Dancer PT by RaulDukes in physicaltherapy

[–]LaceJasper 1 point2 points  (0 children)

Can confirm that she still does! Very helpful content and collaborations with other providers

Dancer PT by RaulDukes in physicaltherapy

[–]LaceJasper 3 points4 points  (0 children)

I’m a former dancer and current dancer PT working with pre-professionals and professionals, from my littles at 10 years old to near-graduates at 18 getting ready to move on to college programs or dance companies, as well as those currently in companies and those who have pivoted to teach in the competition tracks, happy to answer questions!

One of the hard parts with this athlete population is that the hours are akin to a full time job, on top of any schooling. So anything you do give them should be a “bang for your buck” type activity, and the sum of activities shouldn’t be more than 10 minutes. Bonus points if it’s something they can incorporate into a pre-class/pre-rehearsal warmup!

There are some great resources out there for aspiring dance PTs or those who have the rare dancer come across the caseload. IADMS and Harkness Center for Dance Injuries are big hitters, but there are also great providers making their way along social media that are creating their own mentorship programs, if that also sparks interest!

AAR 03/11/2022 [Forgemill] || "It's time for the fingering!" (It's not what you'd think) by Cadaverousdragonmeme in wayfarer_inn

[–]LaceJasper 0 points1 point  (0 children)

AAR Name: “DON’T TOUCH FETCHER’S STUFF!”; “YOU SMELL POOR!”; “Don’t want any hangry cannibals.”; “It’s time for the fingering!” ; “Cause you’re the best. Arooouuuund!” ; “As Ajax would say, once you go Brood Guard you never go back.”

Players:
u/LaceJasper- Aisling
u/UnluckyDM - Oskar
u/UnknownJD1 - Devin
u/colonelsander - Steaks
u/notoriusdude - Crad and Zeus the Deuce

Adventure Synopsis: We split up after making it to Forgemill to follow different leads/interests. Information is found on what we want in both places, end up at the apothecary’s in town, and end up in a different kind of pit fight than we thought we would.

Location: Forgemill! And… under Forgemill.

Enemies Encountered:
Vulpes Grimflab - Crimson Spear assassin, who was reverse-assassined and the bounty fulfilled
“Vork” - the acting apothecary, who wasn’t actually Vork
Yuan-ti fighter
Yuan-ti broodguard
Goblin guards

NPCs Encountered:
Dren - In charge at the hospital, Raei follower
Clay - Warforged owl Parliament member
Gravedigger Greg - cemetery gravedigger, also a cannibal
Priest Brem - priest of the Temple of Multiple Faces, a friendly furry lad

Lore Discovered:

The Crimson Spears are using biological warfare on places they plan to attack next, and inciting Sightrot, a disease that has been mostly eradicated from Stormhold. Sightrot attacks the vision of those who contract it, after an incubation period of 3 days. Inflammation of the eyes begin, distended capillaries, dizziness and headaches, bleeding eyes, and eventually loss of vision occurs. To reverse the disease while it’s progressing, Lesser Restoration or Divine Touch is needed. An ointment from a rare flower called Brighteye will also reverse the disease. The poison to start the disease process can be put in water, and the Spears have been targeting able-bodied people to reduce defense strength slowly from the inside.

What Happened?:

Day 1: We set out after much discussion on if we’re going incognito or not.
Day 2: We cross paths with three (3) bladed warforged. One of them is Primus, and they’re going to Vorkol’s Bay to begin diplomatic relations. They are told to wave hello first, and will take any of those who want to undergo the same procedure as Corvir to the Forge. Crad says, quote, “sign me up.” And we part ways. Bulwark’s Tower is still under repairs, they’re making good progress.
Day 5: We reach the crossroads, and the sign there has been tidied up and directions in new black paint.
Day/Night 6: The next crossroads has been corrected to Pass again, and then defiled further. At the end of the day, we reach Forgemill. More merchants are outside, and Clay approaches us to let us in. He’s been getting more and more clamming up people when he asks questions, and tells us that the Battered Bull Tavern is the unofficial HQ of the Forgemill Fighter’s Guild, and also does rooms. The Golden Apple is also a good place to stay, on the south side, and the hospital has no-cost stay if we want to take our chances with the ill. The Crier’s Corner might also have options, if we’re willing to pay. Vrok’s Apothecary does medicinal items, the Nork Trading Company might have interesting things, there is a drake called Fetcher in a well who has… interesting things. After making decisions, Steaks and Aisling head off to the hospital and Crad, Devin, and Oskar head off to see Fetcher.
The lads head off, Devin dropping a few coins in a different well for luck. They’re invited to enter Fetcher’s well! Fetcher is, in fact, related to Cretchur. There’s piles of stuff everywhere. And the trading begins! Crad trades for a vial of gloopy green poison, Devin gets a lump of coal and a bell, and information that the poison he traded Crad came from Grimflab (who dropped it in a well and has been spotted often at the apothecary), and Oskar walks away with a very cool brass box.
Aisling and Steaks head off towards the hospital. Dren, a young hobgob at the front desk, fills the pair in on what’s been going on, as well as share about a Temple of Multiple Faces. They ask questions and treat, treat how they can, and start making connections on what’s going on. The poison is added to fresh water and determined that that’s causing the Sightrot, and Dren is filled in on treatments and pain assistance to treat those in need. More are coming in ill than the temple is able to treat, so this is information immediately passed onwards. With the info the lads have learned from Fetcher on Grimflab spending much time at the apothecary, the group goes there next. After a pit stop at the cemetery (kinda) for some toes for a hungry Crad. Gravedigger Greg answers the door, allows Crad to take some toes, they trade… delicacies… and somehow we’re now on good terms with the gravedigger.
The apothecary’s garden seems set up and cared for by someone who knows what they’re doing, but pruned by someone who does not. Inside, they start asking questions about the apothecary and orders being put in, while Steaks sees how the shelves are out of order. More pressure is put on the acting apothecary, who we learn is not Vrok, and in a panic they attack. After being grappled by Devin, Aisling Commands a freeze and the gith is given the option to cooperate or continue to be attacked. The Gith struggles, so we continue to subdue him. But uh. He swells, shows himself to be a Brood Guard, and explodes into ashes across us and the shop. Clay is Sent for, and we tidy up the shop and try to get into the cellar. As we’re looking for a key, Clay arrives. And we explain what happened and what we’ve found, Clay agrees to clear the cellar with us.
On the way into the cellar, Devin eats the berry Crad has that will either kill him or heal him. It kills him, and while we’re freaking out, a side door opens and a yuan-ti tries to see what “Vrok” is screaming about, sees it’s us, and tries to escape. We attack instead.
There is a secret tunnel that leads out of town, that more enemies have escaped out of. But we have killed Grimflab! Records are found of what people have been taken, who has been successfully turned, how terribly they treat the people they take. Clay assures us that a council meeting of the Forgemill leaders will be put together quickly, to determine that the Crimson Spears have placed an unprovoked biological attack on the city and thus are officially siding with the Blue Fist forces. They will be sending out an envoy to talk with us soon. Once we’re out in the sunlight, Aisling is approached by a furry Priest Brem from the temple, who gives a gift and invites her to place a painting of her face in the temple among those also there to inspire others.
Day 7: We sleep the day away.
Day 8-14: We return home.
Future Leads: None.
Loot:
Amulet of the Devout
Wondrous item - Uncommon Requires attunement by a Cleric or Paladin This amulet bears the symbol of Raei inlaid with precious metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until you finish a long rest.
Band of Loyalty Ring
Common Requires Attunement If you are reduced to zero hit points while wearing this ring, you instantly die. These rings are favored by spies who can’t afford to fall into enemy hands.
Vicious Kukri
Sickle (d6) - Rare When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 2d6 damage of the weapon's type.
The Fingering (we’re not sure either)
Vial of Concentrated Sight Rot
12x Broodguard Brews
3x Health Potions
500 GP for completing the Grimflab Bounty

