Voyages Beyond

Entry #15: Triumph and loss.

In response to receiving the bow, the Drow couple hand over a set of plate mail that they found in the crystal house. It immediately piques the interest of several of the party; Salix, Gedserth and Davkas try and determine if it has magical properties while Ruskeal looks at the possibilities it will give him in defense. Davkas seems to know about this armour:
“I think this set of armour is called The Unbroken Wave. I recognise the slightly blue colouring and the graphics the armourer has put onto the device and the fact that it is magical all points in that direction”.
On hearing this, Ruskeal immediately lays claim to the armour. “That’s mine then!” he shouts, leaping (is that the right word for Dwarven movement?) across to lay his hands on the item. Nobody disputes his claim. Well, who else here wears plate mail?
We turn our minds back to disabling the magical barrier stopping us from escaping this place. Gedserth and Davkas decide to retrieve a mirror, after concluding the Ruskael‘s idea about redirecting the energy ribbons towards the central pillar to destroy it and the barrier, would most likely work.
While they are gone, Salix starts to investigate the central pillar more closely, being careful not to interrupt the energy bands with his body. After some study and contemplation, he suddenly uses one of his claws to create a slit in the crystalline structure of the artefact. Removing a twig and leaf from his body, he inserts it into the slit as if ge was grafting one plant into the body of another. A few seconds later, a gentle yellow glow surrounds the graft, infusing into the pillar and vegetation.
Responding to the quizzical looks of his companions, Salix utters “Life has a way”. As he watches, the graft seems to grow and take root within the pillar.
At this point, Gedserth and Davkas return with a mirror obtained from one of the rooms downstairs and Gedserth starts to show Ruskeal (he who is better able to stand up to the damage likely to be caused when the pillar is destroyed), what to do with the mirror to redirect one of the bands of energy.
Keeping his concentration on the pillars and the energy coursing through and around them, Salix announces that the "Power has changed and it now wants to protect the Lady Endethien’.
“Does that mean that the barrier is gone?” queries Gedserth. “I don’t know” is Salix‘s response. Thoughtfully, Gedserth muses "I think we should go and check if it’s there or not before playing around with the energy".
We leave Ruskael in the tower room with the mirror and make our way out of the building. The barrier is still present. While determining this, a familiar noise reaches us from the house. We turn around and see a new form of Lord Endethien rise up from a pool of silvery liquid on the ground. The house’s avatar makes it’s way over to us. We ready ourselves for a new fight, but Endethien seems to be in a talkative mood.
He explains that he, and therefore the house, wants company and won’t let us go as that would condemn them to loneliness. He seems a bit more relaxed than earlier and we chat with him, eventually convincing him that there are better ways to acquire company. Davkas suggests allowing some of the wild creatures from the island to enter the house and Gedserth informs the avatar that the building could be made into an inn or tavern. People would use the house’s facilities for resting between adventures or for tourists (which had to be explained) who wanted to ‘get away’ from home and see another part of the world. Endethien brightened up on hearing these ideas.
It is also suggested that he change his name from the stolen ‘Endethien’. Davkas comes up with the name ‘Theodonen’ which the avatar is happy to take.
“Let’s get back to Ruskeal and tell him what’s happened then”.
Theodonen disappears into a pool of liquid silver and we make our way towards the house. Unexpectedly, we are shaken and the building starts to crumble around us. We realise too late, that Theodonen has reappeared in th tower room and believing he is about to be attacked, Ruskeal has intserted the mirror into the energy beams. Subsequantly, the disturbance in the energy flow is causing the building to destroy itself.
“Nooooo! Ruskael! Leave the energy alone!”. Salix and Gedserth rush into the building and up the stairs to the tower rooom. The others, take a position behind a large rock to protect themselves from the shaking and crumbling edifice. While hiding there, Davkas turns his attention back to the barrier and manages to force his way through it in its weakened state. The others and the Drow follow his example, the Drow moving off into the undergrowth.
In the meantime, Salix and Gedserth are buffeted by the spasms of the wounded house, Gedserth falling to to the floor while Salix manages to get to the tower room. Salix, thinking fast, decides to ‘Thunder Slam’ the unruly Dwarf to knock him away from the energy, but either Ruskael is too strong or the spell too weak as it only knocks him off balance, causing the energy beam to be directed away from the central pillar.
