Tuesday, June 28, 2022

06/23/2022 Virtuous Age Session 14: Polurn the Henchman, Unearthed Arcana, and the Repugnant Zedar Ekran

We begin this week’s session at dinner still on the day of September 7th. We are expecting Polurn the Firbolg- the expert from Get Smart as well as the stately gnome Gwelldar.

Eabrossi notes there are three guards at our townhome tonight. They are familiar Black Tar clansmen.

Before dinner we talk about the morning encounter at the funerial. Besides Gwelldar’s children, other graves were for the remains of bodies found at the Peylor mausoleum. We also talk at length about the object noticed by Zaigan in one of the graves.

We also ruminate about Gwelldar’s information our enemies mayhap want. Gwelldar helped Aevum’s mother and her search for reflecting pools. He points out that everyone looking for these pools eventually comes to him. We do not have to look far to see this is evident. 

Q: How well does he know the King

A: Cryptically said- no one really knows the King

Eabrossi reads the note we found.

Gwellar doesn’t know anything about the note but there are many groups that could benefit from the riddance of the Saxo bloodline.

Q: What notable areas has (Gwelldar) visited with the Queen?

A: Spraggle Tower. Researched the undefeated. Studied currents, winds, seasons, and weather patterns. Ancient giant graves and met with specialist wizards about older ancient magics. We also studied ancient and giant bloodlines and lineages.

The possibility comes up to attempt locate Bhishma of the Kuru Kingdom, that me might not be dead. To test this theory, Aevum ceremonially sends a miss you message to his mother Sanguine. The message token leaves him and flies away. 

Eventually Polurn arrives geared up and carrying some books and on his back, a large barrel of ale to share.

We invite Polurn to tell his side of the graveyard battle. He describes being sick and it was hard to see. He helped people get out and when that was done all he could hear was fighting between waves of sickness. 

We ask Polurn what he has learned.

A: He guarantees his help if we would take him along on our journey. He claims the three books he has belonged in a cloud giant's or in a titan's library. It was recovered in volcanic ash and was somehow protected from the fire. He believes they would be great reference tools. 

One book he shows us has an artists depiction of a ‘reflecting pool’. But that is not the focus of the book. In ancient times physical travel between planes took effort and therefore the powerful made ways to travel between the places. He believes the book identifies this as a giant or titans place- somewhere. He believes the picture proves its existence and he thinks he can find it.

At this point Aevum produces his mother’s arcane books (ancient geography, diary Theatrum Botanicum, two magical text books: Unearthed Arcanas from the era of antiquity and the time of creation and a book of magic theory from those times. (different iterations of d&d).

Polurn’s reaction is excitement. We begin to share what information we have obtained up until now. 

When the subject of undefeated come up, Poulrn gets excited and grabs a book and asks where the flying citadel makes stops. Gwelldar is sure he can figure out the next time the undefeated will be at Spraggle Tower. Connecting his knowledge of seasons and weather patters, a guess to when the Undefeated could arrive.

Aevum sends another message- a message specifically written by one of our guards... the message reads: ‘message completed’ but this time Aevum's intended recipient is Bhishma, this time the message goes in a different direction. This leads Tena to assume the note:

My betrayal is complete even if my plan isn't. Now I wait, face hidden, for my next opportunity.

How those children survived is a question that may well haunt me to the end of my days. Instead of lost and forgotten in carnage, they are aware of the danger and searching down the same road as the Jinnborn's parents.

Could I be so lucky as to have the group of them suffer the same fate? I shall hope so but prepare myself and fellow conspirators for the eventuality that they do not.

There shall be a new king despite these setbacks and I will suffer the loss of my homeland no longer. An active bloodline of a fallen king is not a fate a wise new king should suffer. Our research on that subject must continue. We must isolate the king until we are prepared to strike and use this time to end the Saxo bloodline.

Was from Bishma?

Meanwhile Polurn and Kron retrieve ale and grog. Talk between them consists of  opinions on ale and  how Polurn handels himself in combat. Kron observes Polurn carries a large great axe. He is armor free and dabbles in magic to augment his battle prowess. The toughest thing he’s faced was an enlarged dire boar. A creature that seem to come through a portal. In fact he had been through a portal. A portal near Spraggle tower that took him underground to Darkell.

Aevum asks Gwelldar to look into Aevums Saxo family genealogy. Along that line Gwelldar knows there is a strange clan of ogre magi and giants from the Kuru Kingdom.

