Story Notes and Dreams
Crashe -
You wake up in the middle of the night in a wide luxurious bed next to a beautiful elven woman you have never seen before. She is fast asleep and very naked, half covered in an elven silk bed sheet. The room appears to be a large richly furnished room with three tall windows on the wall facing south. The night air is peaceful and the star filled night sky features the two moons in wane. You notice that the middle window is open and partly swung inwards. The gauzy curtain moves with a warm night breeze. You do not recognize the city outside, you appear to be on the twentieth floor of an enormous palace. The streets below are dotted with luminescent globes and the web of buildings seems to stretch on to the horizon. Roll a perception check….. DC 14.
A shadow moves to your left. You are not alone in here. Roll a dexterity saving throw! A dart flies through the air aimed at your throat. If. Crashe fails he wakes up, if he succeeds he can roll initiative against the assassin. [DM Note: After this dream give Crashe a new fighting maneuver to be used once per day. It adds +2 to his next attack roll.]
The Magical Chest -
Remember that Ionn Castaliogne is looking for the chest. He will approach the team at the party and inquire about some missing items from the carriages. This will give them a reason to interact with him and get on his radar.
The chest is built from a thick well polished wood, It seems to be wood from the Carvenwoode tree that grows in the Quellis forest. The corners are braced with metal ram sculptures and the wooden walls are inlaid with small metal sigils. The edges are fit with a dark grey metal edge to protect it against being dropped or scuffed. It weighs about fifteen pounds and smells slightly of brimstone and charcoal.
The Baroness is at a meeting taking place at Vulkellich Manor. The Assembly of the Weave is pressing her to implement more strident rules regarding the sale of enchanted items and want all shard rock in the town to be turned over to them. Baroness Quail and her advisor Ionn Castaliogne are listening politely but Ionn will advise her to think about such things. He aims to placate them but could care less about the assembly and their idiotic rules about magic.
Kormirra Sisters/Dragon -
Fighting for control over the Ashen forest and surrounding areas. Wes is now Fey-touched and may be able to be used to find invisible portals into the Feywild. He has been marked by Kormirra Gravca with a tattoo that allows her to track him wherever he goes. She wants to use him to control access into the Fey wild.
The Ashen forest and surrounding areas often crosses over with the feywild. These small windows are invisible and two dimensional, incredibly difficult to spot. At times when creatures have interacted with a piece of the feywild they can feel these openings. A vibration, or a smell can allow this creature to know that a portal is nearby.
Previously On … the Madcap misadventures of Mausim and his merry men
In the bowels of the ancient mine you found yourselves surrounded by more of the strange mutant creatures that had been attacking you. An enormous domed chamber beyond held hundreds more of the creatures gestating in strange pockets about to hatch. As more of the creatures emerged from the waist deep water you were standing in Mausim used shape water to create an ice wall sealing off the domed chamber.
Wounded and wobbly the team came together to kill the three creatures surrounding you. The only casualty being the green elven man known as Thurlis Stem. From the tunnels that you had come from originally you heard the sound of boots approaching.
Two clerics emerged from the religious sect known as the Daughters of light. Though your views don't always align, they were there to help.
With their help you came up with a daring plan to collapse the opening leading to the nest of mutants. With Crashe's great strength and Opela Barn's warhammer, you removed the crossbeam over the opening. A great rumble emanated from the old mine as the crossbeam buckled and the rocks began to fall. Crashe and Opela sprinted with great effort to avoid the crushing rocks as the fell behind them. With the danger of the creatures buried under several tons of stone, you and the remains of Kelthier lockhouse's forces camped with the two clerics and the survivors of the cult. In the morning the Daughters took the surviving women south to Westinox.
The seven male children were taken in by Kelthier and Thurlis as you all trekked back to the Lockhouse tent village.
Entering the camp you saw Ionn Castaliogne who castigated you for not returning his box. He had killed the people in the camp and turned them into zombies. As he faded out once more the zombies moved in for the kill. With quick thinking and fast action you were able to use the tent cities wooden walls to funnel the zombies and kill them rather quickly.