Salix leaps onto the Dwarf in the attempt to wrestle the mirror out of his hands which fails miserably.
By this time, Gedserth has got back to his feet and enters the room. As he does so, another strong vibration shakes him and Salix to the floor. From that position, Salix tries to sweep Ruskael‘s legs from under him but the Dwarve’s balance is too good to be easily disturbed.
Calling from his prone position, Gedserth intelligently uses his intimidatory powers to get Ruskael to drop the mirror. Amazingly, Ruskael does just that and as he does so a beam of energy, reflecting from the mirror, swings around and hits Theodonen. Theodonen‘s form disintegrates with a ’pop!’, returning to droplets of silver liquid on the floor.
Immediately, the building’s shaking and destruction reduces and slowly comes to a halt.
As the disturbences in the energy field return to normal, a disfigured form of Theodonen reappears from the floor. A potion of Healing is given to the avatar in the hope that it might help restore some of the bilding’s life force. It does just that and the disfigurement Theodonen was suffering is removed.
“Let’s get out of here”. We make our way outside and notice that bits of the crystal building, where it has been damaged, are being repaired with wooden structures. We say “Goodbye” to Theodonen and promise to ‘advertise’ the Inn to start the flow of guests to the establishment.
We return to our ship, all in one piece, with the Amulet of Passage and Lady Endethien. The sailors are pleased to see us emerging from the jungle and the ship makes its way to the gate area and the return home. At the appropriate spot, we cast the powdered Pseudodragon teeth into the sea and the gate opens from the Fey Wilde into the Prime Material plane; home.
As we cross, out of nothing next to us, a ship appears. We immediately recognise it as Captain Blackhand’s unseaworthy vessel. They have been lying in wait for us to cross the gate, hoping to ambush us but we are more prepaired for them than they realise; they do not surprise us as they expected to. Obviously, Captain Blackhand still wants that Amulet.
Some of his goblin hands drop planks across the ships’ sides and rush onto our vessel. A fight ensues as we attempt to force them off our ship and into the evil hell they deserve to inhabit. Gedserth, Salix and Adara using their ranged abilities to knock out some of the goblins, including one using magical abilities from Blackhand’s ship. During the fight, an unconcious Davkas falls into the water between the ships, but manages not to be crushed by the hulls. He starts to fall back as both ships move forewards. Salix, seeing this, leaps into the sea after Davkas and manages to swim to him and save him from certain drowning. With a mighty feat of strength, Salix manages to get both himself and Davkas onto our ship’s deck, where aid is administered.
At one point, both Ronson and Ruskael succumb to the constant attacks of Blackhand, his evil monkey and swarms of goblin hands, falling to the deck under the weight of numbers. At this point, Salix causes a comet to fall on Blackhand’s head, further injuring an already injured Captain. This is Salix’s last action because in attempting to remove Blackhand from the fight, he is himself overwealmed by several goblins who have appeared out of the rigging and have attacked him. Salix falls under their fatal blows, streams of silver, gold and purple energies escaping from his bark-like skin.
Adara gets the final say with Blackhand as a stream of holy energy shudders into him, removing him from the fight and this world for ever.
At that point, the remaining goblins surrender and are swiftly dispatched to their makers.
Ronson and Ruskael, having got up from their prone positions, move over to Salix’s body to confirm that he is dead, Ruskael retrieving a wooden item that seems to be more or less all that remains of Salix’s body. “We may be able to resurrect ”/campaigns/voyages-beyond/characters/salix-alba" class=“wiki-content-link”>Salix from this" he explains.
We spend the remainder of the journey on the ship recovering from the fight and picking over the items we have acquired. Subdued by Salix’s death we spot the Gelfar Lighthouse and arrive at the port of Gelfar a week after the fight.
We make our way to a Temple and spoke to the Priestess of Carriellana. Handing over the remnanat of Salix we ask her to resurrect our friend. She looks at the item baffled. “I’m sorry, but I can’t help you. This is still alive and you should keep an eye on it”
We returned to Standora Threft’s Inn where we summon Squark and tell him to inform the Crowfather that his daughter can come and paint the Amulet of Passage. We state strict times when this can be done.
Once the painting has completed, we also summon Stokely to the Inn. He is happy to see that we have succeeded in retrieving the Amulet and pays us the agreed price with a little extra included.
Having placed the last ‘bit’ of Salix in a safe place, Ruskael discovers a week later that it has disappeared. Salix is now with us only in our thoughts.

