Welcome Adventurers!

Here our intrepid Poly PCs can record their notes, read up on past sessions, and generally store all the great in-game stuff that might be forgotten.

Current Adventure The Grinning Idol is a homebrew adventure loosely set in The Forgotten Realms. A demon haunts the party’s steps, a new companion joins their ranks, and they seem to find trouble wherever they go!
Current Location Dreashire - investigating the Restricted Section of The Library of Kelemvor
Upcoming Sessions
Session 188/21 @ 7pm
Session 19 (shifted for Dragoncon)9/5 @ 7pm
Session 209/18 @ 7pm
Session 2110/2 @ 7pm
Session 2210/16 @ 7pm

Locations, PCs, & Rules

Explored LocationsPlayer Characters (PCs)The Rules

The Library of Kelemvor
The Meadowlands






House Rules

Campaign Log Entries

2017-08-07 Library Delving

Our adventurers awoke to…administrative minutia! Astele got some pricing info for her skins, the players discovered a handy apothecary shop nearby, and Barador got a nudge from Tunfur the Stout that he should be considering his great quest.

In-town details put to bed, the party headed over to The Library of Kelemvor to consult the acolytes there about demons. It turns out that the library not only handles all things knowledge-related, but also all things death-related (funerals, gravedigging, who knows what else). They made their way past Brother Pavelle, who was keeping watch at the door, and were directed by [[Bastet?]] the Temple Cat to the rector, Sister Zora. She took their request for access to the Restricted Section (which contains a lot of books on demons) into consideration and sent them into the stacks to seek knowledge more conventionally.

Long story short…everybody had a bit of an adventure. Three heroes learned the following…

Library Discoveries:

Sitlali: “How can I protect my mind from a demon reading my mind?”

  • In order to protect your mind from divination magic, such as Detect Thoughts, you’d need some kind of defensive divination magic such as Nondetection or Mind Blank. However, generally those are wizard spells and not accessible to a cleric, such as yourself. There are magic items such as Amulet of Proof Against Detection and Location, but as you know, magic items are tough to find.
  • In order to protect yourself from possession, you’d need to either have Protection from Evil and Good in place or Dispel Evil and Good after the fact. Possession doesn’t always allow for mind reading, but it can be very invasive.
  • Maybe don’t hang out with demons.

Astele: “What can I learn about Onuxar from history?”

  • The name is clearly of Abyssal origin, signifying it is associated with demons.
  • The name is not particularly common of demons.
  • The most commonly mentioned demon of that name in the literature is referred to as “Onuxar Fornar.” It is unclear if this is part of the demon’s True Name or merely a title/honorific.
  • Onuxar Fornar is known as a tempter of lesser creatures, a behavior common to Glabrezu.
  • It is unknown which demon lord or layer of The Abyss this demon is associated with.
  • This demon has not been cited in historical literature for at least 500 years.

Barador: “What was happening when I saw Illyria through that smokey haze?”

Ethereal Plane

  • The entire Material Plane is surrounded by the Ethereal Plane, which is invisible to creatures of the Material. Generally one can move in any direction in this plane, even if they would “pass through” something visible to them in the Material. However, other ethereal objects or denizens are just as solid to them as material items are to material creatures. Planar portals in the Ethereal Plane appear as “curtains” to those in that plane, their color signifying which plane they lead to.
  • Unlike the phenomenon in the Astral Plane, creatures who die in the Ethereal Plane fully die.
  • Like all planes, portals are required to travel from one plane to another. Wizards and other high-level mages can travel from one plane to another by arcane means. There also exist natural portals, though these often have fixed destinations and may be accompanied by additional dangers.

Drow Banishment

  • Drow have an interesting relationship with the Ethereal Plane. As their racial roots tie back to a demonic layer in The Abyss, death is a not always considered a severe enough punishment for true traitors. In rare occasions, drow traitors will be banished by their fellows to the Ethereal Plane with only a Necklace of Nourishment (to keep them fed and watered) and a poison-coated dagger. There they must last as long as they can among the many dangers within.

