Landing again in Maztica Report

General Summary

1490 DR - Winter - 25, Hammer (1) - Maztica, New Waterdeep  

  • The town of new waterdeep is a plague ruin, avoided, no wildlife is present and a taint of abyssal nature permeates everything. After investigating this phenomenon they determine that this is somehow connected to and coming from the pocket dimension holding Keezor.
  • Sabyn is waiting here, and has an update: When they arrive, Sabyn exits the inn, as pleased as they have ever seen her.
  • "It is a relief to see you to be honest. There is pleasure among us at what you have done. We had thought you lost, as your connections were blurred, not gone, just unavailable to our eyes. When whatever happened sent that wave of energy from Thay, we knew you were coming, and I waited here, knowing you would arrive. Keezor waits. You can see his influence is growing stronger, and I expect he will have much to do once he is released. Your tasks will continue as there is another threat back home, so find your way there once you've completed what you need to prepare and free the dreadlord. I will be waiting back at Khundrakkar for your return, but do not feel the need for haste. This threat can be dealt with in time, and you must be ready for it."
  • The crew recovers from their quick exit, and deliberates over their potential paths. Deciding that securing a way back through the old portal to the north is the best next step.
  • The Chosen travel north only to find a full Harper settlement encamped around the ruins, with Cormyrian War Wizards guarding the portal and running a full frontier marketplace. The mercenary presence is heavy, and guards seem to have been hired from a group called the Calaunt Adventurers Guild, who are running ships and security.
  • Llewellyn sneaks into the village but is quickly spotted and captured by the border guards in a moment of carelessness. She feigns drunkenness and innocence and is held in the barracks temporarily, although not under particularly heavy guard.
  • The others decide to move in and rescue her, although upon entering the town they are questioned and assigned some form of magical bracelet that will allow them to trade in the city. It seems to be keyed to display falsehoods, but they aren't sure of it's operation.
  • They find Llewellyn trying poorly to make friends in the barracks, but Huden is able to easily convince the guards to hand over custody. The crew then finds an Inn and books several rooms. They setup a workshop in one and sleeping in the others, all under different names.
  • They know there is much more they need to ferret out while here and so find a place to stay for an extended time, while they sort through their options. They know that haste is not needed yet, and caution is currently called for, as they must be prepared to escape quickly.
  • The party browses the market. They purchase some new equipment and sell others, including items to be imbued with souls by Oudman to create more powerful items, and materials and recipes to do so. Some items will take weeks to arrive, but they are willing to wait.
  • Huden and Yasen travel to New Waterdeep to attempt questioning Black Razer to learn more about the current situation. The results are mixed, without clear direction, but they learn that the portal magic seems to be disrupted by a planar tear far to the southwest, even from this distance. Something horrible awaits on the other side.  The others continue working on their equipment, scribing scrolls, crafting potions, and creating wondrous works of magic for their defenses. The town seems
  • Llewellyn explores the town, learning more about the situation. The Harpers asked for War Wizard help after their previous scouting party (slain by The Chosen on their last visit to Maztica) never returned and failed to send word. They arrived here by ship after portal magic was shown to fail and be unreliable, hiring the mercenaries to setup rotating trade routes to Faerun (in Waterdeep). Many mercs have arrived on the ships, and are scouring the wildlands for rare ingredients, valuables, wildlife, and other trade goods that go for a significant profit back on the main continent.
  • Scavenging the wildlands is reportedly dangerous work, with one of four crews not returning on missions to the wilds. The Calaunt Adventurers Guild is running a defended ferry to the mainland that travels when paid, but otherwise groups find their own way to and from the deeper wilds. The place is wholly destroyed from what previously was on Maztica, and the black taint seems to have crept into everything, including bringing vile creatures to attack vulnerable parties.
  • While Huden and Yasen are away, the remaining crew is visited by The Frogmouth in the night, again sneaking into their rooms and waking them uncomfortably. He delivers what seems to be an important message, and confers some items of import, small barbed teardrop fishhook earrings.
  • "Awake, You are in grave danger here. Unfortunately we see no way for it to be avoided so instead I bring something to aid you. An earing of falsehoods from outr lord. Something only his most valued Chosen have been gifted with in the past (He shows his among his many earrings). They are a loan, and it shows how important the task here is, and how dangerous. There is someone among these War Wizards that could see through you, and this will inhibit his ability to do so. My only other advice, learn as much as you can before acting here. It's not all what it seems, and much is afoot from our enemies."
  • The crew interprets this to be in line with the Harpers well known hatred of Cyric, and they warily pierce their ears with the items, which drain a little blood from the user into them before seeming to become and inert gem the color of their blood.
  • Huden and Yasen return to meet the crew, Xifor and Oudman continue crafting, but Oudman receives a message from Huden that they are being followed. Llewellyn and Lucyan head out to defend them, and they disguise them with spells and lose the tail, instead following them back to the main town barracks, which then erupts with a full force of guards. The four Chosen expertly blend into the crowd nearby and yet somehow are still surrounded by the forces scouring the streets. They are declared under arrest, but promptly decide a getaway is a safer choice.
  • Huden attempts to Dimension door away, Yasen tries to Thunderstep, Lucyan uses blessing of the Raven Queen and Llewellyn steps into the ethereal plane and they all break off.
  • Llewellyn manages to run for the border and flees the town, waiting for the heat to die down before returning.
  • Huden, Lucyan and Yasen feel something go wrong with their spells, the expected resulted twisted and the warp of plane travel twists them and spits them out into the ruined portal, directly into a full compliment of War Wizards, prepared for an assault from the portal! They wisely surrender, and are returned to the main barracks for questioning.
  • The leader here of the War Wizards, a foul tempered relic of Cormyrian past named Archon, interrogates them, seemingly confounded by the reading he gets from his piercing gaze, and more so by Huden's brazen, insulting, and borderline rude, verbal gymnastics. Huden avoids lies, but also twists the truth like a serrated knife, confounding Archon and forcing him to lose his temper, striking Huden and coming within inches of doing something that appears may have shattered the peace with so many different group leaders watching the exchange, that seemed to have gathered a high powered audience from the Harpers and Mercenaries.
  • Huden maintains that they are purely stranded travelers, staying for the opportunities the new land presents, and Archon is completely dubious, but has no means to contradict them before his outburst loses him control of the interrogation.
  • Archon begrudgingly lets them go, with orders to maintain their behaviour, and a subtle threat that he is always watching. Huden and Yasen leave free but internally shaken, amazed at what could only have been partially defense from the earrings, and some quick thinking.
  • They return to the Inn, and discuss what they should do next, finishing their projects and keeping their noses clean, for now.
To be continued!

Campaign
The Chosen
Protagonists

Lucyan Kilndar

Level 12 Shadar-Kai Neutral Evil Druid
(Outlander)
79 / 79 HP

Xifor

Level 11 Tiefling-Abraxus (Mephistopheles, MTOF) Chaotic Evil Wizard/Forbidden Lore (COBW)
(Raised by Fiends (Raised by Evil, COE))
/ 54 HP

Yasen Luzar

Level 11 Aasimar CE Hexblade - Warlock
(Expropriated One)
60 / 74 HP

Oudman - Fonkle

Level 9 hobgoblin chaotic evil artificer alchemist
(styx-tuched)
/ 80 HP

Llewellyn

Level 8 Half-Elf (Moon) Chaotic Evil Horizon Walker (Ranger)
(Turncoat)
85 / 70 HP

Huden Golman

Level 7 hooman chaotic evil bard
(charlatan)
/ 38 HP
Report Date
22 Jan 2021

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