Tena examines an item using spellcraft: The Follow your Dreams book found in the dungeon (Session 6): They detected as divination magic. (Page 30, room 11) The book is a find the path spell. One per page and one ‘path/goal’ per person. And more than one ‘path/goal’ can be active at once. There are seven pages left and a crafter of wonderous items could add new pages.

Tena needs at least 4 more days of training before we leave.

Eabrossi has finished 5 days of downtime with Gwelldar and Aevum’s second day his new downtime.

Zaigan and Kron visit the market to liquidate his +1 sword and his short bow and gets 60% of the list price. 

In the morning, September 8th, Aevum wakes with the knowledge that one of his messages has been delivered.

Overnight Zaigan is haunted by dreams. Thoughts of his memories being jumbled but thoughts always return to his legendary armor- once worn by Bishma.

Eabrossi sends a courier to the Portly Frog’s owner Zedar Ekran of our wish to meet him. A response comes back almost immediately with an invitation to dinner tonight. 

We head out to the site where Sanguine and Bhishma were murdered. We find a worn area where Tena casts a spell View the Past using Zaigain’s armor as a focus.

This awakens Zaigan's Legendary Armor.

During the spells effects Tena, Zaigan, and Aevum each see: Through the eyes of the armor wearer, oddly mounted on a undescriptive horse. 

The hands of the rider are familiar, the three characters witness Bhishma ride up to a spot and places Sanguine down with a badly beaten third body strapped on the horse. The body is eventally pulled off the horse and decapitated. Not long the headless body is outfitted with Bhishma’s armor and gear as to  pass as Bhishma. 

Sanguine is peaceful and dead.

Q: Did Bhishma drop the body of the queen?

A: He set her down. There seems to be an underlying respect and maybe minor regret in Bhishma’s actions.

Q: What direction does he come from

A: he comes from and returns to the Rift.

Q: Was there any iconography on Bhishma?

A: When he departs, a green draconic symbol for ENVY is evident.


Bhishma’s motives are largely unknown, but he seems to be working with draconic agents. And it seems that Bhishma would be free after assuming Zaigan’s identity.

On our way to the cemetery:

Aevum sends a message to King Saxo: 

Bhishma is still alive, one conspirator amongst a seditious cabal working to eliminate the Saxo bloodline. Allied with the dragon of envy.

At the cemetery we search our old battle field and the small object that caught Zaigain’s eye. Finally we realize there is metallic ore mixed in with dirt and that the area could be mined. The graves appear undisturbed. Nothing interesting yielded. 

Back to town it is 3:30 in the afternoon when we return to the Grand Dome. There are the usual three guards including the manager checking in our stay. We say all is good but he mentions missing three men for about two days. We claim to not know about their whereabouts.

On our way to dinner with Zedar Ekran we find a beautiful dome akin to a ziggurat. On the grounds are functioning crops divided by a path to the main door over which a stone gargoyle sits.

Eabrossi knocks and answering the door is a woman dressed in a translucent cloth. Definitely genie-kind, beautiful save for being horribly scarred and very blind. Some of our starting attitudes are improved upon entering the abode.

We are guided to a sitting room and are invited become comfortable. Music emanates from youths playing instruments, each of them have extreme deformities or handicaps.

Eventually a drow woman enters, dressed in leather, greets us and introduces herself as Bacall. Seems we are not to be the only guests at this dinner. Eventually Zedar Ekran arrives and heads straight for the prince and provides smoke and small talk.

Diplomatically Zedar Ekran did not offer the prince any condolences; Bacall is observed with having a slavers mark on her neck. As do the small children.

When Aevum notices the cat familiar in the room we end the session.

Saturday, June 18, 2022

06/16/2022 Virtuous Age Session 13: The Gnomish Funeral , The Nephew's Replacement

We begin this week’s session the morning of September 7th. Rest is fitful for Aevum and Zaigan who are haunted by images from the buried by goblins and their dirt graves. Zaigan’s dreams are less vivid but just as terrifying leaving an vague lasting impression on him.

When we arrived last night, there are three guards. Which was odd.

The next morning we have breakfast delivered and we discuss our day’s events after first attending Gwelldar’s children’s funereal. When we leave our Grand Dome suite there are only two guards.

We head to a common Graveyard just outside Four Winds. Faithful of Segojan preside over the burials and there are other attendees. About twenty individuals, unfortunately there are multiple burials this morning. Polurn the firbolg expert is with us.

