Friday, July 30, 2010

What is What?

(1) King Raphael Saberstrike needs nothing from the Player Characters: they need everything from him

(2) Sephiroth the Lich will return in one year from his awakening: how long has that been Lord Nightmare?

(3) the vampire/cleric herald of the New Dark God has relocated her holdout back to the Fiendholme on layer 65 of the Abyss

(4) the demi-god known as Deth still waits in Spiritsend for the Adventure there to unfold

(5) Duke Bellamie has solidified his powerbase and is now interested in what his apprentice has been up too

(6) Duke Trogdor grows in strength but lacks fifth column information: foreign consults assail the new ruler; whom should Trogdor choose from to listen to advice?

(7) the wizard Hermedhie will continue the Adventure from the last session through to the next session by having a confrontation with Baba Yaga

(8) Larry Diamond is going to ask the Player Characters once more if they have any new deposits for the BIG firm before he departs to Mieres to negotiate new routes

(9) Count Ghieste is going to summon Lady Alyza to plot about the New Sword Mage

(10) the dragon scion Skiesbane has the fever: the only prescription is tribute

(11) the New Sword Mage? I tried to scry him. Set some demons after me.

(12) the Gorgon is not at war with anyone and that is bad for everyone

Sunday, July 25, 2010

First Things First (Part Three)

Oh dear reader you have come for part 3 because I have side tracked from the original intent of this story: that of Duke Nightmare visiting Grand Ma-ma after accepting the position of Proxy for the New Dark God. Where our story was last at, Duke Nightmare was in the City of Doors learning of Hiddukel, Jay Oaker, and the Master of the Past and Present. So dear reader, let us along with Duke Nightmare take our leave of Sigil and head for the Court of the Unseelie.

Duke Nightmare rides into the Court of the Unseelie on his namesake steed and is greeted by his Grand Ma-ma. But Grand Ma-ma is taken back by Duke Nightmare’s new pedant: revealing him as agent of the New Dark God. Grand Ma-ma takes her seat on her throne and has Duke Nightmare stand before her. Grand Ma-ma uses dark magic to explore Duke Nightmare’s very soul and finds some interesting things.

Duke Nightmare’s soul has a black spot from where the god Cuiraecen stripped Duke Nightmare of his cleric powers. Duke Nightmare also trace amounts of evil left over from the magical geas placed by the Sword Mage. Grand Ma-ma can also see that an outsider has a claim on Duke Nightmare’s soul (that of the favor Duke Nightmare owes Firebeard Blackaxe). Grand Ma-ma can also point out several unique intersections on Duke Nightmare’s soul: one that goes from the worship of the demi-god known as Deth that flows out into the pure evil of Azari. But the most important change on Duke Nightmare’s soul is that of the investiture into Raphael Saberstrike and how that continues on into the proxy-servitude of the New Dark God.

All this information confuses and angers Duke Nightmare and asks what if anything him or Grand Ma-ma can do to change or improve Duke Nightmare’s situation. Grand Ma-ma tells him that any deal with any devil is dangerous but they must be completed. Duke Nightmare must complete the favor for Firebeard Blackaxe and the seven unnamed vile deeds for Jay Oaker. Duke Nightmare informs Grand Ma-ma that Jay Oaker would like to meet her and Grand Ma-ma is interested to meet the New Dark God as well.

But what else does Duke Nightmare learn, what else does he discuss with Grand Ma-ma, and what about the taint of Azari upon Duke Nightmare’s blood. Well dear reader, those things and much more are still yet to come for Duke Nightmare. A whole new world of evil opportunities and adventures has opened up for Duke Nightmare and what lies ahead is hard to see.

First Things First (Part Two)

Oh dear reader, this is part 2 and you have read part 1, correct? As you remember dear reader, I was soothsaying the story of Alexander Roesone’s rise to the title of Duke Nightmare but I overtook Alexander’s brief but important dabble into worshiping strange powers. Firebeard Blackaxe served as a captain in the guard for a one Malik Deth. What is most unusual about Malik Deth was that he was not an efreet like all other nobility in the City of Brass; no dear reader, Malik Deth was once a mortal from the world of Aebrynis (the same world as our Player Characters).

Alexander Roesone dreamed of the innumerable treasures that awaited him at the Infernal Bazaar in the City of Brass. When Alexander and his compatriots traveled to the Elemental Plane of Fire they were allowed to meet Firebeard Blackaxe’s master: Malik Deth. The evil mortal Player Characters were impressed by the home of Deth and his treasure room; Deth compared weapons with Alexander: Alexander’s blood-silver spear and Deth’s blood-silver two-handed sword.

The spear and the sword were both made by the same blacksmith; both were of an elite lot that most thought were lost in time. Deth asked if Alexander would serve him as an Agent of Deth and Alexander agreed and would spend a great deal of time before the Infernal Bazaar learning and adventuring for the Agent’s of Deth. What was most important for Alexander at this time was gaining levels as a cleric: max level of five for demi-gods. But Alexander leveled to seven before departing for the Forest of Poisoned Dreams and his chance encounter with Kareem Wali-Jabar.

It was only after the “Quest for the new #10” that Duke Nightmare meets Grand Ma-ma. Alexander accepted the fate of being Prince of the Fairies and sought tutelage from Grand Ma-ma. Lussina loved her time with her grandson, teaching him how to ride his namesake nightmare steed with supreme skill. Grand Ma-ma regaled Duke Nightmare with stories of the Unseelie history and teaching him the language of the dark fairies.

So dear reader, after being locked in a padded cell in the Fiendholme on level 65 of the Abyss for an indiscernible amount of time Duke Nightmare would seek out his beloved Grand Ma-ma to seek council. For Duke Nightmare had made a new deal: a deal signed in blood. Duke Nightmare agreed to act as “the New Dark God’s” proxy for the opportunity to be given consideration for promotion to serve in a new evil pantheon of gods over Aebrynis. The New Dark God demanded seven unnamed evil deeds to be preformed whenever desired.

It was one of Alexander’s oldest and most trusted colleagues, Raphael Saberstrike, which brokered the final deal and let Duke Nightmare (with all his equipment) out of the padded cell in the asylum wing of the dungeon in the Fiendholme. Duke Nightmare left the dungeon level and proceeded through the main level with Raphael giving some parting instructions and a pendent bearing the symbol of the New Dark God.

Duke Nightmare had choices on how he could travel to visit his Grand Ma-ma so in typical fashion Duke Nightmare choose the easiest choice. With a necklace purchase from the Infernal Bazaar, Duke Nightmare activates a magical gate and steps through. Guards of The Lady’s Ward like usual were surprised anyone would come through the special gate they were assigned to guard. Duke Nightmare stands in full force awaiting what comes next; the usual treatment for arriving unannounced in the City of Doors.

Squads of guards surround Duke Nightmare and eventually an emissary for The Lady of Pain will request that Duke Nightmare meet The Lady in the room that had been previously assigned in the accompanying palace for the special gate. Duke Nightmare struts out of the courtyard were the special gate rests and heads for his room. In the guest room Duke Nightmare discovers The Lady of Pain in a form that Duke Nightmare had not seen before: that of a female humanoid with a porcelain mask and of course accompanied by another emissary.

