Journal Posts

Across the Flameblades
After speaking to practically everyone in Laen, you went into the Flameblades, thankfully had a means of scaring away Lavabriar, but had to fight an Obsidian Ooze before getting across in a quick cavern that lead you to Munziel.

All players except Gron were in place.
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The Woodland Lair of Krampus
While in the city of Laen, the players with the exception of Nolan and Tiklun, took a side adventure alongside a cleric of half-orc origin (Bryan's character) that led them into the forest to confront a Krampus that had stolen children from the city.

The players went into the forest and encountered Christmas trees that attacked them, commonly known as Blood Trees. They then met a Wood Giant Druid by the name of Jionos who told them the direction of the Krampusian Lair. Upon reaching the Krampus' lair, they battled with Snow(men) Golems, Giant Animated Toys, and dark elf helpers wielding candy cane spears. Their final battle with Krampus and Mrs. Krampus, who looked to be some kind of a demonic succubus, was victorious ultimately after they destroyed a vibrating obelisk that allowed them to summon the wood giant druid back into the depths of the Krampus' lair to defeat him. They did bypass one treasure room which was full of presents that were actually Mimics so that would have been rough.

All participating players gain: 4000 XP - especially for all of the good spirited fun.
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Laen
Map to come.
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The Gnoll Temple of Thi-Tytol
The party briefly stopped here after a run-in with a flock of Kenku. They explored and partially destroyed the space. XP for all participants:

3000 XP
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Arrival in Redcrow
The first day in Redcrow, you deliver Lord Mallet to the Mayor's Palace and he is on the road to healing. Eventually, it's discussed that you should head to Nion to confont Rhaxilicles, as he's one of the leaders of that country and is said to be in the eponymous capital city. Laufran says he must leave with Lord Mallet to get him restored to his rightful place it his keep.

On the way to the Mage's Guild, the party is confronted by a large contingent of the Bloodwood Brotherhood. The party gets out of it and makes its way to the Mage's Guild, speaking to Myryr and Dodeliga. Dodeliga puts a tracking bracelet onto Nolan that she says is to monitor his progress.

The party splits up to gain more team members that can help them battle the Ancient Black Dragon.

d20 => [14] = 14
Dice Rolls => Results = Total
d20 => [14] = 14
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A message from Bones
Dodeliga sends her greetings to you, travelers, but also a warning. She says you have banished the creature that chased you down the mountain from the astral plane, but notes that she is just one of three from a coven of terrible otherworldly beings. While the others have no allegiance to your foe, Rhaxilicles, they are sympathetic to their sister’s plight.

Dodeliga says that if you seek her, you will need to get to the Wizards’ Guild within the city but the way may not be clear enough for you. As you pass through the streets, make sure you are watchful because the two mystical siblings of Niborlat have done some alterations to those who would normally help you. Be cautious as you proceed.

Dodeliga is in the home of her paramour, the leader of the Redcrow Wizard’s Guild, one Myryr Stillstorm.
Session: Down to the City of Redcrow - Sunday, Aug 12 2018 from 1:15 PM to 3:15 PM
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Into the River Caverns
When the party fled the black dragons overhead, Thelander spied a clearing and path to the mighty river that flows down to the city of Redcrow. This river is called the Crow itself and you find that there is a huge cavern that runs alongside the river. You manage to the open the door to the rocky corridor, but you soon hear massive footfalls coming nearby.

Before you can get far in, a rather well-dressed Stone Giant comes to the door, investigating your presence. Krillian and Gron, who were trying to close the door managed to convince him not to attack and then paid a toll to use the caverns. After the Stone Giant found out who you were transporting, he gave the money back.

After continuing through the caverns for about a day, the party parted ways with the Stone Giant, whose name is interpreted to Xi as "Hides In Shadows".

The party tried to rest but found that the Night Hag was attacking. After communing with Bones, Xi is able to get information from Dodeliga that provides the True Name of the Hag, Niborlat. Xi uses a spell slot to take that information and banish her back to the astral plane for a fortnight.

