2025/02/28: Kaelund Aftermath Report
General Summary
Malakai, Knight, Kal'vus, Zess, Ba'alzamon, Kelsey, Kitsa
With the abomalisk dead and the other threats destroyed, the party settled down to split the loot. After everyone had taken what they wanted, there was still a (mummified) hand in one of the gauntlets attached to the black magical crossbow found in the abomalisk's corpse. Identify said that the owner of the hand was a mercenary by the name of NAE 771.
Kelsey was still giant, but some use of magical effects successfully brought her down to 10 ft.
Memnon now thinks the party owes him, so that's something to follow up on later. He also left a large pool/pile of magma under where the thing's head is.
The mechwarrior, Hargaz, wants to stay in Kaelund. Kelsey said okay.
A mysterious voice advised Malakai to check his lower left jacket pocket. He found three gems there. Each was a spell effect, each pointing to a different specific location.
Ba'alzamon declared he was taking his stuff and going home. He was tired and needed to rememorize. Before he left, Knight asked the team if anyone had ideas on how to deal with the ghost lady that was stuck to him. Korbane cast a Dispel Evil on him, and it actually hit *Knight* hard enough to knock him back a step, which was strange. It shouldn't have affected him at all. This was definitely going to take an expert's intervention.
Ba'alzamon took Knight home before heading home himself. Malakai got dropped off outside his forge. Zess and Kal'vus got dropped off at Castle Fallingstar.
New Hallownest updates: Some adventuring parties have gone missing. More, larger slugs are showing up in the area. There are drow doing the usual mix of alliance offers and death threats. A Tuesday in New Hallownest, essentially.
Some adventuring parties sent after the slugs haven't found anything, some haven't come back at all.
Also, Union was in Malakai's forge. He was working on things. By this point he's built a psychic forge. Ba'alzamon's not going on the team's next adventure. His next stop after rememorizing is Theirn, where he needs to have a *pointed conversation* with the goddess who sponsored him to get into the dungeon there but is now angry with him for breaking the dungeon and letting the demon free. He's very angry with her in turn because of all the *soul slavery.* So he's going to go do something about the demon he freed, he'll own up to that, but she needs to own up to her side of the problem. And also something needs to be done about all the other eternal torment nexus dungeons. Kal'vus checked in with his apprentices. There have been several groups of adventurers training and fighting throughout the dungeon. A couple of them found their way into the apprentice training zone and thought it was part of the dungeon, but the apprentices were able to talk their way out of it. Kal'vus proudly treated the exhausted but successful apprentices to a good dinner and a chat. Apparently there have been a lot of undead in the dungeon. The apprentices suggested they move up a couple floors to reduce the serious danger and distraction. Zess met Calantha in the Rook. A happy reunion. Calantha recruited half the adventurers in the bar to act as bodyguards while she resurrected the mummified hand the party had found. After resurrection/reincarnation, the mercenary was now a young, athletic hamadryad. Very confused. Like a robotic, computer-like person had just been given a living body and wasn't sure how to work it properly. Zess asked them some questions. Apparently they were part of an Animus Society team that were sent in to kill this other Animus Society group, and they failed and were all killed. Malakai talked to Ion Rathe to see if he knew what was going on with the location gems. Ion Rathe said he did, but he couldn't tell Malakai without compromising the benefits of it. He could tell Malakai that Malakai would need to bring friends to deal with these locations. Knight had Rodger look at the ghost problem he was having. With some divination support, they determined that while it was malignant, it was not yet the time to remove it; the malignance was due to come in handy sometime soon. Rodger provided his highest-quality spirit wards to help hold it back until the right time, along with the support of his apprentices. Knight asked him if there were any materials he wanted picked up while Knight was out. Rodger asked for fairy dust or other things that could be mixed into ink, if Knight came across any. The party regrouped the next day at Castle Kaelund. It was a very tall party; Zess had been replaced by Rusti, Ba'alzamon had been replaced by Buzz. Union had joined the group. While the party was eating breakfast at Castle Kaelund, the guards announced that someone claiming to be a powerful wizard had arrived and wanted to speak to Kelsey. A short boy with sort of greenish hair and a plain brown robe, plus a basic staff. He wants to become Kelsey's court wizard. He says most of his powers are elemental-related, but he has a variety of other spells as well. He's willing to do menial tasks as long as the money's good. His spells are supposedly weird. He claims to be self-taught. His spells appear reasonably impressive, but he seems weirdly young. He claims to be from a cabin in the woods of northern Kaelund. His name is Teregrun. He says he's mainly here for money. Kelsey had Tobas put the kid on probation, giving him a chance to prove himself. The party prepared to head for the closest of the three locations the gems were pointing to. It was aimed at a pirate island off the coast of Kaelund. The party teleported in at the local military base and started following the gem. After some minor exploring and figuring out how the weird crystal works, they commandeered a boat from the local Kaelund garrison and headed out to follow the path. After circling the island and triangulating with the spark on the crystal, they discovered that the target location was on the exact opposite side of the island from the military base. Thanks to various flying abilities, the party was able to head to the target by air without the ship captain needing to navigate the dangerous shoals. On the way in, Knight and Kal'vus detected some unnaturally moving shadows on the beach. After a brief consult, Knight dove down to draw aggro and see what these things were. Surprisingly, the shadows filtered down into the sand and vanished. Subsequent scanning detected no spirits or life aside from the party. Knight rejoined the group and they carried on to the target zone. Buzz cast Racoumb's (Detector?) to scan the local area and learn its physical properties. He found that there were several old mines in this place, despite it being a sandbar. Rusti's divination warned the party that robed assassins might try to ambush backstab them at some point. Knight's spyglass, brought out in solidarity, warned of an old, bearded pirate ghost. The guidance crystal pointed the party underground.