Duke Nightmare’s conversation is relatively short and to the point. The Lady of Pain requested that Duke Nightmare meet her in private; that was to save face for Duke Nightmare. The Lady of Pain reveals that the necklace Duke Nightmare has in his possession belonged to someone once important to The Lady of Pain and demands it’s return immediately. Duke Nightmare will comply but be insistent that he still be given royal treatment.

The Lady of Pain makes a special deal for Duke Nightmare: (1) in exchange for the necklace, Duke Nightmare is given a special writ that will enable him to negotiate with the Master of the Portals, (2) Duke Nightmare can never return to the palace that has the special gate and cannot investigate about it’s history, (3) normally The Lady of Pain does not allow avatar-level creatures in her realm but as Duke Nightmare is operating on proxy-level he is given the warning that her realm is for mortals; not powers, (4) Duke Nightmare will be allowed in Sigil as per standard treatment in most cases, (5) The Lady of Pain instructs Duke Nightmare to consult the priests of Zivilyn about the dead god Hiddukel.

Duke Nightmare leaves the guest room and the palace of the special gate altogether and heads into Sigil, the City of Doors. Now dear reader, Duke Nightmare is a stranger in a strange land and in past occasions either traveled discretely or with a retinue of guards assigned to him from the palace, so Duke Nightmare had to dig down real deep in his dark soul and pull up some gold and silver to pay for a mob of guards (go big). So dear reader, here we have Duke Nightmare decked out in near full majesty (no nightmare fore when he tried to summon it there was no response) parading through the city with a dozen guards marching there way to one of the most magnificent temples in The Lady’s Ward; that of Zivilyn the Tree of Life.

The temple to the Tree of Life of course would look like a giant-ass tree but all decked out with inner workings of a hive of temple-bees. So when Duke Nightmare and his procession neared, they are of course an intimidating sight, and only one brave priest ventured out to seek audience with Duke Nightmare.

The lone priest of Zivilyn recognized a twisted mockery of Hiddukel in the pendant that Duke Nightmare wore and invited Duke Nightmare to have a conversation in the shade of a sprouting branch of the tree shaped temple of Zivilyn. Duke Nightmare learned many interesting things from this priest, things that Duke Nightmare would have to investigate later. Duke Nightmare gained information on: (1) the world of Krynn and the mega-continent of Ansalon (2) some of the names and alliances of the gods of Krynn (3) the stories about Hiddukel before his death, and most importantly, (4) the gods of Krynn fear Jay Oaker.

The story that Duke Nightmare could learn a lot from was about the death of Hiddukel. The Wizards of High Sorcery gave a young mage named Sephiroth the Staff of Magus because while take The Test, the masters discovered that these foreign born adventures could lead to the death of a god of evil if given the opportunity. So the Masters of High Sorcery gave the Staff of Magus to Sephiroth and allowed the mage to gain the title of Master of the Past and Present.

Sephiroth completed The Test along with his trusted accomplice, Jay Oaker, and took the Staff of Magus and the power that came along with it. Sephiroth and Jay Oaker, along with their other sinister friends, Deth and Pestilence, sat about to change the world of Krynn forever. But not in the way that the powers could ever see coming.

Jay Oaker had his crew thieves would wreck the economy of Ansalon with the aid of Sephiroth transporting into Krynn very valuable steel and taking out of Krynn gold and silver. The powerful warrior Deth would strike a blow to Ansalon by killing one of it’s greatest defenders, while the fiend known as Pestilence would strike at the very core of one of the greatest knightly organizations by defiling a sacred abbey.

All these activities began to attract the attention of Hiddukel the god of lies and deceit. Hiddukel believed, and rightfully so, that these foreign born invaders were pests and needed to die. But the combined might of Sephiroth, Jay Oaker, Deth, and Pestilence would defeat Hiddukel time and time again until they attracted the attention of the Dark Queen Takhisis.

Takhisis was impressed by the evil that four mortals could wreck and laughed at Hiddukel’s constant failures. Sephiroth used his access to the Dragon Portal in the Tower of High Sorcery to travel to Takhisis realm were Jay Oaker made the Dragon Queen a sweet deal. If Jay Oaker could defeat Hiddukel in a fight (legitimately or otherwise) then Takhisis would elevate Jay Oaker to the position of God of Deceit.

So Takhisis summoned her alley Hiddukel to her realm in the first layer of Baator and made Hiddukel do battle with Jay Oaker. Hiddukel brought the pain to Jay Oaker but through sneaky actions, Jay Oaker was able to suck Hiddukel up in a Sphere of Annihilation and win the duel. So as the Master of the Past and the Present, Sephiroth was able to help in the death of a god and the rise of a new god but as his namesake goes, Jay Oaker would have the last laugh. Because for all the power and might that was given Jay Oaker; all was used to gain personal power for himself and his friends. Jay Oaker cared not for the world of Krynn and would slowly let it fall more and more into chaos.

Eventually Takhisis could not form an alliance amongst the evil gods so Takhisis took the guise of Mina a new god and plotted a new war on Krynn. But without proper balance in Krynn and without the Master of the Past and Present, Takhisis’ plans almost came to full fruition. Takhisis positioned herself as Mina the new god and began to form new cults all over Krynn; some doing good, most doing evil. Paladine saw how much effort and engery Takhisis was putting forth this time and how it reminded him of when they first built the world. So to save the world, Paladine offered Takhisis a second chance, a chance to start over new: the two elder dragons would leave Krynn and form a new world and a new pantheon.

Thus the Age of Mortals began on Krynn, the elder gods of Paladine and Takhisis left the world they created to their children and companions. The stars that made up the constellations of Paladine and Takhisis left the night sky along with Mishakal. Some say that Mishakal left over a broken heart, others point out that the constellation for Branchala has shifted a bit as to represent that Branchala’s harp is playing a different tune: maybe trying to lure Mishakal back to the people she once ruled over.

Saturday, July 24, 2010

First Things First (Part One)

Duke Nightmare was infused with new evil power but at a price unknown to Duke Nightmare. Duke Nightmare had started his life as Alexander Roesone; second in line to the throne of Roesone. Alexander plotted with Traese Noelon, castellan of castle Black Tower, to kill both Alexander’s older sister (Marlae Roesoene) and her Seneschal, Gaered Biersen. With Alexander as the new Black Baron of Roesone, Traese Noelon turned the position of castellan into more of a position of chamberlain or prime minister.

But ruler ship of a domain was not really Alexander’s calling; oh, but he did dear reader enjoy taxation and war. Alexander Roesone invested his lands into Raphael Saberstrike. But the something in the ceremony must have done something, for when Alexander gave power of the land over to Raphael; Alexander got a little something in return. What exactly happened is a mystery but during the investiture ceremony Duke Nightmare came into contact with the inner power of the Red Hood.

Duke Nightmare, under the advice of Kareem, negotiated with an evil wizard going by the name of the Swamp Mage. Duke Nightmare traded a king’s ransom in gold for a magic lamb that would summon an efreet who would grant Duke Nightmare three wishes. The efreet named Firebeard Blackaxe would grant Duke Nightmare his wishes and would forever change Duke Nightmare’s life.

Duke Nightmare, along with Sedrie Bellamie, summoned a nightmare steed from the lower planes. Duke Nightmare feed the dark stallion flakes of platinum in the shape of oats and grains. While the nightmare steed accepted the gift and would allow Duke Nightmare to use the dark stallion for one mission of evil. Duke Nightmare then wished that the steed would serve Duke Nightmare for as many evil missions as Duke Nightmare needed and the efreet, Firebeard Blackaxe made his wish come true.

