The Travel Guide of the Realms ============================== The note that began our quest: ------------------------------ Welcome Friends I gathered ye here to test thy worthiness If ye can discovered who I am, I will remove the curses laid upon each of ye. Many clues I left about the land for ye. If thou art clever, ye shall uncover my identity. Here is the first clue. The second may be found in Darkened hands beneath the twisted tower. If you doubt my ability, you may question Elminster the Sage, but he does not like being disturbed and may not take a liking to ye. A drow statue beneath the twisted tower with cupped hands held the following note: Congratuations Ye have found my clue. Here are two more hints for ye. One lies with a dagger at the break of day. The other is at Akka where omlettes go kipuk. The note was crumpled around a shale rock. The shale rock is high in iron. We interpret the note as follows: Randall Morn (the rightful lord of daggerdale) maybe the morning reference. Akka is a mountain in The Great Glaser. Kipup is a snow tiger. Randall Morn has a braclet with an attached vial. When the vial is opened the one holding it passed out. The vapor flowing from the vial forms into a cyrstalyne rod. When crushed a scroll is revealled: Ye hve done well again Another clue to my identity nestles within a crown of stars in the realm of myth Elminster beleaves that crown of stars refer to Myth Dranor. Some cult is doing this. The primary options at the end of the Randal Mourne Adventure are Myth Drannor: heads handed to us Waterdeep: hospitable but far away The Great glacier: is doable dispite the weather and the hint of tigers We are also pointed to the Cult of the Dragon and the Red Wizard's of Thaye, though the Dragon's are concentrated around Moonsea. Tassledale has shale with higher iron content. Hills around Iron Fang keep. Knowledge of Shadowdale ----------------------- An adventurer in Waterdeep begs. He and his companions were cursed like us and ventured forth to remove those curses. His party were sucessful. Flaken is a well meaning loose tounged fellow, who works for Braun. The Red Dragon north of Shadowdale is the mother of the dragon who destroyed Selune. Red Cloaked Terrorchill Hotsmith of Shadowdale is a shady privateer. Braun Selgard the smith of Shadowdale gives great deals on high quality goods. Guards accompaning fair maidens into the tunnels beneath Shadowdale tend to disappear with regularity. The preferred game of chance of Shadowdale is thabort. Thorbir is the fair minded leader of the guard. Luellen the loquatious is full of it, information for a price. Keep in mind the following when exploring the tunnels beneath tower: Grasp at straws in the wind, ignore he who speaks, and follow that which spoke. The word stoleco opens the gate to the under dark beneath the tower. When the gate to darkness below the tower is open a large stone drops slowly making it impossible for anyone to following the hasting. Carla is the wonderfully giving wife of a farmer who is gifted in goat husbandry. Glowing blue liquid leaves a glowing stain. It's a journey of self discovery. Monster's with an attitude; PCs in the mood. Boogens have a fearce loyalty to each other. The drow beneath the tower are interested in conquering Tilver's gap. It's best to investigate the windy area before the wet area. Sharp objects do not affect abalin. When exploring beneath the tower, careful planning of one's guard shift may be the difference between life and death. The rope beneath the underwater in the alter room is suppose to reach a drow stronghold, but I believe it is a trap Simon Stonebreaker may have lied about having to protect his family. Tirrendale Talltales seems a noble and informative fellow. Weregund the Trader is slimey Kurathon the maker is a Red Wizard of Thay. He pays really well for evil force. Filbert is an honorable man (especially considering his occupation). To enter the Drow stronghold beneath the tower, blow the horn twice then once as per the note in appendix A. Bliven is a smooth talking amber dealer who sells out of the Old Skull Inn Filbert coined a lymeric during our party: There once was a Trader named Bliven He sold amber for a livin' Till one fine day When he visited Thay He was by demons driven On the road to Daggerdale ------------------------- The people travelling the road believe it to be very dangerous. A monk called Rusty Fireheart knows the names of all our people. Cobolds and stirges can be detered from continuing combat if a few of their members are destroyed. Cobolds smell when burned. Stirges are capable of intelligent battle plans. Lake Melashaw was named after a Elven ranger who travled these woods a 100 years ago. Stormben Hauten is 200 miles to the north east. I created a temple and hospice to the triad just outside of town. Left a none to bright family as curator. A young would be priest is left working hard. He is ask to bring the family up to speed. The first inhabitants are Ilmater worshippers but others are welcome. Heather the twin sister of Holly and new acursed member completes our personal triad. Heather owns a magically bag with will transport anything that fits in the bag any distance to our temple. Luam the Ilmater priest of Waterdeep has asked me to send a note to the temple to warn them that Ilmater double agents will be arriving soon to support Randal Mourn's interests in the area. Shraveyn Tome The riddle of the Shraveyn's Tome --------------------------------- Friends to the end! they once exclaimed Boasting of evils they once tamed. Now they gaze in hate, friends no foe, But hearts defy what minds now know. Magic against steel, Fate of a cruel deal, A mirrowed haze of