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.”