Eve of the Monarchs

Infiltrating Rin's Facility

Players:
Ah-Muzen-Cab
Darwin
Domus

Met with Jirai

Cleared Dungeon

Took alchemist jugs

Met with Rin

Saw his Slaad army including Ygorl

Ah-Muzen-Cab fell under rin’s wing

Darwin and domus almost forgot the vial to remove the barrier

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Following the Asgalli Lead
Figuring out the Intentions of that horrid clan

Players:
Cosmitto Navitas
Nealon
Synth Stutter

Ida Hakar has overhead quite a lot of information about the intentions of the Asgalli. They are seeking the lost treasures of Atgal to create the perfect assassin! That was the reason for them overtaking the college. Apparently, with this specimen they are going to murder key members of Granmarg’s Government and then overthrow them when it becomes feeble. She insists that the group visits the Library to determine the location of the other artifacts and to figure out a way to remove the curse they placed on her.

At the local tavern, the group met with a mysterious bard that attended the college who overwhelmed with joy by the recent events, decides to help the party in their journey. A cleric from the local temple came to congratulate the party who resurrected Synthstutter. He came back into this world with a mild case of cleptomania. The party drank over the success of the mission and seeing synthstutter again.

The very next morning the party left for the library. They arrived at night and sneaked into the library thinking it was dangerous. The bard of the group asked to see the religion of the library and grabbed “The Many Benefits and Titles of the Kuraz Knights”. He also grabbed “Falim’s Bardic Journal”. The group managed to grab a hold onto “Dijin’s Magical Items” which illustrated a whole plethora of magical items and their history.

An Urodella was reading a book on Atgal and gave the party a friendly tip to check the stronghold up north for more Atgal treasures. Nealon managed to steal the books and made camp right outside the library. During the night a MotF strolled by with a child’s head. At dawn, a sandstorm was brewing up on the other side of the river past the library. The group rushed out to nelma.

There the group got their first site on the forsaken temple. It looked like a giant bland structure with almost no decoration. People around the city fabled that many clergyman have entered the temple but most never come out. Before going inside the party visited a local market. The only interesting store is an apothecary that sells smoothies along with a handful of different types of potions. The stonework was incredible.

The group entered the Forsaken Temple where they met with a familiar face at the door. It was a magical door almost identical to the one in Bexley. Inside were a group of fiendish priests and nights opposing the party from completing the light test Atgal left behind. This revealed a staircase next to the Kuraz statue at the end of the room. Down the stairs the party dealt with a giant scorpion.

Synthstutter had the revelation of using a Potion of Animal Friendship and forced the scorpion to fight the fiends upstairs. Afterwards the party solved the hourglass puzzle and were granted access to where Atgal’s Leather was found!

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Breaching the Pyramids of Granmarg
Retaking what is rightfully the erinaceous.....

Players
Darwin
Domus
Ah-Muzen-Cab

The Archmages of Byba request one other thing in exchange for giving the Babak cousins the secret to bringing down the barrier. The Aemon monks invaded the pyramids of Granmarg for unknown reasons and have been there for weeks. Its strange that two different clans attacked Granmarg although there werent any casualties from the Aemon monks. The mages want their heads regardless.

The party visited the leering dolphin and gave up false information for 100 gold about Nealon to the Innkeeper. The party walked the barren path to the pyramids. Druid scouted the pyramid as a spider and found a secret door in the chamber of raiza. Killed the 4x tribal warriors and interogated 1 of them. Was mad at ad-muzen-cab for killing another chicken.

The party went into the library and killed the monks in there. They investigated the rest of the library and found a secret collection of books, a spellbook containing earth mage spells, some alchemical formulae, a longsword, and a mace. They then made their way through the central stairs and into the chamber of Granmarg which contained an elemental gem.

They then proceeded through giant staircase they found but the witch doctor got caught in a net trap. After cutting him down the druid climbed through the stairs which led into the room of the small council. He used rope to get the rest of the party with him. They went through another hall that led them to Dejen, a Couatl, in the conference room of the monarchs. Dejen allowed the group to stay in his chambers until the next morning. He refused to join the group and prefers watching over his home.

The party woke up and the druid turned into a giant spider to pick up the wizard from the pyramids. They investigated the portals and found a dragon egg that hatched in the brazier which latched on to Domus. They explored the rest of the old heaven and hell before entering the chapel at the center of the pyramids. They dealt with the final Aemon monks and kobolds that plagued the pyramids. Domus returned to byba on his small dragon while Darwin transformed into a camel and took Ah-Muzen-Cab.