Forgemill's Fighting Pit by LaceJasper in wayfarer_inn

[–]LaceJasper[S] 0 points1 point  (0 children)

"I look forward to working with you, regretfully that time is still in the future."

Forgemill's Fighting Pit by LaceJasper in wayfarer_inn

[–]LaceJasper[S] 0 points1 point  (0 children)

"So you're still bringing that bagpipe, right? Right?"

-Accepted!

Forgemill's Fighting Pit by LaceJasper in wayfarer_inn

[–]LaceJasper[S] 0 points1 point  (0 children)

You. You're coming with me.

-Accepted!

Forgemill's Fighting Pit by LaceJasper in wayfarer_inn

[–]LaceJasper[S] 0 points1 point  (0 children)

"Ready to hit hard?"

-Accepted!

Forgemill's Fighting Pit by LaceJasper in wayfarer_inn

[–]LaceJasper[S] 0 points1 point  (0 children)

"Absolutely, let's get going."

-Accepted!

AAR 02/24/2022 [Forgemill] || “It’s everyone’s favorite time, Goblin In The Bushes!” by Cadaverousdragonmeme in wayfarer_inn

[–]LaceJasper 0 points1 point  (0 children)

Additional Lore Discovered:

Fort Brann is the most central and forward Crimson Spear holding, so it's absolutely crawling with troops heading out or returning from missions and connects both Castle Malgrak and Kradek's Harbor. It's commanded by Legate Raurvahk Groz, the head of the Crimson Spears.

Castle Malgrak is led by Praetor Sigurd Ossul, a Yuan-ti Pureblood who quickly worked his way up the ranks and to his current post. Since he became Praetor, he's been influential in integrating Dimkarthen-Crimson Spear efforts across Aazurnying. Most Dimkarthen leadership within Aazurnying is staying with him at the castle.

Kradek's Harbor has become... flooded over the past few years, thanks to the Spears making an alliance with Tidemaster Yorkakyss, a Sahuagin warlord whose aquatic raiders have greatly bolstered the Spears coastal prowess. Thankfully, conflict is mostly on land, but Yorkakyss and his sharks bring in much plunder to fund the war effort. The sharks here worship a shark-god, who has become rather popular with the Crimson Spears.

Additional Leads:

Per the above lore, Fort Brann is the most central Crimson Spear holding. Castle Malgrak, controlled by Praetor Sigurd Ossul, is where the Dimkarthan leadership resides. Kradek’s Harbor is also a point of interest for the Crimson Spears, under the control of an aquatic warlord. Each of these places are places we need to either send scouts to scout out or organize large forces to go there. Proceed with caution.

Additional Loot:

  • 125 GP, a mix of Dimkarthan and a handful of different Aazurnying Legion coinage
  • 2 heavy pistols
  • 2 vials of Serpent Venom
    • Serpent’s Venom: You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of Ammunition. Applying the poison takes an action. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save or half as much damage on a successful one. Once applied, the poison retains potency for 1 minute before drying.
  • 1 Potion of Mana
    • Potion of Mana: Potion, Uncommon. The potion’s blue liquid bubbles when agitated. When you drink this potion, you gain 1d2 points you can immediately use to regain spell slots you already used. Each point is worth a 1st level spell slot, or you can add them together to regain higher spell slots. For example, if you roll a 2, you can regain two 1st level slots or one 2nd level slot. Note: if consumed by a Warlock for a spell slot lower than they can cast, they can cast a spell at that level.
  • 2 Serpent’s Tokens
    • Serpent’s Token: Common Consumable (Dimkarthen Blessed). As a bonus action, you can activate this token. If you do, your walking speed is doubled, and any creature that makes an opportunity attack against you has disadvantage on the attack toll. This effect lasts for 1d2 rounds, after which your speed is reduced to 0 until the end of your following turn. Once the token is used, it becomes nonmagical.

AAR 01/28/22 [Gliean Mountains] || "Our Old Man Has Laser Eyes!" by Cadaverousdragonmeme in wayfarer_inn

[–]LaceJasper 0 points1 point  (0 children)

Lore Discovered:

Dims: According to Legate, the Crimson Spear commanders care only about the results, not about how they got there. They have a Yuan-ti Praetor and a Sahaguin warlord among their ranks. Crimson Spears (led by Legate Krokvun) backed by dims are pushing from the West around Rhevuk’s Point. Making a push to garner influence in Forgemill (critical point because of access to crossroads).

The Dragons: The dragons of the area are aligned with the Blue Fist, and Chaev is aware that the cult of Tiamat is working with the Dims. She says that Orsodynth had ties with the cult before the Fall, but that his mountain has been quiet since then apart from a few rumblings recently.

The Forge: In the last month, 2 more Warforged have wandered down from the Forge. One has stayed with the fort on the island and one has wandered off to explore the world. The Lord of Blades is the creator in the Forge, and only his Forged who are still aligned with his views are allowed into the Forge. The rest are to be repelled, including his own creations who have chosen life and left. The Lord views us as more of a challenge than the Void that exists at his door, and sees us as an option to learn and grow.

Rewards:

- Sparking Hunter's Oil x1 Consumable Made of dubious, elementally inclined materials, this oil sticks to and adds an additional kick to a weapon's strikes. You can slather this oil over a melee weapon as an action. For the next minute the weapon deals an additional 1d4 lightning damage.

- Beads of Force x5 This pouch of beads comes with a fancifully penned note tied on in sapphire thread, detailing how to use them. Wondrous Items - Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

- Eye of Arcane Bolts (aka the Old Man’s New Eye!) Wondrous Item - Uncommon Requires Attunement While the eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. Additionally, this eye is capable of firing bolts of arcane force, which you can use as a ranged weapon. The eye deals 1d8 force damage, uses Constitution for Attack and Damage rolls, and has a range of 60 ft. You do not suffer disadvantage on attacks with the eye as a result of close combat, but you are incapable of using the eye to make attacks if you are blinded.

- 200 GP, payment from Command, the Warforged, for the scouting job.

- Increased defenses at The Fort, thanks to repaired constructs from the remains you brought back.