friendships concealed. -- Warrior's heart and wizard's soul, Both fighting for the same goal. Magic against steel, Fate of a cruel deal, A mirrored view of the end of the road. -- The sheath called for its sword, Wizardly energy withdrew to where it was stored. Together they gazed at the mighty door. And the fury for one another burned no more. Now honor-bound and streadfast, An oath sworn to last. The bond of friendship reborn. The empty plain jar transforms when picked up. It represents alteration. We found the Sword of the Dale here. Spider Haunt Woods ------------------ Holly Huldame is a nice and experienced ranger. She works for 10 gold a week Deramos the grim, a draco lich, visits the woods for evil lodge meetings. Squeeky, who we met in Phlan, follows the cult of the dragon. The cult of the dragon worship draco lichs. They believe the draco lichs are the supreme species and either want to be them or help them. Deramos has a being upon a NIghtmare who claims not to be Bob which does his biddy. Deramos' master will remove our curse if we kill the leader of the Zhentarim We suspect the leaders of the Zhentarim and the Dracolich's master are past accursed. The dracolich knows nothing of he who first summoned us. Murham is the rider of the Nightmare. It's a merky legal area. Ilthon is the socerer in charge of the group against us. He knows a lot about us and he is on his way. Madarn spider hunter traps um, skins um and produces anti-venom. He's a gnome who like to wrestle arachnids. The shaman of the gnome village said this to Natasha when admits to having strange dreams: Feathers of darkness do not belong on this skin. Dream Tower ----------- Hot bitter nettles leaves when chewed can defeat the perpetual sleep spell that lingers about the Dream Tower. The plane of shadow used to be visible from the hallway on the first floor. The spirit trapped in the Sword of the Dale is Healistrain. She is beautiful. Randall Mourne became trapped within a skull. She turn out to be an arch shadow. After sucking Ithon's life she became a mature demi-shade. "One must speak "Across the land and rivers below" when picking a skull to become possessed. Daggerfalls ----------- If will kill any, all in the bar will have to destroyed. Ilthon's sends Tornin to do his dirty work. The leader of the Zent occupation of Daggerfalls was Wilton Mortair. He is a honest and brillant negotiater Kiksa the Elf is a bard and friend of Filbert. When we return to the Temple Randolph and I established we found the family and the acolyte are in a feverish coma. When they are awaken breifly with a cure decease or dispell magic they spout out couplets: When suffering comes to sufferring we go. Back to our master in caverns below. -- If you slay us we shall live The woods shall die but we forgive. -- Flowing down the endless stream Where we are we've cease to dream. The people were fine two days ago. They had cold like symptoms. The acolyte and Mother die in our first night in town. We head to Eagle Erye as per the hints in the lastest clue. On the way to Eagle Erye we come across a farm house harassed by the Capt. Eli Marshking. He confiscated their tableware. We find a Dwarven cavern hidden behind a Bear's cave on Eagle Erye's cliff face. A War Hammer attacks anyone who picks it up until it is destroyed. We find a magical sword (Olar) which should kill the Mage (Colderon) who cursed the town. We find a note from a Mage-Lord named Colderon: Children of Earth, for your insults to my beloved Belesario, your axes shall be blunted and your crops wither, and all living things Shall flee my unhallowed might. In 7 days, I shall tear your halls down, and let no stone stand on stone. Colderon is a large fat man. A tall thin Wizard is in town looking for odd things. He bought spell components around town with illusioned wooden coins which looked Dwarven. We believe he unearthed Colderon's tomb beneath the town and released the plague. In the tomb we found our next clue with a red hot iron "H": Sky Splitter lies within the lion's head An ancient tomb where rests the dead Creatures of fire stoke burning coals Hidden beneath the hill of lost souls We found our third clue in Daggerfalls: Ye have done well again. -- Another clue to my identity nestles within a crown of stars in the realm of myth. The myth may refer to Myth Drannol. We found the note within ice that melted but then froze again at room tempature. Vera is a friend of Kharlan and also a thief. Vera stole from my church to the triad. She also stole from others until she earn 250000 gp to upgrade Kharlan's axe. Its handle now is jewel encrusted and magical. Kharlan is to use it when he needs it most. Similarly I recieved a whip I am to use when I need it most. I use it to help me concentrate while meditating. We track down Vera with Randolph's miraculous sleuth skills. She agrees to pay 50% of her income to my church and other institutions of good until her theft is paid off. Phlan ----- Rowena is a sorceress who gives us advice. She recommeded we not attack the baby dragon, but take out the Cobolds instead. Later we returned a book to her from a local library. She seems to be very helpful and intelligent. Rowena now inhabits Denlor's castle. Filbert wants her. Rowena has four possible missions for us. Get a Hobgoblin statue from a Hobgoblin village Get a Cobold statue from a Cobold village Get a set of four statues of Lizardmen from a Lizardmen village Kill Cal the leader of a Zentarum outpost Denlor was the past sorcerer who knew the original accursed. Holondos Stimpiir is a priest of Tyr. Norris the Grey is the Half Orc leader of the cobolds. He got away and has a 1000 gp reward on his head. Norris's reward is up to 5000 