In Byba, the group caroused around the city before embarking on their next journey. The Babak cousins have gotten word that an alchemist in Rin knows the solution to removing the barrier of the boat. Ah-Muzen-Cab visited the book brothels in the central district during the night while the other two went onto the ship to being the voyage to Rin. After taunting the owner of the brothel, Ah-Muzen-Cab joined the party again. Their 6 day journey had began.

Following the coast Domus spent his time reading through the new spellbook, Ah-Muzen-Cab spent his time fishing to make more poison and rejuvenation darts, and Darwin was conjuring healing potions. When they finally got to Rin, they were quick to get off the boat after such a long journey. They headed to the oasis to interact with someone other than themselves and their captain.

Exploring more of the city they noticed that it was too late to get anything accomplished so they headed straight for the Tomb of the Alchemist. Searching the mountain range on the northwest part of the city, they finally found the opening to the caves. Rin welcomes them as business partners but first they must prove themselves worthy!

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The Cleansing of Bexley's Bard College
A Defeat for the Asgalli Clan

Party:
Cosmitto Navitas
Nealon
Synth Stutter
Manray

The day was hot and arid but nothing far from a typical day in this massive dessert. Maarav and Nadim Barak have instructed Synthstutter, Nealon, and Cosmitto to save Ida Hakar from Bexley’s Bard college all while murdering the fiends that took it over by force, the Asgalli clan. Manray, a fierce sellsword that protected the college travelled all the way to Byba to find help for the Maestros of the College. Each group member had a few short errands to do at Byba before embarking on this mission.

Cosmitto, Nealon, and Synthstutter first all had a few purchases to make with the recently plundered gold from the initiation process. Cosmitto then left for the capitol district of Byba in search of a signature of the Archmages so that he could forge a pardon to get free camel taxi’s. He did find a signature in the deed of a building in a small market but decided finally not to continue with his plans.

Synthstutter went and investigated the situation with the taxi services. He devised a plan to steal camels to get free rides to Linemell. Nealon was the most productive of the three. He payed a small visit to The Leering Dolphin (also in the capitol district) in search of water to carry on their trip. A suspicious place as a shady deal was carried out by unknown men while Nealon distracted the Innkeeper. He purchased a barrel and stole the poor Lady’s camel.

The group met up at sundown, managed to perform the big heist to obtain more camels, and began their trek at night. After their first night in the wilderness they found suspicious footmarks accross their camps with no evidence of an owner. During this following day of travelling, 4 camels were found with no riders carrying 4 barrels. The camels were sattled up and had nothing on them. Suddenly their caravan grew to a total of 9 camels. Certainly camels are the main theme of this adventure.

The group passed through a massive pit of quicksand of about a 20 foot radius but that didnt obstruct their path. They arrived at Linemell that evening and attempted to sell the new found camels to the camel vendors at the city. They vendors werent aware that these camels were stolen but they were very confused as to why they were trying to sell them camels from their batch? Apparently the camels they had found in the dessert abandoned were magically marked to be taxi camels. As were the ones they stole.

Linemell proved to be but a minor settlement with small clay huts for houses. The happiest thing about the little town was the oasis attached to it. They returned 8 of their camels and proceeded to the nearby oasis to fill up their barrels with water. In an attempt of another business proposition, the group tried to sell the city’s own water back to them. They were not succesful in selling the water to the innkeeper of the Howling Star. Frustrated, the group now tried to sell the wood of one of the barrels to a local carpenter.

They were finally succesful and in the process found a place to stay for the night. When they rose the next morning they found the carpenter building a new chest for his son with that wood. He was thrilled as his son is not very fond of him. The group went to the camel vendors and tried to forcefully take the camels from them. They were unsuccessful since all of their camels had been rented! It was then decided they would be travelling on foot.

At the next junction outside the city, the group encountered a group of bandits on a camel carriage and there was no way the group of camel hoarders that are these adventurers weren’t going to steal these camels. They murdered the bandits and stole the carriage! These camels were not branded either so they were over filled with joy. They finally had exited the dessert and entered a more pleasent environment. Passing through a mountain range they finally arrived at Bexley a few hours after sundown.