The second wish from the genie was something out of a Disney movie: Duke Nightmare wished to be a prince. Firebeard Blackaxe told Duke Nightmare that the wish was granted but it would be up to Duke Nightmare to figure out what he became the prince of. And finally for the third and final wish, Duke Nightmare wished that Firebeard Blackaxe would not hold any animosity for the forced servitude. Firebeard Blackaxe enjoyed Duke Nightmare’s bold assertiveness when it came to the first two wishes that the third wish almost made Firebeard Blackaxe laugh out loud. With the last wish, Firebeard Blackaxe would destroy the magic genie lamp and not hold any ill-will against Duke Nightmare.

While the wishes for power and the magical steed really did transform Alexander Roesone into Duke Nightmare, it was the blood-silver spear that helps lead Alexander down a dark path. It was the blood-silver spear that cost Alexander his place in the Church of Cuiraecen, it was the blood-silver spear that kept allies like Trogdor and Bossen-Kessen away, it was the blood-silver spear that gave Duke Nightmare dreams of power and conquest. While Duke Nightmare would only get one real juicy kill from the blood-sliver spear (the Duke of Diemed) until it was stole from him. But even having the spear stolen was not so bad as it lead Duke Nightmare on an adventure that would net him the Dark Cauldron, the Eye of the Warlock, and a vast treasury of gold, weapons and armor, and most importantly: information.

When Duke Nightmare learned of the completion of the second wish whilst traveling through dimensions, trying to return from the Astral back to the Prime Material. In-between the planes of existence the Shadow World looms and blocks the direct path between planes: one has to cross the Shadow World to gain access between the Astral and the Prime Material Planes. When confronted by the shadow barrier, Duke Nightmare was greeted by liaisons from the Unseelie, the court of the dark fairies. When brought to the court of Lussina, the Dark Queen of the Unseelie, Duke Nightmare was greeted and treated as a prince of the fairies.

And that is exactly what Lussina told Duke Nightmare; that Alexander Roesone’s mother was a fairie that had traveled to the Prime and mated with a mortal. Lussina told Duke Nightmare that his mother was locked up in one of three towers were Lussina kept all three of her evil daughters. Lussina could not move to kill her daughters for betraying her so they were forever condemned to languish in solitary confinement. Lussina instead that Duke Nightmare was her grandson and that Alexander should show her the same respect (it was after this that we started referring to Lussina as “Grand Mama”).

Wednesday, July 21, 2010

the Baron of Ghoere

Isaac Tael (3rd son of Gavin Tael) waits, pacing, brooding in the moment that was a year in the making, he was coming and all Issac could do was wait for him; the return of the Sword Mage.

Let us dear reader backtrack for a second and tell the story of Issac Tael and his ominous rise to the throne of Baron of Ghoere. The story always starts with Gavin Tael, Ghoere was a Barony that rose up in power through war and conquest and Gavin Tael excelled at both in spades. But at the peak of Gavin’s power an assassination plot succeeded in fatally poisoning the Baron and left in a catatonic state the Sword Mage acted with power of attorney. Isaac Tael’s older brothers were eliminated and with promises of power Isaac was appointed the new Baron of Ghoere.

But there was already trouble for poor Isaac; with word of the death of Gavin Tael all his old enemies came to wreck havoc. With reduced number troops on the border the Spider harassed manors and villages. The once neutral Southlands launched invasions, lead by then Count Sedrie Bellamie. Prince Avanil launched an invasion across the river Maesil while the King of Elinie moved across the border to the east. William Moergen reclaimed the title of Duke of Osoerde; he sought to reclaim lands lost to Ghoere.

This went on for several years but the Sword Mage kept things interesting and help Ghoere prevail in several key battles. But then one year ago, some intruders disturbed a trap that called for the Sword Mage’s attention. The Sword Mage traveled with a small army to the swamp of Spiritsend and checked on a favorite captive: the Swamp Mage. But by the time the Sword Mage could get to the Swamp Mage’s tower, the Player Character Duke Nightmare had killed the Swamp Mage, looted the tower, and then destroyed said tower. So when the Sword Mage arrived all seemed lost but the Sword Mage tracked the Player Characters to their destination in the swamp: the Hut of Baba Yaga.

The Player Characters arrived in several squads before starting to endeavor near the hut. The Sword Mage kept magically concealed along with the accompanying army but when a juicy target appeared the Sword Mage had to act. Raphael Sabersrike, Count of Abbatour, the People’s Champion, Wielder of Enlien’s Sword, the King of the Southlands how could the Sword Mage but not attack a regent of another nation on the spot. But it was all for naught as it was the Mystery Man my dear reader and not Raphael.

But then Raphael appeared and with a word of magic teleported the Shade right alongside the Sword Mage. The Shade used a vial of green acid and it splashed all over the Sword Mage’s armor. The Sword Mage laughed and asked if there was anything else the Shade wished to do but the acid worked quickly and soon the Sword Mage was left a pile of goo.

The army that the Sword Mage brought panicked and the Player Characters took advantage and fought the army as they routed. Duke Nightmare struck a victory by capturing one of the seven daughters of the Sword Mage: a half-dragon. Soon word would spread of the Sword Mage’s death and Isaac Teal would be left with even more of a mess to clean up.

And that is the pickle Isaac has been in for over a year: no Sword Mage. Elinie, Avanil, Osoerde, and the Southlands had all taken land from Ghoere and the province of Ghiere declared it’s self a free city. For one year it all looked bleak for Isaac but word came that the Sword Mage is back from the dead.

Usually when the Sword Mage would travel to the castle of Rock Roost a large procession would accompany the appearance, so when the New Sword Mage appeared from out of the shadows it was quite a surprise to all in the Baron’s grand hall. Isaac greeted the New Sword Mage, stopped pacing, and took a seat on the throne of the Baron of Ghoere. The two would talk but briefly but word of the meeting between the Baron and the New Sword Mage would spread.

Word would spread of the New Sword Mage’s appearance: that of a tall muscular man, wearing fashionable clothing, with a while hood bearing a sword embroidered in blue (the typical mask of one of the Seven Daughter’s of the Sword Mage), and most distinctively difference about the New Sword Mage is a quasit imp familiar. Before one never could tell the appearance of the Sword Mage but one was sure to notice the overlapping sword coat but this is all gone now and the New Sword Mage appears to be a male wizard, perhaps warlock. Regents work quick so the New Sword Mage is going to have to conquer source holdings from rival mages.

What does the Pope Do?

“I do not even know what the Pope really does,” this was confessed by a doctorate level theologian after a colligate debate round. Who are the heads of church in Anuire?

