Operation Mayhem (2nd Campaign)

March 31, 2017 - The fake Order of the Axe witnessed some rabble rousers (and evil clowns) getting Sir Torr to speak on behalf of the people to Ravenguard for lower taxes and more rights. The courtyard meeting was interrupted by Silvershield trying to overthrow the hired mercenary guards. The large bat thing returned, a side spellcaster (working under Silvershield because of his kidnapped daughter), and a poisoned crossbow bolt later the skirmish ended. Duke Silvershield was dragged home, and we entered his estate to investigate. Speak with dead was used and we figured out there are some demonic aspects to Silvershield's agenda. (and Elise got caught killing someone who tried to shank her). Ramas comes back into to the Golden Gryphon a bit later than everyone else's return to the room.

"I sense scrying around the area. I also got a tip from the barmaid below that someone is looking for newcomers that have come across extra money. Before I discuss any more, let's move this conversation to my office." Ramas casts Rope Trick, and climbs up and vanishes. Assuming others follow.

"Okay, so the missing money may be related to the ship heist - but could be something completely different. Based on what has happened recently, I think we need to spend some time away - I'm thinking we cover some errands back at the Island we all met at."

"We have 2 options of getting there, we can stow away on the boat that was heading that way - they probably even have maps. The other option is to use the system Mara used to teleport to the cart - though we aren't sure on the limits of that. I would go with the known way if we can catch the boat before it leaves." Things we need to do here: stop by Universal - recover horse, armor, mage's body. Bust up some gambling places doing money laundering. Check out more information in the sewers. Figure out what is happening with Ravenguard/ Silvershield/ local Mafia." I also want some magical supplies, but I don't think we'll be able to get access. Some of this will have to wait. On the island, we have some of Torr's possesions, Lorb Sr., more questioning on this labor-prison and why there is a giant cave complex and tomb."

February 24, 2017 - From the perspective of Mara, a sort novel: Sinya and Elyse have rejoined me and my brother! It seems like whatever energies were interfering with (or possibly amplifying) the Rope Trick spell might be dissipating because our companions just popped right out when Ramas tried to access the extra-dimensional pocket this morning. There's still no sign of Sir Tor, which is troubling... Ah, well. Aetheric superpositioning via controlled coterminal plane-space warps is not without its risks, I suppose.

So we set to trundling along the road back to Talismonde, riding on our somewhat overloaded cart with its somewhat horrifying and betentacled cargo. It was still early in the day when Sinya's pseudodragon grew agitated and darted off the path in the direction of some ruins. Following, we discovered a second pseudodragon, quite similar to Zul but so grievously wounded that it was incapable of flight. It had dragged itself from the ruins, leaving a bloody trail through the snow.

Ramas healed the pitiful creature with magic and then, although I'm quite sure it's capable of freely communicating with anyone using the telepathy unique to its kind, it insisted on "speaking" only to Ramas... (Why is it that animals always take a disliking to me?) It didn't share its name with me but it told us that its former master, an elven mage, had perished in a fight with giants near ruins not far from where we stood. I decided that this merited further investigation and we set off immediately.

As we approached the ruins, the wind carried the sounds of orcish battle cries and the clashing of swords to our elven ranger's ears. A raid this close to Westri's capital? We rushed on, noble heroes that we are, intent on helping whomever was under attack. A few dozen orcs had encircled a much smaller band of mountain dwarves, several of whom were already lying dead on the ground.

The orcs didn't notice our approach so I dropped a Fireball right in the midst of the uglier, better armored ones I judged to be the leaders. Only a few of them fell so I gave them another one for good measure. Just like that, the tide of battle had turned. The dwarves held their line while we rained spells and arrows upon the darklings from afar. A few of the smaller ones managed to get away, sadly.

The dwarves had tracked the orcs down from the mountains after their village was attacked. According to the chief dwarf, these elite "Ogog" orcs were after something in the area around the ruins. Possibly a weapon enchanted to be particularly baneful to their kind. What would they want with such a thing? The elven mage might have been able to tell us more when he was still alive. (We found his corpse nearby. Apparently these exceptionally large orcs were the "giants" the pseudodragon mentioned.)

