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History of Driftriver

  • 1486


    Driftriver Founded
    Founding

  • 1493

    20 /10

    Uktar 20

    Mists still rising in the vicinity of Driftriver, a horrific Behydra makes its way to the banks of the Ashaba and attempts to end the lives of those called on to fight it. Rajit, Gilbert, Groshka, Marinette, Nyx, and Cass fight on and are victorious.

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  • 1493

    17 /11

    Uktar 17

    The Mists rising around Driftriver propel a myriad of creatures into the river, with monstrosities abounding… and a Kraken making its way to attack those that answer the call! Theodore, Groshka, Grohck fight valiantly and survive their battles in defending the town.

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  • 1493

    24 /11

    Uktar 24

    A burning lake in the vicinity of Driftriver draws the attention of B.A.S.E. Theodore went at the request of BASE to explore a burning lake in Deepingdale. The lake is a holy place to Labelas Enoreth, Lake Eredruie. Theodore saved a number of 'damsels in distress' who had drifted through time to the lake. The temporal lich Cergos was pilfering the future memories of the time travelers, and drained their knowledge of the future. The party battled back, and then sealed a new time rift. Moyra Fireforge, Zairissia, and Kyrie were instrumental to the mission’s success.

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  • 1493

    26 /11

    Uktar 26

    Theodore, Rowan, and Grochk were dispatched to assist the Abbey of the Just Hammer. They arrived to find the Abbey under siege from an army of fiends. The battle raged, and as a portal spit out horrible monsters the priest of Torm in the Abbey called out for a Divine Intervention. With the strike of a hammer, Hulfgar Nearwood was called forward by his god, and he arrived to defend Torm's faithful. The party turned back the army, including a pair of pit fiends, and the Abbey was successfully defended.

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  • 1493

    30 /11

    Uktar 30

    The party meets a dickish goblin named Alfonso who runs Alfonso’s Beer and Cheer, a dive bar by the bank of the river, in Driftriver. Racism is part of his religion, against elves, anyway, and he relays the instructions to go meet the gentleman Francois something something something who had a job for the party to travel elsewhere and kill a fearsome creature and bring it’s parts back to him to use in experimentation and whatnot. Going and meeting Francois Garand Jepord the XIII, they receive their task and proceed through a portal-linked object to go and slay a massive, multi-faceted insectoid creature. Retrieving it’s silk and chitin for the odd mage, the party of Theodore, Grohck, Moyra, Rajit and Ma’kao manage to survive and live to fight another day.

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  • 1493

    1 /12

    Nightal 1

    Francois Garand Jepord the XIII has another task for agents of B.A.S.E. Assembling a party consisting of Moyra, Rajit, Theodore and Grohck, he assigns them a task to deal with a terrifying set of creatures, bringing back relevant parts to the mage for study and experimentation.

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  • 1493

    7 /12

    Nightal 7

    Captain Darren's Fancy Ferry was attacked by the Patchsale Pirates! Despite a dastardly attack, the cunning guards of the ferry were able to protect the nobles on the ferry! The Patchsail pirates retreated, but the guards later met up with them for an ale. What in the world is going on in this city?!

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  • 1493

    8 /12

    Nightal 8

    B.A.S.E. had some issues in the sewers come to their attention, and dispatched some agents to handle the issues therein. Creatures were slain and blockages removed.

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  • 1493

    11 /12

    Nightal 11

    After some quick questions to Lady Marsh Morrian, the party quickly made their way to the manor. Along with the children, they found a few friendly little spiders. While the maze was pretty straight forward, they found that waiting in the center was a mysterious creature that didn't fight until provoked. Even transporting them to different parts of the maze. In the end, the creature promised to leave and the children were all returned.

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  • 1493

    12 /12

    Nightal 12

    After taking on a job from Alfonso in his Beer and Cheer, Ruwen meets an old face and has a chat with his drunken self, before heading off with a new party to a farm. Finding the farm, the party assesses the situation and heads north to the river, and then finds a crocodile with a fellow adventurer inside. They free him, and find some toads that ate some of the farmhands they’re looking for.. but one got away. They find Nana’s house, assail the old woman, and eventually leave when Gilitanis finds tracks and no signs of violence at Nana’s house. Getting back to the farm, seems like Lemmy is fine and fishing in the side stream, and Frederick gives the party their token for a job well done.

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  • 1493

    13 /12

    Nightal 13

    Alfonso grouchily recruited the party to take care of a little goblin problem that's followed him to Driftriver. The group investigates the goblin camp posing as representatives of the town, working on the goblins to inspect their camp and offering them jobs in the town… before returning the next day and burning down their camp and killing them all, discovering a drow amongst their camp and driving it off. They return to Alfonso and report in, and he sends them on their way with their job chit fulfilled.

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  • 1493

    15 /12

    Nightal 15

    With Hulfgar drunkenly confronted, he undrunks himself, and has a chat with the adventurers accosting him in Alfonso’s bar. Then there’s a cutaway scene, where an orc and a child are messing with magic, and something goes wrong! Back to Driftriver, a rumbling begins, before a huge crash is heard, as on the eastern outskirts it explodes with several buildings crashing into the fields. The party rushes to find a portal rent into the Far Realm spewing out horrifying monsters that were already eating people. They heroically charge in and fight their way inside the ruined orphanage and save all the kids, except for Timmy, who tries to fix his mistake, and ends up sucked into the portal. A few new faces are brought forth from the disaster, an orcish bard, Zug Zugger, a magical donkey, Champ, a priest, Quinton, and several others. In the aftermath, Kali offers much aid, healing many folks with the aid of the rest of the party, and offering shelter to folk that were displaced by this. All in all, a job well done…? But what happened to Timmy… and those Nothics… and why is that one lady twitching funny?

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  • 1493

    16 /12

    Nightal 16

    Contracted by ‘da bestest orc bard of all times’ Zug Zugger, the party is asked to retrieve three books from a place in the northern part of Driftriver. Which appears to be the public library! Venturing inside, Ding grabs onto an iron balls’ appendage and it zaps him! Starting a battle amongst the stacks. Mostly surviving, the party heads downstairs and confronts an unnamed dude in his lab, with his new Nothic buddies hanging out that look oddly familiar, and Fang threatens a book he found in a locked room that he ‘unlocked’. After tense negotiations, the Necromancer frightens Fang and makes him drop it, and run away from the book, while the party is engaged by Nothics. A tense battle goes back and forth for a few moments before the party is victorious, finds the books they were asked to find, and notes on one, notes about Timmy, A Well Saga. Returning the books, the party is lauded as good guyz and things move on. The same day, a party issues forth to work at a mission issued by some Thayan that arrived into Driftriver. Traveling to a distant location and beginning their investigatory work. They began heading out to uncover what creature had left 2 survivors out of a group of 16.

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  • 1493

    17 /12

    Nightal 17

    The party hired by Thayans continued their expedition, they found undead creatures with worms consuming flesh. Easily dispatched they continued exploring and located the source of a loud banging within this ancient research facility. It ensued into an epic boss battle which was quite powerful and quite close to many falling but the party endured.

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  • 1493

    18 /12

    Nightal 18

    The party ventured from the research facility and headed to candlekeep where they were summoned by the great readers. they broke a teleportation tile which flew them to a ruined area in which they followed some magic. They explored and face down some undead and fiends in a series of puzzles.

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  • 1493

    20 /12

    Nightal 20

    The party finished exploring and passed the puzzles and met an archlich, Rhaugilath the Ageless. They then freed an elf sorcerer. They had a big epic boss fight and had multiple deaths throughout it but revived mid fight! They made it out alive, returning to Driftriver and reporting in their mission's success. Also on this day: With a member of Hyssop Home still missing after the crashing arrival of the home to the outskirts of Driftriver, a taskforce is assembled to go after Sorn. The group rescued Sorn from a gravitic demiplane. They discovered that He Who Dwells has a special interest in 'Uncle Sorn' and were accosted by strange mutated creatures that spark memories, before managing to get back to Driftriver before becoming trapped upon the odd demiplane.

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  • 1493

    26 /12

    Nightal 26

    Zug Zugger told a magical tale of horror and woe, where the characters played out a heroic holiday attempt to free the soul of Saint. Giftolas from Krampus Reborns’ evil ritual. Sadly our heroes failed this holiday season.. Returning to the tavern where they’d begun the odd tale, they commiserate over a few drinks before returning to their homes. Unfortunately, this meant that Holidaymas did not occur this year, and children across the realms were denied their coal and or presents from the strange, benevolent fey spirit.

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  • 1493

    28 /12

    Nightal 28

    A party was sent with an archaeology expert and a dwarven expert to suss out problems coming from an abandoned dwarven mining area in the forests south of Driftriver. They discovered a lot of fungal infestation caused by mercury blighted plants. They cleansed the source of the blight and returned to B.A.S.E.

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  • 1494

    4 /1

    Hammer 4

    Ashleigh, Kaylee, and Marcelina were asked to investigate a missing person related to the Silverflow clan of dwarves. Their forge had been unearthed, and there concerns that she had been kidnapped in relation to possible magic linked to her clan. The three explored the underground forge and after some heated encounters rescued the grateful Silverflow maiden.

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  • 1494

    5 /1

    Hammer 5

    A large new party of fresh recruits is assembled. The party worked together to track down what was destroying a farmers crops. The party found it to be a small group of owl bears and was able to be sure they will not bother the farmer again. As they were returning to give their report to B.A.S.E., they settled a rogue animal that was disturbing the city’s outskirts and finally managed to make their way back to complete their report. On this same day, the fabled hunter, Roniz Sleazemaw, arrived in Driftriver, and worked to assemble a suitable hunting party for an expedition to the Thunder Peaks. Roniz Sleazemaw leads Lionell, Gilitanis, Baldan, and Kallo on a hunt into the Thunder Peaks. They caught two incredible Chimeragraphs with cats and dogs and wombat bunnies with penguin tummies... what? Nonetheless, they all manage to return safely to Driftriver after their assignment is complete.

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  • 1494

    7 /1

    Hammer 7

    Some strange happenings are reported around an unusual building. Grohck, Grimm, Rowan, and Teris investigated the unusual building and soon discovered it to be some type of station for an odd wagon that moves on steel rails. The party puzzled their way through the odd toy-like creatures on the train. The party ended up fighting the train engine and suplexed the train. They manage to exit and report back afterward.

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  • 1494

    10 /1

    Hammer 10

    Days after the strange ‘train’ incident, the sleazy goblin proprietor of Alfonso’s Beer n Cheer, Alfonso manages to get some adventurers inside for a drink, when there’s an explosion of some kind just outside, and down the street. Rushing to attend to the incident, a crazed skeletal figure is leading a mass of zombies and slaad’s to attack the citizenry, which is swiftly combated by the brave adventurers that answer the call. A glowing apparition of what was once a child appears over the fountain being fought around, and zaps a couple of slaad’s out of reality, before simply banishing the maddened bony figure to a realm other than the material. The soft sounds of sirens greet the party with a ‘Wee….. Woo…’ as a cleaning crew comes to tidy up the streets.

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  • 1494

    13 /1

    Hammer 13

    A party accompanied a strange dwarven treasure hunter named Lunk into a cave of treasures. They cleaned the place out and made it back to Driftriver, despite a few very close scrapes involving lizardfolk and odd cave creatures.

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  • 1494

    19 /1

    Hammer 19

    A party gathered to fight off a towering, massive Golem-Creature that was stomping its way towards a nearby settlement. They managed to intercept it and put it down before it was much of a danger to any innocents.

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  • 1494

    20 /1

    Hammer 20

    A group of clerics and paladins went to investigate a shroud of negative energy that had washed over a small farming village a day and a half north of Driftriver. What remained of the farmers were the walking dead, but they were soon dispatched and the blight curtailed. Reporting the tragedy back to HQ, they were left with few answers beyond the solution they’d managed.

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  • 1494

    26 /1

    Hammer 26

    A party investigated some missing traders and discovered a den of Maglubiyet worshipping Goblins who were making blood sacrifices to their god. They cleaned the den out and B.A.S.E. sent a recovery team to tidy up the remaining mess left in their wake of goblin-purging.

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  • 1494

    28 /1

    Hammer 28

    Being promised free ice cream, a group of beginning adventurers swept the beach of flying lizards, monkeys and grabby drowned and starved vampires. They kept from murdering the one sane noble vampire that survived the shipwreck and brought Katharina back into town.

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  • 1494

    29 /1

    Hammer 29

    A small group of B.A.S.E. employees are dispatched to retrieve glue from a strange place. Sent through a portal, they make their way around a strange, goopy forested place, clearing out creatures and gathering their sticky remains to return back to Francois Garand Jepord XIII.

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  • 1494

    1 /2

    Alturiak 1

    A party pretended to be a group of nobles and servants at a party and killed a leech woman and her creepy daughters. Lord Devon Debonaire, sole heir of House Debonaire, owner of the Debonaire Debbadome was grateful.

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  • 1494

    3 /2

    Alturiak 3

    The researching wizardly figure Francois G.J. XIII sends another B.A.S.E. party into a haunted woodland to retrieve magically infused mushrooms for his own… purposes. Roxanne’s Deerbutt meets a fungus-based ending, tragically. Also on this day, an old group of friends and acquaintances recounts tales of the past, preparing for adventures yet to be had.   Furthermore, a party determined the fate of the gnomish artificer Sentrid Vixx after puzzling through his labs full of dangerous eccentricities and strange cuisine. Identifying the dangers of the lab they reported on the remaining risks to BASE, a problem that will need to be resolved at a later date.

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  • 1494

    4 /2

    Alturiak 4

    A party jumps into the river, Tenet yeeting himself in. They found themselves in a town harassed by an unknown creature that was causing the bears in the forest to begin looking for food via the crops of the town. Teaming up with a high elven wizard that had traveled to the town, Ailea Thorn, they found it was a pair of chimera eating the food for the bears. Luring them out, a few owl bears as well as one of the chimera fought the party. The end of the battle was quick to be forgotten as they ran to the elf to find her killing a chimera at the cost of her arm. Getting her to the town and making sure she was taken care of, the party was sent home. A familiar face seems to have made their way into the town, at the end of the day.

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  • 1494

    6 /2

    Alturiak 6

    A Hunter that is familiar with the woods around Driftriver noticed a new hole in the ground that led to an underground cave. He reported it to B.A.S.E and a party was dispatched to ensure that nothing was living in it that could threaten the community. The party arrived to find that a small cult of lizardfolk was guarding a nest with 3 Black Dragon Wyrmlings in it. The party dispatched all of the monsters and then decided to set a trap for the mother. With the mother not returning within the hour the party decided to head back to B.A.S.E and report in.

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  • 1494

    8 /2

    Alturiak 8

    A party found a grumpy owner sitting outside his inn in a bush, after being directed there by B.A.S.E. As they tried getting through the door, they were assaulted by floating mugs of ale and a few tables that were incompatible with the doorway. Looking through the rest of the inn, they found a very foul-mouthed goblin wizard sleeping in the back, who they put to sleep, roped up, and released back into the wild after. Even though there were damages to his furniture, the innkeep still paid up and they all live happily ever after.

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  • 1494

    10 /2

    Alturiak 10

    A party went and investigated a ‘haunted’ hotel, and found that it was actually haunted. Fighting hard to clean out the hotel, they vanquish the creatures within and report back to B.A.S.E.

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  • 1494

    12 /2

    Alturiak 12

    After a long time away, old friends gather, meet an old acquaintance, cats are acquired, a new acquaintance is made, with a barfight breaking out shortly after. As the dust settles and the fires are quenched, with a sole prisoner giving up a name, a name of a top-hatted man that hired them. Cooper Ward. Also on this day, gathering at B.A.S.E. to be instructed for their task, a party figures out their destination, introduces themselves and travels the river, figuring out their way around the alleys, finding some kenku merchant in an alley that sells them pastries, while his buddies pickpocket most of the party, and then they let the party go, after grifting them for several gold pieces. The party, led by Vesi, who was pissed about losing some gold, eventually track down an alley, with a dismal stairwell, where they discover the Widow’s Tear bar, and Vesi pulls a gambit with Devil Devito, going in with the imp tailing him invisibly, to try and make a ‘land’ deal with ‘Jimmy’ who runs the bar. However, he immediately runs into the kenku gang, who confront him, and after some confusion with his new ‘contact,’ ‘Frankie the orc’, a bar fight breaks out, where the party somehow manages to extract Vesi without major casualties, barely squeaking out of the huge group of angry people chasing them to the doors, before deciding to call a retreat for now. However, in the madness, Jacqui manages to figure out something regarding a ‘High Inquisitor’ and Snoot mentions that he noticed a black hand symbol on one person’s neck, a holy symbol of Bane. Getting back to HQ, the party reports in and calls it a day.

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  • 1494

    14 /2

    Alturiak 14

    A totally not suspicious knight calling himself Gottfried von Tonselhoff decides to test what the people at B.A.S.E. are made of and leads them towards a temple of Tiamat overrun by undead. Upon returning from this mission, the party warns B.A.S.E. to keep an eye on this one.

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  • 1494

    15 /2

    Alturiak 15

    B.A.S.E requested a group of high level adventurers to take care of the threat of a dragon for the town. The group traveled towards the center of the thunderstorm that had been raging and found the dragon in a clearing. The troop engaged with the dragon and her companions nearby and made fairly quick work of the ancient beast. They made quick work of the lizardfolk followers and one of the mages. After killing the beast the group took both of the mages that were alive back to B.A.S.E for questioning.

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  • 1494

    16 /2

    Alturiak 16

    A party went to investigate a darkened cove, and upon encountering the cave denizens they yelled very loudly at the cave and invited the people inside to drink. Turns out announcing yourself at a volume heard within 300 feet results in BAD THINGS. MISSION FAILED. The party escaped with their lives, just barely, to report back to B.A.S.E. their failures.

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  • 1494

    17 /2

    Alturiak 17

    (Continued from Alturiak 12’s first entry) After getting some questions answered and letting the guy they interrogated go, the party of old and new friends does a variety of things, including going for a walk, meeting a great number of passers-by, seeing someone walk a robo-dog, and more, before going for a walk out of town, and getting ambushed in the night by Mechanus-Time-Law-Enforcing construct-things that attempt to de-construct Moyra from this violation of the timeline but fail horribly. Where this goes, nobody knows, but Pahhu, Ed, Theodore, Piper, and Moyra have a great many questions to get answered still.

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  • 1494

    19 /2

    Alturiak 19

    A party was sent to check out a temple to the North of Driftriver. Upon arriving the party found that the temple was infested with any manner of traps, fiends, and drakes. The party bravely fought until they nearly fell and decided to leave, bringing back a single chest worth of treasure and a key that was found that seemed to unlock doors in the temple. (Continued from above, Alturiak 19) A party was sent back to the temple to try and continue through clearing the fiendish entities that have taken residence in the temple. The party fought its way through as much of the dungeon as they could before deciding to head back.

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  • 1494

    20 /2

    Alturiak 20

    (Continued from above, Alturiak 19) The party made what would now be their third incursion into this temple and found that there were people being abducted from nearby towns to be taken to the nine hells to be slaves. The party managed to save one group and released a fire giant from his shackles as well. The slaves that were released made their way back to base and explained that there was another group being held in the temple.

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  • 1494

    21 /2

    Alturiak 21

    (Continued from above, Alturiak 20) A party is sent back to attempt to clear out the temple and find the rest of the hostages. Unfortunately, the group ran into a den of manticore that was guarding a treasure box with an idol in it. The group managed to make it out unscathed with nothing but a few scrapes and had to return to B.A.S.E. Also on this day: A Party is assembled by Roxanne, they meet in a conference room at B.A.S.E., acquaint themselves with anyone new to their little group, and strike out, taking the new ferry person's slow ferry, and arriving at Francois’ workshop. They hear out the mission, to acquire lumber, of various magic types, from a location far to the northwest, with transport arranged for them. Not wanting to hear how the transportation works, Clarker runs and touches a random rock, and teleports himself to a mountaintop somewhere, where there isn’t enough air. He ponders this and then Conch-ports himself back to Driftriver, then flies back to the party and rejoins them in the lab seven minutes later. With the troupe reunited, they head to the correct teleport rock, and arrive at the prescribed forest, in a clearing just south of the mutated woods. Venturing in after an imp insults a bunch of trees, the party arrives in a gulch, and inspects some lightning-blasted trees, as a storm gathers overhead. After some shenanigans, the party fights some lightning trees, before killing one and driving the other off. Venturing further, the party finds a bloody tree clearing and kills the tree, it’s blood-bies, and drags it’s trunk back to the clearing. Dragging that tree back, though less a Deerbutt and a Devil Devito, the party regains Devil Devito and rests, before striking out to hit up the last pathway unexplored where they talk to a tree, but Clarker mysteriously starts getting strangled by some vines, and a fight breaks out. During the course of the battle, Israfil is tragically impaled on multiple roots and killed by the Quickwood tree, but quickly revivified by Misha, with the party rallying to defeat the wicked tree and chop it down, dragging it away before the assassin vines can catch up to strangle them even more. Departing, they bring the logs to Mr. Jepord, and complete the quest successfully.   Further on this day:   (Continued from Alturiak 17th entry) Finally, figuring out their destination, the party finishes camping, wakes up, eats Archdruid Breakfast ™? , and then Theodore meets a Genie, summons the Gruand, gifts it to Piper (Sort of), and they teleport to Korred poop. After teleporting, they become clouds, fly for the rest of the day, then land in the desert, start digging a hole for a new camp, before a massive 60 x 60 x 80 rock-creature drops from the sky by the party, throwing sand in their faces and fighting them till it’s demise. After this, they sleep in Moradin’s house (A temple of the gods erected by Moyra.)

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  • 1494

    22 /2

    Alturiak 22

    (Continued from above, Alturiak 21) Six adventurers were sent back into the temple to free the remaining captives. They made their way through a few more dangers before finding their way to what seemed like the head devil's room. This bearded devil had been collecting slaves from nearby villages to the north and bringing them back to be put to work when they were finally able to return to their home plane after being taken by the river's magic. Defeating the devil and his cackling minions the heroes made their way to rescue the rest of the hostages and then back to Driftriver. Also on this day, Bison leads a group of fellow B.A.S.E. members to a bar, where they meet a mysterious masked doctor from Neverwinter who does not introduce himself and simply begins to speak to the party about their problems. Clarker asks to go to his happy place and is entirely obliged with a portal he leaps through. Disappearing, the party keeps talking to the very invasive doctor who starts using mind magic on them before departing when the real therapist arrives, apparently not the masked fellow at all, but an elf, it’d seem. Clarker remains… lost in the elsewhere.   However, having an elite member of B.A.S.E. come to their aid after therapy, the party enlists the help of the strange researcher Francois Garand Jepord the XIII to transport them to the Beastlands and help them search for their missing Clarker. He dips when a TRex shows up, leaving the party to fight their way to Clarker. Clarker bops Devil Devito to death with a guiding bolt of rainbows and friendship, giving a signal flare to the party which their elite archer sees. The party fights their way through the Beastlands and finds Clarker who is high off his gourd on mushrooms, talking to a mushroom raptor. Nonetheless, they manage to get home, with a few close calls.

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  • 1494

    23 /2

    Alturiak 23

    Elephant, Camel, Horses all bought in the first while the party determines that they must travel some distance, discovering Driftriver’s Camel emporium and elephant emporium, as well as a very not so well off stable. After much shopping, the party departs, spending time on the road. Jacqui pranks her former associate Zug Zugger with band posters in Ordulin, which will cause him potentially trouble there in the future. Still, they arrive in Cormyr, venture to their mission location, and through artful mastery of disguises, paint, and elephant decorating, the party lures a couple of trolls out of the swamps to attack them, dispatching one handily and the other captured with ease, delivering the unconscious troll to their employer and collecting their reward. Traveling back, they find the unhappy people upset at the no-show of the famous bard. They eventually report back and are informed of their partial failure. However, Sally-Ann and her children, John, Frank, and Lindy, are reunited with Sally-Ann’s husband George, uniting their family once more and getting George’s Horses back on track as a small stable in the southern part of Driftriver. Further on this day, With Veilios gathering a party in B.A.S.E. Conference room 34 F, he discusses with the group the task at hand, before noticing an ad on the wall with the map, for Tarooq’s Boat Emporium. The party assembles up and goes to check out this emporium, and discovers a great salesman who offers to set them up with transportation. They accept, before going to ask around town about Shadowdale. Discovering a block in town that they couldn’t enter, Eddie and Veillios talk to the Banites for a minute before wandering off and getting some general information on Shadowdale. Heading out to make the trip, the party makes their way up river with the various Arooq’s in the large family rowing them there. They arrive and question a guard, get directions, and find a farm of the guy that supposedly asked for their help. The party discovers that the guy has cursed minotaur sons, and they’re not the beast, but his cows keep going missing, and his neighbor might know more about it. So the party heads to the neighboring farm, and start to investigate… finding that nobody is answering them. Everybody… is a statue. As a huge beast bursts out of the woods in the middle of the party to attack. Eddie and others are struck by a noxious breath in the first moments of the fight, with Eddie failing his save and starting to turn to stone. In a frantic round of fighting, Eddie succumbs to the petrification, before the party fights on, flanking and nipping at the bull creature on all sides. Veillios lures the creature onto the bridge, where it charges him and shatters Eddie’s statue in the process. Horrified by this, the party engages in a nearly minute long fight back and forth with the rampaging bull, taking advantage of its beast-like intellect to lure it back and forth through pain, and keeping it’s attention off of downed companions to heal them before they can expire. Finally victorious over the creature as three of the party lie unconscious, one other as a statue, the bull advancing on Sami as Xixan manages to get the perfect pair of shots off, sending serpents into the rear of the bull to then blast through and out the front of the creature, causing it to collapse, mere paces from the weakened Sami. As the party hastily heals those that are fallen, and grab the pieces of Eddie, they return to Driftriver, with Sami putting Eddie back together… rather poorly on the trip back, but they get back to B.A.S.E and call for help. A cleric of Illmater arrives, Quinton Arnjaunor, with disciple Simone, where they offer to help heal Eddie, and manage such over a painful surgery into his chest lasting six long, bloody agonizing minutes, but eventually bringing him back around to being fully whole. The party celebrated their proper reunion before dispersing to different places to reflect on what happened, with someone taking the remaining rental payment to Tarooq so that he doesn’t have to hunt them down.

