Wizard

Panzadeya's page

47 posts. Alias of Flamora.


RSS


Panzadey will state,"As High Inquisitor of the Silver Flame, it is my DUTY to LOOK into the situation." She will turn to her companions, "Let us be on our way."


While Helix is addressing the queen, Panzadeya will analyze the situation. She will try to detect evil on the queen, the advisor, and guards.

Jughead asks, “If we pursue him, he fights, and dies. Why do you need his body and bring him back to life? What is your custom for “divorce”?
Diplomacy: 1d20 - 1 ⇒ (5) - 1 = 4


“No, we do not kill for money. We protect the defenseless, we help the needy, and some of us spread the True Faith of the Silver Flame,” replies Panzadeya quickly. She understands that some of her companions are not so altruistic. Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16


“I would love to meet the queen. Please allow me to make myself presentable to her,” replies Panzadeya. She will go to her cabin on the airship and put on her best attire. Before going back above she will go by the cargo hold to see what type of parcels are being loaded. She will try to detect evil and detect thoughts on the parcels.She will also look at the crew that is loading the parcels and ask them about their content. Jughead will go with her. Panzadeya will also explain to him (and the others if possible) of her plan of trying a spell –Zone of Truth –in the presence of the queen, if Jughead can provide a distraction. She will also talk to the captain, being suspicious that the captain may be forced to leave us while we are off the ship. If that is the case, to please inform the church of the Silver Flame of the situation and that a rescue could be profitable for him. Finally, Panzadeya and Jughead will join the others on the deck.


Jughead will stay alert and on watch. Panzadeya will come up on deck and ask the giants about the parcels. What are they? How many? How big? Who are they to be delivered to? Why doesn't the Queen just hire an airship to take the parcels? She will also ask about the Sky Queen Idra and her cloud castle? Also, what do they know about the palanquin? Who is it? Why did it attack the ship? Panzadeya Diplomacy 1d20 + 9 ⇒ (6) + 9 = 15, Gather Information 1d20 + 7 ⇒ (9) + 7 = 16, Sense Motive 1d20 + 8 ⇒ (1) + 8 = 9. Panzadeya will also try to detect thoughts. DC = 27 This is an exorcist ability.


Panzadeya HP146/146 AC 33
Jughead HP 133/133 AC 28

While Helix is below Jughead replies, “I do not like to be below, I enjoy the open.” He studies his opponents for any weaknesses (soft points, joints, hinges,…) and the ship for any advantage to discharge of the giants if they become unhelpful or even hostile in the future.


Panzadeya HP146/146 AC 33
Jughead HP 133/133 AC 28

Jughead will watch the giants while Helix goes below and informs the captain. He will keep himself between them and the door to go below.


Jughead is keeping watch; walking around and looking around. Spot 1d20 - 1 ⇒ (11) - 1 = 10 Listen: 1d20 - 1 ⇒ (5) - 1 = 4


Panzadeya HP146/146 AC 33
Jughead HP 133/133 AC 28

Panzadey Fort: 1d20 + 18 ⇒ (20) + 18 = 38 is sleeping. Jughead is keeping watch; walking around and looking around. Spot 1d20 - 1 ⇒ (7) - 1 = 6


Panzadeya HP146/146 AC 33
Jughead HP 133/133 AC 28

Panzadeya is sleeping. Jughead is walking around on deck and tied to the mast.
Spot 1d20 - 1 ⇒ (9) - 1 = 8


“Good idea, Helix. Sailor, please help me get lashed,” yells Jughead. (But tie the rope with a length to move around and a knot that will tighten with body weight, but able to untie tugging on the other end.)

Panzadey is sleeping. Fort: 1d20 + 18 ⇒ (17) + 18 = 35 Panzadeya is unaffected by the turbulence and sleeping like a baby.


Panzadeya HP146/146 AC 33
Jughead HP 133/133 AC 28

Once Panzadeya circulates around the ship spreading the word and goodwill of the Silver Flame, she will go below and sleep. Jughead will stay above and keep watch. Spot: 1d20 + 7 ⇒ (6) + 7 = 13


Panzadeya HP146/146 AC 33
Jughead HP 133/133 AC 28

“Is anybody hurt?” yells Panzadeya. She will heal the party and then stabilize the crew. She can Lay on Hands for up to 60 hit points and will try to help the worst cases first. Once everybody has been seen to, she will try to talk to the captain of the ship. She will use Detect Thoughts – DC 27 and her natural gathering information skills 1d20 + 7 ⇒ (16) + 7 = 23 to gain intelligence from the captain and any crew member in front of her with 60ft. She will ask questions about Elaskar? What is there? What kind of people are in Elaskar? What is the culture? Why were we attacked? … She will also ask about the palanquin and the hooded creature.