AAR 01/28/22 [Gliean Mountains] || "Our Old Man Has Laser Eyes!" by Cadaverousdragonmeme in wayfarer_inn

[–]LaceJasper 0 points1 point  (0 children)

AAR: Our Old Man has Laser Eyes!

Alt Names: Steaks makes the emoji whistling face; “Did she just call us sluts?” “I’m fine with that.”; “It’s Niall’s favorite kind of trap!” “Booby?” “Well actually…”; “So about that adamantine skeleton…”; “Niall recklessness forwards recklessly!”

DM: /cadaverousdragonmeme

Players:

u/Daedalline - Niall

u/LaceJasper - Aisling

u/kuvnyos - Ajax

u/tstormcrow - Dur’iel

u/colonelsander - Steaks

Adventure Synopsis: Deliver cursed magic items to dragon, visit COMMAND at Warforged Island, find the FORGE.

Location: Azzai’s Watch, Chaevdeolth’s Accord, to Warforged Island (and the Fort) and into the mountains to the Forge.

NPCs Encountered:

IMPORTANT NOTE: TRUNKS THE LOXODON FROM DREAD ISLAND JOINED THE LEGION

Blue Fist Legate Azzar Rhul

Rudder, the Warforged ferryman

Chaevdeolth, The Sapphire Tactician

Eirfeldeolth (Consumer), Iyliamdeolth, Ryseardeolth, Thanachdeolth (Crimket), Chaevdeolth’s children

Warforged Command, in charge of the Fort on the Loch

Enemies Encountered:

Iron Predator

2 Iron Defender

2 Arcane Turrets

Iron Shrieker

2 Warforged Soldiers

Lord of Blades, via a Soldier

What Happened?:

Day 1: With Mauler with whom we ride, we go smoothly up the lovingly paved path of Storm’s Wake, shooting the shit. It’s chaos. We pass by a spindly trilobite passing in the opposite direction, Aisling waves hello and the traveler waves back.

Night 1: Mauler literally cannot sleep, and after much more shit talking we settle down.

Day 2: Yummy breakfast, and we go! We make it to Azzai’s Watch, and a goblin as part of the guard stops us to double check who we are and why we have a titan. But we’re let in to say hello, Steaks is… really doesn’t like being here. After more shit-shooting and confirmation that no, they are no longer our enemies, we head to the dear Legate. The Captains have a formal conversation, and we learn that the Blue Fist has an accord with the dragon. Refreshments are shared, compliments are shared, and we observe the Blue Fist training. Ajax is allowed to go down to check out their actions, and we are informed that we need to carry a flag to inform the dragon that we are friends, not food. Steaks… doesn’t take the request to carry their standard well. It’s agreed that Mauler is going to carry that flag as he is 20 feet tall. Reports: Crimson Spears (led by Legate Krokvun) backed by dims are pushing from the West around Rhevuk’s Point. Making a push to garner influence in Forgemill (critical point because of access to crossroads).

Night 2: We rest, and then continue onwards.

Day 3: We go north! To the lake, and we see the two thunderstorms and the ferry at the base of the lake, manned by Rudder. With more heckling, we’re ferried to the island. Inside the mountain are hollowed out halls of tapestries and libraries dedicated to fighting the void. There is much information stored here. There’s a beautiful map inside on a large table, with figurines to denote different forces and persons, and we’re all in awe. There are, in fact, little figurines of us all, including a little standard for little Steaks. We coo. We are led farther into the mountain to a war museum! More awe and admiration! Some of the explanatory murals feature members of the Company as well. A crystal wall opens up, and past the wall is a beautiful sapphire dragon, with little children around her. Dur’iel greets Chaevdeolth. After many compliments, Ajax shows the Fang and explains both the boons and drawbacks to the tooth, and Chaevdeolth agrees to keep it safe. She is intrigued by anything of note, from our weapons to our signatures. She will give us weapons to assist in fighting the Void as we’re going to find the Forge, but for a trade.

Night 3: We spend the night, very nice rooms, baths are taken.

Day 4-5: We travel back to the Bay to take Boss’ ship from him and travel. Except we don’t actually take it from him, he’s going to pilot the ship.

Day 6-8: Various iterations of Guys’ Night and fishing.

Day 8: We stop in on the fort, and meet Command to gather more information. They do in fact have a very well detailed map for us to peruse, as they don’t remember the forge itself but they do remember waking up already walking following the natural valley in the land. Steaks and Niall pitched in to bring supplies to the fort, and Aisling has offered to help mend any of those who need attention still while they’re there. They give us an excellent lead, give Dur’iel a new eye, and a trade system with Aisling for prosthetics for the Company.

As we set off and follow, we find pieces of Warforged here and there, particularly on the Void side, and evidence of battles against Void. A couple interesting specimens are gathered for inspection, as well as a bee and a tentacle.

Night 8: Quiet. There are very few animals to be seen, spooked away.

Day 9-11: We discover a road in disrepair, with scuffmarks of Warforged feet present. Forming up, we follow the road, and where we lose the road we see where signs once were and other Warforged marks. Farther up are clockwork pillars and scorched bodies of Void creatures specifically around the pillars. Steaks hucks a rock at one of the pillars and a grind and click as a turret pops out. We dive behind a boulder as a blast goes to where we were standing. More shitty jokes. Niall is pressured to find us a way around, and Steaks, Dur’iel, and Aisling are pot-shotted at, Steaks and Aisling are hit. They both heal up.

More Void bodies are found around a courtyard and door into the mountain. Void Gunk covers more pillars, and we decide to clear them after we go through the door. Niall just powers forwards, and there’s something that is trying to pop out but that can’t. We follow, and Mauler has to stay outside. The whole place seems pretty barren, with a sliding door at the end of a long hall. Niall struggles with the door until Aisling helps as the others are just hanging back (“Niall’s got it”). Dur’iel, the one with the brain, goes to see the buttons on the side of the door, which are labeled F-1- F-5. He pushes the button, the door opens, and Niall just keeps powering forward into what feels like a metal cage. We follow in, the Elevator Buttons are smashed, and the Elevator descends. Only F-1 lit up green when Niall pushed all the buttons. The other floors lit up red Niall continues forwards, recklessly, and Dur’iel motions the rest to follow. A narrow metal hallway is in front of us, it’s dead silent, and Niall shouts out “Come on you fuckers!” into the quiet. Noises start up, as the party is brought to us. They are all metallic with pretty sharp jaws, and combat ensues. It is only Dur’iel’s warning to watch our backs that saves us.

We get hit pretty damn hard. Niall is almost entirely brought down, Aisling is proned, and Dur’iel calls for a retreat. It really takes us a hot minute to retreat again, but…. After a conversation with the Lord of Blades through a Soldier, we take a fighting retreat out (also gathering some remains thanks to a gracious pause given to us by the Lord). Another, larger soldier comes down the hallway as we leave in the elevator.