Gotum met with the library’s expert on all things occult and arcane, Brother Namfoodle. The timid gnome couldn’t help much with the idol problem, but he did offer to help with more conventional kinds of curses. Gotum considered the upsides and downside of his Tongue of the Tavern and ultimately decided it was more useful around his neck than not.

After some illusory hijinks, the party re-assembled and were greeted by Sister Zora, who offered to let them access the Restricted Section if…they could access the Restricted Section. She told them of the [[Titivillus?]] infesting its stacks and how its deterrent qualities had now become quite disruptive to regular library business.

She encouraged them to travel down there quickly, lest it grow more powerful. They did so, met a [[Paper_Drake?]], and eventually got into a slugfest with a host of devils. Their efforts were aided near the end by [[Florna?]], a bibliognost, who had been in hiding from the [[Titivillus?]]. She handsomely rewarded them for their aid, including 3 spell scrolls, a [[Potion_of_Greater_Healing?]], and a bunch of treasure. She has also offered to serve as their private librarian as they comb the stacks looking for ways to banish Onuxar.

Session Summary:

  • Did administrative stuff
  • Explored the library a bit, learning some useful lore
  • Fought a pitched battled in the Restricted Section
  • Made friends with [[Florna?]]

Combat and Loot:

2 [[Kalke?]]100xp0gp
2 [[Imp?]]s400xp0gp

DM’s Note:

Now that you’ve “conquered” the library, time to study up!

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2017-07-24 Urban Heist Hijinks

With a mysterious engagement on their minds, the party planned out their evening in the rear rooms of The Abby of the Just Hammer. As a part of that plan, they spoke to Tunfur the Stout, who gave them a explanation of the layout out of the city. For the time being, they are free to stay at the abbey until they head out of the city. The three friends of Barador’s will need to pay a lifestyle expense, however.

With Tunfur gone, Astele, Gotum, and Barador decided to case what was to be their meeting place with the mysterious people at 10 bells. The Luck of the Lion turned out to be a curio and antiques shop for the upper classes. Run by [[Eldeth_Lutgehr?]], a dwarf woman with little patience for outcast dwarves and their friends, our heroes quickly found themselves outside the shop again, smarting from a good tonguelashing.

Meanwhile Sitlali remained back at the abbey, meditating. Or was she…?

Eventually the whole party met up outside of The Luck of the Lion and were greeted by…nothing - at least at first! At almost the same time, our heroes heard a noise in the shop, Gotum attempted to axe the door down, and the town guard came around the corner. Gotum was able to convince the guards that they were on the side of good. Relations with the authorities smoothed over, the guards investigated the shop, but to no avail. However, a group of black-clad thieves were seen escaping via the roof and a chase ensued.

The thieves managed to lose their pursuers, but the chase provided cover for a few surprising twists. Gotum walked into The Luck of the Lion and trashed the place! He also picked up a packet of Dust of Dryness sitting on her counter. Sitlali on the other hand, spied a suspicious-looking character and clocked him as the person observing their apparent “test.” The details of their conversation were…vague.

Finally the party returned to their lodgings, winded but unharmed. Still spoiling for trouble, Gotum convinced Sitlali and Barador to venture out to the more disreputable quarter. On their way…they met with an escaped sewer [[Gelatinous_Cube?]] and it surprisingly didn’t eat them. :-P

Now the party has returned home for a good night’s sleep. They’ve decided to start their next day with a more scholarly pursuit at The Library of Kelemvor.

Session Summary:

  • Learned the key facts about Dreashire (200xp)
  • Chased after the thieves on the roof of The Luck of the Lion
  • Tangled with a [[Gelatinous_Cube?]] (half XP)

Combat and Loot:

[[Gelatinous_Cube?]]1/2 of 450xp = 225xp0gp

DM’s Note:

A few of you need a bath, otherwise, it’s off to the halls of higher learning!

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2017-07-14 Subterranean Terror

Setting out once again on their journey to Dreashire for more information on their various quandaries, the party traveled down the Northwesterly road. As the sun rose, so did the temperature, ending up as the hottest day that year so far. Fields of tulips (each field a different color) spread out far across the landscape, indicating the city was not too far off now.

