Leaving the Baron’s
- Mid-afternoon
- Emerge into a quiet town
- Most people move on
- We’re deciding to move on to Roam and then crucible
- Emerge into a quiet town
- Late afternoon
- We’re leaving
- Takes four hours to cross
- Cost: 12 silver
- Arrive on the other shore in evening
- Small settlement
- Inns
- Some shops
- We sleep overnight at the Inn on the other shore
- Awaken early and prepare to set out
- Several of us have been to Roam
- It is relatively mundane
- Pretty easy to locate
- Roam doesn’t steer, but it is well tracked
The Road to Roam
- Can stay at Inns along the way or stay on the camp
- During the journey I’m called over by a wizard women
Alcazari
- Alcazari
- She’s on a crucible mission
- Wants to take back Manchineel
- Needs his help for a mission
- Offers to buy us a drink
- What she needs
- Explains the crucible having an archive and having magic items
- Breach in security a few weeks ago
- A few items were taken
- A note was left
- Suggests that the items might be half a days travel from there
- Three weapons were taken
- Wave
- Trident
- Something about fish/sea oriented
- Whelm
- Black Razor
- Wave
- The contents of the note
- Search ye far or search ye near, you’ll find not trace of the 3
- Unless you follow instructions, clear, for the weapons lie with me

- Three weapons were taken
Mission with Alcazari
- Go to small region called the White Plumes
- Volcanic activity that leads to geisers
- One is a large mound
- Guessing that white plume is the large mound
- Historically
- A powerful wizard disappeared there
- Karaptus
- The signature on the note was “K”
- Karaptus may have slowly enslaved a valley of people
- History of Karaptus
- Had an army of gnomes
- He died a couple hundred years ago
- History of Karaptus
- Karaptus
- A powerful wizard disappeared there
- My orders
- Get the weapons
- Bring them back to Alcazari
- Can do whatever to get the weapons
- Kill whomever you need to get the weapons
- Puts Merkin in charge while we are out
White Plume
- We find a hollow way in the tallest plume
- It’s very old and badly maintained
- Spiral staircase leading down in the dark
- Metal stairs
- Sturdy but rusted
- Climbing down
- Merkin
- Me
- Lorian
- Cos
- Thran
- Sulfur smell
- We go down about a hundred feet
- We step into some merky tepid water
- Corridor extends and turn to the left
- Slowly walk towards the turn in the corridor
- Go around the corridor
- Can’t tell how far it goes
- 3 paths
- At the intersection there is a living mound
- Can’t tell how far it goes
- Merkin goes to talk the mound
- Arrives at a force field
- A gynosphynx appears
- Atop a pile of bones
- Says “halt travelers…you must answer a riddle”
- We get the riddle correct
- Three paths
- Straight Path
- Halfway down the corridor we see an opening space
- Water is deep
- About 10 feet
- Water is deep
- Merkin casts a dancing lights spell in the water
- We see a valve
- We go to the chamber at the end
- The space ahead is a large rectangular space
- Water covers entire floor
- On the other side set of stairs
- The water is deeper than it looks
- Forber notices the torso of a beautiful woman that starts to beckon him
- Forber starts to walk towards
- They try to charm Merkin but they fail
- Merkin tells us to keep an eye on Forber
- I open the valve and water starts to slowly drain
- We retreat from the middle path while the water drains
- Halfway down the corridor we see an opening space
- Left path
- Metal Corridor
- We go down the corridor and there is one spot of ten feet length in the middle that has deep water
- I am ordered to push Forber in and do so
- He eldritch blasts Forber
- We get to another corridor with lots of copper plates along the side
- Forber and Lorian figure out that it will heat up the metal
- I toss an axe and it makes it across but very hot
- I walk across without my armor and have tossed my trident there
- Fight
- We fight a group of ghouls
- We are separated across the corridor
- There’s a set of stairs at the end
- The ghouls had amulets on them
- Each is inscribed with some magical thing
- Forber determines that it prevents the undead from being turned
- Each is inscribed with some magical thing
- The ghouls had amulets on them
- Stairs and Slippery Corridor
- We go up the stairs and above the water line
- 10 foot wide corridor
- There is a gap in the floor about five foot wide
- The other side has mirror-y looking flooring
- I toss an axe and it is slippery
- We make it across
- Door on the wall
- We go up the stairs and above the water line
- Corridor and T-Junction
- To the left
- Ends 10 feet away and a door
- to the right
- 20 feet away and another door
- To the left
- Door on the right
- Door opens
- Large square room
- Two features that dominate the room
- 6 canoes
- 3 on each side lined up
- River running through the room
- Floating
- We put the canoe in the water and it shoots down the water
- In a two minute loop
- We put Forber and Wang into the canoe and send them through
- They burst into a new space with a ton of light
- Forber and Wang get pulled down by some people with nets
- Humanoid figures
- Four Knights
- Fifth figure on the far side of the room
- Humanoid figures
- Forber and Wang get pulled down by some people with nets
- I toss Merkin and Thrainly into a boat and toss them in before I jump in behind them with my trident
- They burst into a new space with a ton of light
- After the battle we loot the bodies
- They have plate armor
- Leader has an awesome battle axe
- Has magical boots
- Also carrying a key
- Metal Corridor
- Straight Path
Sphynx Riddle
- Round she is, yet flat as a board
- Altar to the even lords
- Jewel on black velvet, pearl in the sea
- Unchanged but ever changing eternally
- Answer: Moon
- Correct