grey hawk

April 14th, 2015

We make our way home and Elaine immediately heads to her room to take a bath. We pool our loot and sell it for 1,673 gp, 7 sp. We begin discussing what to do next. We talk about opening a storefront for the Order. We are leaning towards waiting in town for a bit, anticipating the attack on Greyhawk. The next day, Pike, Gonoan, Obregon and Beltin head out to the thieves guild safehouse where Pike last saw Tomas Radic. The signs have been changed and it has been boarded up and it’s pretty dilapidated on the inside. We look around, but don’t find anything interesting. Obregon can verify that a few people have been through here but no one is present now. We leave and Pike notices that we are being watched by a member of the beggar’s guild and a people’s constable (a wing of the thieves’ guild). The constable is hanging posters for Fid “Quickfingers” Dulamin, wanted for theft; 1000gp reward. He has pulled off several burglaries and robberies. We know Fid from when we rescued him at the underground arena. Pike is livid and determined to find Fid and bury him. We begin asking around and find that he has stolen some legendary items; warhammer(Whelm), sword(Black Razor), and possibly others. These are believed to be from White Plume Mountain. We try to track who has paid for the posters but no one wants to give names. We begin to move around town attempting to gather information on Fid. Meanwhile Sanna, Nat and Elaine head to the mage’s guild where Sanna talks to her contact and relays our most recent information up to the clay golems chamber. She also passes the vial of healing water to him. Then she researches the shield and the control panel. The shield is very old, from the Cairn Hills, unusual metal, could have been used as an actual shield, and the magic is likely older than the city itself. The healing water will likely have lost its magic by now. The rest of us are beating the streets looking for info on Fid. We learn he had been active quite a while ago, was arrested 3 times but escaped each time. We decide to attempt to have him scryed upon. We learn he is on a roof top at a table eating and his loot is near him. He is outfitted pretty well since we saw him last. He seems to be in a poor part of town, on a dead end alley, probably the River Quarter above where an old woman lives. Pike and Obregon go to meet with Tiira and the rest of us head out to the River Quarter immediately and begin canvassing for a 2 story building with a shack on the top. There is one person already talking to Tiira, a homely female rogue. She is being promised a better reward than advertised for being a member of the guild. We notice her looking at Pike. We step forward and Tiira is dismissive of Pike’s wanting to take a bounty. She does tell us that Fid has been a thorn in the guilds side for a while. She offers a magic item or gold for his capture, dead or alive. She has also not heard from Radic and doesn’t care. We are not allowed to keep the stolen items and she gives us a list. They head back to meet the rest of the party and on the way notice several people following them so attempt to hide. Obregon detects them trying to trick us into thinking they all walk on when one stays behind and tries to climb up a building but falls. We take a different route and lose them. We begin moving around the River Quarter looking for the building Fid is on. We find one that meets the description. It has the dead end alley, its’ 2 stories and has a shack on the roof. Obregon climbs a building across the street to be overwatch, Pike sneaks up the stairs and Beltin spider climbs up the opposite wall. Gonoan waits at the bottom for Pike’s signal while Sanna is off to one side of the building. Pike checks the stairs for traps and finds a tripwire at the top of the stairs. He moves over it without disturbing it and signals to Gonoan that it’s there. He sneaks over by the door but doesn’t hear any noise coming from inside. He signals Beltin to move up the wall and checks the door for traps but finds none. He moves to open the door and hits a tripwire and hears a bell tinkling inside. Pike steps in and sets off another trip wire and the ringing of another bell. There is a bed, table and chest in this room. Fid has his armor on and is carrying a rapier; he appears ready to bolt past Pike. He immediately tumbles past Pike and jumps across to the next building where Obregon is but takes a hit from Beltin on the way. Pike attempts to jump across but doesn’t quite make it and is dangling from the roof. Beltin moves down and back up the other side, spitting acid as he comes up. Gonoan charges up the stairs and jumps across also. Obregon hits him with 2 arrows while Sanna and her posse begin moving around the building. Fid runs and jumps over to the next building, booking it away. Beltin takes a fly potion. Pike follows Fid and Obregon puts another arrow in him, causing him to fall. Beltin flies to him while Gonoan jumps back to the shack. Fid is captured.

