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Season 1

The adventures of the agents of BASE. Alturiak 1494 - Kythorn 1494

  • 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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    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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    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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    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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    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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    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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    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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    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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    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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    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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    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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    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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    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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    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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    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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    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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    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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    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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    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.

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  • 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.

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  • 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.

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  • 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?

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  • 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.

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  • 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.

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  • 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.

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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

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    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

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    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

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    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

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    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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    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

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    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

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    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

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    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

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    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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