Dreamscape

Quest Journal

Acquire Spell Components

  • Slaad Heart
  • Kraken Eye
  • Earth Titan Core
  • Djinn’s Wish
  • Laseine’s Ring
  • Red Dragon Egg

Find Red Dragon Egg

  1. Rumors of Dragons in Reykjavik
  2. Reykjavik is a far east continent, reachable by a boat out of Karnmgothr

Speak to Lejerdy

  • Found Scroll in overturned Wagon
  • Seek Lejerdy in Glantre
  • Lejerdy Might have information on other components.
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Session 1: The Adventure Begins
"I am kind." -Aashir al-Zahran

The adventure begins with a brief murder. A favored officer of House Zahran is found murdered on Xiao territory. Madame Xiao comes to Lord Mehedi of House Zahran and requests, in the interest of keeping the peace, that House Zahran forgo any planned investigation of their own, and to let Xiao handle all investigations into this murder.

Lord Mehedi secretly orders an investigation anyway, ignoring his son’s requests to investigate the matter personally.

Two days later, during the 999th Founder’s Day festival, the king announces his plans to grant rulership of Lere to whichever noble house can bring him all 6 key ingredients to a powerful ritual which will preserve the safety of Lere and it’s divine barrier.

Over the next few days, Lord Mehedi orders his son, Aashir al-Zahran, to oversee the preparation and departure of the various parties Zahran is hiring to locate the artifacts, or the location thereof. Aashir takes this opportunity to instead steal one such party, and leave the city under the cover of a covered wagon. The party is headed to the Gnomish city of Karnmgothr for travel east toward Reykjavik.

Along the road they encounter bandits who had apparently recently attacked a wagon. The party proceeded to kill all but two bandits (nearly losing Zaheer in the process). Frozire tackled one, and Soveliss intimidated another into surrender.

Prisoners restrained, the interrogation begin. The party learned of a clandestine meeting to be held in two days time at an old, nearby abandoned Greymane Mine. The meeting was with the man who had apparently hired these brigands to assault passing caravans, and may even be associated with House Auburn. Taking in these facts, the party forces the two prisoners into mortal combat, and subsequently kills the victor.

In the wagon, the party finds a surplus of traveling supplies, as well as sigils of house Greymane. Of particular interest is a note detailing instructions for contacting an elf named “Lejerdy” in Glantre, the town of elves which populate Glantre forest and give it its name. Lord Hircine of Greymane claims Lejerdy is an old sage who may have a clue as to some of these ritual components.

At the mine, the party sets an ambush. The stranger somehow spots Soveliss hiding in leaves of a tree. Calling over Selim, the two convince the stranger that they seek employment from him, and to follow them into a mine, where the ambush is sprung.

The stranger suddenly takes the form of a monstrous creature, barely restrained despite the efforts of 4 of the party. A second interrogation begins.

The shade serves a mysterious master named Zeiram, and spit curses at the party, hissing at one point, “And how easy it was to set your kind upon one another.”

Then Aashir chucked fire bolts at him until he died.

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Session 2: The Road to Glantre
"I jump on the ogre's face" -Frozire

Team awake in a mine. Team traveled east. Team got lost in a magically enchanted forest the went on forever. Team discovers ogres. Kills ogres. Team encounters spirit of forest charging them with ridding a taint from forest. Team sneaks into Glantre, finds elves hiding in homes. Farin takes them in and explains the situation.

Team hires last two elven guards to come with them into haunted library where Lejerdy is hiding. Team goes into library, encounters spirit. Team takes damage from illusory necrotic trap.

Team finds “Maxwell”, a person reading from a book and glowing purple. Aashir ventures into the room solo and tries to burn Maxwell. Maxwell oneshots Aashir and the rest of the team clean him up. Aashir barely survives, but with a slightly withered soul.

Team sneaks into hidey hole. Finds wight. Session ends.

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Session 3: The Heroes of Glantre
Soveliss's Summer Love

The scene opens facing the Wight. The undead menace is a tough fight, draining the life of nearby enemies, though Zaheer deftly doges two attacks in a row, the slippery monk he is. The elven guards of Glantre deliver the finishing blow.

Aashir recovers the dagger and they proceed the the previously magically-sealed hatch. Inside they find Lejerdy, who had been kidnapped and used for his knowledge of local texts.

Heading back outside, they pass the library, which is clearly still possessed. Lejerdy uses a spell to reveal the magical darkness, and see swirling haunted spirits flying around. They attempt to destroy the book as it pulls toward the darkness and clearly is the cause of this corruption. The book appears invulnerable until Soveliss comes up with the idea that the corrupted dagger may be able to destroy the book. And if not, Lerjerdy is sure there would be a ritual in that book to close the portal if needs be.

