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2014-11-04

The first half of the session involved the party agreeing to leave the serpentfolk’s lands and drawing from the deck of many things. Much mischief was had.

The second half was a session guest DM’d by Chase.

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2014-10-14

Summary

The party started in the Memory Palace of the King from the previous session. After MUCH deliberation, they decided to remove the Deck of Many Things from the palace and store it in its golden storage case, thus leaving Narcosa defenseless. After much more deliberation, they decided to rest the night, and then go towards the lair of the serpentfolk, in order to try to work out a peace treaty.

While in Chokepoint Keep, they encountered a dragon, lots of stuck doors, and were confronted at night by an orcish tribe.

Sayl’s Travel Journal

This journal is a small red book whose pages are mostly empty. Throughout its first few pages, various articles have been written regarding the woman's travels to meet the party. Where the handwriting in the early articles is stylized and methodical, the later entries are scrawled out, more musings than recollections.

There comes a point in every person’s life when they decide what they are. Mine came earlier than most, when that dwarf caught me palming that knife from his belt. When it came down to it, when I knew what would be in store for me when the stump alerted the authorities, I knew what I was. I was a girl who took the easy route, because the path to principle was too damn hard. Virtue was a luxury for people with full bellies and no real difficulties in life. And I was comfortable with that. I am comfortable with that. But when that call for a second scouting party came out… I wasn’t expecting to find much more than monsters to slay when I came out here. Certainly no moral quandaries lied in wait, right?

Alas, the gods hold no favor for the atheist. Who would have thought I’d have would up with this sad excuse for a scouting party? Or that, when their choices for who they would be came, they’d settle on ‘monsters’ and ‘apathetic?’ I’ve no love for the red-folk. Though, suppose I’m among them now, red mist be damned. Given the choice, I’d be fine wringing them for a bit more of what they’re worth. But, while they may not be equals… I suppose any culture that extorts like they do back home are people, right? I mean… they’ve some basic rights, yeah? What that little cretin and his monster of a butler were talking about… its genocide. And I’m sitting here in this ruin, trying to rest off the last of these wounds… and I know it won’t end well. I know that on the horizon, the looming choice of who I want to be is about to come up again. Will I be alright, if I take the apathetic path once more? Can I cross that line? …Will they end me if I don’t?

Evil is evil. Lesser, greater, midling, makes no difference. The degree is arbitrary, the definition is blurred in the eyes of the gods. If I’m to choose between being an enabler to genocide and a corpse, I’d rather not choose at all… I suppose… if I see my own death looming, and I can’t work up the resolve for their choice, I’ll resort to the simple path, and do what I can to these lands to do: killing monsters.

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2014-10-07

Summary

The group reached the mountain containing the ancient artifact of the goddess. Inside the mountain, they found a broken society: Narcosa, filled with red mists. They discussed the possibility of exploiting the natives, and made their way to the castle of the king. There they met a rabbit warren, and escher stair cases.

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2014-09-16

Players

  • Josh
  • Trent
  • Austin
  • Paul
  • Chase
  • Ross

Summary

The party explored the dungeon further, and met some nasty plants as well as the vegepygmies. The vegepymies brought them to their masters, the serpentfolk. The party fought the serpentfolk and blew up their lab, after getting some of their research notes, seeing a vivisection, seeing their horrible goblin experiments, and getting potions made from their cerebral-spinal fluid. The explored the tunnels, fought some monsters, overcame a trap, and escaped through a Shrine of sacrifice.


Taken from Feerom A Neyac’s somewhat singed journal:

After we slaughtered the vicious tree mouth, we found a wide assortment of oddly-helpful magic items in the bottom of the pit. After climbing back out, we fought a giant dragon tree, I almost died from its fire breath, and again from the sheer irony of that situation. We meet up with some plant creatures and our imbecile of a monk manages to mind-meld with one of them. If you combine two half-wits, do you get a whole one? Regardless, this relatively-new race of probably-flammable creatures has agreed to take us to their progenitors, since our double-half-wit can now apparently talk to them.

When we get down to the lab that seems to be the point of genesis for this race, we get to meet their makers. They’re weird; they look like some strange hybrid of snake and human. They appear to hold the sacred art of pyromancy in disdain, preferring instead to believe only in their ‘science’ of alchemy. I think they honestly have no idea how much of a science magic really is…

He-who-was-once-a-she challenged these alchemists to a cook-off, and between my baking expertise, and the fact that our oddly-well-prepared halfling just happened to have some quality spices, we managed to help hir concoct what was truly the best meal anyone in the room had ever tasted. As a victory condition, we got to watch as one of the two snakepeople vivisected the loser (in addition to getting access to some of their notes, and their garden). I took this time to brush up on my spells, since I had not had a chance to do that for a while.

After discovering that they had been experimenting on gobbers (whom they classified as non-sentient), we confronted them, and before you know it, we had two dead snake people on our hands, and were backed against a door with a 3x3x3 puzzle with colored sides, and a rapidly-advancing cloud of alchemical smoke which resulted from breaking pretty much every jar in their entire lab. From this cloud of smoke stumbles our bald little monk, who now has eight fingers on one hand and two on the other, and a mirror floating directly in front of her face. She is also now apparently an all-powerful wizard.

Not wanting to see what the cloud had in store for the rest of us, I did the only thing I could think of to protect us. Focusing some of my arcane power, I cast a highly-intensified burning hands into the oncoming cloud of death. Something in there must have been highly flammable, because the resulting conflagration blasted our entire group through the puzzle door, and caused our way back out to collapse. From the rubble of this emerges what can only be described as an alchemical elemental. It thinks that it is superior to me since I am its creator, I assert that that logic is fundamentally flawed. One thing leads to another, and next thing I know, I wake up, and the elemental is now stuck inside a flask.

We proceed to make our way through the rest of the cave system, fighting past some strange yodeling frogs, and distracting a hungry dire-bear before making it back to the surface. After a day-and-a-half’s travel, we manage to make it back to the place where originally entered the cave.

Apologies if something got left out; Feerom’s journal was a tad damaged from almost being set on fire several times over the course of that adventure

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2014-09-09

Party

  • Josh
  • Trent
  • Austin
  • Paul
  • Chase
  • Ross

Summary

(Thoroughly explored 93 square miles. Partially explored 93 square miles. Total area explored: 187.08 square miles.)

The group began exploring the island. Seven hexes have been explored so far. Found two ruins, and a sacrificial altar.

Became chummy with some goblins. Learned to hate the uppity gorillas.

Found “video disks”, “walkie-talkies”, and auto-chaoriots.

Learned a little bit of the ancient inhabitants of the island (orcs and black blots.)

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