gp. We believe he his behind the Randolph'd assasination attempt. "Kobolds react badly to everything; its one of the traits." - Ace Heckle and Jeckal are two guards outside of the gates. They are willing to help us find the mysterious woodsman following us back from the Sorcerous's isle. The woodsman name is Squeek. He is associated with two men which put the Phlan on alert. He was assigned by the cult of the dragon to spy on us. Jax and Keran are the other corners of Squeeks triangle. Keran is the leader of Sqeek's triangle. Once Tolma magicked him into a friendship, he plotted with her to take out Keran. Squeek would become the top corner of his triangle with Tolma under him. Tolma plans to take out Keran with the information given to him by squeek because to he raises the undead. When we sucessfully defeat Koran we learn that Martin and Fairen is susposed to pick up the data on us that Koran was collecting. Koran protected a portion of his headquarters with a clear goo with causes paralysis. Koran's headquarters is choke full of oozes, slimes and jellies. Green slime is very dangerous but fire destroys it, so we burned what it was in. Lightning splits ocre jelly in two. The pieces have half the points of the whole. Norris the Grey sent a horde of orcs after us as we attacked Koran. Thri-kreen are an intelligent carnivor insect race which will eat other intelligent races. The Thri-kreen have a 20,000 gp statue which Rowena says is hers. Rowena is reportably a screamer. After speaking to Rowena, I have decided that she has honorable intentions. Rowena is doing what she can to help Filbert to rid himself of his curse. If only FIlbert was free of his curse then he might choose to settle down since he will not need to continual earn money just to feed himself. Filbert met with Kurathon the Maker (from our time in Shadowdale) by chance on one of his visits to Rowena. He has offered us 20,000 gp to bring back anything from the Iron Fang Keep. Since Iron Fang Keep is one of the possible origins of the shale which held down our second note. He claims to only want to learn more about the mysterious place and its wizards. Rowena lives in Denelor Tower. Statues will pay: Hobgoblin 10000 gp. Kobold 5000 gp. Lizardmen 8000 gp. We are guarenteed 25000 gp when all three statues are recovered if we haven't gotten that already. Killing Cal the Cruel Clueless Comandant for 10000 gp. Cal is an old enemy of Rowena. We will be given information about the ancient acursed that Rowena will not look at. We finally fulfill our contract with Rowena and she provides this information on the original Accrused and the relationship with Thay: The group is under a death sentnce in Thay. All Red Wizards must attempt to kill any of them on sight. The reason for this 100 years ago the wizards of thay was opening a gate to one of the top 9 levels of hell. The accursed stopped the gating and killed the top deal makers in hell. Several members of the accursed survived. One of the accrused was a red wizard of thay and he betrayed his breathren at a a crucial moment. Recent rumors indicate the accursed have rebanded and the red wizards are attempting to kill all of these new accursed. Reptilian Gargantuan was born somewhere around Phlan on 15th of Chez, 1370. When a Reptilian Gargantuan is born hail and lightning storms occur in the area anyone struck by its lightning is resurected. Kobold Kingdom near Phlan ------------------------- The main entrance opens explosively periodically through the night. The main entrance consists of two apatures covered by spring loaded rocks. Once inside you are surrounded by a dozen or so guards. The two caves meet after a short distance. This single tunnel is littered with secret doors on both sides. Any party going down the tunnel will be split up by the hordes of cobolds as they pour in from the secret tunnels. After the guantlet the tunnel opens up into a huge cavern. It is so tall and wide that the walls were not visible to us. Approximately ten ballistas were stationed in this cavern, but they were on moveable carts. The hill above the cavern is chalk full of bug bears and goblins. Bug bears are capable of feelings of compulsive revenge. Bug bears are effective leaders of goblins. The leader of the cobold is called Tucker. The greatest warriors of the cobolds dogde like maniacs. There is an elite group of explosive ninja kamakazi cobolds. Hobgoblin Kingdom near Phlan ---------------------------- Tonel is the King of this pathetic culture. Tonel isn't so tough. All you need is a Weapon master with stone skin, enlarge and and favor of Ilmater cast on him to defeat him in single combat. Zhentil Keep ------------ Lyta the Corna the crazy Melvaunt -------- Burhan is a wondering bard. Filber was trained by him. Rusty Fireheart gave us a boat ride to Melvaunt from Phlan. He seems to pop up in the most convient places. He may be revealed to be a more important person than we first suspected. He gave up his monk ways because the sea is the happening place. Tymora smiles on the flakey. Thentia ------- The cult of the sword visits and does the bidding of sword which lives in the sewers. The people are unconcerned. many of the cultists are honored members the town council. The wizards are afraid of direct contact with the sword, but they aren't afraid of the bizarre cult. The 11th ranked wizard is willing to pay 1500-2000 gold. He believes that the other wizards would pay equivalently. The highest ranked Wizard of Thentia is Phourkon One Eye. His guard ignores anyone that mentions the cult of the sword. The second highest ranked Wizard Falmmuldinath Fire Fingers Thuldoum is rude but likes to entertain the people of the city. Mulmaster --------- Is run by the Nobels of the Town and the Red Wizard's of They. Rusty Fireheart picked up Elsbeth, Randolph and Kalo (Tolma's dog) after Dworn's ship. Iron Fang Keep -------------- We should travel to Point Iron to compare the shale. Perhaps there is a tunnel between the mines and the Keep. We will still have to check out the Keep since we didn't actually get inside and the defences will have probably changed. The defences of Iron Fang keep were: 700 ft out you hit a no magic zone whose effects are reversed when leaving it. 300 ft hit wild magic zone which morphs all magically endowed things. 