World of Al'Dravin

Glugg's return home Part 2
Sacrifice and liberation

Will come back to add more later.. just wanted to notate those who died.

Honored Dead:

Ingeg – female druid who wanted to seek fame & glory

Thall - male ranger with a tattoo on his face (died at the battle of Charhelm Fort)

Kadla - female half orc / half elf barbarian died in the hag fight but was reincarnated by Krong as a male dwarf – she was foolhardy and selfish… and died again when Glugg was retaking Zuria.

Gerda – female barbarian – smushed by a hill giants stone throw when trying to buy time for the rest of the stonebear tribe to escape.

Hildga – female primal alchemist – died when glugg was retaking Zuria

MIA:

Gaga – female ranger wielding a glaive and had a golden eagle animal companion named Varch (fled from the Hag fight in terror never to be seen again)

Survivors:

Geirfi, Orkek, Farsark, Jogug, Krong, Feng, Glugg, Nalos, Tabarr, Dell, Ogre.

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Random dungeon - unexplained

This was a fun little one off filler to play because I wasn't ready to run Glugg's one-off.  There isn't any real reason why these people were in this dungeon yet… just go with me :P

Roll call: PCs: Zeke, Narshan, Blaves, Bing Bong

Zeke, Narshan, Blaves, and Bingbong are teleported to a dungeon.  Inside this dungeon the party fights a group of demons and an electrified… giant… spider – that holds a near dead caster in it's mandibles that strengthens it's own..spellcasting powers…ya….

the party (aka zeke) finds secret doors near the ceiling and investigate.  They use Narshan and his mount rhino Chauk to smash through a wall and plummet 50' down into a warehouse room full of goblins.  one of the goblins was a lich, named Booyagh – who was quite fun to RP duirng combat.

The party chose to befriend this goblin… and learned he didn't know he was a lich or rather didn't know how he became a lich.  also described he and the other goblins were gathering treasure for a black dragon of sorts.

and we stopped playing that adventure as it was late.  next time we picked up with Glugg's game.

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Your time has come

These are just quick notes with a lock of a lot of detail.

Roll call: PCs: Zeke, Amon, Taklinn, Bingbong — NPCs: not present

The party is caught in a net of timestop – and A Time Guardian showed up with a group of Inevitables, Maruts to defeat Taklinn and zeke for their crimes again the flow of time.

The time guardian rang it's bell three times before the combat was over and fast forwarded time outside of the timestop zone by 10 years.  The Time Guardian's weapon was used as Zeke's bell in his cathedral bell tower.

 

The party stayed in Zyna's compound and Zeke's cathredral for a month while Amon was preparing a riitual teleportation spell to get them back to the Akkar land.

Amon completed the ritual and He, along with Glugg (gluggs tribesman), Taklinn, and Bingbong appeared in the middle of a great frozen battleground…. where Akkar once was… but nothing of Akkar remains… no buildings – only a battleground of frozen corpses.  They saw Akkar inhabitants, alderhyde troops, some dwarves, the body of Stormkirk (covered in strange gem like beetles), along with the corpse of Travok leaning up against a pile of frozen bodies.

amon experimented with the beetle and discovered it drains spell levels.  there were many of these beetles on stormkirk.  Additionally it was addictive when it bit amon.  he felt ephoria.  

In this new land of Ragon - time has moved forward in time by 10 years – Alderhyde has taken near complete control of the continent of Ragon.  Magic users are illegal and magical items have been detained by Alderhyde troops under Vylarian's command.  The commoners love Vylarian.  And Alderhyde is well respected for the protection of the realm.

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Tomb of Horror aftermath

Last couple session cliff notes:

Roll call: PCs: Zeke, Amon, Taklinn, Glugg, Bingbong — NPCs: Rham, Zyna, Shaldoor, Valholic, Kalett, Odand

1. Adventurers complete the tournament that was rigged against them.  Necromancers of Skull city trapped all players except Bingbong in cube of force and forced them to fight against each other.  Zeke and the others attempted to fool the necromancers with fog clound and other spells but the necromancers weren't having any of it.  Necromancers sent the Tortured Angel, mind controled Odand and Mind controlled Zyna into the arena.  The players broke out of the force cage with antimagic field and zeke sent a lot of people back to their native plane (including the angel and odand – who was getting ready to cast a fireball with wand of fireballs but was wisked away to his 'home' which is the orphanage he sponors……)

Bingbong defeated the occupants of the tower and the necromancers were routed.  They freed a luck dragon who granted each player a wish for freeing it and became a familiar to Amon.

Wishes:

Zeke – wished the curse "inflicting" Cas to go away so Valholic can get his final revenge (the curse was passed to valholic).  Vengeance paladin that can never die…  Valholic in turn granted Zeke a favor that zeke can call upon.

Amon - wished to protect Akkar (it was teleported – the entire city – to the Yin empire)

Taklinn - wished for knowledge and rituals for crafting in artificers magic and golem crafting

Bingbong – wished for god armor (received armor of an angel)

Glugg – ??