In the morning, the party discovered a curious rock, that, upon closer inspection, appeared to be the petrified body of a [[Treant?]]. The area was well trampled, indicating this to be some kind of roadside attraction. Strange!

As our heroes continued, they began to note that the small rocky outcroppings that jutted out of the soil periodically were changing in substance. Crystalline structures began to replace regular stone. Several of the party members even noticed one of these structures slightly moving in the distance.

The adventurers left the road to seek out this oddity. They found the trail leading away from the road to be covered in a thin sheet of glass. This led them to the anomaly, not a moving crystal, but a giant [[Flail_Snail?]]. Quickly deciding to act on the side of profit, they attack the snail, hoping to harvest its valuable shell.

The snail put up a fight and proved a challenge to hit. It narrowly managed to escape through a break in the rock. Following behind, the party slid down a glass passageway and found themselves in a dark cavern. Immediately they found themselves attacked by some hungry [[Gray_Ooze?]]s and a [[Black_Pudding?]]. There were some close calls during the fight, but together they hacked up the oozes and made their way to finish off the dying snail.

The party finally made their way to the gates of Dreashire. After some negotiations with the guards, they found themselves in the [[Outer_Ring?]], an impoverished urban neighborhood. There they met [[Rif?]], who shared a bit of information about the city’s criminal element, all while taking a few coins from their pockets for some bogus tickets. He told them of [[The_Bloody_Knuckles_Gang?]], led by someone named [[Nafaram?]], [[The_Brown_Takers?]], and the ailing countess who rules the city from the center of the [[Inner_Ring?]].

There was some intrigue as Astele received a mysterious message from a red-haired girl, who disappeared nearly as soon as Astele had seen her. “10 bells, Luck of the Lion, out front,” said the note. She was also handed a sack of 100gp.

The party regrouped (and lost [[Rif?]]’s interest) by the time they reached Barador’s contacts within the city, The Abby of the Just Hammer. They were able to secure lodging in the back at modest lifestyle expenses and were also able to take care of their planned horsetrading. Now what will do they do next in this brand new city?

Session Summary:

  • Chased down a [[Flail_Snail?]] at the expense of a fight with some oozes [Got the shell]
  • Made their way into Dreashire (400xp), meeting several mysterious people on the street
  • Sought lodgings at The Abby of the Just Hammer

Combat and Loot:

2 [[Gray_Ooze?]]s200xp0gp

DM’s Note:

Will you make your appointment? What’s the money for??

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2017-06-26 A New Path, A New Ally?

Tired from their quest, our adventurers enjoyed a warm, if muted welcome in Black Hollow after defeating Sally Mudwallow. [[Ilda?]] presented them with a Scroll of Revivify, which will surely come in handy in the future! In addition, they are now Heroes of Black Hollow, and will receive free lodging and possibly aid from those who dwell in the small village. It’s a start at least, for a party hoping to grow in fame.

However, while taking in the thanks of the village, they were in for a nasty surprise: Gotum almost murdered [[Glendila?]] as a result of Onuxar’s influence! This near-tragedy has shaken Gotum’s confidence for sure. He must have been made vulnerable due to his repeated use of the demon’s gifts.

After a short respite in Black Hollow’s inn, they traveled back to Gillamoor to resupply, regroup, and, most importantly, try to learn more about some of their recent magical encounters.

  • Astele collected more arrows from a local vendor and met a stranger selling good luck charms. She turned out to be a cleric of some sort representing [[Tymora?]] and her name was Sitlali.
  • Barador searched in vain for any news of Illyria, whom he had hoped to meet in Gillamoor. However, no word of her surfaced and he haunted the window of The Frowning Goat while waiting for her.
  • Gotum sought a way to shake himself free of demonic influence in Gillamoor’s chapel, but the acolytes there could only point him toward Dreashire and The Library of Kelemvor, where greater knowledge was likely had.