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April 7th, 2015

AS we continue, we notice a lot of gear driven mechanisms around. They appear to be rust free and well maintained though this area does not seem to be well traveled. After a while, Gononan feels we have climbed about 50’ and it begins to look more familiar. Further on, we see a number of chambers that have been sealed off and magically guarded. Sanna believes breaking the magical wards will summon something to defend it. After wandering for a while, we determine there is only one exit. This large portal appears to be filled with a jet black shimmering liquid. Pike takes a closer look and believes it is not actually a liquid. Sanna thinks our presence may be causing the shimmering and if we touch it, it would ripple like jello. Pike finds 2 little holes about the size wands near it, and surmises that the would act like a keyhole. Sanna studies it with detect magic and the artificers monocle. She thinks it is survivable and moves you somewhere else. Beltin walks up and sticks his hand in it. It feels like thick mud when all of a sudden a claw comes whipping out of it but misses Beltin. He immediately backs up and nothing else comes out. We begin healing ourselves and trying to decide what to do next. We are leaning towards opening one of the sealed doors. Pike checks out a few and can figure out that there is a dead wizard buried in each, different ages but mostly nefarious. We will not be opening these at this time. Gonoan walks up to the portal and sticks his arm in and the claw rakes him. Pike, Sanna and Obregon ready actions to attack it when it appears at which time Sanna and Obregon each hit once. The claw hits Gonoan twice. He attempts to grab it and succeeds, moving in to the darkness. Pike runs up and jumps in to the portal, taking a shot at the creature but misses. Beltin calls for a sunrod to be activated and steps in but cannot see anything so steps back out. Obregon casts darkvision on him. Gonoan attempts to pull the creature out but fails. The creature then manages to pull free. Pike hits it but it doesn’t seem to do any damage. Beltin goes to step in again but the creature is in his way. Gonoan manages to grab the creature again. Beltin steps in and tries to hit the creature but fails. Gonoan attempts to move it again but is unsuccessful. Pike moves around and tries to shock it with his gloves but it does no damage. The ghoul attempts to escape but is unable to. Beltin swings again, connecting but doing minimal damage; its almost like it has hardness like an item. Pike moves back in and looks at the floating disk on the back side and it looks vaguely like a floating shield. He then pushes his arm through the other side and feels cool dry air. Obregon casts darkvision on himself and sticks his head in to see what is going on. The ghoul attempts breaking Gonoan’s grip again but fails. Beltin switches crystals and attempts a hit but misses. Gonoan succeeds in moving the creature against its will but apparently it cannot physically leave this area. Pike moves out the far side of this area and sees a large chamber filled with weapons of war. There is an umbilical cord connecting the glowing disc to the wall. Sanna moves in to the darkness, while Nat moves up and attempts to turn the creature resulting in its attempting to flee. We pass through while it cowers and Pike pulls the plug which then retracts in to the disc and it becomes a shield. Beltin attempts to put his arm back through the portal but it has turned solid. We detect magic around the room but nothing out in the open glows. There are some safes and cabinets but Beltin warns against looting until we determine where we are since if this is Greyhawk we would be stealing from our city. . We move around this huge chamber and are able to tell it is part of Greyhawks defenses and that people have moved through here in the last 24 hours. Most of the traffic moves up a main staircase. We follow the tracks and come to a set of grand double doors. Pike listens but hears nothing so opens a door onto a long hallway. We keep moving and come to another staircase going up. It feels like a dungeon now with heavy locked doors along the way. Pike stops to listen and can hear people behind them. It sounds like these people work here and haven’t slept well due someone named Noblok keeping them up. We go up yet more stairs and we begin to see windows. Upon looking out we can tell we are in the high quarter, likely in the grand citadel. We confidently walk out and are not stopped. Homeward bound…

