Narnia... Adv # 21-.... [Trell links below]

Narnia adv 10-20

Ishilandra AKA "The Silver Tree " banner
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Adv #20 10-3-2010  Once more into the deep...

Moya emerged next to the night gaunt to find it overrun with a group of minotons, minotaurs a bear and a group of pixies four brothers.  The fight was drawn out, Dread and Grylls were both dropped hard from melee and various area of effect spells.  Llusion used the rod of the lion on both of them to bring them back.  Gloria seemed to be of on her own for a long time before Lusion joined in the fight after receiving ‘true sight’.  Gloria took a lot of damage especially from magic missile.  The night gaunt was seriously damaged and while the pixie battle raged several of the party worked on keeping the boat afloat.  Eventually the evil pixies were defeated oddly with no items to speak off once the dust settled.  Gloria later mentioned finding three items on them.  TD went to get some help to repair the boat.  Once defeated, Shift arrived and outfitted the party with several underwater items to aid them in their next mission.

The party loaded up Moya with all the supplies they could acquire and started off towards the outskirts of the mermen kingdom…

 

Adv #19  Moya

The party was discussing at length whatever destroy everyone on the island (after destroying an artifact near military supply lines) or attempting to capture the sub.  Gloria cast a wizard eye which found out the island overnight had been fortified with additional ships and troops (in addition to the air and underwater presence.

 

 

TD sensed the hesitation from the party and summoned Shift himself to discuss the finer points of his request.  After finding out the underwater craft was a large fish and was being tortured to follow the queen.  (& the current defenses on the island  as well as an up to date wanted poster for the previous nights activities convinced the party to try the ‘easier’ mission capturing the sub and then  decide if they would assault the island or help shift with his diplomacy mission.

 

Gloria cast another wizard eye right above fish that then went into the fish, before a dragon dispelled the eye again…  Then the party shrank their size and teleported INTO the fish.  Several members went outside to fight the dragon and oncoming rush of creatures… Brewer and Zephyr stayed in to try to communicate with the pilot.  A large smoke-like creature seemed quite tough and nearly dropped Grylls and Dread.  While distracting the main fighter types Llusion seriously weakened the collar on Moya weak enough that Gloria could disintegrate it off and the party barely managed to make it back into Moya and she swam away.  (Immediately the underwater guardians were taken fooled thinking Moya was simply going out on a standard sortie).

The party went back to the Night Gaunt…   DM time stop

 

 

 

Adv#18 the light house II      9/5/10

 

The party followed the magical string towards what they assumed would be another light house.  Dread started to recall several details about this area.  He has read some reports about this island recalling that nearly a legion of troop supplies are sent to it on a regular basis.  (After some reconnoiter the party found land sea and air defenses)  Gloria managed to sneak her way into the tower and after finding multiple ward spells to get to the next level, she rejoined the party via her home.

 

The party teleported into the tower and quickly killed the two deep ones and some kind of water creature.  They acknowledged wanting to capture one but Grylls dragon breath was too much for them. The next floor contained multiple wards and traps.  After multiple greater dispel magics and several lesser dispels were cast leaving many of the wards down.  Gloria survived a 132 pt delayed blast fireball trap on the trapdoor leading into the upper chamber.  Multiple disintegration spells were cast on the central orb of light.  After several cracks were made in the orb and some devastating shrapnel filled the room, the orb shattered. The party then teleported back to their ship the Night Gaunt.

 

 

Adv #18, the lighthouse II

[Labor Day weekend, Rob can’t make it]

 

The party is following the magical string to its source hoping to do some serious damage to the Queen’s shipping lanes.  Later Dread recalled that a fort or garrison was also located on that same island, the details are still fuzzy…

 

Adv#17 The Lighthouse      8/21/10

The party was in the process of dividing magic when the DM time stop was released…

A large puzzle box was left unopened.  It had large groves and four gems on each side.  After some careful examination the party had Llusion attempt to get the same color of gems on each side (rubics cube anyone).  Once opened three powerful magic items appeared in a plain wooden box. A dragon scale, a rod of the lion and abhorasen bells boots. 

 

The party briefly discussed going through the wreckage of the sunken ships but the party felt ill equipped for underwater exploration. Much to Zephyrs dismay

 

Dread received a request from Shift to take out a lighthouse (two other groups had failed). The party liked that idea of disrupting the queen’s mobilization of her army on the eastern coast of Trell. (Ishilandra had mentioned feeling large amounts of metal also heading that way.

 

The boat was disguised threw Llusions magic and still was nearly boarder twice but somehow made it to the island of Sewell.  After finding it apparently deserted they approached the lighthouse.  Upon finding no doors or obvious entry points Zephyr and Dread examined the tower itself, two gargoyles appeared but were quickly crushed into dust.  Dread was about to examine the top when Gloria pointed out that MANY wards were on the tower especially the top.