After the battle Kelthier headed home to Westinox to research this Ionn Castaliogne and find a way to defeat him. He left you Thurlis to help you in case you ran into more trouble.
you left the Lockhouse camp and headed back to Porsk. Returning to the Daggerun road you headed north happy to return to bed at an inn and a tavern drink. Instead you saw a carriage moving at high speed towards you. As it got close you realized that it was your carriage that was stolen by thieves from the Vestal Moth. Leaping into action your team quickly brought the carriage to a halt and dispatched the thieves with extreme prejudice. Now the lot of you stand in the road with the hapless Nicovar Thelypteris, deciding what to do next… As you walk out of the ancient mine you eyes sting from black smoke and acrid smells. Ash floats lazily on the cold autumn breeze and you eyes adjust back to daylight. Many of the tents and some of the wooden fencing is on fire and bodies can be seen strewn about the ground. You notice some of the dead bear the wounds of vicious hammer blows and some have black holes burned into their heads and chests.
Witchcraft Crashe Dream 3 -
You find yourself in an ornate elven bathroom. White marble walls and vanity. The toilet is an elven version of a Japanese toilet, enchanted with multiple amenities. Voice controls for heat, bidet, and flushing. As you look into the mirror you see a face that looks like a reasonable version of your own. Though the skin around the eyes is less puffy, the cheeks tighter and the cheek bones sharper. Same hair color and eyes look back at you. As you consider for a few moments and check your teeth and eyebrows the image across from you speaks. “What is this? What face looks back at me? If you are here then we failed, I failed.” His eyes get wilder and and his mouth moves faster with each sentence.
The image and his mouth blur and the motions don’t always match up to the words he is saying.
“The moons tricked me, the prison was the only way. Don’t you see?!” If he escapes, then all is lost… all is lost…”
With a decent persuasion check Crashe can learn the man’s name “Me? Am I me or am I you. My name was Verilius Rivendrias. Mausim Dream 02 -
Once more you stand on the massive stone wall surrounded by the sounds and smells of war. The wall stretches miles in both North and southerly directions. In front of you towards the setting sun in the west are thousands of troops in deadly combat. Swords flash in the orange light and arrows rain down upon men and elves alike. You lose yourself for a second in a strange battle haze only to be brought out of it by a shout from your lieutenant.
“Sir! Look! They have Krovods!” You look out into the distance through the mist and the fog. Massive beasts with bull like features emerge. Large platforms strapped to their backs hold dozens of deadly archers and ballista. All of which are agents of the enemy. “Sir, what are your orders?” You see the officer drenched in sweat and smeared with pitch and dried blood from an entire day of battle. Roll a perception check. An Elven assassin silently glides over the wall and draws a short thin blade.
THIS WEEK
Have a meeting with Wes and Willwug Leafside to drop some info on the Ashen Forest
Mausim Dream 03 -
You stand in a large tent with a wide wooden table before you strewn with maps of the surrounding area. The tent is the dark crimson color that matches your cloak and gloves and it is accented with a burnished gold color that matches the griffon symbols on your tabard. Mausim Dream 04 -
You walk amongst a battlefield strewn with thousands of bodies. The sky overhead is dark with midday clouds. A light rain falls all around you and you pull your cloak tighter to ward off the chill. Your cloak is ripped and torn and darker in some areas. Is it wet or is that blood? As you walk you feel the clamminess of your undergarments as if you have just sweated for hours.
Roll an intelligence check [DM Note: DC 14, On a success Mausim can realize the battle is one of the great human elven battles of the great war of SF 2 3245 in the Inorh region of the Elves. Clearly a battle of armies number near 7000 soldiers each.]
As you walk the field with your lieutenant behind you, you realize that whoever this commander is, he is assessing his losses on the field. All of a sudden you smell the air ionize, a metallic tint to that hits your nostrils. A light forms in the clouds above, a sickly bright green. A face materializes and forms a grin. Difficult to make out features, but you see something that sends a chill down your spine. A dead human woman in an archers uniform twitches. Her left arm shifts and plants the palm down in the mud. The head lifts in a jerky motion and the eyes glow with a green color that mimics the one in the sky. Then another soldier moves, followed by a dead elven soldier only 30 meters from your position. Another, then another, you draw your sword as the battlefield now comes alive once more. Roll initiative!