Entry #14: Control and Termination
22nd Jorrin, 1393

The portal closes behind us and we find ourselves back in the crystal building’s dining room with the large mithril table. We are alone with the Lady and take the opportunity to rest and recover our breath after the exertions in the mirror world. When recovered, Ronson attempts to break the large mirror on the wall by performing a flying kick at it. He bounces off like water off a rock. Gedserth shows him how it’s done and shatters the mirror with one whack of his mace. The silvered glass shards scatter over the floor in a hap-hazard sparkling pattern.
‘Lets get out of this place’. Davkas and Ronson lead the group through to the hall. As we arrive there, we notice the ‘Lord Endethian’ coming down the stairs talking to himself or an unseen accomplice. He also notices us out of the corner of his eye. Ronson descerns some surprise there. Davkas, thinking quickly, hides below the staircase and as the Lord Endethian processes down, catches his ankles causing the Lord to tumble to the bottom of the stairs. Ronson jumps on the Lord and incapacitates him by strapping his arms and legs together. A gag is pushed roughly into the Lords buccal oriface to stop him calling out for help.
As this is happening, the wise Salix withdraws the Lady from the hall to keep the knowledge of her escape from Endethian.
Picking up the lord, we strap him down to the Mithril table in the dining room. There is no resistance from the Lord.
We prepare for an interrogation, which is started by Davkas. " What is your name?". The Lord responds “Whatever you want to call me”. Gedserth cuts in, using his intimidatory powers to elicit a more truthful answer "Who were you talking to as you came down the stairs?‘. The response is surprising; "I was talking to the ’Prison’!“. Ge goes on to explain that the crystal building is a prison for the trapped Cleric behind the mirror and that his master is a powerful arch-fee who lives far away. This arch-fee, killed the Cleric’s parents and trapped her behing the mirror as a punishment for some misdeed.
As he finished talking, the ”/campaigns/voyages-beyond/characters/endethian-lord-of-calon-talay" class=“wiki-content-link”>Lord Endethian melted before our eyes, turning into a silver liquid and escaping from his bonds. At the same time, we see more silver liquid seeping up through the floor and table and turning into elven fighters, two with bows and several with two swords. Lo and behold, the Lord Endethian is also present, but no longer bound.
We realise that Endethian has escaped and has been able to summon defenders, but what magic is used is unknown to us currently. We immediately switch into fighting mode and a battle ensues, Ruskeal impressivly charging around like a bull in a china shop. We fight enthusiastically, whitteling down the elven fighters until only Endethian himself is present. We severely injure him, but before we are able to carry out the final act, he escapes by again turning into the silver liquid we whitnessed before.
Again, we rested to reorganise ourselves. The Lady, who had been hidden behind a large tapestry since we encountered Endethien, confirmed his story about her parents and the Arch-Fee. She also named him as ‘Asterion’ and that he is some sort of Feewilde ‘loan shark’ and an evil creature.
Having rested, we decide to escape from this palace and island and make our way back to our homeland. We walk out of the building with no further problems, but about 30 yards beyond the walls, we hit an invisible barrier or some kind. Salix, as surprised by the barrier as the rest of us, falls, but being cat-like lands on his feet.
Putting his knowledge of the archane to use, Gedserth determines that this is a magical energy barrier and that this energy seems to be emitted by the obelisks located around the building, outside the barrier itself. One or two of us throw stones at the barrier to see if it has a top edge, but every stone is blocked by the wall.
As we contemplate our situation, the Lord Endethien reappears behind us, looking none the worse for his close brush with death earlier. “You are trapped here. This is now also your prison. But don’t dispair, I can provide for your every need”. He tries to sweeten our prospects of being imprisoned here for the rest of our lives by tempting us with wealth and power (which seems a bit pointless considering we will be trapped in this building forever).
Drwaing up to his full height, Gedserth holds the Lord with his unblinking stare and tries to intimidate him into releasing us from the bounds set by the barrier. The Lord politley refuses and again, melts away in a pool of silver metal.
Salix reports that the Amulet of Passage, seems to be very quiet at the moment and that it will not help in any escape from this predicament. This seems strange for an object that was so intent on escape earlier. “Looks like we eill have to escape by ourselves” he confirms.
Gedserth and Davkas look at each other. “Well it seems that there should be some sort of controlling entity or object within the house somewhere”. “We need to find it and disable it”.
We start to search the building, looking for this controlling power. As we search, Davkas, using his heightened Elven senses, detects some sort of humming trail in the walls and floors of the rooms. We follow this trail until it splits. Salix takes a closer look at this trail and confirms that it is some sort of magical effect. Gedserth also takes a closer look at the split trails, and works out that one of them is more powerful than the rest. We follow this strong trail which leads us to a tower. As we climb the tower, we come to a metal door locked by magic. Ronson pulls out a small implement from his shirt and attampts to unlock the door. After several minutes of manipulating his tool, a click is heard and the door swings open.
We move into the revealed room leaving the Lady behind us beyond the open door. The room has four strange obelisks standing at the corners of a square. A fifth obelisk stands at their centre. One of the obleisks in the outer ring has been partially destroyed and lies in a heap of rubble. Energy crackles between the four standing obelisks and a haze of energy surrounds the remains of the destroyed obelisk.
Salix reveals that he believes that this is the source of the power used for the barrier and Gedserth confirms that this also powers the whole building. “We must destroy these obelisks to switch everything off, but destroying an obelisk with force will cause a release of energy which is dangerous. Using magical means will take longer, but be safer”.
Again, the Lord Endethien reappears, welling up as a silver liquid to take form. We ask him to let us escape this prison as we now know the source of the power here. He refuses to do so.
Ruskeal the Dwarf suggests that pieces of the broken mirror could be used to divert the energy fields onto an obelisk, overloading it with power and causing it to explode.
At that point, the Lord Endethien uses his magic to close the steel door, trapping us in the room and the Lady outside it. Davkas takes this as a signal to start another fight with the Lord and shoots an arrow from his mighty bow at him. As this happens, more creatures appear in the room, welling up as liquid silver from the floor before coalescing into orc-like creatures and two whirling masses of what look like mirror shards. As we fight, Endethien causes mirror images of some of the group, to appear and fight their corresponding group member. The two mirror shard creatures throw bolts of lightning at us and if we get too close to them, the whirling shards cause impact damage to us. At one point, Davkas falls to the ground in mortal danger, but manages to find strength to overcome his injuries and continue the fight. We finally kill off the creatures, leaving Lord Endethien alone to receive the combined powers of our skills. He finally succumbs to a sneak attack from Ronson the Pirate and as this happens, the power in the central obelisk noticably dims.
The locked door also unlocks as the Lords power is removed from this world allowing the Lady to enter the room.
As we recover from our exertions, we hear rushing footsteps coming up the tower stairs towards us. We ready ourselves for further action, but the Drow we met yesterday appear in the room. They are not hostile and said that they got here as soon as they could on hearing the clash of weapons. They both look at the Lady as they realise she has the Mikenai Bow that they are looking for. She willingly hands it over to them.

Entry #13: Let loose the Dogs of war
21st Jorrin, 1393

And so we have come to find the amulet of passage, and now all that remains is to find a way out of this prison, while being hunted like weak and frightened prey. The fact that this ‘Lady Endethian’, if she is in fact the true bearer of that name, has hidden here for so many years and failed to find a way out does not fill me with the greatest confidence.

Salix Alba, having spent some time examining the artefact, has gained attunement and has gained a minor understanding of the amulet. He believes he can attune us all to the amulet, allowing us to take advantage of the powers within. Salix and Davkas recommend we attempt to search for the information to open a portal within the library, and the apparent Lady Endethian offers to show us, in exchange for us taking her from this prison.

Books made of paper…they’ll never last! I’ll admit that this library is quite vast but I still have trouble with the idea of books made of paper. I trust in my allies to search these books for the hidden clues.

