A coin for the Talleyman

Dragonne Lagoon
Vistani Interlude

Arriving in El Lay

Move quickly to Dragonne Lagoon.

Moving through terrain like a rain forest the party follows the rutted path and eventually presses a large clearing. To the left is the lagoon, to the right the quickly rising mountains. Ahead there is a coconut grove. Scattered among the trees are several dilapidated out-buildings.

The grove was floored with sand. That the group entered from the forest upon was an ebony black. Some 20 yards further was a bridge over a trickling stream. On the far side of this bridge the sand changed abruptly to a snowy white sand.
At the waters edge of the grove, midway between the creek and the forest on the other side of the grove, stood a few buildings. One was a small square building just uphill from lowest of the palm and coconut trees stands intact.
The largest a 2 story building of about 40 × 40 feet which is partially collapsed. Investigating the area the party follows the trail, obviously a wagon path to the midpoint of the grove. There is splits off to the left, up to a sheer cliff wall, to the right to a collapsing outbuildings beside the larger 2 story building. It also continues on to the far edge of the grove where it circles tightly back upon itself. The tracks that turn off to the shear cliff wall continue to the wall, as if the path may continue under the cliff face.
The cliff face is adorned with masterly etching into the unnaturally smooth face. The face is a flat and smooth polished surface. The scenery is of columns and trees chiseled into the rock depicting a large array of plants, and trees. The plants are not tropical plants, however, neither are the trees. They are more similar to the lands of the north. Old growth trees, oak, pine, pecan, and elm. The plants, ivies, tulips, lilies, and roses. All depicted with expert rendition. These carvings in the rock continue all the way up to the top of the vertical wall. On either side of this surface are rounded column looking carvings of large diameter and mighty oaks. Rough bark chiseled deep into the rock, winding round these are vines of the grape, bearing fruit.

There is no describable break in the wall whatsoever. No switch nor trigger mechanism.

However, several members of the party were searching back up the cart path and found a wedge shaped outcropping in the middle of one of the ruts which appears to be of a manufactured shape. They also found that no matter how they tried their weights were not enough to depress the device.

The party then began to investigate the outbuilding and discovered that under the collapsed roof was a wagon.
While searching around for a way to dislodge said wagon from the collapsed roof and walls there began to be heard from the direction of the lagoon loud clicking and snapping noises. Looking in that direction the party saw, climbing from the ocean a near multitude of creatures some 4-6 feet in length and 2-5 feet wide. They bore a direct resemblance to a lobster, only they were of unusual size and girth. The immense claws on them were opening and closing as they advanced, making the snapping sounds. As they came fully onto the sands a new sound began. Up and sown the beach in question and answer came, “Did-a-chick? Dum-a-chum? Dad-a-cham? Ded-a-chek?” as they moved forward.

The army of Lobstrocities advanced unpausing to the group. They in turn gathered upon the partially collapsed building, the singular place within the grove which offered any describable cover. While hard pressed and bloodied the group dispatched the whole of the lobstrocities. Leaving them crushed skewered and broken upon the sands surrounding the collapsed building. 3 of these monsters are still quivering, and overturned, in the throes of impending death…


Our lady of pain

Our Lady…. Of Pain…

Pantheon of the Deities

A Children’s Rhyme

See the tortoise of enormous girth!
On his shell he holds the worlds.
His thought is slow but always kind;
He holds us all within his mind.
On his back all vows are made;
He sees the truth but mayn’t aid.
He loves the land and loves the sea,
And even loves a child like me."


~ Excerpt from the Dictates of Krenda~

  • ~Temple of the One True Way~*

The Deities of the planet are many and diverse.
Major Gods known by many different names, as described by the many different races and sects which worship them. These alignment Gods are supplemented in turn by many Minor Deities, who for the most part are known only by one or two names. So whereas In case of the Major God of LN may be known by a hundred different names across the planes, they would all essentially refer to the same exact entity. In cases of Minor Deities, if their are a hundred different names, their possibly are a hundred different deities being referred to.