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  • 1494

    27 /2

    Alturiak 27

    After arriving on the burning island of Rokath, a party faced living fire and almost burned to death in the process. Moving on they encountered a rolling brute duo who they swiftly dispatched with little harm to themselves. Moving further they reached the volcano and moved further inwards reaching a lake of lava. Moving across the small islands in the lake they were set upon by swimming leviathans with beams of lava. After all their hard work they eventually reached the beast's den, whereupon they were almost thrown into lava or exploded into ash! But our mighty heroes prevailed, and exterminated this infernal beast, saving the island.

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  • 1494

    28 /2

    Alturiak 28

    Following the request of one of their higher B.A.S.E recruits, the party came upon a strange farm with an even stranger owner. Monsters were slain, ghosts were....also slain? Salad was made and the Thaumaturgy police are still somehow evaded.

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  • 1494

    1 /3

    Ches 1

    A party was able to protect Roniz from the mysterious dinosaurs which appeared in the eastern lowlands. They were able to produce many quality chimeragraphs, but they received quite a few terrible bruises and injuries. The leader of the party, Tim the War Elephant, picked up quite a few scars himself from Stegosaurus spikes! Further on this day;   (Continued from second Alturiak 21 entry:) Puzzling adventures abound as the desert is rife with conjured threats being tossed at our heroes by a distant foe. Nonetheless, stubborn perseverance prevailed in the end, with finding the entrance to a rocky lair.   Finally on this day;   A party completed orientation at the Bureau, having been recruited by Vi, evaluated by Leighton, badged by Trinity and given rooms by Petunia. They got their first job guarding Captain Darren's Fancy Ferry which was unbelievably assaulted by the DASTARDLY PATCHSAIL PIRATES! The pirates ended up kidnapping Zero-Two for ransom!! She ends up fine in the end.

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  • 1494

    2 /3

    Ches 2

    Upon receiving their mission from B.A.S.E, a party spoke with some of their contacts to get some information on the smuggling ring operating out of the docks. They got a lead to a bar on the north side of Lahaina. The group went and had a "Friendly" chat with the barkeep and his buddies and found out that the gang was operating out of the south side of the district. The group went and found the base of operations, infiltrated stealthily, and were only caught when the super stealthy mech suit member of the party was heard coming down a hall. A battle ensued and lives were nearly lost but the small S.W.A.T force was able to apprehend the leader of the gang with the help of an unlikely ally and the Thaumaturgy Police. Also on this day in Driftriver, asked by B.A.S.E. to investigate the Black Hand neighborhood, a party assembles and starts looking for information on Bane and Banites. Some go to the library, others go to warn the Church of Mystra in disguise. Yet others just ask around town at some merchants. Ragnar son of Ragnar requires delivery of 150 rabbit fur pillows to High Inquisitor of Bane and Eddie agrees to acquire help. The rest of the party discovered fun facts about Bane, like how evil he is, what they do to conquer places, like wide scale war, etc. Gathering back together, a plan is formed, where the Gob is going to make a bomb. Spending the night gathering materials, building bombs and getting it ready, The Gob brings his bomb-wagon around, with a bear fur cover over the bombs, they load the pillows, and set off, going on their delivery with many second thoughts echoing around in the group, but the delivery is completed. With elephant pets, and charming High Inquisitor Guust Vorvelds met, payment accepted, and finally with the group on their way out. All except for The Gob, who hides near the main hall, goes invisible, takes cover, and detonates his bomb. With a massive rippling explosion, the Gob is blown backwards down the street, barely alive, as he witnesses a dozen incinerated corpses and at least six fallen structures as he manages to go back invisible and runs the heck away. As the town of Driftriver is rocked by this explosion, with the words “Hail Mystra” heard before the explosion… Do any survivors remain in the devastation? What will come from this?

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  • 1494

    3 /3

    Ches 3

    After a rather peculiar encounter in a mysterious tavern, the party found itself escorting a group of monks to a remote mountain monastery. As they arrived, the group got ambushed by enemies, who managed to fell the leader of the monks the group was escorting. They decided to rest for the night, only to be ambushed yet again. As morning dawned, and the group recuperated, a gong was heard coming from inside the monastery. The party ventured forth, only to find the former leader of the monastery, wielding terrible powers of the dark. They managed to vanquish the leader, yet, took a casualty of their own. The party decided not to take any risks and teleported back to safety.

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  • 1494

    4 /3

    Ches 4

    A party assembles to investigate the bombing that most recently occurred in Northbank, two days prior. Meeting political elite, leaders of faiths, dwarves that sell pastries, a kobold looting the destroyed section of the town, and even a famous musician (Zug Zugger). Even encountering some homeless, jobless copper-badge B.A.S.E. agents outside the HQ. Unable to find the culprit of the bombing so far, they part ways for the moment, to come back soon. That soon was later the next day, where political pressure was put upon the party by Clifford. That pressure being to find the perps, whatever it takes. Misleading clues lead the team towards a mysterious “Mr. Bigglesworth”, and a few other B.A.S.E. agents that haven’t been seen in town for weeks. Given a token to supposedly help track the missing agents that may have committed the bombing, the investigators set out. Acquiring a rental airship and streaking across the lands towards a destination, they set themselves down behind a dune and prepare themselves to confront their fellow agents about the bombing.

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  • 1494

    6 /3

    Ches 6

    With the investigator’s arrival, questions are asked of Theodore, Pahhu, Moyra, Piper, and Ed, though the symbol that Ma’ik was holding began to glow ominously, and behind the B.A.S.E. agents, a massive globe of shimmering magical potential teleports into the sands of the Anauroch Desert, with a series of dark-garbed Zhentarim agents accompanying it. Group by group, the massive globe seems to be a teleportation beacon, aiding in the conjuration of Zhentarim agents arriving at the scene after their true goal, the elusive Pahhu. Discovering the duplicity that’d been pulled on them by Clifford and the High Inquisitor that’d given them this ‘tracking beacon’, Lumos, Idhrenion, Sebastian and Ma’ik turn around and join forces with their fellow agents to drive off the Zhentarim in a massive, long battle that taxes everyone to their utter maximum potential. As the dust settles, the B.A.S.E. agents are victorious, and the latter four agents that’d arrived to investigate the former five depart, leaving well wishes for the mission of their fellows, before making their way back to Driftriver… and Clifford, who’d seemingly betrayed them!

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  • 1494

    9 /3

    Ches 9

    A group went to an ocean cave about a day’s journey from Driftriver in search of a mystical flower for Odur Trorven's research. The group decided to camp near the road about half way through their journey and dealt with a group of thieves that attempted to rob them. The second day of their journey they made it to the cave and convinced the indigenous crab folk that they were no harm however the Trolls that lived in the cave were not so easy. The party killed the trolls setting their corpses ablaze and dealt with a couple of other minor annoyances retrieved their specimen and made it back to Driftriver the next day.

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  • 1494

    10 /3

    Ches 10

    A party set off rather quickly from Driftriver, traveling for four days to the town indicated for their assignment. One of the nights found them being watched by an interesting spider that was identified as a familiar to an unknown person. Leaving it be, it soon wandered off and the party continued their journey in the morning. Red flags popped up quickly as they entered the town as they explained the 'heretic' had tried to burn the box that they used for a Lottery. Though the townspeople had tight lips about what winning the lottery entailed, speaking with the heretic proved to be useful. The party found a young fire genasi woman hiding in the windmill by the name of 'Little Light'. Warning the party that winning the lottery meant being killed, the party teleported back to Driftriver, bringing the woman with them, and leaving the strange town in the dust. And whatever odd lottery occurring there… to continue.

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  • 1494

    16 /3

    Ches 16

    A group was asked to investigate the stolen Pie recipe. The search led them from old lady Betty's shop to an abandoned quarry that was not so abandoned. The group found a group of cultists and fiends throwing a massive party inside the cave, and at the deepest point, they found Betty's sister and her family. The group ended up combating the family in their underground pie kitchen and stealing the recipe back, all the while questioning if they were actually the ones in the right. With a group of corpses and one unconscious subterranean baker in hand, the group made their way back to Driftriver. Additionally on this day, coming to the conclusion that Sebastian is not the brightest bulb in B.A.S.E's collection, our heroes face his task with skill and intelligence. Ghosts were fought, a Ghost Hunter's pride was shattered and redeemed [ also he lived to see his life in 30 years ], graves were fixed and decorated, dragons were found, a sea-born Paladin discovered which direction was up, a cleric discovered there is still so much path for him yet left to grow, and if she's pregnant...where's the baby?

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  • 1494

    17 /3

    Ches 17

    A party follows a mage out of the doors of B.A.S.E. and abandons the idea of going for tea, or whatever. They follow him to a small villa on a hill in Driftriver’s __ district, where they promptly try to break in, get caught, kill the sentries, kill the Banite patrol that catches them in the act of hiding bodies, revive the lizard folk, trick the lizard king into thinking they saved his doods, who say that they were totally attacked by Banites, so redhead mage boy gets free membership to the Lizard Lounge, and they ask for drinks inside, getting served with literal human(oid?) blood in goblets. They mostly start to partake, Luna even gets served milk, and they even go ask about the supply when two shady guys with fangs wander in and meet with the Lizard King. But the Lizard King is a chill dude and tells them straight. He’s got a deal with the morgue in town. Waste not want not. The entire party finds this a reasonable prospect and order refills, sitting by their villa-pond to chat and drink blood or milk, and just hang out. Bruvald comes in at some point, tracking down the group to chat with them. Sebastian sends a group of Lizardfolk off to his friend Theo’s farm to get tomatoes… oh, wait a minute crap. They report at B.A.S.E. at the end of the day, and find out that the Lizard Lounge was on the investigation list. But they report everything A-OK and it gets off the list. Good job team.

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  • 1494

    19 /3

    Ches 19

    A party found that they were a tad bit suspicious of the woman who was there to represent those who hired them. While the woman, Lissana, didn't give them the organization's name, a woman named Gillie did. They were working with 'They Eye of Tyr' to neutralize a man named Baron Befal under charges of slave trade and illegal captivity of exotic animals. Tension grew in the group the first night as that led to an all out fight between two members. It had to be cast aside as the group was attacked by a group of Hyenas, but was picked back up until one ran and hid their face. Eventually meeting back up with the party under a different guise, the party finally gained entrance to the Vila using the noble status of Essex. While they were able to find the wife and children and get them out safe, there was still a long hard fight that ensued, with 3 fewer members as well. The fight was won and the baron killed. The body is currently in the Bantry, waiting to be questioned.

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  • 1494

    20 /3

    Ches 20

    Our heroes find their way back to Driftriver---via a suddenly remembered Magic Conch. Along the way, they steal a boat, save [?] some pirates---somehow pick up timid lil Venei [Whom Clarker scares the shit out of ]-- Clarker gets a new familiar-- Bison scores a cute dragon girl's number and a big fish--- Roxy burnt some cookies over the burning wreckage of a sinking pirate ship and a dead man's shoe---for some reason 'Trevor' is sentient--and Israfil should invest in some navigating classes. 'Ships' are 'shipped,' Siblings bond, multiple personas are discovered. It's all in good fun---oh and they avoid a Kraken because screw that.

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  • 1494

    22 /3

    Ches 22

    The Party found a boat. It was a very big boat and after fully surmising it was a mysterious boat, they headed on board. Each of them fell asleep quickly. When they awoke, they found themselves assigned a color and a partner with the same color. Puzzles, a combat, a ton of flirting, and a bit of heartbreak ensued before they were finally let off this...strange boat. Payment waiting for them at BASE HQ.

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  • 1494

    25 /3

    Ches 25

    (Continued from Ches 22) With the addition of two new crewmates, our heroes find themselves back at sea, happily convincing monsters of things. Dragon riders are born as they head out to discover just what is going on around Annielle's Island, who is doing away with the dragons.

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  • 1494

    29 /3

    Ches 29

    (Continued from Alturiak 23’s second entry) After a strange gathering of forces, Eddie leads the party to Tarooq’s Boat Emporium, secures transport, and the party nearly loses a member not even halfway there! Still, after some interesting gossip mongering, stealing booze from a bar, and then eventually getting underway, the party rescues a ‘maiden’ in distress and fights into a small forest-based ruin near Shadowdale! They back out, however, thinking of the safety of the woman, who… mysteriously disappeared on them!

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  • 1494

    30 /3

    Ches 30

    Time was almost spent livening up the Bearstein Bar more than rescuing Sebastian but some heroes managed it. A bard tests his true powers. Sebastian once again fails. Dragon head pats were earned, living plants and boars were named, and Theo's true nature was...revealed? Overall an interesting series of events were had, and agents reported back to B.A.S.E. afterward.

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  • 1494

    1 /4

    Tarsakh 1

    A party was briefed by Lisanna, the Eye of Tyr representative. They had to find a man named Arlen. Investigation and many questions and some flirting ended in a chase with a young elven girl named Meraliss. The party found she and Arlen had been traveling together as he attempted to run from his past. After a short battle, Arlen turned himself in, seeing no way to win the fight and the safety of Meraliss. Arlen was taken by the Eye of Tyr while Meraliss was brought to Driftriver. Further on this day, a party started in a town, finding they were in a so called godless world the was wrought with a plague. Following rumors, they found a town with undead tilling the fields and working the docks. An odd sight for them. As it came to night, they settled down in the town to sleep.   (Continued from Ches 25) As darkness older than the gods themselves looms beneath the ocean's depths, new friends are found and questions are asked. Just who are these hunters with the dragon scales, and why was the prince a fish?

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  • 1494

    2 /4

    Tarsakh 2

    A team went out at the behest of a mysterious benefactor who left only a very large key and a note. At the location, a dispute happened over a clockwork dog. Someone visited Ravnica? Someone else had their brain scarred and justifiably left! Down into the tower, they trekked. Facing illusionary steps, monsters out of paintings, a very large very angry monkey. What else awaits in the next room? They’ll have to find out another time as they retreated for the time being.

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  • 1494

    3 /4

    Tarsakh 3

    A brave group of people was sent by B.A.S.E. to investigate the black spots in the forest to the west. The forest between Driftriver and the Thunderpeaks seems to be full of hungry bestial spirits, trying to steal the lifeforce of prey, scaring away lots of animals. The giraffe was almost wavering in her vegetarianism, and Koskos wants to hunt the remaining spirits down. But for now, the B.A.S.E. agents fell back to HQ.

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  • 1494

    4 /4

    Tarsakh 4

    A party sent out by B.A.S.E. is dispatched on yet another assignment. Mountains were climbed, Icy Flitzy Dragons got slain, Dwarven Raiders demolished, a wolf turned into a good boi, and the ‘Ambush’ got ambushed by deadly special snowflake plantlife. All in all, a very very successful initial trailblaze that ended with the agents returning to HQ.

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  • 1494

    5 /4

    Tarsakh 5

    A party went to the mine to request the unusual material Rajit requested. The materials were radioactive, and she didn't reveal that fact to anyone. With the uranium in her possession, she can now produce the yellow/gold stained glass she needs to work on the Triadral's windows. Totally worth the risk in the end, since after all, nobody died.

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  • 1494

    8 /4

    Tarsakh 8

    (Continued from Tarsakh 1) The crew makes it to a city on an island occupied by strange forces they believe to be the group they are looking for. After an oddly heart stopping battle they pick up a few new companions....but returning to the beach realize that one of their usual group is missing. Where are Israfil and the familiars? Just who is the mysterious group hunting down dragons?

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  • 1494

    9 /4

    Tarsakh 9

    (Continued from Ches 29) A thrilling new elven companion, Lionel Lionheart accompanies on a boat ride to Shadowdale, where the B.A.S.E. agents encounter harpies, loud dogs, very spooky spiders, then guardian-creatures…all before managing to find a rest, which is almost immediately followed by traps in a corridor ahead. Then they find a momma spider with even more bugs. Finally, they manage to find an angry gnome at the back of his workshop with a pet beholder-thing. After a white-knuckled adventure, five out of seven in the party made it back intact, with two needing some minor putting back together again, IE: Back to life, as Myrrh was rather dusty, but thankfully left a finger in a spider that the party retrieved… and a crispy Thurman was brought back too. Several tomes of research and notes were recovered, including a particularly locked, black leather bound tome that was in the chest that Jacqui smashed apart in the haste to leave the lab before the gnome could possibly return. What does it all mean? Questions are left hanging as the agents return to HQ.

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  • 1494

    11 /4

    Tarsakh 11

    B.A.S.E. opened its new HQ building including improved agent support facilities. New B.A.S.E. agents were also brought onto staff to provide services, including housing development and therapy. A party explored the new building and met the new hires! (Continued from Tarsakh 1 Second entry) Further on this day, A Party entered a cave to the north of the town to find some old dwarven ruins. These ruins held traps and undead. A few notes told of a dark day that was to fall on the dwarves of ancient times. A small spat and a party member splitting from the group to explore on his own led to a cliffhanger encounter.

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  • 1494

    12 /4

    Tarsakh 12

    (Continued from Tarsakh 9) A party is gathered to investigate the gnomish wizard’s tomes, leading them to find a location of what appears to be a secret lab in the mountains? Picking up a not-so-friendly Zhentarim-aligned B.A.S.E. agent that insists on accompanying them, the party soon encounters a giant with sloth pets that dismember said Zhent, Lord Farsoth. Death Wraiths seem to guard the perimeter of the fort the agents discover, which seems to contain guards… guards that were actually a series of very muscular kobolds (Swolebolds?) with some of their more normal kin. After a series of poor decisions and consequences, the party retreats from the kobold filled fortress, leaving Lord Farsoth to make his way back on his own… though alive after Alessandra did opt to revivify the Zhent agent, evil or not, after he’d fallen to the sloths.

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  • 1494

    14 /4

    Tarsakh 14

    (Continued from Tarsakh 12) Following up on the previous agents’ work, another group is dispatched from B.A.S.E. towards this gnome’s mountain fort in the shadow of the Greypeak Mountains. Asked by Francois Garand Jepord XIII to retrieve any creature bits they encounter while there, the party manages to slay their way into the first floor of the fortress, encountering demonic, insane gnomes, twisted by magical experimentation. Slaying them, and a number of other undead besides, they find that the fortress contains more than they were prepared to take on in one drive, retreating back to B.A.S.E. to survive to return again at a later date. However, by fulfilling Francois’ request, the party are all granted a magical boon on their left big toes, that could come in handy at a later date.

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  • 1494

    15 /4

    Tarsakh 15

    (Continued from Tarsakh 14) Another party of B.A.S.E. agents assemble to assail the mountain fortress of Lord Kluvonat. Rushing in, the party slays the many zombie-kobold bodies left as terrifying punishment and examples in the snow surrounding the fort, and enter within. Fighting off the remaining Swolebolds, fighting through a series of zombies within, managing to beat off a feral vampire and what appears to be a skeletal warlock second-in-command of the gnome. After all of this, they enter the basement of the fortress, working their way through several doors, fighting off many experimental oozes, including one that sapped away light. Closing themselves into a small room, yet with their presence seemingly known to Lord Kluvonat, the party attempts to settle to ritually cast some spells, but in their delay, oozes come in under the door, squeezing within to try devouring them. Meanwhile, Lord Kluvonat sets a trap outside the door opposite of where the oozes entered, and when the party finishes their fight and their regrouping, they open the door out into the corridor just to be met with a flash of green light as a symbol of Death activated upon them, prompting them to quickly use a conch to return to Driftriver and safety.

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  • 1494

    16 /4

    Tarsakh 16

    (Continued from Tarsakh 8) Character development abounds as a new boat and new friends are made! Developments in the Kingdom of Alferretta have led the party to more information that may lead them on the path towards those who are hunting these dragons and putting Annie in danger. Also, they found Israfil.

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  • 1494

    17 /4

    Tarsakh 17

    Kozun brought his hobgoblin horde to Driftriver in an attempt to gain a foothold. BASE called all available operatives to help and assigned sections of the district to each group. Our brave adventurers faced down with Kozun, but not before dealing with looters, saving a young child who got separated from her parents, clearing the municipal building of hobgoblins, and defusing cart bombs (with their faces) (the Driftriver Cart Bomb is a new drink in Chinook). Kozun was slain, but more information could not be gathered as somebody set the captain's tent on fire.

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  • 1494

    19 /4

    Tarsakh 19

    Tentacles, Intellect Devourers, gazers, and Otyughs all made their way into the sewers below Chinook. The B.A.S.E. adventurers took care of the invaders. A shady spore druid and their spore servants created new tunnels, the spore servants were easily slain and the druid disappeared through a vent; which was sealed once all the hostiles were taken care of. Thankfully, in the end, no Tortles were harmed.

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  • 1494

    20 /4

    Tarsakh 20

    A group went to B.A.S.E responding to an urgent summons. They arrived and found that there had been a request put in for a group of adventurers to go and investigate some strange occurrences happening in Northbank. After investigating for a while with a little empathic help from Detect Thoughts they found that a sewer worker has gone missing and is presumed dead. Heading down to investigate the sewers some of the party found that there were a large group of Duergar 'guarding' the area of the sewer entrance. After a fairly easy combat, one of the adventurers decided to try and read the thoughts of a cultist that had been knocked out during the fight. The delve proved more dangerous than fruitful. The party continued on leaving one to head back to B.A.S.E early and found that the rest of the tunnel was 'guarded' as well. Pushing past the rest of the Duergar the party was able to find what looked like an entrance to some sort of lair with a depiction of a large squid on the door. At this point, the party decided to return to B.A.S.E and regroup before returning to delve deeper. A party went back to the point in the sewers of Northbank after interrogating 3 of the Duergar. The party found out that there may be an infestation of Mind Flayers in the sewers. They pushed their way as far as they could into the lair of what they thought was this Mind Flayer until they ran almost completely out of resources and decided to return to B.A.S.E for a regroup. What will come of leaving halfway through? It’ll be hard to say.   Additionally on this day, Thankfully BASE recovered some small amount of information from Kozun's attack. The fragments of letters lead the party to believe that Tegal's Mark might also be under attack to the south. And off we went on an adventure. A boat ride. 6 foot tall wolves poked heads out of the woods. Hobgoblins, Hags, Wyverns, more hags, 4 guys named John?, more hobgoblins, giants. Mirai got themself lost following John through the night. But luckily they were found. And eventually, we made it to Tegal's Mark.

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  • 1494

    22 /4

    Tarsakh 22

    (Continued from the second entry on Tarsakh 20) Tegal's Mark was been warned of the possible invasion. They are not well suited for making a large scale defense and so requested that B.A.S.E. go and get more information and hopefully stop the hobgoblins. A cursed valley was crossed, an ancient burial ground with a ghost discovered. The hobgoblin camp seems to be intimidating. A prisoner transport was interrupted. The prisoners were all fireballed... (Not by B.A.S.E operatives) Conversations were had of how to deal with the hobgoblins.

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  • 1494

    24 /4

    Tarsakh 24

    (Continued from Tarsakh 15) Francois Garand Jepord XIII presents one of the opened, translated tomes from Lord Kluvonat to a new group of B.A.S.E. agents. Assigning them to look into a series of locations marked on a journaled map, out in the Dalelands. Discovering an interesting, warded cache of creatures, the party managed to vanquish them with impunity, leaving only two more locations on the marked map for later dealing with. Returning to HQ, they reported their success so far.

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  • 1494

    25 /4

    Tarsakh 25

    B.A.S.E. operatives were taken by airship to a pyramid which had drifted onto Cannonball Beach. The operatives were met by a number of creatures, undead, and enchanted armors. There was an odd puzzle and the operatives found some strange purple crystals which Professor Rupert Gogal strangely excited about. The pyramid collapsed and faded in the wind as they solved the mysteries within, and finally went back to HQ to report on their mission’s success.

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  • 1494

    27 /4

    Tarsakh 27

    A mission took the party into the southern farmlands to deal with a desecrated church of Ilmater on behalf of Brother Bergram Flint of Hyssop Home. They also cleared an enormous swathe of wild undead that had been running loose since the vampire masters had been killed.

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  • 1494

    28 /4

    Tarsakh 28

    (Continued from Tarsakh 22) A small strike force rescued 5 of the prisoners after freeing them while they were forced to cut trees. At the end of the battle, the fort sent out a large hunting party to get them. A tense battle ensued with an excellent application of sleet storm and the hunting party was eliminated. Reinforcements arrived as Imna returned to Driftriver with the rescued people and sent the reinforcements back. With the help of the reinforcements, they assaulted the fort and dealt with Klon the Purifier. The remaining hostages were escorted to Tegal's mark.