After agreeing to wait with Barador for at least a month, the party spent their time recuperating. Astele and Gotum both got to know Sitlali a little better, as she was a cleric and might know something about demons, but she too could only point them to The Library of Kelemvor. Astele ended up buying a charm (and Gotum clocked her as a charlatan).

The spell of this urbanity interlude ended once Gotum realized he had awoken covered in blood that was definitely not his own. It seemed Onuxar would not be satisfied with simple hunting trips at night. He convinced Barador to leave his post and travel onward to Dreashire. He also accepted Sitlali’s offer to come along too. It seems she enjoys passing from one town to the next, though her motives are unclear.

On the road, the party was beset by a small troop of [[Hobgoblin?]]s only a day after they left town. It seems a bounty had been placed on their heads and these creatures had been sent to capture them. The battle was swift and decidedly in our heros’ favor, however, it added haste to their travels.

A few days later, the party encountered the strange fog again and saw Illyria once more. This time, she arrived with some unwelcome visitors, [[Phase_Spider?]]s! The creatures passed in and out of existence, attacking with venomous fangs. They seemed to threaten Illyria as well, while in her misty realm. Finally our heroes put down the spiders and Barador’s love faded from view once more.

Now the party is camped out and hoping for a swift journey to Dreashire, where maybe their questions could be answered.

Session Summary:

  • The party was rewarded by [[Ilda?]] with a Scroll of Revivify.
  • Gotum is experiencing missing time and the urge to kill, which apparently he has done at least once!
  • Sitlali has joined the party!
  • Mercenary [[Hobgoblin?]]s attacked!
  • [[Phase_Spiders?]] attacked (during another sighting of Illyria)!

Combat and Loot:

3 [[Hobgoblin?]]s300xp0gp
2 [[Phase_Spider?]]s2100xp0gp

Remember, Sitlali is keeping her share of the loot!

DM’s Note:

Get your city clothes on!

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2017-06-20 Triumph in the Swamp

Following their first true meeting with Onuxar, the party travels South, hoping to take on the witch face-to-face. However, while following a likely trail to her hovel, they came upon an otherworldly sight!

Barador recognized a ghostly visage of his lost Illyria, seemingly appearing from a wall of mist. Then Gotum saw his long-dead cousin Ootoz standing near her. While they could not hear or be heard, the party attempted to communicate as best they could.

While this occurred, the party was attacked by a growling [[Shadow_Mastiff?]], which circled the heroes and their visitors. In fact, it seemed able to jump in and out of the shadows. The party took down the mongrel, but by that time the connection to the other world seemed to fade and it took the two lost women with it.

Recovering quickly from this shocking revelation, the adventurers traveled on and eventually arrived outside The Witch's Hovel. After a quick investigation around the outside (it had changed size and shape a bit since they last visited), they made their way through the entrance.

Sally greeted them as they entered, and almost immediately Gotum tossed a handaxe at her. Her image turned out to be an illusion and she eventually dropped her guise, revealing her green skin and ugly countenance. She taunted them as they moved unsteadily through her strange home, filled with odd artifacts.

She escaped the room and went down a trapdoor, but not before loosing a [[Scarecrow?]] and an [[Ettercap?]] on them, disguised as a suit of armor and a treasure chest, respectively. Once the battle ended, they found a strange book, and then descended the trapdoor ladder.

Sally Mudwallow stood atop a slanted fountain running black water. She conjured a [[Water_Weird?]] to defend her, but each in the party tossed water from the Fey fountain into its reservoir, and eventually Sally lost hold of her control of it and it dissipated. She too vanished once her connection of the Material Plane (through the tainted fountain) was broken.

She left behind her a Pearl of Power, an Immovable Rod, a Ring of Water Walking, and a Horn of the Silver Wood. The party felt like they may have been given these by some Fey presence in payment for their efforts against this dark-aligned Fey.

Leaving the hovel, they saw it melt into the swamp behind them. It’s time to return to town and see how things are going in [[Dark_Hollow?]]…maybe a reward lies in their future?

Session Summary:

Combat and Loot:

Sally Mudwallow700xp0gp
Quest(s)Any Needed xp0gp

Regardless of total XP, all players have auto-leveled to 2700xp and are Level 4!