1) The Church of All (J’oker) [N(E)] – The High Cleric Kareem – head temple in Abbatour (Southlands)

2) The Orthodox Imperial Temple (Haelyn) [LN] – Archbishop Lavalan Briesen, head temple in Aerele (Diemed)

3) The Western Imperial Temple (Haelyn) [LN] – Archprelate Rhobher Nichaleir (the Anvail Region)

4) The Northern Imperial Temple (Haelyn) [LG] – Supreme Hierarch, Thane Thuriene Donalls, capital Nowelton (Talinie)

5) The Holy Order of Haelyn’s Aegis [LG] – Grandmaster Antia Maricoere (Heartlands)

6) The Oaken Grove of Erik [NG] – Archdruid Gunther Brandt (Mhoried)

7) The Northern Reformed Church of Sarimie [NE] – Most Sacred Minister Larra Nielems (Cariele)

8) The Life and Protection of Avanalae (Avani) [LG] – Hierophant Medhlorie Haensen (Elinie)

9) The Peaceful Seas of Nesirie [N] – Daffyd Tamaere (Taeghas)

10) The Militant Order of Cuiraecen [CG] – Grand Master Fhylie the Sword, head temple in Bhalaene (Ghoere)

11) The Eastern Temples of Nesirie [NG] – High Priestess Marie Cwllmie, head temple in Serien (Mieres)

12) Ruornil’s Celestial Spell [N] – the Sacred Voice of Ruornil Suris Enlien, head temple in Braeme (Southlands)

13)The Celestial Jewel of Sarimie [CN(CE)] - the Sacred Broker Tomias Coumain (Avanil)

Wedding Season

I was thinking about pregnant chicks and thinking that it is just a life-style choice. So who is having children or at the very least: who is married in the game?

1). Duke Trogdor married Lady Alleroy (from the province of Ciliene in Diemed) and they have had three daughters in five years.

2). Duke Sedrie Bellamie married Lady Algael (from the province of Algael formerly of Osoerde) and they probably have had at least one child.

3). King Raphael Saberstrike is married to Fhiele Boeruine (daughter of Aeric Boeruine)

4). The High Cleric Kareem Wali-Jabbar has plans to have two children with “the Wizard.” One child being born with more of Kareem’s bloodpower (Brenna) while the other child will have more of “the Wizard’s” bloodline (Vorynn) are the agreement so far but Kareem would like to extend the deal to full matrimony.

5). Michael Mhoried married Elvina Avan (daughter of Darien Avan) as part of an arranged marriage that was concluded along with the Fourth Treaty of Ilien. While Michael did not want to really marry into the Avan family; Elvina is a beauty and the Fourth Treaty of Ilien recognized Michael Mhoried as proctor of Alamie (making Michael Mhoried the new Duke of Alamie).

6). Herald Khorien, Count of Taeghas agreed to marry Aubrae Avan (daughter of Darien Avan) to ensure control of all source holdings would stay under Khorien control for generations (plus both have bloodlines of Anduiras).

7.) Otto the Rake and his unnamed bride bore a child that was an unearthly creation. While in the Shadow World, and more precisely in the Court of the Unseelie, Otto the Rake under the guise of the Mystery Man (the Ace of Spades) was “knocked-up” by a faerie noble. The faerie noble went by the name Lord Vader and deceived the Royal Flush Gang into thinking that a female member of the party was impregnated by Lord Vader but it turns out while the Mystery Man was trying to rescue Alyza the Queen of Spades, the Mystery Man was knocked unconscious before finally reviving and fleeing with Alyza. So when the Mystery Man got back to the normal world and when Otto the Rake had relations with his wife: the product of their union produced a faerie-child. Otto the Rake along with the High Cleric Kareem and Duke Nightmare traveled back to the Court of the Unseelie where the Dark Queen Lussina praised Lord Vader for the clever ruse and wished Otto the Rake to raise the child.

Saturday, July 17, 2010

The Mysteries of the Mystery Man

Otto the Rake is a noble rouge from the land of Muden in Brechur trained by the thieves’ guild Ela’s Quick Fingers. Ela’s Quick Fingers are a front for the church Ela’s Midnight Shadow (Ela is Eloele in Brechur). Otto the Rake spent the majority of his time since returning from the Shadow World starting a family and participating in Royal Flush Gang activities, but sometime during Otto the Rake’s free time Otto traveled back to his homeland to give tribute to his original thieves’ guild.

Fulda Spiritwalker, a Halfling cleric, is the head of Ela’s Quick Fingers and the secret Ela’s Midnight Shadow and holds court in the secret Grotto of the Evening Star. Otto the Rake return is a surprise; being that most rouges who are sent out on “missionary” trips do not return or get enough loot as to not want to return to share profits. But Otto the Rake returned to pay respect to those that gave him his original training and to spy on Ela (Eloele) for the New Dark God.

By the end of the year, Salim Karamazov would steal Sarae Somellin’s bloodline and generally disband the Eloele of Mieres while absorbing the Vos of Mieres into the Church of All. So when Otto the Rake is venturing back to Muden, the thieves of Mieres are still representing a sizable portion of Eloele’s church holdings but the number of followers is their most concentrated numbers in Brechur. Otto the Rake under the guise of the Mystery Man, the Ace of Spades, has had many adventures and traveled to many worlds.

Otto the Rake views his upbringing and training in the Ela’s Quick Fingers guild has a harsh time compared to the treatment he received while under the care of Kareem Wali-Jabar and how the Royal Flush Gang is operated. Otto the Rake enjoys the loot and privilege he has within the Royal Flush Gang and its various associates. While the Wizard’s Cabal has yet to hire Otto the Rake or the Mystery Man personally, Duke Nightmare has sought Otto the Rake’s assistance on multiple occasions (though the Mystery Man did disguise himself once as the Red Hood to take a blow from the Sword Mage).

Duke Nightmare choose the Mystery Man to impersonated Duke Nightmare to leading conquered Orogs and Ogres out of the Underdark and back to Duke Nightmare’s castle while the real Duke Nightmare stayed back to get the loot from the adventure. Duke Nightmare hired the Mystery Man to help track down and capture his aunt and kill his aunt’s lover; the Weather Wizard. And most recently, Duke Nightmare hired the Mystery Man to lead a band of thieves disguised as a group of good-aligned adventures to uses as advanced scouts into new territory.

But anyway back to the story at hand; Otto the Rake’s return to Brechur. Upon arriving in the thriving port of Brechlen, Otto the Rake starts to spend money in very elaborate ways; being carried through town by servants, renting a house and having it staffed, and purchasing new confections: linens, food-stuffs, drink, and bringing in tailors. Outside of the rent house a sign was placed, “Otto the Rake: Open for Business.” Over the course of a week Otto would have many callers and inquisitors as well as a few opportunities.

First can the local thieves who practice skullduggery and Otto would entertain questions about strategy, poison use, and trade information (all this at a price to the guest of course). Local nobles would send aides with gifts to inquire about services and to trade information. Even the government offices would send dignitaries with questions as to Otto’s new “business” and to trade information. Otto the Rake answered most questions very honestly; I am not here to set up shop, I came to visit my homeland once more before I retire, and that I have a family in Anuire waiting for me.

Eventually Fulda Spiritwalker would come and pay Otto a visit (but of course a slew of agents of Ela’s went through first). By this point Otto had acquired a great deal of information about Ela’s activities and did not really need anything from the Halfling but to size up an opponent. The ball started in Otto’s court but then Otto gave a gift of one thousand pieces of platinum of various origins (total D&D value equals roughly 10,000gp), the ball was now in Fulda’s court.

Fulda tried hard, “what happened to the thieves you where going to work for in the Khinasi Lands?”

Otto, “They decided to relocate to Anuire” (not a lie)

Fulda, “What happened when you got to Anuire?”

Otto, “the thieve leader choose a life of piracy until he was killed by the Eloele of Mieres” (not a lie)

Fulda, “Why do you think the Eloele of Mieres killed him?”