100 ft out a no fly zone. Which killed anything that flys into it. At the threshold of the wall all items and people in the surrounding area were transported the sewers of Thentia. We believe the shale from the second note is indeed from the area around this Keep. The keep is circler and has a flat roof. The walls are slippery but the roof isn't. In the middle of flat roof is a trap door. Touching the door in the middle of the roof also teleports everybody out to the no- magic zone. Reportedly, the only person to make it into the keep was found wandering in the Great Desert repeating green and unable to give any other information. Slow boat from Phlan to Raven's bluff ------------------------------------- Captain Nat boats people for money. During our trip we are told not examine the cargo hold on penalty of death. Whatever is down there makes scittering noises. Being keeling hauled always causes death, if it takes to long. Raven's Bluff ------------- Jack Mooney runs a circus this living city The circus has a wonderous contraption called a roller coster. This city has a Ilmater temple, oh blessed Alleviator PIper Song Pest Control Agency employs a talking rat to rid the circus of cats. Stin Steeleye is a weapon master who stays in Raven's for a few weeks every few years. No one knows where he goes between visits to Raven's Bluff. Damara ------ Effren the mage with the wandering tower. He teleported within his tower hundreds of miles to Damara. This place is on the way to the Macomber falls. We meet the Boar riding Halflings of the honored kneebreakers. They are a knightly band out for justice. We help them to bring in a gang of outlaws commanded by Damneric. Macomber Falls -------------- Macomber Falls is a half a day from the Great Glacier. Since Ishe is so small we stable our horses at Macomber Falls. There are no temples here; it has a bar. The falls are beautiful, but Kormak has seen better so he doesn't paint them. The Sage of Macomber is named Maligore. He puts his formidel abilities towards solving our riddles. Unfortunately there is no record of a naturally occuring Red Kipuk egg. He tells us exactly where Laughing Hollow is. There are a special magic statuettes that tears cystral. Water in sand; the dying land may refer to one of the following: the edge of Anauroch the High Ice any Oasis Rivers of Gem. Tyrant with no hands may be one of two things: A twisted Tyre A beholder Ishe ---- Ishe is a collection of a few tents. Kayhil Brogman is a reknowned ranger according to the bartender of Ishe. Elden is anaccursed ranger who believes Kayhill is an idiot. From now on we call ourselves the Skull Crushers. Kayhil says we will need to build a ice house every night and hunt every day. To build a ice house takes four hours. In the middle of the tents stands a tower called House of Hurl. Elden says party in many languages and the door to the House opens. House of Hurl is a continues party. Brawlen is a normal form of enterainment for the crowd within the House. Filbert says that the teleporting tower will dishonor this tower by popping to the top of Mt. Akka On the Trail to Akka -------------------- It is better to disperse your weight when crossing frozen rivers. Winter wolves cannot easily destroy even poorly constructed igloo. Meat doesn't rot in the cold of the Great Glacier. Smiledon really messes you up in the second round if it gets fangs in you. The Northern river which passes the base of Mt. Akka is so plentiful with fish that you can pull them out with your bare cold hands. Mt. Akka -------- There are caves at the base of the Mountain. Kipuks hang around these caves. Kipuks lay infertal eggs in fairy ice. There is a bit of fairy ice outside the caves. We search the fairy ice and find two gold colored eggs and one red. The golden eggs are valuable amoung human trdders. The red egg had our next clue within: Success again at long last my friends! -- I'm glad to see ye are so bold as to bare this miserable cold. -- Now for a new clue or three, find them all if ye wish. -- Laughing hollow, under mountains, wield the Iron axe. Water puzzle, tunnel wars, all to evaid the tax. -- Eagle's Eyrie above fields we reap. Dream fever, mage-lord, chamber of sleep. Razor sharp the secrets that we keep. -- Jet black weeping maiden cries in crystal tears. Water in sand, a dying land, a tyrant with no hands. We believe that the Laughing hollow is west of the sea of stars. Eagle's Eyrie is a Mt. of freedom fighters near dagger dale. Perhaps the Tryant with no hands refers to Anauroch. The Auletians are the natives of this area. We found three of them within the caves. One was giving birth so we learned of their birthing rites. Durin destroyed the Tirichik which threatened them. He was honored by giving her the first sylibol of his name. Kidur was born healthy. Thimble ------- A pit opened up and devoured a woman and child. Digging revaels nothing. A fifth level cleric's dispell magic seems to not effect it. Camping on the way to the Glacier of the White Worm --------------------------------------------------- We meet the Weird Wingum's Wacky Weapon