I don't like this flying, being as heavy as I am, thinks Jughead . He will try to help repair the ship, asking questions about the functions, and try to learn the workings of flying an airship in case that might be needed in the future.


Panzadeya takes aim and fires. 1d20 + 15 ⇒ (10) + 15 = 251d8 + 1d6 + 6 ⇒ (3) + (3) + 6 = 12 The second arrow 1d20 + 10 ⇒ (9) + 10 = 191d8 + 1d6 + 6 ⇒ (7) + (6) + 6 = 19 and then the last arrow. 1d20 + 5 ⇒ (1) + 5 = 61d8 + 1d6 + 6 ⇒ (1) + (4) + 6 = 11 {the d6 is flame} Panzadeya yells, "Jughead, we don’t want to lose the palanquin. Attach a rope or chain to the next arrow for the ballista."
Jughead looks for a rope or chain to carry out Panzadeya’s suggestion. Search 1d20 + 1 ⇒ (6) + 1 = 7 Use rope 1d20 + 1 ⇒ (12) + 1 = 13


Once Panzadeya makes sure that the airship and the palanquin are closing in on each other, she will wait with her bow for the palanquin to come within range. Assuming the hooded figure will try another spell, she will hold her action, watching for it to perform any kind of spell casting before sending arrows at the figure in order to disrupt its spell. She lets three arrows fly. The first arrow 1d20 + 15 ⇒ (20) + 15 = 351d8 + 1d6 + 6 ⇒ (4) + (3) + 6 = 13 goes flaming through the sky. Panzadeya wonders, “Just because that creature sent a fireball, I hope the creature is not immune to fire. ” The second 1d20 + 10 ⇒ (12) + 10 = 221d8 + 1d6 + 6 ⇒ (7) + (2) + 6 = 15 arrow and then the last arrow. 1d20 + 5 ⇒ (17) + 5 = 221d8 + 1d6 + 6 ⇒ (2) + (5) + 6 = 13
Panzadeya looks at the hooded creature and tries to determine what kind of creature is attacking them. Knowledge of the planes 1d20 + 9 ⇒ (12) + 9 = 21
Once Helix repairs the ballista, Jughead will load and fire it at the largest target, the palanquin. 1d20 + 9 ⇒ (6) + 9 = 151d10 ⇒ 9 Wow, my companion is handy to have around. He can fix anything. I sure hope he is around if I need fixing. Copper Robot, this weapon is heavier than my crossbow.


Panzadeya HP146/146 AC33 (+1AC and saves Divine Protection)
Jughead HP 133/133 HP2 (+1 AC and saves Divine Protection)

Panzadeya realizes the palanquin is too far away to engage even with a bow. The cowards do not seem to want to employ a hand to hand test of arms. I need to change that situation or my sword is of no use. Panzadeya goes to the helm and tries to fly the airship above and closer to the palanquin.

Jughead will go to the ballista and see if he can be of any help to Helix.


Panzadeya will yell, “Friends, it looks like we got company, welcome or not, off the starboard bow. Spotter, look to see if there any other unwelcome visitors.”
Spot for Panzadeya: 1d20 + 6 ⇒ (6) + 6 = 12
Spot for Jughead: 1d20 - 1 ⇒ (7) - 1 = 6

That airship is too far off for me to detect any evil, but my intuition is telling me the occupants are up to no good. I am going to move toward the middle of the ship but keeping Helix and companion close enough and cast Divine Protection (+1 AC and saves). It has a 20ft radius. With any luck it will get our companions in the cabins. Next, just wait until they are within bow range.

Initiative for Panzadeya: 1d20 + 3 ⇒ (1) + 3 = 4
Initiative for Jughead: 1d20 + 1 ⇒ (11) + 1 = 12
Panzadeya will pull her Flaming Composite Bow and Jughead will pull his light crossbow. They will wait until they are within range.


Wow, this is certainly not the Golden Dragon. The movement of the airship is making it hard on the passengers. I think I will see if I can administer to some of the passengers. Help the sick and spread the word of the Silver Flame. Luckily, Jughead and Helix aren’t affected by airsickness.
Panzadeya Fort rolls: 1d20 + 18 ⇒ (7) + 18 = 25 ; 1d20 + 18 ⇒ (5) + 18 = 23
Jughead Fort roll: 1d20 + 10 ⇒ (8) + 10 = 18


While out for the church I will be listening for any information about where to seek out and destroy evil.

gather information: 1d20 + 7 ⇒ (17) + 7 = 24
Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21


Finally, we are not running off to a new adventure. A little time to … a time to visit with the sick and heal, both body and soul. I will see if Jughead will wander around town with me, while I help strengthen the people, help strengthen the church. Finally, I can use my talents of laying on hands and curing disease for the common people and encourage their feeling for the true faith. I wonder if Helix will help me fix part of the outer building of the church. I will have to see if more food and clothing can be purchased for the children and the elderly.