 

Zephyr sent an earth elemental to destroy the foundation of the tower but was only 1/3 done when the spell ended.  Grylls summoned a cube of iron 11ft X 11ft, which dropped down on top of the already weakened structure.  Surprising many the illusionary top remained floating in the air as the iron cube crushed the tower and pulled it into the sea.

 The party then focused on creating their own illusions covering/blocking the light.  Also a mound of dirt was piled up over the illusion.

 

A trail of magic still lead off to the East.  Dread seemed to recall another lighthouse not too far in that direction.

 

 

 

 

 

 

Adv # 16 Ttree Hugger II

 

The party made it back to the island after a hard fought battle on the seas, leaving two ships on fire.  When they arrived a group of Azim dwarves were praying at the platform (gone unnoticed for some time). 

 

They found Gloria had caught up to TD, it took longer than she thought the armada was a lot closer than Zephyr estimated.  After discussing some options, the party was unclear on bringing the fight to them or waiting for them to make it to the isle.  Quietly, Grylls went to the Nymph and asked for an audience.  During his talk with Ishilandra he had his axe enhanced and again had the party (well Brewer anyway) questioning his behavior.

Also he found out the silver tree felt she could defend herself against anything SHORT of an army. (Dread was concerned the Night Gaunt would be lost and then be marooned on the island so he had sailed it away keeping in contact with Brewer when it would be safe to return)

 

While the party sent out their scouts (T-Chi, Gloria and Tim) a magically enhance fog bank rolled in.  The scouts headed back, and the fog quickly reached the island.  Those close to Ishilandra heard her whisper ships are close.  At this time two ‘generals’ of the queen jumped onto the hill, (the lion killer and the bear skinned hunter who chased the party off there home island on Adv #1) Just prior to this Zephyr cast a very powerful spell around Ishilandra 5 shambling mounds.  Gloria exhausted the bearskinned hunter before he reached Ishilandra.  The two humanoids also brought with them a dire wolf and two dire lions.  The attacked the tree while being slightly injured by the mounds.  The party focused on the two humanoids and after nearly 400pts of the damage they both dropped.  Shortly after that raiding party dropped, Gloria started the main ship on fire again all while a skirmish was going on at the docks.  The party can only guess the details (the dwarves were dead but several ships were sunk BEFORE landing) unfortunately a ship full of insects and other creepy crawling creatures landed on the docks and was running up the hill.  Brewer was successful distracting an annoying flea;)  Llusion allowed Grylls to remain standing with a stoneskin, Zephyr started lightning bolting endlessly. Brewers incessant singing rarely stopped.  (1 rd Grylls did 176 pts w/o a critical).  With most ships sunk and the lead ship on fire, the armada was no more and running away.

 

Then the party divided treasure, discussed questions as to how long they would have to wait for reinforcements, how they could further infuriate the queen.  A large box was found in the belly of the ship at the docks, attached was a note “if the rumors are true put this in the lake”, it radiated good magic.  They discussed attempting to use the lion mane until it radiated evil.  The bearskin mans cloak seemed to have disappeared.  Zephyr considered searching the sunken ships until he detected some large underwater creatures in the area.  DM TIME STOP

 

Adv #15 Tree Hugger (Green?) 7-24-10

 

The party started off, still in Loc Nar.  TD (the griffin) delivered a message to Grylls from his old comrade Zephyr.  He asked the party to come back to Death Isle and protect the tree he had planted less than a year ago… 

 

The party quickly headed to Death Island in their ship the Night Gaunt.  Upon arrival they met Zephyr and his newest comrade Llusion.  He is a giant wizard who Zephyr trusts.  The party was not sure about this newcomer so they attempted a counter charm song to be sure Zephyr was under his own control.  Zephyr now possesses the Staff of Ericson.  The party met a small wood nymph in charge of official audiences with Ishilandra (the Silver Tree) they discussed using her as bait but have yet to implement those plans. 

 

Zephyr explained to them that a large contingent of the Queens military was coming to ‘take’ the island.  Zephyr wanted to keep the Silver Tree safe and not give up the island to the queen.  The party discussed at length various options to ‘protect’ the tree.  Several options included transplanting the tree.  Zephyr wanted to have nothing to do with those plans.  After some bickering between Zephyr and the party, two ideas emerged.  The first plan included a fake tree on the island for the army to find remove and hopefully take away with a large contingent while a smaller force remained on the island so the party could take them on separately.  (While Ishilandra remains hidden) The second plan included a direct assault on group of ship approaching.