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  • 1494

    29 /4

    Tarsakh 29

    (Continued from Tarsakh 24) A final strike team is assembled at B.A.S.E. HQ. Being transported to the mountainside fort by Francois Garand Jepord XIII, the party alerts sentries at the perimeter of the fort, slaying them with impunity, before evading the shades at the walls. Inserting themselves through into the second floor, the party fights through a small number of threats, eventually discovering the main laboratory chamber, where after a battle with what appeared to be Lord Kluvonat and his lieutenant, as well as a number of undead guardians, it was revealed that Lord Kluvonat had the time to prepare a simulacrum of himself to fight the party, leaving that behind before escaping into the greater world. For now. A note is discovered in his wake, amongst the cleaned-out laboratory. It simply read, “Fuck you”. Unamused, the B.A.S.E. agents return to HQ and report of the gnome’s escape, closing the door on that case for the foreseeable future. Also on this day, a party met Jontum Squashtoes, the cook at Hyssop Home, having overheard his plight of wanting to feed the children of the orphanage new things; and then watched him put up an advertisement. They answered rapidly, all lining up to help the halfling before getting a brief look at Hyssop Home and speaking to children about what they might like to eat. After gathering some information on that, the party strikes out to the south and explores the woods, discovering ants, crabs, flying lizards, snakes, and rat-things. Defeating all of them and bringing their beastly bodies back for preparation to be feasted upon in the home.   Finally, it was discovered that a house in Chinook has been overgrown by Myconid fungus and infested by their defenders. The most dangerous were removed but the myconids remain. It has been reported to B.A.S.E. that the myconid needs a new home as the fungus would be causing problems in the city. Perhaps an adventure into the underdark to liberate their home, or maybe into the wilderness nearby to find a new home is required, but for now, the agents return to HQ to report their success.

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  • 1494

    30 /4

    Tarsakh 30

    Hulfgar Nearwood, Paladin of Torm, known Harper and founding member of Hyssop Home, required some B.A.S.E. assistance to find a sufficient heat source to melt the strange materials brought in for stained glass, by other agents, weeks back. Since fire is needed to melt glass, a place to acquire fire is narrowed down with the assistance of Francois Garand Jepord XIII. The Party pulls some shenanigans to trick their way inside the ‘Master’s’ home, who was some old associate of the aged wizard, and feeds him an ice-horse, triggering an epic battle, since, well, ice was not palatable to the fire-snake. The party easily wins, before the ‘Master’s’ Bodyguard Fire Giant, Pain Train, came a-knockin’ to see how the master was… but the party was unable to deceive him, so he entered, and charged! After dispatching Pain Train, the party sought a heated object – but the Fire Snake’s body wasn’t truly a good source! So they went and reached one of the fire-crystals in the castle’s wall, and chipped off a huge hunk, playing ‘Hot potato’ with the stone till they got it to the portal, but in an uncoordinated fashion! Fighting some irritated lava elementals, the party eventually escapes and delivers the hot rock that was requested, into the “hands” of Rajit and Hulfgar, with a minimum of permanent burns as a result.

    Additional timelines
  • 1494

    1 /5

    Mirtul 1

    (Continued from Ches 6) Dangerous days in Driftriver! After weeks of their influence, Banite/Zhentarim occupation has reached an all-time high. People are being yanked off the street and checked for ID papers, before being press-ganged into Zhentarim employment. Copper level adventurers have been joining the Zhentarim in droves to acquire equipment of their wildest dreams! Unemployment in Driftriver reaches under 1%! But it’s all a horrible lie. After a public show extolling the virtues of Sir Lumos, Salazar the Sublime entertains the masses; the party witnesses a Banite patrol arresting a man and taking him to Northbank. Mai’ik follows the Banites, to their new home base. He leads the party there where they scope out the arrested man being pressed into service, and the party decides not to attack directly. Instead seeking allies in their fight. Going to Alfonso’s Beer and Cheer, Sebastian bribes Alfonso for Zug and Hulfgar’s location, discovering that they’re where they suspected, probably Hyssop Home. Heading there, Lumos speaks to one of the Sister’s he’d helped save in the disaster of Hyssop Home some months prior and gathers some information on the Clifford Situation, as well as the location of the erstwhile bard and his paladin friend. Finding the pair inside the Jagged Dagger down the street and around the corner, playing a rather… poorly attended set, with Hulfgar terrible on the drums, they grab some food and drinks, talking to the proprietor, Vex, and soon with Zug and Hulfgar about what’s been going on in Driftriver. Meanwhile, Salazar seeks out the temple of Oghma and meets Father Revalor Wysadove, priest of Oghma, and leader of the temple in Driftriver. A personal friend of Clifford, as it’d turn out, as Clifford sought knowledge and aid in the early days of Driftriver, and Father Revalor was there to answer. He remarks to Salazar that Clifford has changed of late, and missed their monthly tea session where they’d keep up with each other, that infact, the message had been delivered by a group of Zhent soldiers. Sharing their concerns, Salazar talks the priest into readying their limited forces to drive the Zhentarim out of Driftriver, and Father Revalor agrees, should the right moment come. Salazar Sending’s the party to meet him near B.A.S.E. HQ. Gathering near HQ, the party shares their information back and forth, about how the Oghmites and the Triad’s followers showed concern but believed that Clifford was more not himself, rather than actually evil. Spending time to formulate a plan, the Mai’ik and Vex go invisible and scout the exterior of the entire structure; finding several doors boarded up, entrances guarded, and much of the structure on lockdown. Opting to rejoin the party, defensive wards are passed out, with the sneaky pair taking some death wards before going to take position to the south of HQ, to start and provide an attention splitting diversion. As they split off, the remaining members of the party, Lumos, Zug, Hulfgar, Salazar, Simalazar, Sebastian and Idhrenion use capes and spells to dimension door directly into Clifford’s office, with Lumos and Hulfgar readying Destructive Waves and Idhrenion readying a wall of fire to drop in front of the doors. Arriving as the distraction goes off, after Vex and Mai’ik drop two bodies and make some noise by the lobby – the explosions of destructive waves and the roar of flames fill Clifford’s office. A body splatters off the wall, with four other Zhents knocked to the floor, two inside the flames of the wall of fire. Everyone, EVERYONE but the party is surprised. What proceeds is sheer madness. The insertion party works in tandem to eliminate the Zhents laying on their backs in the room, with Salazar sealing the doors behind further illusionary doors. Enemies begin to rush the room, with Inquisitor Zooreld bursting through and taking the fire to the face as he goes to try to help his troops directly… entering a room filled with foes, and no friends. Vex and Mai’ik keep dropping bodies in the other sections of B.A.S.E. HQ, Mai’ik dropping enemies in the bar-lounge, while Vex knifes a mage down behind the front desk. Clifford and the B.A.S.E. Secretary-agents begin drawing wands, and the party begins to get swarmed from the Zhentarim guards outside Clifford’s office. Fighting hard, Lumos rushes Clifford and touches his arm in a cleansing way… to no effect. While Salazar backs to a corner, Zug Zugger plays a guitar tune at Clifford to try and dispel him in a desperately ordered attempt from Lumos – it fails, but seconds later, Salazar casts Dispel Magic at 8th level on Clifford – ending the 8th level Dominate Person on his person. He looks… stunned. Vex and Mai’ik fighting furiously in the side hallway of HQ, with Mai’ik lobbing arrows from afar, and Vex fighting backwards down the hall, the B.A.S.E. ladies begin to fight for their organization as green flashes fill the lobby. A quartet of Zhentarim drop into piles of dust. Meanwhile, the office crew is being swarmed, with Sebastian beating down the Inquisitor, his troops around him trying to fight off the party’s invasion. Salazar watches the Inquisitor raise a horn to his lips, attempting to blow the dark, twisted horn – and it sounds, but the effect was counter spelled at 7th – stopping the teleport that the Inquisitor was activating to attempt to extract himself and six of his nearest allies. The Inquisitor’s compatriot rushes to him, casting a spell after the party’s counterspells are exhausted, dimension dooring his commander to safety, abandoning the rest of their fellows to die. And die they do. One after another, being dropped, while in the main hall, the B.A.S.E. ladies finish off the Zhents that didn’t flee them, and Vex begins running in after helping Mai’ik finish off the last few from the lounge and main hall. Office crew loses the wall of fire, and fights out into the hallway, discovering Dozan laid out from Zhentarim attacks after dusting one of their magi. Rushing to her rescue, the team fights the Zhentarim forces back towards the teleportation room, where a thrumming powerful magic had activated in the meantime during the fighting. With a handful of Zhentarim making a run for it, Sebastian and Lumos rush after them on foot, halting one in his tracks, while two dart through the beacon in departure mode – fleeing to who knows where. Zug Zugger aggressively rushes Salazar and dimension doors himself and the powerful mage directly to the backside of the teleportation chamber – in range of the active beacon and under its shield. – Salazar simply draws upon his deepest reserves and with an air-stilling incantation, dispels magic at 9th level, and completely deactivates the enemy’s beacon. With their egress prevented, the remaining two standing Zhentarim troops alive inside B.A.S.E. throw down their arms and are arrested. Clifford repentantly looks at the dozen corpses inside his completely trashed office and mentions that he imagines they’ll… have to talk about this. Meanwhile, Mai’ik discovers several remorseful copper tier adventurers, formerly homeless, having been hired by the Zhents, frantically stripping out of the Zhentarim gear on the front lawn of HQ. Sebastian rushes out and snaps a picture of the silly halfling, elf, dwarf, and human. Capturing the beacon, and clearing the building to ensure no further threats, the party is able to celebrate victory…. Though minutes later an explosion shakes Northbank – the new Zhentarim base cratered in an evidence destroying explosion, with throngs of Zhentarim troops and agents fleeing the city in 2’s, 3’s and 4’s, with two dozen ending up arrested, subdued or otherwise handled, and brought in to Police HQ. Zhentarim Magi-tech captured, their forces driven from Driftriver, and the Driftriver Crime Scene Investigation team standing victorious; perhaps it doesn’t matter who originally bombed Northbank, not when there are larger worldly concerns at hand. Besides. The town is saved, and a new dawn rises with a new month’s beginning over the once more free City-State of Driftriver.   Furthermore, on this day, A mistrise froze over the river. A band of curious BASE agents decided to check out the ice, and after some slip and slides, they found wild saber-tooths and wolves having a standoff. Both of which turned towards the party. As they fought the animals, Zaidu fired a cannon from a ship stranded in the frozen waters, exploding the cannon with an echo loud enough to attract a strange dragon which Fyne grappled and told not to move. A giant snow monster burrowed through the ice while the party finished off the lizard, and tried stomping on the party, but ultimately crumbled, giving way to a small squirrel that cracked all the remaining ice away. None of the party looked back at the explosion from the ship they put on fire. Fy'an, Venei, and Zaidu still hear ringing from time to time from being so close to the explosion of a cannon.

    Additional timelines
  • 1494

    5 /5

    Mirtul 5

    Una asked some powerful adventurers to go see Francois, to look into doing him a favor. The party left HQ in various means and manners to arrive at the crystal. They go ahead and get there, talk about the mission, where Francois wants him to do one small favor and go get an old friend to pay him a visit. Rajit gifts him some hydra flesh for his experiments involving mushrooms and other interesting things. He is incredibly grateful, so much so, that he teleports the party to their meeting spot with supreme confidence. The party arrives and looks around before a nyhahahah sound begins to grow and rise, and Ygorl appears, in all his skeletor-esque glory, and asks the party what they want. They explain, and Ygorl asks them to do him one small favor and get an old friend of his to laugh at a joke. The party asks what kind of joke, so Ygorl insists on a double dick joke, before directing the party towards a planar portal in this strange mountain site. The party enters the astral plane and starts wandering around before Sebastian yells off into the distance and calls the name of the friend, Rumentel the Great, and gets a strange rumbling reply. So the party wanders towards the voice, gets attacked by shadow-bats and Ma’ik, Rajit get their bows disenchanted. Defeating the horrible creatures, causing some to run, the party ventures on and encounters a strange amber pool of light, and after some consideration and debate, determine it leads to Bytopia. After more deliberation, Ma’ik decides to go scout into the other plane and finds himself stuck in paradise. The party, realizing this has been a horrible mistake, starts to make fragmented choices. Salazar and Lumos charge after Ma’ik. Rajit and Gilbert carefully off themselves to rejoin their bodies on the Prime Material. They talk to Ygorl and get fed a chocolate chip cookie for being smart and not going in a random portal. It tastes like entropy and they get teleported back to Driftriver. Cinder goes into the portal leaving Sebastian alone. Sebastian considers; then tells a dick joke, and hears faint laughing as he chokes himself to death, waking up in the prime, talking to Ygorl and telling him mission accomplished; so he rewards Sebastian with a chocolate chip cookie. It tastes like entropy. He teleports back to Driftriver. Meanwhile, on Bytopia, the remaining party emerged into a nice part of the plane, the orderly side, and enjoyed a pristine view while debating the merits of trespassing on different godly domains. After some back and forth, and with Ma’ik feeling great, they decide to go home; so Salazar wishes them back into the Atka markets. Arriving home, Ma’ik through a series of chance and choice, ends up Neutral Good, for good, and starts having these odd changes of heart, including giving away his money to Lumos for the Soulforge, among other interesting revelations. Salazar reaches out to Ygorl and gets Nyhahahahahahahahahahhahahahhahahaahhaha spammed in reply before being told that he intends to honor his deal. Francois is further re-informed of the success? Before the remaining party has a chat as they walk away.

    Additional timelines
  • 1494

    6 /5

    Mirtul 6

    Ghuun sought out revenge for the myconids he found in the mushroomified house. gathering a party to go seek the flashing teeth and sharp claws that chased them out of their home in the underdark. after questioning the myconids for directions to the old home they set off. passing an intersection with a webbed wall, a long pathway with the sound of water echoing from all around. it got so intense the ground even shook, but no sign of it. some slithering trackers arrived to get revenge on Ebb from a previous Hag encounter (unsuccessfully) a narrow stone bridge stretched into this massive chasm and bridged side to side. Stirges swept in an got a snack off of Bezu and flew away. A beautiful geode broke its way into the tunnel glowing with crystalline gems. The flashing teeth and claws had turned the tunnels around the myconid home into swiss cheese. It turned out the things in there were Kruthiks looking for their own new home. They had turned the mushrooms into bedding nd made a nursery. After taking down the Hive lord and chasing down all the runners they smashed the eggs but discovered some had been escaped with.

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  • 1494

    9 /5

    Mirtul 9

    Dwarves in need of aid! A middle of the night call for aid by the Greystone Clan is answered by some of B.A.S.E.’s finest. Teleporting to a Delzoun Waystone, they’re surrounded by Orcs! Fighting furiously for their lives, the party clears the hill, but not before the orcs manage to warn the rest. Preparing, going in loud to the temple dig site, the party fights inside, defeating another horde of orcish combatants before fighting down into the collapsed stairs leading below. Inside, they battle with a further crowd of orcish assailants before encountering various undead in the zones below and managing to rescue a few further dwarves before retreating after Moyra’s untimely shadowy demise, when the party split. Still, Clone is awesome, and Moyra returned immediately, so Sending’d Rajit who informed the party. Gathering themselves and Moyra’s things (And body), they conch back to B.A.S.E., resolving to return to solve the mystery of this new King Obould?

    Additional timelines
  • 1494

    11 /5

    Mirtul 11

    Nial the Archeologist, possessed of bright orange hair and an overly large nose had recently discovered the location of an ancient tomb belonging to the Qiaytiyarhi. Believing that the tomb will hold a stone of vast importance to understanding the civilization he tasked B.A.S.E. agents with teleporting to the entrance and retrieving the stone whatsit. A door with a face on it guarded the entry. Above his head was the word DONKEY. Eventually, Roxanne caused him to repeat DONKEY back to her. And the doors swung open. First up, a pit trap, with a razor wire hidden in a rope. At the bottom Acid? Next up, a bear trap. But a really big one that snapped shut around Barnabus, and released a bear upon his head. Thirdly we had a room of clay guardians that attempted to kidnap Roxanne, and Barnabus and Jacquie charged to the rescue. Fighting in the doorway the party defeated the guardians. This room had three door options for continuing. Behind door number 2 was a depression with water, and water weirds. and an inverted pit of nasty spikes for Jacquie. Venei froze a weird solid inside a block of ice. Door Number 3 now, a stone statue of a blacksmith and an anvil. Roxanne simply reduced the doorway out of the way. Continuing on a rather large room, devoid of anything but a trapdoor. That seems scary, let's check door number 1. Oh, large spike in the ceiling. and a hole in the floor. turns out the hole had a false bottom. And the door on the far side of this room was painted on. Great. Spikes are coming down. Let’s leave. Back to the trapdoor. Oh, there's water down there. Let's go down, but just the small members. Oh, look, scythe traps. But they're not moving. Running through many inactive scythes, a large golden statue of a donkey is discovered. The smallfolk bust the statue open with a crowbar. Inside was the stone tablet, a Rosetta stone! Huzzah!. Roxanne dimension doored with Venei back to the party. Escaping the tomb, saying goodbye to the door, and returning to Driftriver, the tablet was delivered to Nial.

    Additional timelines
  • 1494

    13 /5

    Mirtul 13

    A day at the bar looking for his friend Sebastian leads the Mad Mage Salazar to chaperoning the monks three apprentices on a trip to Theodesious's new demiplane. Traveling along with the sickly dragon, Runna, the party manages to make their way safely through Theo's forest realm and convince two Archfey to return with them to aid in the investigation of the missing Sala and the dark forces that have been targeting the area. They soon find some disturbing information about Runna's sickness but before things could get too downtrodden, Salazar transforms the area of Sala's into a “CandyLand” playground to cheer up his comrades and refuel the playfulness of the Archfey they've picked up.

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  • 1494

    16 /5

    Mirtul 16

    A neighborhood in Eweford hasn't been heard from in days. The party was sent out to investigate. A magnificent cart is seen in the middle of a little park. A small boy is crying nearby and tells them that the village went in and never came out. Fy'an ripped the doors off to prevent them from being trapped. The wardrobe had a portal. Going into the portal they found their way into Tasha's Madhouse. Inside they found faceless people asking to let them lead the party around. They didn't faceless ones dead. Then a man extracting a soul. He dead. No question. Then a mirror maze showing reflections of the party having made alternate formative decisions. Let's get out of here. Then a man on a throne who looks like an amalgamation of them all. He's dead too. Then a feeding room with people being fattened for slaughter then brought away into the kitchen. Full of humanoid animals? Oh, look they’re dead too. On to the bottom of a pitkinda full of discarded pots and pans and dishes. How do we get up to the platform? A way was found. And the fight ensued. the climbing rope got thrown free. Thunderstep was applied liberally. And a bag of flour as the Coup de Grace. But it turns out you cannot escape while the demon is alive. So the demon gets slain and the party returns to HQ.

    Additional timelines
  • 1494

    18 /5

    Mirtul 18

    (Continued from Ches 6) As the last remaining members of the expedition into the desert enter the sphinx’s lair, they’re met, spoken to, and welcomed by Lostheus, meeting his associate Maat, and rewarded with a series of strange new devices to attach to a limb, to aid the party with future endeavors involving their… meddling with time. After some long conversations, information exchanges, and even a farewell to a long-time friend, Theodore, Moyra, Ed and Pahhu make their way back to Driftriver, to close the door on a long series of adventures, at least with these companions. Pahhu is left to wonder after the loose ends still out in the world and across the planes.

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  • 1494

    19 /5

    Mirtul 19

    The party left the city via a boat rented from Tarooq's boat emporium. The Arooq clan lead them downriver roughly a day to the site of the tributary entering the river. The area was exceptionally vital with life overflowing and wildlife growing to 2-10 times its normal size. Yeppi chose to drink from the river and was increased to double his size. Deciding to follow the tributary north they came across an old abandoned fortress left over from previous Daleslands wars. Ambushed by giant chameleons, Yeppi was almost chewed to death but the party defended themselves and then headed inside. Opening a kitchen door they found a giant crab cooking a stew in a pot and then immediately closed the door and ran away. They continued to pass through the fort and eventually came to find a family of odd giant beasts eating dinner with an Ettin Druid. The Ettin and Arlan came to terms with leaving the land, and Arlan convinced the family to come with him to Dritriver to form a grove.

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  • 1494

    21 /5

    Mirtul 21

    An anonymous note was left about a "problem" that Driftriver has been having, directing the party to ask for Chastity at The Satin Flute. Jin Rai asked to speak to and ask questions of Chastity and was met with a large man recommending he not ask questions and get lost. Magpie attempted a disguise as a wealthy half-elf and asked for Chastity's business and found a trapdoor under the bed. (By twisting a shiny knob in The Satin Flute.) Underneath the bed, a secret hideout was found. Physical traps were found, but the magical trap was not. Saphi tripped the alarm and alerted the thieves paying three dragon ante nearby. And battle ensued in the narrow stairwell, downing some fighters. Once they were dealt with, a bungled attempt to sneak into a nearby bedroom alerted the sleep "Chastity", but he was slain before he could react. Some of the gamblers were taken hostage and interrogated by Magpie, discovering that "The boss" is usually in the armory planning. Venturing through the training room, where Mirai practiced his trap dodging, And Miles set off some poison dart traps. Up the stairs, surprising "The Boss'' and his planning lackeys. Mirai got mazed, for about 2 seconds, then was freed by Saphi. In the armory, Magpie picked up a shiny sword, and the door shut. Saphi managed to sneak the shiny out, and set the entire place on fire with Miles' help. After committing arson and burning down the block in Octavia Walk, Jesse worked to assist in putting it out, but The Silken Flute is no more.

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  • 1494

    28 /5

    Mirtul 28

    The party, after being summoned to B.A.S.E, met with the eccentric sea captain. He explained that his brother had been missing for eight years and he had finally discovered a clue. The group escorted him to an island where they found a group of seafolk living in the surrounding oceans. After fending off the first group of attackers the group talked with one enemy they had captured and he told them that the sea captain's brother was going to be used as a sacrifice and that he had been being held prisoner all these years. The group descended into the ocean depths but upon reaching the altar where the seafolk were performing their ritual the group entered a fierce combat. Fighting off the sharks and the seafolk soldiers proved to be a bit much for the party and the ritual completed on the sea captain's brother transferring his soul into the ancient giant construct. The giant machine quickly dispatched the remaining enemies and a touching reunion was had. Also on this day, a party was dispatched to investigate a certain new cult that was wandering sections of the Dalelands near a village called Knife’s Edge. ‘Borrowing’ the SS Tiny Dragon to go upriver, the party works to locate this cult. Discovering that this was some kind of cult of ‘Timmy’, led by a talking bard-donkey, Champ, and discovering that the goings on of the cult of ‘Timmy’ are intentionally good, but unintentionally bad, the party delves into the realm beyond dreams to discover answers but finds only madness instead. Randy returns from the beyond, so to speak, with a strange compulsion and almost immediately, some tentacled aberrant creatures attack. Defending Knife’s Edge, the party manage to subdue Randy VIA holy waterboarding and return him to Driftriver, bringing the SS Tiny Dragon back some days later with the remainder of the party that didn’t conch back as some did.

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  • 1494

    30 /5

    Mirtul 30

    As a follow up to the previous visit to Knife’s Edge, a new party is gathered at B.A.S.E. HQ by a new update to the badges, where they buzz to summon appropriate people to site. Being explained the situation by Clifford, the Daleland Merchant’s Coalition has requested B.A.S.E. to investigate a series of attacks on villages seemingly related to the previous goings-on near Knife’s Edge and the surrounding region. Gathered up, the party departs on a hired ship from Sarooq’s Boat Emporium, a sailing ship crewed by indentured servants, tieflings saved from the blood war, apparently. Either way, the group heads upriver and reaches Knife’s Edge, speaking to the folk there before being directed towards the south-east, and the creatures that had attacked them seemingly gone that way. Tracking through the woods, the party finds a failed ritual and a body chewed up, then proceeds onwards and finds a ritual in progress by a different creature but watch it completed, fighting what comes out of the pentagram portal before vanquishing it together, and deciding to return the bodies to Knife’s Edge and heading back for now… to return at a later time. After a reunion and gathering of some new faces, the party gets briefed at B.A.S.E., heads to Hyssop Home for a quick run-in with Zug and Quinton, alongside a stage-speech from Imna to inspire the party going forward. Using an Eddie-Rock to teleport to a farm adjacent to Shadowdale, Quinton bids the party well and heads back to Driftriver, while the group decides to check in on the new farmers that have taken residence in the old farm once terrorized by a Terror of sorts. However, having arrived at night, the party finds themselves confronted in a somewhat hostile manner by the scared country folk, even a misunderstanding with their bugbear companion causes a tense moment before a bargain is struck. Protection in exchange for a place to stay the night. Accepting such, the party settles into a series of watches that end rather abruptly around 3:30 AM when suddenly.. Imna, Jimmy-Joe, Ghuun’s Worg, Graf, and Myrrh are all drawn into an uncontrollable HATE from an unknown source. As the party tries to sort out what’s going on, many-eyed, tentacled beasts begin appearing from invisibility, trying to devour the party members that aren’t as maddened. Imna tragically strikes down Jimmy-Joe before setting to work in eliminating Aurea. Myrrh begins duking it out with Elanor and Ghuun, who opt to eliminate the strange creatures before handling Myrrh. As the chaotic fight develops, two of the three aberrant monsters end up slain, with a third fleeing into the night, and the maddened party members find themselves again after a full minute of sheer overwhelming hatred. After a brief flashback to previous night’s events, the party gathers in the front hall of B.A.S.E. HQ, and goes to teleport up towards Shadowdale. Trekking across the land towards Knife’s Edge, the group managed to track down the old fighting spot and start trekking southeast. Finding a massive tentacled winged thing, the party fails to sneak up on it and end up fighting it to the death, before tracking down it’s ‘companions’ in an old elvish tomb a bit further away. Failing again to sneak up on the tomb’s new residents, the party ends up in a pitched battle where creatures try to dominate members of the party to turn them on each other, to some useful effect before they manage to get snapped out of it. Finally, after a good mopping up, the group ventures inside before waves of HATE fill several of their hearts, and a conflict erupts between the party and several aberrant creatures. After barely all surviving, the group gathers to rest and finds half of themselves beset by further madness. As laughter accompanies the group from Barnabus towards the final door, they freeze the lock, meet a strange creature that steals Ruwen’s mind away temporarily, and then promptly kill it, before departing for home, and curing those that they can.