While out for the church I will be listening for any information about where to seek out and destroy evil.

gather information: 1d20 + 7 ⇒ (16) + 7 = 23
Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19

I may look into strengthen myself and my companion as we can only help the church and cleanse the world of evil abominations if we are alive and able to obliterate the creatures that will be put in our paths again and again. One thing I will look into. I don’t ever want to feel helpless again. I still feel the tentacles grabbing me and not strong enough to do anything about it. Helix says he can make something to prevent that from happening again. I hope so.

It will be nice to be inside a room with a bed and bath, good food and fun. The Church of the Silver Flame does encourages fun.


Panzadeya HP 140/146 AC 29 T 18 FF 24
Jughead HP 123/133 AC 27 T 17 FF 25

While impatiently waiting, Jughead wonders, Who is going to see who first? This waiting for the enemy to come to me instead of charging the enemy is …difficult.
Initiative for Panzadeya: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative for Jughead: 1d20 + 1 ⇒ (6) + 1 = 7


Panzadeya HP 140/146 AC 29 T 18 FF 24
Jughead HP 105/133 AC 27 T 17 FF 25

Panzadeya takes a deep breath and thinks of the power of the Silver Flame. She starts to chant (for Divine Favor) and waves her hand in the symbols of the church. At the conclusion of the chant, she will pull her sword and be ready for the oncoming battle.

“We should seek a defensible position,” suggests Panzadeya. “Put our backs against an out cropping of trees or the backside of a cliff, so we are not surrounded and only fighting on one front.”

Jughead pulls out his light crossbow and waits. As soon as he sees an enemy he will shoot off a couple of rounds, drop the bow, and pull his greatsword. 1d20 + 9 ⇒ (1) + 9 = 101d8 ⇒ 11d20 + 9 ⇒ (6) + 9 = 151d8 ⇒ 3 I need to stay by the softskins. The paladin says we are a team. She says a team stays together. No running off. Protect the softskins. Stay with the team. Team stays together.


Jughead, “ Thank you, comrade, for the assistance.”

“It looks like a trap and they are trying to surround us. I think we should fall back and then seek out the group to the east and eliminate one threat at a time,” suggests Panzadeya.

Looking around to see if they can spot the threat.
Panzadeya: Listen 1d20 + 6 ⇒ (14) + 6 = 20 Spot 1d20 + 6 ⇒ (2) + 6 = 8
Jughead: Listen 1d20 - 1 ⇒ (7) - 1 = 6 Spot 1d20 - 1 ⇒ (20) - 1 = 19


Panzadeya states, “Oh this is just a scratch, but Jughead is dented up a bit and needs fixing. Also, I think we should move on to the monastery, check out the surroundings, look for a backdoor or secret entrance, and see if we can get out of the rain.”


Panzadeya will scan the surrounding area for evil, good, and detecting of thoughts. During the last couple of days she has tried explaining the advantage of sneaking up on an enemy vs charging and squeezing to death and enemy to our newest companion Jughead. He will fall back since he is similar to a Mammoth in full plate armor in a pottery shop when it comes to sneaking.

Panzadeya HP 140/146 AC 29 T 18 FF 24
Jughead HP 105/133 AC 27 T 17 FF 25

In answer to Helix, Panzadeya states that Jughead has a couple of dents. Panzadeya will keep moving forward with sword drawn towards the monastery entrance unless she senses anything evil or detects intelligent thought.


We make camp with Panzadeya and Elbon taking the first watch, Helix second and letting Lady Mirrim get her beauty sleep and spells. The first thing that needs to be done is changing armor. Panzadeya likes the Chiton armor that Helix made better than the magically enhanced armor. Elbon needs to be a tin cup. While they are at the changing the armor, salves and bandages can be applied to wounds. Panzadeya took a bit of damage since she was surrounded during the fight. Since we are resting for the night, Elbon and Panzadeya will offer to lay hands on their companions. Knowing that we are in enemy territory with possible hostile defeated and wanting revenge, we are keeping a vigilant watch.
Spot for Panzadeya and Elbon 1d20 + 6 ⇒ (2) + 6 = 81d20 + 2 ⇒ (16) + 2 = 18
Listen for Panzadeya and Elbon 1d20 + 6 ⇒ (19) + 6 = 251d20 + 2 ⇒ (1) + 2 = 3


Since stealth is out, Panzadeya will yell in her most intimidating but pious voice, “The Church of the Silver Flame wishes to pass. Our fight is not with you….YET.” That should draw their attention from Mr. Metal Man. He is good for many things but not necessarily for his ability with a sword. We will take cover here and see what the next move will be. Panazdeya instructs the pup, “Take cover and search for a good defendable spot.”