However, this also reveals that she's part of a Coven of Hags (usually three) that are part of the pursuit. Later, the other hag(s) break open the door and try to quickly steal Mallet with a spell of psychokinesis. The party manages to hold onto him, and close the passage, moving even faster now. Xi detects that the clothes he is wearing are actually magical and won't come off. She tries to appeal to her Einnick Celestial Warlord (an Alfuur) but her attempt to bargain leaves her damaged and with lesser access to her power.

Soon, spiders, insects, moths fill the cavern in pursuit of the party, who are double-timing it. They reach out to Dodeliga, who tells them through Bones that she's 'sending an envoy.'

The party gets damaged by the various insect attacks and is forced to keep moving as flying crawlies enter the picture, too. Soon, they are taking damage as they hightail it out the cavern. Then, it is noticed that Mallet is gone, claimed by the insects.

The party does find the envoy, a short hooded figure with silvery hands. The party is forced to double-back and obtain Mallet with some damage taken. Once they get him back, the envoy removes the cursed clothing, puts Mallet into a robe and gets him walking again. He'd gained consciousness when Niborlat was banished but he's still daffy.

The envoy leads the party out of the caverns and with not much more time, the party reaches Redcrow, seeing the towering mills and clockwork tools that the Redcrow people use to harness the power of the Crow River. It is clear that Stone Giant and Tellon work together here.

The Stone Giants are called Jättesten in the world of Orphel.
Session: Down to the City of Redcrow - Sunday, Aug 12 2018 from 1:15 PM to 3:15 PM
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Flight From The Aerie
In case people don't recall what was happening, after getting far but not all the way into the Aerie, the party left and started down the mountain toward Redcrow city.

When last we left the party, they were hiding among large trees as acid rained down from the sky once they failed a miserable stealth check.
Session: Down to the City of Redcrow - Sunday, Aug 12 2018 from 1:15 PM to 3:15 PM
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6/28 - Into the Aerie
Awarded XP for all players: 1150 XP

After the brief passage into the cafe and dispatching a pair of Trolls (killing one and scaring another) who acted as guards, you found a small village near the top of the mountain that inhabited by assassins that work for Rhaxilicles. You slipped past some frightful mountaintop swamp of Gloomsbourough. Further into the cave, you found an opening for the Aerie. After your delved into the Aerie, you ran black dragon wyrmlings, a Night Hag and an Obsidian Portal that you could only access with some coins you obtained from the trolls.

On closer examination, Thelander is able to find the words: "Neytalos Hymyrrym" near the door of the Obsidian Portal Room.
Session: World of Orphel 2.0 - To The Aerie - Monday, Jun 25 2018 from 9:00 PM to 1:00 AM
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Tags: thelander
Intro to the Necromancer's Lair Delve, Part 2
When you reach the House of the Bloodwood Brotherhood, Wyshapura speaks up immediately, “That was a lot worse than I expected, folks. I’m off to the next thing but I’ll see you all later.” He makes to leave quickly, irking his friend Lorisyn, the Gorin who let you into this place at first. Fortunately, Tiklun is in good standing so Lorisyn has no issue with your lot staying in the fourth floor common room.

After you all trudge upstairs, exhausted and not just a bit concerned about your proximity to the dungeon you exited so recently, you can see there are about four other people who have flopped into this space with room for twenty or so on bunk beds and thin individual beds. The windows are covered with shady sheets to block out the light but you suspect the morning sun won’t be defeated by these sheer, makeshift curtains. You stake your team a space on the North End and manage to peek out into the streets. No activity is visible on the streets save for two figures who seem to be making a beeline for the House of the Bloodwood Brotherhood. The one leading the way looks directly up at one point and you pull back from the curtain to avoid its gaze, then thinking yourself silly for assuming anyone could see up through the hazy night and dark. Yet, it *felt* like the figure somehow spotted you up there, peeking out to the street. Was it possessed of some second sight?

As you all settle down, you hear feet coming up the stairs and soon, the door opens widely. The figures from the street is now here, in the room. You are already abed, blanket in place and ready to close your eyes. Might the newcomer just go to bed and not disturb everyone? Will they come and call you out for your quick look at their progress toward the house?

