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==Roll Call==
Childe Raymonde, Githyanki Paladin (Doty)
Bell, Kenku Cleric (CJ)
Blynce, Human-hybrid Fighter (Eric)
Vaal, Eladrin Rogue (Tim)
Bumi, Goblin Wizard (Matt)
Sheeza, Aasimir Wizard (Joanna)
Senzei, Human Monk (Frank)

To the Sanctuary of Albahith, Jigow Township

Greetings to the Masters of the Pilgrims, and hail to The Luxon:

Mission Report from Childe Raymonde (Part 24)

We had just reported to the Taskhand our findings about the smuggling gang and the red-veined rock we'd found.

We decided to go to Betrayer's Rise to see if we could find out anything more about the visions from (about?) Alyxion. With the Jewel of Three Prayers, we thought we might be able to accomplish something, but what that might be remained unclear. (In other words, we really didn't have much of a plan.)

At the doors, we were attacked immediately by two flying demons! Vaal was instrumental in dispatching them quickly. We approached the doors.

We found a relief carving (somewhat damaged) of Ivandra the Change-Bringer. Bumi said that his jewel was warming up, and the doors inside began glowing. Bumi's touch caused the doors to open.

Inside we found many carvings depicting the history of Betrayer's Rise -- the battles against the Betrayer Gods at the beginning of the age. We heard a whistling sound -- it came from a number of tiny holes drilled into the walls. Proceeding down a turning corridor, oozing gore began to cover the walls, and it began to pool on the floor around us. A larger chamber was ahead of us, so we moved into that to avoid the ooze, all except Sheeza, who became immobilized by the gibbering mouthers that had appeared. We went back to help her and destroyed the mouthers, but the ordeal was disgusting.

==Roll Call==
Childe Raymonde, Githyanki Paladin (Doty)
Bell, Kenku Cleric (CJ)
Blynce, Human-hybrid Fighter (Eric)
Vaal, Eladrin Rogue (Tim)
Bumi, Goblin Wizard (Matt)
Sheeza, Aasimir Wizard (Joanna)
Senzei, Human Monk (Frank)

To the Sanctuary of Albahith, Jigow Township

Greetings to the Masters of the Pilgrims, and hail to The Luxon:

Mission Report from Childe Raymonde (Part 23)

We decided to go to the warehouse that the fence (Jacinda) indicated. Senzei (the servant of Vaal) scouted an upstairs window, and then the roof. After much fumbling around, we gained entrance.

A Drow assassin and a couple other humanoids attacked Bell, severely wounding him! We rushed to aid. A battle broke out, and I initially questioned our standing -- were we not in the wrong here? I must confess to you, my masters, that my bloodlust quickly overwhelmed me, and I entered the fight with abandon. I could justify my actions by pointing to the fact that our opponents were clearly evildoers of some sort, but the truth is that my self-control was simply not there.

The fight was in our favor, and we questioned the surviving opponent, an arcane caster of some sort. He claimed to be a low-level thug of the Myriad (a local organized crime gang) and that he knew little. We searched the warehouse and found much contraband, including the bizarre rock that we were looking for -- apparently the stolen loot that Jacinda told us of.

We decided to tell the Taskhand about the rock, as well as the documentation we found (all sorts of gang-related activities, including consorting with the Dwindalian Empire). I volunteered to run over there, but for some reason my companions preferred me to stay in the warehouse and send the servant Senzei.

When the Taskhand showed up, my companions were somewhat less than forthcoming about all that we had found, particularly the strange stones. I regretted their deception, but then thought of our over-arching quest, and that perhaps the Aurora Watch would not turn out to be acting completely in sync with our goals, and that maintaining some distance would be best.

One of the Watch found some evidence (a tattoo of the Raven Queen) that one of the gang members we fought was actually an agent of the Empire.

(Additional information on some of the stuff we found:
The Myriad have stashed two wooden crates and a small lockbox here. The first crate contains small sacks of Suude: two each of brown (extended spell) and red suude (distant spell) and one bag of blue suude (twinned spell).
When suude is smoked, the user must succeed on a Constitution saving throw (DC 10) or be knocked unconscious for 2d4 rounds. Upon a successful save, the user gains one sorcery point and access to a metamagic option for one hour; more sorcery points can be gained by smoking more suude, but doing so increases the risk of an overdose, as the DC increases by three for each additional dose.
The exact Metamagic granted is based on the color of the suude:
Brown suude: Extended Spell, Blue suude: Twinned Spell, Red suude: Distant Spell
The second crate contains ten vials of Zeal, which appears as a thick purple liquid that tastes of ash.
When drunk or applied to the skin as an action, the user of zeal must make a DC 12 Constitution saving throw, becoming paralyzed for 1d4 rounds on a failed save as their muscles seize up. On a success, the user's weapon attacks deal 1d6 additional damage for one minute. After this time, the user gains one level of exhaustion, regardless of the saving throw result.)