PreGame

Current leads:

  • The Eye & The Ear in Dragonhold looking for Narkul's sword
  • Narkul's old friend 'Dyndryd' - Received precise location
  • Drusilia's vision shows a castle in the North East of the marsh
  • Demeratos vision warns of a great power at the temple in Redkiln
  • Alucard young Black Dragon contract
  • Outlawed races in and around Mulburg

Current events:

14 days Until the hand spreads further into Sovereign
17 days Until the Eye and the Ear return to Pinga's or Mulburg with Back Talker
Narkul is raising an army of undead in the Far Realm to unleash on a city he discovers the group in.

Ray rejoining

The Wild Mother comes to Ray, some birds lead her to a bed of leaves and flowers, you feel a sense of danger ahead but one that you won't confront alone. As you lie down on the bed of nature the sounds of chirping birds comfort you, you find that nearby roots start trying to wrap around you and drag you into the ground.
Allow it, as you let the roots wrap around and pull you beneath the ground, you feel what ever it is it's trying to help and comfort you as you fall asleep
Fight it, the roots grow with speed and grace trapping you exits, the nearby birds start singing a soft apologetic song as the roots wrap around your legs and start dragging you under the dirt with the last bit of light being blocked out by a growing root.

Drusilia, you hear the chirping of a pair of birds, native to your home island that you haven't heard or seen since leaving. As you follow the singing of the birds you find the two perched atop a dome of roots on the ground, as you approach the two birds notice you and fly from the dome to your hand/shoulder. The roots begin to pull back and sink into the ground revealing a sleeping corgi clad in armour on a bed of leaves and flowers.

Ray, you wake up to the sight of a young female firbolg and the sound of a soft song from two birds, feeling refreshed as you come to and take in the unfamiliar surroundings you find four items at your feet.
Terram's Cloak (Ground), The cloak is made from weaved vines. contains with two uses, cannot move wearer into or from the air, recharges at dawn, Roots and/or vines wrap around the user moving them instantly.
Caeli's Boots (Sky), Boots made from leaves padded with cloud/fog. The boots allow the wearer to 'fly' as large leaves, flowers appear in the air where they need.
Mare's Wand (Sea), A wand made from coral, with the force of the sea behind it, +2 to spell casting bonus. If the caster wishes the wand can attempt to push the target back 5ft, DC13 DEX or STR save
Coruscare's Armour (Flame), Leather armour (11+Dex), etched with wreaths of fire, able to cast Fire Shield once per day, recharges at dawn.

The items were once used by ??? created gifted to him by the Wild Mother to protect nature, she now passes them onto those who seek to protect the world.

https://www.dndbeyond.com/magic-items/cape-of-the-mountebank
https://www.dndbeyond.com/magic-items/winged-boots
Wand of the Warmage +2
https://www.dndbeyond.com/spells/fire-shield

Ray recognises and knows: Ironhide, Jorgan, & Souno

Divination

Ulaa answers with “Yes, No, Maybe, Never, Always, Unclear”
Wild Mother answers with acts of nature/non-verbal communication

Hunt for Dyndryd

Dyndryd
Burldries reward: 1,000pp, information about Narkul, and a favour

On the final day of the journey, Delta will detect 3 humanoids a couple miles away going toward the mountains.
These are the Kobolds that are returning from a hunting trip, bags full of small animals and a small crocodile. They will each die on a successful hit and prefer to drop and run rather than trying to fight, they will also run when they see the group but won't drop stuff unless attacked.

A small hut sits on a flat 3/4 way up the mountain, inside lives a elderly human man who believes he is Dyndryd. Lives off a small garden next to his hut

Dyndryd has wiped their mind of his existance and makes them truely believe their name is Dyndryd and have lived in the cottage for many millennia, don't know anyone called Narkul. It's been over 400 years since he last had visitors but sometimes visits Mulburg and Glaren every few years.
Doesn't know anything about the Knights of Palus or Burldries
Kobolds live in the mountain, they don't bother me, I don't bother them.

Detect magic reveals Enchantment magic over the man but nothing else.
Delta's Ranger ability find thousands of humanoids moving in seeming random directions from within the mountain.
Locate creature, Dyndryd is deep underground. Can't locate Narkul

Hidden just 90ft away is the cave enterance, the entrance is cloaked by a permanent illusion, very faint illusionary magic eminating from it.
Spell is a 7th level for dispelling purposes. The stone is solid to the touch unless traveling at a high speed or using the command word “nif aurixtor chanoni” meaning “open golden caverns” in Draconic
A group of three Kobolds approach the mountain face one of them speaks in draconic, and promptly walks into the stone hitting it and falling backwards, the other two burst out laughing and move a few feet along looking at the hut and the farms one repeats the same phrase and phases through the stone as he walks forward, the other two follow behind with their loot.

  • c/ron/secret/47.txt
  • Last modified: 3 hours ago
  • by Kyle