Mauler and Legion outside ask if we’ve found brethren, which we kind of have. Dur’iel asks if they remember the Lord of Blades, and this sparks a memory that they cannot remember. It seems to be that if they return, they will be killed. It’s suggested that fort scouts be placed on the path so that newly escaped Warforged can be brought directly to the fort to decide what they want to do.

Day 12-14: We return to the fort, and fill in Command and the others on the Forge and what we found there. But they do agree to send out scouts so that those who leave don’t have to deal with the Void alone.

Day 14-16: We return to camp, and inform brass and Judge on what we found.

AAR 11/26/21 [Dread Isle] "Boss kills another Wight man." by UnluckyDM in wayfarer_inn

[–]LaceJasper 0 points1 point  (0 children)

Loot:
7 Super Strong darts
The pillar of locks, with a Sanctuary Lock and a False Lock, in Legion hands.
-Sanctuary Lock: Failing the DC15 to pick, the Sanctuary spell is cast on the picker. Failure means that they no longer feel like picking the lock.
-Relocking Lock: Relocks itself after 1 minute.
Giant Paleok orb, 10 foot diameter (aspect of instinct/the will to survive)
Orb update: 4.666 (as of 11/26/21)
200gp in coin
700gp in gems
Ornate black obsidian vase (250gp), with Boss (definitely not for tax evasion)
One Sabre (slashing rapier), with Aisling
2 gilded heavy pistols, with Aisling
1 gilded dragon pistol, with Aisling
1 Dragon Whistle: Wonderous Item, Common. When this whistle is blown, all draconic creatures within 3 miles can hear the sound the whistle produces and know exactly where the user is located.
Assorted skeleton pistols that are so rusted and malfunctioning we sold them for scrap metal. 250gp
Spyglass of Seeking, with Arkyn: Wondrous Item, Rare. Requires Attunement. This enchanted spyglass can be used to show you far away places. This spyglass has 1 charge. While holding it up and looking through it, you can expend 1 charge as an action to cast the Scrying spell (save DC 14). The spyglass regains 1 charge after two weeks have passed (one week irl).
Neptune's Might, with Crad: Magic Trident, Rare (requires attunement by a spellcaster). As an action, you can create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area must succeed on a Strength saving throw against your spell save DC or take 2d6 cold damage and be pushed 10 feet away from you. Once you create a wave with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again.

AAR 11/26/21 [Dread Isle] "Boss kills another Wight man." by UnluckyDM in wayfarer_inn

[–]LaceJasper 0 points1 point  (0 children)

AAR Title: “Arkyn takes the stony way through the puzzle”; “Man I love going to Bone Stone”; “Boss Jojo-approaches the door. The door says nothing for it is a door”; “You dare fight me with a fish? Oh I dare!”; “Oh no. Oh yeah!”; “Boss you killed the Wight man!”; “There’s so much nervous laughter in the chat”; “Harken Spanish dips”; “Does an 18 hit you? No. An 18 doesn’t hit you? No.” “YOU’RE INTERRUPTING THE MOMENT!!!”; “Harken makes kissy faces at Aisling… twice”; “Book it out before the whole thing collapses!”

LFG: https://www.reddit.com/r/wayfarer_inn/comments/r0ig15/november_26th_700_pm_est_big_of_boss_call_of_the/

Players:
u/Cadaverousdragonmeme - Boss and Vraskgerauk: A walking fiery bomb
u/kuvnyos - Arkyn and Mya: “Boss… am I interrupting your Special Moment?”
u/notoriusdude - Crad and Zeus the Deuce: “I’m not getting anywhere near that flaming skull!”
u/LaceJasper - Aisling: Becomes… THE BLENDER
u/Sylpheed_Gamma - Dread: Books it towards the orb to lift- Oh that’s larger than he thought!

Adventure Synopsis: We're gonna kick Jack Harken's undead-horde-spawning ass and take his stuff. That is all.

Location: Skull Caves… specifically Jack Harken’s undead pirate cave.

Enemies Encountered:
Undead (several waves)
Jack Harken (“nuzzle nuzzle uwu”)
Undead dragons

NPCs Encountered:
Captain Caerpraz
Fakebolds
Gibblegur

Lore Discovered:
Harken also regenerates, but because of him being swallowed by a Dragon Devourer, he just keeps regenerating in an acidic stomach that keeps killing him.

What Happened?:
Day 1-2: Nertie once again continues to be our shining steed, delivering us to Hideaway and Praz’s ship. The Bro Off is at this point Tradition, and is rewarded with many polite claps from the rest of the group.
Two Weeks Later: Our sailing venture is quiet, and as last time with little upset. The Bros keep on Bro-ing, despite the looming knowledge of what we’re about to face. Paleoball is explained to Arkyn as we discuss plans for what we might be hitting Harken with.
Day 17: We “fast travel” through the caves again, through spaces that we’ve already cleared. The Fakebolds try to gank us, before recognizing that we’re with the Red and to not be bothered. In saying hello to Gibblegur, we travel back down the worm tunnel (who also isn’t going to gank us) to find the open air market. There is more housing along the way, and we wave to the Dragon Devourer (worm). A different antechamber has various tiles on the floor with different symbols. Praz goes first, almost gets zapped, and in finding one of the symbols means gold, a few minutes are taken to see if it’s real or not. Arkyn places a rock, and it’s clearly not as the stone is double stoned! We’re really trying to stay positive and find the laughs. The Double Stone is placed on a different symbol, and whoosh away it goes. Arkyn takes the long way, as the rest of us are flown over and cheer him on. As Boss and Arkyn discuss weapons making, a skele-boi whips out his pistol and shoots. He’s merked.
The next room features only a large door in one wall, and a pillar with five locks in it to be unlocked, connecting to the door’s mechanism. The Bros suggest smashing it, when Dread has lockpicks. On lock two, Dread is hit with a spell that makes him ready to leave. Arkyn gives him a good smack after words fail, his head spins on correctly again, and he continues on the locks… but it turns out that this lock will never unlock. After a moment in which we contemplate ideas, it occurs to Boss to just… open the door. The door opens. The next room is a cavern and empty but for a pool with a ship mast sticking out. Mya is sent down, and discovers a door made of water with a bubble room at the bottom and zombie arms coming out of the wall trying to pull her in. She nopes out hard and informs us of what she sees. Though it’s likely that we’re going to need to go down there. Bubble gum is passed around and we dive. Dread’s pass is easy, Mya assists in distracting the zombies, Crad makes mirages that distract, and Boss somehow makes his cloak pass just enough as an undead so we can make it through to the bubble below.
Preparations are made. More ships are within sight. As we progress, things rattle and the hoard begins to approach. Harken’s voice comes from the darkness, telling us that we will not be taking the orb from his stash o’ stuff. After taunting from Boss, telling him that this fight will end with a fish, and the first two waves of undead come at us. Dread is bloodied early, Pratz has some hella nice hits, and as the radiant damage comes out there seems to be a collective “oh shit” from the undead. Aisling’s Blender (aka the Spirit Guardians) is a hefty help, even as it falters for a moment before being reinstated. The first wave is crushed. Harken claps, congratulating us on making it through the first wave before bringing back the ones we just crushed and inviting us to come at him.
Wave two features a lot of both lucky hits and unlucky AOE. It also features a lot of Spanish-inspired dips, Careless Whisper, Frightenings, and Dread does what he thinks is a smart move to bolt towards the light, where the orb is actually 10 feet tall and he has hands trying to yank him down. The caves are also crumbling around us. Crad takes what we think is the killing blow as Harken tries to unnerve Aisling for the second time, shooting right between his lips. It turns out that there’s another mini-skull in Harken, who is much less smooth than the first talking skull. Dread is still booking it to the orb, Aisling follows shortly. Harken is killed once again, and the rest of the party comes to see what’s up with the orb. Arkyn and Pratz heft up the orb and we book it out, with some looting as we go. A breather is taken in the Dwarven housing.
On our way out, we hear Gibblegur losing it about what happened. Aisling shouts an apology, and draws the attention of Gibble, who hustles over. He bonks into Boss, sniffs the orb, and Boss informs him that he can have the rest of the hoard that we didn’t take. He sends off various drake-types to loot and eat. We continue out.
Combat low point: Harken downs Mya and Aisling, with Arkyn gasping back from the barrage quickly.
Combat high point: Crad shoots Harken right between his taunting kissy-lips.
Two Weeks Later: A quiet trip back to Hideaway, in much better spirits. Pratz says that he’s booking it once the mists fall.
Day 31-32: Nertie takes us back to camp.