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March 24th, 2015

Pike believes the creature will attack the first person through the door. Beltin spits acid at it but it doesn’t appear to have any affect. Sanna cast ice storm around it but it has no affect either but does make the area around the golem dangerous to us. Obregon fired 4 arrows but couldn’t get a clean shot due to the storm. When the storm fades, Beltin moves up and hits for some damage. Sanna casts blast of ice at it and it appears to do damage. Obregon charges and hits it solidly. A beam of energy shoots down from the ceiling and repairs the construct. It then swings twice at Beltin, smashing him once. Pike goes up the stairs and sees what appears to be a magical control panel. Obregon buries two arrows in it. Beltin hits it once while Sanna throws an orb of electricity, both of which cause damage. Gonoan takes a mighty swing and it falls. Pike fiddles with the panel but is unable to make it work. Sanna checks for magic and it lights up as does the water in the pool and the doors. Upon further examination, she believes that Zagyg built this himself and it is beyond our abilities to understand. She checks the water in the pool and believes it will heal upon submersion. Beltin volunteers to test it, disrobes and gets in the pool. Slowly, his wounds close. Sanna and Pike begin to play with the knobs and levers while the rest of us take shelter on the stairs. They begin to decipher the different panels and are able to close the doors we came through. We sleep well and wake refreshed. Obregon and Sanna fill vials with water from the pool. We open the other door and walk for several hours when the hallway ends at a complex looking door. There are parts hanging on the wall that look like they may work together to open it. Pike looks them over and decides to try knock instead. It fails to open the door, so he sits down and works out how to put the parts together. Gonoan works the pump that Pike built and the door begins opening. It sounds like there is liquid on the other side. He keeps pumping and the sounds of water stop. Eventually, the door pops open and the strong smell of sewage comes forth. Sanna believes that this is one of the many secret projects Zagyg is rumored to have built. We enter the sewer and the stench is horrible. Obregon looks around and notices that some serpentine creatures have moved around this area avoiding the sewage so we decide to do the same. As we move ahead we come to a 4 way junction and decide to go straight ahead towards where we hear a whirlpool. As we approach, the fetid grossness in the whirlpool begins to coalesce and move toward us. Elaine hits it with a magic missile, Pike puts a bolt in it and Obregon plants an arrow in it as well. Beltin hollers out to just move past it while he and Gonoan keep it busy. Sanna, Elaine, Pike, Obregon and Natauru begin to escape though Pike and Nat get ill due to the overwhelming stench. Suddenly, another elemental appears ahead of the fleeing members and slams Elaine to the ground. The original one hits Obregon twice for some heavy damage. Beltin spits acid at it and yells for everyone to go through the gate behind us instead. Pike and Obregon do just that, while Nat casts sanctuary and takes a step. Sanna moves next to Elaine and casts Flame Strike at the new elemental. It in turn attacks Sanna and smashes her to the ground also. The original attacks Beltin and hits once. Beltin hits it back. 2 human faced serpents appear out of sewer tunnels. Gonoan turns to attack one and falls under its charm. It orders him to attack the elemental which he does and hits twice. Nat moves up and stabilizes Sanna. Pike shoots at the original elemental but misses. It attacks Beltin but fails to hit while the other moves to join. One of the Nagas moves toward us. Beltin hits the original one again as does Gonoan after which it disintegrates. Pike and Obregon put shots in the second one. It moves up and hits Beltin. The naga moves up and says “you have weakend it, we will take over from here, please leave”. We begin to move away while Beltin keeps its attention. The elemental hits Beltin again while one Naga has summoned a horde of rats and the other tells us to leave as they have had trouble controlling these creatures but now that they are weakened, they can handle them. We withdraw and with Beltin’s fast healing get some health back; Sanna and Elaine wake up. Where to now?

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March 10th, 2015
Ready'reat 6, cy597

We begin heading down the passage to the left again. Gonoan feels we are in a very unstable area and should not go any further. We turn around and choose to continue down the original tunnel.
This stays pretty straight for quite a ways and Gonoan feels we are over 150’ down and that we are on a path towards the tower of magic. Obregon determines that it has been at least 25 years since anyone has traversed this area. We decide to stick it out and see where we come out. After a short ways we come across a T junction with a hall leading straight towards the tower of power and one directly away from it; we continue towards the tower of magic. Pike moves out in front to scout ahead with Nat. The tunnel becomes cavernous and opens into a large cavern where Pike smells a stench of waste. They move on and hear some movement from above. They immediately hide and 4 trolls drop down from a crevice in the ceiling. The rest of the party hears the movement and begins to head down the hall at a run, fearing the worst for Pike and Nat. Pike decides to attack the nearest troll from hiding, planting a bolt in its chest. One charges Beltin, hitting him with a claw. Another troll moves up and attacks Gonoan, hitting with a claw as well. Gonoan hits the front one twice with his axe. Nat moves away while Beltin hits 3 of them with acid breath. Sanna casts a lightning ball on them; we can smell their hair burning and 2 of them fall. Obregon plants 2 arrows in one and smacks it with an alchemist arrow. We can see a couple of their wounds close and they run away, pulling themselves into the crevice. Beltin spider climbs up the wall and along the ceiling to the crevice and enters. The rest of the party runs up underneath. Beltin sees another adult troll and several young in addition to the 2 who ran away. Gonoan tosses up a grappling hook that the rest of us use to begin climbing. 2 of the troll moms move between us and the young, who move towards a hole at the back while the other who has burst in to flame, stops, drops and rolls. Gonoan climbs up while Beltin moves forward and hits 2 with acid. Sanna climbs up and tosses another lightning ball, killing 2. Obregon moves up and kills the last one with 2 arrows. Pike climbs up and immediately finds a chest in an alcove and opens it revealing 12 potions. He searches it further and finds nothing else. A quick look around reveals only trolls sleeping areas. We regroup and move back on to the path. After a while, we reach a door with purple smoke coming out around it. Sanna taps her magely knowledge and infers that this is the same as up above. Sanna attempts to touch his Zagyg’s key to the door but cannot even get all the way up to it. Natauru brings up the dungeon master as someone who can overcome Grandfather Magic’s spell but does not actually want to use him. We head back to the T junction and head north. After 100’, it turns east. Another 100’, it turns south. At 200’ the tunnel widens to 15’ from 10’. Obregon notices evidence of Vroks and what was likely a battle with them. After we spend a couple of hours walking, we come upon a set of huge iron double doors with no handles or hinges. Elaine casts detect magic and it detects as difficult to read. Pike searches for a means of opening but finds none so casts knock at it and it swings open. The door is 3’ thick and opens on a massive chamber with a pool of murky water with steps on either side of the room to a bridge 20’ high and a 50’ high ceiling. The murk in the water draws together into a large muddy creature that peers menacingly at us…