Crashe Dream 04 -
As you fall into the trance that refreshes your body and mind you go through the katas of Ista Imli. These phrases and thought images make up the strange religion or meditative state that has guided you along your journey. Halfway through your concentration jostles as something pushes on it. A voice in the back of your head speaks. An elven man says "Yes, I must meet with him. Show him in." A vision forms of an elaborate elven tent interior, A table is set up with maps and scrolls. Do you try to push it away or do you allow it to happen?
[DM Note: Crashe must roll a wisdom saving throw DC 13.]
The voice rages "No! This is war, the people must be defended! The humans have made this war!" Then a melancholy seeps in as he says "It's all over, the dark one will rule if we don't do something." The feelings of rage and sorrow sweep over you quickly giving you a nauseous feeling and disturbing your Ista Imli. An elven warrior walks into the tent swiftly, The voice in the back of your head recognizes him.
"General, it's Commander Calendias, he appears to be seriously wounded, come quick." As you walk out the tent you see the slumped over form of an armored elven man with dirty blonde hair. The center of his white tabard is stained red. He falls over as you approach. The dark sky above is overcast and a light rain falls upon you. As you rush forward to tend to the man a flash of green fills a section of the clouds. You don't feel a pulse in Calendias. As you think of any orders to give Calendias' eyes open and glow with the same green light, his gloved hand in a swift motion grips your throat and squeezes!
On the Road to Warshaw -
The team will encounter a prisoner train on it's way to Ulirre. There is a prisoner transfer as Penthos is trading some high profile eastern criminals for some spies captured by the city of Westinox. One of which will be a halfling man named Trick Redfern. He is an old friend of Mausim's and they both sailed and worked together in Copenhaus. He can relay news from Copenhaus that Mausim is wanted for stealing the griffon, Grand Theft Aerial, and that he should return home to clear his name. He pleads with Mausim to find a way to spring him from the prison train. He was working briefly as a ships captain for one of the men arrested. A high profile smuggler from Westinox named Cedalphus Ironeye. He is innocent and shouldn't b
You wake up in the middle of the night in a wide luxurious bed next to a beautiful elven woman you have never seen before. She is fast asleep and very naked, half covered in an elven silk bed sheet. The room appears to be a large richly furnished room with three tall windows on the wall facing south. The night air is peaceful and the star filled night sky features the two moons in wane. You notice that the middle window is open and partly swung inwards. The gauzy curtain moves with a warm night breeze. You do not recognize the city outside, you appear to be on the twentieth floor of an enormous palace. The streets below are dotted with luminescent globes and the web of buildings seems to stretch on to the horizon. Roll a perception check….. DC 14.
A shadow moves to your left. You are not alone in here. Roll a dexterity saving throw! A dart flies through the air aimed at your throat. If. Crashe fails he wakes up, if he succeeds he can roll initiative against the assassin. [DM Note: After this dream give Crashe a new fighting maneuver to be used once per day. It adds +2 to his next attack roll.]
The Magical Chest -
Remember that Ionn Castaliogne is looking for the chest. He will approach the team at the party and inquire about some missing items from the carriages. This will give them a reason to interact with him and get on his radar.
The chest is built from a thick well polished wood, It seems to be wood from the Carvenwoode tree that grows in the Quellis forest. The corners are braced with metal ram sculptures and the wooden walls are inlaid with small metal sigils. The edges are fit with a dark grey metal edge to protect it against being dropped or scuffed. It weighs about fifteen pounds and smells slightly of brimstone and charcoal.
The Baroness is at a meeting taking place at Vulkellich Manor. The Assembly of the Weave is pressing her to implement more strident rules regarding the sale of enchanted items and want all shard rock in the town to be turned over to them. Baroness Quail and her advisor Ionn Castaliogne are listening politely but Ionn will advise her to think about such things. He aims to placate them but could care less about the assembly and their idiotic rules about magic.
Kormirra Sisters/Dragon -
Fighting for control over the Ashen forest and surrounding areas. Wes is now Fey-touched and may be able to be used to find invisible portals into the Feywild. He has been marked by Kormirra Gravca with a tattoo that allows her to track him wherever he goes. She wants to use him to control access into the Fey wild.
