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11/2/2017
Of Gods...
Isorropia: Look what you done Fate! You caused the fae to lose their shit, sparking a Great War, resulting in the creation of demons. Then the fae FUCK SHIT UP again! What do you have to say for yourself!
Fate: Yes.
Mythology Campaign Session 6: The Fey Job
Following their defending of the noble’s manor, the group took a long rest. Upon waking, Isorropia, Fannar, Norman and Dratini found themselves in a strange field with a man, Stelfir, a Human Sorcerer. As the group looks around and finds their bearings, they are visited by a familiar being, the Fox Mother. She tells the group that this is punishment for their previous incursions and destruction of their portal.
Before the group can retaliate, the mother vanished and the group is now trapped in the feywild without any way to get back or survive. Isorropia, being a Horizon Walker ranger tried to locate a portal in the feywild, hoping to find one back home. After concentrating, they were able to feel the location of a portal 1 mile away, and with some helpful navigation, they found their way to a small silvery pond.
Without hesitation, Dratini leapt into the metallic liquid. Diving deeper and deeper. Suddenly from the inky darkness, a tentacle latched onto his ankle and started to drag him down. As the bubbles of the distressed Dratini reached the surface, Norman pulled a princess bride and tied a rope to a rock and jumped in after them. The tentacles continued to pull the golden Dragonborn closer and closer to another portal deep in the pool, seemingly going to the Elemental Plane of Water. Norman caught up and started stroking at the sea monster’s limbs, freeing Dratini and angering the kraken that tried to pull them in. The rope pulled taut and the rest of the party pulled them back into the feywild away from this portal.
Not wanting to repeat the same mistake Isorropia took to the sky on the carpet to search for more portals and structures. Some distance away, she found a large flattened plateau, another pond, a circular doorway, and a stone tower. Interested, the party agreed to inspect the tower.
Upon arriving, the large foreboding doorway stood in front of them. They knocked but no one came. They knocked again and still no answer. Finally they tried opening the door and found it unlocked. Upon entering, the doorway shrank revealing a relatively normal room inside. Searching through the bookcases and tables they found notes and information about the land, including a piece of paper that when read only said “leave before Etrigan returns.”
The party continued up into this strange tower, finding more trinkets and baubles including a desk with a magical seal etched into the wood. Dratini inspected it and was able to resist its spell finding scrolls and a large stone. Being higher up, some of the party looked outside to get a better vantage point only to see in the distance a giant bird heading towards the tower. As the bird started getting closer, the party heard shuffling up on the higher floors, like someone running. They immediately followed only to find themselves on the stairway to the roof with a small elven person bowing to the eagle.
As the party approached the roof and the man, the eagle changed forms, from the giant eagle form to that of a large Fey like entity, flowing golden gown and eagle feathers behind their ear. He welcomed the group to their home and introduced himself as Etrigan. He then inquired how and why the group wandered into their abode, and as they explained their situation with the Fox Mother and their apparent exile, Etrigan chuckled. He then explained that he could send them back home IF they did a small favor for him.
The Feywild has been in disarray for several centuries since the Great War since one of the Minor Feylords, the Monkey King, was imprisoned under a mountain to restrain him. Only recently did the feywild start calming down from the power vacuum with the Foxes taking their place as a Minor Feylord. Etrigan wanted to rise in the ranks, from a Minor Fey to joining the Seelie Court in Vanaheim, and to do that he needed a distraction or chaos. He offered to take the group home if they somehow made enough mayhem or disrupted the status quo. The group decided that they wanted to try to free the Monkey King trapped beneath a mountain. Once agreed and given pearls of Message, they were teleported to a nearby mountain range during a driving blizzard.
Navigating the short visual range and bitter winds, they found themselves in the eye of a snowstorm, winds whipping by mere feet away in this calm eye. In the center of the storm they found a lone mountain with a large crevice carved into the side. At the base of the mountain they were assaulted by large golden furred apes. Defeating them they started to climb the mountain path to the top. Along the way they encountered a small gathering of golden monkeys, and after giving them one of their rations, Stelfir gained a small monkey companion.
Atop the mountain’s peak, the group found what they were looking for, a golden Talisman sealing the monkey king beneath the rock structure. After climbing the remaining 30 feet, they ripped the seal off and the mountain began to crumble. Thinking quickly, Norman cast shatter on the mountain top to make a chunk of stone the group could slide down the mountainside on to escape the collapsing mountain quickly. With some minor scares and a quick leap off the side, the group somewhat safely escaped the mountain, freeing the Monkey king.