During the words of blessing the priest of Segojan skips a beat while saying the words over the third grave. Aevum, after misidentifying the Segojan religion, decides it isn't a demonic deity but a gnomish one that not a lot of Four Winds revere. 

Zaigan notices in the 4th grave a shiny object and hears own name said in the crowd. During the ceremony as the priest is finishing, Kron notices the mist appears to be spreading/ descending, its color slightly yellow. Eabrossi and Tena notices two minotaurs and an unknown giant focused on Gwelldar.

The hill giant looks unarmed is revealed to be wearing hide armor, the minotaurs however are armed and armored. The descending fog is revealed to be  a stinking cloud and battle ensues. Polurn and the other attendees flee. Gwelldar eventually falls as this ambush appears to be targeting him.

We are able to fend off the attack and Aveum unique magic sends Gwelldar fifteen miles west before the attackers are able to kidnap him.

The Segojan priest is dead and leaves behind a wand of CLW (50 charges), +1 chain shirt (gnome sized- Gweldlar), cloak of resistance +1 (gnome sized- Gweldlar), 3 potions of owls wisdom, potion of protection of evil, herbs, healer’s kit, and a holy symbol. We buried the gnome priest with his holy symbol.

Zaigan and Aevum fly off to find Gwelldar and after an hour find the gnome fishing on a small boat with Deon, a kindly fisherman. Aevum inquires about Gwelldar’s experience with Deon interupting to describes how his nephew was suddenly replaced by Gwelldar.

The rest of us return to the Grand Dome. By the time Kron finishes cleaning himself Zaigan and Aevum return with Gwelldar. Kron visits Finlilly and persuades her to accompany him to the Sky Dome to donate a short sword and heavy crossbow to the church. Also for her to beat him into unconsciousness to hopefully trigger his natural healing while unconscious. 

Thinking about the battle we gather the winged minotaurs were fiendish and the white haired minotaur Yekard had divine powers of Baphomet. Gwelldar thought they were trying to kill him and does not know why they were trying to take him. 

The gnome priest was known to the gnomish community. We gave Gwelldar the gnome priest’s garb.

On a side note, Gwelldar and Polurn have arranged a working schedule.

Gwelldar's time on the boat with Deon gave Gwelldar some time to think and he believes he may have information that endangers him and makes him valuable. 

The rest of the day is spent in individual downtime and with Frankie, and Gwelldar. Frankie brings some regional maps some include maps from outside the kingdom. Eventually a mosaic created from vatious maps produces a rough map of an area north east of here showing regions of sand, broken rock. It lies near a lake marked with a spire. Furthermore the ‘ziggurat’ is possibly guarded by a hydra. 

Artsy Fartsy Map

It can be reached between one and two weeks on foot. There is a dragon near by called the Opal dragon. Called the Opel because it looks to have one big central eye but most believe it has an opal on its brow. Gwelldar reminds everyone that this area is 5-10 miles from the boundary of the Opal dragon.

Opal Dragon

Our standard disposition regarding dragons is paranoia. Everyone is guarded in the rift because we are surrounded by draconic influences one form of another. None of the slave trading cultures operate in the rift. There are one or two reclusive dragons rumored to reside in the rift Minotaur kingdom.

We pick up next session with dinner with Polurn, Tena in her new armor. 

Wednesday, June 15, 2022

Virtuous House Rules for Gaming Fools

 


1.     Every player receives the trait Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth.  

Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. Three is the maximum number of potions that can be consumed in a round regardless of shenanigans, mythic or otherwise.

2.    Athletics (Strength or Dex players choice): Replaces Swim/Climb

3.     Max Hit Points your 1st three levels and every level that you gain a character point (4th, 8th, 12th, 16th, and 20th).

4.     Select Feats can be trained (DM’s Discretion).  Training a feat follows the same rules as retraining a feat: https://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining/ No player may have more than four trained feats, and no player can train a third feat until eleventh level.  Campaign, trained, and storyline feats may not be retrained away. Only feats from your normal progression can be retrained.

5.     Meta Magic Components (Unearthed Arcana 3.5 Pg 141 to 149) :  A number of items can be utilized and converted into meta magic components that are consumed in the casting of a spell applying a meta magic feat to the spell that was cast. Players with the Craft Wondrous Items Feat can create meta magic components.  It is rumored that some great casters can create these components on the fly utilizing minor magic items that are likewise consumed in casting.  Note these rules are used as guidelines; Meta Magic is a creative playground for the GM.