Davkas begins making some odd gestures at Ronson, it appears that he’s trying to alert us that something else is in the room with us, swarms of books rise up and begin to attack us. I had never imagined that fighting swarms would be so difficult, so hard to hit and damage, but eventually we end them, but not before exhausting ourselves physically in the pursuit.

Oddly it appears that one of the books to attack us may hold the verbal components needed for the ritual of opening, and it is agreed that we will retire to the safety of Endethian’s room to rest and study the books, tomorrow we will open the portal, and doubtless the Gnoll will attack then.

We decide to perform the ritual in the same place that we exited, Ronson, Davkas and I taking up our positions around the room to prepare for any assault. As expected, as the ritual begins the Gnoll strikes, coming straight through the wall, with a group of small viscous creatures.

The battle is fierce and the portal begins to open as the Gnoll flees, jumping straight through the ceiling, his viscous minions falling apart as he does. He will be back however, so we stand prepared.

The portal is closed and the gnoll is dead, his carcass trapped within the mirror. The battle was the hardest we have been through, and there is still the problem of the false Endethian, I am sure he will be dealt with swiftly, and soon.

Ruskeal Ironshield, son of the Mountain.

Entry #12: Demon Dogs
20th Jorrin, 1393

The portal to the mirror world opened, and we reluctantly entered the place ‘behind’ the mirrors. Looking around, we see we are in a wooden building, that on first view looks like a mirror image of the crystal building we have just left. There seems to be a strange odour of something foul mixed with something fair. Some of us look back through the mirror and can see Lord Endethian talking to an unseen listener. Ronson, using some skills he posesses to read lips, was able to determine the jist of the conversation. Apparently, the Lord is pleased that he has got rid of us. This seems strange for a host who did his best to welcome us and to help us attain the amulet of Passage, but it is starting to confirm the latter misgivings we had of him. What have we got ourselves into? Turning away, the Lord moves out of the room, still talking and gesticulating as if he was in deep conversation with someone, but we see not who that ‘someone’ is.
Turning back to our task, Ronson suggests that we should seek the small room where he initially encountered the crying woman. We agree and follow his lead.
Moving through the rooms of the building we enter the main hall where two curving staircases descend from the first floor. As we look around the room to determine its layout, we notice some movement on the stairs. Creatures! Together, Salix and Gedserth cry out ‘ Dretches!’ and ‘ Demons!’. The group immediately prepare for action as the dog-sized creatures bound down the stairs towards us.
As combat gets underway with Davkas using his newly acquired ability to shoot his mother’s bow on the move (he’d been practicing this technique for months before he felt confident enough to use it in anger), and others of the group moving out to make contact with the Dretches, we notice more enemies up on the gallery which surrounds three of the four sides of the hall. They look like giant beetles but we do not immediately recognise what they are; some sort of demon though.
As the combat takes place, with Ruskeal slowing the Dretches advance and Ronson flanking the creatures and inflicting copious quantities of damage to them, sudden bolts of crackling energy leap from the creatures on the gallery, arcing down to hit us below. ’That’s lightining!’ cries Adara and several of us take protection under the stairs as we seek to cover our backs from the new attacks.Salix calls out that the lightning bugs are Runespiral Demons, ‘The lightning attack gave them away’.
Concentrating on the Dretches, we gain the upper hand and manage to dispatch them in under a minute. An unexpected consequence in killing them is that upon death, they explode like over-fermented barrels of ale, spreading a noxious gas, that seems to affect those within it. This also reveals the source of the foul odour in the atmosphere. We’ll have to watch out for that in future. Coughing and spluttering from the noxious effects, Ruskeal and Ronson follow Salix up the stairs to accost the lightining beetles. Bolts of eldrich energy, magically enhanced arrows, powerful shards of light and streaking comets aid the blades of the melee combatancts to add to the collection of our vanquished enemies.
The combat completed, we look around at each other and take a short breather. ‘Demons! Bloody demons! They must be summoned here by someone.’ We start to repair the damage the fight inflicted on us. ‘Probably that creature we saw in the background when we saw the Cleric in the mirror’ Davkas reminds us. ‘What? That Gnoll creature?’ questions Ruskeal.
After our rest, we continue to make our way to the small room but as we search for it, we realise that this building is not a mirror image of Lord Endethian’s home. Ronson cannot find it, but we end up in a bed chamber. Looking around this room, we notice that graffiti has been daubed on the walls in an unknown alphabet. Again, someone recognises it as possibly some sort of demonic script.
As we investigate, we are surprised by six shapes appearing through the walls and entering into the room. We recognise four of them as more Dretches, but again it is Salix who recognises the two flying combatants; ‘Those flying lumps of lard are Gnaw Demons!’
And ‘gnaw’ is what they seem to want to do. Again the fight is short but vicious. The adventurers calling on an assortment of powers and abilities, again triumph over the denizens of evil as we put them to the sword. Again a short rest is taken to recover from our exertions.
We continue to explore the building and move up to the second floor. As we hit the landing, we notice the sound of crying. ‘That must be her’ exclaims Ronson. ‘It sounds like what I heard before’. We move off towards the sound and enter a room where we find her. She immediately stops her sobbing and with a weapon in hand spins round and points it towards us. ‘Stay where you are! Don’t get any nearer to me!’ She waves the crossbow at us. What we believe to be the Amulet of Passage around her neck, swings in the air as she gesticulates. We step back and holding our hands up to show we are not a threat, we calm her down before she does something we will all regret. Realising we are not her enemies, the Cleric relents from her agressive posture.
She then introduces herself to us as the Lady Endethian and that the Eladrin who we know as Lord Endethian, is actually an imposter. She says she has been trapped on this side of the mirror by him.
Salix points out to us all, that the crossbow that the Lady is carrying, is the one the Drow we met in the forest were searching for; the Mikanai Bow.
During our conversation, the Lady agrees to let us look at the amulet around her neck and indeed, this is the powerful item that we seek: The Amulet of Passage at last!