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February 24th, 2015

Beltin spits acid at the undead bullette while Elaine shoots it with a magic missile. Sanna pounds it with a lightning bolt. Obregon puts 2 arrows in it while it tries to bite him. Gonoan freaks out on it and hacks it to pieces. He then digs through the remains, finds nothing and pulls one of its teeth. Obregon looks around and can tell that orcs and a vrock or 2 have been around down here. The rest of the party climbs down to join us and we start down the tunnel. We come across part of the passage that is worked stone which ends in a large chamber of rough rock mostly covered in mud. The vrocks footprints end at the edge of the mud. There is a small passage off to the left that does not go through the mud so we head that way. Gonoan hears a rumble and all of a sudden 4 creatures burst out of the ground around us. They are large with a maw on their back, 3 eyes and 3 arms. They move around blocking the exits and surrounding us. Gonoan moves closer to one and Pike moves away. Beltin and Sanna prepare to be attacked but we all hesitate as they could have hit us already but didn’t. One speaks and says “we smell food on you; gems and gold. Feed us and we will let you go, otherwise we will eat you and everything you carry”. We decide to close ranks and give them nothing. We prepare for battle; Sanna casts flame shield on us all. They reappear with 2 next to us and 2 blocking the exits. Pike gets off a sneak attack for massive damage on one. Both near us bite Gonoan but take acid and electrical damage for doing so. Beltin breathes acid on them as Obregon puts 3 arrows in the most hurt one. Sanna arcs lightning between the closest 2 and Beltin breathes acid on them. Sanna casts shout at them. One of them starts to retreat but Gonoan hits it as it goes and it disappears. The other 2 resurface next to Sanna. #2 strikes at Gonoan, hitting 4 times. The other 2 hit Sanna and try to push her into the deep mud but fail. Gonoan hits his again with Pike hitting it as well. Obregon kills #2 and hits #3 once. Elaine shoots #3 with magic missiles while Beltin steps up and smacks it with his morningstar. Sanna moves back and casts evards black tentacles which fails to capture either creature. Nat pours a sure serious potion down Sannas throat. #4 moves up and bites Sanna while 3 does the same knocking her out. Gonoan hits #3 twice and with Pike’s deadeye shot, it disappears. Obregon hits #4 twice and Elaine cries out, hitting it with magic missile. Beltin heals Sanna who then crawls away out of reach. #4 sinks out of sight, though Beltin gets one last hit in as it vanishes into the stone. We heal ourselves up while waiting to see if it resurfaces. Whew, that was close.