Kalett / Rham / Valholic / Zyna / Shaldoor – all unknown wishes

 

Back at Zyna's stronghold the party was set upon by Acerak and his aspects of demigod / demon lords (Nerull, he who was, orcus, god-golem, demogorgon, acerak himself).  Valholic perished (but was reborn due to the wish – somewhere random in the world).

 

Glugg picked up Nerull's scythe, zeke picked up the eye from Acerak's skull, Bingbong picked up a flaming broadsword, among other treasures.

 

Amon and Taklinn rebuilt Zyna's stronghold and started working on Zeke's cathedral in their downtime.

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Glugg's return home Part 1

Glugg and the Stonebear tribe members he encountered in skull city teleported back to the land that once supported Akkar.  From Akkar they took the east road through Spandoria took the right fork south to kingsfleet in order to obtain a ship in the land of a thousand lakes.

From there they guided the ship through the rivers and canals until they were on the open sea.  A month on open waters they pulled the ship into a pinensula of land to restock previsions and rest on the land.  During the night they were set upon by sea hags and Merrow.  Tabarr’s three berserker captains died, along with …….  And ……..  fled in fear from the hags supernatural powers; she was not found.  Here they met a Sea Elf (a triton) and an orc shaman (druid). The next morning they set sail on the last leg of the journey and landed in Crescent Moon Bay where they hauled the boat up onto the land and concealed it with foliage.

The group decided to travel, first traveling through the light jungle area – which were ambushed again by roughly 10 trolls.  Quick thinking the shaman summoned crocodiles to help defend their camp and the another cast mass suggestion telling the trolls to travel to the Ashenfields to collect a particular type of rock.  The remaining dead trolls were tossed on the fire.  They continued their journey north through thicker jungle then traversed the jungle covered mountains until finally they arrived at Stonebear Enclave.

Glugg was questioned by the members of the tribe – many distrusting Tabarr’s choice in bringing glug here, especially by the new Chiief Tabarr left in charge when he left.  Glugg, the chief, and Tabarr (the chiefs, met in the chief’s bone hut to converse – then ‘transcend’.  Here Glugg went on a spirit journey; flying through the air to the north over the Stonebears old home – now occupied by Jogug Blackhand – then south to the battlefield where the Stonebears were ambushed by Lizardfolk (betrayed by glugg’s own father and current chief at the time).  Glugg continued south and witnessed Mt. Spire erupt creating the ashen fields. The journey made one last stop, over the White spindle forest (where gluggs father was said to have left – never to be heard from again) he glimpsed an oasis – before his spirit journey ended and Glugg was ripped back into his material body. 

Many of the tribe wanted to believe Glugg but needed proof. So glug and the tribesmen from skullcity accompanied Glugg on a quest to prove his heritage and his claims to the tribesmen – they journeyed southwest to White spindle forest to find answers.  Before they departed the current chief stopped glug and told him there were reports that the blackhand clan were on a war march and possibly traveling south, they would defend their home but told glug to hurry.

They traveled south of the Ashenfields through the swamp for many days until they came to White spindle forest, a forest of colossal mushroom stalks, florescent bugs and plants, and pools of glowing water.  The sunlight above, cast through the canopy of toadstools, illuminated the area with a prismatic hue.  The deeper they went the more clustered and alien the landscape became.  Until it broke into a clearing and the oasis from Glugg’s spirit Journey. 

The oasis here was home to a crystal clear lake – yet nothing living resided here – there was utter silence. Many of the tribesmen drank from the ice cold water fed by subterranean cavern streams and rivers.  Glugg found his fathers drinking horn berried in the bed of the lack.  The triton sensed something off about the water and instructed everyone to stop drinking from it and leave it be. 

Others cast their gaze to the sky, through the clearing of the toadstool canopies, and discovered an ancient temple hidden on the side of a cliff of the nearest mountain face – it was surrounded by massive Rocs spiraling around the keep defensively.  The decided to investigate. 

They flew up the cliff face with spells and magical items and reached the entrance way without attracting the attention of gargantuan Rocs.  The doors and halls inside the structure was built for giants, the walls were covered in vines and roots dripping water down to the soft and spungy floor where centuries of moss and algae had grown to form a new floor.  Scouting the area the group found an ancient scroll hidden inside the nook of roots. It was a letter from Gluggs father.  Further search uncovered a carved figurine of a beholder.

Continuing their search, the group heard a strange speech coming from behind a sturdy wooden door.  With the use of Gluggs animal companion they spyed a floating orb with many eye stalks resembling the beholder figurine.  The others convinced glug we need to engage the creature and move deeper into the structure.  With that Glugg kicked in the door and were instantly fired upon by the beholder’s eye rays for intruding.  The beholder had three Cloaker minions as well; one of which attached to the beholder like a cape.  The druid summoned a small army of tiny pixies and put the beholder to sleep and the day was one, but not before the triton was almost killed by the Cloakers.  The beholder had a room of extremely organized belongingss including…

Past the beholder’s room the party chose to skip the strange muddy watery hole in the hallway and instead went upstairs towards the sound of howling winds.  At the top of stairs was strong iron door… which glug pulled off its hinges with his immense strength and used the door to divert the storm strength winds.  They were standing at the summit of the mountain where a humanoid figure floating in the center of the room was channeling some kind of energy creating the gusting winds.  Above the man grasping hold of the edges of the room were multiple huge giant hands frozen in time.  Sensing a change the humanoid turned and dropped his concentration on the spell, it was Gluggs father, Kegg.  But much older, impossibly old and impossibly alive – after 900 years. 