Wielders. They are a band of Half Orc weapons salesmen who do battle reanactments. We meet a band of Dwarfs utilizing their services. Meanwhile, Kneebreakers arrive asking us all to help them take out a group Storm Giants called the Thunkers. Old Bart was a miner who are friends of the Dwarfs. He rode out of the moutain with fury in his eyes. Before he got to us he was swallowed by the mysterious pit. Dispell magic did no good on the land that was the pit. The Dwarfs attempted to dig him out. We found a lump of crushed scale mail, which glommed on to the closest Dwarf. When we tried to grapple to the ground. It then blew up killing five drawves and knocked out another five. It then took over Randolph and attempted to kill me while I saved the unconcious. The creature named Clackknock was a Shrapnyl. It was destroyed but Randolph's armour was destroyed. Later we spoke with the dead armour, but that revealed nothing. Dr. Trundel's Circus -------------------- Dr. Trundel is a powerful Illusionist. He has a Ancient Blue Dragon called Hark the Vengeful. The Blue Dragon claims he has been captured for seven years. Kimura is a goat snake lion. The Foxy woman claims to be imprisoned by the evil doctor. Randolph detects the creatures as evil. Gailan ------ Gailan is an undermountain dwarven city. Our dwarven freinds live here. They are freindly and generous. The Dwarves hire local adventurers to clear any tunnels they break into: 10 gp for goblin quality foes. 100 gp for Ogre quality foes. 1000 gp for Giant quality foes. We take on one of these jobs. We discover an entrance to the underdark. The Thelarn Doom ---------------- A map of Thay is with the new clue: Congratulations Again Friends Another mystery to beffudle all ye What lies at ocean's greatest depths? Cross roads that journey but one way. With those you see but do not see, your greatest fear, the light of day; of gods and frogs that can not be. In the underdark beneath the Fire Newts cavern, we find an intelligent sword called sky spliter wrapped around it was our next clue: Congratulations again friends -- Another mystery to beffudle all ye -- What lies at ocean's greastest depths? (water) Cross roads that journey but one way. (river) With those you see but do not see, (blind things) your greatest fear, the light of day; (goal nights) of gods and frogs that can not be Minor deity known as dureep (a frog god) lives in the sewers. It is reported that a daemon beneath the city of the dead fighting the undead ended 100 years ago. The daemon have been the frog god. It seems to be attracted to chaotic players. It is intelligent but not very bright. Lizard Marsh ------------ The Blue Feather Belts are bad and mean. Red Eye's tribe is nice. The Way Inn is only miles from the evil marsh. The Town of Soubar ------------------ Chalke full of Mind Flairs, Were Rats, Doberganger. A towns person stole Karlan's magic bow. Caverns of Ilefarn ------------------ The caverns are inhabited by three groups. The Dwarves and Necromancers seem reasonable but distrusting. The Orcs are hated by both groups. The area used to be owned and operated by the Dwarves. To avoid a tax the Dwarves who used to be here hid a bunch treasure. But when they fled to avoid the an onslaught of orcs and hobgoblins the knowledge of taxless vault was lost. The necromancers are here to find random loot. The Drawves have returned to find the vault and attempt to reclaim the place. We have made a deal to retain 50% of any loot we find while being helped by the Necromancer's group. We made a deal to keep 10,000 gp if we find the vault while in the Dwarven controlled area. The Necromancers can't help us within the Dwarven controlled areas. We found the loot with a detect object spell and had to kill a Dwarven golem protecting it. We gave the Crown, a elven cloak and dawrven plate in order to retain a jewel encrusted drawven suit of plate, a sword of quickeness, gauntlets of orge strength, heavy crossbow of speed. We have decided to sell the armour for approximately 30000 gp. The other items were distributed to group members for their use. We found our next clue attached to a picture of a night terror. The clue reads: My Friends Ye have succeeded again! -- A new mystery to puzzle ye. -- The sands of time reach starward Ice and wind beat rhythmically onward Two pillars mark the path forward Forsake not fates from the card Water Deep ---------- Luam the 9th level Ilmater priest has agreed to train me while I am in Water Deep. Most of my training is being administered the Mystra temple where I hope to learn to read magic. Jaromaster requests help to destroy the Vampire who controls the city of the dead. Jaromaster is part of the Cult of the Dragon. Rusty is supposed to be in town and somehow allied with the Cult. The cult is trying to take over the Vampire's turf which is the cemetary and the land below. The Vampire doesn't remember his name and doesn't care to have another. We have befriended the Vampire in a matter of speaking. He will allow us access through the sewers to city of the dead day or night. He'd like us to destroy Daemons and Frogs which are haunting the sewers. The Frogs and Daemons come from much below the Vampires realm. The Vampires realm goes hundreds of feet below the city of the dead. The Vampire has lived in Water Deep for hundreds of years and better much believes his career is just staying alive. The pyschology of a Vampire is a simple one. We spoke to the beggard of Water Deep who used to a in the old accursed. The old accursed group broke up right before he entered Water Deep. He babbles when spoken to, but it is reported that healing spells will allow him to speak coherently. Many of the accursed died right