are in Sorcerer's City the city celebrates the festival of Hephaestus. Aliester talks to Randall, the patriarch of the Cathedral of Light about him becoming a Bastion of Light.

    Three of the party affected by the Graveyard curse decide to head to the graveyard to lift the curse. We start by teleporting to Aenar. Alister leaves Dawnstar at the Temple of Ellina here. Aliester meets the regent here, who's name is David. He is odd and unruly and tells Alister he uses his magic to earn the Temple money. Nyrde goes to visit the perfume shop to get a gift.

    When Alister tries to return Dawnstar to the Temple of Ellina (Regent Lady Katie Kaldee), she gifts Dawnstar back to him. She tells him that Dawnstar is his burden to bear and to work on finding the taint within him. She reminds him to be careful to not be self-serving. Nyrde gives Alister the bottle of perfume to give to Lady Scomi. Alister spends the rest of the day praying and resting in the temple. Imtari goes to greet Brandy Windbow, a fellow follower of Dara. He invites her out for a night of drinking and exchanging stories of their travels.

    Imtari gets to know Brandy better. She is a ranger who is very bow oriented. She trains all of the archers in Aenar. She also is not a wanderer like many of followers of Dara. She instead is more focused on messing with evil doers. She speaks six languages and likes collecting amber gems. She is very militaristic for an elf.

    After spending the night in Aenar, we leave heading towards Lady Scomi's keep and the Sable Timberlands. Brandy makes it a point of seeing Imtari off from Aenar. We camp near a stream and see some woodland creatures staring at us. In the morning the druid of the Timberlands appears to us. He introduces himself as Luff and asks us if we are here to fix the damage we caused. He then states we are taking one of his apprentices with us. The apprentice introduces himself as Skarzane.

    As we press on towards Lady Scomi's keep we run into a group of dwarves who are homesteading. As we approach Lady Scomi's keep we see that it has changed. There is more development around the keep and signs of a battle. Lady Scomi greets us and then slaps Alister. She berets Alister for the dwarves moving to her area. Apparently Alister preaching to the dwarves about their false god upset the balance. She invites us to sleep in the bunkhouse, not the main keep.

    We venture southwards and pass through a canyon. We see a troll fighting a purple worm, which eats the troll in one bite. We reverse course and leave the purple worm alone. We finally arrive in the area of the graveyard and the area around the graveyard is misty and gloomy. As we start making our way into graveyard and find a series of tents, but no people. We do find a banner with a brass tree on an orange field. There are about 20 tents in this area, each with two beds. Skarzane shifts into a bloodhound and detects the smell of death. Imtari finds foot traffic between the graveyard and the encampment.

    Imtari asks his ring for protection and the ring casts a spell on him. Nyrde identifies it as necromatic in nature, but cannot identify what it is. We then move into the graveyard. The fog gathers together and brings out a bunch of undead. We fight the undead and some of them turn back into elven soldiers. Three of the undead had the appearance of Deisa's mother, Alister's father, and a former friend of Imtari's. These three disappeared when defeated. After the end of the battle, a cat is still in the graveyard. Skarzane and Alister try to engage it, Skarzane tries to charm it. It reacts by attacking them and then moving away.

    We leave the cat alone and put the gem back in the statue. The graveyard immediately disappears, along the bodies. There is a small statue of a woman. When Alister picks it up, it crumbles into dust. The statue was of a weeping woman. Three chests appear and there are magic items in them. A short bow, a crossbow, two potions in bronze bottles, finely crafted dagger, 3 darts, lion hide leather armor, finely crafted vestaments of the Church of Light, scale mail, a scroll, and a wooden ring.

    Journal 5

    As told by Imtari
    Tower of 8

    We head back to Sorcerer's City and split up to train. (July 23rd). After training we head out to the Tower of 8. We head through Drake, Amber Ridge, Arrow's Crest, and Summerwell. There are statues to a group of Adventurers called Ocean's Adventurers in Arrow's Crest.

    By the time we get to Arrow's Crest it is early September (August 21). We then head to Amber Ridge, the City of Fertility. (August 26th). Amber Ridge is protected by a garrison from Elenium, but the Southern Empire has their eyes on this town. Elenium controls this area only because the Southern Empire has not moved on this town yet. There is a smithy in this town run by a follower of Hephastus, Rollo the Hammer - Master Smith.

    These are all places we have been on the way to Drake the first time.

    Summerwind is the City of Charity. It is a city of halflings protected by the Rangers. One of the main products here is tobacco. There are several temples to the Light gods in Summerwind. We stay at the Singing Hound Inn. Summerwind is run by a baroness named Pooky. Summerwind has an outbound only teleport circle to protect the halflings from invasion by teleporter.

