Silver Greyhawk and an oldie of the party.

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@rotatingdm
Silver Greyhawk and an oldie of the party.
Akhanna being fierce.
Walk on the Wild Side (under construction)
Our heroes are summoned to Alabastar Swan’s (the guild master) office. They find him buried in paperwork, apparently taking on several of the scribe and messenger duties after a series of staff cuts. He gives Upgraydd a letter from an old war buddy from his time in the Gnomish Special Forces.
His name is Bertrum and after his time in the military, he got involved in the criminal underground. Nothing major, just little odd jobs that float at the edges of legality. He has contacted Upgraydd because he owes him his life once or twice over and has scored a big job. The group is going to smuggle weapons away from their original recipients (the city watch) and sell them to Betrum’s buyer in the city.
The tower reaches up 100 feet above the city. It gracefully reaches up and from the base you can see electricity crackling with blue green light over large power conduits that are tucked under the cylindrical peak. You can see a similar crackling inside the tall vertical windows. Having entered the courtyard you approach the large metal double doors at the top of a staircase.
The door in unlocked and can be opened or if the players knock, will open of it’s own power.
The chamber is vast, taking up the entire base of the tower. Besides additional tubes and cables that all reach upward, there are strange nodules that hang from the far up reaches of the ceiling with catwalks weaving through them. Tiny indications of power flicker from each nodule and the cables that attach to them, but no other light sources exist. On the floor just slightly off center of the chamber is an upright ring that a large creature could pass through.
After you have a chance to observe the chamber, the ring snaps to life, emitting a bright blue light and filling the interior with a bright film. It shimmers for a moment before a humanoid creature steps through. He is dressed smartly and walks with a sharp clip-clop up to you with a smile.
Whatever he is, he’s completely unfamiliar to you. If forced to describe him, you’d have to say that he was an elf, but his skin was a deep blue, like that of a lobster (look it up). His eyes are completely black, but he doesn’t strike you as evil, just intelligent. His face extends into a short pantheran muzzle. He has a high forehead and his long black hair is worn loosely down over his shoulders. On his neck you think you see indications of gills.
“My lady Lilandra greets and welcomes you to her tower! She is delighted to have guests! What my I say is the reason for your visit?”
“I am Camden, the majordomo of this tower.”
“Hmm, I am unaware of anything like that. Are you sure you have the correct tower?”
“Very well, I shall grant your audience. If you’ll step through here. I will let the lady know your are on your way.”
He beckons to the portal.
“This is the only way to the upper levels,” he says with a gesture upward, “I assure you it will not harm you.”
The portal is a strange experience, similar to walking into an over air conditioned store, but not a temperature thing. Upon exiting you are very aware that something has changed. Each player roll a d20.
Chicken 5. Rat 9. Goat 13. Emu 17. Raven
Dog 6. Cat 10. Cow 14. Pony 18. Squirrel
Beaver 7. Snake 11. Pig 15. Penguin 19. Spider
Bat 8. Owl 12. Parrot 16. Monkey 20. Moose
You look back at your companions to see they’ve been transformed into the following animals. Your physical attributes have changed to those of your new forms but you retain your INT, WIS, and CHA. Additionally, your equipment, weapons, and armor have either disappeared or fused with your new forms. Depending on how challenging you guys would like, you can either speak or only make the animal sounds of your new form.
The greeter also steps through the portal, his form remaining unchanged.
“Oh, I’m sorry! My lady is a busy woman, so it falsl to me to weed out meetings that are potential wastes of her precise time. You’ll notice that you've been transformed into animals, including your equipment. Now I am to run you through a few challenges to prove you are worthy. Have we acclimated to our new quadrapedity or feathers? Excellent.”
He walks to the center of the room as blue green sconces light up around the diameter. At the center of the room is a circle of 4 portal rings. The room also has an assortment of seemingly random objects.
“I’m sure the representatives of Guild Palentine are up to a challenge, good luck getting out of this room!”
He walks back through the portal and it disappears with a flash.
Solve this shit!
Next portal.
Claws 6. Bat Wings 11. Fangs
Size Increase 7. Natural Armor 12. Extra Limbs
Poison Stinger 8. Darkvision 13.
Horns 9. Bug Wings
Burrow 10. Water Breathing
The feeling of walking into over air conditioned returns as you step through the portal. As the portal snaps shut your eyes adjust to the new lighting of this level. Blue green sconces adorn the walls every few yards and the floor here is metal grating over pipes and conduit.
Mutant Incubation Chamber-
Looking around this room you observe a room with several large tubes around the perimeter. A catwalk with three of the blue men arcs overhead watching the area and another platform sits slightly higher with pipes connecting to the tubes. Another blue elf is working the controls there. The blue green crackling energy you saw from the outside arcs over coils at the top of each tube and up wires connected to the ceiling.