Wanting to explain the situation and hopefully get a reward, the party approached Sun Wukong, the Monkey King. Though abrasive and uncaring, Sun Wukong thanked the group for releasing him by giving them part of his tiger pelt as a way to summon him in times of crisis. Upon giving his gift, the Monkey king returned to the feywild to reclaim his home. With their job done and Etrigan thouroughly impressed he transported the party back to Vulcanica where they rested and continued their journey in the next adventure.
Mythology Campaign Session 5
Arriving at the noble’s home, they found the cart battered with arrows, a defensive Odaviing escorting the Noble inside and a large squad of assassins assaulting the compound. The group sprang into action! Thrain, Dratini, and Norman jumping off the Carpet to attack from the ground while Isorropia and Fannar staying in the air to attack from afar. Though dexterous, the assasins were not very durable, save for two, each armed with heavy armor and the intent to kill.
Odaviing escorted the noble in, casting a couple spells before entering and barricading the door. The battle started taking its toll, with several party members close to falling unconscious from the hits. After a couple well placed spells from Norman and Thrain and several deadly hits from Isorropia and Fannar, the battle seemed over and the threat subdued.
Isorropia began a search around the surrounding forests for any lingering threats while Fannar, Norman, and Odaviing stayed inside to rest. But not before Dratini and Fannar began interrogating the only surviving assailent. Unfortunately though, he didn’t budge on any information. On her search though, Isorropia spotted large fresh animal prints, running from the nobles house. She called to the party for help to which Dratini and Thrain followed out.
Thrain, in Dire Wolf form took off following the tracks with Dratini riding atop him and Isorropia following far behind. With the Wolf’s increased speed, they were able to find the creatures fleeing from the battle, Displacer Beasts. With a reluctant Thrain, the two pounced on the closest displacer beast, which because of its spacial abilities blinked beside them, missing. Another pounce, this time hitting and pinning the beast to the ground. Dratini got a few good hits in before the second beast started to come back and the pinned beast blinking free of Thrain’s grasp. Instead of fighting a losing battle, the three decided to retreat and search for the beasts the next morning, now knowing what they are looking for.
Meanwhile at the noble’s manor, Norman wanted to go raid the kitchen for food. There he found the manor’s chef and demanded food for saving the nobles life. The chef tried attacking him because he thought Norman was an intruder. After a few strikes and a vicious mockery the chef agreed to his demands but at a price, he made the spiciest food he could muster. Just to spite him. Norman was wise his tricks though and had the chef join him in the meal. The two finished the meal with little problem and newfound respect for each other.
Following the interrogation, Fannar felt down and went to the noble for a possible night of merriment and fun. Despite their best efforts at seduction, the noble didn’t want anything to do with the blue Tiefling, instead calling two courtesans for them. Not turning down the free threesome, Fannar left with the two and spent a lovely night with them. The same could not be said for Norman who’s room was next door. After several failed attempts at falling asleep next to the sex party, Norman finally had enough and cast Sleep on himself, knocking him unconscious until the next morning. And with that the party slept until the next morning and continuing the adventure next time.
Mythology Campaign Session 4
Upon leaving the Dwarven Forge, our adventuring party seperated with Thrain, Norman, and Isorropia heading to the local library to learn of the messages they received in their recent dreams, and Dratini and Fannar heading to the shops.
The library of Vulcanica was a massive complex of magic and tomes. Upon receiving their library cards, Norman began a search for a sword with a blue gem in the handle, an image he received in a dream as an item of interest for him. His search lead him to a book of magical artifacts, and a similar looking blade located in Horakhty, the Egyptian continent. Isorropia searched for several terms she heard from the death god Thanatos in her dream, the Bird of Hermes, Dolorous Gard, Flamel. Her searching lead her to several books on Alchemy and one on magical wildlife. Thrain used his time looking for information on Enchanting and magical items, finding most of the books are checked out by the Sons of Ivaldi, his family’s enemies, all except wonderous item enchantments and creation.
Meanwhile, Dratini and Fannar, in their search for shops, came across a fortune teller. Intrigued, they entered the tent and found the old woman sitting waiting for them. Fannar asked the fortune teller about who is searching for them, learning that their home is in chaos and that the person looking for them are family. Dratini, looking around finds the lock box containing the shop’s gold and after being caught, he challenged the fortune teller to an arm wrestling match for the gold. With some hex assistance from Fannar, Dratini won the gold. Content with their winnings, the two left, but were stopped before they could with a note that a job would be waiting for them at the library. The two left happy, meeting up with the group at the library.