Elbon spot 1d20 + 2 ⇒ (12) + 2 = 14
Panzadeya spot 1d20 + 6 ⇒ (20) + 6 = 26


Two frost giants and two wolves, even with our new companions this might be a fun fight. “Elbon prepare yourself for some fun tonight. This might get messy.” Since our bows cannot reach them, we stay behind cover and prepare for a fight. Panzadeya will cast “Bull’s Strength” on herself and Elbon will cast “Bless” on the party. Panzadeya is not sure about her new companion and gives friendly advice. “Once they come into range, shoot them like pincushions. If they get too close, drop your bow and go defensive. Good luck, kid.

At that last remark, Elbon is incensed. I will show you who is "the kid.”


Panzadeya Initiative = 1d20+3 → [1,3] = (4)
Elbon Initiative = 1d20+1 → [17,1] = (18)

Panzadeya eyes two frost giants and two wolves. She and Elbon prepare their bows and notch an arrow, since they are many yards away and look for a defendable position in front of the group. Elbon replies to Stormblade, “ I understand it tastes like chicken.”


I am impatient to get to the Pagoda. A fight for Good is better than a long trail ride. It is great to have a couple of new people to talk to. I have tried to talk to Mirrim and Helix about the church but that is like talking to a stirge. I cannot believe I am thinking, “I miss the hobogoblins”, but they were good fighters and sure didn’t complain like… Not a thought a paladin should be having about a companion. Stormblade seems very proud of his sword and keeps looking at me weird. Elbon is VERY confident in his abilities. The church may need to teach him humility. Helix is a great companion. Has saved me many times, but he does not understand the human heart and being passionate. The conversations about good and evil, about love and hate, right and wrong, have been …exhausting to say the least. I need to get my mind back on the trail. I need to stay alert. We have battled together but Stormblade, Renzor, and Elbon are still new to the party. We may need every advantage. I like Helix’s military thinking. He assigned duties for the trail and camp, arranged watch, and set up camp protections. He is a very logical and steady companion, great healer, and good friend. Yeah, I need a good fight, I am about to start singing church hymns.


The party hops onto a skiff with the captain to follow the Golden Dragon terrorists. The terrorists jump off a skiff onto a balcony. We follow and engage. Panzadeya does much damage and the captain puts a sword to the throat of Telgrin. Telgrin surrenders. Kray, the warforged, decides to surrender. We get their personal affects and 800gp as reward.

There is a celebration for a successful take off. The Cardinal of the Silver Flame, Menasos Beethanade argues with Ambassador Sedge Avadarrn. Mirriam defuses the situation for the moment. Helix is asked by the captain to investigate the murder of Gunter Hedgerin, the clerk for the Karnnathi Ambassador, Sedge Avadarrn. By the body is a discarded goblet of wine – probably poisoned – (dark wafer poison). Also detected is faint necromancy in a ruby necklace worn by the dead Gunter Hedgerin. While investigating the murder, a fight occurs in the bar. Halas Martain is upset because some missives were stolen from him. Nilbog sees Kalibar Jenks put papers in a goblin’s pocket. The goblin happens to be a body guard to Sea Baron Padrith Malinko, a known pirate. Martain, an Orien courier, pay the party 500gp for the returning the papers. Later Kalibar Jenks tells the party he is a member of the Dark Lanterns, the secret police for Breland (works for the Citadel). He offers a reward for not spilling his secret.


We approach the Golden Dragon airship, supported by a fire elemental and water elemental, in a skiff to go to a party. We, Mirriam and Panzadeya, need to talk to Captain Alistair d’Lyrandar about adding our companions to the manifest for the airship. While meeting with the captain on the bridge, we are introduced to the Lord Mayor, the botson, Velgram Linnatorm (a half orc), a man in full plate with a citadel symbol engraved, Banarak Tithon the Knight Marshall of the Citadel of Sharn (of the King’s Citadel). The captain grants all of our party passage. Helix walks about the ship and asking questions. He is an inquisitive fellow. Panzadeya talks with the first mate Lt Mazzia d’Lyrandar about a tour of the ship. She also overhears a conversation between Ambassador Sege Avadarn with his pet Karnnathi skeleton Skarad and Cardinal Bethenade of the Silver Flame. Cardinal Bethenade is upset that the Ambassador brought his abomination on board the ship. Mirriam is enjoying the party thoroughly and surrounds herself with all the good-looking, powerful men she can find on the ship. I just hope we don’t have any jealous wives.

