Karameikos

Leaving Minthroyd

Day 4 14th Fyrmont
2 hours before dawn the ship is getting ready for departure.

Ozzie goes round with the captain with his blue flame to make sure there are no shape changers.

It appears that Alex and Mishka of the ships crew are missing. Memnnon and Switch takes 2 of the crew back to the Slippery Eel to see what has gone on.

On arrival at the Slippery Eel, it is discovered that there has been quite a fight and the two crew members have been arrested. Switch runs back to tell Ekatarina and Memnnon heads off to the Stronghold.

On arrival at the Stronghold the Tiefling is challenged and asks about the crime. It would appear that there is going to be no leaving on this morning tide.

Ekatarina says that normally she would leave them, but this isn’t a normal occasion.

Alex it turns out got into a fight over gambling, the tavern was roughed up, the owner’s daughter has a broken leg, some other sailors are injured and a serving girl has a punctured lung. Tol discovers that Mishka can be bailed and her fine paid for 500gp. Alex is up for attempted murder and won’t be tried for several days.

Memnnon offers to heal the injured parties. He is allowed to heal the young girl, the other one won’t accept his ministrations.

We get Mishaka out but not Alex, Ekatrina get a new crewman called Jovah, he is from Minrothad.

Day 5 15th Fyrmont
We set sail the next dawn. The pilot is again Mothravin, who is displeased about something, muttering about the fogs being unusually thick. Ozzie detects nothing unusual in an arcane sort of way. The fogs are a result of vapours from the dormant volcanoes, as well as sea frets, but Ozzie suspects the Merchant Princes have enhanced them in some way to make approaching the island tricky.

Negotiating the fog takes longer than expected, but Mothravin steers a true course.

Day 6 16th Fyrmont
The Pride of Dymrak bears south between Traders Island and Blackrock Isle. All can see the sparks of fire crowning the bleak island.
And we we then head south.

The trip south is difficult as we face a head wind. It is odd to have winds from this direction. Ozzie is suspicious that someone or something. It appears that there might be a merchant prince slowing us down.

Day 9 19th Fyrmont
After 3 days Ekatrina has moved closer to the normal trade routes in an attempt to avoid the curious contra winds. However the ship’s rations are going off faster than would be expected and one of the fresh water barrels has sprung a leak.

What looks to have happened is that the barrel staves have been warped. An object reading shows that the warping of the barrel happened around Traders Isle.

Tol summons up the Horn of Plenty to work every day, so that there are enough rations, and our rations are shared with the crew. Our rations are slightly better so this will put the crew in better spirits.

Day 10, 11; 20th, 21st Fyrmont
Over the next few days more problems are noted. Ekatarina and Anya notice that some of the ship’s timbers are also starting to warp. This is checked with Edric, the ship’s carpenter, who confirms that this is happening.

The party hold a council of war. Tol goes over the side to see if there is anything attached to the bottom…. Nothing.

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Switch deals in Darkweed

Guild Corser would be interested in dealing in a minimum of 20 cartloads to Minrothad.

The Guild would want exclusive access to Switch’s supply chain.

Switch would need to sub contact to other members of the 5 shires.

100 gps for 1000 gold in weight.

Dark weed….. They would need samples. Gregus is happy to accept a pouch.

Gregus is keen for Switch to sign receipt of the sample and guaranteeing that if Guild Corser like Darkweed then Switch will be the sole supplier. It also says that Switch can’t offer this to any other guild for 2 (minrothad) months, 60 days, and they won’t deal with anyone else other than Switch for the same time period..

Switch signs and is invited back to Gregus’ place for dinner that evening as is the tradition following making a deal.

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The Journey to Traders Isle

‘We are to avoid imperial entanglements’

We have barley and grain to sell to Guild Corser agents for brewing, and also to stock up on luxury items to sell in Raven Scarp. At Harbourtown rather than Minrothad.

Life onboard ship is fairly straight forward. The heroes gets involved with The sailing of the ship"

The weapon’s locker has crossbows and bolts and cutlasses Tol goes fishing, Kathka looks at the defence if the boat, Edric the ship’s carpenter and weapons master proudly shows you around and emphasises the additional reinforcing (especially the keel) to make it more resilient.