    Additional timelines
  • 1494

    6

    Creation of New Halimar
    Population Migration / Travel

    The remains of a portion of the Merfolk capital city of Halimar from the plane of Zendikar, this district was shifted entirely across planes during the events of the Maelstrom in Kythorn 1494 DR. After suffering heavily in the magical tragedy, the city found itself suddenly at the whims of foreign governments and the bizarre ecology of the River Ashaba. Home to nearly 400 merfolk the city continues to stand as a somewhat culturally distinct entity within the city of Driftriver, though a number of other races have taken advantage of the new district such as tritons, sea elves and other aquatic races. Relations are currently good between the district and Driftriver, and construction is rapidly reshaping the lakebed of the Pool of Yeven. The merfolk have offered the city quite a number of marine services and many have quickly integrated into the economy of the city.

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  • 1494

    6

    Creation of The Undertow
    Founding

    This cavernous district was originally dug out by invading Underdark forces during the events of The Maelstrom in Kythorn 1494 DR. The tunnels descending into the Underdark are sealed, at least for now, and the district now serves as a subterranean home for the denizens of Driftriver which prefer the cool and dark environment. The district has quickly become crowded with small, tightly packed buildings occupied by dwarves, kobolds, goblins, and even the occasional minotaur or naga. The Undertow is a relatively cheap place to live due to the inherent dangers of the district, being adjacent to the Gnarled Grotto. The Undertow is also a major throughway for the people of New Halimar to enter the city proper, as it is the only directly accessible part of the city for the submerged district through a series of underwater caves.

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  • 1494

    1 /6

    Kythorn 1

    An anonymous note from the mysterious -V- arrived at B.A.S.E. H.Q. alerting people to the presence of a terrorist cell in Driftriver. In a Lahaina docks storage locker, boxes of files were found, detailing shipping manifests, and a business card for The Silken Flute. Using this information the party headed off to the warehouse to find out what's up with the caterpillar cocoons. But not until defusing the grumpy old man who owns the storage units and took offense to them breaking his doors off. At the warehouse, they spoke to a drow through the door and attempted to perform a routine inspection. They were having nothing of this and slammed the door in their faces. Initiating some stealthiness, the windows were peered through, and shadowy figures were seen. On the back wall, a window was just clear enough to see through and they saw a captive? turtle? slow? So Saphi went through the window and found out what's up. But teleporting in is rather surprising and the man screamed, Mirai broke the window and sprang into action. Combat ensued with sneaky drow, Val got knocked out. Misho ran a lot. Really, a lot. After the battle turned in favor of the party some attempted escape but were cut down on the way. While planning to keep one alive it turned out he had an intellect devourer in his head. Which popped out when the H.P. was low enough the brain came out and devoured the intellect of Mirai. Questioning the captive they discovered a bomb plot with a spell involved, a ritual sapping the captives lifeforce, a kidnapped wife, and other nefariousness. Further on this day, There is poison discovered in the water. What starts off as an interesting chase following Sir Frederick the Flumpy leads a party to an interesting discovery of terrors that may be lurking beneath Driftriver.

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  • 1494

    3 /6

    Kythorn 3

    Clifford sent a task force of adventurers to investigate the chaos at the cliffside. The team were dispatched with great haste to board one of the only ships left in the harbor, an old retired pirate vessel named the Black Daschund. The captain and his crew, well motivated by a hefty bag of platinum coins, were happy to offer up their boat to the reefs if it came to it, as they had already committed to leaving the life aquatic behind. The crew managed the choppy waters and soon found themselves at the edge of the wreckage. Cornelius spotted unusual reefs and other salt-water species in the river below, with many of them floating along the surface of the water, killed by the sheer forces ravaging the area. Curious merfolk swam to the surface and established contact. The merfolk soon learned of the truth of their plight, transplanted from their home plane onto another planet and another land, their society and city fractured beneath them. The party offered to help with the search and rescue efforts of the residents of Halimar and soon found themselves fighting off Sahuagin raiders. Cornelius, Myrrh, Ion and Ghost Hunter made significant contributions to the rescue efforts and left a very strong impression on the Merfolk. The party followed back the Sahuagin raiders to an underwater cave created from collapsed rubble and found it to be a spawning pool for Sahuagin and sharks. They attacked and defeated the Sahuagin, but the guerilla war in the collapsed underwater cities is only just beginning. Additionally on this day, (Continued from Kythorn 1) The man rescued in the previous anonymous note adventure provided information to attempt to prevent a major act of terrorism in Reamsburg. At the Royal Gryphoness a bomb plot was planned. Interviewing him revealed some details, enough to guide some efforts. Misho attempted to speak with a body from the warehouse fight, the dead were very unhelpful. The girls had a girls’ morning out, drinking mimosas, getting lost on the way to the bathroom, making hairpins, and peeping windows. drag marks from something heavy were detected into one of the rooms justifying the peeping. After some discussion Blood Hunter decided that they must be vampires due to the heavy box, and blood sacrifice and went to investigate. Forcing someone to attempt to open rooms, and disturbing a little old lady who yelled at him for interrupting his sleep. Then he forced his way into the main bad guys’ room initiating combat. Misho and Bloodhunter initiated things, and Misho yelled for evacuation. The rest of the party scrambled to catch up. Avah smashed in through a window and began attempting to defuse the bomb, but the stress got to her. Once the bomb reached a certain fevered pitch the bad guys ran giving her the chance to disarm. The outer main explosive was defused, but the casing for the inner proved too tough to get through. And the polymorph bomb went off transforming half the party and half the living enemies, causing chaos in the streets. After some infighting between an owl and a tiger, a rager and an elk the polymorph rune was disrupted returning anyone who survived to normal. Finally, tasked by their ever charismatic captain, a party ventured forth to a small hamlet. Where they immediately scared and befuddled the locals. The ever diligent sleuths followed the wagon tracks into the fields alongside a peaceful tributary that fed into the Ashaba. Before long the crew can just barely make out voices, nearly drowned out by the sound of a waterfall. A tactical approach was taken, and then immediately thrown to the wayside by Hroth and his extreme disdain for being shot at. A small amount of sleuthing later and who would have guessed? A cave behind the waterfall? A few stalagmite lightning rods later and Seres awakens the figures surrounding the lodestone. But with their end in sight, surely two figures composed of solidified air would be of no threat to these mighty adventurers. Then the goop started pouring out! A long, goopy, and elemental fueled battle later. The lodestone has been successfully bagged! Mission accomplished.

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  • 1494

    4 /6

    Kythorn 4

    Called to B.A.S.E. HQ by emergency summons, the party is briefed in a somewhat discouraging way by Clifford, as he recounts how a rent in the Archway is spewing monsters out into the streets of the city, and the TPD is nearly overwhelmed. Told that they have at least an hour or so to prepare, the party decides to take Alessandra’s direction and go to the Soulforge to prepare for the fight ahead. Taking heart in Alessandra’s words, the party is inspired before taking part in a magically reinforced meal to inspire them as heroes. Rolling up to the Archway on a cart pulled by Fresco, the party spills out to report to the Chief of the TPD, Jeremy Haverford. The nobleman directs the party towards the problem area just as underdark horrors burst forth. The party orders the TPD officers to control the crowds of people in the marketplace south of the violence, to mixed results. Fy’an, Zith, and Venei fight hard to stem the tide at the main opening, with Myrrh, Jacqui, and Alessandra taking the flanks and supporting roles in the ongoing fighting. Several spells are flung out of the cave, Myrrh’s wall of fire being dispelled by a nefarious drow magi that was lurking greater invisibly during the bulk of the fighting. As the party fights on through wave after wave of oncoming monsters, a second tunnel blasts open as an Umber Hulk leads a squad of Bugbears onwards towards MORE innocent people. Fast acting from Jacqui, Myrrh and Alessandra prevent disaster, and while they are distracted, the magi begin blasting Fy’an and Zith in earnest, nearly disintegrating Zith before Fy’an sacrifices a burst of magical runic energy to save his life. The party all begin to reconverge to fight against the drow, illithid, and Fomorians that were the bruisers at the back of the army. Working in tandem to surround, restrain and capture the illithid and Drow mage, both of which were retreating; Fy’an executes the illithid with a dead bugbear, while Myrrh, Alessandra and Zith manage to flour-shackle-paralyze the drow in hilarious form, taking him prisoner. As the majority of the party fought to secure the cavern, Jacqui rode back towards the TPD and the riot that was taking down officers one by one; riding to the aid of the Chief of Police, using a Major Image and patriotism to great effect, managing to sway a massive crowd of rioting citizens into patriotic cheerfulness/compliance. As the TPD officers charge forth to relieve the brave B.A.S.E. agents, Chief Haverford negotiates with the party to march out side by side with the prisoner, and to take said prisoner to the TPD HQ for securing in their Dimensional Shackle’d cells. As the evening comes to a close, Fy’an goes to get his Fomorian Mutations looked at, and after a night’s sleep, manages to revert to being more himself. After reporting to B.A.S.E. Clifford ensured that the noble agents were well paid for their efforts in securing the breach; for now. Furthermore on this day, On a routine training outing, the earth began to split and the armies of the underdark began to pour out into the streets of the arch. A piece of machinery that was supposed to be the training dummy for the adventurers was stolen. Orcs invade The Arch. Lumos leaves the party to fend off the orcs while he goes to make sure the citizens of the area get evacuated. The party fought hard but the orcs knew dark magics that allowed them to manipulate shadows. With this power, they managed to take one member of the party.

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  • 1494

    6 /6

    Kythorn 6

    The party prepared to fight back against the encroaching underdark critters by dismantling their means to the surface. The tunnels. They proceeded down and dispatched 3 illithids while another escaped. They fell victim to the arcane wards and traps which removed the party’s incoming buffs. They proceeded deeper without hesitation to fight off the purple worms, however as the fight went on the worms got bigger and bigger as they realized they only found the babies at the start. They fought well but ultimately made their escape, returning to base, whereupon leaving Sebastian managed to kill two of the adolescent worms making the final kill count 4 wormlings and 2 adolescent worms.

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  • 1494

    9 /6

    Kythorn 9

    As the crashing waves settle against the stony base of Highcliff, an adventuring party from B.A.S.E. manages to sail out on a ship, making contact with the merfolk of Halimar, establishing B.A.S.E. as a point of contact, and rescuing dozens from peril of the crumbling remains of parts of their city. This effort is met with high praise, and none so high as that of Commander Mitek of the Halimar Royal Guard. Saved from one crumbling structure, he eventually recovers after a few days' time, unable to find his companions that had been escorting one "Lady Driffany" in the part of the city that had seen cataclysm wrought upon it. Contracting B.A.S.E. Agents to find and recover his companions, the Agents themselves met with mortal peril as one of their number was struck down in the course of combatting forces from the Underdark, Drow Soldiers that showed no mercy, forcing the party to retreat for aid, to bring their fallen companion back. Unfortunately, this time spent going to recover their fallen led to the Drow forces discovering the incursion, the many of their dead, and the means of entry used, and securing such against further (easy) incursion.... and executing the trio of Royal Retainers that had been prisoners. With the tensions now rising between B.A.S.E. and the Halimar Merfolk, Commander Mitek scorns those that wear the badge, for their failure, as he wears the dented, damaged Royal Guard brooches of his fallen companions... the only thing that'd been discovered of them, on one of the sandy banks of the Ashaba, days later. Additionally, on this day, Zug Zugger gathers all he can find for a mysterious mission. It’s actually just to go take care of a bunch of his clan that found him again. Oh, and apparently they worship Orcus and other Orc Gods now. With many shenanigans involving purchases of horses, travel overland, fighting in a swamp, hero zombies that wouldn’t die, a constant ‘waaagh’ of orcish fury, all ending with a pair of odd orcish skeletons that guarded an orcish crypt that contained some kind of odd communication device that blasted people’s minds and asked them to serve it. As it turns out, Icarus tolerates no crap from the mysterious voices in orbs and just breaks everything before falling unconscious on top of it all. The party reports back that they quelled Zug Zug orcs and broke the device…. But questions remain that may one day get answers.

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  • 1494

    10 /6

    Kythorn 10

    Doge Clifford Blythe gathers a number of reputable B.A.S.E. agents in the lobby at BASE to brief them on a rather important diplomatic mission regarding Halimar. The diplomatic situation is in jeopardy, with Dragon’s Reach originating Sea Elves sending a shipment of goods upriver; alongside a diplomatic contingent intent on signing a treaty with Halimar, to draw them away from Driftriver influence. Heavily implying that they could take several avenues to solve the problems; Clifford throws 100,000 GP in Cormyrian Bank Money Order Slips at the party, to allow them to spend funds as required; with stipulations that sub-contracted missions cost a certain allocation of their funds. This in mind, the party has their funding set, on top of their own assurances of payment; as they’re asked to secure Commander Mitek’s favor after some… unfortunate happenstance with his fellow royal retainers’ deaths. Set to the primary task of securing Halimar with appropriate building materials, food, and medicinal goods; the party is quickly convinced by Pahhu to head west; to Lake Sember, and to the aquatic elves residing there, and the city they inhabit, to see if they’d trade with Driftriver. This seems agreeable to much of the party; and with a simple teleportation spell from Pahhu, they arrive at a smaller lake, a half day’s walk from Lake Sember. Meeting a somewhat familiar dryad, Pahhu gathers a little information on the current goings-on, and with Ma’ik, leads the party northbound. Soon arriving near the latter side of dusk; the party encounters an unlikely pair of wood elves fishing in a rowboat, making their way off the lake, and beginning to steer clear of the strangers. After flagging them down and some tense, if polite chatter; the pair, Elandorr Nerilar (disguised as a woman, actually a guy) and Elidyr Sylceran (A male elf), invite the party to camp with them, as the directions they’ll need to the aquatic elven city, Hyaline, won’t be any good until the next morning. Finding out from the pair that the city is closed, and has been for a few years; roughly as long as Driftriver has existed, it’d seem. This has caused some poverty to spread among Semberholme, and the regions surrounding Lake Sember. Barely subsisting, and seeming outcast from their clan, the party does convince the couple to confide their hopes and dreams. Elidyr confides that he and Elandorr hoped to wed, in Myth Drannor, but lacked the means to safely reach the fabled city. Ma’ik, struck by a discordant feeling of past heartache and friends lost, nearly wordlessly produces fifty platinum pieces, handing it to the couple and insisting they take it, citing “old memories and old friends”, before disappearing to brood for much of the rest of the evening. As the shared meal and conversations wrap up, Salazar goes to experiment with some magic at the bank of Lake Sember, before deciding the better of it and retiring to bed. The next morning finds a sunny day; with the party having roughly just that day left for them to plan and find a solution to the Halimar supply problem. Following direction from their new wood elven friends, the party applies water breathing and dives beneath the gentle waves of Lake Sember, winding from shimmering coral to shimmering coral; finally alighting on a lit welcoming platform, in front of a rather... Closed city. A heavily armed contingent swims from the gate, where the party meets Captain Adrel of the Hyaline City’s Guard. She recounts the circumstances of the city’s closing and the difficulties faced by the residents after such a long lockdown. With their problems varied, but mostly to do with Mistrisen creatures making their way into Lake Sember; Salazar promises direct aid, and requests directions; before the party shares a meal with the Captain and speeds off to handle some of the existing threats to the city under the lake. Defeating in short order both a pack of devilish sharks and their brethren and a massive Hydra with its handlers; the party returns to Hyaline to report success in their missions; the intention to send a team after the great Sea Serpent they were unable to find in their time they had to them. Accepting this, Captain Adrel arranges a meeting with one of the five that sits on Hyaline’s ruling council; Lord Laeroth Maglynn. As the lordship sits down to negotiate the needs and desires of the people of Halimar, Sophia and Salazar collaborate on an estimate of quantities; and then start to hammer out terms of delivery. While barges are proposed, they would take a tenday to arrive, when fourteen days remained before the arrival of the Dragon’s Reach supply caravan from the east. Finding this unacceptable, and the need for security rather costly onto their coin; the party allocates twenty thousand for hiring a capable team to hunt down the Sea Serpent; while they negotiate with their remaining coin. Salazar comes up with the idea to ‘Gate’ the barges with Sophia’s help, able to send a dozen a day through to Halimar directly with their combined efforts. With the estimated supplies, it’d take ten days to send all the barges, and they set to work nearly immediately. Rushing to the diplomatic meeting the next day, via some teleportation and swift boat travel; the party manages to arrive to watch the opening exchanges between Commander Mitek and the Sea Elven delegation leader; Darshee Dorwenys. As Darshee works to secure an alliance with Mitek, the party interrupts, indicating that Driftriver is more than amply able to serve their needs, and has already begun delivery of supplies. Nearly in disbelief, Mitek has his aide, a mage, cast scrying over Halimar… to see, lo and behold, barges already being unloaded and material being taken into Halimar. With the breakdown of the simple reason for the negotiations, Darshee swears revenge on B.A.S.E. and reveals herself an arcanist as she teleports her contingent away. Mission accomplished, and relations salvaged into cautiously optimistic territory with the folk of Halimar and their ‘apparent’ leader in Commander Mitek, the party is asked to make good the one fatal mistake B.A.S.E. has made. Retrieve his fellow royal retainers, dead or alive; for they are sorely needed in these difficult times. As the party agrees to help, the mission comes to a close.   Finally, on this day, Scouts reported that an Underdark swamp had some form of unrest going on. Agents were sent to investigate why the invading forces were interested down there. A bullywog appears to be living down there and may or may not be a part of it. The bullywogs were guarding a temple with a sarcophagus, but the sarcophagus was entirely empty, maybe the body is somewhere else. They went over and harassed the orcs who appear to be a part of the invading force. After capturing their wizard, and defeating both the orc host and the zombies invading the orcs, they learned that the orcs were attempting to gain the assistance of a "Bad-ass" necromancer living in the swamps. An extra large skeleton snake. As things wrapped up, the party made plans to return to find the necromancer.

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  • 1494

    11 /6

    Kythorn 11

    (Continued from the latter entry on Kythorn 10) Returning to the swamp the party returned to finish what they started. Pushing on through the mucky, murky swamp they found the remnants of where the orcs attempted to stand against the undead, unsuccessfully. The battlefield was strewn with bodies. Jetto did his best to scout ahead. But eventually, the sentries were dense enough a small fight broke out. Alerting the Lich-to-be to their presence. In the battle, Ion came to the edge of death. Defeating him and then moving to the device being charged by the souls of some captured innocents. Bix dispelled the soul catching magic, and saved a few. Jetto climbed down and freed those that barely survived. Additionally, on this day, a party was brought in as a diplomatic group to leverage their relationships to current events and further the political interests of Driftriver. The negotiations began somewhat awkwardly but the conversation soon solidified around a few central concepts: Land Jurisdiction: The city of Driftriver would not budge on maintaining land and legal rulership over the territory.   Waterway Passage and Jurisdiction: The people of Halimar demand that Driftriver does not permit boats to pass above the remains of Halimar. B.A.S.E. will clear the Sahuagin from the river and will provide security for the Merfolk of Halimar. Negotiations have set the stage for the next steps in approaching the circumstances surrounding the subterranean dangers, and peace would be assured between the people from Halimar, now, New Halimar, and those of Driftriver.

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  • 1494

    12 /6

    Kythorn 12

    Chaos in the inner city! Forces from the Underdark are invading the streets of Driftriver. Lumos has commissioned a team to go behind enemy lines in an attempt to find out what it is that is commanding this army to attack Driftriver and to find out why they are so interested in taking the citizens of Driftriver. The party has made its way into the tunnels and found all manner of horrors within, continuing to fight, the party, after taking 10 minutes to catch their breath, made their way deeper into the tunnels to find mind flayer controlled creatures and constructs guarding a pathway to a mine shaft. The party was able to find out that the mine shaft was in the same direction of B.A.S.E HQ. The party stopped the construct that was digging the tunnel and found another digging what seemed like a channel towards the Ashaba. The mech digging under water was also dealt with. What could all of this mean? Where is the lost B.A.S.E agent ViVi? What will happen next time in the underdark? Questions swirling as they reported back to HQ. Additionally, B.A.S.E. Agents are hurriedly gathered together to quickly react to a Sahuagin attack upon the daily Gated in Barges from Hyaline. Handed off to Diplomatic Corps Zug Zugger in the fore, they’re teleported to Lahaina Docks, where a barge is off-shore being assailed beside the Black Dachshund. However, there is a battle group of Sahuagin rushing the Thaumaturgy Police Department guards that were mobilizing on shore. With a mighty effort; the party rallies and drives back the shore attack, saving all the guards, save one that loses an arm. Rallying around Diplo. Corps Zug Zugger, the party accompanies him as he teleports them onto the Black Dachshund and they collectively push back the second wave of foes. Rushing to save the second barge that’s drifting into the shore; the party horn-teleports there and with a mighty, rapid effort, stops the barge cold; handing it back to the New Halimar Merfolk, and going to drink to their victory together, once they’d reported their success in at HQ.

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  • 1494

    13 /6

    Kythorn 13

    Informed of the promises made from members of B.A.S.E., a party is dispatched to Lake Sember to go ahead and take care of a singular sea serpent, so they thought. Meeting a Marid on the shore, the party offers too much information and gets asked to become slaves. Declining, the party defeats the marid and his slaves and then heads into the lake. Making their way to Hyaline, the group manages to get oriented and start tracking down their quarry. Managing to find a recent hunt, they hide… and commune with nature while watching sharks and sahuagin feeding on the big catfish. Watching the sharks and sahuagin leave; the party trails their rough course back to an underwater cove; where they engage a serpent… then it’s mate… and their hag mother friend in mortal combat. Eventually succeeding with their efforts, at the cost of a single life; the party manages to haul their fallen back, dealing with the serpent eggs, and departing to Driftriver. They also give all the treasure discovered over to Hyaline, instead of Driftriver. Clifford is /pissed/ at them but still pays them for work well done.

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  • 1494

    15 /6

    Kythorn 15

    A party, hijacked by Zug Zugger, went to Hyssop Home for a great meal knowing no more than they had a mission. Clifford came to Hyssop Home to retrieve his delinquent employees and immediately sent them off on the Black Daschshund to investigate reports from the Merfolk of Halimar of Sahuagin cooperating with landwalkers downriver. The landwalkers in question were a cult of kraken worshipers. (See: The Dark Cove, a previous game.) The party descended into the caves of the kraken cult and encountered a number of powerful Sahuagins, seemingly the elite of the remaining Sahuagin. They find that this deep temple has a number of machines and altars which operate on blood. When the cult is found they sacrifice themselves to feed their blood to the temple. The party then overcame a puzzle resembling a ship's heel and unlocked the vault below, RELEASING THE KRAKEN. A deep sea battle erupted in the icy deaths, hot spells sparked through the water with deadly arcing lightning searing many on both sides. At last, the Kraken got torn asunder, and the group cleared through the temple clearing Sahuagin broods and the remnants of the cult. On the way back the Black Daschshund succumbed to Battle Damage? And the heroic ship sank to the floor of the Ashaba. The captain swears to open a tavern on the docks with the insurance money and his restitution from BASE and will name it the Black Daschshund Bar and Grille.

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  • 1494

    17 /6

    Kythorn 17

    Gathering at B.A.S.E., a party meets each other, decides to borrow a boat if the expenses of operation are covered; and they are by B.A.S.E. Finding that neat, they proceed to requisition aid with the SS Spearhead. Meeting some pretty horrifying characters on the Spearhead, the party does safely arrive, even if the elves have to bunk with a donkey. They walk down from the ship and proceed to... Zap, Boom, Bang, Sahuagin die left and right as the party ignores literally every potential plot hook in favor of literal straight up murder. No quarter is given. Some not-humanoid-creature escapes their corporate-sponsored massacres of sahuagin bandits and such, and there appeared to have been some drow too, who also met their demise at the hands of the party. Reporting back, they’re lauded as heroes, because they did their jobs and they did it well.

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  • 1494

    20 /6

    Kythorn 20

    (Continued from Kythorn 6) A party went to clear out the worms, the party flushed out the worms via filling the tunnels with smoke. Sadly the worms took 40-50 civilian casualties and did roughly 50,000 gold pieces in damages to the town before they were successfully defeated by the B.A.S.E. agents, who then reported in their success to HQ. Further on this day, Margot invited her new acquaintances to celebrate her marriage with her at a local tavern. Jihalvan, Shalai, and Saphi arrive and after a few awkward introductions, it’s straight to the drinking contest. Alessandra, not being able to resist a party, easily wins the drinking contest. Jihalvan passes out and Shalai gets the brilliant idea to drop him into the fountain out front. Little did the party-goers know, this was the catalyst to an all out free for all. Margot had the brilliant idea to have a water balloon fight. So Alessandra takes off and comes back with a bag full of balloons. The tension is palpable as Alessandra passes out water balloons. The exact moment that everyone gets all of their armaments Lila takes off and nails Margot in the head with a balloon. This was the first mistake. The free for all breaks out and everything is going well. That is until Lila starts to cheat by casting Darkness on herself. Soon everyone is cheating by whipping out their spells. All are disqualified save Saphi, the single character that refrained from cheating. After an exhausting battle, Jihalvan heads home while everyone else heads inside to warm their bodies with the fire and their souls with a heart to heart. After a few revelations and personal discoveries, Saphi agrees to a ceremony of atonement and a ceremony of dedication to Selune. With friends made and new doors opened, the party dozes off to the heat of the fireplace.   Additionally, The crew of the Odyssey meets up in their warehouse to discuss what to do next. As they begin their interrogation intimidation, a shot rings out as their informant collapses. A vicious battle ensues, Bix takes a nap, Gineye narrowly avoids the cold abyss of death. Meanwhile, Geraldo is flinging insults left and right. Eventually, the party starts to pull ahead, so the assassins grab what they believe to be the lodestone. Little do they know Dalgan has some big brain IQ and already swapped the lodestone out with a fake. The party managed to apprehend two assailants, who were promptly suggested to give the party vital information. Soon the crew arrives at a spelljammer docked in Tinkerton. But things were quiet… too quiet. After making their way through the empty ship and feeling some very strange magical effects, the party manages to trick their way past the airlock. After a quick scouting mission they decide their best course of action is to charge in. After a long and grueling fight nearly ending with the loss of the crew they barely pull out ahead. After some quick searching they find their prize. After a bit of magical problem solving, they all escape with their quarry.   Finally, After a very noisy complaint from Karen about way too much noise down below, the party went through the caves, discovered a chicken murdering roper, and continued deeper chasing hammering/blasting noises. Deeper down they found a gang of rifle and grenade launcher goblins, fully equipped with metal gear, due to assistance of a self-isolating iron dragon. They took the goblins back to the surface to teach them to soundproof their establishment and give them tons of free food as a reward for being able to negotiate with the party instead of forcing a fight.