Soon, the figures pull off their voluminous cloak and you realize that one figure is shorter of stature than it appeared just moments ago, while the other is roughly Lodran, maybe Khindran in height. Both wordlessly prep themselves for bed and are soon asleep, with the smaller figure adding to the chorus of snorers in the room.

In the morning, you are awoken by a Phellin servant bringing bread and ale around to everyone in the common room. The gold-skinned fellow is named Ilo and takes coins courteously from those who he serves. Ilo pauses and provides ale and what seems like rather a lot of bread to the individuals who came in last night. You now can see one’s a Tellon with a red beard and that part of what looked so large in the dark was his warhammer slung over his back. He has bright blue eyes, spectacles and an expressive face that he turns your way as he begins to consume his breakfast.

“Ho, adventurers and friends of Wyshapura.” His companion looks over, but his face is obscured by a mask covering all but his eyes.

When you acknowledge their presence, they come over, fully-armed and ready for the day. “I am Laufran, a friend and sometime traveling companion of Wyshapura. He came to see me last night and said you could probably use my help. I have also brought an important friend.”

Your reluctance is his cue to keep talking. “I’m a war-priest of Castellon and an able fighter that can help heal your men and women when they are injured in combat. Wyshapura said your need for a guide was passed but you could use a healer. I was dressed and ready to head out so I just headed here to pass the night here so we could chat quickly in the morn.

More importantly, sir Paladin, I think you know this man. While he’s changed a bit, you know him as Thelander.”
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Kinguard - The historical doc of Nolan's adventure immediately following World of Orphel 1.0
You could blame the Tellon hospitality or the Jixana who made the wine but you are really to blame. The sea of Purple Feather wine in your stomach lulls you into fitful slumber. When you wake, the light of the suns is not yet in the sky but your room is being illuminated by a misty green light. You look up, expecting King Mallet's chamberlain and are startled when you see a small humanoid with gold skin. Memory delivers that this is a Phellin, a diminutive race of grass-dwellers that are normally silent. This one is not quiet, "Kinguad! You must follow me with all haste. I bear a message from the Almighty."

Knowing that Ollivus works in sometimes strange ways, you stand and begin to ready yourself. The Phellin speaks again, "Belt and arm fully, Kinguard. You will need to be ready." You suit up in full armor and grab Aurelin before returning to the Phellin's gaze. "We must tread like clouds. No sound or we will disturb the guards." You become suspicious and ask if Thelander is ready to go. "He is already on a furious ship, passing through the West Gate. You are alone on this endeavor. Follow."

Although you find the comments puzzling, you follow the little creature out the door. In the hall, he waves a hand and the stone wall to your left begins to shift open. The Phellin walks through the large hole in the wall and beckons for you to follow him. As you walk through, the wall closes behind and you watch the Phellin scurry through the night in Mallet Keep. He walks directly to a hole in the fortification, a hole formed right next to a sleeping Tellon Guard. As you near the hole, following the Phellin, you notice that the Tellon Guard's eyes are actually open but look as distant as the Isles of Vunorr. Passing through, you walk into the thick forest on the side of the mountain that lies behind the fortress. The Phellin slips through the ancient branches and bristling needles towards the edge of the mountainside. He pauses near the edge of the mountain and points a gnarled finger East. The midnight sky is filled with shadow but you can clearly make out the enormous form gliding around the side of the mountain. It is a Nightclaw, a black dragon - and it is flying away. "See..." says the Phellin, "it carries away the final piece in its belly, the hand you seek." Though it seems unlikely, you somehow know that this is indeed the dragon that once held your whole suit of armor in his belly. Now only the right hand remains and you aim to retrieve it, even if it means opening the belly of the beast yourself.

Suddenly, the Phellin breaks into a run around the side of the mountain, following the Nightclaw's laggard flight. You don't know what to do so you run as well, pushing through the branches on the side of the mountain, leaping from rock to rock, hanging on branches closely as you realize again how high Mallet Keep sits on the side of Redcrow Mountain. You run interminably after the Phellin, who continues to chase the Nightclaw as it wings around the mountain. How are you to engage the lizard and obtain your sainted glove? Your progress seems slow, but the Nightclaw moves no faster than a casual breeze and is easy to trail.