Entry #11; The Perfect End to the Perfect Day
19th/20th Jorrin 1393

It started well. Me get on dry land, me seem fine. Me hang around pretty glass house, but there it all end in tragedy, as it always does. Blackhand order loads of us to follow into forest and attack the other team.

Me do so, with heavy heart and little will. We finds them coming back from the beach and Crush order us to attack. It not go well. We all die. Including me. On the whole, me feel that things not get much worse. Death be welcome, eternal happieness and all that.

That not case. Me brought back to life. A little unhappy, really. Me mean, the other team, they had healing elf guy, he could have helped me, but he didn’t. And other hooman pirate, he cause me to attack Crush, then he kill me! Me not happy.

Me wake up dunno how long later, but beasties have started eating my friends. But me not in blissful afterlife, me in forest, with small rat nibbling on me fingers.

Me get up and head to shore, to find captain, to get home. But they gone. Me especially not happy.

Me wonder what other team up to? Me suspect they go back to glass house and get told were thingy-whatsit is. Me reckon they see eladrin girl in mirror, or even hooman pirate see big bad gnoll. Me get sneaking suspicion they reluctantly agree to go into mirrors to kill a cleric of Lyandra.

Me not know why me thing this, but it help to pass time as me paddle towards way home.

As long a no big waves come and wash me off raft, me reckon me can get over seasickness and catch fish and make way home. Maybe go back to tavern. Though me want to have words with other team, ask them why they treats me so badly. Yeah, that good idea! Me do that me do… that big wave coming towards me.

If I paddle a bit faster I can get aw-…

Entry #10: The Games of the Fair Folk
18th/19th Jorrin 1393

Preparations begin for the Eladrin’s feast, and our celebrations before the game tomorrow. We will each prepare in our own ways, I for one will spend the time preparing my armour, making sure that it is suitable for such an…auspicious endevour. I am unsure what many of the others will do to prepare, doubtless Davkas will spend time prettying himself up for his Lord.

While we prepare Ronson hears the sound of faint sobbing from ahead, and begins to follow it, finding it coming from behind a locked door. Unlocking it in ways that we will not question, Ronson finds inside a lavishly decorated boudoir, a small bed, vanity cabinet and a beautiful mirror. Once entering the room the sobbing stops and Ronson is unable to locate it again. After escaping from the room, who’s door locked behind him, he returns to meet with the rest of us.

As we sit down at the large Mithril table, opposite the Goblins of Captain Blackhand, the food for the banquet begins to float out to us. Many of the dishes are strange, the starter being a mixture of Cloaker Porridge (and while this is a nice starter it is not something I would consider to be real food, though Davkas seems to enjoy it emensley, which is not a surprise.)

The second course is far more enjoyable, a selection of strange vegetables, including something that looks like a carrot, tastes like a cabbage and is a deep purple in colour. The centrepiece of this course however is a while roast hippogriff. At this point the Minotaur and I begin to engage in an eating competition, and while the hippogriff is very filling and delicious, it appears that the Minotaur does not have the same stamina that I possess when it comes to eating and drinking (it must also be said that the mead in this Eladrin’s possession is equally fine) and I easily best him.

The desert is equaliy lavish and strange, clouds made of some substance Davkas calls Marshmallow that rain liquid chocolate, candied Drake testicles in a rich caramel sauce, an annimated diorhamma with live chocolate pygmies (a desert to which Salix appears most partial) and, to my surprise, the table (which Gedserth discovers is made of chocolate and covered in a thin layer of mithril foil.

It is during desert that we begin to discuss the race with Captain Blackhand, who is very sure of himself and confident of his team’s ability to win tomorrow’s game. I am not so sure that the little greenskin’s have what they take and am content to enjoy myself fully, though my companions appear to be limiting themselves in their indulgences, perhaps not as confident as I thought.

We are joined by Lord Endethian who explains the rules of the game and marks each team with a small band that cannot be removed, so that we are able to ensure the green skins will not cheat. I am somewhat concerned that the Lord does not wish to eat with us, I have heard tales of some Eladrin inviting their guests to dinner and then poisoning them, I only hope that Endethian is not such an Eladrin.

When the morning comes it is a surprise that I am not hung-over, having drunk many gallons of mead during the banquet. The Minotaur however is feeling somewhat more fragile and impatient. He believes that they should merely kill the Eladrin and take the amulet, a feat I would be interested to see him try, it would make for an entertaining distraction.

We are told that two paths lay open to us, one following a river and one high within the treetops. I would really rather take the river option but we are apparently taking the treetop option. As expected the treetop route is quite tough and I am concerned that the goblins may be making far more progress than we are.

As we journey we spot a group of Drow ahead of us, and while they begin to move towards us they do not appear to be hostile. Their livery looks to be of the House Slithar, a group that split away from the main drow civilisation many years ago. We decide to aid each other in our mutual endeavours, the Drow seek the crystal palace of Endethian, and an ancestral bow that apparently is inside. Thinking quickly on his feet Gedserth lies and points them in the incorrect direction, though they point us in the correct one to continue our quest. I do not feel right about lyying to them, though at the same time I would not feel quite right about pointing them in the right direction to kill our host, though I hope they do not become an enemy.