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  • 1494

    21 /6

    Kythorn 21

    Alarm sounds from badges. Wild gathering of agents. Absurd Orc Teleporting. And a fight beneath the waves. Unprepared agents circle back to fix their supplies, but find that their delay has resulted in their enemies getting ahead! Surging forwards towards some humanoid targets using some ranger abilities, the party arrives at a staging ground where their aquatic elven foes are loading wagons and preparing to flee with captive merfolk that were kidnapped from New Halimar. In spite of the fighting, it settles when the elven leader appears and threatens a hostage, but negotiations get started with Eddie and Zith eventually talking down the fighting. Eddie throws a bunch of money to buy the hostages back and settle matters before they could get heated again. With that, Darshee withdraws her forces and allows the party to leave.

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  • 1494

    24 /6

    Kythorn 24

    Lumos has requested a new group of friends and agents to take up his venture into the Underdark to find the lost trainee ViVi. After some investigations, they discovered that; Your princess is in another tunnel. The group after communing with Jergal realized that ViVi was down the other path and headed off to get her encountering a few more horrors along the way. After reviving the dead adventurer, Ma'ik went to investigate what was potentially a lair for a strange type of dragon. There he found many hatched dragon eggs. After reporting in and getting paid, the group headed their separate ways for a well deserved rest... for now

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  • 1494

    28 /6

    Kythorn 28

    A group of adventurers joined the front lines in the caverns beneath Highcliff and fought off an assortment of foes. Not a single creature was able to breach their defenses, nor escape the battlefield as all enemies were dispatched, many after being spin-cycled in a whirlpool for eternity as the party attempted to give them a taste of their own medicine by introducing the Sahuagin to the pleasures of being caught in a whirlpool.

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  • 1494

    29 /6

    Kythorn 29

    A mysterious letter arrives at BASE, commissioning a party to go and clear out an “Abandoned” estate. A short carriage ride with a grump driver later and the party arrives at the base of the mountain estate. After some exploring, bushwhacking, and sightseeing the party stumbles upon a shining coin that speaks to them. It wants them to save the lady of the house. After some experimentation, the party learns that the coin is the end all be all to petrification defense. After curing a fellow adventuring party and a few nobles of their petrification the group makes their way to the hilltop mansion. Upon arriving they show their lack of ill intent and talk to Philomela. Over the course of the conversation, the party convinces her that they mean no harm and talk her into touching the coin. A few loud screams later and Philomela reverts to her human form, free from her curse. But what’s this! The possessive demon lord appears and is enraged by what they did to his precious prize. A brutal battle ensued, Oweh was slain, the demon was slain. Philo revived Oweh, it was a mess. But the party stood strong and together they got down the mountain with the lady of the estate in tow.

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  • 1494

    30 /6

    Kythorn 30

    In the epic finale of the incursion from the Underdark, Lumos was holding a strategy meeting at the Soul Forge with some of the other known high-tier adventurers of B.A.S.E. During the meeting the ground began to quake and sirens across the city sound out with a warning of invasion. Lumos looks to his comrades for assistance in this terrible time of need. The group consisting of Lady Rowan Marsh-Morrian of the Lilac Estate, Hulfgar Nearwood of Hyssop Home, Mathias of the Pallid Scriptorium, Azrael of the Soul Forge, and Idhrenion of the Shadowdawn Monastery, rush into the fray immediately encountering a number of horrors. Pushing through the waves of enemies the group was able to make their way to the boss, the dreaded Doomholder. The group put up a valiant fight fending off all of the supporting enemies of the giant Beholder; however, near the end of the arduous battle, Azrael fell to the Doomholder's Disintegration Ray. Angered by the loss of their friend the rest of the group quickly dispatched the Doomholder thereafter leaving nothing but its DROPS-Enhanced equipment behind. Rowan gathered all of the ashes that she could and turned them over to Lumos to take back to the Soul Forge. In the hopes of restoring the valiant agent back to life. Reporting their success to B.A.S.E., the town closes up the breaches from below, and things begin to settle into a new normal, as yet another new month dawns on the town of Driftriver.

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  • 1494

    1 /7

    Let Slip the Dogs of War

    In the epic finale of the incursion of the underdark, Lumos was holding a strategy meeting at the Soul Forge with some of the other known high-tier adventurers of B.A.S.E. During the meeting the ground began to quake and sirens across the city sound a warning of invasion. Lumos looks to his comrades for assistance in this terrible time of need. The group consisting of Lady Rowan Marsh-Morrian of the Lilac Estate, Hulfgar Nearwood of Hyssop Home, Mathias of the Pallid Scriptorium, Azrael of the Soul Forge, and Idhrenion of the Shadowdawn Monastery, Rush into the fray immediately encountering a number of Horrors. Pushing through the waves of enemies the group was able to make their way to the boss, the dreaded Doomholder. The group put up a valiant fight fending off all of the supporting enemies of the giant Beholder; however, near the end of the arduous battle Azrael fell to the Doomholder's Disintegration Ray. Angered by the loss of their friend the rest of the group quickly dispatched the Doomholder thereafter leaving nothing but its drops enhanced equipment behind. Rowan Gathered all of the ashes that she could and turned them over to Lumos to take back to the Soul Forge

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  • 1494

    2 /7

    The Tiny Dragon S2/Ep1: Snow Day!

    Season 2 starts with a wild cameo of The Great and Noble Sir Lord Mayor Zug Zugger Esquire PHD AMB [ Thank you, Kron], who, under the guise of needing a vacation---saves [?] the tiny dragon crew. But what's this? Tension's arise when anew when a new stowaway arives, just what are the hybrids?

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  • 1494

    5 /7

    Lost ring

    The party gets summoned to go down a hole to fetch a ring that was stolen from a well paying customer of BASE. They are shrunk down to fit in there, and as they make their way past bigass spiders, and bigass rats, putting the first on fire and webbing up the second ones, they follow the hole to the hideout of a bigass grey cat, who almost had fish and rat for dinner! They safely retrieve the ring from the hoard of this cat, and bring it out for a successful mission, be it with a bit of guilt for Valeria, the Cat Slayer.

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  • 1494

    6 /7

    Them Kids Are Bored O’Th’ Food Again!

    A chef orders a candy delivery, providing a sketchy location of some candy. A variety of wonderful people have already been gathered because several other residents of Hyssop Home were rather annoyed about constant rambling about needing candy for the kids. Thus, the brave candy retrieval squad made their way to a parkette west of Driftriver, and found a pond, with several sculptures of an identical variety. Nonetheless, after some confusing slime fighting outside, they delved down into the cave, discovering a ladder down. Turns out it was a fringe part of the Driftriver sewers, where the party surprises a cadre of kobold sewer workers, whom attack them with a skunk. After some silliness, the group manages to vanquish some sewer drain slimes, take a break, then wander towards a green glow where there is some radioactive goo, radioactive crystals, and somehow at one point eight hyper-intelligent mice are conjured from another plane. After some mini-dragon on tiny mice threats, things get worked out, Toby licks a radioactive rock, and Miles spends a bit too much time beside it, and they get a bit sick, so everyone takes it home with the mice; and they find out that the ‘candy’ ruse was, well. A ruse. And they make the ‘delivery’ of the ‘rock candy’ and go get some help for the sick boys.

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  • 1494

    7 /7

    Fantasia Syndrome

    Our party of heroes find themselves investigating the strange occurrences at the Crystalline Village. Seeking out an end to the villagers...suffering, they boldly go towards ancient and complex secrets. Some of them get lost along the way, almost certainly, and now they stand before what may be their final hour.

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  • 1494

    9 /7

    The Tiny Dragon Crew's Ocean Adventure: [The Tiny Dragon S2/Ep2: More exposition?]

    Our heroes desperately seek information about their newest addition to the ship, but are called away in a rush to aid Tsux'za. They find that two of the council members are at Tsux'za's shop, seeking what they eventually discover is the body of Veil's younger brother, Soulis. With quick thinking, the party is able to save Soul and an unexpected new comrade, as well as discover some secrets about a certain BASE agent. However, when Livi refuses to return their sendings they discover him to have been stolen and brutally murdered. Deciding to reconvene, they return to their ship, leaving Roxy behind to look after Tsux'za for awhile. Upon returning to the ship, they finally come face to face with the source of the rampant Wild magic on their ship and gain another new ally as well as what might be the info they need.

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  • 1494

    12 /7

    Illiad: Power Surge

    With Ion racing out of the city carrying the lodestone on the verge of cataclysm. The party show up and deal with the threat. Then those damn nobles Gate into the scene and things get violent.

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  • 1494

    12 /7

    Timber Towing

    The party followed a little fox out of BASE, along the road west, until they got to a crossing, fought some ghostly puppers. Followed the fox some more after taking a wrong turn and fought some ghostly cats. Finally the fox got back on the right track and they found the tree of a dryad, being dragged along by 2 living wolves, and started dragging the tree. While draggin, and fighting about stuff internally, they were approached by Wightlord Geoff the Mighty, slayer of many, vanquisher of... He's dead already. They dragged the tree to the ranchlands south of Eweford, where the planted it, leaving a happy Dryad.

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  • 1494

    12 /7

    Full Circle

    The party is gathered, and pasts are shared. Upon utilizing the aid of a convenient grumpy old friend they find their way to the golden city, expertly infiltrating their way into Hughes' Manor. But getting out is a different matter entirely, and things only escalate with the reveal of Hugh's power, and the plain fact that their princess just might be in another tower..   The story wraps up with an exciting plan from our heroes that results in the devouring and destruction of Lord Hugh and his mansion. With some quick thinking and the help of some hidden-in-plain-sight notes, they are able to reunite Jacqui with her daughter, and leave her feeling a little more complete in life. Returning to Driftriver, our heroes can rejoice in a job well done.

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  • 1494

    12 /7

    Down the Banks of the Ashaba

    A halfing man commissions BASE to find his grandmother and her two friends. The party befriends trolls, avoids owlbears, and destroys everything else including a couple of young and unlucky dragons. A couple of hags are found with one of the old ladies but they are no match for the seasoned adventurers. The other two ladies are found safe and sound. A job well done!

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  • 1494

    15 /7

    Where Are They Going

    A mission rendered with some therapy to start us off; before water is drank, that smells so good. After exploring into a cave and combatting several sIMPs that challenge the party, they encounter Dell Bellfiend, who manages to sway everyone except Misho to keep drinking her succubus girl spring water, and start turning into fiends! A rescue must be mounted!

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  • 1494

    16 /7

    Comrades in Need

    (Cont. from Where Are They Going?) With an adventurer rushing back to report several fellow agents missing, a rescue mission is immediately mounted with zero pertinent information passed from the previous adventurer to the new group. So they go in blind, with nothing but a location. Arriving, they smell the nice water, and all resist, but Veillios drinks it anyway. They head inside, to the tunes of ‘Never give up’ in various tones, and sIMPs taunting from the sides. Tracking down more water, Veillios charged ahead, and fights began with some neckbeards. Fighting through the cave, and many imp ambushes, they finally find the succubus, her mount, and some captured gear on some fiends. Fighting hard, Veillios ends up lost, but the rest of the group recovers the lost B.A.S.E. agents from before.

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  • 1494

    17 /7

    A Mission from Scarlet

    A mission to clear out a stronghold and find a journal was ordered by someone known only as Scarlet. The party cleared out a number ghosts, undead, and a watery adversary. They avoided an enticing but deadly trap (as indicated by all of the skeletons). They bumped into an elemental and a lizardlike fiend who informed them they "accomplished their own mission" and left the party alone to find the journal.

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  • 1494

    18 /7

    Where's Grandma?

    The BASE agents were sent to find a halfling granny and her friends. On the way they found mercenaries who were hired to kill the same granny. The mercs were killed, as was a cyclops, some annoying plants, and a hydra. Oh and some blue folks from Ravnica came by with their big pet, but got scared off by the party. The halfling granny didn't get along too well with most of the young adventurers and she assured them she'd be back out there again soon.

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  • 1494

    23 /7

    Where did he go?

    (Cont. from Comrades in Need) With Veillios missing entirely, and his equipment back at B.A.S.E. the rescue squad assembled to find him can only fear the worst. Gathering themselves and pushing to the site of his disappearance after some shopping in the town, they find little but a blood spatter that… extends beyond the material plane. Deciding to send two of their number to investigate on the ethereal, they trace the blood trail to a mysterious fog bank that seems to only exist in the ethereal… which itself seems to lead yet even elsewhere, from that plane. Attuning a pair of forks purchased for such purpose to the ethereal, Idhrenion and Eve make their way back to the material after quickly exploring the borders of the foggy place.   With one of their number departing, as they question if the three-toothed gravekeeper Franchesco Richard VIII could’ve been the one behind it all, the grave cleric Mathias arrives to speak to the gravekeeper about a recently departed, and learns of the current plight. Now with Mathias, his son and his aide, Audit, the party opts to use, and break, one of Idhrenion’s tuning forks freshly attuned during his and Eve’s oily trip over there, and bring all to the other side. Now facing down the bank of fog, the party ventures in, in two waves, keeping close to their divine beacons of confidence (Lumos and Eve). Finding themselves in a dead expanse of strange, fog-addled landscape, they meet a couple of accursed souls that attempt to warn them off of moving any further within. Persisting, the party forces a fight with the guardians of the gate, and a river of accursed, trapped souls keeps animating shadows to attempt to devour them in the process.   Vanquishing the guardians, the party presses into the gate entrance, through an unnatural darkness, but heartened by their paladins, find their way forward without issue, until reaching a hilly, stony road that crosses a bridge over the same, strange river as before; and continues onwards into the gloom. Pressing on, they encounter shrieking skeletal creatures that fly at them from the fog, as well as a massive bone-worm that rips part of itself off into a dragon-like shape, all of which attempts to devour the party. As they head onward, they start to hear a strange voice in their heads.   Managing to narrowly press past the foes, they found themselves at a strange, shadowy, fog-riddled rendition of the same graveyard as the one by Driftriver. Guarded by a multitude of shades and wraiths, and their foe, bent over Veillios’ body, slurping on his soul. This foe taunting them in their heads, offers them a deal, a deal that would have the one closest to Veillios deliver an object to a city of the creature’s choosing; and hide it to the best of their ability.   In this timeline, Idhrenion takes the deal, and they see themselves leaving with a healthy, living Veillios in hand, arriving back to the material plane after plane-shifting back out from the strange, Shadowfell adjacent lands. Yet, even as these things seem to come to an end, they find themselves still stood in the Arch-Wraith’s domain, at the fence to the graveyard. Watching the dregs of Veillios’ soul slipping out of his fallen form, and their foe hidden in the fog, letting it re-envelop him to the simple words in their heads; “It could be that easy. What is your answer?”   Attempting to glean more information about the ‘deal’ offered, the party as a whole seems unsatisfied with the offer, and having found one of their number disappearing after the strange vision they’re granted; Lumos smites the gate to the cemetery open, and battle is joined. It’s a long, hard fight, with sacrifices being made along the way. First Evelina falling to the massive wraiths’ shadowy hands, then Na-Da meeting their doom as well. Souls plucked away into the wraith’s body itself; so it’d seem. With the long, desperate conflict coming down to a battle of comparative toughness in the middle of the foggy air, Lumos and the archwraith duke it out until the wraith discorperates, having taunted them that “It can never die.”. Nonetheless, granting them a reprieve to gather their fallen companions and try to figure out what happened to their souls. After much coffin-bashing, statue-smacking, and a fireball for good measure, the obsidian orb from Idhrenion’s vision comes back into view, in the remains of the statue; just in time for the once-turned wraiths to come streaking back into the fight, attempting to defend the object. Smote aside, mostly in part due to some powerful spiritual guardians, the wraiths end up defeated, and the remaining three trying to figure out how to get home… so they call a ride; Codex at the Pallid Scriptorium looking up from brand-spanking-new library books with a warforged sigh and casting -Gate- to bring the remaining folk home to B.A.S.E. After a tired greeting, Evelina is returned to life as the cloned Na-Da wanders into the room for their gear, and Lumos bears the body of Veilios back to the Soul Forge to be raised on the morrow. However… in conversing with Codex on their return, one thing remains abundantly clear. This isn’t over. They didn’t -end- that wraith. And it still lurks, all too close to Driftriver.

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  • 1494

    23 /7

    Money Laundry And You - A Zug Zugger Experience

    Money Laundering was prevented. Poisoned giants were cured, and Oweh Kthood refuses the love of a dwarven woman who has a husband already. The party makes a copper tier adventurer quit, and drives four off and away from the money laundering operation. Net result… is success.

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  • 1494

    25 /7

    A Plea for Help

    The party was requested to go and save a village from a demon attack in the hills to the south of DR. The group managed to fight back the invaders with relative ease and ended up staying the night with one of the country bumpkins to make sure that the town wouldn't get immediately attacked again.

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  • 1494

    26 /7

    Get to the Gate

    The group went to Baldur's Gate after being shown a mysterious letter. They had a nice reunion where Margot grew up and Jiraiya was generous in donating to Mother Gertrude and the Moonlit Sanctum. They headed to the market after being told about a vendor, named Mick, that could help them. Zaidu and Margot were pickpocketed while talking to Mick resulting in a chase. The party was able to coral the young thief and found him to be one of the people they came to help. Cybil bought a bunch of bread and people were happy. The young thief, Rowan, brought them to the Nest. They found around 30 kids living there for shelter and met Billy, the author of the mysterious letter. At his request, the party explored the sewers clearing them out and found a hatch. Jiraiya smashed this hatch and an underground lair was found. The loud entrance resulted in combat. The tanks tanked, the healers healed and dope stuff was done. The party found journals alluding to experiments imbuing metal with souls without introducing free will. Something called the Antumbral Syndicate was mentioned in the mean mage's personal journal.

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  • 1494

    28 /7

    The Hunter

    Come one come all as I tell you the tale of a group of BASE agents who felled a great beast. Called by the Hunter Aleena Sladen, the group set out on their task to unravel the mystery behind a string of murders in a simple town. Though some of the towns folk seemed unwelcoming of the group at first, it seemed the mention of the Hunter that sent them was all that was needed to put the peoples minds at ease. A trip to the mortuary gave them the clues of a strange disease like curse that may have gripped the people had they not perished to their wounds. The tavern proved a good trip as they were able to investigate the room of the most recent attack. A mess that showed the creature that had done the attack had not forced its way inside. Our adventurers found their target, the mortician, who was a Werewolf, that was unable to be satiated by the dead bodies he had access to in the town. A grueling fight ensued, cursing poor Elanor, and gaining the party a new friend by the name Ashlynn, a young girl in a set of onion shaped armor. With their new friend and Elanor cured, they set off back to Driftriver. Perhaps they would hear from the dear hunter again.

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  • 1494

    30 /7

    Lord Kluvonat's Leftovers

    Assigned a months old concern, now that nearby villages are complaining about missing people again, B.A.S.E. agents head up to Haythistle, meeting Count Resckrovant, a fairly rude bearded fellow in charge of the village, who, backed by Commander Hammerstriker of the Lords Alliance, refused the party entrance to Haythistle. So, armed with the information they had, they instead followed around the dwarven patrol’s tracks and went where they dared not, finding a number of undead creatures through the woods and swamps and ruins, finally finding two ‘kids’, one aged to middle age, Frank, and Hank III, the grandson of Hank, the hay farmer they met on the road and had trouble understanding. Long story short, vanquishing some undead, punching some ghosts, and managing to have a first-time agent manage to shank the last foe to death, they rescue the vision questers, and return them home. Also finding a lab, and covering it with stones, so that it can be investigated later. They mark the location with rocks and a map marker on their map they turn over to B.A.S.E. and call it a mission, with 2 out of 3 folks rescued, one tragically dead, and the undead they discovered all smote to death.

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  • 1494

    31 /7

    Crystal's Landing

    While everyone was having a fun day at the beach, Crystal, the gorgeous lich, arrived with her fleet, asking for potential victims lovely people to join her cruise. The BASE agents present at the beach sounded the alarm as they saw undead. The lich besieged the judgmental party, murdered a civilian with a cloudkill (who got revived by Isrāfīl), and tried to flee with her fleet beneath the waves. These pesky BASE agents followed her glamorous galleon, the "Crystal Palace", and slayed the lich, sending the soul back to another ship. Most of the fleet went down river out of sight through the water.

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  • 1494

    2 /8

    The Tower Ep 1 & 2

    "My first mission here in Driftriver was odd. There's this magic tower we got asked to survey, with plenty of darkness we had to wade through to get further in. When we got in it was still plenty dark, but lots of undead popped up. There were a handful of traps that were quite visibile, but it's probably trickier further in. There were two notes on the walls "Keep your head" and some broad named Joan was there at some point. We left because we were getting tired. I made a map of the rooms we cleared out. I also noticed doors that were destroyed magically regenerated on our way out." - Zancho D. 'Bold "FIRE" ~ Kamali   "My first mission with BASE has left quite an impression. We were tasked with exploring a tower (which fell out of the sky and now lies, intact, burried in the earth up to an upper balcony) and retrieving any written intelligence we could find while expanding a map of the place. An initial investigation of the tower showed that tapping it creates a wave of energy across the magical stone surface. Additional investigation showed that the balcony, where the entrance is located, is made of a different material than the rest of the tower.   Entering the tower, an obscuring darkness extends for about 30 ft, during which the smooth carved surfaces transition to the rough surfaces of a cave. Once past the obscuring darkness, the interrior appears cavelike, however there are almost no cracks in the surface and the 'cave' is separated into squared off rooms/caverns with wooden, stone, or metal doors. Many of these doors were trapped and we found that moving stealthily was quite beneficial due to the mostly undead residents of the tower. Seismic Slayer08/18/2020 In the first room after the stairs and doorway, we found 2 banshees, 2 vampires, and 2 mummies. We defeated them, and saw no sign of the previous struggle or combat described as having been encountered by previous expeditions.   Proceeding through the cave/tower we explored primarily towards the south and west areas.   Noteworthy areas included a room, just south of the room of spikes, where we found a damaged shield on a raised platform. The shield had an engraving that looked like a family crest. We took a rubbing of the shield which we presented to our employer upon completion of our mission.   In another room we found a swarm of skeletons and 3 zombies. They were somewhat easily dispatched thanks to the particular skills of our group. In another room, we found a hole, which descended into a darkness similar to that from where we entered the tower. We threw a torch down and it was returned, as if thrown out of the hole, some minutes later. We repeated this with a piece of paper and a bit of writing on it to the effect of 'hi who are you?', it was returned in a similar fashion with additional writing 'you don't want to know'. We surrounded the hole with caltrops and let it be.   In the room directly to the east, we saw the rubbles of a statue, destroyed beyond any recognition aside from that it was one a statue of a humanoid of some sort. Many portions of the statue were missing.   Continuing east we encountered a room with some mutated zombie abominable monstrosity and a skeleton swarm. Here members of our party suffered significant injuries, after which we decided to end our exploration for today. As for our party it seems worthy to note:   Ghuun, a large Bugbear wielding a mighty axe, was quite useful at getting through the doors that were stuck, a common issue, though I suspect Ghuun would benefit from a pair of glasses.   Ashaea, an Elven noble, was indispensable as a shock troop, quickly eliminating enemies before they had a chance to react. Without her help, I do not think we would have made it as far as we did, as she often would singlehandedly kill whole swarms of skeletons in only a few seconds.   Vesi, a sea elf with a bad reputation for shenanigans, was quite reliable when it came to disarming traps and unlocking doors. Without his skills and tools, there likely would have been a casualty or two from the deadly traps commonly associated with doors, and a few other select areas.   Niyah, a beautiful Eladrin Bard, was quite helpful with her support of various team members. Her inspiration helped avoid many failures, that might have been quite costly and her sprite was quite helpful investigating some traps.   I, as an expert investigator, served mainly in the capacity of a trap detector.   Best of luck to all future explorers   -Hospitality" The band of mercenaries as well as myself gathered and met each other within the vicinity of the tower we were to explore. Met and briefed by one "Odur" instead of the expected contact.   Once past the darkness noted by the other group, we explored in a South Westerly fashion. We found a few groups of undead, which were dispatched quickly and efficiently. Skelton's, phantasmal figures and zombies were the enemies found most commonly, with 2 feral vampires found within the first room.   Throughout the explored area, many doors were trapped, and many more were stuck, or damaged in someway, which required liberal application of force from Ghuun.   We eventually came to a room with a much larger zombie creature, and a few skeletons. We engaged and dispatched it, with myself taking a serious wound. Hospitality proved himself a surprisingly good healer; being able to mend my wounds with no scarring, and minimal time investment.   To be noted, the creatures in this room seemed to track me despite my inherent stealth capabilities, which should be noted for future teams. A stealthy approach will not be as helpful as it should. Among our team:   Hospitality: A tiefling... Cook? By his own admission. Proved invaluable with his knowledge of finding traps, and general healing abilities. Does have an inherent love of terrible jokes which can be jarring.   Vesi: a ruffian through and through, but deft with a blade and quick to act. Quick and decisive in his action, and despite his... Reputation was remarkably respectful.   Ghuun: a large brute of a creature, but strong, and hardy. Has a particular fondness for overwhelming force, and a seeming inherent hate of doors. This quirk was suprisingly helpful in the later portions of the exploration.   Niyah: a fellow elf, of unknown decent. Her music that she continued to play throughout fights while odd, was quite a way to take away the typical fear factor of the undead. Her magic was also suprisingly quick and merciless when I did witness it.   All in all, I would call our expedition a successful venture. All inherently worrying discovery's were marked upon the map handed in.   --Ashaea Be'sal