Also, Union was in Malakai's forge. He was working on things. By this point he's built a psychic forge. Ba'alzamon's not going on the team's next adventure. His next stop after rememorizing is Theirn, where he needs to have a *pointed conversation* with the goddess who sponsored him to get into the dungeon there but is now angry with him for breaking the dungeon and letting the demon free. He's very angry with her in turn because of all the *soul slavery.* So he's going to go do something about the demon he freed, he'll own up to that, but she needs to own up to her side of the problem. And also something needs to be done about all the other eternal torment nexus dungeons. Kal'vus checked in with his apprentices. There have been several groups of adventurers training and fighting throughout the dungeon. A couple of them found their way into the apprentice training zone and thought it was part of the dungeon, but the apprentices were able to talk their way out of it. Kal'vus proudly treated the exhausted but successful apprentices to a good dinner and a chat. Apparently there have been a lot of undead in the dungeon. The apprentices suggested they move up a couple floors to reduce the serious danger and distraction. Zess met Calantha in the Rook. A happy reunion. Calantha recruited half the adventurers in the bar to act as bodyguards while she resurrected the mummified hand the party had found. After resurrection/reincarnation, the mercenary was now a young, athletic hamadryad. Very confused. Like a robotic, computer-like person had just been given a living body and wasn't sure how to work it properly. Zess asked them some questions. Apparently they were part of an Animus Society team that were sent in to kill this other Animus Society group, and they failed and were all killed. Malakai talked to Ion Rathe to see if he knew what was going on with the location gems. Ion Rathe said he did, but he couldn't tell Malakai without compromising the benefits of it. He could tell Malakai that Malakai would need to bring friends to deal with these locations. Knight had Rodger look at the ghost problem he was having. With some divination support, they determined that while it was malignant, it was not yet the time to remove it; the malignance was due to come in handy sometime soon. Rodger provided his highest-quality spirit wards to help hold it back until the right time, along with the support of his apprentices. Knight asked him if there were any materials he wanted picked up while Knight was out. Rodger asked for fairy dust or other things that could be mixed into ink, if Knight came across any. The party regrouped the next day at Castle Kaelund. It was a very tall party; Zess had been replaced by Rusti, Ba'alzamon had been replaced by Buzz. Union had joined the group. While the party was eating breakfast at Castle Kaelund, the guards announced that someone claiming to be a powerful wizard had arrived and wanted to speak to Kelsey. A short boy with sort of greenish hair and a plain brown robe, plus a basic staff. He wants to become Kelsey's court wizard. He says most of his powers are elemental-related, but he has a variety of other spells as well. He's willing to do menial tasks as long as the money's good. His spells are supposedly weird. He claims to be self-taught. His spells appear reasonably impressive, but he seems weirdly young. He claims to be from a cabin in the woods of northern Kaelund. His name is Teregrun. He says he's mainly here for money. Kelsey had Tobas put the kid on probation, giving him a chance to prove himself. The party prepared to head for the closest of the three locations the gems were pointing to. It was aimed at a pirate island off the coast of Kaelund. The party teleported in at the local military base and started following the gem. After some minor exploring and figuring out how the weird crystal works, they commandeered a boat from the local Kaelund garrison and headed out to follow the path. After circling the island and triangulating with the spark on the crystal, they discovered that the target location was on the exact opposite side of the island from the military base. Thanks to various flying abilities, the party was able to head to the target by air without the ship captain needing to navigate the dangerous shoals. On the way in, Knight and Kal'vus detected some unnaturally moving shadows on the beach. After a brief consult, Knight dove down to draw aggro and see what these things were. Surprisingly, the shadows filtered down into the sand and vanished. Subsequent scanning detected no spirits or life aside from the party. Knight rejoined the group and they carried on to the target zone. Buzz cast Racoumb's (Detector?) to scan the local area and learn its physical properties. He found that there were several old mines in this place, despite it being a sandbar. Rusti's divination warned the party that robed assassins might try to ambush backstab them at some point. Knight's spyglass, brought out in solidarity, warned of an old, bearded pirate ghost. The guidance crystal pointed the party underground.
Rewards Granted
2 xp
Character(s) interacted with
Memnon, Hargaz, Kal'vus's apprentices (Grati-Kati, Lomarus Shatterstar, Nas Avight-Striveblade), Calantha, Ion Rathe Derguil, Teregrun
Notes
Side note: Castle Kaelund has a moderate castle town around it these days. Shops there sell the best dinosaur leather boots you can find on the continent. Also, desert-specced armor.
E - "You know it's bad if you ambush somebody and their first response is 'Finally!'"
(Context: Drow no longer try to assassinate Kelsey. They know better.) Note: Buzz has a bunch of pistols and then has a shotgun over each shoulder. Two big stopwatches, a big scroll (looks like Tenten's scroll from Naruto) on his back.
(Context: Drow no longer try to assassinate Kelsey. They know better.) Note: Buzz has a bunch of pistols and then has a shotgun over each shoulder. Two big stopwatches, a big scroll (looks like Tenten's scroll from Naruto) on his back.

Kal'vus

Zess

Knight of Darkhome

Kelsey of Kaelund

Ba'alzamon Dreamender

Kitsa

Malakai
Report Date
28 Feb 2025
Primary Location
Secondary Location
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