6.     Short Rest  (Source: D&D 5e) A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

7.     Long Rest (Source: D&D 5e)  A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent short rest Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits

8.     Five Foot Step is changed to your Natural Step.  Your Natural Step is equal to your normal reach without any magical enhancement. This change is primarily for the benefit of larger creatures who have a natural reach of 10 feet or greater, this allows them to take a “step” equal to their size.  Magical changes in size do NOT affect your five-foot step.  In hopes of removing all doubt, if the creature or player doesn’t live their regular lives at a larger size it isn’t considered their “natural size” and they cannot take advantage of the greater step.

9.     When a perception roll is called for it will be a level check or another skill they are using.  Players will have to be much more active in stating what they are paying attention to or looking for.  As an example, if searching a library for arcane related tomes, one could ask to use their Knowledge Arcana skill as their perception check.  It would narrow that characters focus giving them an advantage in their search of the library. The DC’s to perceive other things, such as noises, people, and mood would be increased.  In the example just given, the GM decides the dc for the quick search of books in the library is an 18.  The DC for the secret door is 20 for the rest of the party, but a 22 for the character who used knowledge aracana, since his focus was on the books. Note I am removing the ability bonus for a generic perception check to encourage the use of skills in place of it. Generic perception will just be a level check.  This will also give different characters the ability to succeed at perception. Your passive perception that i use as DM will usually be the generic level check unless I think another skill specifically applies. 

10   Body Slots not only limit the number of magic items that you can have but also the number of spells that can be on an individual.  Any spell of duration greater than instantaneous takes up an empty body slot on the person it is cast upon.  Detrimental spells like curse or a prayer that works against you also take up body slots.  If body slots are full the detrimental effect takes over the lowest level spell filling a body slot.  If all body slots are full from magic items, the magic item effect is suppressed for the duration of the detrimental spell.  The affected player chooses which magic item is suppressed.  This rule has very little impact at low levels.

11 Leadership: If anyone takes Leadership, I’ll explain in further detail but I run it differently, essentially using the chart to give a total number of HD of followers rather than a bunch of 1st and 2nd level NPCs. 

12. Down Time and Mythic

If utilizing down time a mythic character may utilize their pool of mythic points to reduce the number of days required to complete your downtime activity.  A mythic character may spend four mythic points to reduce the downtime cost by one day.  At the third mythic tier a character can spend eight mythic points to reduce the downtime by two days. No single downtime activity can be reduced mythically more than once and no reduction can completely obliterate all time required to complete, DM’s discretion.  While the time component can be reduced, it does not change cost calculations or expenditures.  You are simply “hasting” the procedures. 

4 Mythic Power Points per Day reduced.  Can’t spend more than 4 till 3rd Tier. 

Note:  I haven’t found any mythic downtime related notes or powers, should I find a mythic power or ability that this house rule weakens or makes obsolete, we’ll get rid of the house rule. I expect things to come up regarding this and as they do we’ll add notes to the rule

13.  Era’s of Time in the Campaign not only reflect storyline differences but often different rules sets of the game.   Current scholars identify the ages as:

·         Antiquity (AD&D) Pre earth, pocket demi planes. The City

·         Creation (3.0, some 3.5) The birth of earth, expansion, The Evening Isles

·         Draconic (3.5, Pathfinder) The Current Era

 



Friday, June 10, 2022

06/09/2022 Virtuous Age Session 12: A Giant Collection of Books, Embassies and Diplomats, and Half Fiend Minotaurs

We begin this week’s session around 8pm on a side street in Four Winds. We were on our way back to the Portly Frog when we were ambushed. A few blocks away from the battle we have a dead elf and our soon to be dead prisoner. After questioning the Seawillow elf, Kron gives the prisoner a sword before Kron kills him and takes his ears. Tena says some final words over the unknown bodies.

Not long after some minor cleaning we arrive at a lively Portly Frog. We meander through the crowd and at times Kron and Tena experience sensation of being watched. Unfettered we arrive with purpose.

A mix of races are present including a couple of firbolgs, one is currently singing beautifully. It is hard to discern the genders of these two. We are soon hailed by the house band to a table to share drink and go over the plan to get us to the secret study. 

During our sit-down we see a Maxwell House vendor bring the coffee Eabrossi ordered. This naturally upsets some of the food truck vendors. 

Maxwell's Coffee

The performers play up to Eabrossi who returns to an established reputation from today’s earlier performance. Denemel (From Earth, Wind, and Fire and Water) relays the plan to get some of us into the collection of works in between the stage acts.