Otto, “They most of figured he was after their guild holdings” (not a lie)

Fulda, “Why do you think they thought that?”

Otto, “Because he was” (not a lie)

Fulda, “Who have you been working for since then?”

Otto, “I work for nobles in Anuire” (not a lie)

Fulda, “What are you plans in Brechlen?”

Otto, “I came to see my homeland and to earn the title of Master Thief” (not a lie)

Fulda, “Well rake; let us see what we can do about that”

Over the course of a few more weeks Otto would get to know both the city of Brechlen and the countryside of Muden. The countryside was not a place for the faint of heart and dozens of gangs roamed the roads. While waiting for his Master Thief Mission, Otto accepted several small but well paying delivers around Muden. Eventually a quest would be given to Otto; to earn the title of Master Thief and because Otto lives in Anuire, Fulda wants Otto to steal any Anuirean kingdom’s crown jewels. Otto the Rake accepts the assignment and heads back to Anuire full of information about the political and underworld figures of Muden.

Wednesday, July 14, 2010

A meeting between Larry Diamond and el-Hadid

There was a time when the entire Royal Flush Gang suite of spades went missing for years on end. The Royal Flush Gang did not simply shut down operations, contingency plans went into effect and a suite of diamonds where formed to take up leadership of the gang. Five new leaders were needed: from the stock of Khinasi pirates the formed the backbone of the organization a new King (the captain of the xebec) and a new Ten (the captain of the galleon) these two were in command of the pirate armada: a xebec, a galleon, a caravel, and a knar. The Queen was suppose to have been a Khinasi drawn from the same stock but it was later revealed to be the Vampire/Cleric Proxy of the New Dark God who was working on a quest to establish and legitimize her patron. The new Jack was comically referred to as the Jill of Diamonds, was drawn from street urchin children of the cities of the Southlands and was placed in charge of the thieving operations: robbery and burglary at large. The Royal Flush Gang still needed a new Ace, a problem solver, one that can get jobs done.

Traese Noelon was the castellan for Blacktower Castle during the last reign of the Barony of Roesone. During the transition period Traese was in control of many parts of government until Raphael Saberstrike could solidify his hold on the region. Traese had a known about Alexander’s transformation into Duke Nightmare and had been paid off to keep quite; Traese sought out the Royal Flush Gang and presented them a daring plan. The Royal Flush Gang made Traese the new Ace of Diamonds and started referring to him as Larry Diamond.

When the People’s Society for a Better Anuire came to Proudglaive they found much opposition from the local people to convert to follow the People Champion: Raphael Saberstrike. The Royal Mint of Roesone and its two hundred guards got caught up with a mob of unruly Saberstrike supporters and the Mint had to be fortified against the mob. Lord Raphael Saberstrike him self appeared from the sky with a flaming sword in hand and delivered justice to the people. Raphael listened to the mob and then was allowed access to the Mint and went inside, away from the people.

Raphael meet with Larry Diamond inside of the Mint were Larry introduced himself as the new Ace of Diamonds leader of the Royal Flush Gang. Raphael was delighted with the news and talked of how he was looking forward to future dealings. Larry insisted that Raphael listen to his newest deal: Larry was an associate of Duke Nightmares and knew that Alexander has divested his money between the Shark and literally a shack out in the woods. With some capital from Duke Nightmare and the Royal Flush Gang along with Raphael they could form a large money supply and lending institution, in short a bank.

Raphael was naturally intrigued by the idea of forming a bank, Raphael had spent more time looking at spell books than account ledgers, and Raphael was new to running a government and would need to establish a currency and the like. Larry Diamond was given permission to form a bank and everything was established nice and legal like. Lord Raphael demanded to own half the bank out right; leaving a quarter of the bank for the Royal Flush Gang (who put this asset under the Church of All’s banner) and Duke Nightmare would own a quarter (a false identity was created as the owner of the rest of the bank; a minor noble, Sir Lancelot). The bank would be known as the Brother’s Investment Groupe or referred to as the Big Bank with Traese Noelon as Chairman of the Board of Directors.

But why dear readers did I have you read all that grabble about what dirty deeds were done to form a bank? Probably along the lines of how some banks have formed but nevertheless dear reader the story was suppose to be a time when Larry Diamond meet el-Hadid. That was the title, now deliver or I want my money back. Well dear reader, I had to say Larry Diamond and not Traese Noelon or how else would my players know who I am talking about? Do you think I have the time to think of names while we play the D’s and the D’s? Sorry dear reader, but alas, those names ogres and goblins are just that; nameless.

Oh some monsters do have names: the Gorgon, Rhuobhe Manslayer, Bill, the list goes on and on. So when an NPC has a name (two names and a swath of titles) it is worth a few bumpy paragraphs to get to the good stuff. So the meeting between Traese Noelon and Essafah el-Hadid:

Scene: outside the small town of Aenier in a resort owned by el-Hadid

Traese Noelon and wife are relaxing on a porch, watching their two boys ride horses off in the distance. Essafah el-Hadid introduces him and gives an extravagant greeting to Lady Noelon, the lady then departs the scene.

Essafah, “Things appear to be changing all over the Southern Coast”

Traese, “That is why I am at a resort”

Essafah, “That is true, I live my life in resorts, dance halls, and pleasure cruises. Tell me good sir of Roesone what do you think of your king run mad?”

Traese, “Alexander? I saw it coming and got my family out to safety but stayed on as castellan anyway out of my loyalty to the family of Roesone”

Essafah, “so what happened to the king?”

Traese, “Paladins of Haelyn defeated him while he charged at one of their abbeys”

Essafah, “Why would he storm an abbey?”

Traese, “Who knows, he went crazy once he was given the thrown”

Essafah, “I have heard that story once to many times; the head that wears the crown, something, something, never has any fun”

Traese, “That is no lie”

Essafah, “so castellan what do you plan to do next?”

Traese, “I wish I could retire and live like this”

Essafah, “You can you know, the lands of Roesone are ripe for the picking to a trade merchant who knows what they are doing that is”

Traese, “And you are that trade merchant who can do that I bet?”

Essafah, “Actually, no I am not. Recent agreements between, lets say, anonymous parties have agreed to split guild interests by the lay of the Spider River. Everything on the east side of the river will be under the control of Lord Raphael Saberstrike while everything on the west side of the river will remain like it was before Alexander Roesone burned a hole through Diemed”

Traese, “very interesting, what is this information going to cost me?”

Essafah, “well nothing of course, if you use the information to your own advantage who am I to stop you. Just remember to not cross your side of the river. Oh, and if you make it big, come see me some time”

Traese, “could it be just that simple?”

Essafah, “Just stay on your side of the river and it can be that simple”

Essafah leaves Traese much to think about and it is after this chance encounter with el-Hadid that Traese Noelon would come up with the plan that would gain him the title of the Ace of Diamonds and regent of the Brother’s Investment Groupe.

Sunday, July 11, 2010

July 11 2010 progress


For only publishing every now and then and only about my own self absorbed AD&D game, I am getting a few hits.