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  • 1494

    3 /8

    Otherworldly Realms of Darkness and Death

    Gathered to Clifford’s office, a group of B.A.S.E.’s best and maybe not the brightest all are informed of the strange phenomena taking place at the graveyard near to the town, on the border ethereal. Going through a briefing with Evelina and Clifford, the group is filled in on the dangers, threats and the potential for massive loss of… souls? Not to mention life, if this domain manages to expand onto the material somehow. With this information in hand, the party splits up to complete several objectives. Purchasing tuning forks, changing enchanted items, even attuning a glass fork to the ethereal plane for later travel. Even a small… detour at the Pallid Scriptorium where an infiltrating member of the party learns some regret in trying to dupe Mathias as to their identity and worship. Nonetheless, reuniting the next morning at Hyssop Home, Quinton delivers a prayer over a grand feast of a breakfast, preparing the party in body, mind and spirit, with even a silly little song from Zug Zugger regarding Tetsu’s mummy-dating proclivities, before the entire party sets off to the graveyard in the material. Arriving in the real world, a few hundred feet back, the party as one plane shifts into the border ethereal and makes their way as one into the mists. Walking for almost… too long this time, the party finds their way to the familiar deadened landscape, with rotting trees, almost… unhallowed feeling ground spreading under their feet as they advance. An advance quickly slowed by the presence of a large number of wraithful figures, including a very familiar one to Evelina, one that’d… participated quite eagerly in her previous demise. Few words are exchanged. As the party certainly has little intention to negotiate, or to leave.   Thus, battle is joined, with a number of large magical effects used to both protect and control the battlefield, a fairly back-and-forth fight being joined until one by one, the combined heroic efforts of the party manage to drive most of the dead back, scattering their forms back into the pervasive fog surrounding, their spirits banished back to their masters’ embrace for now. The lead shade did manage to escape, but only just, heavily wounded and soaring for the cover of the higher reaches of the fog. The party takes a few minutes to regroup, allowing prayers from Quinton to magically soothe their wounds. Pressing on, they encounter a closed, sealed door into the cliff face, familiar too, to Evelina. But unfamiliar are the runes that traverse the door in five bands, small to large, at each of the ‘sizings’ of the doorway.   Spending some time puzzling this out between them, the party eventually discerns two of the runic combinations as magical formulae, spells inscribed upon the door. The first, smallest, being an augmented arcane lock spell, of more ancient origin. The next, more unclear, some kind of anti-life barrier, to repel the living from entry. The rest escape being learned, though with some dispelling efforts, the anti-life barrier is defeated… though the towering statues to either side begin to crack, and crumble. Suspicion running high, certainly not trusting this place’s ancient netherese architecture that Quinton has identified it as… in unison, two of the party on one side sunder a statue apart, while Quinton levels his scepter at the other, and simply blasts it apart. Thus revealed, four towering, skeletal guardians are freed from their prisons, and move to strike the adventurers.   After a rather decisive battle, though painful for some, the guardians lay defeated. A concerted effort and many spell slots go into breaching the door’s remaining wards, the largest finally identified as an augmented version of a prismatic wall. Managing to clear the wards, the party bravely pushes the door to a passage of absolute darkness open, and press on, the doors shutting unnaturally behind them. After half an hour of walking, the group opts to start marking their trail, but backtrack to check on the main door. Finding it… only a minute behind them? Managing to open the door, Quinton steps out to the hillside where they’d defeated the guardians, and prays to Ilmater, wishing for a sanctuary of hallowed ground within the accursed land. The prayer is answered, both by his god, and the Wraith-Ruler of the domain, who expresses it’s displeasure for Quinton’s efforts.   This of course manages to spur Philomila to action, who steps into the tunnel with an escort, and calls out a wish to the very cosmos. To whomever would listen. To aid her too, in placing a section of blessed ground into this dismal land. And the call is answered, with a long breath of a moment passing as Philomila is brought to her hands and knees in the tunnel, a vision of a starry sky, the moon prominent within the vision, before vision returning, and a burgeoning aura of moonlight filling the passage, bright as day. Thus blessed by Selune for her cry, she rejoins the party, and Quinton transports them all back to Driftriver, to the hallowed halls of Hyssop Home, and to safety. Reporting on their limited successes in carving a foothold into the dreadful wraith’s domain, each goes their own way, to perhaps return to the progress they’d made… at a later, soon, date.

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  • 1494

    4 /8

    A short dwarf's tall tale

    Indigo Bones tells the tale about how he SINGLEHANDEDLY raided the dungeon of Shabubalb in the Anorauch desert, and retrieved the holy tangler grenade. He made his way through the blistering desert, into the tomb, tripping over a wire and seeing the door shut behind him. He peeked around with his psychic eyes, puffing his cigar, and saw another one, carefully disconnecting it, and gluing it to the other wall, keeping tension. He found a dead body, but got jumped by shadow demons. He punched and stabbed all of them top death, for he is Indigo Bones. Next to the body, he found a little golden scarab, who he fit into the next huge ass door, finding a sunlit room full of snakes. He got on his knees, and starting talking to the snakes, convincing them to let him past, as he slid aside the last door. He looked the ancient mummy lord right in the face, dispatching him and his guards with two powerful blasts of lightning, grabbing the grenade AND a lamp. As the pedestals they were on sunk down, the whole temple started shaking. He ran to the snakes, put all of them and their eggs in his backpack, ran into the temple, threw fire all around and burned all the mummies that were starting to rise, banished a statue, and teleported out to safety, with his prized treasures.

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  • 1494

    6 /8

    The Tiny Dragon Crew's Ocean Adventure: [The Tiny Dragon S2/Ep5: The Plot Thickens]

    Ah, where to start? Our heroes set upon a journey back to Tsux'za's hideaway and upon arriving they encounter a force of Septimus's Clockwork Soldiers preventing them from entering. Though they tried to reason with the constructs their reasoning went largely misunderstood and the crew entered in a long, drawn out battle with the soldiers. Eventually, they managed to get the upper hand in the fight, completely unprepared for the realization of the soldier's 'collective' that resulted in a mass explosion as they all self destructed at once. Dealing with the fiery situation [ and turning it into a soapy one] the group eventually follows Roxy [ who was accompanied by, Trevor? Wait, wut???? Trevor's a real boy now???] down to Tsux'za's basement where they are all greeted by the surprising and mysterious Septimus himself. The thought to be dead inventor wishes to hire their services in his gold for world peace, but the crew is suspicious of his intentions. It all comes to a height when Septimus reveals that the crew came recommended to him by their very own ship captain, Israfil. Feelings arise as the resulting conversation reveals Israfil's intentions and drives the crew to try and fight for their captain. For now, they have succeeded. Returning with Tsux'za in tow after successfully removing his anchor, the crew go to settle the lingering feelings in their hearts....and deal with the fact that their ship is currently floating in the air, half bubbled, half on fire....and well, the chaos continues next episode.

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  • 1494

    7 /8

    BIG SIS GROSHKA'S TRAINING CAMP

    Groshka decided to whip some misfits into shape. Her first test, the test of agility, was making the party catch a cat she threw out. Because two mages were involved, the cat was caught pretty quickly with hold monster. She then moved the whole party over to the beach, where she set up a race sponsored by Giovanni's Frozen Treats. Carts were pulled along a track, where they had to pass through gates. Mirai failed this task successfully and got in first. She also set up some training dummies that fought back. Eventually they made the whole thing explode, dealing with the dummies. While some members of the party were wrestling with pigs they found, there were also 2 sparring matches, with a crowd full of goblins. Eventually, Groshka just facepalmed after someone jumped into a pit with spinning blades over and over, and just went to take care of rewards while Myrhh, Mirai and Thurman abducted 2 pigs... and 4 chickens.

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  • 1494

    9 /8

    Fantasia Syndrome

    A angel, a time wizard, a star child, a flame mage and a paladin all walk into a temple....and how did this joke go again? Our heroes finally make it to Crystalline Acres to investigate the reoccurring time anomaly. All was going well until Evalina [014906] slipped up and ended up lost in time as well as their most treasured member---their dear Dwarven companion, Bruno. Taking on a new life as the young adopted child of two former residents of the village, 'Evie' was a sweet young woman who never had to deal with the pressures of noble society or the shame of failure as an elder sibling. She was an Eladrin always in her spring, unlike her wintery original existence. However, with the prodding and encouragement of her former party she was able to recall her past life, and in a heart wrenching decision calls upon the aid of the mysterious and otherworldly inventor Septimus, who agrees to fix her paradox in exchange for the discarded 'soul' of the woman she had become. Evalina agrees, and is restored to her former glory---another rune added to the card that the inventor gifted her with, and a sense of guilt weighing heavily on her chest. In spite of this, the heroes forge on, accompanied at first by their strange guide Markle who later abandons them in favor of running off with some treasures. They spend a long time trying to figure out the puzzle of the gate of the Elven time god---many animals lost in time as a price as a result of Navigator's (013004) clever thinking--- before finally being able to enter. They come face to face with monstrous amalgamations of time who instantly engage them in battle. Though he knew better, a second's slip up on part of [REACTED] 3803 has him using time magic in a swirling vortex of time itself and he is almost lost. However, he manages to pull himself back but he, as well as no one else, is able to recall his name. Shrugging off that concern, the party continues onward, facing a large and ordinate gateway before them....bracing themselves for the struggles that still lay ahead.

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  • 1494

    10 /8

    Gnarled Grotto: Living Earth?

    The party was commissioned to head into the Gnarled Grotto to attempt to map it. They found a twisting set of tunnels with a number of displaced earth elementals. A few fights broke out without too much danger being faced, but soon the party met a petulant child-like stone giant earth genasi. After learning of the child's mother being 'strong' and 'up ahead' they continued mapping. After being sniffed all over by a group of Xorn and found wanting for delicious treats, the party was passed as inedible as they smelled only of Fleshy Bits and Poverty. Continuing their bizarre journey in the twisted tunnels they encountered flail snails and ever-rolling Galeb Duhrs. Making their way through these obstacles they encountered a Dao noble who, disappointed in the lack of treasures and gems of this plane, decided perhaps she would take slaves instead. Deciding Azaki and Valeria were too old to be of value due to their white hair, dismissing Miri for being too small, and lacking interest in Ernst for his fish-like appearance. She instead had interest in Luna as a possible pet for her sun, and Monty as a belly dancer candidate. She began a drum beat and demanded that Monty dance for her and earn his petition to join her court. Monty's disastrous belly dance (nat 1) disgusted the Dao, and as she judged him (insight nat 1) she believed he was genuinely trying his best and it was that poor. Disgusted with the lack of quality of the plane in every regard she dismissed the party from the tunnels and made to leave the plane; it wasn't worth spending another moment in this terrible place.

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  • 1494

    12 /8

    Summer Farmin'

    The party was hired for the simple task of clearing out weeds and poultrygeists on ol'Bucky's farm. Somehow, they managed to coerce a goat into killing the farmer by accident. Knot will be given a warning and the pr disaster will be dealt with by blaming the goat the party put down afterwards. Several people take goats home because there's no longer anyone to take care of them.

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  • 1494

    15 /8

    A Most Curious Request

    Clifford summons a variety of B.A.S.E. agents to attend him at HQ. A task is delegated to them, to meet with some group of diplomats that are strange and asking after a B.A.S.E. agent that is a criminal, something about having to resolve it, but Clifford doesn’t want to miss the big Zug Zugger concert happening at Elko Arena that evening. So, thus tasked, the group is issued a one-use teleportation wand from Una, and a rock that was collected near to the meeting spot. This in hand, the group gathers around Myrrh, and simply teleports. Arriving to a point by the river, the party is directed by some Gith warriors to the spot, with silent hand-signs. Arriving, a tongues spell is activated by the leader of these yellow-skinned warriors. A discussion is had, wherein the Gith expect a certain ‘Pahhu’ to be turned over to them due to crimes against their people, which counted among them over a dozen murders and assaults.   The party of course declined to immediately do this, with the explanation coming out that Pahhu is to be put on trial, on the Astral Plane, and to be tried by the Queen of the Githyanki people herself. This is still not agreeable to the B.A.S.E. agents, even if they get to have half the jury on their side. So, with all that discussing happening as fireworks start to go off, fired from an airship flying around Driftriver, and the teeming sounds of a concert begin to flare up, Vaal just charges in and battle is joined against the Gith forces. Imna is almost immediately slain by the gith, her clone activating as an attack is being undertaken against Hyssop Home. The party out on the outskirts manages to narrowly squeeze victory out, with one Gith fleeing, the others dying horrible deaths.   In Hyssop Home, a skirmish is had, as the Gith are trying to make away with Pahhu’s Mirror of the Past relic from her room; and manage to do so, when their quiet escape is interrupted by Quinton, Simone and Imna, as well as the three keepers of the home still on duty. The Gith’s ship does a fly-by blast of the home before warping out, and the Gishes manage to plane-shift back to the Astral, mirror in hand.   The Mirror of the Past from Shifting Sands of Time (See Pahhu's entry for details) is stolen and it’s location unknown.   Hyssop Home sustained 1000 GP in damages when the fountain got blown up by a cold/lightning arcane cannon blast.   Pahhu is known to be wanted. And now B.A.S.E. knows it.   Dalgan picked up one of the Gith’s weapons, a regular greatsword. It’s owner’s family members -might- come looking for it.   Imna’s clone popped and needs to be replaced.

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  • 1494

    16 /8

    Adapted: White Plume Mountain

    B.A.S.E. had received a tip about volcanic activity causing landslides in the mountains to the Southwest, within the Thunder Peaks. These landslides had uncovered an entrance to an ancient hidden structure. Legends told of a treasure hoarde containing powerful magic weapons within the Thunder Peaks. Wanting to retrieve these weapons for Research and Development purposes, B.A.S.E. quickly gathered a competent group of adventurers and sent them into the Thunder Peaks with the mission of retrieving any and all magic artifacts of value. The party was ominously warned that should the group try to take these weapons and run with them that they B.A.S.E. would know and consider them fugitives. After nearly two weeks of travel the party arrived at the base of the mountain, still spewing forth smoke and heated mist. Despite the obvious risks of descending into a seismically and volcanically active mountain they bravely charged into the damp and humid tunnels in search of treasure. Despite nearly burning to death multiple times, nearly drowning multiple times the party managed to make a friend in their journey to get themselves out of a pinch. They retrieved three impressive looking weapons within the mountain and returned them happily to B.A.S.E. in return for payment.

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  • 1494

    17 /8

    Sewer Cleanup

    The group gathered up for Sewer Duty, one of Driftriver's most unpleasant but necessary tasks. They headed into the sewers not sure of what to expect, and were still left flummoxed by the bizarre lifestyles of the creatures which call the sewers of Driftriver their home. Friends were made, poisonous mushroom pizza was eaten, dangerous creatures were killed, and a giant pile of nasty ooze was frozen solid and shattered. They also freed a trapped crab which had come to Driftriver following another adventuring group, and learned his name was Leonardo Da Pinchi.

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  • 1494

    20 /8

    You No Take… Magic Item?

    Tasked by B.A.S.E. to seek out the robbers that hit a vault of a bank in Highcliff, they’re given a guide named Banana, who is a kobold captured in the wake of the robbery. Led by Banana to the robber’s lair, well, the kobold’s caves inside the Gnarled Grotto, he leaves them at the entrance to then go inside to deal with things themselves. What proceeds is a long, winding mess of battle, ending with a slain pair of wizards, one B.A.S.E (Ernst Yalgeth) and one Kobold, in a spiked pit, and a cave in that gets un-buried from, with the party leaving the caves with their dead companion to get him raised. And more than half the caves yet to explore!

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  • 1494

    20 /8

    Hidden in Plane Sight - The Khan Job

    Zancho D Bold requests what could be called a normal stroll through Driftriver. The party walks around town, first finding an Efreet-owned shop in Downtown, which appears to have been taken straight from the City of Brass. Afterwards there is a commotion in Elcho, a monstrosity has escaped from the arena, but the party is able to subdue it and it's offspring for the arena workers to take them back alive (Avah leaves, perhaps with some other business to attend to). Next they visit the Starstream Sanctuary where they meet Kallo and Ashaea. (Ashaea joins the party) They reach The Arch and talk a customs officer into ingnoring some dwarven traders who seemed suspiciously azer-like. And at the end of the excursion through town, Zancho leads the party to an extravagant mansion in Highcliff. He promptly pulls out a scroll, the magic it taps into lets loose a quake centered on the mansion, causing it to crumble into the Ashaba River. This surprised and annoyed most of the party. This also led the guard air elementals outside of the mansion to fight the party, roughing up the Kobold lawyer quite seriously but everyone else made out quite nicely. Zancho left a business card for whoever would return to find this cliffside property was now "riverfront" real estate.

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  • 1494

    22 /8

    Taffy Trouble

    While everyone was having a good, or at least okay time at the bar, one of the recently hired servers, who was revealed to be an angel, witnessed Moyra and Seres play around with Imprisonment on Eleanore. The angel snatched up the gem they were toying with, and flew through a portal, making Seres scream kidnapping, after which the whole bar, minus one goblin patron and a pregnant dwarf, ran into the portal, and faced Giant Gingerbread men, cookie spiders and literal lava cakes. They chased the angel through a second portal after dealing with that mess, and got to a cool cave filled with gummy bears and gummy worms. While the bears were melted almost instantly, the worms swallowed everyone besides Seres. Two people got downed by stomach(?) acid, and Rox the fox disolved into it. They apprehended the cocky angel at this point, proned her grappled her, stunned her, blinded her, put two pair of dimensional shackles on her, before knocking her out. She was taken back to the bar after taking the shackles off, there was a dispute of how to handle her, and Seres made off with her for interrogation.

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  • 1494

    24 /8

    Rising Heat!

    The team were sent to investigate the Cult of the Hearth Flame. They soon found out that the cult was recruiting from the nearby farmlands with promises of riches and an extravagant lifestyle. Many of the younger generation were being lured from their farms for nefarious purposes, never returning home. The cult seemingly stood against the false prophet Jackass which the people of surrounding area had begun to question, as a cultural divide formed between those who remembered the old ways and those who worshipped the new Donkey Prophet. After nearly foiling a human sacrifice the team continued to investigate and descended into a red hot den of debauchery and evil, and faced down a fiend summoned from a plane of hell...

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  • 1494

    27 /8

    The Tiny Dragon Crew's Ocean Adventure: [The Tiny Dragon S2/Ep7: Picking up the pieces.]

    As Written by Clarker We began the session on the boat of the Tiny Dragon as usual, but still very much stuck hovering two miles in the air due to a previous incident.   After a brief stint of trying to return our now plushified (became an inanimate stuffed animal) friend back to normal, we discovered A (Thats the name of an NPC) was the one holding the ship in the air.   Randy (Our Bard) and A had a brief chat, and A agreed to put the ship down. Still sore from "The Bigby's Hand Incident," A remained reclusive for the duration of the session.   We began preparations for a trip to the island nation of Alpharetta, Wa.   We have obtained seemingly all the heirs to the throne for an extended cruse, leaving it empty and the nation was presumably in chaos.   The second heir was actually resurrected rather recently, as we ran across his corpse during a previous adventure. We recently leaned that he was assaulted in his own castle, which made this trip all the more pressing. We slept for the night, and the next morning we prepared to set off.   Although A was kind enough to put the ship down gently, we did not land in the water. After some big brain ideas such as trying to push the ship really hard, we decided to utilize the talents of our extended crew to teleport to Alpharetta.   Upon arriving we realized that teleporting to the other side of the world has the side effect of instantly switching time zones.   After causing a ruckus at what was 2am for the people of Wa, we where confronted by some very nice mercenaries who led us to a tavern and paid for our food. Oh also theres apparently a new ruler who took over or something, we should probably deal with that.   During our stay at the tavern we tried to milk a flickery boi for exposition, but he walked out of existence rather than face another insight check.   An ice cream haired girl presumably tried to milk us (both figuratively and literally) for whatever exposition we gained from flickery boi, but she got rejected by everyone (Big Oof as they say in the Marines).   Some of the mercenaries returned the next NEXT morning (Timezones be wack man), and under the guise of a tour actually lead us right into the palace to meet the new self appointed Ruler.   Turns out that Clarker (Thats me!) is a big dumb dumb who doesn't know how to properly tune a spies murmur, and literally every mercenary in range heard everything during their time in Wa thus far.   Fortunately the mercenaries where sympathetic to our cause of restoring the rightful heirs to the throne, as they where all from the same clan that liked honor and cherry blossoms or something. It took little convincing for them to let us walk right in, and we confronted the new ruler.   Lots of plot stuff happened. The New Ruler: -Is actually the unknown third sibling of the two heirs we took on a cruise. -Wants to rule instead of going on a cruse. -Did not harm or arrange for the harm of any of the other heirs. -Is the proud owner of the BBBE: Big Black Book of Exposition. -Now has a name, which she was never given. (Two actually, she couldn't pick between Iris and Rose, so she just became Iris Rose.)

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  • 1494

    29 /8

    The Labs of Sentrid Vixx

    The party was gathered to investigate why the Artificer Sentrid Vixx was delinquent on his deliveries of Perume of Bewitching. Divorce papers were piling up at B.A.S.E. HQ due to marital troubles related to couples spending time around each other without being charmed by each other thanks to the 'enhancing effects' of the perfume. The party entered Sentrid Vixx's labs and found themselves wandering the twisted halls of a bizarre gnomish mind while uncovering far more personal information than they wanted as well as learning about his numberous inventions. They discovered Sentrid Vixx's fate, and helped ensure that he was able to return to work post-haste. Ernst left with copies of Sentrid's notes and an idea for how to improve the library in his soon to be constructed lab.

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  • 1494

    9

    The Order of the Red Dawn

    Zug Zugger sorta kinda dupes seven agents into coming to help him with something to do with ninjas that are after his buddy Gilbert and his partner, Rajit. Finding this agreeable somehow, he leads them to Elcho Arena where an object is hidden. Hidden amidst a battle with Israfil, Randy, Clarker and Seres. So he Dimension Doors in, steals the thing, and Dimension Doors out, before grabbing the group and having them all lay hands on this.. Battleaxe? They all end up… plane shifted to a place with cubes for sky, in the middle of an arena… that quickly fills with Hobgoblin Ninjas. The ninjas are rather hostile, and require judicious murder-actions to deal with. With great teamwork, the party subdues over thirty ninjas, before finding themselves challenged by about a dozen more. After defeating those, with the help of Zug Zugger, sans guitar, who freed himself from his precarious position of being held at sword point; Zug resolves to get them out of the mess he got them in to, by communing with the floaty candle god, and doing something with the battleaxe that’d brought them there… as they all reappear in a field. Several hours later after a rest and Pearl’s sister finding the party to teleport them back, Clifford himself delivers Zug to Hyssop Home for treatment, while the party is cashed out by Septima in HQ. Consequences 202 - Zug Zugger is presently unconscious after returning the party from Acheron, with many attempts at curative magics all failing. Could this be some sort of Ninja Curse?!

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  • 1494

    1 /9

    A Hot Time in the Old Town Tonight

    The players were summoned to BASE HQ to help a visiting noblewoman find her wayward son who had taken up with a group of fire cultists. Following him through a portal to the Elemental Plane of Fire., they sailed the Sunscorched Sea, making short work of a lava kraken along the way. The local ruler, Razim the Incandescent, Pasha of the Third Prime, Forger of Chains, Sublime Keeper of the Tomb of Okhran al-Kabus, Slayer of Caliph Naazzin of the Putrid Waters, Bane of Azer-kind, Conqueror of al-Hubam, and Loyal Subject of the Great Sultan of the City of Brass, was gracious enough to grant them an audience and permit them to prove their Cunning and Strength. Deciding their interests were in line with his, he allowed them to pursue their quarry, which they handily recovered and returned to BASE through a portal of fire that opened momentarily in the lobby. Despite Una's annoyance at them, she had to admit they did get the job done and would in fact get paid.

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  • 1494

    4 /9

    Farmland Remains III

    The party rode into the northwestern farmlands on Vera's carriage to explore a blight. The party discovered a large number of rotting fields sprinkled with corpses. The undead rose to eat the flesh of the living, and though the party repelled them the spooked horses and carriage had to return. The brave adventuring party continued forward and cleared the village square, and then took to shelter in the town's church. A revenant lead an assault party of undead on the now fortified church, but the party held against the undead horde. They were able to use holy water to remove much of the desecration, and then they returned to Driftriver to report in.

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  • 1494

    5 /9

    Bad Batch Bar Brawl

    The lovely best of the best tavern temp hires went to fill in for opening night at the Green Fairy. They met with the head waitress Angela, and Absinthe, the pixie owner, roughed up the place, taught an ogre how to cook, started and diffuse bar brawls, made killer shots and nachos, and generally... at least got the customers out the door.

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  • 1494

    5 /9

    Hroth's Rescue Team

    The crew of the Odyssey entered a cave where Hroths kidnapper was, fighting their way through enemies and eventually finding Hroth in a pool of his own blood. After fighting off some demons and the kidnapper, they managed to dispel the effect keeping Hroth from waking up, and busted out.