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February 10th, 2015

Pike and Obregon begin searching the rooms. The bedroom has nothing of value, neither does the kitchen or either pantry. We return to the door across from the conference room which opens onto a hallway with a door on the east wall a ways down. Pike checks the door, finds it has a very nice lock but manages to pick it anyway. It opens onto a hallway with several doors on the right and a chair at the end of it. Pike begins checking for traps along the hallway but finds none to the first door. It is locked and he picks this one also. It is a bedroom with military style cleanliness though appears to have not been used in years. We find nothing of interest. We move to the next door and it is very similar and equally boring. The 3rd door holds the same while the chair in the hall holds no secrets. We check the remaining doors on the other hall with no new results. We head down the main hall again which opens onto a large chamber supported by 2 large pillars. There a several tables clustered together across from 2 large cold fireplaces. There is a door immediately inside as well as doors around the outer edge of the room. Huddled around the tables are 12 figures in robes staring at golden objects. Obregon realizes that they are skeletons but they are not moving as of yet. The golden objects are a belt buckle, bracelet and a small chalice. Pike checks the first door and hears something skittering inside. Gonoan steps forward and opens the door. This room is filled with animal cages; along one wall are zombie hawks and the other has skeletal war dogs. They open their own cages and move towards us. Beltin steps in and breathes acid on the hawks killing all but 2. Sanna walks up and destroys half the dogs with an electric shout. Pike shoots a hawk but it does not hurt it. Gonoan moves in and kills one of the hawks as Obregon shoots and kills the other. He then shoots and takes out one of the remaining dogs. The last 5 dogs then attack, one immediately falling to Gonoan’s axe. They all fail to hit but we hear the doors in the large room open and zombie’s begin coming out. At the same time the skeletons at the tables begin to stir. Nat steps forward and attempts to turn them, apparently his god is with him as all of the skeletons crumble to dust and all but 4 zombies collapse in to piles of goo. Pike shoots one of the remaining zombies for minor damage. Elaine hits the same one with magic missiles, killing it. She has finally lost her monster killing virginity. Gonoan kills the 2 remaining skeletal dogs with ease. Obregon shoots and kills 2 of the last 3 zombies. The lone zombie survivor begins to move our way. Pike puts a bolt in it and Obregon finishes it off. We begin searching the area and after a while Beltin spots a group of adventurers coming down the hallway. They hold up their arms and declare they do not want to disturb us. Beltin tells them to just move on then and they back off. We finish searching and find NOTHING! What a let down. We decide to head down a few levels to the cell near Atolomyr’s quarters. On the way, we realize we never explored the bottom of the chasm off the stairs where we saw the large creature on its back. Pike and Beltin step off and feather fall down while the others climb down with ropes and climbing gear. Beltin can see the creature, which vaguely resembles a large lizard, seems dead but its eyes are moving. Sanna believes it is a bulette, a magical creature that burrows underground, and is difficult to hurt. Pike moves to the exit of the room from where he can smell water and mud. Obregon finishes moving down and the creature begins to move, flipping itself over. It now appears to be undead. Beltin climbs the wall with spider climb, Gonoan drops down and Pike tumbles past the creature to be near him. Scary!

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January 27th, 2015

We decide to head to the tower of War and attempt to find the missing section of the main level. We spend the rest of the day gearing up. We arrive at the camp of the St Cuthbertians and stop by to say hi. Eritae greets us and warns us of trolls in the center tower. To avoid the curse on the bridge, we climb down and back up the side and enter past the wardens. As we enter the tower, there are 4 sword wraiths awaiting us. Gonoan goes after one and gets in a good hit. 2 of them charge him and hit him back, causing him weakness. The other 2 approach but miss. Sanna hits 2 with an electric charge and Obregon finishes them off. Beltin hits the remaining 2 with acid. Nat attempts to turn them but fails while Pike shoots at one with his crossbow but it has no effect. Gonoan misses both and one of them gets in a hit on him. Sanna finishes them off. We take +1 breastplates, MW longswords, steel shields and torcs from each. We check the wall of the chamber attempting to find a way through but find nothing new. Beltin goes out and buys a mattock from the dwarf wardens. Gonoan begins battering down the wall. Once a hole is in the wall, Pike peaks in and it looks like a conference room with a long oval table with chairs around it. Gonoan finishes breaking through and we squeeze in. We explore the room and we are beset upon by 2 ghasts. Obregon immediately puts 2 arrows in one and in the process alerts the rest of the party to their presence. They begin to flee but Beltin’s acid breath and Obregons arrows take them down from behind. We find nothing of interest in this room. As we move down the hallway, we come upon a kitchen with a couple of tables. There is a lot of refuse in this room, something golden that has been smashed beyond repair and a scimitar lying in the far corner. We decide to open the door across from the conference room before heading in to the kitchen. It opens on to a long hallway with a door a short way down on the right. We head back in to the kitchen where there are 3 doors out. Pike checks out the door to the right when items in the room begin to float up and without pause Sanna casts burning hands on them. Obregon hits something invisible that is holding the spoon. Apparently there are invisible creatures wielding these items. 3 of his arrows go wide. Beltin breathes acid at them while Gonoan moves up, hitting one and killing it, we think, as its spoon drops to the floor. Nat turns the other 2 who flee. Sanna begins detecting magic through the room and finds the scimitar is magical. She identifies it as a scimitar +2 and Obregon holds on to it. Pike opens the door he was checking and it is a pantry empty of everything except a single flask. Pike has Elaine detect poison on it and it is indeed poisonous so he leaves it alone. He then moves to the next door, finds no traps, opens it and finds another flask in this pantry. Elaine checks it and it is poison also. He moves to the last door, finds no traps and after a couple of attempts manages to open it. This room contains several beds with feathers and debris scattered around. Pike notices objects begin to move and backs up. We brace for action. A chair leg comes floating out of the door and Beltin breathes acid at it. Another piece of the chair joins it. Pike shoots one and Sanna does burning hands again. The items drop to the ground. Pike listens at the door inside this room and hears what sounds like giant insects. He immediately hides and Gonoan opens the door. There are 2 monstrous scorpions in here. Pike puts a bolt in ones eye and it drops. Sanna shoots magic missiles at the other and destroys it as well. How convenient to pause in a bed room.