 

After some recon from T’chi and Brewer, (frequently through the night the party was cursing Gloria running off) the party decided to take the fight to the ships.  The relearned a few spells more suited for the confrontation in route and turned their ship around hid under deck and waited for the Queens main ship to board the Night Gaunt as per the naval protocol Dread referenced sub section C paragraph 4 when coming upon a derelict ship all captains will …

 

Once the grappling hooks were thrown, the party turned themselves invisible.  They flew/jumped onto the main ship (The Queen’s Pride) a large bear and ape had boarded the Night Gaunt.  A long bloody fight ensued… Dread bull rushed a bear into the water and killed multiple others, Grylls dropped the captain (quite by chance) on the first round landing on the ship and others later.  Brewer mainly flew above the ship singing songs and taking the brunt of the ranged assaults/spells.  Zephyr cast a wall of fire on the ship and wild shaped into a hawk once overwhelmed on your ship.  Llusion started multiple fires on the main ship and another fire on one of the reinforcement ships…  (Multiple rounds had multiple criticals and triple digit damage figures).  Several lions were killed, an owl, a multiple armed ape, several minotaurs.  The party grabbed the captain of the main ship just before leaving and divided her pearl necklace (+ to Chr) a pearl bracelet (+6 AC), a toga (SR) and an anklet raised arcane fire spell as if you were higher level.  The captain pet had a collar that provides telepathy with its ‘owner’.

 

The party decided to make a tactical retreat after 2 different ships came up for reinforcements and they knew several other ships would likely be there soon.  Some parting blows were given as the party left, but the two ships on fire kept them pretty busy.   

 

Later the party finds out that once Gloria figured out the situation she flew after TD to make sure she was safe AND to add a message to King Louis.  She requested some reinforcements to KEEP the island IF the party is able to hold of the initial onslaught.  (The party estimates 4-14 days for King Louis to bring his own contingent assuming he is sending troops)

 

 

Adv #14              12 / 07 / 08

 Numskull asks if you can go back down and remove this scourge from the city.

She give you a sheet of 'paper' with a ring of eyes on it say it may help you could be a link to the coven, I found it in my library...

 

The party returned to the coven hideout solved the riddles, which seemed to be about eyes (& things on the D&D table).  They returned to the location of Gloria's demise and found some spider like creatures.  After some time they solved more riddles and cleared out a room of Djini and snakes and another room with a mind flayer and some large insects.  The party was wondering if they had killed the mind flayer too quickly and should have questioned him for some coven information...

 

A storage room was filled with crates that were clearly one just like one the Queen has been shipping to her troops, possible link there unless the coven also stole them from the queen...

 

The party went on a secret door finding mission and found it and was unsure how to open it.  Grylls managed to break through it causing a large lightning attack in the hall way leading to a potential 'actual' coven member (Well the largest beholder they have seen) along with three mind flyers and two chimeras.  The party was wounded and had spent quite a few spells getting to this point so them took a fast retreat and came back after a spell round to find the place had been emptied. 

 

Oddly enough the mind flyer had been stripped but only partially they left his robe on (The DM noted, it was a robe of eyes and underneath it was another clue that they missed…) 

 

Hopefully Zephyr’s secret mission will produce a fresh lead for finding the coven…

 

 

Adv #13 11/16/08 Down the rabbit hole

 

The party was not sure of how to use the accounting log book so they handed it over to numskull, she had some of the kings men look over the log for any supplemental information.  Everything seemed to be about accounting except for a few number that correspond to a alley coordinate in the city of Loc Nar grid system. 

 

The party went to an alleyway and found a large stone circle laid into the ground.   A riddle was written on it which upon answering the riddle tomorrow the lid disappeared and a long shaft opened up after some experimenting the party found out simply jumping over the hole would pull them quickly but gently down the shaft.  Upon reaching the bottom the find a small room with two doors and a warning carved into the wall about entering a coven lair and not being invited.

 

The party goes down a long corridor and passes a riddle (needle) which allows them to pass through a trap unaffected then entering a room full of lizardmen.  A long drawn out fight ensues where several party members are seriously injured and several lizardmen are killed.  A wall of fire makes a clean break in the action as the party takes a few healing/spell rounds and find the room to be empty save two doors.  The double doors lead to a another riddle which no one can answer.  I have 21 eyes but cannot see what am I .  The turn around and help Gloria who went off on her own and found the remaining lizard/snake men in a small room through the single door.  A blade barrier blocks the way.  Gloria dim doors herself and party members to the enemy and the fight continues, Dread is dropped but not killed.  A invisible winged snake is casting major magic and fascinates Grylls.  Just before the winged snake (now glitterdusted) dies he finger of deaths Gloria.  The party gather up Gloria and strip the lizard/snake men and run out…