Kathka tests the crew on how well they might do in a fight. It turns out they aren’t too bad.

Memnnon talks to Ivan, who is the healer, follows Proteas, he isn’t a cleric. Memnnon investigates the bottom of the ship and finds water and stores…. No coffins here!

Day 1 11th Fyrmont
Farewell to Karameikos

Tol discovers that there is something about the voyage that the officers aren’t happy with. Tol investigates and finds out that Ekatarina is unhappy about the contrary winds slowing progress, and that they might arrive in Harbourtown a day later.

There is also a certain amount of muttering among the crew, as the heroes have displaced the captain, who in turn has displaced Sacha, so things are a little cramped below decks. However, the heroes attempts to fit in (and Switches amusing antics in the rigging) go a long way towards smoothing things over.

Edric is keen to spend a lot of time with Kathka and keen to show off the ship. The weakest parts of a ship is the sails and the mast. The Ierendi have a fiendish weapon which will take down a ship’s mast.

Tol and Memnnon suffer from sea sickness on the first day. Memnnon continues to demonstrate he is no good sailor.

Day 2 12th Fyrmont
Deeper Waters

The Pride of Dymrak is now away from shore and the ships we start seeing are fewer and designed for deep water vessels.

The weather is a bit grayer and Traders Isle is recognisable by the mist.

Ozzie mobile stones to Douganstahl to ask him to warn Teldon about Parvel’s treachery.

That evening the vessel heaves to outside of the fog bank, there is some muttering amongst the crew which is soon quelled by serving steak from the horn of plenty (though the portions are small when shared among so many).

During the night it is noted that some Merrow pop up to see who is there. Looking over the side lights can be seen below, perhaps a settlement? We are warned to be very careful and polite and to watch out for devilish, although we shouldn’t see any around here.

Day 3 13th Fyrmont

Boat ahoy!

Surprisingly the pilot turns out to be Mothradin, the same one that escorted us from Thyatis to Ierendi on the Davanian Queen.
The accompanying customs officer brings on the values for the grain and we discuss pleasantries. There is a deliberate attempt to sail slowly into Harbourtown. This is due to the customs officers ensuring everything is in order before letting us enter the harbour.

Everything is in order and the heroes sail into Harbourtown.

Outside the harbour walls are all the Guilds for taking as well as a number of shops and inns for sailors. The town is clearly a prosperous one.

Switch head off with Ekatarina to see Guild Corser. Tol’s plan to gamble his winnings away are frowned upon, but he discovers that this is the best place to buy the latest fashions… Which turn out to be dickhead hats. He buys several.
Kathka and Ozzie go off to pick up their walking permission slip to use magic. One soon turns up called Elister. He has a large electrum earring and a set of scales, indicating his guild. He is probably 2nd or 3rd caste.

Switch

During our stay in Harbourtown Switch and Tol feel that they are being watched, but it is not clear whether they are watching us.

Switch puts on the amulet which changes his appearance. He notices that an ordinary dock work and a guild member are passing hand signals between them.

Ozzie identifies that he is also being followed and mentions this to Kathka, who drops back nfollows the follower, there is a change of follower to a hin.

Ozzi chats with his state sponsored spy and discovered that it was the water elves who taught the islanders their spells. In particular the merchant princes are powerful sailors with strong sea faring magic. His guide suggests that a vessel with a merchant prince captioning it is nigh on invincible.

Memnnon heads to the Slippery Eel tavern with some of the crew. The first round is on Memnnon. Sasha the first mate remains on board to supervise the offloading of the grain to the local Brewers. Memnnon buys a few drinks, but gets quite a few bought for him.

Tol went shopping and drinking. He does notice during the process seeing small bits and pieces going backwards and forwards onboard.

That evening Tol chats up EKatarina, asking her about the route and the high quality items she is expecting to trade.

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Planning to go to the Jungle Coast

The heroes do some research and also improve their armour.

Douganstahl’s spies discover that the captured Glantrian wizards accused of General Torion’s murder have escaped from the prisons in Alphatia. Which is unusual in that there are over 1,000 epic level wizards in Alphatia.