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  • 1494

    7 /9

    Soul Train

    The party was hurried to board a crazy train out of Driftriver. They quickly found the train to be some kind of engine designed to wear down and feed on the spirits of the ground down ghosts. They resisted a number of challenges, seemingly cursed to face personal vices within the train. After a series of painful bloody battles they reached the engine of the train and destroyed it, which seemingly caused the train to come to a screeching halt and return to the station in Driftriver. The engine then exploded, and as the phantasmal energy washed over the station it reverted to its previous form.... The train has left the city for now.

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  • 1494

    8 /9

    Secret Tunnel?

    The Party met Yeppi in the Kobold Kavern, and delved into the new tunnel that had been newly uncovered. Bravely venturing forth into these ancient tunnel ruins, they discovered several boring inhabitants, including a Purple Worm and its baby and a few Bulets (Bullets), whomst the party slew. Discovering a few interesting tibits about the tunnels near the Kobold Kavern. Adventuring into the deepest reaches of this tunnel, however, they came upon a sleeping brass dragon wyrmling. It told them to follow it into a ravine, where its mother was waiting for it. Doldrianus (an adult brass dragon), after some conversation with the nervous and/or mesmerized party, decided to let them go. On one condition. That they spread her name and power to the masses. They agreed, meeting back up with Yeppi, who didn't believe that they encountered a friggin dragon. Yeppi invited them all into the Kobold Kavern, and the party returned to BASE.

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  • 1494

    9 /9

    Expedition to Thunder Peaks - Part I

    The first team from BASE dove to the caves beneath the town of Torch in search of the missing councilman. While they didn't find him, they did find the remains of two previous expeditions, as well as one member of the councilman's party, and brought all bodies back up to town to be taken care of properly. Monsters large and small were slain, oozes and molds were dispatched, and despite some friendly fire the party negotiated a truce with the local Duergar by handling a particularly nasty pest problem. They discovered the direction the councilman and his group went and negotiated free passage through the Duergar caves for any BASE agents. Rumrun also displayed exceptional cartography skill, making a near perfect map of the caves for future expeditions.

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  • 1494

    11 /9

    The Tiny Dragon Crew's Ocean Adventure: The Tiny Dragon S2/Ep9 part I: Captain's Orders

    A rare ship meeting called by The Tiny Dragon's unwillingly appointed Captain Israfil, reveals to the crew that they are running low on shipmates to sail the ship properly. With the majority of the clockworks in disrepair, Z comatose due to a worrisome case of exhaustion and Vice Captain Bruvald otherwise....incapacitated the party is given a choice of four options in order to draft in non-BASE assigned crewmates! During this meeting, Randy finally get's his response from the mercurial and intimidating Archfey, Theodesious---and it results in changes to the Drow boy and the resident Candy Necromancer, Roxanne that are concerning and surprising in the least. Having dealt with that---Randy and Misha also discover that the frightening BOOKS OF KNOWLEDGE are spreading like a plague and soon spread to Roxy and Clarker unbeknownst to the rest of the crew. Having dealt with all of that, they decide to take a trip to an amusement park that was once created and owned by Veil's father, the former Emperor of Alferetta, Maximus. They make some new friends, and just as they're lauled into a state of relaxation and job well done they walk into a surprising encounter that may spell out their doom. As Randy ready's the calling card forced onto him by the enigmatic Septimus...the session comes to a close. Just what will happen to our Heroes? Stay tuned for next episode.

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  • 1494

    11 /9

    Into the Dark

    Vampires are vaguely near driftriver! The Kiss needs rooted out. A dwarven crypt has been taken over and used by them. The party was sent to destroy the undead threat. After getting through the door by pouring ale over some silver pieces the door swung open for a trapped hallway, a trapped room with statues. But the traps were mostly avoided thanks to the sharp eyes of the Dr. To the east skeletons worked at forges, ringing out a series of rhythic notes. The skeletons were dealt with before moving to fight the vampires. Aurea had health sapped, and Aelar was focused by invisible dogs. but in the end the vampires were all slain. Through this room were two more, one with tombs and religious altars, and one a large crystal and floating wind chimes. While being stumped by the puzzle of the chimes, Mirai was given the idea to set off traps and see if that does something. Spoiler, it did not. Returning to the chimes, and using the song of the skeletons opened a portal. TO FURTHER ADVENTURE!!

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  • 1494

    12 /9

    The First Reagent: A Beholders Eye

    After finding a beholder, the crew of the odyssey easily tore through everything they encountered in the underdark. They found a drow cook who offered to guide them to the beholders lair. After meeting up with the rest of the drow and finding out about the beholders experimentation on humans as well as a war between duergar, drow, mindflayers, and the beholder. They stormed the beholders lair, geraldo filling up a disintegrated hole in it with actual shit, and teleported back to base with their prize.

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  • 1494

    14 /9

    Roniz Sleazemaw's Safaris: Jungle Fever

    Roniz Sleazemaw hunted some dinosaurs all by himself. He killed a bunch of dinosaurs all by himself. He then captured incredible chimeragraphs of himself, standing on the piles of dead dinosaurs, from a distance, all by himself. Roniz returned to Driftriver to share the story and claim all the glory, to himself. He even ripped out the throat of a T.Rex with his teeth by himself. (The above summary is 2 truths and 3 lies. You figure out which!)

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  • 1494

    17 /9

    The Tiny Dragon Crew's Ocean Adventure: The Tiny Dragon S2/Ep9 part II: Devil's Advocate

    On this episode of the tiny dragon crew most of the crew were out at a theme park to recruit some new crew. After many successful interactions they came up against a zombie who wasn’t so keen to talk to them. Upon subduing her she disappeared and they gathered up the rest of their new friends and left the park. But that wasn’t the end of it. No it was the beginning of the end of the beginning. Just as the crew was leaving the park; Bison, Roxy, Misha, Clarker, Randy, and Veil were teleported away by an unseen force. Bison, Randy and Roxy end up in the abyss near the River Styx where they found another friend who they fixed up. There were also really pretty flowers. Randy picked a few. Clarker, Veil, and Misha ended up in a library were they met Lilac, a young man working at the library. After a brief conversation they found out that they were somehow 3000 years in the past?? After some exploration they met up with a certain familiar family, which ended up being much bigger than they thought, and the rest of their crew. There was a nice dinner until one of them was taken away and the crew was helped back to their time. They returned to the boat to find a mountain of food and more emotions but also new crew. Will that little trip back come to bite them in the butt? Only time will tell.   *Summary as written by @Erilla *

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  • 1494

    17 /9

    Kill the Cult

    A group of low level adventurers were called to base due to rumors of a cult of Orcus that had sprung up a few miles to the south. Upon arrival, they were met by their guide Jacob, who answered some questions as he led them into the forest and to a trapdoor, which led down to an underground bunker of sorts. Inside, they killed many undead, a large S&M loving demon, and quite a few cultists, while eventually finding a teleportation circle leading to a pit with teeth. After sketching out the teleportation circle, they left to get stronger agents to deal with the circle.

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  • 1494

    20 /9

    A Calimari Dinner

    Having discovered a planar portal from which a kraken was harrassing a nearby fishing town, the crew of the odyssey threatened the leader who had been hording their dwindling amount of supplies from the public in order to throw parties. They then once more begins their hunt for monster parts to fix Hroth. After fighting their way past many cultists worshipping the kraken, the group finally found it surrounded by juvenile krakens and other cultists. After long resting in a magic mansion they created, they then faced their most difficult challenge yet. As the fight wore on, it became clear they were outmatched, as the kraken began devouring them one by one until only geraldo remained alive and conscious. He used his powers of telekenesis to rip a chunk out of the kraken and burrowed his way into its stomach, before teleporting out for a final last ditch attack with the newly revived seres and now conscious Bix, managing to finish it off. They cut out the brain and deelivered the rest to be eaten as calimari by the townspeople, until the fish that were killed by the kraken had repopulated the lake.

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  • 1494

    24 /9

    The Illegal Magical Item Trade

    Given a task to attend to the Desert Wanderer Tavern and seek a dark haired personage of suspicious intentions, the party is sent by Clifford Blythe to manage this task, entrusted with sorting out the matter of who is selling magical items in/near Driftriver… that isn’t B.A.S.E. Arriving at the Desert Wanderer, the party manages to befriend old war chums, a mysterious psionic talking cat, manage to pickpocket a recipe for ‘Soul Chili’ and cause a high-end magical bar fight, befriend a pretty blonde bard (Thiu Iam), interest an Arcanaloth in seeking legal representation, (Estrath), referring such to D.Bold Lawyers Corp. Chester even gets a Sembian Pork and Grain merchant lordling drunk and inspired with their new dwarven drinking friends to go do ‘good’ in the world. (Tulbar Margerni). Chester wanders off after said bar fight and when the party decides to follow the advice of said talking cat who only identified themself as ‘A Friend’, and whom led them on a rolicking adventure to acquire fresh Snow Peas before heading to a farmers field near the southern limits of Driftriver; to walk through a vine-covered lattice with their snow peas and arrive in a city called ‘The Cage’. After numerous misadventures in such place, and discovering that ‘The Cage’ is /really/ expensive, and the people all use slang unfamiliar to them, the party beats a retreat, reporting all to the B.A.S.E. counter staff.   Consequences This party highlighted the existence of a ‘keyed planar portal’ to B.A.S.E. staff and services, it is now under standing guard 24/10, (24 hours a day, 10 days a week) and is inaccessible except upon B.A.S.E. mission request. B.A.S.E. is NOT openly informing folk of the nature of this portal, or it’s key. (IE: DMs may write to me to request use of this plot device in a game and we can work out if it’s appropriate.)

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  • 1494

    24 /9

    A Mad Scientists Dream

    A Goblin scientist named Bizzit Tougle enlisted the help of BASE to go through a magic circle to a land brimming with dinosaurs, and a few other even scarier creatures and return pieces of the creatures there for his experimentation. While there, they killed a couple t-rexs, a stegosaurus, and six velociraptors. Upon their return, they discovered a magical cart they had been given to use was actually a swiss army knife of carts, turning into a camaro, microwave, and even an AK-47.

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  • 1494

    27 /9

    Battle for the Gods

    After traveling through a portal to a different plane, the crew of the odyssey tracked down a hecatoncheires on its way to eliminate the greek gods pantheon atop mount olympus. On their way there, they successfully fought off a group of revenants attacking a town, snuck past some Gorgons in a forest, and tricked some survivors from the town into heading towards an imaginary refugee camp in the middle of nowhere.

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  • 1494

    27 /9

    Zuha Remnants: Blood on the Sand

    The party was dispatched by Pahhu into the Anauroch desert to deal with remnants of the Zuha Time Ascendant faction of Yuan-Ti. They arrived and quickly stormed the twisted temple to Sseth, finding a number of unstable time anomalies as well as some Anathema being developed into Time-Touched beings. Through sheer aggression and careful dispels they were able to rescue a number of Bedine tribesmen, losing only a single one to an unfortunate exposure to a time rift, leaving the tribeswoman rent to entropic dust. Though a few time elementals were encountered no one suffered their erosive entropic attacks.

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  • 1494

    29 /9

    Fight night got out of hand.

    An undead summoning for some training/exhibition fighting got out of hand. BASE agents were dispatched immediately, with utmost haste to clean the messy situation up. Many undead ghosts were dispatched both above and below in the Underseum. a ghost got ahold of Prycylla and forced her off to the master to potentially recruit her. but it didnt work... After a hurried chase the master was dispatched. Behind his throne a rainbow portal playing haunting notes from a recent adventure to slay vampires. "My master will take you all!" Story Developments: Another rainbow portal has shown up. this time inserting itself into Driftriver. The notes summoned the portal last time, but didn't sustain it beyond the masters

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  • 1494

    3 /10

    Silverflow Dwarves: Corrupted Forest

    Another Silverflow clan home was uncovered in the forests south of Driftriver. The druids of the forest who are overseeing the slow death and rebirth of the blighted land sent to B.A.S.E for assistance which was soon delivered. The party headed into the blighted lads and dispatched a group of blighted myconids who were spreading the corruption by cutting into the plant life and seeding it with toxic spores. After reaching the heartland of the corruption the group battled with a number of blighted trees and other corrupted plantlife. They descended into the dwarven hold below, met with the druids reclaiming the land, and then went to purge the tainted quicksilver source, the burial site of an ancient Silverflow patriarch. With the heart of the corruption destroyed the druids have moved in to contain the toxic flow.

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  • 1494

    4 /10

    Adventure to the East pt. 1

    A plague is ravaging the far eastern continent of Osse. Overwhelmed by the ill and needy a church of the Triad sent a priest to the west to seek and recruit help from other followers of the faith. Alfred, one such priest, has spent nearly six months traveling westward spreading the tale and seeking assistance. On arrival to Driftriver he was able to make a deal with the doge Clifford Blythe, as well as recruit a number of Triad followers from the city. Zug Zugger, Oriana Arnjaunor, Adrum Firefist, Kombucha Sharptooth and Imna Arnjaunor made their preparations to leave, wishing their loved ones farewell as they would be absent for a lengthy voyage. After arranging transportation on The Avenging Light, the airship belonging to Hulfar Nearwood (and "arranging" in this case means creatively commandeered by one Zug Zugger) the group began to head east.   They spent a few days getting to know each other in their travels, but as they crossed over northeastern Aglarond they encountered a strange storm. Despite attempting to avoid it, by moving around it to the south they were soon assaulted by an adult white dragon. The dangerous freezing breath nearly overwhelmed a number of the party, but they were able to stop the dragon from retreating and recuperating. They make plans to touch down in Emmech to repair the boat and resupply.

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  • 1494

    10 /10

    Mine Occupation

    The party was tasked to deal with an iron shortage (according to Nina, that's really bad for your health). They took a Gate down from the blacksmith's guild to Glaun. There they met the mayor, T. Ganks, who was willing to make trade deals if the party cleared the mine of monsters and made it operational again. Said mine was occupied with kobolds and hydras. The party kidnapped some of the kobolds and hydra hatchlings, and mudered the mommy hydra. They came back, found the Gate gone, and took a cart back to DR with iron, hydra hatchlings and kobolds.

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  • 1494

    11 /10

    Expedition to Thunder Peaks - Part II

    A new team of adventurers arrived from BASE to continue the search for the missing councilman and an explanation for what happened to the bizarre light source that gave Torch its name. After nearly causing a diplomatic incident with the Duergar that would've lost BASE free access to the cave, they found their way to a series of strange, metal doors. A construct was easily dismantled, some sort of holding pens with piles of bones were discovered, and the party made its way to a massive cavern with an oddly desert-like habitat. Chasing a bug-like creature into the darkness led to them gaining the attention of a swarm of the massive skeletons of some primitive race of humanoids. Crossing the cavern, they found more of the strange metal doors, and wondrous illusions that could summon the images of the cavern they had just left. Further exploration led to a zombie of the same primitive species, who the team vanquished and left charred on the metal floor of a strange observation room. The team made note of the one creature the illusion showed was still alive in the cavern, and returned to Torch to rest and report their progress.

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  • 1494

    11 /10

    [Trick or Treat: The Kavern] Spooky Scary Sub-Terrain

    The party went into The Kavern, grabbed some candy, admired the decorations, and delved into the newly discovered hole. Exploring this strange place, they came upon some spooky scary skeletons, easily defeating them. Some of them rattled their bones, alerting some more 'friends.' After defeating those, they crawled through a small dirt tunnel, while the bigger members split off..... Then the ghosts said: "BOO!" and gave everyone a good spook. Eventually, after a few close calls and some minor possessions, they made it to the grand final of this "haunted house". The Big Eye! It was promptly blinded and smacked to death. Success! Some victory candy (king size of course) from King Yeppi, and the group was thanked for their bravery.

  • 1494

    13 /10

    [Trick or Treat: The Kavern] Spooky Scary Sub-Terrain: pt.2!

    The party went into The Kavern, grabbed some candy, admired the decorations, and delved into a tunnel, discovered by Vanessa. Exploring this strange place, they came upon some spooky scary skeletons, easily defeating them. Some of them rattled their bones. After defeating those, they crawled through a small dirt tunnel, digging it out to make room for the...larger members. Then the ghosts gave some polite nuzzles and one gave Phaedra a good spook. One was even taken as a ‘pet’. Eventually, after a few close calls and some “deaths”, they made it to the grand final of this "haunted house". The Big Eye zombie. It was shot and stabbed by two brave heroes, After finding out the rest of the group were actually still alive, they made it back out safely. Some victory candy (king size of course) from King Yeppi, and the group was thanked for their bravery.

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  • 1494

    18 /10

    Adventure to the East Pt. 2

    The party stopped at the Thayan stronghold Undumor for a resupply and a nice night at the hotspring. After returning to the boat with their provisions they manage to make their through the next many days of their journey stopping in various towns to get supplies and have some time on land before continuing. The group is now approaching their destination and is about 4 days away from the island with the port city of Dune Stone.

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  • 1494

    18 /10

    While the Boss is Away

    After fortifying themselves with a Halloween Feast, the party were lowered into the hole in the ground by the goblin staff. Despite the splorching of oozes, the grabbiness of tentacles, and horrors from the cold, dark void the party cleared out all threats and reported the existence of an extraplanar gate beneath the labs that Ernst will not be too happy to find out about, if he ever gets back to this plane himself.

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  • 1494

    21 /10

    The Pumpkin King

    A pumpkin patch sprouted in Elcho. Pumpkin Mounds engulfed Agents. A corpse pumpkin died quickly. A child demanded GUTS. A splash zone was created. The Pumpkin king was slain. Pumpkin hide is quite tough for orcs apparently.

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  • 1494

    21 /10

    Riko's Menagerie

    A girl came to Driftriver, seeking aid in recapturing lost beasties. The Smol squad responded, with great speed and skill. Traveling through the fort that they had overrun, keeping all but 3 alive. Despite a harrowing final battle, between a menagerie of foul draconic mutantants; the party made it out entierly intact!.... Save for one near death-by-Yeet.

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  • 1494

    22 /10

    Riko's Menagerie

    A girl came to Driftriver, seeking aid in restocking lost beasties. She took the party through a teleportation circle to Chult, to capture her even more creatures. Ready the transport fox dragged the unconscious forms of the biggest beasts, and only 2 were lost to fatal damage!

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  • 1494

    22 /10

    Ballroom Bananza

    After journeying to a steampunk themed town to the north, the group sneaks past a foreman in order to find a map of the city before heading in. They find the mayors house and sneak around back, breaking into the cellar, finding supplies, then sat jetto on overwatch duty from the skyline above while the rest got in by going through the vent, as well as fast talking their way past the guards. The group got into the kitchen, realizing the cooks were puppets, and got into another corridor on the other side, successfully hiding from the patrol.

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  • 1494

    23 /10

    Reentry into the demiplane! Hunting Time!

    Entering into the demiplane, they began traveling into the center of the island they were dropped on. A few hours in they spotted a small village, but decided to pass it by. After being attacked by multiple different creatures, they were set upon by a hundred armed, fifty headed monster. It knocked three of them out, leaving two inches from death before their allies saved them. After eventually killing it with a holy phoenix through the chest, they decided to turn back in order to heal their wounds before returning.

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  • 1494

    24 /10

    [Gnarled Grotto] Arachnophobia

    Citizens of the Undertow have gone missing. BASE Dispatched a crew to deal with the problem. After burning their way through the tunnel of webs and spiders the party comes across a prayer to Lolth. After a ""Brief"" scuffle resulting in one death, the party recovers thanks to the clone spell. Pressing further they come across the nesting grounds of two Arasta. Pitched in deadly combat, coated with webs and singed from repeated firestorms. The party stands victorious over the corpses of thousands of spiders. Four commoners have been recovered and interred. Seb and Val recover 2 drow

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  • 1494

    25 /10

    Cold corpses and cultists

    Upon the Mount of Icerim a cult had been forming... Destroying the town of Nathoud, Raumn Calm had ran all the way to Driftriver to beg for assistance, and gaining the aid of a group of monks, sorcerer's, an artificer and a smol. They cleared out all the monsters on the mountain, The cult leader, and a legendary Ice dragon.

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  • 1494

    25 /10

    Dark Path Cave

    The party was contracted to recover gold for an unknown client, from the Dark Path Cave. Once there they quickly found themselves in combats with Drow currently located there while attempting to avoid the local Ogre. The party still managed to encounter the rest of the drow, stopped their plans without know what they were, and got help from some Duergar who left once the Drow were dealt with. The party recovered 2 drow, one being an Elite Drow. They also successfully recovered the treasure.

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  • 1494

    26 /10

    Back through the portal: now with more plot!

    The group went through the portal to find a new illusionary skeleton, wearing a blue sweater and blue slippers telling them to hunt freely but to stay away from the towers and temples, which they immediately did. Upon crossing part of the desert towards the nearest one, they realized the heat of the desert sun was exhausting, and had an odd encounter with a spiked dragon that told them to give a portion of their kills as tribute. Before planeshifting away, Alessandra grabbed a rock from near the tower to teleport back with.

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  • 1494

    26 /10

    The Expanse of B.A.S.E. continued.

    The party Traveled to Scornubel to deal with a rogue wizard. After speaking with Sir. Wilhelm of the watch the party learned a few things. First they learned that Wilhelm lost his arm in a battle with Gordon Von Bueller. Next they learned that Artur and Oreste has not returned from the battle and he fears they have been slain. And lastly they learned that Gordon is planning some sort of attack on the town with his creations. They proceeded to attack the fort in which Gordon was held up within, they found the back entrance. However they forgot to turn off the door bell and had to deal with quite a number of guards rushing out to greet them.

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  • 1494

    28 /10

    The Water Temple (That Everyone Hates)

    The party investigated a "leak" near New Halimar, where a lot of sharks came and nom'd them. Eventually they found a kua-toa friend who they saved from a barrel in a shipwreck, and he led them back to his tribe, where some misunderstanding occurred, and eventually the chieftain summoned their god, a mighty dragon turtle. Many shark deaths later, the great turtle was defeated, and it faded back into the imaginations of the god-maker tribe. The party dried off, and headed back into town to celebrate.

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  • 1494

    28 /10

    A Colossal Quandry

    The party was dispatched to (and abandoned at) a small village just south of the Spine of the World. The Local Mayor/Farmer/King/Smith/Doctor requested their assistance in dealing with an incessant racket. The sound of a massive anvil being struck resounds throughout the whole mountain range causing environmental instability. After a quick scuffle of mistaken intentions the party makes an alliance with a Winter Eladrin on her way to make the racket stop as well. A brief discussion with a Giant Smith later and the party agrees that they need to evacuate the town and evacuate it they did. Every single Resident. All one of them.

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  • 1494

    29 /10

    The Tiny Dragon Crew's Ocean Adventure: The Tiny Dragon S3-Episode 4: Past, Present, Future and Everything in between.

    It's been a long and harrowing journey but The Crew of the Tiny Dragon have finally made it back to their own time period, hope in their hearts and minds. The cost of that hope? Well, that's for the crew to decide if it was worth it. Settled back in DR for now, they seek rest, looking slightly away from the past and towards the future.

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  • 1494

    30 /10

    Roniz Sleazemaw: Snow Safari!

    Roniz took his accompanying hunting party into the snowy mountains. He collected a number of new chimeragraphs picturing him standing victorious over dangerous beasties. That's it. No one else was there. Roniz went alone, what a legend.

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  • 1494

    2 /11

    Adventure to the East pt. 3

    The group has made it far across the world and is now approaching the end of their journey to Osse. A few hours before their arrival in Dune Stone the party is ambushed by a small tribe of wyvern riding kobolds. The leader of the kobolds was slain and it was found out that the leader had been infected with the plague the group is here to take care of. The group was able to get a little bit of information from this encounter but they seemed to lack a bit in the area of medical research. The party took some time to rest in the last 3 hours of their journey after cleaning up the corpses from their last fight. Upon arrival in Dune Stone the group found the Commander of the guard, Commander Mud, that began taking them on a 'tour' of the city. The group found that the city had been divided in half, quarantining the sick citizens to one side of the city.

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  • 1494

    3 /11

    Rescue mission: Back through the Portal!

    After receiving a warning not to go into the towers by a skeleton in blue, the party made their way to the nearest tower anyways in search of the lost citizens of Driftriver. After killing a couple things on a mountainous desert area, they eventually made it to the tower where they answered a riddle to get past some creatures that looked like unicorns. They found a lake with a creature in it that didnt seem hostile, but as they left caused the ground to rumble simply by rubbing its horns to the bottom. They passed a "puzzle" with much difficulty, finding the answer to simply be opening the door, and were greeted by fat poisonous fog spewing... slugs with legs? Upon dispatching them, they made their way up one final flight of stairs, to find a snow covered area with a creature munching on the people they were there to rescue. One life threatening battle later, they managed to gentle repose the bodies and take the night to sleep. Upon waking however, they found the body of the creature that attacked was gone, as well as all other signs of battle. After a minute of searching, they were greeted by the same skeleton, with an eerie message, before disappearing, and when they made it back outside, they noticed that everything was quiet... too quiet. Nothing happened though, and they were able to make it back outside of the portal fine.

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  • 1494

    4 /11

    The Mines

    The party was called to investigate a cave-in problem, some lost miners, and strange noises. Clearing out some rocks with badger badgers, they found themselves suddenly assaulted by pale spiders! They attempted to save two civilians, but one was taken and rag-dolled through the air, in the mouth of a spider. Oh, and these spiders kept going “invisible”. These invisible spiders also had a leader, whomst decided to eat the foreman of the mine. However, after a long fight, the spiders were defeated, and a single miner survived. Happy for his freedom, the miner ran and was never seen again. Success...? Who knows......but ones things for certain. The skittering mines are still haunted to this day.

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  • 1494

    4 /11

    How did you sleep last night?