The Ashen forest and surrounding areas often crosses over with the feywild. These small windows are invisible and two dimensional, incredibly difficult to spot. At times when creatures have interacted with a piece of the feywild they can feel these openings. A vibration, or a smell can allow this creature to know that a portal is nearby.
Previously On … the Madcap misadventures of Mausim and his merry men
In the bowels of the ancient mine you found yourselves surrounded by more of the strange mutant creatures that had been attacking you. An enormous domed chamber beyond held hundreds more of the creatures gestating in strange pockets about to hatch. As more of the creatures emerged from the waist deep water you were standing in Mausim used shape water to create an ice wall sealing off the domed chamber.
Wounded and wobbly the team came together to kill the three creatures surrounding you. The only casualty being the green elven man known as Thurlis Stem. From the tunnels that you had come from originally you heard the sound of boots approaching.
Two clerics emerged from the religious sect known as the Daughters of light. Though your views don't always align, they were there to help.
With their help you came up with a daring plan to collapse the opening leading to the nest of mutants. With Crashe's great strength and Opela Barn's warhammer, you removed the crossbeam over the opening. A great rumble emanated from the old mine as the crossbeam buckled and the rocks began to fall. Crashe and Opela sprinted with great effort to avoid the crushing rocks as the fell behind them. With the danger of the creatures buried under several tons of stone, you and the remains of Kelthier lockhouse's forces camped with the two clerics and the survivors of the cult. In the morning the Daughters took the surviving women south to Westinox.
The seven male children were taken in by Kelthier and Thurlis as you all trekked back to the Lockhouse tent village.
Entering the camp you saw Ionn Castaliogne who castigated you for not returning his box. He had killed the people in the camp and turned them into zombies. As he faded out once more the zombies moved in for the kill. With quick thinking and fast action you were able to use the tent cities wooden walls to funnel the zombies and kill them rather quickly.
After the battle Kelthier headed home to Westinox to research this Ionn Castaliogne and find a way to defeat him. He left you Thurlis to help you in case you ran into more trouble.
you left the Lockhouse camp and headed back to Porsk. Returning to the Daggerun road you headed north happy to return to bed at an inn and a tavern drink. Instead you saw a carriage moving at high speed towards you. As it got close you realized that it was your carriage that was stolen by thieves from the Vestal Moth. Leaping into action your team quickly brought the carriage to a halt and dispatched the thieves with extreme prejudice. Now the lot of you stand in the road with the hapless Nicovar Thelypteris, deciding what to do next… As you walk out of the ancient mine you eyes sting from black smoke and acrid smells. Ash floats lazily on the cold autumn breeze and you eyes adjust back to daylight. Many of the tents and some of the wooden fencing is on fire and bodies can be seen strewn about the ground. You notice some of the dead bear the wounds of vicious hammer blows and some have black holes burned into their heads and chests.
Witchcraft Crashe Dream 3 -
You find yourself in an ornate elven bathroom. White marble walls and vanity. The toilet is an elven version of a Japanese toilet, enchanted with multiple amenities. Voice controls for heat, bidet, and flushing. As you look into the mirror you see a face that looks like a reasonable version of your own. Though the skin around the eyes is less puffy, the cheeks tighter and the cheek bones sharper. Same hair color and eyes look back at you. As you consider for a few moments and check your teeth and eyebrows the image across from you speaks. “What is this? What face looks back at me? If you are here then we failed, I failed.” His eyes get wilder and and his mouth moves faster with each sentence.
The image and his mouth blur and the motions don’t always match up to the words he is saying.
“The moons tricked me, the prison was the only way. Don’t you see?!” If he escapes, then all is lost… all is lost…”
With a decent persuasion check Crashe can learn the man’s name “Me? Am I me or am I you. My name was Verilius Rivendrias. Mausim Dream 02 -
Once more you stand on the massive stone wall surrounded by the sounds and smells of war. The wall stretches miles in both North and southerly directions. In front of you towards the setting sun in the west are thousands of troops in deadly combat. Swords flash in the orange light and arrows rain down upon men and elves alike. You lose yourself for a second in a strange battle haze only to be brought out of it by a shout from your lieutenant.