Tol spends his week frittering his time away carousing and drinking. He does discover there is an increasing integration between the Thyatians and the Tradalarians, recognising they are all Karameikan.

Parvel (Teldon’s stuttering assistant) tells us we are expected at the palace that evening.

It becomes obvious that we are being smuggled out in the dead of night….

Where the is a small but sumptuous banquet. The duke and duchess are present as is Master Teldon, Oliver Jowett, the head of the church of Karameikos and Father Nickelnevitch who is the head of the church of the Traldar.

Ozzie casts the light of Reality and sees that Kathka and Switch have a faint aura. Not quite what he would expect from a Creature from Beyond, but does this indicate that they have some form of the Beyond in them?

Teldon suggests that Alphatia is the natural place to hide as an arcane creature. Jowett suggest that the Immortals may be encouraging the belligerence rather than the creatures from the Beyond. This is supported by Memnnon for Halav and also for Tol with Zirchev.

Memnnon suggests that this reason is that the immortals sense this incursion from the beyond and seek to strengthen their followers.

Stefan suggests that we find out what is behind these ruins. He is keen that we should go out with as little fuss as possible. He is keen that none of the Glantrians, Alphatians or Thyatians know about our activity.

Telwin provides Ozzie with Pavl’s portal address. And Duke Stefan tells us that there are others also investigating this, and it is likely that other nations are also doing the same

It turns out that Tol had a dream about having the wind in his hair and the ground beneath him going up and down. There is a cryptic reference to seek the Pride of Dymrak, (a local curry house?) Memnon recalls that King Halav and Queen Petra gathered armies to fight the beastmen, and that King Milen and his people fled across the seas rather than fight the beastmen.

The party is presented with enamel badges of a white ship on a blue sea, which indicate that we are on official business from the duke.

Early the next morning, the party heads down to the harbour. There we see a thin mist, which helps hides our departure.

A young boy is waiting for us, who takes us out. His name is Nikki and takes us out in a jolly boat. It is a tight fit for the party

The Jolly boat is called the Pride of Dymrak after the ship. As we row out we see little skiffs setting out behind us with black robed individuals armed with Crossbows. Switch fires a warning shot, but they keep coming and rain crossbow bolts at the party. They would struggle to hit the brave adventurers, but their tactic becomes clear; they are shooting at the boat and their bolts explode with a blue alchemical fire. Soon the jolly boat is looking badly charred, all available heroes desperately try to extinguish the flames. Ozzie hits them with a crushing Titans fist and Tol continues to shoot them with his longbow killing two more. The last cultist shoots another alchemical arrow. We see three more coming out of the harbour and that there is a kerfuffle on the sea gate. Ozzie’s spell backfires, before Kathka and Dimitri dig in and power ahead, while Nikki (aided by Memnon) steps the mast and hoists the sail. Dead Specularum guards fall from the battlements as the boat sails underneath. From above the stuttery voice of Pavel can be heard. He says ‘I will get you’ then fires a magic missile directly at Ozzie, who quickly casts Shield to defend himself. the boat leaves the harbour and approaches the The Pride of Dymrak.

The heroes board the vessel and are introduced to Captain Ekatarina, who then gives a scroll to Switch who reads this to the companions. Duke Stefan has given the heroes a boat to save the world from this peril, however the heroes cannot be affiliated with the Duke. We are to masquerade as traders under the captain-ship of Katrina. The captain then explains the route which will be about a 4 week journey starting with Harbourtown on Trader’s Isle. Then south passed Blackrock Isle into the Sea of Dread and onto our destination. The route avoided involvements with the guilds and also navigates around the undersea kingdoms but does utilise the currents. At Trader’s Isle a pilot will be taken on board to help navigate through the tricky Minrothad waters.

The crew are mostly Traldarian/Karamiekan. The ship has no weapons as part of its structure but weapons are available for the crew to use if necessary, such as crossbows and cutlasses.

Ozzie will use his time to upgrade items. Switch wants to learn to sail as he is concerned the crew may not make it and he is concerned that we don’t have enough experience to secure this valuable ship in the event of a crisis…and when we come to sell it!