before the disbanding but those who survived are immortal. Khelben Black Staff is a royal who protects the beggar and occasionally speaks to him with healing spells. Khelben gave us permission to speak to Rhethon the beggar. We cast cure disease upon the beggar and he begins to speak lucently. Tells us about the old times. He and eight other followed clues to a place and a person who chose one. Many died throughout the quest for the person and place. Always those lost were replaced by new cursed ones. They did much good, but some evil in the quest for the end. They made powerful enemies. The the final confrontation five were killed. Their curses was lifted and recieved immortality. The only ones that survived which were mages. Rhethon was a Bard. The strain of not being chosen and immortality has taken his sanity. One mage was a fire mage and probably went to the Thay and may be their leader. One mage was a necromancer and prehaps he is the leader of the Cult of the Dragon. One mage was a Mentalist who may be the leader of the Zenteran. Of course the chosen one may have replaced the one in the place that was sending the clues. There were many holes in his memory. He couldn't remember his fellows names and specifics about battles. He knew niether the place or the person who did the choosing. He does not believe he was cursed by the chooser because a red dragon cursed according to his mother. Yawning Portal sits atop a 40 ft deep hole that leads directly into UnderMountain. The patrons of the bar are cowardly watchers on that thrive on other people's misery. They often bet against the success of those brave enough to enter. We find the frog god in the caves beneath the sewers beneath the city. There we find our next clue: This may be the most difficult clue -- Under city under mountains Welcome to the room of fountains Under mountain under city Don't drink wine of eternity -- You'll find yourselves a mental mess In the hall of happiness Under Mountain -------------- Found the black banner band mortally disbanded by a group of Orcs and Bug Bears. The entrance to Under Mountain changes location. The wizard in charge of the place will guide you. Apparently the guiding takes the form of a rat which we never seem to be able to stay up with. Our lastest venture into undermountain finds us in a hall with 12 demonic statues which only come to life when blasted with lightning. The hall also had a tough skeleton. In the middle of the hall is a pillar made up of gems. Inside the pillar swims a snake which comes out of the pillar occasionally when pry off gems. The snake steals valuables from those stealing away gems. If you have nothing of value you are sucked into the pillar as well. The people or objects sucked in the pillar seem to be swallowed by the snake and disappear. The snake seemed to have trouble swallowing holy ideas; it burped. If the snake is killed while it takes away the object of value. It just dies and is replaced by another snake. If the object is not breakable perhaps killing the snake can save it. Randolph was sucked away. Elsie sat in the throne of the room and disappeared. It is a sad day. I can't believe we lost both the twins. We found the next clue on a firebolt scroll: Walking is the way to gold Climb the stairway, she grows old Look upon your reflection soon In the temple of the moon Enter the darkness of the abyss Rescue her from lord graz'zt -- Well done friends A mission of mercy is next to do, If ye wish another clue Graz'zt = Abysmal lord - 45,46,47 levels lord of the shadow / triple realm Stairway = celestial stairway - planar travel access - shadowdale, waterdeep Waukeen = marchant goddess missing - amn Lizard Swamp South of Waterdeep (the Quest for the Blazing Compassion) ---------------------------------------------------------------------- There is no dungeon of dispair between the ancient city and the center of the dinosaur grave yard. The ancient city is inhabitated with red lizardman. After a misunderstanding which caused a fight with some friendly lizardmen. They gave us a pharse that will prevent a fight with friendly lizardmen. It is spelled phonetically below: botar fateer malar bluma We began to travel towards the dinosaur gave yard because we still believe the fake map I received in Waterdeep. In the day we travelled towards the heart of the dinosaur grave yard we ran into four waves of undead dinosaurs. The skeletonal, zombified, and wraithed were the ones we ran up against. Our brave and holy fighter cleric Elsie turned the lion share of them which gave us hope that we would find the dungeon of despair and retrieve Blazing Sword of Compassion. In the night we were attacked three more times each time the beasts became more difficult. We decided that we couldn't handle anything tougher then the undead brontosaurus, wraith T-Rex, and Vampire Pteradactal. Later we explored the swamp from the southern side and ran into a young mist dragon. Tolma cast tongues and spoke to it. Since the mist dragon had no treasure and seemed to speak truthfully we gave him an execellent starting treasure horde. After speaking with the dragon we believe that the map is a hoakes. The dragon gave us a pharse will prevent a fight with friendly mist dragons. It is spelled phonetically below: ssis ss sssissss iss s Quest for Blazing Sword of Purity --------------------------------- The sword exists! There was a test. At first it was just embarrasing. We were to annouce to skeletal statues our goal, our biggest secret and our fate. Everyone spoke of these very personal things out loud. I had to whisper my biggest secret. I didn't realize until I was in front inquistioners that I am afraid my I am not as faithful to Ilmater