Known Dragons of Cerilia

Vore Lekiniskiy, Master Fire Worm – the Dragon of Vstaive Peak
http://www.birthright.net/brwiki/index.php/Dragon_of_Vstaive_Peak

Zakhur Lifesbane, the Guardian – the Dragon of the Five Peaks
http://www.birthright.net/brwiki/index.php/Fire_on_the_Five_Peaks

Tarazin the Gray
http://www.birthright.net/brwiki/index.php/Tarazin_the_Gray

Komassa the Laughing Fiend - the Warlock's dracolich protector in the Shadow World

Illuyankas - namesake of the Rain Serpent Mountains

Swampsblood - believed to live in the swamps of Hope’s Demise

Raizhadik -- rumored to have been killed by the Gorgon

Kappenkriaucheran - believed to inhabit the Drachenaur range

Not Quite An Elf, Not Quite A Human




Hanner Sidhe

[Originally human, these “half-elves” have been sidhe-touched. Having been raised or educated by the elves, these humans are something other than what they were before they began their journey among the sidhe. Savane Mhoried and Torele Anviras are examples of humans who lived among the elves and would be considered half-elves. The Sidhelien term for this is "Hanner sidhe." Those already described as half-elves would be people like these who are sidhe-touched, sidhe-educated, and part of a grand project to bring human conduct into better accord with the land.

Fhilerwyn Llyrandor of Tuarhievel was the author of the most recent attempts to organize a change in human affairs, to become more like the elves. Fhiele Dhoesone, Savane Mhoried, and Torele Anviras are current examples of humans who advance the sidhe agenda in the world.]

Torele Anviras – Mage of Talinie, Earl of Freestead

Savane Mhoried – Niece of the former Duke of Mhoried; Daeric the Mhor, cousin to the Duke of Alamie; Michael Mhoried

Fhiele Dhoesone – Baroness of Dhoesone

These “half-elves” were trained by the former Queen of Tuarhievel to be regent-kings of high nobility. Fhiele has already assumed her birthright by becoming the Baron of Dhoesone. Torele might take it upon himself to seize control of all of Talinie but the local theocracy has more sway over the locals than the mage. Savane was the favorite of Daeric the Mhor and a growing majority believes that Savane should take over the rulership of Mhoried than to combine Alamie and Mhoried into the Kingdom of the Northlands.

[All bracketed material comes from birthright.net]

Saturday, July 10, 2010

Random Thoughts on the Conjurer Billie

The Conjurer Billie and his cohorts

1)The Generalissimo and family: a disgraced Neutral Evil cloud giant who along with his two wives and handful of children allow Conjurer Billie to use their cloud castle as a base

2)The Martial Artist: a Khinasi Male (really a were-jackal) that prefers to use physical attacks that restrain or subdue opponents. Possible name: Silva

3)The Apprentice: like any good wizard, the Conjurer Billie rotates in new lackey wizards to do the grunt work. The current apprentice a male Brecht specialized in conjuration and summoning.

4)The Eagles: the Generalissimo entered a self imposed exile from his brethren after his failed attempt at a coup against the King of the Cloud Giants. Besides his family, the Generalissimo went into exile with a loyal flock of Eagles that had always enjoyed the protection of the giant’s cloud castle. Where the cloud castle goes, so do the Eagles and the Conjurer Billie has used them as aides, spies, and messengers.

5)The Fallen Paladin: A Khinasi paladin of Avani was fighting in the Harrowmarsh when the Hydra confronted their adventuring party; the paladin fled in fear allowing the Hydra to route and slays several of the paladin’s companions. The paladin was looking for a sign from Avani when the cloud castle passed by and the paladin saw the Eagles and figured out that there was something up there. The paladin acquired the services of some trade merchants and caught up to the cloud as it was lazily crossing the Strait of Coreyenes. The paladin did a good job to signal to the cloud castle as was granted audience with the Conjurer Billie. The Conjurer Billie told the paladin that he was on a quest to search out a disturbance in the natural magical energies in Anuire and as a paladin of Avani the paladin would be good companion as the paladin’s job should be to smite those who use magic wrong.

6)The Cleric of Rounril: The Conjurer Billie is a wild mage and thusly a mage that does not endorse the code of ethics those other Khinasi wizards swear to. But when the great disturbance in the natural magical energies of Anuire started to be noticed all the way in the Khinasi lands, the Conjurer Billie facing exorcism from the church approached them for clerical assistance to investigate the disturbance. Now the church would not normally help a wild mage, and would probably move to destroy the wizard, but the Conjurer Billie pleaded his case well. The Cleric is more apt to help Billie than the conjurer first thought would be possible

Friday, July 9, 2010

Stories of Skiesbane - Trogdor Edition

Before Trogdor was the Duke of Diemed, Trogdor was the Beastmaster; mercenary captain of a company of drake-riders. Trogdor had his unit stationed in the hills of Bliene had was harassing the remnants of Diemed’s army after Duke Nightmare’s invasion. When the dragon Skiesbane awoke and started to wreck havoc on the Straits of Aerele, Skiesbane found many ready to order meals in the drake-riders.

Trogdor suffered a mighty defeat at the hands, or more likely from the claws and maw of the dragon, Trogdor’s drake-riders were severely reduced in number and fighting ability. While Trogdor ordered the rest of his drake-riders to hold up in the hills, Trogdor began city life as the Duke of Diemed and began to hold court a castle protecting the city of Aerele.

While in the castle in Aerele, Trogdor hears a summons for him. It is not like a roar or a voice, but all the people in Aerele can just feel the words flowing into their heads. The dragon Skiesbane had come to town and everyone knew why. Skiesbane set down outside of the castle with its giant head looking into the tallest of the castle’s towers.

Skiesbane lets all in the castle know that it is pleased that they are not bothering to try to attack the dragon, and truth be told many were fleeing from the mere presence of the ancient wyrm. Duke Trogdor climbs to the tower that Skiesbane is nearest too and alerts the dragon to his presence.

To cut a long story short: Skiesbane demands gold and tells Trogdor that one day the dragon will kill him. Trogdor delivers two chests of treasure for the dragon to carry away. As Skiesbane is leaving, the dragon lets Trogdor know in no short order that the dragon will return for more loot and that the drakes in the hills of Bliene are too delicious to leave alone.

Thursday, July 1, 2010

the rest of the orginal posts off of birthright.net

Alexander had a pile of gold for the infernal bazaar but wanted that one big item that would attract attention and garner good trade. Malik Deth knew about an ancient a cranky god that might be easily tricked into giving up something of value. Alexander was dispatched to Hades and in particular the home of Morgion the Black Wind (I forgot the exact location it is in some book of the outer planes). Alexander negotiated with a lich for a disease that would only kill paladins; and without a second thought the lich handed over a crystal sphere containing a black liquid. Of course the deal would be too good to pass up, what diseases could kill a paladin; something so nasty that it would outright kill everyone: the bubonic plague. Alexander had to intention of using the disease on Birthright but selling it at the bazaar could fetch a nice price.

Back to Karem for a minute; Karem was traveling dimensions with the vampire/cleric but was never allowed to reveal all the details to the Royal Flush Gang. Karem stole the Sword of Enlien and planned on selling it at the infernal bazaar and along with treasure collected by the Royal Flush Gang, Karem planned to cash in at the bazaar. The player for Karem wrote down a laundry list of minor and major magical items to be on the look out for.

Because the game was down to two full time players I decided to go easy on them and offer a few different things to do at the infernal bazaar. Both players traveled their independently and did many of the same things without crossing paths (this was the first time that Alexander learned that Karem was back from the dead but the character did not know that but the player did). Both players opted to purchase private tents and janni stewards to act as go betweens and couriers. The players could sit comfortably in their tents sending out the janni to look for items, the players could travel around on foot with a janni to act as translator, or the player could go to the main stage an compete in the high end auction (both players paid a hefty fee to get an item on the main stage: Alexander the plague and Karem the holy avenger).