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An interview with Teldon

Master Teldon takes you into his inner sanctum at the guild. Its clear that he treats Ozzie with considerably more respect than he used to.Obsidion_ruins_2.jpg
He unerringly finds the scrolls he mentioned, despite them being buried beneath many other books, chests and coffers; clearly a man who knows his collection well.
He gestures to a comfortable seat as you take the scrolls, and pours you both a fine amber wine.
When you have finished reading he looks at you keenly.
“Well, what do you make of that? Your comments about obsidian cities is what brought it to mind”.
He pulls out a pile of maps and sea charts.
“Here is the area that Marcus mentions. Do you think it worth investigating?”

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The research of the library.

The library is self cleaning and self repairing.

Kathka also figures out that the tombs at the bottom, the portal and the observatory are not covered by the protections of the library.

The big stone door at the front is the main defence, with guards standing over it. It appears that the fiends were summoned when the library was attacked to defend the library. Knowledge does not have an alignment.

The founding of the library is 104 and it was completed in 152. By circa 200 a settlement had grown around the area and had popular people . The rituals around the library contribute to the mystic of the library. There is an alteration to the library which makes it difficult to remember the specifics of where it is.

Where the rift was there are alterations to the library, many Areas of the library retain damage from the rift.

The library was quite defensively built, with each part hermetically sealed. One of the defences of the library is the summoning of fiends.

One of these rooms has a shrine to some fiendish immortals, which has a command words to unleash fiends to defend them.

Xoxoth appears to have been a member of staff for a long time.

Have the beings been waiting for the stars to align? The current head librarian was called Gestrath, and had been logging the insipid not arrival of a new planetary body…. A large celestial body…. Which would has had something added at a later date. It suggests that he has a source that indicates this alignment has happened a long time in the past and is about to happen again (the arrival of the)

There are tentative readings suggest that this planet has arrived. Tol convinces himself that he can see something, that is getting closer, it I yet to get to where is

Is it difficult for aberrant creatures to move in this plane any distance from their portals? As the planetary body gets closer will they be able to move further? Is there a geometric design they are setting up?

It appears that the mindflayer could create his own portal.

The blue dragon is called Sahail and is mentioned in the stories and the Wizards have bought residium off the dragon and have essentially traded with them.

The Plan:
Contact Duvenstal to ensure Ozzies dad has been received and is settled in the villa.
Check on the situation in Specularum and Karemeikos.

Duvenstal says that they were worried and wondered if the party had perished. gIrlfriends been asking but could not find us with magic maps. Dad turned up ok, however his story is quite harrowing about his imprisonment however he has only just found out about Koala’s death. As a result he has set of to Knosht alone about a week ago. The party asks Duvenstal to arrange an audience with Duke Stefan as a matter of urgency. The reason for this is to convince him of the rift threat and the beyond

The party research the dwarves coffin but don’t open it, then portal out to Specularum With precepts, plates with symbols, medallions, star charts and info, etc.

In Specularum the heroes gain the audience they desire and begin to present their case. Audience includes head of wizard guild, head of church, etc. Memnon and Ozzie explains the situation relating to the Beyond and the various factions which are involved and how the rifts into the beyond are key to the resurgence of these beings, old ones, outer beings, unclean ones etc. As they begin to talk about the planetary alignments they are asked for evidence by the head of the wizard guild. Ozzie talks about casting the ritual to identify the beings from beyond, however the head of wizards guild won’t allow this and expresses his opinion that the group are talking a pack of lies, however he manages to give a secret signal to the group that they should leave as the room contains such beings.

The party are ushered to an ante room with Stefan, head of the Wizards guild and Stevan’s wife. The HoW explains to Stefan that the heroes are correct and the he has been fearing this for sometime and shows his ring with a portcullis on it. The heroes then explain the full story to Stefan who asks them to go away and undertake further research and Stefan will pass on the information to others as he sees fit. Memnon asks that everyone undergo the ritual for checking but this is declined until Ozzie explains the ritual to his wizard and once it is confirmed to be safe then they can do it. further discussion revolves around obsidian and granite cities in the southern continent of Devania.

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Into the depths of the library

The stairs continue down, spiralling around the outside, with a shaft in the middle. Kathka reckons that we’ll be going down 70 – 80 feet. There is no light at the bottom.