as I lead on and I realized my fate will probably be to die alone. Later we were asked what we were pure of. The cavalier almost passed it but in the end he told the truth. I answered I was really really sure I was really really pure of compassion and passed. The test giver seemed so sure I wasn't compassionate I started to have my doubts but then I passed the test so it must be true. Praise Ilmater. I tried to give the sword to Heather since it was rightfully hers but she insisted on giving our party two valuable swords. Quest for the Blazing Sword of Justice -------------------------------------- This test was easier but no one got it until the Kharlan the skillful fighter said that Tyr was just and he got in. If you answered wrong you sleep without rest in a nearby fountain until someone rescued you. Shortly after the skillfull fighter found the way in we figured out that only a lawful good fighter of Tyr's faith could weild the sword. So we found the Paladin that we saved from a long sleep and apparently he was worthy. Now that the other two swords have panned out perhaps we should reevaluate our assumption that the Blazing Sword of Compassion was a trap. Travelling through The Great Desert Anauroch to Flan from Cormyr ---------------------------------------------------------------- We are search for the Weapon Master which we were understand is in this region. Kormak wants to learn to be a weapon master himself. Perhaps when we find him Kormak will have finally found his teacher. When we reach the summit of a dune we see a village in the distance. There is a naked black man slaying women in the village. The man is having no trouble dispatching them. We ride like the wind towards the village. We yell for the naked man to stop his apparent mindless slaughter. I completely ignores. When our first warrior reaches the naked man only three women are left. I attempt heal the fallen women when I notice the dead are changing. Their skin is turning pink. The man is only scratched when the last of the women fall. The man begins to turn towards the tents were children are hiding. Several of our brave party members break off to tents the man is not in to save the hapless children. This is when the goodly and evil sensitive notice the children are evil. This is relayed to the rest of the group. Further attempts to communicate with the naked man are fruitless. Our group which usually think with the single mind errupts into chaos. Some help to kill the children, others continue to save the children, more still beat on the naked man impotently, and others collapse frustated. The first women killed have transformed to a creature Kormac identifies as doppelgangers. Finally all but one child is dead when the naked man comes out of his trance. He is willing to communicate. Behold we have found the weapon master and his name is Stin Steeleye. The last child is in the arms of the always kind Tolman. She levitates the child savely into the air since the weapon master who has no long range weapons. Sadly Tolman is torn between her motherly instincts and her steely ways. She is convinced to break her spell. The weapon master skewers the falling baby which later trnasforms into a doppelganger like the rest. We wait until the next day before parting with Kormak so he can begin his four month training. Strangly the weapon master asks for no compensation for his time but even the weapon master knows why. That night we are attacked by eight inch biting insects. We drive them off but all the camels, Heather's unicorn, Tolma's horse, and Heather are bit. The unicorn and the paladin are immune to disease but the next morning it is clear the camels and the horse are not feeling well. We had to stay another day while I pray for an adequate supply of cure disease spell. While I am praying away a caravan appears in the distance. Stushan, the native merchant in a a Zenterum Caravan offers to pay us to find the statuette described in the clue found at the foot of the frog god in the caves beneath the sewers beneath Waterdeep. Luckily the statuette is in reportedly in the desert and aparently the weapon master can train Kormac on the road. While travelling north east we run across a trio of non-common speaking 20ft tall creatures with 6 ft mouths located on their stomachs. Stin informs us they are in search of magic items and are very dangerous if not appeased. We toss them weak magic daggers. They chomp on them as they walk away akwardly. When we reach the dungeon were the statuette is supposed to be the skillful fighter, Kharlan, searches a chest which sets off a poison trap and releases an enchanted metal sorpian which uses eletric shock instead of poison. Kharlan fumbles early while poison races through his body, so if it weren't for my climbing over the machanism he would have been doomed. I am sucessful in eradicating the poison before being attacked and held by the scorpian. Fortunately while I am held and greatly injured over and over again I am able to heal myself. Due to the Paladin's skill my demise is avoided. Thar ---- Thar is in the hills a half day from Phlan. It is populated with normally evil humanoids (hobgoblins, cobolds, etc.) An individual up there invited Elsie to drop by. She said they are freindly and are trying to change their evil ways. They'd like merchants and and families to visit them especially since they created a circus. The individual who invited Elsie gave her a big black book. She paraphrased a page which read that any worshippers of the Triad who reads it must save versus poison or die. If they save then they loose 80000 experience points or become permanently insane. Lizardmen Island ---------------- It is off the coast of