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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January 13th, 2015

Pike immediately makes good his escape. Beltin steps up and says “walk away” to Obregon and calls to the bartender that the next round is on him, flashing a gold coin. Sanna and Nat move to the door and Obregon nods to Beltin and heads toward the door. Vokos tells the other patrons that its ok, let’s have the music back and the girls to dance. Beltin tosses the gold coin to the bartender who makes no attempt to catch it. Beltin’s eyes flash and he declares “that’s rude” and then asks Vokos if he can share a drink with him. Vokos says no, he is fine by himself. Sanna starts singing. Vokos apologizes for creating a scene and says he is leaving and moves to the side door. A couple of others go to leave with him. Gonoan comes back in and heads to the bar. Sanna notices the bartender casting detect magic. Obregon and Pike leave to try and follow Vokos. The bartender asks what we want and Beltin says we will take a drink out of that gold piece at your feet. A bat comes crawling out of his pocket, picks up the coin and crawls back in. He serves us a drink and returns the gold piece while introducing himself as One-eye. He asks what we wanted with Vokos and we tell him. He recommends speaking with the owner of this establishment, Janos Vamaros. We ask where we can find him but are told he is likely on his way now. We wait. Meanwhile, Pike moves down the street to try and spot Vokos. He can see and hear him as he is walking away with his friends. Pike begins to follow them. After about 20 minutes, a powerful looking Rhennee comes in. He is not wearing armor but has a ring on. He announces himself upon entering as Janos Vamaros. He looks angry and begins looking around, appearing relieved that there has been no fight or damage. He approaches One-eye and is directed to us. Gonoan offers to buy him a drink. He asks what we wanted with Vokos and we tell him. We assure him that we are not after him or Vokos only the information. He recommends we drop it but we counter with that we are acting on orders from Tenser. He then asks for a day or so to find what we want. We agree and finish our drinks. Pike follows Vokos to the barge folk residential area. He enters a building marked “palms read” and his friends leave and head back. Pike sneaks up to the window and peaks in. He is unable to see anyone. He climbs up to the second floor window and peaks in. He sees an older Rhennee woman looking out the window on the other side of the room. He can hear talking which must be from downstairs. He sneaks in the window without disturbing her and can hear the talk clearly. Someone is being berated for coming in when he has no money and trying to find about being followed or whatever. Pike exits the window and waits. Vokos exits, looks around and then heads out. Pike climbs down and returns to the bar. The party heads home where we compare notes and Pike lets the rest of us know that he swiped the ruby skull from grandfather magic. Sanna starts studying the skull, believes it to be an artifact of some sort but can’t get any actual information. She is pretty sure that grandfather magic could find it if he wanted to. The next day Obregon and Gonoan head to Halls Alchemy to warn him of possible repercussions from Vokos. They also pick up some potions and put in an order which will be ready in 2 days. Sanna heads to the school and researches the ruby skull. She learns that an obsidian key is needed to use with it. Beltin and Pike go out to pick up their gear and stop by the Green Dragon Inn to let Rikard know we are expecting a message. Once the group has reassembled, we split up again. Gonoan heads to the Green dragon to drink. He overhears someone talking to Rikard about real estate and waiting on a client to sell some property to someone else. Eventually, Rikard comes over to chat and lets Gonoan know that Janos is an upstanding fellow. Sanna, Beltin, Elaine and Pike head to the mages guild to look for Tenser. We are in put in a room to wait and when Tenser comes in we relate what we have found. He tells us to not involve anyone else and asks what we would do if Vokos would not give up the information. We are unsure how we would proceed without stepping over the law and he has no advice that wouldn’t also cross the line. He does recommend using others to look at this from other angles. We toss around the idea of using the flask shards to trace him. Then Pike asks about the skull and shows it to him. He summons a floating disk and has Pike place the skull on it to examine. He believes it contains a mini universe. It may work with different keys not just the one we know about. He recommends the priests of Zagyg to help recharge the Zagygs key we have. Pike randomly pulls out the statue of Boccob which appears to have grown larger. Tenser tells us to put our toys away as there are rooms designed for checking out such. Sanna, Pike and Elaine head to a testing room while Beltin goes to the Silver Garter to visit his female friend. As they are examining the statue, Pike tries putting his ring on the statues hand but nothing happens. He then attempts to use it blindly but nothing happens then either. Sanna casts detect magic on the statue and discovers it is not magical. Pike attempts to use the skull blindly but nothing happens. Pike goes over both with a fine toothed comb and finds nothing of interest. Sanna is pretty sure that the ring from the statue is actually green not copper. It also appears to be over 100 years old. She then pulls out her Zagygs key and examines it, believing it to go somewhere in the war tower, possibly to the area on the upper floor that we were never able to access. Sanna then looks up how to fight an iron golem just in case. We get together to plan our next visit the war tower.