Switch sneaks on ahead. As the party goes down, the air gets cooler and slightly damp. It also gets dusty. 20 minutes later Switch detects that he is getting to a floor.

The party gets to the floor and sees a door with the usual. Indentations, Switch easily opens the door and swings slightly open.

Through the door extends a large hallway, which is barrel vaulted at the far end of the hall is a door flanked by two statues

Along the side is a series of stone rectangular sarcophagi, lit by a dim light.

The party moved rapidly through the crypt. Some of the sarcophagi have inscriptions on them.

Ozzie and Kathka examine the inscriptions. On

Eliza’s Jackczaran. And antiquated Thyatian name.

One of the stones has the names Pellar Runeborn, Hanz sun whey, Marcus Augustus, Swahala, Memnnon recalls that standard Thaytian practice is that this is a space saving practice. The ones in the stones are older than the ones in the sarcophagi.

Switch tries to open the door and there is a blinding flash and above the tomb appears a name Hazentahliam. Ozzie greets the being.

The mouth of Hazentahliam moves and then we can understand him in our heads. The creature offers the library to one.

Ozzie disappears with the being and reappears in a dusty, but not desert. The ghost hits him with a whirling wind, Ozzie replies with his mirage arcana, dazing the creature, before hitting him with his hammer fall step.

That was clever let’s see what else you can do, as he unleashes a powerful spell where Ozzie was before.

Meanwhile the rest of the party are engaged in a pub quiz with 4 wraiths that rise out of the sarcophagi. Tol discovers to his personal pain that asking the questions out load is not a good idea as one of the wraiths swoops down and slaps him hard, telling him not speak out loud.

Switch asks the halfling wraith what the name of the 5 counties of the shire are. The halfling wraith doesn’t know. Switch having done quite badly is now starting to best his opponent.

Memnnon and Switch start to think that the wraiths they are pub quizzing against, are not quite as real as they are. Memnnon asks about the cult of Halav and where they get their power from, the creature doesn’t know but suggests that it may come from Halav himself… Or someone posing as Halav.

Kathka fails his third question and is attacked by the wraith.

Hea thank and Ozzie continue to duel, Memnnon retaliates against the wraith that attacks Kathka and turns undead..

The rift was active he’s couldn’t communicate with the party in the last.

Memnnon again asks the wraiths to stand down, they say we will drive those who are aren’t worthy from our tomb.

Kathka asks them which one of his forms is not worthy and the reply is the physical one. It appears that the pub quiz has descended into a pub brawl as the heroes decide to go toe to toe with the wraiths. If they can’t beat them with their intelligence, then a feat of arms will overcome. Tol marks his for death and launches an arrow at it.

Ozzie is dazed as he struggles to answer the ancient wizard’s question, Hebansthao moves up and through Ozzie. Ozzie works through the reasoning for the competition as to what the wizard is trying to do. He realises that the battle is a largely symbolic battle to prove the wizard’s power to take control of the library.

Arrows fly, maces, hammers and swords fly and with another of Switches well planned questions, the wraithes.

Ozzie turns to the wizard after being hit again and dispels the magic tournament field. The pair return to the tomb.

Knowledge.

Ozzie can sense that there are two. The fiends are gone..

Ozzie has the most powerful plateau amulet.

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On the hunt for Xoxoth

The party awakes refreshed. Ozzie notices that the sense of the beyond is less than it was yesterday. This is probably due to the fact that we have secured the portal to the Beyond.

Everyone heads up the stairway that Tol and Switch had found. Tol notices that there are footprints in the dust towards the top of another humanoid, possibly more. He can make out prints of a soft slipper, rather like those worn by Xoxoth the Mind Flayer.

At the top of the stairs, Tol observes that the tracks go to the left hand door. A now familiar depression above the door will take a medallion, but this one is different. Switch can make out the design; it says “knowledge”.

A quick search for traps fails to find anything, but the ranger and the Hin force open the door. Switch also learns that the proper medallion can do more then open the door, it can trigger something else.

The door opens into a short corridor. The door at the end has a door with a sliding observation hatch and another depression for a medallion. Switch suspects that the whole room is a trap and could fall in. Switch can’t see what is triggering the mechanism.

