To Err Is Divine

Multi-Session Summary 2
Wasting the Witch of the Wastes

Alas, the party faced a broken cart! Purchased in Gotullihein, it had a special contraption that allowed it to switch between wheeled cart and a sled on rails, making it perfect for desert crossings. The first time the party tried to use it, the system broke, necessitating repairs right on the edge of the sands, where our heroes felt the unmistakeable sensation of being watched. Nothing emerged to attack them, and then they were off!

Even just two chickabobs were enough to send them flying across the sands. There was a brief moment of panic with a fist-sized wasp harassing them, and when it was dead a mysterious ray fish that could glide through the sand gobbled it up. There was a whole school of them following the cart closely, but a quick blast of power from Jory sent them flapping away.

The protections the witch had arranged for herself were many, and varied. The oni who had been run off returned in hot pursuit of the heroes, disfigured and warped by its own alchemical draughts. The party dispatched it and its disturbing snake-dogs with prejudice. A forest made of trees with exploding fruit blinded and deafened them, but they pressed through with no permanent damage. A keen eye spotted feathers warning them of harpies lying in wait ahead, with whom the party negotiated safe passage in exchange for freeing the winged wretches from Gumulgra’s painful extortion.

At long last, the witch’s hut was before the party, situated on a rise within a wide crag. An attempt to break in stealthily from the rear of the compound backfired when an enchantment threw the intruding PCs directly into the large, dirt-floored pit that took up much of the hut. From above, the amused Gumulgra revealed the party’s quest-giver was also the witch’s patron, though he was clearly so unsatisfied with her work enchanting his well that he sent the PCs to assassinate her. Despite this revelation, the PCs were convinced of her evil, and rushed to engage her.

Gumulgra was all too eager to do battle. At first, she shot bolts of power down at our heroes while she floated above on her broomstick, cackling. A lucky strike destroyed her ability to fly, but the space filled with a dark, obscuring fog, and the witch proved her bo staff skills with a litheness that belied her years. Through cooperation, the PCs managed to gravely wound the witch, causing her to retreat to the platforms above, tossing down potions at random. The very first to score a hit was accidentally a healing potion, re-energizing the party! Though the witch rallied near her bubbling cauldron, she was no match for the combined efforts of all five party members, and in what may have been her death throes, she dissolved into hundreds of squirming centipedes.

In no time at all, the party had scoured everything of value from the hut, including the broken, empty harpy eggshells they humbly returned to their grief-stricken mothers. No further conflict arose, and our heroes were free to return to the Land of the Seven pools without incident, to claim their prize and put the squeeze on Ishkar for his treachery.

Swapping their supplies in preparation for a long journey through the desert, Partyocalypse was almost ready to depart and continue their original quest for Ioun’s Lost Library—but first, the night was young, and there was revelry to be had…

View
Multi-Session Summary
New Faces

Upon entering the Leafless Ridge, our five heroes were forewarned of dangerous traps in the road through their compassion for a pack of wolves. Not much farther along, they were all but caught off guard by a group of barghests under the command of two oni. Partyocalypse prevailed, but most of their Chickabob mounts were savaged, and one oni escaped, swearing vengeance.

Farther along in the rattling, dry trees, our three heroes stumbled upon…wait, only three? Weren’t there more? It’s not as though anyone died…strange. The three bearing the name Partyocalypse happened upon an odd pair of wanderers: Starkad, the goliath Runpriest, and Rodnee, a warforged Swordmage. These two had just managed to escape the Efreeti castle near the edge of the Thrashing Sands, and were eager to get as far away from their captors as quickly as they could. Three did seem too few a crew to do what heroes do, so these two came through as new recruits. Phew!

Just in time for the cart to break down.

View
Session: August 18, 2015
Old Men Rambling

Side Quest: Witch Hunt

Objective: Remove the curse Gumulgra, the Witch of the Wastes, has placed on Ishkar the Waterlord’s well.
Reward: Magical 200 gallon water tank (Wondrous Item)
Optional: Present proof of Gumulgra’s demise to Ishkar
Reward: 2,000 GP

Facing the daunting task of bringing along enough water to survive in the Thrashing Sands, our heroes met with Ishkar, waterlord of the only non-magical well in Gotullihein. A witch named Gumulgra, well known among the locals for her harmful exploits, had cursed his well, depriving him of product and the trade-post city of its largest volume commodity. In exchange for questing to her hideout to break the evil spell, Ishkar offered them a wondrous magical water tank, able to hold hundreds of gallons and dispense it either ice cold or scalding hot, with a bonus in cash for the witch’s severed head. Side-quest accepted!

Before leaving town, Partyocalypse sought more information from the town locals at a bar called Denial. There, they found three old men eager to discuss past exploits and take advantage of our heroes’ generosity. On and on they droned, talking about rumors of banditry in the nearby Leafless Ridge, the business opportunities for foragers in the Popper Forest, and even loony tales of the gods’ ancient feuds revolving around their pets. Veren sat in rapt attention, but the rest were near passing out with boredom, especially after the bartender failed to live up to her reputation for reckless gambling. At last they were able to tear Veren away, and begin the long trek northeast toward their bounty’s hideout.

View
Partyocalypse
Humble Beginnings

Legendary Revelry

Though somewhat rare on the whole, more than a few adventuring groups have wandered the face of the world. Some are remembered for the treasures they chased. Others made their mark by the foes they vanquished, whether ferocious monsters, scheming villains, or warmongering tyrants. A select few are even remembered in the songs of the bards for the mighty deeds they performed, the name of their guild echoing through the ages.

Partyocalypse, on the other hand, is known for throwing a party.

This was no ordinary celebration. Certainly, the people of Usaw were grateful to be rid of the pretentious necromancer that had been bent on their destruction. The heroes, sent by the council of nearby Tigora, even assisted in the preparations for their own congratulatory feast. As they drank and danced late into the night, the full hedonistic energy of the Feywild itself suffused the hosting inn, and a mysterious water brought bacchanalian delight to all who partook.

Then, it all blew sky high.

The well at the center of the celebration erupted with destructive energy, ripping apart the building and the revelers. Some kind of entity was released, and other fiends surged forth to plague the town. Even once these monsters had been subdued, our brave adventurers were far from absolved. Through many trials, deep in the forest of Mossweave, they washed their hands of the village’s ills, and returned to the great city-state of Tigora to ply their trade as swords for hire.

Having heard of a particularly lucrative opportunity to work for the king of the dwarven city of Bur Hanv, our heroes needed to catch a ride there on Tigora’s gryphons. In exchange, they undertook a mission beneath the sewers of Tigora, finding a secret magical laboratory that didn’t take long to start collapsing. Dashing through a lucky portal, they ended up in Bur Hanv! They succeeded in passing the king’s trials and securing a contract. Now, they prepare to scour the Thrashing Sands, the deadliest desert in the known world, for a god’s library resting quietly in myth. But first, they’ll need water…

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.