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December 16th, 2014
Patchwall 3, cy597

We try to decide what our next step should be. We head to Eritae’s group and let her know about the golem and the effects of the curse on the bridge. She is appreciative for the information and seems determined to obtain access to the keep. Pike wants to know why and she references information we have brought back and that they want to track down what the priests of Iuz are up to. We talk with her about how to get her forces over the bridge and have trouble coming up with a good plan. Eritae will see if she can cancel out the curse on the bridge. She heads there with a group of clerics, a couple of their dogs and the scouts. We follow to see if we can help. She does some divinations and is able to make the passage easier for her people and crosses herself with no issues. We follow her across. As soon as Eritae gets to the entryway to the courtyard, she can hear the golem moving around. She grabs the body of one of her dead scouts and begins to move towards the tower of war. Beltin yells “where are you going” and she says that she is trying to distract it so we can get across. Gonoan starts to cross the courtyard towards the tower of magic. Nat follows after him. The golem moves in to view but is still a ways away. Sanna and Pike head towards the tower of magic also. Eritae continues to try and get the golems attention while Obregon and Beltin join the rest of the party. Gonoan and Nat move to the edge of the courtyard. The golem begins to move towards Eritae who immediately moves away. We all manage to make it to the tower of magic side. We notice that the kobolds have dug fortifications around the tower. Sanna raises her arms to indicate that we are not enemies while Nat makes himself visible. He moves up and presents his holy symbol. He spots several traps set up including a couple of ballistae. Sanna and Nat move up and he asks if adventurers are allowed in the tower. A kobold leader tells him to identify himself and Nat says he is a cleric of Kirtlmac, showing his magic symbol. They give him appropriate obeisance . He asks if we can go in and they say he must speak with grandfather magic, there is a prophecy involved. The kobolds demand gems and magic if they allow us passage. They cannot actually gain entrance themselves but direct us to grandfather magic. There are a couple of small pyramids on the other side of the tower and nearby is a well appointed male cleric with several low level acolytes. He is dressed very eccentrically. The aides notice us and attempt to point us out to him but he seems to not pay us any attention. Sanna says hail father magic, “GRANDFATHER magic who are you”? Sanna Eda, can we enter the tower? NO, my gods warned me that intruders would come soon with nefarious intentions. Sanna assures him that we have no nefarious intentions. He is pleased to hear that and would like us to defend the tower. We agree and he says that when the nefarious forces are defeated the tower will be reopened. We ask when will they arrive? “Have you ever had a prophecy? They are quite vague”. Nefarious forces will mess with or damage the tower. Until they are taken care of, the tower stays closed to protect it. Beltin convinces him that we have defeated the nefarious general and we need to make sure nothing else has been stolen from the tower. The grandfather demands some proof. He then pulls out a ruby skull and says that if we had the key to it, he would let us in even if we were nefarious. Sanna pulls out the zagyg key he has. The grandfather says he sees no key and the key has vanished from her hand. She gets upset and he explains that it knows him. It is still there but in an extradimensional space. It then reappears but it is not the right key. Obregon offers the dragon talon from the arena as proof that we defeated the general. Grandfather speaks to one of his aides who rushes off. We wonder if we should steal the key after all. He asks if we know where the key is? Obregon asks what that information would be worth? Could we get access in exchange? We are told that the key is needed. He puts the skull away and Pike picks his pocket, stealing the skull. We make our good byes and walk away. Nat believes the nefarious person that needs to be defeated is the voice we heard through the crystal skull in the generals quarters. We look for Eritae at the courtyard but can’t see her. Her scouts yell out that she should be coming back soon. We wait and she returns a few minutes later. She offers to cover for us as we cross back to the bridge. She counsels us to not enter the tower of power. Obregon asks why they came if they aren’t going in. She says they were going to but now won’t since we warned them of the golem. Their goal was to preemptively stop the creatures gathering to attack Greyhawk. We recross