With the group now together at the library, a loud rumble came from outside, and as the group ran out to check, they were met by a procession of people. Upon closer inspection, it seemed like the march included the rulers of the four main Continents, Elysium, Tara, Horakhty, and Jordheim. Fannar was recognized by a large man for the Jordheim procession and immediately hugged. They continued on and the leaders all entered the King’s hall and closed the doors. The group, outside and curious, went in search of jobs to possibly get into the Hall. They received and accepted a job simply to guard a Nobleman at 75gp a day.
The group accepted and upon leaving the building with their escort, he was immediately struck down by an invisible assistant. The group jumped into action, uncovering both the Rogue and a shapeshifting companion. Odaviing stayed with the now awake nobleman and rode to safety while the rest stayed and attacked. After a brief scuffle, they both tried to run with the Druid in Panther form and the ranger on carpetback in hot pursuit. Thrain tracks down the shapeshifter and finds the doppelgänger killed and bloodied, leaving no mark of the assailent except the large gash in his chest. Isorropia followed the rogue and with her hunters mark was able to find the disguised assailent before they were able to hide in a building. The group upon meeting up, killed the assailent and flew away before the guards fell onto their position. And they flew back to the cart and the noble’s home, and they continued on their adventure next time.
Mythology Campaign Session 3
Following the Dire Boar attack, the group continued northwest towards Vulcanica, a several week trip. A week into the endeavor as Norman set up camp, Fannar beyond all odds, finds a strange house in the woods in a clearing surrounded by floating orbs of light. They, Isorropia, and Dratini go in and investigate the odd house. There’s a low flickering light emanating from the inside. They knock on the door. No response. They knock again. No response. They finally shout into the door way “Hello” then the door creaks open and a small Elvish girl greets them. The girl asks if they are here for Mother or the Matron. They reply ‘Mother’ and the door shuts. A few moments later, An Elvish woman wearing a blue robe comes to the door and invites them in. Fannar and Dratini enter while Isorropia stays outside as the watch.
The small room they enter is quaint and rundown. the only furniture being a small dining room table some chairs a rug and some bookcases. The mother offers the two knowledge or assistance, to sit while she goes and finds any book they might need. but as soon as they do, they immediately fall asleep. Isoroppia, seeing this, immediately calls to the rest of the group for assistance. After quickly hiding the cart, they rush to the house and kick down the door. With his keen eyes, Odaviing noticed that they are disguised and seemed to have several large furry tails before they all ran into a doorway dragging the bodies of Fannar and Dratini.
Thinking quickly, Odaviing casts Disguise self and makes him look like the kidnapper’s true form, a Kitsune. He grabs Norman, and the two try to play it off as Odaviing is bringing in another sleeping prize of Norman while Thrain and Isorropia keep watch from the doorway. As they go through the doorway they are met by a large sunlit field, cool windswept grasses and a small shed off to the side and these two kitsune off to the other side talking. Using his natural Charisma and the help from the ‘unconscious’ Norman, Odaviing was able to walk towards the shed without incident. He chucks Norman inside as the Older kitsune starts walking towards the open door to the house with Isoroppia and Thrain. Norman wakes up Fannar and Dratini and sees four other sleeping victims.
Battle ensues as the shed door bursts open and Dratini rushes out. Arrows fly and spells are cast, the child Kitsune runs off into the field as the mother is accosted by the dragonborn and a dire wolf. Norman and Odaviing run towards the house trying to escape the kitsune before the Fox Matron is brought in. The mother falls and the group drag her through the door as Norman Shatters the doorway, destroying the portal. They loot the Mother, finding a robe of useful things a wand and an insignia of claws. they leave the mother alive but asleep in the house, move the campsite, and continue to Vulcanica. They arrive in Vulvanica, a city made and forged into the side of an active volcano. They deliver the mithril to Guildmaster Erathis in the Dwarven Forge Shop. and after being paid and some quick shopping, the group rests in the city, ready for the next adventure.
Character Intro: Isorropia
Name: Isorropia @bordmstriks
Female Half-Elf Ranger (Horizon Walker), Level 3 HP: 32 AC: 15
STR DEX CON INT WIS CHA
10(+0) 16(+3) 14(+2) 12(+1) 16(+3) 13(+1)
Height: 6′ Weight: 143 lbs Hair: Long, Wavy, Black Eyes: Brown Skin: Pale
Background beneath the fold