Mage hand fails to trigger the trap. Ozzie sets the trap down the corridor and then (realising it was safe in the first place) unsets it.

Ozzie peers through the hatch into a circular room, roughly 30 foot. diameter and sees a portal room, which is empty. Switch and Tol again ‘trick’ the doors and get the door open. We can walk into the room and find the portal which is 10 foot radius.

Ozzie analyses the portal to confirm that the mindflayer went through it and discovers that it went to Alphatia. Sundsval, the capital. He also finds that it was created by a wizard called Hetzantalim

Meanwhile, the rest of the party check out the door on the right of the landing. it requires Switch and Tol to again trick the lock into thinking they have a platinum medallion, but it seems as if the physical and mental cost is less. Perhaps the door is less important?

Beyond is a domed room with a clear crystal roof. In the middle of the room is a chair and a telescope. shelves around the room hold maps, charts and a couple of finely made orreries. However, neither quite matches what they expect to see; one orrery has an extra moon (Memnon recalls folk tales of an extra moon where the immortals live) and the other has an extra planet following a very eccentric orbit. The extra planet seems to have been added to the orrery some time after it was made.

The party fails to find anything else and goes back to the doors, which has a symbol for 4 medallions and one for the centre (4 gold around 1 platinum?). Switch and Tol again trip the door, which opens into a 30’ square room. On the far side there is a door in the corner. In the middle is a statue, which holds a large crystal sphere. It appears to be an arcane focus for a number of rituals.

The control room for the Library!!crystal_sphere.jpg

The party puts on medallions and tries to work out if we can control the library. Memnnon can’t work out what it does, but that it is possible to manipulate the complex series of rituals from here, neither can Tol. He does get the impression that messing with it in the wrong way, could cause big trouble.

Ozzie tries and has more success.

This crystal sphere is the focus for a series of rituals. The complexities of these is difficult, however with platinum amulet this would be much easier. It does appear that this orb and the rituals it controls were created and used by very powerful people or even deities. It would also appear that the demons getting in have nothing to do with this series of rituals, as the bulk of the defences are still on. Closing the big gates at the front of the library can be controlled from here and Ozzie thinks that this may also deal with the Demons.

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Xoxoth's (not so ) Final Stand

Ozzie is grabbed by the Mindflayer Xoxoth’s tentacles and both are teleported to the top of the library, it then disappears.

Switch is attacked and grabbed by the beast, which renders him unconscious. The party swing to his aid, arrows and radiant energy rain down on the beast, but a crushing fist from Ozzie kills it. The other beast is killed quickly.

He controls the rift and discovers it’s a permanent rift in the fabric between the realms. Ozzie realises that the mindflayer must have had the platinum medallion to allow teleporting. The platinum disc gives him control of everything.

After a quick discussion it is agreed that Ozzie and Memnnon will lock down the rift, while the Switch and Tol go mindflayer hunting, starting with the upper hallway. Kathka keeps an eye on both parties and the corridor.

Switch sees a door which is now slightly ajar and sneaks in, listening and hearing nothing,. It appears to be a bedchamber, finely, but not ostentatiously furnished. Tol comes up not quite so quietly.

Ozzie, Memnnon and Kathka decide to use the copper discs to enscribe the rune which should anchor the portal and lock it down. With a 10 sided portal this will take 10 hours to inscribe.

Meanwhile Switch is looting the bedroom upstairs and doesn’t find much of interest other than a chest beneath the bed. He deduces that Ghestrath (the Head Librarian) lived here. Switch fails to find the trap on the chest, which explodes in his face and destroys the contents (mostly papers and parchments), except for several bags of gems.

Looking around the room where the rift is there are many racks and scrolls.
While Ozzie inscribes runes on copper discs, Memnnon searches around the room. Everything in this room pertains to forbidden knowledge, much of which may be about the beyond, but also of scandalous information about important families. It’s all stuff which has been hidden away. (In which can be five rare magic items Up to 21st level).