As you move swiftly between the foliage, you steal a glance down the side of the mountain and notice that you are now above the entrance to the Valley of R'Shattra. The wisps of clouds that circled the front of the mountain now turn pitch and churn with thunder. The ground below is black but all kinds of activity are taking place; vast flags and banners are waving in the confusing wind, explosions dot the barren landscape and thousands of teeming bodies are writhing or dancing or something throughout the grounds. You look up and then back down only to see that everything is gone and the ground appears a lovely vert with clear skies. You are almost a thousand feet up but somehow you can see everything very clearly.

Turning back to the pursuit, you lose sight of the Phellin, though you can still see the Nightclaw around the bend of the mountain. As you round the corner, the Phellin is standing at the end of the mountain cliff, beckoning towards the dragon. The Nightclaw languidly looks back from its flight path and then lunges from midair at the Phellin. As you run up to help, you feel the sweep of air coming from the Nightclaw's beating wings - only now do you realize it is nearly two hundred feet long and its wingspan is near twice its length. The Nightclaw snatches at the Phellin as you run up and pull Aurelin out. In a flash of movement, you are near the lashing claws when one of them grabs your torso. You shout at the beast as it takes off and flies deep into the Valley. In the distance, you see the Phellin standing on the edge of the cliff, dusting himself off and straightening his hat.

The clench of the Nightclaw is sharp and painful. If not for the Armor, the razors of his nails and scaled hide would be digging into your flesh. The wyrm sensibly grabbed you in a way to prevent use of your arms, making the blade in your arm useless. You hold Aurelin firmly, knowing he will play a role when you avenge this indignity.

The dragon begins to dive. Every instinct in your body demands that some action be taken to prevent this plunge but you are powerless to move and too confused to form any spellcraft. The force of wind envelops your body as you plummet through the clouds. In an instant, the claws suddenly loosen their grip and you begin to fall on your own. Anger strikes and you manage a furious swing of Aurelin that swipes off a small toe from the beaste. A rancorous shriek explodes from the wyrm as it changes course and begins to climb into the sky again. It looks back as it sails into the air, blistering fury in its eye. But it turns and lets the distance between its climbing glide and your spinning dive grow larger and larger. As the uneven ground gets closer, you howl to Ollivus, to Aurelin, to any being willing to listen. You cry Selendra's name, fearing she will never again touch your hand, your face. Darkness comes by means gentler than you would expect.

The next thing you remember is not waking but dreaming - although it is the sort of dreaming that transpires in the Valley – lethargic visions of confusion that may or may not happen in slumber. There was no sensation of landing but more of flight - of angling through empty space, space then filled with the faces and memories of your life. The voices are what you notice first; the replaying of countless comments, monologues, dialogues, words, words, words from throughout your time. Voices common and distant begin, finish and tear apart each other's sentences. One moment Selendra's soft voice coos a seduction, the next Claw's sharp timbre pronounces you a wanted man, Misty's cool tenor asks you a sardonic question and then the booming bass of Mire howls at you in combat. Whispers, gasps, lectures, jokes, knowing asides, insults, moving tributes, diplomatic speeches and dying wishes slither around your mind, words washing over one another so that ultimately, nothing is understandable.
Then, the visions. Everything comes at once; violence of the battlefield, pleasures of the bed chamber, ceremonial gatherings in grand halls, raucous laughter in seamy taverns. A Lukezikkar tears flesh off your compatriots, the head of the dark priest Voihav sits in a shallow pool of acid on a cavernous floor, an ancient green dragon merchant laughs at your naiveté, drug-addled Einnick paint words of power on Totorean's back, five dark assassin lords plot against each other and the world, dazed children climb out of a small town well, a tiny sea cave reveals the bustle of a city, followers of the earth god erect the beginning of the East's Sorrow. Sensation begins, heat is first, then cold, pain, titillation, numbness, then tickles, jitters, clamminess, wetness then moistness, dryness then roughness. Discord ensues, with all things, sights, sounds, feeling, sensations going wild. It goes on for hours, days, maybe years. More than anything, you cannot shake the ubiquitous feeling of deja vu.