Around midnight, during the party, hobgoblins (one with a particularly big mouth) and minotaurs come on board and tell the guests to get above decks because there is a bomb. They want 200,000 gp for ransom or they will blow up the ship. Mirriam asks the captain where the most likely place to put a bomb is. He suggests by the water elemental. Mirriam and Nilbog go down a porthole while Helix and Panzadeya distract the guards. Unfortunately, the distraction starts the fighting which may lead to the setting off of the bomb. Two harpies swoop in and mesmerize the guests, plus most of the guards. Mirriam finds a creature setting the bomb but it drinks a potion and turns gaseous. She also finds the bomb. Helix throws the bomb overboard, but it destroys the fire elemental. The ship starts to fall slowly but the clerics are able to summon another elemental and recover before disaster befalls the Golden Dragon. A skiff leaves the Golden Dragon, we assume with the bomb maker. The captain suggests pursuing the skiff. I, Panzadeya, hopes none of this blows our cover. Flying on this maiden voyage is getting more and more exciting.


After the gala and before we leave on the airship, we go to Kyvers Gate and down a back alley. Helix disables a trap and opens a secret door. We go downstairs and encounter 2 human guards. A shifter, which is posing as a werewolf, (faux fur at best) shoots a lightning bolts at the party. The party turns him into puppy chow. Next we go into a room that has 5 shifters (again faux furs) in it. We killed Graas, two others and two surrendered. Before the battle ended one shifter went out the back to warn the parties not to meet at 3:00 as scheduled. The meeting was to plot about the Golden Dragon. This flight might be interesting.


At the Bluebird Inn, near the end of the evening, a woman in robes comes in with two guards looking for Sgt. Vaduk. Helix and the group go looking for Sgt. Vaduk after the female leaves. We come upon them, Sgt Vaduk with a couple of the night watch and the female with her guards, in battle. Seven Goatfolk ibixians and a medusa are attacking Sgt Vaduk and his two city guards. We help our acquaintance and friend and engage the enemy. Helix is turned to stone, but the medusa and gang are defeated. Sgt. Vaduk tells the group that these guys are from Daask, a criminal gang of monsters of the Kyvers Gate. He had arrested a couple others the previous day and this attack is probably revenge. We find papers “Be at the meeting point – the 15th – don’t be late – and an address with a paw print. The print is probably a direwolf print. We go to House of Jorscal to get healed and back to flesh, so to speak. Vaduk and a goblin, Burno, show up at the Bluebird Inn and tell us that Graas is the source of the paw print. Suppose to be a werewolf and boss in the Daask Den. A fragmented, loosely aligned group. Bruno can show us to a backdoor. We wait until after the Gala, so Mirriam can go to the Tane gala.


While tying up the five gnolls, two doors open with a hobgoblin at each door. During the battle a whistle is blown and the watch shows up. Mirriam talks to the watch and they take control of the prisoners, lead by Sgt. Karax. Walking through the Dreamlily den Panzadeya is attacked. Upon killing the two thieves we investigate the room. A portcullis is baring our entrance from going further. Vendren come out for a truce and promises to bring the artifact if we do not do anymore damage or destruction. We have wine and he gives us the Cendrix Column. He invites Mirriam to the Tane Gala. He is quite charming to her and very nicely dressed. She accepts. At the University, we wake up the professor and exchange the Cendrix Column for the 5000 gp. Panzadeya goes to the Inquisitors of Medani and talks with Aribal. She gives her all the information we were able to obtain. Later Aribal asks Panzadeya to meet at the Cloud Dragon Diner in the Skyway District. She explains that the Tane Family, House of Lyrindar has built the largest skyship called the Golden Dragon. This is sooo big… How big is it? It is soooo big that if it crashes it will be a big boom. The House of Medani is providing guards, but would like our party for extra security. She will pay for passage in return for a safe voyage.


After a week in Sharn, while selling items and Helix crafting Panzadeya’s armor, Mirriam and Panzadeya try to get information about the artifact that Professor Ordrik commissioned us to recover. He said he would pay us 4000gp. Mirriam meets with Tazra of House D’Neith. She finds out that the Pilfered Wand is a thieves guild but not associated with the local guild. The Boromor Family controls the crime in Sharn and leaves the Pilfered Wand alone. The Pilfered Wand is in the Tumble Down District. A tribe of gnolls have a dream lily den and the entrance to the hideout of the Pilfered Wand is inside.

Panzadeya goes to the university and asks about the Rakshasa. She talks to the professor and finds out the name of the artifact is the Cindrix Column. Don’t know exactly what it does but he thinks it is a focus for electrical power, lightning. The University will now pay us 5000 gp for its recovery. Panzadeya is told Rakshasa is a member of the Pilfered Wand and their hideout is in the Tumble Down District, in a dreamlily den run by gnolls. It is suggested that more information might come from the House of Medani, the Inquisitors. Panzadeya goes there and finds out that the entrance is located in the Corton Tower in exchange for any documents recovered.

As we get into the Tumble Down District, we are spotted by two gnolls. We advance to talk and they attack. They run into a room with 8 more gnolls. Several are disposed of quite easily and the rest surrender. The gnolls are tied up and questioning will commence.