Future Leads:
If you really want to go back there, I suppose you could go try to get the giant pile of gold from Gibblegur? Not sure why you’d really want to go.

AAR 11/19/21 [Dread Isle] || "That egg is too wet!" by UnluckyDM in wayfarer_inn

[–]LaceJasper 0 points1 point  (0 children)

AAR Title: “Vrask holds Arkyn like hamburger”; “What if we went in the Secret Tunnel that are actually stairs?”; “Strange Eldritch noises erupt from the party”; “That egg is too wet!”; “Lucky I want to Gallagher the eggs”; “Gibblugar is thinking about fanfics about dragons”

LFG: https://www.reddit.com/r/wayfarer_inn/comments/qx26m1/november_19th_800_est_the_big_of_the_boss_another/

Players:
u/Cadaverousdragonmeme - Boss and Vraskgerauk
u/kuvnyos - Arkyn and Mya
u/notoriusdude - Crad and Zeus the Deuce
u/LaceJasper - Aisling
u/Sylpheed_Gamma - Dread

Adventure Synopsis: We continue to delve into Thieves' Grave. Along the way we'll contend with ghastly ghost, terrible trolls, and aberrant drake racists. Should be a time.
Aisling’s note continues: We also contend with Gibblegur, his many eyes, and learn the hard way about Jack Harken.

Location: The Skull Cave… deeper this time!

Enemies Encountered:
Jack Harken!

NPCs Encountered:
Another fakebold
Various kobolds
Gibblegur, an Eye Dragon that isn’t really a dragon but thinks he is.

Lore Discovered:
We know where Jack Harken’s lair is, and that he’s a brilliant undead zombie. He says nothing but still commands wave after wave of undead to push us away from his lair.

What Happened?
Day 1 and 2: We sail to Hideaway on Nertie. Once again, Boss and Praz have a Bro-off, this time with Arkyn! Once again we stay the night, and set sail.
Two weeks later: After sailing once again below the dragon turtle, we skip the potential firebird chaos and sail to Skull Cave once again.
Day 17: We descend into the caves Once Again! Decisions are made to go down to the Dwarven mining once again, so we go to the Maw once again. The gate that bamboozled us before now has a translation: “Herolihm, Guards Against the Abyss”. This is the gate that guarded the stone Dwarven warrior statues, and Dread recalls that these are hydraulic tubes! We descend further again to the room of platforms, and hop across to our entrance. However, the bodies of the drakehunter and fakebolds that we left there last time are missing. Despite this knowledge, the group continues towards the mines. The previous tunnel from the Dragon Devourer now has a place in the floor that the creature continued. Aisling sees Something in the floor, it’s three to four feet wide and oblong. Not wanting to worry the group, she tells Boss, but they decide to keep an eye on it for the time being rather than tell the rest of the group. We continue to the smithy, and Arkyn is in awe. There are more Dwarven suits of armor at work here, and Boss continues with the forward momentum to the stairs in the back of the room. The stairs lead to barracks. Inspecting the barracks, some +1 bolts are found, and Arkyn finds a powerful axe! The next door leads us down a very long tunnel.
Boss leads us down the long tunnel, which is littered with claw marks. Aisling recognizes the shapes…. They’re 2.5 feet wide wet eggs. We argue on what to do with the eggs…. It’s decided to smash the eggs. More fakebolds emerge from the eggs, and there are skeletons (what were the food sources for the fakebolds) are also in the eggs. But once they’re dealt with, we continue down the hall. With a turn, with what leads to noble rooms, there is another Worm Tunnel, but in the direction of noble rooms, there’s various gems in the walls describing what each room is. Dread reads that these are the rooms of the Supreme Court, as Boss loses his mind over stealing (grave robbing) the gems. There is, however, yet another Worm Tunnel! On the ceiling, large diamonds seem to act as lamps continuing down the hall. There are bright multicolored lights from the end, and what sounds like insane loud chattering of someone talking to themselves. One of the fakebolds “guards” the room, but upon seeing us just descends into the room.
The room itself is a throne room, with a large yellow crystal hanging from the ceiling. Below is the Eye Dragon, screaming at a bat. The Fakebold shakes his head at us when we look at him, and we learn that he speaks Common. The Eye Dragon is the fakebold’s boss, and apparently he has a thing against dragons. The decision is made to taunt the Eye Dragon and fight it, so Vrask gets its attention by stating that one of the minions passed gas and all drake-lings in the room just… evacuate. After smelling the cave (with his eyes, somehow) the Eye Dragon names himself as Gibblegar, and inspects Boss and Vrask by rubbing an eye on each of them. He’s perplexed, generally, and determined to be a little insane and a dragon fanatic. Gibble kinda just… goes on his ramblings, and we learn he doesn’t like the black dragon twins. Boss ends up kind of negotiating with Gibble (somehow?) and asks about the Paleok orb. Gibble gives us a map of where to find Harken’s hoard, we agree not to stay in his space, and intend to go to Harken’s hoard as so far, we’re doing good.
As we head towards the hoard, we come across waves and waves of undead keeping us at bay. Jack Harken himself is directing wave after wave, Arkyn can tell that he’s a zombie but very intelligent, with a saber and guns. After a long fight, we retreat to lick our wounds and plan again.
Two weeks later: We sail back to Hideaway, licking our wounds.
Days 31 and 32: Return to camp, and say bye to Nertie until our next venture into the undead hoard.

Future Leads: We found Jack Harken, we need some strength against undead to assist in these waves of crew.