If you look in a tube you can see an elf who’s a much lighter shade of blue suspended in some kind of pale green fluid. He gently bobs as the energy gently pulses from the bottom of the tube.
Hallway-
The hallway is lined with more tubes of mutants. These ones look further along, their hair is all uniform black, their muzzles are more pronounced. Most notable here is a large bipedal creature. It walks on pachyderm feet and it’s beady black eyes glance about under two large horns that go straight out from it’s head. The creature has a kind of cobbled together look to it, smoothed and refined but still unnatural.
Homunculus Workshop-
You make your way through two sets of doors into what appears to be a workshop. There are several workbenchs and tables with an assortment of small animal parts. Some look real, others look animatronic and others look like doll parts. Here you see the first female versions of the blue elves. Dressed in white with masks over their noses and mouths they seem to be constructing little monsters and then disassembling them, seemingly trying to get the animals to a “feel” that they enjoy. As you watch one of them carries her creature over to a ring of power, touches her chest and the ring and summons that same blue green light. It increases in intensity then flashes and the creature at the center spasms in panic as it is suddenly alive. She collects it lovingly, carries it to a pipe that stretches upward and lets the creature scamper up it.
Rygor Incubation Chamber-
This room is similar to the first chamber with tubes and pipes, but the tubes are much larger and the creatures within are very big. This room has a catwalk as well, with a single sentry. The only other thing of note is a control panel with a large red button.
Around the corner is a small control panel that seems to activate the pair of portals at the end.
New portal!
The now familiar feeling of portal travel washes over your skin and you exit with a sigh. You’ve increased in size and the heft of your limbs takes a moment to get used to. The room you’re in now is the same size as the first and now is surrounded with a large moat that’s lit from underneath. As you stand in your new form you hear another portal at the other end of the platform snap open and an owlbear exits in a fury.
Once the owlbear is defeated the portals with fold down and the metal ring at the center of the room will brighten with portal energy. You slowly sink into the energy, this time the feeling is as if you were coming into a warm house from a frozen day. You see nothing but feel your feet gently make contact with the ground, notably your feet as you’ve returned to your original forms. The light fades and your eyes adjust to see a grand room that sweeps out from the floor of the chamber up to dark rafters. The huge open windows you saw from the ground let a cross breeze through and the view of Baline is spectacular. Before you is a raised throne with a woman seated comfortably. Her head is hidden in shadow but you can see she wears white lab coat robes.
Perception checks will reveal several things. First a horrifying creature climbs down from the rafters, it’s one alien eye flicks from one of you to the next. It reaches the woman’s side and whispers something to her.
Higher perception checks will reveal the large green frog creature hiding behind the throne. It seems to be observing you, but keeping its distance at the behest of the woman.
“Welcome to my tower, I do appreciate your help with my experiments, the input has been most illuminating thank you. The owlbear is such an inspired creation, I feel it is the real pinnacle of creative formation.’
She stands and begins to walk toward you, revealing her head for the first time. She is beautiful but more striking is the mass of writhing tentacles that form her hair. They move like an anomony, flowing with her movement but clearly alive. You note she is also blindfolded but seems to have no problem navigating the room.
“Yes, I am afraid I have taken the guns and I won’t be returning them. My Kuuthi warriors need the proper armament to make full use of their abilities, they’re practically made for each other, the fine craftsmanship means the muskets can get wet temporarily and won’t spoil the shot. The Kuuti are natural marines now and bows are so beneath them.”
“My homunculi tell me you’ve already been paid for the arms, I don’t see why this is your problem.”
“You could say I need the guns because of you, don’t think the city hasn’t noticed the escalation of your guilds’ hostilities. Why poor Greyhawk was brought to me at the brink of death! His poor face! Don’t worry though, he’s even better now thanks to me. Although his imputent troops thought they could walk away after without proper tribute, but they made excellent base material for the Kuuti, don’t you think? Anyway, with a coming conflict I had to be sure that what’s mine was secure. With these I can continue my research without worry of interruption.”
Josh is a wonderful cartographer and has laid out the City of Baline for us. This is where our guild exists (almost directly in the center) and where some of our adventures take place.
Rough of the whole party.
I should mention our minis are made using the Hero Forge website at heroforge.com. From left to right it's Akhanna, Col. Angus, Jack, Beacon, and Upgrayedd. You might be able to guess which one of us works for them.
Nightmare on Eagle Blvd.