At the Bluebird Inn, we question the circus members. Panzadeya tries to sense evil on each of the members and feels nothing. Volen Krubert feels guilty about the deaths of the innocent people. Lucian Krusgarth, an artist and a drunk, fought in the last war and joined the circus at the end. He relays to the adventurers that at the battle of the three roads, dinosaurs were used for great destruction. Volen, the animal trainer, and Corlina, the dancer, are hiding something. Rocktar, Corlina’s husband, is glaring at everybody at the Inn. A fight breaks out between Rocktar and Volen because Volen is having an affair with Corlina. Volen thinks that because of his affair with Corlina, he may have been distracted and not noticed that the dinosaurs were sick with a brain disease. The party tries to speak with the dwarf, Borgo, using the sovereign host cleric. On the way back to the Bluebird Inn, Helix goes and talks to Veduk. On his way back to the Inn, Helix sees the drunk and approaches. The drunk runs and the fight begins. The assassin is able to escape by jumping off a bridge. Helix concludes that the assassin was a shifter since the drunk is back as the Inn and has been all night. Nilbog, Vendrik, and Belladonna are at Rocktar’s place on stake out, since he would not stay at the Inn. At the Inn, Helix keeps watch while Mirriam and Panzadeya are sleeping. The drunk comes downstairs and notices blood behind the bar. In the basement, Drummer, the warforged is found hacked to pieces. Following the blood spots, the adventurers go to the employee’s room of Adrianna, the barmaid, with the window open for escape. By scrying blood from Helix’s mace, the assassin is located at the lightning rail station. The party takes a skycab. The assassin is defeated and taken into custody. She explains that she was the mother of one of the children that died. She did not feel it was right that the circus people could cause the deaths of 10 people without any consequences.


Helix gets a message from Veduk, another warforged, about another murder in Oakbridge. We enter the Church of the Silver Flame to talk. Veduk offers us 1250gp if we find the murderer. A human cleric, Lawfer McNullen, approaches. Lawfer shows us the 2nd murder victim, Svlans Earkleminsore, an artist. He died from a fall. Lawfer also tells us The Borermor family runs the thieves guild. On the victim, we find a small strip of skin missing from his chest also a knife wound at the base of his neck. The 1st victim, Zakur, a wine merchant, was poisoned and found in the basement of the Bluebird Inn. Both victims were members of a traveling circus. Drummer, the Bluebird Inn janitor, found both bodies, was also in the traveling circus of Peace. Graf Pendrum owns the Inn. His wife is Serfiba and his daughter is Minna. We went to Svlan’s apartment and found baking flour by the wall near the balcony and a spray of blood on the balcony. Volen Krubert, animal trainer, was the head of the circus. Some additional members of the circus are Borgo, the dwarf, chef at Bluebird Inn; Rocktar, strongman, now trains warriors; Corlina, dancer, wife to Roctar; Kroga is the baker. The circus broke up after dinosaurs killed some 10 or 12 people in Bellrum in Breland. In the morning, we see a little gnome that mentions “Borgo is dead”. His throat was cut, flour around the window sill. He also had a missing patch of skin where the circus members had a tattoo. Panzadeya tries to question the baker, but is unsuccessful. Mirriam and Helix hire a cleric to talk to the victim and ask Svarn about his death. He was killed from behind, but had the word, “Revenge” whispered in his ear. We need to solve these murders fast, get the money and find out what we can about the tigerman.


Upon arriving in Passage the party splits up. Mirriam goes to the House Deneith. Helix goes looking for work and Panzadeya goes to the tavern to gather information. Panzadeya picks up that a Professor Rarden Ordrik from Morgrave University has been looking for guards to travel to Sharn where the Morgrave University is located. Morgrave University is known for utilizing adventure parties to search for artifacts from other continents. Professor Ordrik has an artifact that he needs to return to Morgrave University. On the lightning rail, we made many stops along the way. Passengers came on and off. The magic head that we obtained while finding the cure for the black scour, screams when a mist comes under the door of the compartment of Professor Ordrik where Helix is standing guard. We, Mirriam and Panzadeya, are in the compartment next door. Upon hearing the head scream, Mirriam opens the door and a Tiefling stabs her. Panzadeya overcharges the Tiefling just to find three more in the hall. The mist is destroyed and three of the tieflings are easily dispensed, but one Tiefling is a tough opponent. This one knocks out the professor and takes his pouch containing the artifact and flees the train. Before leaving the train, Panzadeya sees the face of a tiger which is later identifies the thought of Tiefling to be a Rakshasa. The Lords of Dust are an old demonic army. Vakore is the leader of the Pilfered Wand. If we get back the artifact, three stone chucks of coal, he will pay 4000gp. We arrive in Sharn.