DM’s Note:

Seems like you guys could use a nice, dry vacation!

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2017-06-02 Xvarts and Demons, Oh My

After avoiding a net trap (well, all but Gotum), our adventurers set forth to find help from the warlock said to live in the Northern-most part of The Black Swamp. Long story short…they were misled and tricked into fighting a tribe of [[Xvart?]]s and their foul minions, [[Giant_Bats?]] and [[Giant_Rats?]]. There were some warlocks, but they weren’t of a mind to be helpful.

The party nearly died from fire magic, but near the end of their battle, a mysterious force protected them and they made a hasty retreat to an empty cave. There they learned that Onuxar, a demon, had protected them from his prison in the Grinning Idol. He told them much about the [[Xvart?]]s and their coming battle with the hag. He also offered his help if they would like it again. Gotum seems willing, Barador is non-plussed. Astele’s view is unclear.

Session Summary:

Combat and Loot:

6 [[Giant_Bats?]]300xp0gp
4 [[Giant_Rats?]]100xp0gp
5 [[Xvart?]]s125xp0gp
1 [[Xvart_Warlock_of_Raxivort?]]200xp0gp

DM’s Note:

He sure seems like a friendly demon!

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2017-05-29 Vengence is Served

Upon waking from their long rest in the tower of The Lonely Torch, Barador discovers that he has the Grinning Idol in his own pack now. Also, Gotum makes a connection between the claw he has been carrying (found under Ootoz’s body) and the claws of the foul [[stirge?]]s!

After the party descends into the depths of the tower basement, they discover several vast, crumbling chambers. One of the rooms contains some Dust of Disappearance.

They face down some more Night Blades and rescue Ralavaz from torture in the mud pit. He professes that he has changed his ways and hopes to convince his brother Gardren to turn away from crime as well.

The whole party confronts Gardren, better known as [[The_Night_Lord?]], and a battle ensues. After knocking the bandit leader out cold, they’re accosted by the ancient king who has apparently warped Gardren’s mind. Barador is able to turn the ghost with holy words, but the ghost has other plans and brings the whole tower down around the party as they flee from the building.

Finally, our heroes turn in [[The_Night_Lord?]] to the sheriff and she pays them the gold they’re due for the bounty. While most of the group wishes to move on, Gotum convinces them to stay until Gardren can be tried and hung for his crimes against not only the community of Whitesparrow, but also his cousin Ootoz and the rest of his clan. Astele picked up the bandit leader’s blade, Nightculler.

A month passes with little intrigue but the eventual execution. However, one night, a little girl calls out for help from her burning home. The party follow her and find no fire. In fact, the little girl turns out to be some kind of powerful fey creature, upset with their delayed quest to defeat the witch (who she calls a “hag”) of The Black Swamp. She threatens to slay THEM unless they attend to their quest. She does offer them a guide, a [[Sylvan_Manx?]], who can take them quickly to the swamp via hidden feywild ways, and also an Amulet of Truth, which will show them truth when presented with illusion.

Arriving back in The Black Swamp, the party sets out to seek the help of the warlock that Sally said might help them.

Session Summary:

  • Defeated all of the remaining Night Blades and Gardren, [[The_Night_Lord?]].
  • Collected the bounty on Gardren (100 gp) and saw justice down for his many crimes.
  • Were NOT killed by a high-level fey and headed back into The Black Swamp.

Combat and Loot:

6 Bandits150xp0gp
1 Stirge25xp0gp
Gardren450xp40gp, Nightculler, 3× [[Potion_of_Healing?]]

DM’s Note:

I’m sure [[Bob_the_Gargoyle?]] will be fine!

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2017-05-15 Bloodbath in The Lonely Torch

Our heroes nearly died in a pitched battle between the surprised Night Blades and their Stirge neighbors!

In serious need of a rest, the party barricaded the main hall of the tower, retreated upstairs, and defended themselves from any additional attacks. And by “the party,” I mean Astele, who played super sniper while the others rested. She befrended [[Bob_the_Gargoyle?]], but frankly he wasn’t able to help too much.