After some time not known to you, a single unfamiliar voice pushes through the din. It is the sound of an old man, but the tone is reasonably kind, "You are not here of your own volition." You do not know how to respond. Every impulse rises, saying "Yes", saying "No", cursing, laughing, ignoring the voice. He speaks again, "I know you did not ask for these specters. You were brought here." The face of a man appears in the corner of your consciousness. The face is old but unusual; one eye is gold and the other blue, his beard grows white, gray, and black with hints of purple and his hair is long under a hat that looks like a black seashell - there is more, even something quite frightening, but you cannot trust this memory. "Follow this yeoman and do not fret if he should change occasionally. He will lead you out of the Valley. Know him by his violet glow. The impostors will not use this manner to imitate him. You may choose to return, if you wish, but you must make that decision outside our borders..."

As he said the word, a lithe male Einnick with a wide wingspan appears with a small torch. The violet glow about him distinguishes him from the hundreds of exact duplicates that appear a moment later. As he begins to walk to what is presumably the way out, all of the impostors walk in different directions, every one of the hundreds of thin faces casting you a wan eye and a waved hand pointing in the direction he is going. You gather yourself and focus on the one violet glow amongst the infinite mirrors of guides. You crawl at first, through swamp and grass, some badlands and hills but it is not seemingly very long until the Einnick holds out a hand to pull you towards a brightly lit grove beyond the present dusk. You are at the base of the back of Redcrow Mountain, at the very edge of the Valley. You want to walk forward but the tiny pleasures, the comfortable nothingness of the R'Shattra pull at you. Stay! Lie down and not be counted! Sit amongst your past in the endless convolutions and suppositions of nostalgia! This is joy! This is bliss!

You turn back, sizing up the value of remaining in the Valley. Was Selendra there? Was she somewhere amongst those visions? The Einnick pulls on your shoulder, yanking you towards the outside. You fight some, looking back at the comforts you enjoyed in the Valley - the confusions and images were often pleasant - but he throws you into the Bolborine sunlight.

"Wait!" you cry. "What is the day? How long has it been?"

The Einnick smiles. "You have heard too many tales, friend. Time in the Diss Crater may move slower, but here we use time efficiently. Every passing day to you was only moments, maybe half-moments to the world outside the Valley..." He stands with one foot in the Valley and one out in the sunlight. You can now see he is a most handsome Einnick, but unkempt. His wings have suffered many wounds and his clothing is nothing more than scraps strategically hanging about his body..

"Do my companions know where I am?" you ask.

"They are scattered to points here and there. Much has been transpiring in their lives."

"You know them?"

The Einnick betrays a small smile, "No, but my sire was a seer of some power. I have the gift, too. Mostly, I have wasted it away on Midrese, Otyn and the various substances of the Valley. But I can sometimes see where things are going on."

"Please let me know where they are. I will be in your debt."

The Einnick sits down and cross his legs, beckoning for you to do the same across from him. He puts out his hands, taking one of each of yours in his. "Close your eyes and empty your mind of other things. I will show you the faces of those you hold dear..."

The first one almost destroys you - it is Selendra's face, rivulets of tears making paths down her cheeks. She is standing on the bow of a large ship under the flag of Khindros. Sitting below her is Ulliana, who is knitting a long blanket with a pattern of black roses. She looks up from her handiwork occasionally to check on Selendra. The sorrow is clear on Ulliana's face but she is a warrior and knows she is supposed to hide pain. The course of their trip is entirely unclear but you can see that the ship is moving at an amazing clip. As the vision fades, you catch a glimpse of what looks like the East end of Windbane in the distance behind them.