Still having questions, Panzadeya went to Sharvarous Vade who is in the sheriff’s custody. While talking to the father, she notices a tattoo of a red teardrop enclosed by a fiendish looking skull, later identified as being a tattoo for the cult members of the Blood of Vole, an ancient religion that worships Death. The group travels to Sharn going down river. An ambush by goblins takes place while several loggers are trying to release a log jam. We arrive in Greenhart where an ancient oak tree and many druids exist. Besserim, a druid shifter, approaches Panzadeya and asks about the killing of the werewolf. Besserim, who is also captain of the watch, proposes a need for scouts in the northern region. Matthias, a merchant, from the House of Orian, hires the group for free passage for defense of his caravan to Passage. Two wyverns attack the caravan. Vendrik gets grappled and is flown away. Mirriam sleeps the baby Wyvern and if alls and dies. A lucky arrow fells the mother wyvern with Vendrik. Luck was with Vendrik because the body of the wyvern absorbed the impact of the fall and Vendrik was still alive. He recouped on the remaining portion of the journey.


Where am I? What happened? Finding out that death was one step away makes even hobgoblins smell a little sweeter that day. After waking in Kreed’s manor, I find out that my companions brought my unconscious body back to town, purchased a restoration spell, and brought me back to the ready for action. We go back during the day to investigate. Vendrik and Nilbog go down a path and meet a hyena. We talk to the son and find out the father has the Church of the Silver Flame cleric tied up in the basement. We send the son into the forest to find herbs. Panzadeya turns 8 undead at the hut. Nilbog breaks down the door and is confronted by a skeleton warrior that Mirriam kills with orbs of acid. Once defeated we go below and find the father with six skeletons. Panzadeya turns the skeletons. Vendrik shoots an arrow and kills him. Panzadeya heals the cleric, Pendant Argouson, while Mirriam heals the father, Sharvarous Vade. We take him to the sheriff.


The sheriff arrives with others to rescue the party. We go back to the town. Kreed invites to his house to celebrate. The Kreed manor servants do all for us. We are rewarded with gold and a choice of a magical weapon for the return of his son. At the dinner, Kitinay, Kimmy’s mom, offers to sew for the party. Kolbren Jabs, father of one of the boys, rewards the party with a small bag of gold and all the meat we can eat. The hobgoblins are very pleased to hear this. Shavero Vade is a father of one of the children but is missing from the celebration. That night the hobgoblins go north of the manor to celebrate and hear strange squealing noises. We go the next night to investigate. We find a building next to the cemetery. We see one of the rescued boys and his father Shavero Vade. He comes out, throws a sack of gold at us for rescuing his son and slams the door. Pansadeya gets a bad feeling about the man. At lunch the next day at the Kreed manor, we meet with the reporter from the Chronicle and tell our story. From conversations with the different town people, I get the sense that Kreed is a ruthless boss and controls the town by less than fair and friendly means. Eliminating the competition, anyway possible, is mentioned. We go back to the cemetery that night and are attacked by a specter which drains the life from Panzadeya. Only calling upon the Church of the Silver Flame is able to save herself, but is still unconscious. Belladonna saves the day by defeating the specter with a Cure Light Wounds spell. The party takes Panzadeya back to the Kreed manor. Kreed questions what we were doing and suggests we leave it alone, that he will handle it.


Back in the room with the map and the listening tubes, we spend 8 hours resting and healing. Kobolds are heard in several rooms but otherwise an uneventful night. Going down a crevice to the next level, we encounter a dire bat and then a gargoyle in the cave. A couple of the party members get hurt pretty bad. We find a wand of CLW’s in the cave and use it to bring our party back up to snuff. Proceeding down the cavern leads us into a large section with 14 kobolds and 2 slurks waiting for us. Nilbog is hit critically, but using up the rest of the charges on the wand we are able to stabilize him. We slay all these creatures but one which flees. We are proceeding to follow…


In the area with the map,we can hear voices coming from different rooms and locate those rooms on the map. There is a kobold talking like he is talking to an audience. We can hear other kobolds talking and in another room we hear a child crying. We go to rescue the children and run into a gelatinous cube which grapples Nilbog and Helix. Nilbog is hurt pretty bad. It paralyzes Vendrik, but Beladonna delivers the final blow with a single arrow. In the next room we come across 11 kobolds, a child, and a halfling adventurer. Edgrin Galsong is a halfling that came with another group to rescue these children but he seems to be the only adventurer left. He relates to us that Jeren was dragged off to the caverns by an undead dwarf creature. In the next room, we save a young boy who was hiding behind an anvil. There were 10 skeleton dwarves that come to life as the boy runs across the room and throw body parts at the child. We shut the door after him, hoping to reset the trap. In the room where we heard the chanting were 7 kobolds. Panzadeya was commanded to “FLEE” by the magic user. Luckily the party was able to dispatch the kobolds without her sword. In a room there are two kobolds lowering a platform which we easily dispatch one and the other decides to jump. Our next encounter is with a Dwarven Soul Forged which takes out Panzadeya with one swipe of a chain. The party is able to prevail and save Jeren who was on a stone slab. With the party out of spells and in need of healing, we go back to rest.


