Thank you
Would love to join today if i get off work on time. Have a T1 character and will post here at 6pm if i manage
Edit: Count me in, on my way! (might be 5 minutes late)
THX 4 the bookmark!
Will be approx. 15min delayed, I hope that is still somewhat ok.
@xaosseed you have two players coming your way. They will be there in about 30 minutes. They arrived at the wrong location by accident.
Thanks to Polpin - @Mike , Orin “Big Boy”, Giovanni Giovanni - @neon.tetra , Alliar - @Larion , Francis - @Col_Mustard_Ret , Marnarius - @eeni34 , Silvan - @Bearberry , Krokaloc - @Tequila_Sunset and Brie for playing through Stirring the Hornet’s Nest at Het Thamsya.
After agreeing to assist the desperate First Disciplie Sumgan our party voyages aboard the Miss Fit to the island where the temple of Hey Thamsya lies. There they see the towering wasps next and understand the need to extract Master Satur from within - without breaking their meditations.
After scouting the perimeter our heroes effect entry and judicious use of a Silence allows them to deal with a Screaming Cobra. Poking about the workshops for a bit they figure out much about the automata roaming the temple and eventually turn one of the small ones to their own use to guide them to Satur.
Venturing deep into the temple and arriving at the wasps nest they spy the gruesome doings of the half-wasps but decide to ignore them. Finally sighting Satur in his repose, a last Silence and a lot of elbow grease prys a hole in the wasps nest wall enough to carefully extract the meditating master.
All was looking very well until a group of constructs blocking their path are answered with a Shatter, the ringing noise of which woke up Satur. Depositing the master outside after casting Sleep to disguise that his meditations were broken, our party returns to the temple to investigate. Frustration in the library starts a fire that rapidly catches and consumes the temple and with it the towering wasps nest which our heroes witness burning through the night as they flee hastily aboard the Miss Fit.
Everyone gets 40gp from sale of the bits and pieces found in the temple and Giovanni now has the last remaining construct from Path of Automata.
Part 1 of my homebrew campaign “The Mudlands” has come to a close! The heroes have punched out golden teeth from mudzombies, tangoed with a Storm Beast, set An’Kheg on fire and established friendly terms with the local Lizardfolk civilization in “Hizz’at”. Multiple creatures were harmed in the making of this adventure. Let’s not forget about the dislodged Dream Demon that plagued the main Lizardfolk town “Kolshom” which had a Nightmare protecting its evil-doing.
For the efforts invested in winning back the possibility of sleeping, the party receives:
-1 level up
-10 downtime days
-80 Gold (from the golden teeth of mudzombies)
And a pick from the following options:
-An’Kheg Plating (carried as either a helmet, shield or a cloak it provides acid resistance)
-Enchantment of Paranoia (acts akin to a Weapon of Warning effect, due to you now knowing what kind of monsters can assail you during your sleep)
-Shamanistic Health Potions (any health potions you bring along, to a maximum of 2 per character, has the added benefit of casting Lesser Restoration on the consumer)
Enjoy your picks and I would gladly have you all along the next time we uncover more of the Mudlands!
Hi Zerleger!
Were you in the Mudlands adventure the barbarian?
Hey,
Yes that was me!
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