Phlan in the Mirror sea. It used to be a watch post for Phlan but it is not deserted and destroyed. Lizardmen infest the area, but since it is not a strategic site any longer they are allowed to continue to live there. The Lizardmen use giant dog sized lizards as pets and guard dogs. The Lizardmen are reasonable and we dealt with them honorably. We bought the statue from them at there fair market value. We are one step closer to knowing the nature of our curse. Party Info ---------- Flying elves have a peculiar sense of humor, I submit the following as evidence: Help me! I am molting. Filbert the fighting bard's talent bloomed in the dungeon beneath the tower: There once was a fellow named joe I fighter with many a foe. Till he made monsters mad. He was hurt very bad He should not have misspronounced drow. -- How now, brown drow. More prose: There once was an old woman who lived in a sword. She had many children, a whole damn horde. -- There once was a drow named Shade. Always wanting to go on a Dragon Raid (into combat she'd loved to wade) But whenever she'd fight We'd pull out our light And she'd end needing first aid. -- Natasha died as a brave warrior. Bleety is a goat of fire resistance. Filbert believes these are things we should have learned from afreet experience: spread the horses out more attack everything before it can react leap before you look Elsie failed to do the brave thing. I spend the 21st day of Myrtle in the year 1368 with and in Tolma. After weeks of stalking Rowena the Red Wizard of Thay who has settled in Phlan she has begun to take a liking to Filbert. Heather can only use non lended weapons. Tolma is brave and beautiful. She loves me but is unwilling to commit. I believe her curse affects her ability restrain herself in matters of lust. Random Wisdom ------------- On the topic on inter-species relationships, gnomes are known to give a dog a bone. Bat guano does not discourage romance. Horse philosophy teaches that the grass is always better on the other side of the fence. Carry a cerimonial weapon, for it is quicker to drop and draw than to pick up. If a huge spider is on your back, you should beat it off. Illusions can hurt even when you think you don't believe. Cushions beneath a climber may not be a bad idea. Since he is blind, and I have blind fighting, don't I get a bonus. Sometimes the cure kills the patient. Possessed people must be returned to their bodies within two days or it is permanent. To return a person's spirit to their body you have to smash the spirit's receptacle near the possessed body. When you see a magic bottle fall to earth smashing a boulder to dust and making a large crater, you should not touch it to release the afreet. Shadow Shield has half your hit points and has a 60% chance of stopping as many hit points as it has left. "The loot I can see is better than the loot I know nothing about" - Shade "The halfings could not have been lying; they were wearing purple" - Filbert "Good or lucky? It's about the same." - Filbert "That guy, Kharlan, is down" - Randolph Killer mimics leave Miscellenous Knowledge ---------------------- To don single piece armour takes 1 rnd, 2 if metal (double with no help) 1d6+4 for multi-piece armour (x3 with no help) Freedom rider's leader is Mestin (troll) Durmark. Captin Arton Dalmis has helped us many times and orders Mestin Durmark about. Coral Benshay is a captured man under Durmark. Party Inventory --------------- 22 pp 5053 gp 500 sp x4 500 gp x2 12 x 25 silver bars (25 gp each) (x2) silver sword 300 gp 1 platinum bar (500gp) 10 acres of land outside of shadowdale (Tolma, Kormak, Calcli, Filbert, Elsie, Randolph) 3 dwarven gems (100 gp) gold inget (60gp) gleaming fist size ruby 9000gp stuffed fish (This one was small enough not to break my line) ivory tusks (20gp x2) gong bells (x11) gold ring (6000gp) 6 silver ingets (x25gp) 2 non-magical rings from Cleric 2 non-magical daggers from Cleric Noble Heirlooms of Soravia potions in metal healing (Calcli) potions in glass extra-healing magic long bow/5 arrows (+2/+2) +2 bastard sword (Kormak) +2 bastard sword (Elsie) Big magical shovel (Kormak) Ring of Jumping (4x per day) (Kormak) Boots of Elvenkind (Kharlan) Bracers of Defense (AC7)(Elsbeth) Crystal Ball (Normal) (Tolma) +2 Long tooth Dagger (worth a few thousand) magic gauntlets, orge strength (18 str) (Filbert) magic short sword of quickness (Calcli) Elven long bow (Strength bow/requires 18(76)) Wand of Affect normal fires (Tolma) Bracers of defense (AC 8) (Filbert) long sword +1 (snake) (Elsie) Bent Wand of lighting (ilthon's) (Tolma) helmet (+1 magic) (Kormak) bag of holding (2/4 ft.) (Tolma) scimitar of speed (Filbert) bracers (ac 6) (Kharlan) long sword (+1/+4 vs. magic-using/enchanted creatures) (Kormak) magic dagger +3 (Tolma) magical iron horn of valhalla (Elsie) jar of keoghtom's lotion with 4 applications left small black coffer of four magical incense bundles of meditation (Filbert has 1) small medallion which attracts extra-planar creatures wizard spell-whirling blade (Tolma) book of infinite spells (open to bless) (Calci) magic tooth which turns you to another creature over the period of two weeks given you know the command word ring of feather falling (Kharlan) magic shield (-1) horn of collapsing Un-evaluated items: chain mail x2 long swords x6 dagger x14 small shield mace morning star Non magical mace (Evil Cleric) 2 Tinder boxes (Satchel) helmet 50' rope (satchel) Thieves pick (Kharlan) 8 iron spikes (Satchel) water skin (Calcli) Map Map of Dwarven Quarry Ivory coffer (3 gp) holy water x2 maxwell smart shoe (medium) (calcli) 70 ft of climbing rope lock picks (Carlan) folding grappling hook (Kharlan) Suit of leather (human) 4 camels