The team was contracted to find a missing person. Investigation around the town uncovered several improbably large missing items, several dozen missing people, and more disappearing each night. One of the large items stolen was a cage for horses. Col. Angus utilized a combination of being dangled off the back of an airship and scrying magic to find where the cage had been taken to, which was in a warehouse in the Docks, on Eagle Blvd.
Rushing in, they found several people in cages, several people who had been sacrificed, a portal with tendrils of magic streaming into a grate-covered pit, and a half-dozen cheerful employees who happily updated the team on what was going on, referring to them as 'boss'. Confused, but playing along, the team discovered that not only were these people summoning a dead god from another dimension to this plane of existence, but that the team had been leading them in doing so.
Bewildered, as they had no recollection of doing such a thing, they began freeing captives and trying to close the gate. This angered the god, who was in a fetal state of development, but still very much able to fight the team. After putting the God down and destroying the gate, the team scoured the warehouse, finding several stolen books and large crystals. The books were marked 'FLORIN LIBRARY'. Florin, the evil counterpart to the heroes' guild of Palantine, has been in direct opposition to the team since the beginning.
The team reports to Swann, administrator of the guild. In order to infiltrate Guild Florin, the guild Artificer Balthazar provides the team with small magic chips - Which are imbued with evil energy, such that a creature in passing would assume the team were diabolical, had they the powers to sense such things.
The team makes a trip over mountains, to guild Florin - Which is headquartered in the Ush'Davek Necropolis, a massive city of the undead located within a strip mine in the empty desert. The team marvels at the city of obsidian and silver, built with the infinite labor of the enslaved undead, before infiltrating the guild and returning the books. Here, they learn that King Gizzard had made off with the books, and that he's persona non grata within the guild Florin. He was known to hang out in Falast, a city near Baline - The team's home base.
After a return trip, the team investigates around Falast, to discover there's been a lot of lizardfolk activity in one sector of the mountains that make up most of Falast's landscape. The team follows the clues, and makes their way inside Gizzard's base.
After overcoming teams of coordinated warriors, and a multi-level room chase with Gizzard, he's felled. After beckoning Akana closer with a wish for last words, he activates a magical device which destroys him, and a large portion of his lab. The players investigate his lab, and find that Gizzard has a lot of research regarding the northern continent, a place called the Flesh Wastes. But why was he so interested in it?
I just like this drawing of Akhanna.
Well, well, well...
Our party is dispatched to the town of Cobblestop, where the noble’s daughter has gone missing. After investigating the noble’s home, the party only finds a smear of ink to go off of. But in asking around the town, the daughter is not the only one to go missing and the clues lead the party to the town’s massive well which apparently draws water from an underground lake. The party lowers into the well to find that the lake is the site of an ancient flooded temple to a deep lurking god, long forgotten. The party navigates the temple’s water themed traps (in the case of Beezlebub, quite easily with the Spider Climb spell) and encounters ink stained lizardmen and schools of carnivorous fish. Finally, they make their way to the main chamber where an aboleth (a massive elemental from the Plane of Water) has enslaved several of the townsfolk, a handful of lizardmen and a drenched minotaur. They are performing the ritual on the nobles daughter (by pouring the aboleth’s ink over her eyes) when the party springs into action and rescues her. The aboleth surges the water from the chambers pool out and pulls the party (and the townsfolk) towards it’s powerful tentacles and Beezlebub strikes back with the Bonezooka (a magical bazooka) but only manages to hold it back while the party escapes. With the party’s first death lingering in their minds, they navigate to the surface, return the girl and have the guild flag the temple and the horror that lurks there.
Train Job
A quick recap because I don’t remember a lot of details. Our adventurers are called out to guard some material (adamantine) as it’s being loaded onto a new form of locomotion, a locomotive, bound for the city of Faust. Our senior associates in the Guild were to meet us there and guard the shipment for the rest of the trip. After a conversation were we learned we don’t like those associates, there’s a thunderous explosion! They’re killed and the train starts off with lizardmen climbing aboard. We make a snap decision to jump on and for the remainder of the trip fight our way forward through the train to find Gizzard the Wizard Lizard (a lizard man with bright red hair and a ruffled collar) leading the rest of them. He hurls magic at the party but is outmatched and chooses to retreat and fight another day. The party gets what remains of the train (several of the cars were unhooked in an attempt to loose them) to Faust and are left wondering what diabolical plans Gizzard has for the metal and our party’s future.
Party Favors
Our first adventure is Angus’s intro so he was our first “client”. The guild we are part of (Guild Palantine) was contracted to help him fight off rats that inhabited his new home in time for a massive party of nobles. When we arrived, we learned that only he and his collection of cats could hear the rats and the staff was unaware of their presense. The staff was acting weird and we could tell Angus wasn’t telling us the whole story. After finding out the chief was serving us the hot maid for dinner we went right to the basement to find the source of the trouble. Ah, elder gods. You gotta look out where you put your new home, could be on the site of your parents dark rituals and the gateway to hell. Easy mistake to make, just gotta collapse the house on it. With nothing left, Angus joins our party.