The next vision is worse - Thelander hangs upside down, with all of his limbs tied in ceremonial fashion to the floor or the ceiling. His face is a mess; he has been badly beaten and none of his wounds have been attended. There is little blood, however. A scruffy looking Tellon sits in the corner, leaning his chair up against the wall, a hatchet at his side. The room appears to be moving very slowly, weaving to one side and then the other. A door bursts open, waking the Tellon who then runs over to meet the two hooded humanoids that enter. Both wear red garments with cowls over their heads and black sashes around their waist. Each carries a sable-wood bow and impossibly silly looking pole arms. "Cough up the gold, miscreant," demands the Tellon, "I've got to get back to the mountain before tomorrow. I ain't no fan of the high seas."

One hooded head turns to the Tellon, "You would not care to live in our homeland then, Tellon. It lies on the ocean floor now."

The Tellon looks away from the others, "Whatever, hand over my bounty on this guy and I will be on my way."

"Give him what he deserves, Brother Xuchen." The second hooded man pulls out a crossbow gun and fires at the Tellon, who takes it in the chest. The gruff old Tellon falls, cursing as he dies. The first hooded man walks over and looks over Thelander. "You will soon pay for the thing you bound to your flesh." He brandishes a knife and kneels to hold it in front of Thelander's face. Thelander is now awake and clearly frightened. "The Tellon was happy to merely turn you upside down, but I want more proof." He sticks the knife right into Thelander's chest, causing a furious howl. When the knife is pulled out - there is no blood, no stain. The hooded man laughs. "We have him. Take him to our ship and make sure the Brethren tie him down accord to Kadd code. It is a long trip home."

The next vision is a startling contrast. Totorean's face looks calm under a new beard and mustache. He kneels in a simple white robe in a line of fifty men. As the image becomes clear, you can see the row is merely one of hundreds (thousands?) lined up on a great verdant field that goes on for as far as you can see in all directions. You cannot hear the hum of words they chant (their mouths are all moving slowly) but you can see where the prayers are headed. The very god Gorinnar himself levitates above them in silence. He turns and seems to notice you watching. You panic but he laughs loudly. His eyes are kindly and they convey peace and good feelings - you know that Totorean is protected and content. The penitent worshippers below, Totorean included, do nothing differently, do not react in any way. You see Totorean's face up close. There is, indeed, nothing but piety and peace. The land they stand on is not Orphel but some heaven beyond the walks of normal men.

The face of Birch Silverwood is as still as Totorean's, but it is somewhere very different and covered with white powder. As the vision expands, you can see that her entire nude body is covered in the powder and that she is lying amongst the rubble of a wall, part of the wall itself. There is no emotion on her face and her eyes look vacant. Stone walls and rocks are all around her, as are others who look like sages and mages. Some are like her, naked, powdered and lying about the floor, in the walls and ceiling. Others are fully clothed and look to be more consciously wandering among the ruins. One of the sages sits down on what may be a body or perhaps a portion of the crater. He places a writing quill and sheets of parchment on Birch's hip. As he begins to write, you realize she is nothing more than scenery to him. Perhaps even to herself.

The last vision is just a sea of skeletons, of the dead on an enormous field under the expanse of darkness known as Gloomsbourough. No shift of bone and skull seems different from another - everything is broken up and empty of any of the attachments of life. There are no left over clothes, no weapons, no identifying characteristics. There is only a world of death piled high and wide on this darkened plain. Somehow, though, you know that the body of Misty is among the carnage, though you cannot pick her out by her lithe bone structure because none of the skeletons are complete.

You cry out as you feel your hands drop. The Einnick stands, having broken your link to the visions of your comrades. "My name is Tox. Actually, that's just the first syllable of forty-three. But it is the only one you need remember. You owe me for my services. I know that you do not have money now and I would not need it if you did. What I will want for this debt is not clear to me right now. But when I find out, I suspect you will know, too."

He begins to take flight, causing you to cry out, "Wait! Wait! I don't know what to do." He smiles and stays low in the sky, "That is a question that plagues all things, ituini. You're seen many of your options. You can walk back into the Valley, if you wish. Or climb back to the Tellon fortress above and find out what is happening there. Chase your friends, your lovers, whatever. Do nothing. It won't matter. The world has already fallen under the wings of the night." Tox continues to let his wings wave slowly in the calm wind.