It's not long when Denemel leads Tena and Aevum around the back of the Portly Frog dome. He leads them down a set of stairs to a heavy stone door, past racks of wine in the cellar until he finds a hidden key. With the key he opens a door to a  study where most of the tomes in here are very large- sized for a giant. Otherwise the books are organized by disciplines and topics of study.

Adel’s books are large as are most of the books, the lighting used here are mostly continual light sources. Eventually Denemel leaves the two to their research.

Up top at the Portly Frog Kron is challenging folks to test their strength against him. It isn’t until the Firbolgs Skeline (she) and Eche (he), a romantic couple has completed their acts when Kron finally has some competition. It is Eche who accepts the challenge which inspires Kron to build up the crowd minor shows of strength and a pose down. 

Down in the study Aevum finds a secret section of stairs leading up but doesn't investigate further. The statue however, used to activate the secret section, seem heavy and made of led. We find other statues also made of led. (we find out later these led lined statues are safes and could be eventually opened by good+ performance checks) Tena probes the area magically and discovers several tomes, the shelves have magic auras as well as the obvious sources of light.

It is not a problem finding all six of Adele’s books and the first thing we learn is that Adele is/was a cloud giant...

Upstairs, after much build up, Eche is finally seated with Kron. All bets are made with the winner receiving 10% of the pot. It was a great-good natured battle with Kron winning the contest and splitting the winnings evenly with Eche. 

In the midst of the revelry, a minotaur runs in with strange purpose acting suspicious. Kron points him out to Eabrossi as the odd minotaur 'casually' leaves. Kron then calls for a messenger…

Below in the study…

Adele

The first thing the prince was looking for is information on giant travel magics and activation methods. In the first couple of hours he finds collected tales of flying citadels ruled by various giant clans inferred to as titans. These citadels use magic similar to the magic they seek.

Adele claims to be a decedent of Hyperion and hails from his domain. 

Q: Are there any locations indicated that align with what we know? 

A: there is a location mentioned more than once and that SpraggleTower. Agamotto is mentioned more than a few times and as a matter of TRUE fact as is the orb of Agamotto. (There are three orbs of Agamotto).

Up top: the party is still going on strong however Eabrossi discretely leaves to join the others in the study below. This is about the time when the messenger returns with Kron's girlfriend Finlilly Farfaw.

Below in the study:

Orb of Agamotto

Q: Did Adele ever witness the Orb of Agamotto and if so, where? or did she speak to someone?

A: It is in the possession of the Titan Coeus as a dowry for his wife

Q: How old is this collection?

A: Pre Earth. And the ‘expert’ books were left behind for others.

Q: Was there greater insights into the magic of time?

A: Those magics depend on the area you are in/at. Each of these flying citadels are like demiplanes which comes with its own set of physics and rules.

Q: What is the ‘giant’ term for what we are calling reflecting pools.

A: there is a consistent reference to embassies and diplomats. The ‘pools’ are ‘embassies’ and travelers are called ‘diplomats’

After six hours Denemel comes back down and retrieves the group and they are led back upstairs where the party has died down.

Leaving around 2 in the morning the two halberd men that was watching us had clocked out for the night. We stay to the main roads on our return to the Grand Dome.

On the way we are attacked by three half-fiend flying minotaurs- possibly from the resolute clan. Baphomet’s faithful.

Kron’s weapon undergoes a minor awakening gaining a minor intelligence and knowledge planes equal to Kron’s level.

We gain our 4th character level and end back at the Grand Dome where both Zaigan and Aevum have nightmares that night. The next day it will be September 7th.

Tuesday, June 7, 2022

06/02/2022 Virtuous Age Session 11: Half Hard Cover, the Portly Frog, and Seawillow Ambush

We begin this week’s session passing the day of September 4th with busy downtime that makes the time pass quickly. Folks begin showing up in advance of Gwelldar’s children's funereal as well as minor interruptions in our tasks because of the general curiosity about our group. This has however resulted in an influx of business.

Kron trains at the temple; Zaigan trains the nephew Danor Mulaan; Eabrossi remains working with Gwelldar (towards a rank in geography); Tena spends the day in restoring the Agamotto shrine, and Aevum is working on the ring/jewel setting while tireless.

On the 5th we are treated to breakfast delivered to our room. After we eventually head to Get Smart as a group.