Aashir protests, but agrees. Though not before taking a quick peak. The book nearly possesses him, too, but through great and repeated effort, the party is able to knock the book out of his hands.

Unable to control himself, Frozire snatches up the book, but resists its charm. Instead he throws the book into the darkness.

The library explodes into a giant swirling vortex of death. A giant wight is unleashed, and the vines of the spirit of the forest assault the fiend. This, however, appears to have been the plan. The wight corrupts the power of the Guardian, instead beginning to turn it black.

Soveliess and Selim quickly act, stabbing the book through with dagger. The book shrivels and screams and disappears, the portal closes, the skeletons it birthed disappear, the wight shreaks and vanishes, and the guardian is returned to normal. And the city is ecstatic. They’re granted favors, gifts, statues are promised in their honor. The works.

Soveliess approaches Lejerdy in the inn that night to learn what Lejerdy knows. There exists a “mountain titan” in dwarven lore, though it’s not detailed in any of Lejerdy books. The dwarves of Bilgundum may know more.

Lejerdy also knows of tales of a cult of elves who worship a “kraken” in Tirothil, south of Ghiscari.

The next day, Aashir visits the mayor to assure his statue is the biggest. He intimidates the mayor into agreeing despite despite the town believing Soveliess and Selim are the biggest heroes. Frozire similarly attempts to do the same, however his comedic requests are ignored.

While leaving, a band of elves request to accompany the Heroes of Glantre. Selim asks for the strongest and a merry elf accepting the challenge finds the nearest barrel and throws it. So begins the Legend of Carric Ghazi.

Leaving the town, the party encounters soldiers on the road. They’re Zahran men come to take Aashir back home. Aashir’s crafted lie that his father sent him on this quest is tested. He convinces his party and the guards that the orders are mistaken, that his father sent him out here, and that clearly they should be protecting him instead of following miscommunicated orders. The guards agree.

Days later the party comes a vast gorge and river, the bridge is guarded by a troll who demands riddles. But his riddles are piss easy and the troll is a moron. However, he’s also a pwoerful, magic moron, and won’t let the party cross unless they steal a wizard’s riddle book (which may or may not exist). The party instead offers to teach him a riddle to let them pass. The troll partially agrees, allowing one person per riddle, but when Aashir taunts and teases the troll with the solution to a challenging riddle, the troll impatiently agrees to let them all cross if Aashir will only let them cross. As they leave on the other side, the troll is heard laughing, because he’s just realized he can demand one riddle per crossing, and soon will know every riddle in the world. He’ll expand his business model past with the old traditional trolls used to do, to soon take over every bridge in the world. More on this later.

The party gets to Karningothr, but the coastal city is saturated with parties from Lere. Dozens of camps outside the city from each house, all awaiting entry. A bastard by the name of Reed, and his partner, offer to help the party inside for a large fee. They tell Reed off after getting info out of his partner, but it isn’t quite enough to get them inside (find the sewers). Reed returns with a smaller fee and offers to show them inside. There’s a secret tunnel probably used by smugglers. They pay Reed, who requests that no one tells his partner about the transaction.

Inside, they find a wall of water that leads to the sea. Selim turns out to be a miraculous swimmer, and the two monks turn out not to know how to swim. They get inside with a little effort and rope. While attempting to sneak out of the sewage plant, Soveliss and Frozire form a temporary alliance to serial murder three gnomes by drowning.

Out into the city the party finds a large half-orc ship captain. Soveliss unintentionally seduces the captain with a punch to the face, and the party is granted passage over a group of Xiao housemen. They backtrack to sell their wagon and goods, and the 11 party members set sail for Reykjavik.

Soveliess is approached by the captain one night, but gets him drunk enough that he passes out before anything untoward happens. The captains hangover is mistaken for a poor performance, and the men begrudgingly leave him alone. The party, however, refuses to believe Soveliss obvious lie, and believe still that Soveliss committed the deed to keep them aboard the ship. Carric had volunteered, but Aashir refused to let him.

They’re now in a mangrove salty marsh, in a city named Mithloriand run by aquatic elves, damn near on the other side of the world. This is new territory.

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Session 4: The Gang Raises an Army
"Come with us if you want to live." -Selim

Arriving in the aquatic city of Mithloriand, our crew takes their time to investigate the city. The city has been apparently inundated with adventuring/mercenary parties also participating in Lere’s quest, and as such, reliable/skilled guides have mostly already been taken out of the city. After spending a certain amount of time in different bars speaking with shady bar keeps, and also snarky barkeeps, and even a lively group of Greymane soldiers, the party is able to acquire a map of the area, as well as two useful pieces of information.