    The party members that sleep were visited by an entity in their dreams. Some spent the rest of night in a fitful sleep of nightmares, waking up with a doozy of a headache. They were called to BASE finding out they weren't the only one affected. A tiefling named Delight had hired base to deal with an overlap of planes and realities. The party used the Odyssey to meet their ride into the unknown, which turned out to be a ghostly ship. They "sailed" into progressively stranger terrain and layering of realities. They dealt with dangerous aberrations slipping into the anomaly on the boat and once they made "land". The party must now cross the acid flows and push into the heart of the anomaly to investigate and attempt to fix this growing problem.   The party pushed into the cavern finding more aberrations and a halfling mage. The party fought bravely despite multiple members being possessed. They were able to defeat the enemies and search the lair. Books and possessions were found pointing to the summoning ritual that happened. No info was found about what caused the strange phenomenom experienced by the party. They walked out of the cave to find themselves back in the field where the Odyssey landed with very little time having passed in the material plane.

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  • 1494

    4 /11

    Window to the Past (rerun) P8

    The party met with an important individual who has been testing their abilities. They were provided more information of why they were there and what it is they need to do. After pressing for information they proceeded forward to destroy what lays within an Obelisk owned by the warlock. The party proceeded to rest with their new friend Rooster. They gained a new ally in Que'vallas an elf wizard from 255 DR. They proceeded to defeat the creature within the obelsik before the warlock returned and escaped. Mathias and Que'vallas perished in the battle but were resurected. Mathias resurrection failed as he went to a clone and has disappeared from driftriver for some time. The party returns to driftriver while Que'vallas returns to the small town of Waterdeep as he attempts to obtain the 1% compounded annually interest on 500 gold he put in a waterdeep bank 1250 years ago....

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  • 1494

    5 /11

    Lord Kluvonat’s Plan To Make Driftriver Great Again

    Clifford got a letter from the nefarious Lord Kluvonat about a planned terror attack in the Downtown park of Driftriver. It wasn’t due to happen for half an hour more, so he offered the party coffee and answers to their questions. Of course, time ran short, so the party had to hustle their way over to the park, where a hot dog eating contest was underway. Arriving just a minute before 9:30, the party witnessed a tear in reality as a portal-gate was opened up in the middle of the park and a flat-bed cart full of devils poured out. Acting quickly, one of the devils cut a civilian in half, highlighting the seriousness of the situation; the party lept into action and managed to control most of the devilish crowd with pesky magics. After a rushing emptying out of the park and a battle that left the fiends dead, the party opts to go through the portal into the desert. With a minor delay in the desert to wait for potions of fire resistance, the group then encountered some Salty Devils, then a Devilish hit squad at some hills, finally reaching a cave where they suspected their quarry to be.   Down a winding passage in the cave, they find a treacherous bridge, where the party opts to dangle someone off the edge to look under the bridge, where there’s MORE FIENDS awaiting, one of which cuts the rope and drops a member of the party into the abyss 380 feet below. A chilly battle ensues with the party losing half of their number before declaring victory… of sorts. Turns out Lord Kluvonat left a note that more or less was just insulting and vile and he wasn’t there at all…

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  • 1494

    8 /11

    A Wedding Party of Gigantic Proportions

    After the gang met with Esper the celebrations began. As the groom arrived some were frightened at the gargantuan sea monster known as Ceadeus, now husband of esper, but the party went well regardless due to someone bringing a few bottles of blood wine. Dancing and arm wrestling contests followed and with all the cheap booze drank, esper deemed the party over as the partygoers returned to base. Some more passed out than others.

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  • 1494

    8 /11

    While the Boss is Away - part 2

    New and unusual aberrations were discovered in the caverns below Gizmometry Labs. The party dispatched the skittering critters before dropping a winged foe into the portal and following it shortly after. Pulled to some distant plane, the party took the fight to the invaders on what may or not be their home turf. It took everything they had, but they finished off the enemies and discovered a cave mouth that exuded a sickening, purple energy that kept them from approaching.

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  • 1494

    8 /11

    The Blob That Should Never Have Been.

    Blorps are discovered after the 102nd Kobold Sewage Brigade sends the party down some twists and turns that aren’t all necessarily correct. Even so, Teef gets copied in strange fashion, and has to deal with a dopple-Teef for like half an hour as the party lures the blorps with sandwiches back to Francois’ lab and into their imprisonment. Consequences - The Blobs become more sentient, also they get divided into two, not one now.

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  • 1494

    10 /11

    Herald of monsters

    The Shepard has arrived, a herd of monsters alongside her/them? Her objective was to find the perfect place for these monsters to nest, so they could find balance in the ecosystem that they resides in. She seemed obsessed with the idea to the point of illogical rambling, insisting that this was the way they saw best. The players decided to gauge her strength, and the strength of her monsters. After tracking down a group of ape like creatures and defeating them, they decided that it would be dangerous to send anything less than level 13 adventurers to help cull this threat.

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  • 1494

    12 /11

    Mead-filled Monks

    The bat stole donuts from George's recovery party, before leaving B.A.S.E. with Brother Shrekphael and his Dunkhey. They got blocked by some sheep on the road, wiggled their way through, completely ignored a meteor crashing like half a mile away. They met a friendly bunch of fellow adventures and shared booze and sausages, without getting shanked. When they got to the abbey, they found it had been taken over by orcs, which they way too quickly dispatched. They took the orc's plunder, and brought it back to B.A.S.E., making Clifford very happy.

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  • 1494

    15 /11

    Adventure to the East pt. 4

    The party is split one half making water in the food district while the other half is speaking with Commander Mud about the situation of the city. While Kombucha and Oriana are seeing to the water crisis they encounter the Arch Druidess. The Arch Druidess tells them to come to the other side of the wall if they wish to help the infected. The group meets back up and enters the walled off section of the city finding that this area has been left by the dead and scavenged by the living. The group goes to the market district for this side of the city to find the Arch Druidess having made fruit to replenish the supply of food for the people here. She explains to the party that she is also healing some of the infected as much as she can to lessen their pain and after watching her for a few minutes they realize that she is taking the disease into her own body which is immune to lessen the symptoms on the towns people and ease their pain. Adrum tries to use the spell remove curse and nearly loses his hand for it if it was not for the Arch Druidess restoring his necrotized flesh to life. The party realized now that she is probably quite powerful and would come to find out later that she is most likely an aspect of Chauntea.

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  • 1494

    15 /11

    The Missing Order

    Ghost hunter awoke from his months long meditation and slumber to the Sending from the leader of his Bloodhunter order.   “Have a lead on Aravae. Last investigating shrine of Araleth near Myth Drannor. I can't get there. Time is of essence. Vampires and Lolth.”   Rushing into the lobby of base he recruited whoever happened to be nearby, quickly explaining undead. He swept away for a much needed 23 minute shower. Meanwhile the rest of the recruits redid their loadouts for the potential undead. After Ghost hunters Shower he returned to the party to give a better brief of how it is a rescue mission for a missing order member. Buying horses and gear from the nice family on the southern side of the river, they headed north towards Standing Stone. Along the way they mixed it up with some raiders who really had no interest in the party. But they had to stick their noses in and put a stop to their business. Further along the road they found the bodies of the families slain by the raiders. Graves were dug. Funeral rites of Bahumet were read. After a ten-day of travel they arrive at the shrine of Araleth Letheranil just before night they moon-rise.   Standing before the doors they waited for the moon to rise unsealing the divine magic and allowing entrance, and exit. A fight in the entrance occurred between the party, some vampiric mist, a drow, and some spiders. After clearing the entrance guardians, the party proceeded into the shrine, down the mural hallway of the history of Araleth. On one wall were candles reacting to the presence of Ghost Hunter, lighting as he neared, and fading as he passed. The wall of history details the journey of Araleth and friends into the Underdark. While there they discovered the Army of Lolth marching on the surface. Sensing a need to act they dove in and fought the army, delaying and buying time. Upon reaching Lolth Araleth fought her and received a fearsome wound from her bite, leaving a permanent scar. But he dealt a blow in return strong enough to deter her while allowing reinforcements to arrive. But that is where the mural deviated from the truth. As if being molded from wet clay the end appeared to be shifting, with the end of that fight changing. The wound growing worse?   Moving into the antechamber where some driders had coated the ceiling in webs, the party had to fight through some more Vampires, driders. They taunted Ghost Hunter about how he wouldn’t find what he sought. And how they knew he was coming. Ghost Hunter wanted nothing to do with this, and slew the jerks.   Bursting into the room of worship the leader of the vampire contingent here, and his allies were found. The statue of Araleth smeared in blood. The leader holding a chalice. But this could not be left to stand. They were rapidly dispatched, with one minion being left for interrogation. Upon interrogating him it was discovered that the missing subject is still alive. In the keep of someone called Murlough. And the badges of this man might get them in. The blood on the statue seemed to be changing it. Remolding it. Remolding history to worsen the wound taken by Araleth.

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  • 1494

    15 /11

    The Mines (Deeper in!)

    The group (consisting of Lavender, Vercevoran, Esper, Ashira, Gwen, and Tamara) went back down into the mines, traversed several precarious circumstances, got grabbed by some rocks and bitten by a leftover spider (whomst ran away barely alive), and traveled over a rickety bridge over a massive ravine, almost falling in, but made it across. They then found a mushroom, Lavender smelled some lavender before passing out for a few minutes, and they continued into the depths, where the stalactites fell onto their heads and sucked their brains like vacuums. Also there were tentacle monsters and a jumpy boy who made everyone fall over. There was a tiny kobold who showed them to friends!, and some remaining but disheveled dwarven miners were saved, along with some friendly kobolds. Leading them out, only the tiny kobold fell into the ravine, lived, and was saved by Gwen. However this kobold now worships the small but majestic Vercevoran. The party returned to BASE with the miners, who thanked their saviors and went on their way.

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  • 1494

    16 /11

    Ballroom Bananza (pt.2)

    The group made their way through the house, discovering a potion that turned the dead into undead and allowed them to take the physical form of somebody else a room for sacrificing people to devils, and eventually a room with a bag of holding full of drops guarded by three pit fiends disguised as dwarves. Seres managed to banish all three pit fiends before any of them could even react. They then cast some spells on the bag of holding, allowing them to link the theft back to the mayor of the town, Bellay Trastin. After informing base through the sending spell, they were informed that base would take it from there, and promptly teleported home.

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  • 1494

    20 /11

    A Good Day for a Hunting Party

    Sir Lumos has invited anyone that wanted to come to the Soul Forge for a dinner and drinks. There was lilac based mischief and laughs shared. Sir Lumos gave a speech about his plans going forward and plans for expanse of the Soul Forge and introduced Amber Arro, Master of the Hunt. Amber explained a contracted hunt that was set for that night to 5 willing participants. The group signed the contract and were given the last known location of the Ironscale Hydra that was their quarry. The group followed the trail and found that there were actually 2 hydra there not just the one. The group made the decision not to kill the younger hydra and instead focused on the mother felling her quickly. Zith was able to harvest all but one of the scales needed from the mother and Freya found 1 more at the bottom of the pond that she was sleeping in before the fighting broke out. Unfortunately in the end the younger hydra was too aggravated to be left to itself and Tess dealt it a finishing blow. Zith collected 40 LBS rough cut hydra hide that he took back to the spearhead with him.

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  • 1494

    20 /11

    Damsels and Dragons I; the knight in worn out armour.

    Crazy ass knight asks for equally crazy adventurers to go rescue damsels from dragons. As soon as the party is ready, he teleported all of them to a random ass dragon hoard with damsels in distress nearby. The first teleportation landed them in a bar near a little pseudodragon and a horde of dragons, with a red-headed damsel nearby who's always in distress. After some failed dragon petting, another teleportation landed them at the near the coming of age ceremony of a blue dragon, where said dragon got offered 4 sacrifices. After some horrible tactical failed stealth, a whole flock of dragons went at the party, the latter emerging victorious due to some clever crowd control, tanking, and diplomacy.

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  • 1494

    22 /11

    Adventure to the East Pt. 5

    The party has made their decision to go and investigate the city of Oharoto. When they arrive they find that the city is a proverbial ghost town filled with silence. The group spots a lone fox like creature running through the city across roof tops. Zug Zugger and Sigourney try to cut the creature off with a quick casting of Dimension Door and find themselves surrounded and trapped on all sides by demons. Combat breaks out!

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  • 1494

    23 /11

    You Can't Cover the Sky with One Hand. Part IV

    The party is sent out by Mathias to go hunt down and investigate the kidnapping of his son apprentice and ward, Amara. They encounter many shifting magics within the Druidlands but eventually discover a hidden ruins and an Amara that has somehow been divided into three Amara's? The amount of pure magic within the ancient ruins causes Murdok's form to shift and he asks the young Prince Syan to dispel it, only to result in the princes sudden and alarming disappearance!!!! Jurren's Imp, Rakki's makes a wish on some magic goop. Oops. Miles senses around the ruins, feeling the presence of something dangerous around them as one of the 'Amara's' comes to their aid with information from the past. He's introduced himself as 'Silas von Claude'...a name the party will soon come to know is not to be overlooked.

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  • 1494

    25 /11

    Sahuagin Attack Force

    The group questioned a school of bluegills, finding an underwater cavern that had been occupied by sahuagin. Upon silently eliminating the guards at the entrance, they snuck in and killed a sleeping group before taking a rest to tend their wounds. They broke the lock to a cage with sharks in it, keeping them stuck forever, to die a slow and painful death to starvation. They then continued on, eliminating two more guards and a shark, as well as a group practicing their land combat. They found a note on the trainers body telling of reinforcements that were to be sent. Afterwards, the moved on to find a vast underground lake that stretched as far as the eye could see, in which a group of sahuagin spotted them. They were quickly overpowered, and forced to run. Luckily through a mixture of luck, hit and run tactics, and the sahuagins refusal to kill, preferring to take prisoners, they managed to make it out with only one death in the form of Xylem the tree, and many major wounds.

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  • 1494

    28 /11

    Damsels and Dragons II; different damsels.

    After accidentally teleporting to the desert again and teleporting away from 3 damsel-less dragons, the party finds itself near a damsel crushed by a giant necrotic rock from the sky, and her ghost. (They also accidentally teleported a BASEment waitress) As they try to push the rock off and a giant shadowy dragon appeared from the shadows of this rock. Not a threat to this punch punch shoot shoot squad. They decide to punch the rock to bits, completely obliterating the necrotic influence in the woods to the west of drifriver. After the giant explosion goes off, they dispatch several undead and teleport everyone back home, including the ghost and her body. Iggy goes to get the poor ghost revived by one of the mizzium priests. The kidnapped basement employee is traumatised beyond belief.

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  • 1494

    30 /11

    Diamonds in the Rough [Part 1]

    The party are sent to retrieve some stolen 'cargo' by the grouchy and irritating merchant Nassan. He gives them a guide, a mute and timid male Drow named Proxy, and told that they can do whatever they want with him afterwards. Urian is the smartest member of the party, he doesn't mind this. They travel in a cart, Marian plays with a puppy, Arana gets a love bite from a friendly vampire, Flecks hears howling, Snow finds a chicken and Vanessa falls from the sky all the while Gwen sleeps peacefully in her tent. Proxy and Marian become animal cracker friends. The party then gets chased by a single howling wolf that sounds like a lone wolfpack. Flecks talks to a celestial hawk in Giant Eagle. The wolf is undead---there are fiends ahead. Proxy reveals that the 'cargo' is other Drow slaves like him, the party is various forms of enraged. Arana 'pops' her spider legs because of Drow induced PTSD. Arana and Marian bond over being cute spider girls. Proxy runs from cute spider girls because of spider PTSD. Flecks and Marian decide to be big damn heroes and protect the cart, horses, chocobo and entrance from the undead wolfie while the rest of the party pursue proxy into the cave where the slaves are supposedly being held. Undead wolfie turns out to be a very attractive Druid/Lich who charms the cute falcon boy and the cute spider girl and steals them away for his 'collection'. Meanwhile, in the cave, the rest of the party fight a variety of terrifying spiders including a spider queen--ish very cold, and some of the spiders go boom-- they discover a bunch of bodies the Queen has fed on, they all have copper base badges. RIP copper tier adventurers. They then move on---but not before some of them debate ditching the party because THEY CANNOT SEEE-- and find the Drow slaves all locked in prison cells, bound and cursed with something strange. They also encounter Dr. Brennen, Dr. Arkan and Jabariel from D. Bold Plaza who were all down in the prison trying to figure out what was going on down there. After some debate over how Sus the doctors are, Dr. Brennen helped Snow cure the Drow and resurrected those who died----out of spite, 'You say I'm not helping, well f*** you.' Meanwhile, Gwen and Dr. Arkan break some doors down, Arana finds one that leads her to Proxy and a terrifying scene. She attempts to protect proxy, but he's knocked out by a mysterious purple gass and they are both stolen away by a Matron Mother named 'May'. Arana attempts to call her Adamantine tier friend Jabril to help, his gate to her miss directs due to magic around the lair. He comes to aid the party. He and Urian have a moment but tis not the right time for the moment. Brother is that you????? The party discover that Marian and Flecks are also missing. Jabril returns to Driftriver with the party to gather information to help rescue their comrades. The Drow slaves are not returned to Nassan and instead are 'relocated' by several members of the party. What happens next? Time will tell.

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  • 1494

    3 /12

    The Frozen Peaks’ Bounty?

    Clifford has his office barged into as the party kicks down his door and doesn’t really knock. So pleasantries are skipped completely as he explains the task of expansion, resource allocation and the need to scout out new locations for work. The party is informed about a pair of fellow scouts that’ve been contracted to base, a dwarf named Fomuil Opalstone and a gnoll named Gyz. The party gets the choice of three locations sold to BASE as promising BASE CAMP locales, and the PCs choose to go north, sending the dwarf and gnoll more south. Traveling a few days on Clifford’s new ship, the Blythian Frontier, they’re treated to their own small cabins and a comfortable journey, before disembarking and heading up into the mountainous foothills. Their travels led by RABBIT go rather easily, discovering a satchel of frozen jerky, then a giant eagle nesting site, and then wandering their way into an ambush. After scaring off some, and beating off others of the bandits, they discover that the ‘gnome bandit’ wasn’t so much a bandit than a captive of the bandits forced to work with them, coping with booze. Given the chance, the gnome murders one of the unconscious bandits, before getting manacled for good. The party discovers that the leader survived the fight, and crawled into a bush nearby, before getting recaptured and questioned. The party chases after the less-stealthy of the two runners, eventually finding a campsite, where four ogres are roasting an elf over a fire, presumably the one they’re chasing…   But after a rather quick series of bad inspection-deception-silliness, the party slaughters the ogres mercilessly, investigating the camp, and finding that the elven bandit hostage had lured the gnome’s wife away into an illicit affair, then sent her to Silverymoon, then telling the gnome that he’d kidnapped his wife and blackmailing him into helping with banditry.   The mystery solved, the party treks onwards to their destination at last, encountering strange crow cawing in the woods before arriving to mysterious mushrooms growing amongst the trees, and finding a dozen dead orcs inside a tent, having foamed at the mouth after eating glowing mushrooms.   Opting to leave this behind and fall back to report, the party reports back to the ship and eventually heads back to BASE, getting paid well for their efforts and getting to see later if either of the other scouts had better luck!

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  • 1494

    3 /12

    Forgotten

    The party went to sleep. When they woke up, they were not where they went to sleep. Wandering around, they found many old and lost places and that the place was a demi plane. The strangest thing, was finding the House of Memories. The only problem is, it was not what they remembered. Shadow creatures roamed, seeming to be unable to be destroyed. With the help of one very surprised and very worried Marcella Ameliae, the bar tender of the house. She explained they were there physically instead of in their dreams, the place known as the House of the Forgotten until they it is opened for the evening. They were returned home, with the notion of Marcella possibly needing help again soon.

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  • 1494

    4 /12

    There's Gold in Them There hills. Right? There's gotta be. Go find it.

    Clifford issued a strange gnome developed, detector to the adventurers with the instruction to use it to find gold in them there hills! The 2ft. By 2ft, by 1 ft. box, weighing 12 lbs, is made of a strange cold scaled steel, and has a red gemstone on the top about the size of an ostrich egg and reminiscent of a fire opal. But no instructions were provided. After a little bit of looking and investigating, it was discovered that it has a coin slot? And it makes your brain tingle. So Imzel Identified the box to find out what it does. If you put metal in through the slot while focusing on a quantity of metal the gem will glow in the direction of the nearest metal of similar size. The box will function until contact with the user is lost. The metal will be spat out the bottom at this time. If new metal is inserted without spitting out the old metal, the previous will be lost. Placing a gold coin in the box the party headed into the mountains, being sure to purchase cold weather gear for themselves and their mounts. After a day and a half of travel they found themselves at a bridge crossing a river. While trying to cross the bridge the resident troll climbed up to be banished, but his allies kept fighting, killing Ashleighs horse Thunderhoof, and attempting to freeze hearts. After dealing with the allies, they obliterated the troll, and splashed acid on it.   Continuing on, the party realized a severe storm was rapidly approaching, and took shelter in a nearby alcove, throwing up a wall of thorns, and avoiding whatever was in the storm. After an hour of waiting the storm came back and they got a chance to surprise the elemental being, his frostplants and ice elementals. But the frost plants counter surprised with being unable to be surprised. After killing a dryad, downing Carric, and destroying a steel defender, Dalgan signature moved the storm lord slaying him.   The next day they continued following the gold signal, and found a cave with 6 golden stags, literal stags made of gold, but never entered the cave, deciding to leave the wondrous creatures to themselves. They took note of strange footprints nearby, and claw marks in the cliffs above the cave.   The official report to B.A.S.E. claims that gold was not found, and determined to be out of reach. They decided Clifford would be too greedy and just kill the stags instead of allowing them to live. A message was sent to Zancho saying he may want to investigate the area though.

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  • 1494

    5 /12

    The Tower

    Tayva, Speckle, Lohra, and Ae'rl'tur were sent to investigate a tower that one of the goldsniffing teams had noticed in the distance. Along the way, they defeated a pack of undead in the woods, saving a pack of fleeing kobolds. Among the undead were a pair of ogres that Tayva swears she'd killed before. Between axe and holy water she's sure they'll stay dead this time. They arrived at the tower around nightfall. They heroically decided to assault the tower with a two pronged assault - Tayva and Speckle entering through the front door, and Lohra and Ae'rl'tur dealing with the skeletons on watch and entering through the roof. While Tayva and Speckle fought their way up through animated statues and cultists, Lohra and Ae'rl'tur easily handled the skeleton guards but eventually fell to the power of the necromancer who rushed to the roof to confront them. Fortunately Tayva arrived on the roof in time to kill the necromancer and she and Speckle were able to revive their fallen comrades.   Speckle made a throrough search of the tower and discovered that the necromancer had taken over the tower in search of info on Aura, and being an educated gnome, knew this to be the name of an undead dragon that had plagued Thunderholme. The party returned with this intelligence, along with a floating disc worth of books for Clifford to sell or add to BASE's library.

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  • 1494

    5 /12

    The Secrets You Keep: Escort

    The party was met by a rather dapper and surly man. Familiar to only one, but this was never brought up. With their mission in mind, they followed, finding themselves in Baulder's Gate in an instant with no memories of the travel. Eventually, they found that the noble in question was called Lord Morrian as a few members found that there was a person in one of the carts that seemed injured. Ponsonby took matters into his own hand, finding that the person was a woman who was dying. He quickly snuck in, disposed of the 'warden' and sped to his party. Unfortunately, his heroic rescue was interrupted as he miss stepped and fell, dropping the woman and reopening her wounds. A struggle ensued as they tried to keep this woman alive...   then Pearl realized who this was.   With a quick spell, she relieved this woman of her suffering, and the party found themselves back in BASE HQ. As if they weren't surprised or confused enough, they came face to face with a familiar person.

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  • 1494

    6 /12

    Adventure to the East Pt. 6

    The group finished their fight with the dastardly fiends that seemed to be ransacking the town, slaying all but one of them that managed to escape. The Arcanaloth seemed as if it was heading towards the mountain range to the northwest. The group decided to head back to their ship to attempt to track it down from the air. Zug, Imna, and Oriana decide to get some needed rest after their tough fight (LR for the 3 of them), While Sigourney, Adrum, and Kombucha kept watch for any trace of the Arcanaloth. After a few hours of flying the trio on the upper deck noticed a change in the air causing them to go on alert and look around. From what they noticed there seemed to be an area of pestilence in the land that was affecting plants, wildlife, and even the water. The group kept watch and after an hour of flying through the area they found themselves leaving the zone. The trio that was still awake decided that investigating the town was probably their best first move with the pestilent zone as a backup plan. The group arrives at the town having Captain Captain stop 600 feet above the town. Adrum and Kombucha both notice, in their weary sleep deprived states, that this new town of Lembasato also seems to be devoid of life.

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  • 1494

    6 /12

    The Tower (or maybe it happened this way)

    Esper, Khemt, Teef, Elliot, and Ela were sent to investigate a tower that one of the goldsniffing teams had noticed in the distance. Along the way, they defeated a pack of undead in the woods, saving a pack of fleeing kobolds. Thanks to a combination of stealth, tactics, and tentacles (well, one tentacle) they managed to emerge from the combat virtually untouched. They made their way to the tower and waited until it was fully dark to begin their assault. Scaling the side by magic and muscle, the party took out the skeleton guards in what would have been perfect silence, if not for the enraged yells of Teef. They made their way into the tower just in time to catch the necromancer alone in his study. Esper's quick thinking kept the necromancer's followers locked out of the room while the necromancer shrugged off spell after spell. A well timed counterspell by Ela saved the party from chain lightning and marked the turning point in the fight. After the necromancer's death, Teef ripped open the door and dispatched the cultists with two quick slashes of her claws.   Spending the night, Esper found a piece of paper with the name Augloroasa beneath Ela's smudged bootprint. Near it on the desk were books on dwarven history, necromancy, and dragon lore. The next morning the party made their way back to the ship with the new information.

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