These minor deities are the offspring of the major deities they represent.

The Major Deities, Gods, are children as well. They are the children of UR.

UR was and is the first God. His very thought brought into existence his children as his thoughts touched upon the different paths of what we refer to as alignment. Springing into existence representative of a particular line of thought.

During this time there were no Planes, only the Maelstrom in which the children of UR played schemed, cavorted, bickered, and of course fought.

After an eternity of this UR tired of the constant upheaval and desired nothing more than a bit of quiet peace.

To wit in a wish for respite he separated the elements of the Maelstrom one from another Creating Planes of existence.

This is known and referred to as “The Divine Separation”.

Among these Gods, these “Children of UR” were some and myriad who through sly evasion were not accommodated by the “Divine Separation” and whose only desire is to undo the separation of the planes and to restore the Maelstrom.

This restoration of the Maelstrom is referred to as “The Gathering”.

These "Children of UR’ are known as “The IL”.

While UR slumbers the separation of the planes continues undisturbed. His awakening would dash this asunder and his great dream of “Time” be undone.

There exists a Tortoise of infinite size and girth, drifting through the non time space of the Verge. This Verge is the Outer edges of the known and unknown planes of existence. The outer fringes if you will. As it glides with infinite speed and slowness, upon its back slumbers UR dreaming his dream of Time and Space. This Tortoise is known as “Tarkarus of the Infinite Planes”.
Upon its back UR is mantled by a blanket of Mythril strands. Upon these strands travel the known galaxies. These strands are tended by The Harn", Shepherds of the Mythril flock, from whose flocking wool is spun the filament strands which hold the worlds from the malice of the IL, and keep deeply insulated in peaceful isolation, the sleeping father of all the gods UR.

A Saying of Sigil
Riding upon the tortoise of enormous girth,
On his shell rests all the worlds.
If you want to run and play,
Come along the BEAM today.
Our Lady of Pain

after the trickster

In the hospitality suite, two minstrels played. The sweet rich melody of the mandolin rang softly throughout the upper halls . A flute soft and soothing intertwined to create a lull. A peace. At the table 6 sat oblivious. Cards were delt, coins tossed glasses filled then drained. Then repeated. In the distance, at the end of the hall the riser stopped. The metallic sound of it’s wrought metal galy open upon well oiled hinges escaped no one in the room. Even the musicians. They exchanged a glance without dropping a chord. Two at the table, oddly the two whose back most faced the door shifted. Footsteps could be heard coming closer. Conversation drew nearer but the voices were known and the drawing tension, diffused. Into the doorway, through the haze of pipeweed 3 halted and stood. A bearded dwarves mage, with large ample breasts, a pale skinned waif dressed in colors of coral, and the sea, framed a wizened oddity. An upright tarapin donned in robes wearing the symbol of one of the gods. All looked into the room somehow appearing puzzled at their own arrival. All looked worn and frayed . Disheveled. As the broke the plane of the doorway entering into the room questions flew from the eyes of all in the room. It was the waif who spoke first. " What had happened was…"

The Pampered Traveler

Known throughout the kingdom of Komusidia, and by seasoned continental travelers throughout the civilized world, the Pampered Traveler offers one of most memorable accommodations to those on holiday who want their lodgings to be several cuts above the norm.

The Pampered Traveler is an inn located in Castle Ward, of San Cornaceae.
With large, conical-roofed, many-windowed turrets at its either end, it stands like an exotic castle, dark but somehow inviting, on the northeast corner of the meeting of Selduth Street and the Street of Bells.

Room rates here run from 6 gp to 12 gp/night, depending on the room you choose.
Bottomless Mug 4 gp/ale, 4-20 gp/wine.

The Pampered Traveler’s name sets high expectations, and they are not disappointed. Servants conduct you to your large and well-furnished rooms, and come within breaths if you ring for them. Each room has a bell pull by the door.