  • There is an actual dragonborn fortress on an inland sea, Redegoibea. The dragonborn there, while not outwardly hostile to outsiders, do not take visitors. However they’re likely to be an unexplored avenue of information.
  • Also, there is an adventurer’s guild outside the city. Comprised of paladins who spend their time lending their might and magic to those with a worthy cause, they might be pursuased to help.

The party chooses to investigate the fortress.

Leaving the diplomacy to Frozire, the party is nearly executed upon arrival. The others step in to repair the situation, and in doing so are able to calm the anger of the dragonborn. Soveliss and Selim are able to pray on the dragonborns’ buried and forgotten pride, and are welcome into the fortress. Following this track, they’re also granted an audience with the dragonborn civilization’s council.

They’re invited to sleep in the courtyard of the once-grand fortress, and the next morning are led into a large arena. Kavash, the acting leader of the council informs them that he has chosen a certain test, to determine the conviction of the party, and their resolve and worthiness. Should they pass this test, their request will be considered. This turns out to be somewhat of a trap, as his “test” is a fight with a dragon.

The party manages to survive the encounter, and subdues the dragon without killing it, earning even greater respect from the council members, even the begrudging Kavash.

The council is compelled to listen to the party’s request, and they launch into an impassioned plea for aid, and the good of dragonkind. Their attempt is a success, as the council is moved by their words, and agrees to mobilize the great dragon force for the first time in over a thousand years.

However, before the dragonborn will set out, they must seek approval and air from their functioning lord and master. An old, black dragon named Mallanox.

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Session 5: How To Train Your Dragons
"Another goddamn dragon?" -Soveliss

The party, having earned the trust and admiration of the Dragonborn people by defeating Phyrus, the Black dragon wymrling, are escorted to the resting place of Redegoia’s patron and true ruler, Mallanox. A fearsomely large adult black. Voiced by Tim Curry.

Found supine in his fetid swamp, Mallanox interrogates the party in private as to their purpose. Learning their intention to rob the red dragon, Mallanox swiftly agrees. Mallanox reveals his missing wing, a token from Mallanox’s last encounter with the red dragon, Alexstrasza.

Mallanox claims Alexstrasza has two lesser consorts, Korialstrasz and Tyranastrasz. And that he alone would not be sufficient to face them. So he requires the party to seek out the Green, Sylvenim. He gifts a part rusted, part disolved broken longsword as a proof of his intention.

The party meet with Sylvenim after surviving their first encounter with the dragon’s apparent defense system, awakened trees. After some conversation he agrees, but sends the party to fetch another. A white dragon Glaciax, living under his father, Frostfang, a name given to him by giants. Frostfang has become obsessed with the giants, forcing his offspring into submission to aid in his personal war. All but Glaciax have been killed by the frost giants. But Frostfang is vain, and a powerfully poisoned gift from Sylvenim should work to free Glaciax.

“Whites are the most primitive of dragons, and easily manipulated this way. Like dogs.” -Sylvenim.

The party follows through, and after a bit of resistance from the White’s cave’s inhabitants, the party meet with Frostfang, talk him up, offer their offering (which Frostfang confidently proclaims will be a sublime appetizer before devouring these foolish lesser beings) and devours the poison, which near instantly begins to rot and dissolve him from inside.

Glaciax, impressed by their cunning and strength, and wearing his favorite santa hat, offers to follow the party wherever they may go.

All together again, Mallanox and Sylvenim come to the party with a final name to add to their roster, Aesbellator. A bronze with a dream for glory. Though chromatic and metallic dragons are often at odds, their not strictly speaking, natural enemies. And for circumstances specifically such as this one, they are known to align themselves. Aesbellator can be found watching ships sail out of a small, human port south of Redegoia.

Aesbellator, initially disguised as an old human figure, brings the party to his cave, and agrees to listen to the party’s request. Hearing them out, he agrees so long as the party is able to offer him some token to add to his collection, both for his benefit, and to prove their sincerity. Dragon aid isn’t free.

The party manage to convince him that a place in Lere’s lustrous and grand history is reward enough, and Aesbellator, eager to be a party of history, agrees.

The A-Team finally assembled, the party regroup at Redegoia, and depart for the volcanic island of Alexstrasza, with their dragonborn army in tow.

Though this arrival was meant to be a surprise, with their plan being an ambush at night, when they arrive, a battle is already raging. It appears the various camps were alerted a week prior to the Dragonborn army’s coming, and prepared themselves. What should have been a blitz through the unaware camps of the various housemen and mercenaries, became a bloody melee, with heavy casualties for the dragonborn.