We continue onward and Salix notices a strange birdsong coming from the … … … apparently there was some sort of enchantment coming from a group of birds that we fled from, and it appears I may have fallen under this enchantment.

Davkas notices a note pinned to a tree, and a small group of gems appear on the ground, without speaking Davkas moves two of the gems and they disappear, the bastard, and a voice booms out over the treetops, “The Treasure you seek is not yet touched by water, but outside the forest.” From this we deduct that the treasure must be on the beach.

We discover a path down to the beach, though it is partially obscured by vines. Some creatures move within the foliage, possibly Xvarts but more likely the goblin hunting party. As we begin to push through the foliage the vines begin to grab us, and the goblins, hauling us into the air. After some apprehension it appears that the vines are part of a sentient plant, who calls himself Wisevine, he holds the next note but is unsure which party to give the note to. He asks us questions on the nature of our quest and why we wish the amulet.

Wisevine is certainly wise, he decides that the note, and a final puzzle, should be given to us. The puzzle was difficult, a set of numbered tiles that must be placed in the correct order. While it takes us some time we solve it with essential aid from Ronson.

The final clue reads “Seek the followers of the eye in the cave where the moonlight shines at midnight.” an odd riddle but possibly a cave on the beach. We walk for some time with Davkas pointing the way with his keen eyesight and eventually find the cave. While we wait outside Ronson sneaks in to see what we will be facing.

While Ronson examines the cave we are met by two strange Lobster men, who appear to be running from some sort of strange water elemental. We smash the elemental back into the water, aiding the lobster men, before readying ourselves to enter the cave and attack the Xvarts inside.

The battle is fierce and takes much time, but eventually we defeat the enemy and find a large chest full of much treasure. It appears that we have completed the Eladrin’s game ahead of the goblins, though there is still the concern of a goblin ambush.

Ruskeal Ironshield, son of the Mountain.

Entry #9; Xivorts, Goblins and Eladrin, oh my!
18th Jorrin 1393

We headed back to land and it was clear Blackhand and his crew had headed into the forest. With little time wasted, we headed deep into the treeline. But my, it is hot here in the Feywild. Salix is slacking. I thought he would be more resiliant, but alas, no.

We walk for a while, and I notice something is following us. Stalking, would be a better word. Drakes, in the bushes. We manage to scare them off. They hunt in packs, with a strong female as leader. But in this case, she was a clever girl and ordered her pack off.

We continued and found a cliff. It seemed steep, but after a few well placed arrows, we manage to climb it. As we contiune down the path, I hear noises again. This time, it wasn’t drakes, it was diminuative humanoids. Logically, I think it is goblins from the boat, but they speak Elven, which throws me a little.

I stop Ruskeal and he roars. Just roars, no “I think I best do this.”

It does nothing. The voices chitter. Gedserth entices them onto the path, with Ronson making a few biting comments. Xivorts. Twisted gnomish monstrosities from the Feywild’s… wild. They jitter about stealing our “shinies.” Salix attacks.

We make short work of them, except for Ruskeal, who is surrounded at one point. But we win out, eventually and head on.

Deeper, and hotter, the woods get. Soon we come to a crystaline structure that looks like it is frozen at the beginning of an explosion. Surrounding it are Blackhand’s crew.

We decend a hill and Gedserth talks our way into the building past a minotaur, who it seems is his first mate. After that, we bluff our way past two guards and enther the crystal building.

In here we meet an Eladrin lord named Endethian and the infamous Captain Blackhand. The captain says he is making a deal with Endethian, but we basically ignore the little oik. The eladrin seems interested in us as visitors, but has little time for Ruskeal.

We tell Endethian we are looking for the Amulet of Passage, but Blackhand pipes in that he was first. Endethian proposes a game. He will hide something on the island and 6 of Blackhand’s men and the six of us will hunt for it. The first to find it will win the knowledge of the location of the amulet.

We all agree, but I suspect treachery on Blackhand’s part. But the captain says he will abide by the Eladrin’s rules. After the agreement is made, Endethian proposes we eat together as a celebration. We are now about to sit down and enjoy our meal.

Entry #8: Breaching the Gate
12th Jorrin 1393

The next morning, our group splits.

Davkas and myself, now proudly wearing my newly adjusted Shimmering Leather Armour, stride off to speak with the Captain of the damaged Elven Dhow. His name is Arandor. I let Davkas use his barely adequate grasp of the Elven tongue, do all the talking (he needs the practice), while I support him menacingly and knowingly with intimidatory stares and postures.

According to Captain Arandor, it would take his dhow 4 days to get to the point in the ocean that we point out to him, on top of the time taken to complete the repairs on the ship. This he compared to the 12 days it would take the Human’s ship. He would charge a whole 150 golden sovereigns to transport us there. Davkas and I suspect that some exageration may be involved in the Captain’s facts and I look at Arandor even more intimidatingly than I have before. The two Elves complete their discussion and we formally take leave of each other.

While this is going on, Salix Alba stalks off to locate the whereabouts of the one and only pseudodragon in Gelfar town. He finds himself in the Council District where all the town’s nobs and notables reside. Using his ample olfactory powers, Salix finds the only dwelling that smells of something dragonesque, notably the stuff peudodragons leave behind after emptying their bowels and bladders.