A bit exhausted from the brief but intense fighting, we took some time to rest and poke about the ruins. Elyse very thoroughly looted the bodies, as is her custom... According to Ramas, this place fits the description for the long-abandoned summer palace. There's a most peculiar magic working behind one of the statues in what used to be the main hall. It took a lot of clever guesswork to puzzle it out but that particular spot is imbued with a kind of open-ended (as far as the destination is concerned) teleportation magic. I performed a trial with a relatively limited distance involved (less than a mile) and it worked perfectly! We have appointments to keep in Talismonde but I'd love to come back and experiment further. We just barely managed to get back to town and drop off the cart with the creature before the last part of the Skinsaw funeral procession finished up. Even before we reached the cemetery, a most unnatural fog rolled in from the river and something about that set my nerves on edge.

Perhaps that's why, when the procession finally arrived at the pyre, I was ready when a whole lot of things happened at once. I just happened to be looking in the right direction to spy a raven swooping down with some purpose toward the casket that contained the Skinsaw killer's body. I don't even recall thinking about it; I rapidly focused the destructive energy for a bolt of fire and cast it at the "raven", striking it from the air and revealing its true form, some sort of bat-like imp. The crowd started screaming and, when I looked back, I saw a dark carpet of oversized spiders spreading over the townsfolk and a towering, misshapen monster right in the middle of them all. Where had that come from? (Note: Sinya and Ramas both noticed a strange woman standing apart from all of this just before it happened. She might have thrown some kind of totemic doll into the center of the mass of people to summon forth these creatures.)

I remember seeing an old woman get crushed by one of the monster's massive fists before I whirled about, somehow sure that it was just a distraction from the real objective: the Skinsaw killer's body. And, indeed, I saw the cart with the casket being driven into motion by a figure I had mistaken for a constable but whom I now recognized as the secretive hearse driver Ramas and I had run into a couple of days ago. "What in the nine hells is going on?!", I thought. In that moment of hesitation, the cart accelerated away. There was no way I'd catch them on foot! Gathering the last of my arcane power, I resolved to Fireball first and ask questions later.

As I'd hoped, the cart was blown apart and I saw the driver drop to the ground. I turned my attention to dealing with the giant monster and the spiders savaging the crowd but Sinya, Elyse, and Ramas hadn't been idle; they brought the big guy down and a moment later the spiders disappeared. The mysterious woman was nowhere to be found.

By the time we investigated the broken cart, someone had beaten us there and left. Interestingly, they had magically reduced the size of the casket (and, presumably, the corpse within) to make it easier to carry away. Whatever is going on here, we're up against at least one mage and potentially a whole organization. Some of the men we thought were simple laborers had matching tattoos [but, OoC, I don't remember what the tattoos actually indicated.]

When the guards finally arrived, they brought a Mytrecian priest with them. One of them suggested two places where we might investigate further. The Dungsweeper's Guild and... I don't recall the second. Ramas convinced the priest to find someone in the morning who might be able to help us with divine magic. It would be worthwhile if we could get a Speak With Dead spell cast on the elf mage's body, as well. Hopefully this cleric isn't all uptight about necromancy.

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February 17, 2017 - A chance encounter with the city guard leads to a meeting with The Duke, notorious crime lord. He has a waste disposal issue that the Disorderly Band of the Ask take on, for a small fee -- beneath the streets of Talismondé. Wandering in the maze of sewers, the group takes on aquatic demons, and minions of The Duke, breaking into the vault of The Royal Mint... to put things back?? Settling the Sahuagin problem with a ballista, and orcs via fireball, the group exits with a pilfered helm of power. They decide to lay low for awhile, taking a delivery job for Multiversal Trading Company that leads them to the environs of the city, and a besieged manor house-turn-trading post.

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January 20, 2017 - a new band of adventurers have gathered, thrown together on a prison ship bound for Lhost Island. As the ship docks at the quay, a riot breaks out, and the barbarian guard finds himself in the unlikely company of prisoners he was incarcerating not 24 hours earlier! After escaping in a skiff, the unlikely compatriots hike along the rocky coast of the island, to find a 'back door' into the underground retreat of the warden of the isle. Backed into a corner, outnumbered, the disorderly band finds a secret portal in a sarcophagus, which leads to a sitting room in the Royal Palace, in the capital of Westri.

Late night exploration of the palace in Talismondé leads to a baker working at his craft, an escape via a window to the rapids of the River Kelrod. Mid-stream, the party encounters the fairy Faire of Coldwinter, and a frozen river where revelers dance, drink enchanted elderberry wine and sing the praises of the Huntmaster of the Wild Chase.

Walking back to the city, the band of brothers (and sisters!) meet up with a brewmaster on delivery, who helps them find the ferry, and recommends the Golden Griffon as a place of lodging.