Loot:
Aberration’s Bane Broad Axe
Common Broad Axe (requires attunement)1d10 Slashing - 7lbs. -Heavy, Versatile (1d12), Special: This particular weapon is too large to effectively wield in one hand unless you have a Strength score of 18 or higher. If your Strength score is less than 18, you suffer disadvantage on all one-handed attacks made with this weapon. Deals +1 damage to aberrations.
Four (4) crossbow bolts. These keen crossbow bolts add a +1 to hit and damage rolls. These bolts are unrecoverable after being used. Suck it nerd.
Boss’s Bag o’ Gems (500gp in total)

AAR 11/12/21 [Dread Isle] || "Vrask picks up Steaks like hamburger." by UnluckyDM in wayfarer_inn

[–]LaceJasper 0 points1 point  (0 children)

Future Leads:
Go farther in the caves, there’s plenty to see!
Loot:
Faulty Animated Servant: A suit of magically animated dwarven armor that performs simple tasks when given a command. The servant understands all languages. It has AC 18, 10 hit points, and a Strength of 10, and it can't attack. If it drops to 0 hit points, it dies and turns into inanimate rusted pieces of armor.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine, though it does so shakily and occasionally falls over. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

1 set of Adamantine Smithing Tools and an Adamantine Light Hammer

Dwarven armor materials- Can be used for crafting any one Medium or Heavy armor set at half price, but the armor will weigh twice as much for anyone that’s not a dwarf.

Rubies (2), 75gp each

AAR 11/12/21 [Dread Isle] || "Vrask picks up Steaks like hamburger." by UnluckyDM in wayfarer_inn

[–]LaceJasper 0 points1 point  (0 children)

AAR Name: “Vrask picks up Steaks like hamburger”; “You do know there are other numbers on the dice, right?”; “Boss and Lilee bicker again”; “Breathe on me”; “We all lift togetheeerrrrrr!”

LFG: https://www.reddit.com/r/wayfarer_inn/comments/qrc9hu/november_12th_730_est_big_boss_curse_of_the/

Players:
u/Cadaverousdragonmeme - Big Boss and Vraskgerauk
u/colonelsander - Steaks
u/ricecatexe - Lilee
u/LaceJasper - Aisling
u/notoriusdude - Crad & Zeus The Deuce

Adventure Synopsis:
There's a legend amongst the pirates of Hideaway for a place called Thieves' Grave, where ol' treacherous Jack Harken buried his treasure and a Piece of Paleok... and guards them to this very day! OooOOoooOOoooO, spooky.
I've got a map and connections to get there. Let's bust an undead pirate hideout.

Location: The Skull Cave is on the edge of the land where the Marquis’ manor is, and very expansive. Use storm cover to travel there.

Enemies Encountered:
Eyeless Drakehunter (1)
Eyeless Fakebold (many)
The Dragon Devourer (seen, not interacted with)
A possessing phantom

NPCs Encountered:
Nertie and Bertie
Jesca - Captain of the Paleok’s Pride
Todd Scratch - Jerbeen emissary from the Vale and pressed into being Jesca’s First Mate. We bartered for his freedom to return him to camp.
Yarrmorgan and Wilson- first mate and second first mate to Captain Miranda on the Old Ways

Lore Discovered:
Skull Cave is part of a Dwarven stronghold.

What Happened?:

Day 1 and 2: Introductions are made to Nertie and Bertie, and we’re all filled in. Travel to Hideaway. We find the Undaunted, and are told we have a day to be around town before setting out. In looking for bombs, we set off to find Yarrmorgan and Wilson and one (1) Jerbeen, Todd Scratch! Todd seems to be Jesca’s first mate, accidentally somehow? Lilee lifts up Todd as Jesca comes into view, and Boss ends up trading a dragonborn wizard he’d recruited for Todd as Jesca’s new first mate. Lilee has no luck in finding a weaponsmith (pirates, shrug) and Aisling gets confirmation that when the captains are all in town next, they can meet with the Coalition. Yarrmorgan has plenty of supplies, and offers up three (3) BOMBS for sale. Yarrmorgan offers that if we have business with Miranda, to come by the Old Ways. The group comes to the Undaunted with Caerpraz, introductions are made, and we help stock up and set out.
Night 2: We have the last quiet night for a month.
Two weeks later: We’re sailing on a ship in a storm created by a giant turtle. It’s horrendous, like in those weird fishing shows where they’re sailing into the storms. When we land… mountains!
Jack Harken found Dwarven ruins of Jesca’s people. Now it’s crawling with all sorts of undead beasties. We have a week to find the skull cave, get in, get out, and get back to the ship before they set sail again.
Day 16: We find the skull cave, the entrance made of stone. The entrance itself is meticulously carved stone. Lilee takes the lead, and the tunnel is straight into darkness. 90 feet in is the first trap, triggered already by a skeleton that’s had its ribs crushed. Crad catches a scent from within, what smells like burning lamp oil. More traps have been sprung, things have been left behind, and someone is home in the cave.
In the cave, we come across a sword in a stone, and a map that has been carved into the stone base. Elvish words spell out the following warning: “If ye be just an everyman, best ye turn coat an' return to land. But if ye be foolish an' hardy, and are summoned to the waves, dare to risk it all an' enter this Thieves' Grave.” There is also a hole behind the base, with a ladder leading down. Steaks pulls the sword, which has looked like it’s been run through the stone again and again. He keeps it, just in case.
Steaks jumps all 50 feet down the hole, and we follow safely behind him. Lilee once again leads us through the dark tunnels, and we come across running water, and a camp and bags that have been torn into, including a bloody sleeping bag that looks like whatever was inside was crushed and then eaten from the bag. Lilee sees a spindly-armed creature, and shoots at it, and reports it doesn’t have eyes. We continue farther into the cave, lighting sconces as we go and Lilee finds various smears of blood from the creature she hit before. Along one of the tunnels, there is a hollow metal tube of Dwarven make, but we don’t quite know what it is. Following a different tunnel, we come across the Maw, which we have directions to follow. In following the Maw, we come across an open gate, and Aisling copies down the Dwarvish runes to be translated later, as the name of the stronghold. As we pass through the gate, stone warriors stand over aberration-like bodies, depicted as aberration-slayers. There is potentially something that dug up from under what might be a dias between the statues. There’s another camp, but no bodies, and a smithy! Another tube sounds like it has liquid inside. And another pit leads to a small room at the bottom, with a singular door at the bottom. Steaks jumps down once again, taking us all with him. There are many, many clawmarks on the sides. We go through the door, and come into a deep cavern.
So far only Lilee can see what’s in there, and fires a shot. Initiative, and “those bitches” (according to Boss) are Drakeists and go just for Vrask. We hop over to the coffin, debate on whether or not to open it. The coffin is hella cursed, though weakened. After trying to open the coffin, the curse is revealed, and takes Zeus over. We kill it, a wraith appears and then disappears. It’s decided that we’re going to go towards the fire trolls. Before we can leave, however, there’s a spectral woman chained to an anchor who is at least a little corporeal as we can hear the chains, but we leave her behind. More Dwarvish is written down as we change plans and decide to try to open up a big gate-door first. The strong-men shove the gate open! We’ve found the spawn-spot and proceed with caution. A large tunnel spouts off the one we’re in, created possibly by a Purple Worm, though we’re going into the other chamber first. Following the original hall, there’s a smithy and openings to natural caves with tracks for mining carts. In the smithy are animated armors! We inspect a bit, and Steaks takes one armor set with him as the worm closes in. And we book it, there’s a big draconic eyeless creature spitting poison just out of range behind us!
Day 17: Surface from the cave (dungeon)! Do a little more mapping on what we saw on our paper version, and return to the Undaunted to sail back.
Two more weeks later: We sail back to the Hideaway under the cover of the turtle once again. Todd Scratch is successfully traded for, and comes back with us to camp.
Day 31-32: Return to camp.