We reunite in the common room of the Inn where we discus the information we have acquired that morning. Various plans are put forward, withdrawn and mulled over on how to get the pseudodragon teeth from the creature and how to sabotage the remaining ships allowing us unhindered progress to the Feywilde gate.

Having settled on a plan, Davkas the Elven Ranger and myself, Gedserth the Teifling Warlock (in case you had forgotten), make our way to the house of Mrs Gibbins, the owner of the unfortunate pseudodragon. Knocking on her door, we introduce ourselves and council workers and that we have come to enforce a new Council rule. We must, we explain, withdraw 4 teeth from the pseudodragon’s jaws. We continue our bluff by explaining that the reason for Alfonso’s (for that is the pseudodrgon’s name) donation is if the creature should escape his owner’s control, and he be found in the town or environs, the council will be able to identify who Alfonso belongs to. This would allow his return to Mrs Gibbins without any delay or dispute. Despite Mrs Gibbins’ pointing out that she has the only pseudodragon in town, we convince her to allow the dentistry to take place. Retiring to the library with a bottle of Mrs Gibbins’ brandy, Davkas performs the act required to acquire the 4 teeth and using his healing abilities on himself and the animal concludes the transaction.

In the mean-time, Ronson, the ex-pirate, disappears into town. We later learned that he had gone to meet an old acquaintence in the Misty Island Tavern, where he met up with someone called La’thorne. A pirate maybe? There he discussed some business with La’thorne and returned to our lodgings as Davkas and myself returned.

Davkas and I informed the party that we had managed to acquire the pseudodragon’s teeth and proudly showed them and Davkas’s wounds to the others. No-one was impressed. Ronson then loudly informed us that he had negociated passage for us to the Feywilde Gate in the ocean and that we are to pack immediately as the merchant ship will be leaving almost immediately.

After a bit of shopping, where one or two required items and potions were acquired, we found ourselved onboard the merchantman, sailing out of the port and into the wilde, restless ocean. Some members of the party, namely Gedserth, have never been onboard a sea-going vessel and find the whole experience rather sickening and disconcerting. 6 days later, we find ourselves at the point in the ocean where the ring of green algae indicates the location of the gateway to the Feywilde.

Davkas throws the now powdered pseudodragon’s teeth onto the shifting surface of the water and there ahead of us is Calon’talay. As the ship makes its way towards the island it is immediately accosted by shifting and changing winds that make it difficult for those without sea-legs to maintain a dignified posture.

While some of us scrabble about the deck of the heaving merchantman, we notice 3 dark winged shapes flying through the air towards the ship. Someone recognizes them as some sort of hippogryph and as they approach, Davkas loosens his ancestral bow at one of the creatures.

After a brief but violent altercation, where we see the creatures blink in and out of visibility, we prevail, killing the attackers.

The sailors get back to their positions after the fight and the ship makes its way towards the island again. We notice as we approach, that there is another, bigger and older ship moored by the island. It looks deserted but it can be seen that this is an old ship of the Evil Empire. Ronson, with his background, believes that this could be that evil goblin, Captain Blackhand’s ship.

Using our ship’s rowing boat, we approach and board the old ship. It looks deserted still. As Davkas and Ronson start searhing the deck, they are attacked by goblins hiding amongst the ropes, cases and barrels scattered around the deck. They also come under attack from goblins hiding in the crowsnest on the main mast.

Again, a full scale battle erupts as we take the fight to Blackhand’s hearties. Everyone is involved and apart from Adara who suffers some severe injuries, come away from the fight relatively unscathed. Adara is brought back to conciousness during the battle and is able to be present at the conclusion of the fight. We consign Blackhand’s dead crewmwn to the denizens of the deep and search the decks for anything of interest.

We are lucky enough to find a chest, which upon opening we find crammed with treasure: Gold, Silver, a gem and a thing called a phylactory which is tied to the wearer’s head. The coin is divided equally between us and the phylactory is claimed by Davkas, which we determine is a Phylactory of Divinity. This should aid Davkas in his healing abilities. The gem is momentarily put aside.

This concludes the latest instalment of our adventures.


Entry #7: Show me the way to Calon’talay
11th Jorrin 1393

Making camp in the wilderness, Our Heroes take a well earned rest after dealing with Cthonic Horrors, and Deceived Demi-Therianthropes. A mercifully uninterrupted night of rest is had by all.

All this is apart from Davkas Darksbane who, in the midst of his watch realised that his companions have been placed into a bewitched slumber and that ethereal singing is calling out to him from within the dark boughs of the night time forest. His ancestral bow at the ready the Resolute Ranger heads off into the foreboding forest to locate the singing’s source.

Upon return to the township of Gelfar, Our Heroes go to the task at hand in their own ways, Davkas Darksbane the Researching Ranger hurries to consult his charts for the location of the Calon’talay the Fey-wild island within the physical realm, briefly resurfacing from his charts the devious Davkas suggested that Our Heroes distributed scurrilous rumours about the location of the of Calon’talay to thwart the trying Tarsis in his pursuit of other’s hard work.

In the course of his pursuing a pint, Ronson McTabernackle the Previous Pirate has discovered the disposition of ships in Gelfar’s harbour. One is an Elven dhow, a fast ship but damaged by pillaging pirates and in dock for repairs; another is one of the Duke’s Corvettes being made ready for Tarsis; the third is a Human merchantman, the Anna’s Fortune owned by Martin Cynabron. While in his cups Ronson also disperses a great many falsehoods as to our destination.

In her search for the elusive island Angel Incarnate Adara, the Devoted Deva consults with the Vadomerian temple archives, with careful calculation she manages to ascertain the precise location of Calon’talay in the physical realm, though the records indicate that the island has been worn away by time and tide.