Despite your expectations, he stays and waits for you to respond, "Are you going back to the Valley?" you ask. "No," says Tox, "I am ready for a change. Why? Are you seeking a guide?" You weigh in your mind the value of this faerie as a guide: his powers would be helpful in your quest to find your friends and undo the recent strange turns of event. But his reliability is largely suspect: you come from a background that derides the lazy, morally bankrupt attitudes of the Einnick - the faerie have little regard for Lodran values. But he is the only person on the empty plains around you. Most of Bolborine is desolate these days and you may not see another person for miles. Normal folk do not like to live near the Valley.

"Can you at least take me to the nearest coastal town? I need to pursue my wife." Selendra first, you say to yourself - you can find the others once you see her again.

"Well, we cannot travel down to the coast of Bolborine and Torn Daastraal. There are armies of the Night throughout the region and I know enough about you to think walking into that would be the end of us both."

"You know who I am?" you ask.

"Well, I know who I think you are but I don't see any reason to confirm it. But I can see the death-aura on your head. Anyone with the slightest touch of magery can see the mark they have sent you." You look up at your head and see nothing. "It is there, ituini, trust me. Any mercenaries with the power to notice that would tie you up but quick."

"Let them try," you say, regaining your composure at the promise of a threat to come. "Where can we go, then."

"Down to the Rhandony. It is one of the few regions in the area to not be occupied. It is protected from the Nightlords due to its close proximity to the city of Nyr. The Nightlords aren't ready to take on the Nine, or their army of Dylcyrin - some of whom live in the Rhadony. We should be safe there."

"How long will it take to get there?"

"Two days, if I fly with you as my cargo," says Tox.

"Will you be able to carry me in my armor?"

"With these, I will," says Tox, as he pulls out a large jar of what look like sharps spores. Before you can react, Tox pops one into his mouth. "They hurt going down but they give me the strength of a Malin." Tox senses your revulsion, "Well, I hope you aren't too squeamish that you won't take a little something because you will need to eat one of these..." As he speaks, Tox pulls out a thin reed of brown grass.

"What is that?" you ask.

"When pulled from the ground, farmers in this area call it ghenn. When sold on the streets in Orphel or Kaggoth, they call it nightstick. Either way, it is harmless. It just puts you into a sleep."

"Why would I take that?"

"Because you are easier to carry as dead weight than when you are awake. Also, it will dampen the death aura and we will not be detected."

You weigh the concern over this course of action and your trust of this Einnick. You realize you have no choice but to trust him. You pick the stick out of his hand, start to eat it and hope you will wake in a better place than this last time.

When you wake, you find that Tox has dropped you into a tavern called the Door In The Cloud, back in Mallet Keep. There is a small note in your hand, written in clumsy Khindra, “Rhadony is almost overrun so I just brought you back to Mallet. Better place for you to begin your next adventure. You can probably pick up some companions from here...”
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Treasure from the Necromancer's Chamber
800 cp, 9000 sp, 2300 gp, 70 pp, Bolt of Brass Cloth (250 gp), Bolt of Silver Cloth (250 gp), Porcelain Vase carved with Knotwork (250 gp), Silk Gown threaded with Gold (250 gp), Electrum Cloth Pennant (250 gp), 2 x Spell Scroll (Poison Spray) (common, dmg 200), Spell Scroll (Thunderous Smite) (common, dmg 200), 3 x Potion of Healing (common, dmg 187)

1 coin - Lucky Coin - Rubber it once a day to gain an advantage roll after failing a roll.
1 coin - Unknown

Porcelain Vase - A communication tool with a being that has massive life-force and another that has no life-force. There is another item paired with this and the other connection to the undead. Xi thinks it can communicate with other undead.
Electrum Cloth Pennant - "Gravewatch" - Undead roll at a disadvantage to attack you and damage from them is reduced by half. Saving Throws are +3 against Undead magic.
Silk Gown - +2 AC, +2 Saving Throw
Session: World of Orphel 2.0 - Necrodungeon Aftermath - Sunday, Jun 17 2018 from 1:00 PM to 3:30 PM
Viewable by: Public
1 comment
Epic!