On the main floor is a huge smoking room with a roaring hearth full of old, soft, vast armchairs that can easily swallow up smaller visitors, a gaming room, and three small, private meeting rooms for the use of guests. There is also, surprisingly, a library filled with books hand-copied by the staff and a reading table with a glass top, under which can be seen as full and complete a map of the known Realms’ as far west as the Myst Islands, as far east as the isles of the Sargasso sea, and as far south as the Dragonspine, as seen anywhere.

The proprietor is keenly interested in exploration. Present in the library along with a chapbook put out by the Merchants’ League describing mapping of the trade routes linking the known lands. There are even copied letters from sea captains who have reached uncharted lands far away across the seas.

All of the guests are welcome to read— – though posted upon the entrance: Anyone who departs with as much as a single page would be pursued by the master of the house until he separated the thief from his head! It is also known that staying free at the inn for as much as a cycle of Mirro is the exchange for gifting the proprietor with an un-held or particular highly valued book.

The gnomish owner of the establishment, one Rassen Snaffer, guildmaster of the Fellowship of Innkeepers, believes that one is entitled to have ones stay be posh and elegant.

The multi- racial servants are friendly, brilliantly helpful and charming. As well as intelligent clean, and polite.

The rooms and suites are anything but simple and include just about every frill imaginable as well as all of the essentials. The setting is superb. The views from the breakfast terrace start you off every day with a burst of pleasure. Good selection of continental nosh, all fresh of course.

The Pampered Traveler is simply one of the most beautifully spoilt experiences imaginable. Spot on immaculate.

Down by the Seaside

A bit before noon, three of your “Enclave”…

Turtle man

Soupy, The Tarrapman Priest,

Legend of nereid 1248788

#%^&*$%&*<$%&%, The Fighting Brigand


Dwarf priest

Delala Ovjak, The Dwarven Magic User,

Set out for lunch in the Dock Ward, thinking to afterward, pass by the upcoming meeting spot so as to be able to find it with no issue later this evening.

Ships wheel tavern

The Boduccio’s Restaurantis a fine dining establishment right on the Docks of Waterdeep. The prices are high and the view magnificent. There are three walls of windows that allow patrons to lookout onto the harbour while they eat. Boduccio’s specializes in fresh Seafood and fine wines.
Vincelli Boduccio is the owner of this fair establishment. He came here to escape the ravages of the Orc wars and regain his former wealth. At one time he owned large amounts of vineyards.

Vincelli is very charming and courteous, especially with the noble women of San Cornaceae. He is also an expert on wines and while he maintains an air of nobility about him, Vincelli often brings food to Waterdeep’s homeless.

Your tab paid, you stroll along the seaside on Dock St. until you turn toward the Castle Ward upon High St. turning up Carters Way at the Theatre` Theater and passing by the Blue Mermaid on your way back to the Castle Ward and the Pampered Traveler.

As you passed by said Blue Mermaid, the brigand was stopped short by an elf, Red of skin hair and eyes, who thrust into her hand a scroll, whose runes were drawn in fine hand upon a smooth skin parchment.

Whispering a few words to her he turned disappearing quickly around the corner you’d just come past.

As he did so in the center of the street before you

Gith portal

A Portal formed into being.

From it stepped a Githyanki warrior. Snarling a question “Where is the Trickster”, eyes narrowing he growls “Give me what he stole, give it to me, give me that which he gave you” then with a gesture he Ordered his minions to attack the battle began.

While the vanquishing these foe-men was no easy task, the Githyanki himself proved to be even less-so. Even with him taking out some of his own mercenaries in his hast to extinguish all life from you. However, it was accomplished and they were dispatched in good order, by blade, spell and much to the chagrin of the other party members, a wondrous dwarf wielded wand.

Questioned by a landing Griffon Rider, an elite member of the city guard, you were allowed to by your leave and continue back to the Traveler.

Some few blocks further on, you were accosted by an Invisible Stalker who died at your hands with hardly a delay and you returned butterflied, scorched and bruised back to the Pampered Traveler.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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