After a touching reunion Kegg explained his side of the story and what had happened.  He wasn’t the monster history made him to be.  Kegg gave his son Glugg his legendary hammer Runeclaw as well as his Roc feather cloak.  Glugg gave Kegg the letter and the drinking horn when the giant hands began to move – grasping hold of the edges of the building beginning to lift the giant’s bodies up into view.  Kegg told Glugg and the others that they couldn’t stay, it’s too dangerous and to avoid the waters of the Oasis.  He called down one of the Rocs and told Kegg the Roc would take them to safety away from this place and hurridly told Glugg he will have a yearning to return, return to the pools of the oasis – but he must not, at all cost he should never return here with that he began the ritual again and with it the winds blasted the area subdueing the giants again – freezing them in place, motionless, caught in a variation of a timestop spell.

Atop the wide back of the monstrous eagle Roc they made their way back to Stonebear Enclave…. And that is where the journey ended for now.

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Skull City Tournament

https://docs.google.com/spreadsheets/d/12JDfn2gX1H7lwXUgyOAoK_av4RRwSKf6VDK0rRZuZQ4/edit#gid=0

Finalists:

Vahalic – Paladin of Vengeance VS Taklinn – Paladin of Protection (5 to 1 odds in favor of Vahalic)

Patriarch Exekiel – Storm Cleric of the Old Gods VS Odand the Spider – Arcane Trickster / Conjurer (5 to 1 odds in favor or Zeke)

Master at Arms Bing-bong – Champion VS Glugg, the Maul Warrior – Bear totem Barbarian (3 to 1 odds in favor of Bing-bong)

Amon the Blade Singer – Blade Singer / FIghter VS Herald of Blood (10 to 1 odds in favor or Herald of Blood)

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Adventuring groups

Befield group:
Zeke (tempest cleric)
Taklinn (paladin)
Glugg (barbarian)
Narshan (barbarian)
Rham (fighter)
Odand (arcane trickster rogue)
Merovius (milk)
Cade (soldier)
Gharosh Vren (battle master)
Braznog Skullsplitter (champion fighter)

Heroes of Akkar
Cass sorcrtdt
Asher fighter (2handed)
Aegis monk of the long death
Amon – wizard fighter
Karn – assassub
Zandria – ckeric
Warrick (ckeruvk
Eldon-wizard
Brock (battlemaster
-Rham
figgter

Order of the Arcane Bell
Merrin – monk of the long death
Sloth barbarian
Splugg & Gulps – fighter/rogue
Brumple cleric
Zeed monk of the long death
Thamior – urban ranger
Khemed illusionist wizard
Danny – tinker warlock.

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Recap requeat

Wow we haven’t logged anything in more than a year. Yikes. If you get around to it (in the next couple weeks) come back here and post journal entries for your characters to recap all their lives over the past 2+ years (adventuring and downtime if you like). I’ll make it worth your while :)

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Thamior's Letter

Merrin and Khemed,

There has never been a more sobering experience than total defeat. We were bested. Perhaps it was because we were outmatched or overwhelmed. Perhaps it was due to our lack of strategy that we lost Sloth, Brumple, and Zeed… Whatever the reason, it cannot happen again and I will be prepared for it next time.

We’ve lost three lifelong friends in that place and more life is destined to that fate unless we stop it. We’ve lost our way, lost our stuff, and lost our friends. We must regroup. We must rearm. We must train. We must prevail.

I must go to my masters in the guild and learn more about inflicting wounds and being ruthless. My days of being an enforcer in the guild are done – I now enlist as an Assassin so that I may extract my payment on those who have taken so much.

My friends I implore you do the same. Cloudhi knows of the threats now and we can do no more good for them in our condition. Let us face that place one again when we are better equipped and better trained. We cannot let those bastards have their way.

Until Next Time,
Thamior Johnson

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Time Ravager

- Time passage – 750 days (please refer to downtime forum).
- Befield has grown.
- refuges from Zuria.
- Revenants attack individual party members
- Braznog joins the group
- Find a few books from the temple in strange places. When they are opened – even stranger things occur.
- Party meet’s Shiroto
- Shiroto has some of the books but won’t sell them. After being pressed he finally sells one. Says he’s going to Zuria to meet a contact to sell the other book.
- Party offers to guard his wagaon on the way.
- On the travel to Zuria
- Get “observed” by lycanthrope creatures during the bloodmoon camp.
- Hags attempt to lure party to death in swamp.
- Observe herd of skeletal horses.
- Attacked by hell hounds
- Ghouls attempt an ambush – party handles it.
- 5 miles out away from Zuria all vegetation is dead or dying

Role check: Rham, Taklinn, Narshan, Glugg, Braznog, Shiroto

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