This small niche of a town was gorgeous. The small gardens and the joy of the city was very much noticeable even during the night. The group managed to do a little recon by visiting the Black Spirit, a local racous tavern in Bexley. They didnt get much info as Manray already had informed them of everything this barkeep new. The college was taken over about a month ago and since then the place has become smelly and marshy.

The group didn’t waste a second. They entered the college from the side entrance coming face to face with crocodiles and snakes in the kitchen. Passing through they found an even bigger crocodile occupying the old banquet hall of the college. The group managed to get ontop on the balconies of this room and rain hell on him. Unfortunately there was a casualty. Synthstutter succumbed to this creature but Nealon was able to revive his little brother. Upstairs they met with Anatolia the Maid and told her to leave without any escort. She was heard wailing as she passed through the kitchen and her death is all but confirmed.

Passing through the banquet hall the adventurers entered the prop room behind the main stage. The whole place had been overtaken by weeds and tall grass making the once beatuiful college into essentially a swamp. They found nothing of interest here and entered the tower. Inside they found a private library and in its upper floor a recital room. A magic circle was placed in the room which was stepped on by Synthstutter releasing a cloud of poisonous gas on the group. They managed to survive just barely. They took a small rest here and proceeded on the rescue mission.

Passing through the halls, a face emerged from one of the doors that led to the yewmaster room. The talking door did not prove useful. The next room had a few Asgalli grunts occupying the student chambers. Battle ensued with Synthstutter again as a casualty. Nealon was not able to save him this time. Rescuing the cleric now become a necessity. The talking door unlocked itself revealing lost artifacts belonging to Atgal, a famous battle mage from the Rupture.

These powerful gifts were taken gratefully but no one in the party could really use them. They crossed over a broken balcony over looking the main hall and proceeded carefully into the master bedroom. Inside they found two grunts gaurding a shaman brewing potions in a cauldron and the cleric who had been miniaturized and locked inside a small wooden cage. Cosmitto took deadly blows but using his vulpin determination slice and diced through the grunts and lanced his recently purchased Javelin of Lightning through the shaman’s heart. An epic feat of strength!

Ida has been saved but her current state inhibits her from reviving Synthstutter immediately. She tells the party to take him to the forsaken temple to revive him. The same goes for Ah-Muzen-Cab. Cosmitto then relays the message to his captain via the Modron (small flying contructs that spread the whispers of the MotF). The young Witch Doctor will live long enough to see himself age!

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The Death of "Ah-Shit-I'm-Bad"

He didn’t know what he was getting himself into.

That would be the easy way to explain the unexpected death of Ah-Muzen-Bad , a mere child. However, beneath that thin layer of haystack yellow skin there was the mind and heart of a prodigy. Were it not for his healing darts the campaign could have fallen apart at it’s inception, and some (but not many) say that he was a step ahead of the group in sensing oncoming threats.

But luck does not bow down to anyone, even the most haystack yellow child prodigy. Luck is the great equalizer and Ah-Shit-I’m Bad was no exception to it’s humbling powers. He now finds himself dead and his spirit in a state of eternal trolling throughout the Oculus. The rest of the characters must decide whether to go off track from their adventure & and risk their lives to save this unlucky, unproven, unforgiving, haystack yellow pre-pubescent self-loathing Gallus.

It is clearly a tough choice.

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The Flat Seas
The First Day of Adventuring

Party
Ah-Muzen-Cab
Cosmitto Navitas
Darwin
Nealon
Domus
El Pollo Loco
Synth Stutter

The group of adventures went through the choppy channels near Raiza for the very first time and survived! They even managed to take down another recruitment boat as their form of initiation into the MotF. Their ship has proven to be worthy of the fierce group of merchants. After their victory over Speculo’s boat of recruits, the Dread Commander sent a messenger saying that the crew is to pillage a nearby ghost ship that has a massive purple barrier around it. Maybe the spellcasters in byba know how to remove the barrier?

Maarav and Nadim met with the Archmages and they have two requests if they are to tell us how to remove said barrier. They must rid the Asgalli from the Bard College in Bexley and rescue Ida Hakar and rid the pyramids of the Aemon Monks that have recently overtaken the old sanctuary for the monarchs. Both are looming threats to the lands of Granmarg and removing them requires a skilled group of individuals. Getting them out of there is enough but their heads would be nice too! Once these threats are removed the archmages will shed light on how to penetrate that ominous purple barrier.

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