Get Smart is a domed structure with sparse business. Inside is confined space and a Tengu named Suumik who quickly recognizes Prince Aevum Saxo. Aevum makes a general inquiry to which Suumik asks the nature of the Prince’s questions. Perhaps Aevum requires a Seer?

A meeting is arranged for a private lunch with a seer.

From Get Smart we walk to the Portly Frog a medium sized dome surrounded by smaller buildings.

Here we spot armed individuals with halberds- we had seen them earlier at Get Smart. Some of us also spot waifish shadowy figures with leather armor and longbows on nearby roof tops. Kron gives the Prince some cover and an antitoxin while Erabrossi begins a tune in hopes to draw out some bards from the Frog. Four bards (the house performers) are genasi each representing the four elements. The speaker for the Four Elements band is a percussionist Ifrit named Denemel. The rest of the foursome is made up of the Sylph Tennine, an Undine named Rhoadar, and the Oread Fusiki. 

Earth, Wind, and Fire...and Water

Eventually we each enter the Portly Frog- an Inn and stage theater. The bards are proud to say they are possession of several complete works from published bards. Not all subjects may be covered we are cautioned, and organization may be lacking so finding specific information may take some time.

The information is not theirs to speak for, however a clandestine arrangement is made for midnight to get access to the collection.

Outside the Frog Aevum calls over the unknown Halberdmen. Tena sees they don’t have magic weapons but their cloaks are magical, there is conjuration magic in their packs. They explain they are extra security from the Grand Dome.

From here we make our way back to Get Smart where Suumik meets us and introduces is to a middle aged, robed woman with robes seemingly of stardust.

Tena casts detect evil: Suumik detects as EVIL as well as the woman Sermosa ‘the Seer’. She seems human with a touch of shadow or fetchling.

Erabrossi introduces himself and supplicates himself to the seer. She gives him brief instructions- Erabrossi concentrates on giant artifacts and reflecting pools. She seems to fall into a trance while massaging the Jinnborn’s head. 

Polurn

“Polurn knows the answers you seek.” She whispers. “Adele’s collection is where you should focus your search.” are her final words. 

She comes out of her trance and asks if she was helpful. Erabrossi tips her two platinum in reply and asks who is Polurn? Surprised, she says he’s here and one of the experts in the back of the establishment. A giant-blooded bearded fellow. Adele’s collection? Adele is a bard who has a collection at the Portly Frog.

Kron volunteers and searches for the red headed firbolg Polurn and brings him to the lunch. We inquire about our popular topics of giant artifacts and reflecting pools. He knows of them. He likens it to the elven Ways. This unlocks more of what our characters understands about ancient magic. In the past there was the Giants and a city-state of High Elves- each race had their way of magical travel. The Giants had the ‘reflecting pools’, essentially creations that also allowed diplomatic magical travel. 

He knows of three:

One reflecting pool possibly destroyed in the volcano (Kron wants to search the first Agamotto temple) and two others which location is lost to history. One of these is surely in the underdark Polurn suspects. We know of the possible pool near the Pyramids thanks to Frankie's information. 

We hire Polurn to research whatever he can uncover in a day and tomorrow sup with us at the Grand dome (September 6th).

We leave Get Smart around 1 pm.

We return to the Grand Dome where Kron works the kitchens to spend time and get closer to the stone giant Finlilly. Erabrossi arranges coffee to be delivered to the Portly Frog while Tena finishes her work on the Temple of the Lost shrine.

On our way to the Portly Frog we fall victim to a surprise attack by elves. We are able to capture one of the aggressors while the others- including their leader gets away. 

From the elven group we recovered two +1 composite longbow (+1 Strength), 250 gp. Wand of CLW 34 charges, and two suits of Studded leather +1 with an SW emblem and a diabolic mark of Stormhaven. They also had 2 masterwork short swords.

We gather up the prisoner and head to a dark alley to question the elven attacker.

Q: Why did they attack us?

A: The others hate one you travel with. Ogres/trolls. He is a Seawillow.

Q: What is a Seawillow?

A: We are the Seawillow elves (Pg 19 Stormhaven pdf) and have an embassy here.

Q: its ok to attack someone in the street?

A: He was following orders.

Q: Where is he from?

A: They have holdings outside Four Winds south of there as well as the Embassy.

Q: How long have you been here?

A: unknown, been here for generations, they are the last of their kin and came here from a far away location.

Q: Who told you to attack?

A: Hell the leader of the group.

Q; what is this symbol?

A: Conugon devil- the horned devils.  

We end the session shortly after the interrogation.