Who’s this guy? Don’t worry about it, he’s dead. (Tiefling Warlock 4)
But he died firing a Bonezooka (a magical device that fires Fire Giant bones that explode) at an Aboleth that had been stealing townsfolk. Think of it as a giant tentacled horror fish that can control minds and comes for the Plane of Water. Anyways, having used magic to bypass some wonderful water themed rooms, this guy (who’s name was Beezlebub) decided to bravely take on the massive monster alone and sacrificed himself in the process.
The skull had a named and talked to him, but I forget what it was.
Upgrayedd “with an extra D for a double dose of pimpin’” (Gnomish Rogue 6)
Upgrayedd is our sniper. He can hit most things he can see within a staggering distance, is stealthy, precise, and knowledgeable. Most of that knowledge is poison related and that knowledge is now on the end of an arrow and the arrow is now in you, so the poison is too.
Upgrayedd’s past is mysterious, we know he’s done time with Gnomish Special Forces and at some point started smoking cigarettes but besides that....
Col. Angus Mulberry (Drow Paladin 6)
Col. Angus Mulberry is a drow of noble upbringing. His family came to the surface years ago and found much success. Their estate was impressive, but ill fated and the original was destroyed in a series of events that some would call tragic. Our heroes met Angus as he had triumphantly rebuilt his family’s estate and was planning on throwing a party the likes of which we’d never seen. But the house had strange reports of pests and problems and with the festivities happening forthwith, he hired help. Our party would find out later that his family’s history wasn’t all it appeared and the dark gods they worshiped still inhabited the lower chambers of the house. They disagreed with his worship of Baccus (god of wine and celebration) and thus threatened to pull the estate and all within into their dark embrace. Forced to destroy the house once more, Angus was left with nothing and we invited him to join our adventures.
Angus is pure of heart and a lover of love. If he doesn’t have a sword in his drinking hand, he has a glass and is praying to his god in the way most appropriate. His armor and spells have a grape/wine/vine theme to them and he talks with a warm southern drawl. He has recently befriended a faerie dragon named Snarf.
Beacon (Cleric 6)
Beacon is a warforged made of marble and gold. He was buried for a thousand years and now joins us as a cleric of Light. His purpose is to bring light to the darkness, usually with a burning hatred that leaves our opponents (and occasionally us) in flames. His right hand extends into a flaming flail and his left arm opens to unfold into a shield. Various other parts can open and move to allow him to cast the spells of Light.
Akhanna (human Barbarian (4), Rogue (2))
Born in the remote rain-soaked mountains to the north, Akahna Nightfang is a proud warrior of the wilds. Fierce and proud, she seeks to prove herself as a deadly hunter and return home to claim her right as head of the tribe. To do so, she will have to hone her skills, prove her resolve and, more likely than not, slay some of the current chieftains.
The Nightfang Clan takes its namesake from a proud tradition of hunting panthers upon reaching maturity. Proudest of their kind was Akahna’s greatgrandfather. Not satisfied with slaying a mere panther, he roamed far beyond the foggy valleys of their homeland and hunted down a displacer beast. His triumph won him a seat at the tribes ruling council, a seat the clan held until Akahna’s father lost it. Now Akahna has reached the age when she has rightful claim to seat among them, but she has been denied. Although both men and women are warrior hunters in the tribe, the council is currently all men and Akahna has denied them all the right to sire their children with her. Enraged by her hubris they’ve fought to deny her claim. Then when she was discovered with woman, she was exiled or faced death. Rage boils in her blood at the dishonor and she has vowed to return and eat the hearts of those who had cast her out.
Now taken to a life of adventuring to hone her skills and find items of power, Akahna (like her greatgrandfather) has wandered far from home. Her people rever Malar, beastgod of the hunt and her fighting style exemplifies this. She will try to sneak up on unknowing prey or at least flank around and then unleash her rage. Although Malar is evil and Akahna is not, she still takes his lessons as truth. The purity of the hunt is where she finds strength and she will not rest until no one can deny her prowess.
(This is my character so I have more drawings of her)
Once upon a time...
My friends and I decided we’d try a new way to play D&D, we’d all be the DM. We’d take turns, running the other four through our adventure and slowly building a world together. We each have characters that are perpetual within the world and we build our adventures off what has happened thus far. It’s working so far and I wanted a place that we could share what we’re up to.