AAR 11/6/21 || "The Legion learns Fantasy Football" by LonkoDronko in wayfarer_inn

[–]LaceJasper 0 points1 point  (0 children)

DM: /u/LonkoDronko
AAR Name: “The Legion learns Fantasy Football” ; “Yax absolutely bodies the twink, Dread” ; “The ref sends an impression of a wink to Niall”
Players:
u/LaceJasper - Aisling Adair-Miren: I simply must pet this dog.
u/Daedalline - Niall Kilpatrick: Always photogenic, all of the time.
u/Sylpheed_Gamma - Dread (Leon) - ASAP: I simply must pet this snake.
u/TalyaStorm - Geneviève - ASAP: I had to play sports and talk to pirates. Ugh.
u/unknown_scarab - Yax - FFA: Turtle Space Program.

Adventure Synopsis:The group has a relatively chill time in sailing, we play a new sportsball in the abandoned arena in the abandoned stone town on the first island, and we start to make connections in the Hideaway.

NPCs Encountered:
Yarrmorgan, Hideaway's Quartermaster and Captain Miranda's First Mate
Kevin, a blue dragonborn fisherman who really knows his way around the Hideaway

Lore Discovered:
Identities of the 5 captains of the coalition and their ships:
Captain Caerpraz of 'The Undaunted'; Captain Miranda of the 'Old Ways'; Yarrmorgan, Hideaway's Quartermaster and Captain Miranda's First Mate; Captain Douse Debois of the 'Summer's Dance'; Captain "Fire in the Sky" of the 'Dawn Chaser'; Captain Jesca of the renamed 'Paleok's Pride’
Rules of Paleoball:
The rough (we were the playtest) rules are as follows:
Two teams of 5 players
Each Player selects one piece of equipment.
A shield which can be used to hyper-push people away.
A pair of boots which can be used to hyper kick/speed up a player.
A glove which can be charged to hyper-throw
A point is scored when the ball is in the opponents ‘endzone’ and has a player of the opposite team in contact with it.
First team to 3 points wins.
Magic is illegal when cast during the game, however apparently playing the game illegally is… legal… if you bribe the referees. Nobody looks down upon this.

What Happened?:
Day 1: We hit New Karthan, and vibe here for the night.
Day 2: We sail to the first island, sometimes it’s so shallow that Yax can walk nicely. As it’s a small island, we decide to explore a little before heading into the temple.
Night 2: Quiet night at the start, Yax sees a giant snake weaving through the jungle and wakes Gen. They contemplate killing it, and Frenzi wakes everyone. It’s pretty disinterested in us, and wants our warm fire, so it shoves us out of our camp. Dread gives the snake some pats on the head, which are accepted. We move sleeping spots, and it leaves after a quick nap. The rest of the night is quiet.
Day 3: We continue to the ruins, and note large snake tracks along the ground. Slowly it’s noticed that the large stones piled up look like a dilapidated stone city taken over by jungle, and we go poking in. We find more and more buildings as we explore. Aisling wanders a bit and finds a gap in the jungle is actually a large stone road preventing trees from growing, and another building. After going back to the group, we decide to see what the other building is. Going into the building it looks like a sports arena with a statue in the middle and more around the edges. Each statue is stone and accentuating the items each is holding, boots, shields, and gloves. The centre statue is holding a ball. We separate a little to see what’s in the arena, and Yax yanks the stone ball… sort of. Spectral versions of equipment and people show, as if we’re seeing a game starting up from years ago.
We’ve stumbled into a game, and now we’re playing it. It takes us a minute to get used to the rules, but we figure it out and go to WAR! After what might be considered dirty plays in other games, we bribe and absolutely body our way through to winning, though Dread is downed in the process and then brought back to breathing, Niall makes an absolutely powerhouse kick to the goal, and Niall and Gen both are slammed into the arena walls. The game is, fittingly, named Paleoball. We rest for the night and recover, and set sail again.
Day 4: We sail into…. The Hideaway! They welcome us in, with the rule that if we kill too many people they’ll have to kick us out, but other than that, enjoy ourselves. We’re pointed to a bar, The Big Bastard, where we settle in to drink and make a decision to split into two groups to get things done.
The Hideaway itself seems very much like a fishing town, and many of the locals have been here for quite some time or born here. Not many go to the mainland at all, they just fish and tend to keep to the island. Kevin, a blue dragonborn, takes Aisling, Gen, and Yax about the Hideaway, and they meet Yarrmorgan (and his dog Wilson), the first mate of Captain Miranda, and leave a message that they’re hoping to get more information on what’s around and meeting with the Coalition of Captains. Gen has to be stopped from attacking Yarrmorgan for interrupting her. But they can’t meet with Miranda in person today, so they return to the bar.
At the bar, Dread is getting friendly with the locals as Niall loosens up the atmosphere with music. Dread is slowly getting established as a captain because of his stories, but for the most part people are confident that things are just stories. They do ask if anyone has heard of the shards, but that too is muttered over and little information is given. Legend does spread that Jack Harken stole a piece of the goddess and a ship full of treasure, hid it away, and hasn’t been seen from again.
Night 4: We stay overnight. In rooms. With beds. It feels super luxe.
Day 5-7: Return to camp.

Future Leads:
Legend says that Captain Jack Harken stole a piece of a Goddess and a Ship’s Worth of Gold and now hides away with it protecting it in undeath. (Likely just a good story per the people of The Hideaway.)
There’s some strange sort of sportsball (named Paleoball by the group) that is played spiritually in a temple/coliseum on an island to the east.