Perhaps only because of the Dragon’s aid, the party and their dragonborn army are victorious. And our party settles in for the night, preparing for their real challenge. The Lair of Alexstrasza. A series of Kobold tunnels have been discovered by Sylvenim in his flight during the battle. They should lead into the volcanic lair, bypassing the more deadly main entrance.

Unfortunately, in the middle of the night, one of their own, Zaheer is gutted by an invisible foe. A note is found on his body. The murder, an apparent gift message. Someone calling Zeiram his master has apparently “made it his duty” to see the party suffer on Reykjavik, as repayment for their intervention at Glantre, the forest village they saved from the Wight. It is then the other dragons reveal the nature of Zeiram. He is a Dracolich, over 1,000 years old at least, who subsists on the souls of living dragons. A sort of boogeyman for dragon-kind. And he apparently has an axe to grind with the party.

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Session 6: Hey, Kobolds!
"Hallway looks clear to you." -- GM

Heroes wake up to a new dawn and begin the dangerous descent into the Volcano. Soveliss and Gehmi are joined by newcomers Torinn and Salazar.

Entering the cave they come to a non-natural wall, which Salazar takes to mean trap. Probing for minds on the other side, he discovers Kobolds lying in wait. The trap is thwarted, and the party cleans up the kobold, with one evading capture. The party gives chase through two rapped corridors and a room with a minor centipede problem, then into another hallway where they finally catch the Kobold. He informs them about the gelatinous cube trap which they are able to avoid, and head deeper in. They see the entrance to the volcano, but it is cut off, and a kobold marching army forces them into Ankheg tunnels. Pass Without Trace lets them pass through the tunnels with a trace. And they come into a man-made complex of masonry and stone.

The complex is empty, but it appears to be a temple to Alexstrasza, a draconic abbey.

The last and largest room is the nave of the temple. And standing there, praying, is a large Half-Dragon. Despite the two fire-breathing dragon statues at his command, he is defeated.

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Session 7: Dragon Eggs Benedict Arnold
"Et tu, Giant Evil Green Dragon?" - No One

The party battles and sneaks their war past an Azer and a few mephits and gets into the main room, where Aesbellator, Frostfang, Korialstrasz, Alexstrasza and Mallanox lay dead. With the last, Mallanox, apparently killed by the lone standing Sylvenim.

Sylvenim orders Torinn to finish the rest of them off. He hesitates, prompting Sylvenim to complete that task instead. He is (so conveniently) interrupted by a large, shadow-draped dracolich. Zeiram. Sylvenim makes for an egg and attempts to flee, but has his soul ripped from his body. The egg instead falls to the party who gather it, and upon request of Sylvenim, enter the “bag of holding” which is actually a teleportation item back to Sylvenim’s lair.

They spend some time looting Selvenim’s lair, making away with a few books.

They leave the forest.

Later that week on a rainy day the party finds shelter in an abandoned lighthouse. They discover it served as temporary transport for smugglers, turned to stone. However, they’re able to pinpoint the location of a nearby city. Spreley.

They head on their way to Spreley, to find transport back East.

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Session 8: Spreley: The Detroit of Vorrond.
"That's it. I've had it with this fucked up town." -- Salazar

So the party arrives in Spreley and are immediately greeted with religious zealots on every street, hostile guards, and wanton murder.

To top it all off, nearly the whole city is terrified of, or hates, magic.

So after nearly being jailed for shopping for a magic potion, the party decides “Fuck this shit, I’m out of here.” Using a “Pass Without Trace” spell. Unfortunately that somehow interacts with a curse placed on the city itself, and the party find themselves looking up at a shadowy demon that overlooks the entire city.

They figure, “Goddammit… fine. We kill the demon, then we get the fuck out of this city.”

They begin heading straight toward the city palace where it appeared the demon was lurking. But before long guards appear to be coming from the opposite direction, and the party overhears that the guards are looking for them. They duck into a nearby temple for refuge, and conveniently find a priest who hates the city’s new regime. He informs them of how things got this way, of a coup around half a century ago, and that it’s been downhill ever since.

Around the time the church is preparing lodging and temporary bedding for the weary heroes, there’s a knock at the door.

It’s the town guard. Accompanied by what will become known as a Blackguard.

The heroes barely survive the fight, only living through Salazar’s wit and a really nice roll on a sleep spell.

Before more guards can show up, the priest directs them through a hidden entrance into the city’s sewers. They bind and grab one of the sleeping guards to take with them and interrogate, and descend into the sewers.

End Scene.

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Session 9: Always Trust Crazy Hermit Wizards in Sewers
"I shit in the hall outside his door." - Torinn

09: go through sewers, meet wizard, go to drowned District, head into underground passage, end on a boat above water pretending to be prisoners

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