Within the library of The Gruddendolf Academy the Sorcerous Salix is for a time forestalled by the multitudinous manifestations of Man’s meta-categorisational instinct, in that in the mind of the arcane community a passage to the Fey-wild is not a portal, but a gate. This particular gate the occult reference reveals is marked in the ocean by a circle of algal green, that may be opened into the Fey-wild with the application of powdered Psudo-Dragon tooth. The Silent Salix made light with the telling tome.

Their errands finished Our Heroes set to return to their lodgings, on their way they are lured into a ally by the sounds of a scuffle and cries of distress from Trilda Stoutbrew, but this is a devious deception set by malfactorous mobsters of the Kenku clan. Angered by the deceit Our Heroes set about the crafty Kenku with great vigour, impressing upon them the folly of assaulting adventurers after-dark.

With their dupers dispatched Our Heroes set to interrogating their petrified prisoner, who’s name turns out to be sKuark.

sKuark the sorely misinformed mobster is largely loquacious in his testimony, he and his associates were sent to discover what Our Heroes know about the Amulet of Passage by their boss The Crowfather, leader of an influential crime family in the area.

During the interrogation sKuark reveals that there is a third party after the Amulet, a group of Goblin Pirates lead by a Captain Blackhand, from what sKuark has heard the pillaging pirates found their clues from the ruins of Fort Nunst.

In return for the the continued possession of his feathers, sKuark has been coerced by Our Heroes into sabotaging Tarsis’ ship.

Our Heroes attempt to get some rest…

…But just a few hours into their slumber Davkas Darksbane is awoken by a rapping upon is window, it is sKuark the cagey Kenku he has been sent by his mysterious master The Crowfather to deliver an invitation to meet with him to discus a business proposition. With some curiosity Our Heroes accept.

Through shadowed streets Our Heroes are lead by sKuark to The Old Bell-Tower, an eerie edifice with a haunted reputation. Taken within the tower, Our Heroes are brought before a large and well fed Kenku, who puts before them a tale of compassion for his darling daughter, and her love of art.

It would seem that in recent weeks the garrulous gossips of the town have spoken of little else but the arcane amulet and that his daughter has heard of the suddenly famous artefact’s beauty and wishes to paint it. Our Heroes determine to the best of their abilities this is his truthful intent, and the his daughter, Trix, certainly has the talent. Our Heroes agree that this would be a worthy thing and magnanimously concede to allow Trix one week’s access to the Amulet at the Troll’s Tooth Inn, and in the spirit of mutual cooperation The Crowfather has agreed to inconvenience Tarsis in his travel plans.

In parting The Crowfather has given Our Heroes a gift of one of his daughter’s pieces, a sculpture of a human woman.

Returning to the Troll’s Tooth Our Heroes finally manage to get some rest from their night’s activities, and rest they well need. For in the morning they have much that must be done to stay one step ahead of the troublesome Tarsis.

A ship must be chartered and paid for, and a method of opening the Fey-wild Gate must be secured, the only source of Psudo-Dragon teeth in Gelfar appears to be the pet of a woman in the wealthy quarter.

Will Our Heroes’ association with organised crime extend to some back ally dentistry, or can a more amicable arrangement be made? Find out, when you join us next time on.

Voyages Beyond!!!

Entry #6: Tentacles And Echoes Of The Past
9th Jorin, 1393

We awoke from our night’s rest and began to explore the area around the apparent temple again, pausing to collect some of the holy water. Salix went ahead and explored the two corridors which led off from the room containing the pool of holy water and the adjacent room.

The corridors lead to the same room, containing an old rusty lift. Between them Salix and Ruskeal manage to make the lift move down. At the bottom of the shaft are a set of large double doors. Opening the doors we find a room containing a fountain which glows blue.

Adham’s figure appears before us, once again super-imposed over the writhing mass of tentacles. He pleads with us to cleanse his spirit and free him from the tentacles, which of course we will do.

Whatever the creature is that uses his Adham’s spirit as a puppet seems to be able to attack our minds, I wonder if this is what has happened to Davkas, his behaviour seems to have been a little unusual while we have been in this caves, I shall have to keep an eye on him.

The creature’s attack seem to extend to preventing us from standing near our companions, it’s really quite tiresome, as we eventually defeat the creature regardless of its tricks and malign invasions of our minds.

Adham’s spirit, now free of the malevolant influence of the creature informs us that the item we seek is located at Calon’talay, within the Feywild, which can only be reached by sea. Adham tells us that he has lived out the same day over and over again for the centuries since he was killed.

He has offered us the armour of one of his men, Joseph, who fell while fighting in this cave. We will have to retrieve the armour from his buried remain, but we shall rebury it with respect once we have done so.

We perform a ritual to send on Adham’s soul to its rightful rest with his god.

After we have recovered the armour we leave the caves to find the encapment outside breaking up and the people packing up. It seems that the lying viper Tarsus was captured by shifters but somehow managed to talk his way out of it – as he often does – and managed to get their shaman to let him speak with the spirits in order to find out he location of the amulet as well.

We leave and make our way back to town, but on the way we are waylayed by a group of shifters who have apparently been misinformed by the damnable Tarsus that we were responsible for them being driven out of their home lands. After a brief fight, Davkas and Salix manage to convince the leader of the shifters that this is not the case, the leader recognizing that Salix is of the wild.

I have the feeling that, if I were in my prime form, Tarsus would not fare well.

Angel Incarnate in the service of Sorath.


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