“Sir! Look! They have Krovods!” You look out into the distance through the mist and the fog. Massive beasts with bull like features emerge. Large platforms strapped to their backs hold dozens of deadly archers and ballista. All of which are agents of the enemy. “Sir, what are your orders?” You see the officer drenched in sweat and smeared with pitch and dried blood from an entire day of battle. Roll a perception check. An Elven assassin silently glides over the wall and draws a short thin blade.
THIS WEEK
Have a meeting with Wes and Willwug Leafside to drop some info on the Ashen Forest
Mausim Dream 03 -
You stand in a large tent with a wide wooden table before you strewn with maps of the surrounding area. The tent is the dark crimson color that matches your cloak and gloves and it is accented with a burnished gold color that matches the griffon symbols on your tabard. Mausim Dream 04 -
You walk amongst a battlefield strewn with thousands of bodies. The sky overhead is dark with midday clouds. A light rain falls all around you and you pull your cloak tighter to ward off the chill. Your cloak is ripped and torn and darker in some areas. Is it wet or is that blood? As you walk you feel the clamminess of your undergarments as if you have just sweated for hours.
Roll an intelligence check [DM Note: DC 14, On a success Mausim can realize the battle is one of the great human elven battles of the great war of SF 2 3245 in the Inorh region of the Elves. Clearly a battle of armies number near 7000 soldiers each.]
As you walk the field with your lieutenant behind you, you realize that whoever this commander is, he is assessing his losses on the field. All of a sudden you smell the air ionize, a metallic tint to that hits your nostrils. A light forms in the clouds above, a sickly bright green. A face materializes and forms a grin. Difficult to make out features, but you see something that sends a chill down your spine. A dead human woman in an archers uniform twitches. Her left arm shifts and plants the palm down in the mud. The head lifts in a jerky motion and the eyes glow with a green color that mimics the one in the sky. Then another soldier moves, followed by a dead elven soldier only 30 meters from your position. Another, then another, you draw your sword as the battlefield now comes alive once more. Roll initiative!
Crashe Dream 04 -
As you fall into the trance that refreshes your body and mind you go through the katas of Ista Imli. These phrases and thought images make up the strange religion or meditative state that has guided you along your journey. Halfway through your concentration jostles as something pushes on it. A voice in the back of your head speaks. An elven man says "Yes, I must meet with him. Show him in." A vision forms of an elaborate elven tent interior, A table is set up with maps and scrolls. Do you try to push it away or do you allow it to happen?
[DM Note: Crashe must roll a wisdom saving throw DC 13.]
The voice rages "No! This is war, the people must be defended! The humans have made this war!" Then a melancholy seeps in as he says "It's all over, the dark one will rule if we don't do something." The feelings of rage and sorrow sweep over you quickly giving you a nauseous feeling and disturbing your Ista Imli. An elven warrior walks into the tent swiftly, The voice in the back of your head recognizes him.
"General, it's Commander Calendias, he appears to be seriously wounded, come quick." As you walk out the tent you see the slumped over form of an armored elven man with dirty blonde hair. The center of his white tabard is stained red. He falls over as you approach. The dark sky above is overcast and a light rain falls upon you. As you rush forward to tend to the man a flash of green fills a section of the clouds. You don't feel a pulse in Calendias. As you think of any orders to give Calendias' eyes open and glow with the same green light, his gloved hand in a swift motion grips your throat and squeezes!
On the Road to Warshaw -
The team will encounter a prisoner train on it's way to Ulirre. There is a prisoner transfer as Penthos is trading some high profile eastern criminals for some spies captured by the city of Westinox. One of which will be a halfling man named Trick Redfern. He is an old friend of Mausim's and they both sailed and worked together in Copenhaus. He can relay news from Copenhaus that Mausim is wanted for stealing the griffon, Grand Theft Aerial, and that he should return home to clear his name. He pleads with Mausim to find a way to spring him from the prison train. He was working briefly as a ships captain for one of the men arrested. A high profile smuggler from Westinox named Cedalphus Ironeye. He is innocent and shouldn't b
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