the courtyard and easily evade the golem. After getting across the bridge, we head back to town. After returning, Sanna and Beltin go to the wizards guild to attept to gain access to the key. Sanna tells them that we have become aware of a plot to break in to the guild. They take us in to a secret room with a few mages and a couple of dwarves. We lay out the plan for them. We do not give up any names, Beltin bluffs them that it was all anonymous. Sanna is told that now we have to talk to someone higher up who may demand more information. The dwarves stay in the room and we hear noise that seems to indicate someone or something else is in here too. After waiting about half an hour, Tenser enters the room. He greets Sanna. We tell him about what we were supposed to get and why we need the key. Tenser thinks we may be being manipulated. We agree that that is possible. Maybe grandfather can’t get in and wants us to do the work for him. Then he wants to know who Beltin is. Beltin introduces himself. Tenser asks more questions of Sanna but doesn’t seem to believe her story completely and is disappointed in her. He won’t confirm or deny the existence of the room, the key or the gold monkey. He is grateful for the warning but feels we don’t have a good reason for wanting the key. Beltin says that we just want to borrow the key to get in the tower of magic. Tenser says if it does exist, it likely is not to be touched. He asks is he can do some checking and we agree. We tell him about what we have heard concerning white plume mountain and lawrus racknian. He warns us of legacy magic items locatied therein. Lawrus may be interested in them especially black razor, a negative magic item. He wants us to go to the church of boccob and look into the desecration of Rigby’s body and we agree to do so. He assures us that he has no hard feelings and looks forward to seeing Sanna again at the green dragon inn. He leaves. We return to the rest of the party and fill them in. Some of the party heads to the church of Boccob. Reann greets Sanna, asking if she remembers her. Sanna says yes and tells her that Tenser sent us to investigate the desecration of Rigby. She tells us that it happened while viewings were going on and it was busy at the time. Someone tossed a flask of acid at him but somehow got away. They yelled something about the old ones revenge being at hand. She has heard of Rigby battling Iuz at some point. She takes us over and shows us several shards of blue glass that was from the flask. Pike examines it and can tell it was thrown from a great distance, that there is a makers mark on one of the shards and from the direction of the spray where it likely was thrown from. He is unsure what makers mark it is but Reann gets us some paper to copy it down on. After assembling the party, we take it to the green dragon inn to ask Rikard about it. He welcomes us and asks what we have been up to. We show him the mark and he believes it was made for Halls alchemy. He provides directions. We go there and find a portly mustachioed gentleman. He seems clumsy and barely fits behind his desk. He welcomes us and asks what he can get us. We show him the mark and he says he uses them. We tell him why we are asking and he wants to know a little about us so he knows we are not unsavory. He says we are lucky as he normally sells acid in green flasks but had ran out a week ago. He checks his records to see who may have bought acid since then. It was sold to Gulfor Leeds at the Lor of the Lake. Also, a half orc mercenary from Pomerjer and one of the barge folk who is regularly around the area named Vokos. We head out to find Vokos first at the Low seas tavern. We find a Rhennee thug at a table with a number of empty tankards in front of him who must be Vokos. Pike approaches and asks to buy him a drink and asks to have his fortune told. This offends him but he tells Pike to get himself some drinks. Pike starts to push him about the acid he bought but the Rhennee seems confused. He claims he bought it for a client but doesn’t know any details. Pike loudly says that this is about someone desecrating one of Greyhawks most beloved heroes. The other patrons begin to look at us. Vokos says he doesn’t know anything, he just delivered stuff for a client. A couple of us notice 3 suspicious people leaving and Gonoan steps outside to try and see where they went. He sees 2 of them but they headed in 2 different directions. They are both male, one of whom is another of the Rhennee. Obregon feels that Vokos is just a drunk and doesn’t know anything of value. We tell him that telling us who he delivered the acid to would clear his name of any crime. The other bar patrons start to get aggravated and question what we are doing. Obregon’s bow appears in his hand; is that a bar brawl brewing?

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