There were many interesting things on the main stage: a captured green dragon, a small army of undead with intelligent captain, an eleven astral skiff, a human spelljamer (no one cared about this so I did not have to go into detail), a gold dragon egg, a high level paladin/cleric nailed to a cross, a pile of weapons from the Blood War (both demon and devil weapons), and the items up for sale by the players. Karem bid on and won the eleven astral skiff and paid quite a large sum of cash. It was interesting how the mage stage worked; while the item was on the main stage, the person with the item would receive offers until they decided to take an offer. Both players were offered very tempting offers for their items but they held off for gold.

Alexander purchased magical bracers, a variety of rings and necklaces, magical gloves, magical bag, scrolls and potions. Karem purchased quite a bit more: the eleven astral skiff, an odd automaton, a chime of opening, a deck of illusions, an empty iron flask, some wands, scrolls, and potions. The automaton was a large plate mail covered clockwork creature with fiery eyes. Karem was all like hey lets use this chime of opening on the automaton: the plate mail fell to the floor and an angry air elemental attacked. Karem quickly used his new iron flask and caught up the air elemental. The world’s greatest detective that Karem is figured out he was hoodwinked: the clockwork creature was not really clockwork; it was a non functional clockwork frame with an air elemental bound between it and some plate mail.

Maybe I am not describing it well: there was a man sized and shaped clockwork frame (clockwork robot body), an air elemental, and some plate mail. Some wizard took these three things and bound them together and sold it as a clockwork creature. Karem would have to track down what the heck was up with this so he tossed it all in a bag of holding for another time.

Now both players, Alexander (warrior/thief/cleric) and Karem (cleric), had some form of clerical power and both independently headed out on the same quest. They both headed for level 222 of the Abyss, Shedaklah and in particular the Forest of Poisoned Dreams. If a mortal can survive eating the local fauna for one week they would gain two points of wisdom. So here we had one of those classical meet up at a bar moment but only instead it was in the Abyss and the players were tripping mushrooms.

Alexander and Karem stumbled upon each other while living off the land in the Abyss. They conversed and trained stories but were interested to learn about each others new god and how they were both at the infernal bazaar and did not cross paths there. While they were having a good time they were “attacked” by a fungal dragon (something made up). This was the first time they busted out a trick that they would go back to a few times; Karem summoned a Hero’s Feast. While this spell is not really in the domain of the new dark god it was a little funny and effective. The fungal dragon smelled new food, fresh meat, and started to devour the feast while the players were able to slip away.

Karem led Alexander to the eleven astral skiff, were Alexander was surprised to see the Royal Flush Gang and kind of angry they knew things that he did not. But never the less, Alexander agreed to accompany Karem on his next quest to figure out what was up with is busted automaton. The players headed to an interesting point in the Astral Space that I made up; it was called Grimm’s Rock.

Grimm’s Rock is named after Warlord Grimm who conquered a gate town in the Outlands that led to the Astral Realm where a large chunk of rock was home to a port for Astral travelers. Both players had traveled to Grimm’s Rock on a few various missions that I did not mention so it was kind of funny when Karem was trying to introduce it to Alexander who had already been there.

Warlord Grimm held court once every three days and held three wizards in his employ. The three wizards were never given name but that was not important; what was important is where the three wizards came from: one from Oerth, one from Krynn, and the last from Toril. These wizards were sage level and for the right price could give information and point Astral travelers in the right direction. From the sages, Karem learned of another town in the Outlands that had a lot to do with clockwork creations. Karem waited a few days and went to the court of Warlord Grimm.

Karem presented precious jewels to Warlord Grimm to curry favor; Karem asked to be allowed to moor his ship on the rock until he could return from his travel. Warlord Grimm was pleased in his openness and gift of value and gave permission and attached a guide to led them over the rough landscape of the Outlands. The players tipped the guide very well and the guide waited around for both legs of their travel. Karem, Alexander, and their guide headed out to the gate town that leads to the outer plane of clockwork creations (I should Google what this place is but you guys get the point).

Oh it should be pointed out that Karem had an item that kept Alexander in check. It is very much in Alexander the character and player to lust for more bloodthieft and Karem would have been a prime target. So in the proliferation of power in the D&D world; Karem had to get a few things to have a competitive advantage. Karem’s new dark god granted thief powers better than Eoele and granted Karem some access to wizardly shadow magic. Karem also kept an ace up his sleeve; universal dissolvent that could utter destroy a target if used on it. Alexander had his magical mount, nice armor, magical accessories, and skills of a warrior, thief, and cleric and of course the +5 Tighmaevril spear so there was much to be feared from him.

So the pair of adventures, Karem and Alexander, with their guide headed to the gate town of Automata in the Outlands. In the town of Automata they sought a machinist that would deal with them. They meet a wizard named Mega Volt the machinist who offered to look over what Karem had: an inert clockwork humanoid creature, a pile of plate armor, and an air elemental trapped in an Iron Flask. Mega Volt saw the pile of junk for what it was and saw an opportunity to get some quests done: an exceptional troll’s heart, the horn of a unicorn, and the brain of a mind flayer. Mega Volt said he needed time to “study” what Karem had brought.
The pair of adventures returned to the gate town of Grimm and consult the sages three, learning that they might chance upon a mind flayer in Erelhei-Cinlu, the Vault of the Drow. The adventures depart again traversing the Outlands with their guide once again; the players were generous with the gratuity. The adventures paid to travel to Sigil, the City of Doors, and used magical means to disguise as drow to pass through the portal into the Vault of the Drow.

Displaying signs of being from an off-world drow tribe would not earn the adventures any bonus points; their mission had to be swift: find a mind flayer and get its brain. A little bit of gold goes a long way in the Vault of the Drow but the players were smart and traded in low value jewels and silver as to not attract in comparison to flashing gold and platinum. The adventures learned that there was a mind flayer hiring monstrous humanoids.

The adventures approached the location of the mind flayer with caution, sneaking up when it looked like all activity was dieing down for an evening (if there could be such a thing as evening in an underground city). Karem the Shade uses his blood power of Shadow Form to turn two-dimensional and checks out the mind flayer’s holdout. There is one main room with a back room. The main room has a small group of troglodytes sleeping, a group of hobgoblins sitting around a fire, and a large troll in the corner. The mind flayer was to be found in the back room devouring what looked like a half-drow.

Karem returned to the main room, left the Shadow Form and opened the door for Duke Nightmare (aka Alexander). The pair snuck past all the creatures in the main room and quietly opened the door to the back room. Quickly the adventures sneak attack the mind flayer, with Duke Nightmare wielding a sword of sharpness that lops of one of the mind flayer’s arms off and Karem stabbed the mind flayer in the back. Duke Nightmare cuts off the mind flayer’s head, turns and walks back to the main room. Holding the mind flayer’s head high, Duke Nightmare proclaims, in eleven speak, that they all work for him now.