 

Addendum to the end of the adventure…

Once in the King Louie X’s castle the party asks if they could get Gloria raised from the dead.  The spell is cast and nothing happens for one round.  Then a bright light drowns out everything.  Aslan walks out of the light and stands over Gloria.  A disembodied voice states, “ Gloria today is not your day.  You still have a quest which is incomplete, you are also in need of another chance to prove yourself worthy of the title hero of Trell, ARISE and serve Trell in its time of need”

As Aslan turns and walks away darkening the room to it’s natural lighting, Gloria sits up gasping for breath… 

 

Adventure # 12    11/3/08             Intro: the Coven

 

The party finally awakes from their slumber (see two previous adv notes)

The gnome was still their (from their dream)  He mentioned his trials were only meant as 'help' to prepare you for the many challenges we face in the immediate future. 

He also mentions that Zephyr was never able to dream, he was preoccupied with visions of the silver tree (Ishilandra).  Once he believed the party was safe, he left on some errand…

 

Once awake Brewer mentioned he wanted to research some bardic spells, said he would need a few days in the King Louie’s library, and prancing off.  The gnome dissipated into thin air… In front of the party is a table with a scroll rolled up and the crest of King Louie.  Upon reading the letter the date seems odd (later the party realized they were sleeping for roughly a week and Zephyr has been gone that whole time.)

 

The letter directs the party to a village roughly 1½ days Southwest of Loc-Nar.  Upon reaching the village Gloria asks a priest about the Coven.  After some help the party locates the ‘king’s spy’ (Shashish) and gets little helpful information from her (later the party find out she was a killed and they were taking to a doppelganger.) They party wonder about a labyrinth under the small village, they bribed the fire priest to gain entry and find a burned out outer room and a locked gate leading to the labyrinth.

 

Luckily the party brought their Minotaur (whom racial benefits in labyrinths), Dread saved time with making the next 23 turns correctly to a small jail containing Shashish and a unconscious satyr.  They wakened the satyr and gathered some information from him. Also a code key to the King’s secret code was discovered on Shashish.

Dread then led the party through 64 correct turns to find the Coven’s lair.  After solving a simple riddle on the door (the knight and the knave represented by a Djini and Efreet) The party seemed to interrupt a Chimera talking to a lesser beholder.  The Beholder had two mind flayers at his side and animated two stone golems at the entrance.  The party quickly dropped the beholder, which locked up the golems and left only two mind flayers and the chimera.  The Chimera was dropped, Grylls was stunned, one mind flayer was dropped, then the final enemy (a mind flayer) teleported away.     

Some magic was found: a ring, an earring, a necklace, chain shirt, bracelet, and dagger.

Surprising many was 2,00 cps and 10,00 in gems.  MOST importantly a non magical accounting log book was located which could prove useful to finding other Coven hide outs.

 

 

As a side note:

Just before the party started to rest Zephyr had mentioned how ironic the party's new goals align themselves so nicely with the Silver Tree, He seemed to want to say more but all of you thought a good nights rest would give each of you time to ponder his statement as Adv #10 began. 

 

Adv #11 the party continued to play some mind games at the table solving multiple puzzles and defeating 'some' enemies.  The Epic monsters were a bit much for the party...  The various obstacles were easily overcome.  Gloria seems half asleep until half of the challenges were completed.

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(10-5-08) 11 / 12 / 122   

During the night the party rested...

They have found themselves stuck in a dream

as another race, of a party member

some gnomelike figure has proposed a game

in which you will gain a better understanding

of your fellow party members...

 

10/5/08 Adv #10 Mind games

Zephyr was oddly absent from the dream/table (upon awakening that may be answered)

 

The party was shown 8 curtains               ?   50   100   200 

?   50   100   200

(Later it was discovered that the red ones were physical conflicts/ fights)

The curtains were all picked excluding 50 (we ran out of time).

To summarize 6 riddles were given by a Chimera all were answered correctly but ONLY with group effort… A large obstacle course was provided and the party managed to make it through multiple trap doors/ bars, elevated door, anti-magic fields, and wall of force.

The party defeated a Chimera, ochre jelly, cockatrice, xorn, mind flayer, eye of flame, behemoth(sp), champion of behphet(sp), Blackroot treant, Enormous carrion crawler.  Totally 655 points 

 

Riddles

Knight and the knave (liar truth teller gave minor pause)

The only real challenge was a question about 12 pears hanging high, people focused on the word pear thinking of pair… Sir Each picked a pear making people think each knight picked a pair leaving 0/12 eleven were left due to only one being picked.

 

 

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