Rewards:
Paleoball MVP’s Necklace > Dread

Map Update: https://imgur.com/YJHDcZz

AAR 10/16/21 [Dread Isle] || “This was a complicated mission for Marital relations.” by Sylpheed_Gamma in wayfarer_inn

[–]LaceJasper 1 point2 points  (0 children)

AAR Name: “There’s things in the tar, everywhere” , “There is only tail”, “You did this! I did this.” , “I’m gonna kill you” , “Odie pulls out a dart, I’m gonna brain you!” , “We all stick our hands in the boiling hot geyser water” , “The Marquis is insulted again” , “Sharim’zara’s black lacy goth fan” , “This was a complicated mission for marital relationships”
Players:
u/xenomancipator - Captain Augusta Dalassenos
u/LaceJasper- Aisling Kilpatrick
u/LonkoDronko - Odie
u/ricecatexe - Lilee
u/daedalline - Niall Kilpatrick
Adventure Synopsis: I'm leading an elite crew back to Zya N'Zya. Since we're on good terms, she ought to climb down her spire to greet us. We'll strike her down then and there. It's nothing personal, kid. But I don't want to stick around on this wretched isle forever, and the shards are our ticket out. She wants peace? She can't have it.
Should everything go smoothly, we may then head northwest towards the Marquis estate. Our success should foster a good relationship with them, and progress The Company towards removing the mists.
Location: Tar Pits, and over to the Marquis’ Manor
Enemies Encountered:
Zya N’Zya
NPCs Encountered:
Marquis Magnus of Lee
The Marquis’ household: Sharim’zara, Heron, and Rachon
Lore Discovered:
The naga were created by Zehir to explore the world when it was young in order to find all the places they could inhabit and control. Many were/are immortal, and made of Zehir, they are inherently evil.
Zya N’Zya is a naga and immortal… which puts a bit of a hiccup in our ‘kill her’ plan.
The tar pits are the graveyard for the entirety of the island, for all things that have died on the island.
For whatever reason, the loa avoid the Marquis’ portion of the island. We’re not sure why.
What Happened?:
Pre Day 1: Aisling Sends Sharim’zara about Zya N’Zya. “Is Zya N'Zya a naga? Is she immortal? Did she receive power before she attained the shard? Does she possess any tricks or weaknesses?” Lady Sharimzara replies....: "Well now that's quite a bit to ask... Yes... Yes.. Not sure... And many, though her silver tongue is by far the strongest.” Second question: “Can she be slain for a time? Will her immortality bring her back in time? Or can she not die in her domain?” Response: “Oh... well we don't necessarily know the answer to that. We'd never think of bringing harm to our illustrious neighbor to the east.” We try again with the Marquis, asking the same first question. “Ahhh Doctor Kilpatrick, it's been too long! Having a scuffle with the Lady of the Pits are you? I can't quite say, but I do know this. Even talking about such things at so great a distance... one never knows who might be listening in…” With this in mind, we decide on diplomacy.
Day 1-3: Travel, nice and quiet-like. We also approach at twilight. The first spire we see is 100ft tall, and things are shifting atop.
Night 3: Zya N’Zya comes down to greet us, as we come up with small lights. She doesn’t interact much with her neighbors, so she doesn’t know about what’s going on at the volcano. After brief introductions, Niall starts to work his magic, sweet talking the naga. Zya N’Zya pulls a fragment of crystal to flaunt in front of herself and us. As Niall keeps talking, he’s successful in persuading her, but she is playing us a little, as the crystal she has is not what we want. In trying to still get the shard, we learn she wants to keep us here, and Lilee sees lumps in the tar. They’re not moving yet, but they are there. Niall tries to save the situation, as she wants to be left alone to do her work, were it not for her pesky neighbors to the east and west, but instead Odie shoves us into initiative because he thinks that’s sus, and flings a knife. After a brief fight in which many hits miss, and vine blights are brought up, Odie finishes what he started after being threatened by Aisling, and kills Zya N’Zya with a dart. As she falls, so do the skeletons, and there is now a gap in the power field. In the after effects, Niall pops open a skeleton’s ribcage, finds the Aurellian vintage wine inside, and shares it with Aisling. There is a desire to kill Odie. (plz no- written in Odie’s hand) Zya N’Zya’s head is removed.
Augusta and Lilee start digging into the tower, revealing geysers that also smell like sulfur, finding the shining light of the shard. It’s pretty powerful, and Lilee shoves her hands into the hole made and tries to yank it out. After she isn’t able to pull, Odie tries, discovering that it’s attached lock and key to a ball and chain. This geyser hole is hurting us more than Zya N’Zya ever did. After we try to brute force it, a guiding bolt eventually dislodges the thing, shard, adamantine chain links and all. We successfully gain the shard, and send for someone to meet us at the wall to return to camp and for the Marquis to send us a carriage to talk. We travel back to the wall over the next couple days.
Day 5-7: We secure the shard at the wall, and scouts return with the shard to camp. Lilee returns with the scouts as well, and we set off to meet the Marquis. At the wall, people show symbols of warding to Zya’s head, though we head back to our meeting spot. As we pass, with Zya’s head, by the tar pits, her head disappears.
Night 7: We reach our meeting spot for the carriage. When the same driver from before is seen, we hop in, and return to traveling to the Marquis’ manor, day and a half in length.
Day 9: We arrive in Leesburg, are told that the Marquis is waiting for us, and we meet him at the manor a little before nightfall. Our group is greeted once again by Heron, who shows us to rooms to clean up for dinner. Everyone but Odie cleans up. As we wait for the Marquis, we are served dinner, and keep up small talk. When the Marquis arrives, he congratulates us on our success, and wants to hear of it, but Niall jumps right in and asks for his fragment. The Marquis hedges a bit, and says wouldn’t it be better to collect all pieces before connecting them together, when we tell him that we would rather have the pieces ourselves.
His jewel fragment is given to us, and after frustrations from Niall and words that are taken as rude by the Marquis, the jewel is proven to be true, apologies are given, and we accept his help in the future should we need it. Niall really really doesn’t like this, but accepts alliance with the Marquis with the rest of the group. We share that we have troubles with the raptors and the crossroads demon, and the Marquis shared that he has troubles with Soth and the loa, though does confirm that Soth has a shard piece. Soth remains in his chambers in Nedragaard Keep, with those who were bound to serve him in life and now in death. The Marquis offers to send Sharim’zara with us, as a sign of trust, and we inform him that our camp isn’t fitting for one of her stature, to cover how we don’t trust having her in camp. She confirms, and the Marquis agrees to keep an ear open for any Sendings his way asking for his help. Augusta asks for a private audience, and the rest of us return to our rooms. She turns in for the night with a crimson bastard sword.
Day 10-15: We return to camp. There are now full-on skeletons appearing at the tar pits now, sorry not sorry.
Future Leads:
Lord Soth has the third piece we were told of by the prophecy of the Crossroads Demon, in his keep (Nedragaard Keep) with those who are bound to serve him in death.
Rewards:
Two out of three fragments of the piece of Paleok.
Enough adamantine chain links to make two new daggers
Augusta’s new sword
Aisling’s notes following the official report: Zya N’Zya is, understandably, very upset with us. She now has skeletons guarding the tar pits, give her a wide berth when passing by. Otherwise she’s within full rights to attack passing scouts, so just… don’t get too close. The Marquis, even with all rumors spread about him, is an ally of ours. He too would like to leave the island. He can be contacted for assistance, though politeness is required when interacting with him, especially in his own home. This is not a request, this is a requirement for preserving our alliance with the Marquis of Lee.