Tol does a quick look around and finds a secret door into an ante chamber which is essentially a dressing room. Tol is fascinated and goes looking and finds a small pouch and a spare robe. The pouch contains a few gemstones, a selection of coins and small crystal vial.
Eventually the Hin finds another secret door with a spiral staircase going up. The sneaky pair stalk up the long spiral stairs, which keep going and going, eventually they come to a landing with two doors.

Each door has a handle, but no sign of a lock and in each place an indent for a medallion, but it’s different. It says in Classical Thyatian ‘knowledge’

Back in the secret treasure room, Kathka finds some graven stone chest and a copper chest full of stone hands which are left hands, not all the stones are the same. Memnnon finds a portable rift lock which Ozzie identifies as currently holding a rift. He realises that he could create something similar, there are notes to help him, and he already know a lot of the procedure from the Beholder’s lair.

Ozzie secures the portal finally. He is exhausted, and the rest of the party are in need of rest too, so they take the opportunity to sleep.

Through the night, Ozzie wakes up and feels there is an important message that someone was trying to tell him an important message but was prevented by a bright purple light and hissing.

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Back to the library
Party casket and bookshelf

As the party looks around it becomes apparent that everyone sees the Beyond in a different way. A different way that is peculiar to them.rift.jpg

The sky is purplish.

Too notices on the horizon 5 mounds circling the area where we are. It is difficult to tell how far away they are.

The chest is made of stone and has gold in it and sealed very careful. The dwarves runes read danger do not open. The chest is dwarven burial casket, it is over 4-500 yrs old. The marble is high quality and would be used for a high level dwarf. An arcana check picks up that it has had a gentle repose in it, so it could be brought back.

The book case of talking books tend to be talking about the geography of Mystra and an empire/kingdom where death was very important.

The party positions itself with the book case and the casket and travels back to the library .

image.jpeg

The mindflayer falls off the wall when we arrive back and gets an arrow and somke psychic damage for its troubles. Ozzie forgets he can’t teleport and tries…. And fails.

The fight continues, Memnon goes into diabolical form, calling down a beacon of hope, weakening the enemy and healing those in the burst. And creating a zone of consecrated ground. Switch is enveloped by one of the creatures from the Beyond.

The rift flexes and feels like it becomes solid, reaching into the party’s lungs, and making the party feel like they are moving through treacle. The library is becoming the Beyond!

Suddenly the party realises that the enemy is themselves and attacks each other, Memnon is pushed across the room by Ozzie so Tol can shoot him with a twin strike, while Kathka whacks Tol.

Kathka smacks one of the creatures as it tries to move and attack Ozzie, this disconbobulates the creature so it misses.

The rift again pulses and shimmers. Very briefly the entire room goes black, grey and stone and the purple light disappears, everything seems normal. A small ball of purple winks into existence. Ozzie realises that the rift suddenly became critically unstable and imploded upon itself, before recovering somewhat.

The mindflayer loses control of the rift, but Ozzie is unable to regain control of it immediately, he moves it out of the creatures reach, but possibly not enough. Diabolic Memnnon is grabbed by the creature which has Switch.

Kathka is enveloped by one of the creatures, only Memnnon, Tol and Ozzie remain. The battle is moving against the heroes. Although Tol fires a significant strike at the Mindflayer and Kathka re appears.

image.jpg Switch finally reappears from inside the belly of the beast, he is bleeding and not in good state.

A huge mental battle continues between Ozzie and the Mindflayer, it tries to distract Ozzie but fails and Ozzie gains control of the rift, the mindflayer calls the other creatures to attack Ozzie and they move to grab Ozzie, one of them succeeding.

Ozzie’s control of the rift now means that it is being taken out of play for the short duration.
switch takes another swipe from the creature but slips aside, however he opens up more wounds and the floor is wet with halfling blood.

Tol’s arrows continue to pepper the mindflayer. Memnnon leaps onto the book shelf to attack the mindflayer he is grabbed by the creature he was smiling, but it’s hit critically prevents Memnnon from attacking the mindflayer. He turns his attention back to the creature and angrily punches it in the head. Blood flows from all sides, as the rift slips from Ozzie’s grasp.

Kathka smacks the creature and this breaks its grasp on Ozzie, who falls to the ground, barely maintaining his stance.

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