In the main room there are three troglodytes, one troll, and five hobgoblins. The hobgoblins look the stupidest and weakest to Duke Nightmare, so Duke Nightmare thoughts down his sword of sharpness in front of the group of hobgoblins; telling them that there is only room for one of them in his organization. A fight amongst the hobgoblins ensued with only one surviving. Duke Nightmare asked for his sword back and the hobgoblin handed it over, so Duke Nightmare made the hobgoblin his squire (I forgot the name he gave it).

Duke Nightmare and Karem cut the brain out of the mind flayer’s head and placed that in a large glass jar. Karem used a magical spell to allow him and Duke Nightmare, along with his new motley crew, to travel to the Astral Realm and navigate back to the Rock of Grimm. Now back at Karem’s astral skiff we have the Royal Flush Gang (Salim, Alyza, Josef, and the Mystery Man), adding to that we have Karem, Duke Nightmare, a hobgoblin, three troglodytes, and one troll. Now the adventures still needed two more components; a unicorn horn and the heart of an exceptional troll. They looked over the troll that they had and thought he was real lazy and wanted to just sit and not do anything, so they would need to find a better troll than what they had.

The adventures decided to visit the sages three once more (the sage prices were so astronomical they formed constellations). The question was posed in what remote forest they could find a unicorn; the answer was Dim Forest, south of the Barrier Peaks, on the world of Oerth. Now the adventures learned a thing or two about killing unicorns from the fiendish Red Hood, so they would go prepared.

Karem piloted the astral skiff to the World of Greyhawk, were at the port of Dyvers they stocked up or had imported whatever they needed before the grand hunt for the unicorn would begin. Using the astral skiff, the adventures found a lazy river near the Dim Forest and set down. The pair of Karem and Duke Nightmare took there supplies and headed off into the forest, staying cloaked with magic to conceal note only their location but very presence as well.

The trap was simple, in the port of Dyvers there were able to buy one lion and one tiger. They placed there great jungle cats in cages but with long chain leashes that could be used once the cages were opened. The cats would be spaced apart that they could never reach each other with some space in between them were a woman would be placed. Duke Nightmare summoned his namesake nightmare steed and rode off to find a young virgin lady to use as bait.

The woman was lashed to a tree with great jungle cats on ether direction trying to break their chains. The pair of evil adventures hid silently waiting for some action. When a unicorn did show up it was an epic event, the creatures trotted gracefully and swiftly toward the woman in despair but then quickly turning and goring the lion to death before stomping soundly on the lion before coming to the woman’s aid. The adventures struck and quickly impaled and impeded the unicorn until they brought it down with many blows.

The adventures packed up there loot; they cut the horn off the unicorn using the sword of sharpness, drained the unicorn of it’s blood, and prepared to carry the carcass of the magical beast back with them as well. They still had the tiger and were able to put it back into its cage, using the cage that was for the lion to put there new woman friend in. They even took the body of the slain lion with them; it did cost them 5000gp after all.

Traveling back to the astral skiff through the forest, the pair came across a small band of bugbear slavers. They decided that they would come back for them with some reinforcements once they drop off their heavy loot at the skiff. That pair of adventures took the Kid and the Mystery Man back with them to check it out. Using a bit of magic, they came back to where they had seen the slavers and the Kid used his tracking abilities to get a sense of where they were heading.

The group of adventures came across a cliff side dwelling and decided to sneak in and see what was going on. The group used a variety of invisibility spells and thief sneaking to get past what they needed to get a feel for level one before moving down to level 2. Level one of the bugbear slaver’s hold seemed like just that: a common room for female and juvenile bugbears, a room for slaves, a room for warriors, rooms for the chief. So they went down to level 2 and were a bit more surprised at what they found. Level 2 was a series of twisting caves that the adventures did very good at note getting lost in, using a variety of things like paying attention and marking turns with chalk. Level 2 was a series of troll holes, homes to male trolls that are slowly turning human or eleven women into troll brides.

The adventures dispatch many trolls on this level, they are very much moving twisting cave to twisting cave fighting trolls all along the way. They reach a door the shape of a dragon’s mouth carved out of the stone walls. There was a lot of searching for traps and sending the Kid first. The door led down another corridor that ended in a pool of water, where the adventures were all sorts of like, “yeah let us use magic to aid us in our underwater exploration.” That is when a green dragon popped its head out of the water and breathed a horrible gas upon Karem, Alexander, the Kid, and The Mystery Man. I do not think it went well for the adventures because they decided to flee to the tight troll passageways.

The adventures were stuck, they could not exit out to the water and when they checked upon leaving whence they came, the slavers and trolls were alerted to their presence and it was just time before the green dragon would be on them. Magic was the solution to many of the common dungeon and dragon adventures; admittedly defeated in raw power the adventures made a quick jaunt to the Astral Realm to hop back over to Karem’s skiff. The world of Oerth was a tough but magical filled voyage that the adventures would mark as a possibility to return to.

The adventures now had the brain of a mind flayer and the mind flayer’s gang and the rest of mind flayer for that matter. The horn of a unicorn and rest of it as well. And while in the Green Dragon’s Troll-hole Factory (trademark pending) they stumbled upon two-headed trolls; so they had a troll heart of an exceptional quality. With the items of their quest assembled the adventures returned to the wizard Mega Volt (what a stupid name, you know how we refer to him? The guy that screwed you over that one time that you said you need to go get revenge on if you ever get powerful enough to do that-guy). The journey of course goes as such: take the astral skiff to Grimm’s Rock, pay tolls, get the old guide and head to Automata.

Mega Volt the wizard machinist eagerly awaited the return of the adventures and took the items greedily and proclaimed that Karem bought a lemon at the infernal bazaar. The man like clockwork skeleton inside the plate armor was made by Leonis the mad machinist. Mega Volt told them that he might be able to do something with it (no way) and that the adventures might be able to travel to find Leonis (have fun in some stupid demi-plane). When asked what the items were for, Mega Volt told them in a bragging manor: the unicorn’s horn was to make a potion to keep of the effects of aging, the troll’s heart for a ring of regeneration, and the mind flayer’s brain; well that, Mega Volt thought they might just die but the brain is very exotic and should net Mega Volt some nice trade loot. The players are pretty pissed but not much they can do about this super high level wizard that has all sorts of clockwork creations so the players pretty much got to just roll with it. Mega Volt does say they can have one of his guardian creations as a replacement for their lost clockwork creation, picking one at random Defender-Bot #10 is assigned to them (later this magical clockwork creature would become the new Ten of Spades).

The adventures left Mega Volt with new companions and loot and from Grimm’s Rock they departed off into the Astral Realm to find their way back to their world. Alexander believed he could sense the direction back to their home world and gave directions to head. Karem’s astral skiff traveled for some time before coming upon a great barrier of Shadow Energy in the Astral Realm. This was the home world they were seeking, when Azari did whatever he did by DM fiat I decided that when Azari tried to pull the “spirit world” into the “prime” world, a barrier of evil Shadow Energy would form over every thing pushing it was into and over the “spirit” world and encapsulating the “prime” world too.

The adventures stood pondering their options on the deck of Karem’s astral Skiff when from out of the shadows a path appears; a shadow stream of dark water flows out into the astral. This path would seem to allow the skiff to sail on and into the Shadow World. While thinking over the weird situation at hand, a small company of dark faeries appear. Two of the dark faeries play sickly sounding trumpets followed by the third dark faerie reading a proclamation from a scroll that states, “Duke Nightmare and all his stewards are allowed entrance to the Unseelie Court by the grace of Lussina, the Dark Queen.”