On approaching the Dwarven Monastery, the party is attacked by 6 bugbears. After defeating the bugbears, Gardus, a reporter for the Cornbird Chronicles, approaches and is taking notes on our adventure. After Mirrim puts him to sleep, we proceed down the stairs and encounter 5 dire rats that were easily dispensed. In the next room, there is a green covered pillar obelisk that shoots electricity. Three vargoulles come through two of the doors in this circular room. Panzadeya kills the three vargoulles. Gardus appears in the dungeon wanting an exclusive for 350gp. Panzadeya offers him the best view, in front. Next the party enters a steaming room with 2 shocker lizards which are disposed of quickly. In the next room, Helix is speared and almost crushed by a dwarven trap because the room tilted him into the spears and the opposite wall came down to crush him. Party decides to rest in the upstairs room in order to heal and bandage wounds. After resting, we search the next room and Helix finds a glove. He puts it on his left hand and it turns obsidian. Also a secret door is found that leads to a hexagonal room with holes in the walls. A map of this level is found etched on a pedestal in this room. As Panzadeya enters the room an Allip appears. After the battle in the quiet, voices are heard. Yapping of kobolds and a child cries “Run Mecra run”, and more kobold cursing. The children are alive and must be found.


The party decided to explore the downstairs for a couple of hours of exploring before resting and returning to town with the ingredients. At the end of the stairs, we enter a room with six kobolds. After defeating the kobolds, Helix and Jarvis run into a Grick. Jarvis is grabbed and munched to death. We go back up stairs and rest. We leave to go to the village with the ingredients for the cure for the Black Scour. While setting up camp that night, a girl about 14 years old approaches the camp. Panzadeya gives her food and water. During the night, Jeva, the girl, attacks Panzadeya. She has turned into a werewolf and has Panzadeya by the throat. Panzadeya is enraged, as this is an enemy of the Church of the Silver Flame has supposedly exterminated, and slays the bi*&%. We go to the orphanage the girl said she was from to found that it has been burned to the ground. A trapdoor was found, where it appears the children were tortured and may have been experiments of werewolves as there were torture equipment and two sacks of moldy wolvesbane. Vendrik approaches the scout, Noblig. He joins us to go back to Falcons Hallow and back to the herbalist to deliver the ingredients for the cure. Vendrick talks about children that would visit the orphanage and that they are missing. Vendrik tells us that Bartok is thought to be a gnoll.
After a bath at the Inn, we go to Kreed’s manor for the reward for the cure and dinner. Kreed’s son is one of the missing children that would visit the orphanage. He will give us a magical weapon to each player as reward for the return of his son. Panzadeya sends a letter to Greenhart about the situation of the Black Scour (the source still needs investigation), the missing cleric of the Church of the Silver Flame, Pendant, and the werewolves inhabiting the Elder Reaches forest. Kreed secures an airship and flies the party to the area of the Dwarven monastery (so we do not alert the occupants of our arrival).


Eberron the beginning: As a servant of the Church of the Silver Flame, I am to take missives to Pendant Argossen in the Eldeen Reaches at Falcons Hall. Upon riding the boat up the Foam River, I meet up with Mirrim with 3 hobgoblins and Helix. While rowing up the Foam River, we are attacked by goblins that try to board the ship. The goblins are defeated with the surviving defeated goblins becoming rowers for the captain, Piffer.

Upon arrival to Falcons Hallow, a town that exists because of the lumber industry there, a laborer warns the boat occupants that the town is plagued with the Black Scour. Helix, the warforged artificer, takes a job fixing the pylons for the dock. My first order of business was to go and give the missives to the cleric, Pendant Argossen, and perhaps gain more information. A young boy waiting for the cleric said she had been gone several days to a lumber camp. At the Sitting Duck, the local tavern, Valdren Torg was kind enough to offer his services in showing me around the town and allow me to gain more information about the plague. Valdren works for the lumber consortium with the galval of the lumber consortium being Thuldren Kreed. One of the stops was to the local herbalist, Laurel, at the Roots and Remedies. Laurel suggested the cause of the plague is the water, that a fungus of the Demon Waste is tainting the water up the river. The peasants are the hardest hit because the upper echelon tends to drink ale and wine but the peasants drink the water since it is free. She also gave me the ingredients, approximate locations of these ingredients, and offered a reward of 75gps for finding the ingredients for a possible cure. I went back to the Sitting Duck and met up with Helix and Mirrim d’Deneith from the boat. We discussed joining forces and trying to find the ingredients needed to cure the town of this plague. The three hobgoblins from the boat were also hired. The adventure begins.