    We leave Summerwind on the way to Drake and run into Tadieren, who is heading another caravan. She tells us that her husband is running a bath house in Amber Ridge called Baden's Bath House. She gives us a token for a free bath the next time we are there. Imtari asks Tadieren if she knows anyone in Raven's Cross and if she knows anything about that town. She tells us it is a rough town but tells us to see Frekie, a dwarven Dara follower. Tadieren tells us that Frekie will find us if Imtari wears his Dara symbol in the open.

    We leave from Summerwind and head towards Drake. One night on the road towards Drake Aliester sees a sliver of light appears a short distance from camp. Before he can do anything he sees a small female poke her head out of the light. She uses a dagger to open the light further and she starts talking to him. She asks about the leaf armor and asks if Aliester serves the fae. He replies no and that the armor was given to him. She says her name is Queen Megan Gwyn when we ask what her name is. She tells us that if we are ever in her realm that we should look her up in the Citadel of the Stars.

    We arrive in Drake on Sept 14th and immediately leave for Raven's Cross. We see farmers moving things back and forth in preparation for the harvest. It is Sept 21st when we arrive. Imtari pulls out his symbol of Dara so that Frekie can find us. He is a beardless dwarf, which is unusual. He motions Imtari to speak to him in the shadows. There are temples to Hela and Asmodeus in this town. There are a couple of good families which live here. The Glasers, the Fearlogs, the Tevins. They are trying to undermine the activities of the evil temples in this town. He fills us on what places are safe to stay and what places to avoid. There is a huge obsidian house here.

    While here Aliester runs into an anti-paladin of Asmodeus. He knocks Aliester down and then offers to help him up. Aliester defers the confrontation and the anti-paladin walks away. Frekie takes us to the Glazers to get some gear for the trip into the desert. Gregor asks us to bring back a rowboat from the desert. He looks at the lens and tells us about it. It takes us 7 days to get to the Tower of 8. The tower is several hundred feet tall and in is a clearing in the desert. The tower has four facing sides, but there are eight sides in total. There is a rowboat on the ground near the tower.

    We read the signs on the tower before entering and then Aliester drinks a potion of vision. We enter the tower and start investigating. We are first attacked by a giant snail in a large room at the bottom of the tower. We defeat it and then find some gems inside of its shell. We then head up the stairs and are attacked by flying creatures. Imtari is grabbed by one of the creatures and knocked unconscious. The creature drops Imtari. Imtari's ring says tells him that it can save him, which Imtari agrees to.

    We continue up the stairs and finally get to the top. The party decides to take a short rest to recover from the last fight. We then start exploring the level. We explore through several rooms, including a bedroom and dining room.

    Off of the dining area, we find a pantry room with two buffets in it. One has "Leo" and "Carmen" scratched into them. Inside those chests are women's clothes in them. After exploring the entire level we decide to rest in the guest room.

    After resting we continue on up the stairs. We see a series of four doors on different landings. We investigate and eventually Aliester casts gaseous form. He finds a secret hallway and shifts out of gaseous form and opens the secret door. We see a glowing green circle and Nyrde recognizes it as a teleportation circle.

    We back out of the first room and then start opening the secret doors in the other rooms. The second room has a long hallway with a large room at the end of it. There is a large teleportation circle in it. We decide to all use the teleportation circle and get split up. We are able to solve the rooms. We realize that many of the rooms have an element of eight to them. We head back to the second level and start working on solving the puzzles in those rooms.

    We start in a room with three octagonal tables with eight chairs at each. We re-arrange the chairs into like groups and find a secret compartment in an organ. Inside the compartment are two small green circles with a left and right handprints.

    We decide to rest again in the room. In the morning, Nyrde runs to the organ room and touches the two green circles and disappears. We follow him and appear on another set of stairs. This set of stairs hangs out over nothingness but goes up. We head up the stairs and eventually reach a large room with a pile of gold in it. However, we also see a red ribbon weaving throughout the gold pile. We decide to sneak past the creature in the gold pile, successfully.

    Once we sneak past the dragon, we start exploring another level. We encounter a pit, which several of the party fall into. We recover from that and continue exploring. We find four treasure chests, one of which is a mimic. We successfully fight off the mimic. In another room we find two chests under about two feet of water. We find some items in the chests and take them. The chests are watertight and we take one of them.

    We open the final room and a conical crystal 18" in length files out at us. It is lit from within and Imtari catches it. We then head back down to the dragon room and find the teleporter away. We go to the final room and see four models of galleons and four models of frigates. We all pick up the four models of the galleons and the ceiling slams down on us. We pick up the frigates and the ceiling comes down even further.

    9/1/3755 - 12/30/3755

    Type
    Adventuring Party
    Alternative Names
    Master or Servant
    Trek 25
    Leader
    Parent Organization
    Notable Members

    Members:

  • Alister Mill
  • Beijorn Varicc
  • Diesa Firebeard
  • Imtari Linbao
  • Ithryn KIA
  • Kasabian
  • Layior Icewind
  • Nyrdexlpyx Dowingle
  • Rowena Lurion
  • Skarzane

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