Fully rested, Gotum and Barador are now ready to rejoin Astele and delve deeper into the citadel.

Session Summary:

  • Defeated a ton of Stirges and Night Blades!
  • Astele single-handedly held off some returning Night Blades from the upper floor of The Lonely Torch.

Combat and Loot:

8 Bandits & 3 Thugs550xp330gp
10 Stirges200xp0gp

DM’s Note:

Hey, you didn’t die, did you? Any landing you can walk away from, right?

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2017-05-01 A Cunning Ambush

Our fearless party arrived in Whitesparrow with little fanfare and headed straight for the local public house. Inside Gotum had a weird mishap with some ale and Astele got sticky fingers again. Fortunately they didn’t cause too much of a ruckus.

The bartender directed them to meet Sheriff [[Ruth_Willowmane?]] who works out of the back of the pub. She told them about their recent (and past) troubles with [[The_Night_Blades?]] up at The Lonely Torch. She also introduced them to a gnome named [[Pixiewicket?]], who gave them some first-hand accounts of the bandit gang’s habits.

This provided our adventurers with enough intel to set a deadly ambush for a group of bandits leaving The Lonely Torch. The party dispatched them, but not before capturing one alive and torturing him for a little bit of information. This was certainly a gruesome turn for the, at least feasibly, good-aligned party…

Now the party stalks the chambers of the The Lonely Torch (after avoiding some [[Tangleweed?]] with a home remedy and scaling the tower wall with [{Boris]]’s Rope of Climbing. They’re just about to attack an unsuspecting couple of guards…

Session Summary:

  • Arrived in Whitesparrow
  • Met some useful NPCs to help them catch [[The_Night_Lord?]]
  • Defeated 4 Night Blade thugs

Combat and Loot:

4 Thugs400xp68cp

DM’s Note:

Combat not challenging, you say…be careful what you wish for ;-)

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2017-04-29 Highway Highjinks

After speaking to [[Jados?]] the bartender again and getting some directions, the party headed Northwest toward Whitesparrow to find [[The_Night_Lord?]] of [[The_Night_Blades?]].

Horseback travel became quite a challenge for Boris, as his horse was usually too scared of him to let him ride it. He even threw fire at it! Eventually it ran off for some reason…

While traveling, the party came across a [[Displacer_Beast?]] and managed to take it down with their quick wits and overpowering force. Its pelt will make a nice trade good with the right crafter.

They also helped a sorcerer down from a tall tree at the behest of his [[Homunculus?]]. A weird encounter to be sure!

One night the party was attacked by bandits claiming to be part of [[The_Night_Blades?]]. They dispatched them easily and set off on their final leg toward Whitesparrow.

Session Summary:

  • Headed off toward Whitesparrow from Gillamoor
  • Boris scared away one of the horses
  • Took down a [[Displacer_Beast?]] (took its pelt)
  • Helped a wizard and his [[Homunculus?]] (100xp)
  • Defeated a band of bandits who might be connected to [[The_Night_Blades?]], but seemed kinda weak

Combat and Loot:

8 bandits of [[The_Night_Blades?]]150xp1gp
Quest Rewards100xp0gp

DM’s Note:

There is some weird stuff going on….and also I had to make up a LOT of stuff for this session :P

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Define external redirect: Xvart Ink Devil Shadow Mastiff Ettercap Hobgoblin Captain Flail Snail Ruth Willowmane Eldeth Lutgehr Glendila Nafaram Giant Rats Phase Spider Hobgoblin Imp Sylvan Manx Dark Hollow Tangleweed Tymora Black Pudding Ilda The Night Lord Giant Bats Potion of Greater Healing Outer Ring Xvart Warlock of Raxivort Water Weird The Night Blades Potion of Healing Rif Phase Spiders Homunculus Gelatinous Cube Scarecrow The Brown Takers Gray Ooze Bastet Pixiewicket Kalke stirge The Bloody Knuckles Gang Florna Jados Treant Displacer Beast Bob the Gargoyle Inner Ring Titivillus Paper Drake