The World of Temmuren

Gnomish Special Forces

After a tense rest at sea aboard the ship the group set about clearing the infected in the cargo hold, and extricated some supplies from the cargo. Before long the expedition found themselves in the waters of a Gnomish port. A few members of the crew made their way into port and relayed their message from the besieged city of Ostiumaris and were welcomed with open, if questioning, arms.

Meanwhile, back aboard the ship Rhuul Rheleghast and Paz watched over the recently cleared ship and attempted to examine several magic items. At the request of Gnomish port authorities the two disembarked the ship to allow them to clean and clear the vessel from quarantine (though not without lengthy discussion and skepticism).

Once the ship and each of its crew members had been sequestered and examined they were cleared to move about the city. With a sizable force of Gnomish soldiers organized and mobilized overnight, their leaders engaged the group to find the source of the infected attack before it threatens their nation and their people as well. The group was offered material and information support, as well as a significant reward for any information they could gather while the gnomish forces are indisposed. Lady Anuel bid her farewells and pursued her own connections to aide the guild and the group in putting an end to the threat and the next day the rest of the group set out to decide their next plan of action.

Amongst themselves they debated their options and plotted a potential course to the great forest north of Ostiumaris to seek information and aide from the reclusive guild druid Cernunnos. As they departed, the group saw Gnomish special forces riding West in force to relieve their neighbors and their friends at the guild and prepared to depart themselves for whatever their next destination may be.

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The horde in the ship's hold
  • 385 gp worth of coin, gems, commodities, and valuable art objects
  • Potion of Protection from Beasts
    • (Potion): For 10 minutes after drinking this potion, you are magically protected against beasts. Beasts have disadvantage on attack rolls against you, and you can’t be charmed, frightened, or possessed by them. If you are already charmed, frightened, or possessed by a beast, you have advantage on any new saving throw against the effect.
  • Potion of Ghoulish Strength
    • (Potion): For 1 hour after drinking this rotting potion, your Strength score changes to 13 and your unarmed strike can paralyze a target. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Oil of Eyes
    • (Potion): This jelly-like oil can cover a Medium or smaller creature, and takes 10 minutes to apply. The affected creature grows eyes all over its body, letting it see in all directions and granting it advantage on Wisdom (Perception) checks that rely on sight. The effect lasts for 1 hour.
  • Javelin of Imminent Injury
    • A heavy javelin with athletes carved into the shaft
    • (Weapon, javelin): When you throw this javelin, it assumes a an entirely different, more intimidating form.
  • Ring Mail of Three Wishes
    • Ornate armor made of golden finished rings. It appears unused, despite age.
    • (Armor, ring mail, requires attunement): When you are hit by a melee or ranged attack while wearing this armor, you can use your reaction to wish that you hadn’t been hit. The attack deals no damage, but some of the armor’s rings disappear and the armor class provided by the armor decreases by 1. After the third wish, the armor’s rings vanish entirely and it becomes nonmagical leather armor.
  • Tentacle Ring
    • Slightly rubbery silver ring with a great kraken etched into its surface; it’s tentacles wrap around the simple band.
    • (Ring, requires attunement): While wearing this slightly rubbery silver ring, you can use a bonus action to activate it. The ring suddenly grows octopus-like tentacles, and you have advantage on a grapple attack made before your next turn. The ring can’t be used this way again until the next dawn.
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Captain's Treasure
  • 300 gp worth of coin, gems, and jewelry
  • Captain’s Coat of Useful Items
    • Robe of Useful Items with the following patches:
      • 1 x dagger
      • 1 x bullseye lantern (filled and lit)
      • 1 x steel mirror
      • 1 × 10-foot pole
      • 1 x Hempen rope (50 ft, coiled)
      • 1 x sack
      • 1 x iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
      • 1 x wooden ladder (24 feet long)
      • 3 x riding horse with saddle bags
      • a pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
      • 4 x potions of healing
      • 1 x rowboat
      • 1 x spell scroll containing one spell of 1st-3rd level (spell cannot be determined until removed)
      • 1 x window (2 feet by 4 feet, up to 2 feet deep), which can be placed on any vertical surface you can reach
  • Servant Boots
    • (Wondrous Item): While not wearing these polished black boots, you can use an action to speak their command word. You summon a shapeless force, as if you had cast the spell Unseen Servant. The servant is invisible, except for wearing the boots. The boots can’t be used this way again until the next dawn.
  • Tankard of Truth
    • (Wondrous Item): When this silver tankard is filled and both you and at least one other creature drink from it, its enchantment is automatically activated. Each creature which has drunk from the tankard must make a DC 13 Charisma saving throw. On a failed save, the creature can’t speak a deliberate lie to any other creature which has drunk from the tankard. The effect lasts until the tankard is empty, or for 10 minutes. The tankard can’t be used this way again until the next dawn.
  • Strange looking mithril baton lodged in the hive, as if self-inflicted
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Stowaways

As the group attempted to catch their breath from narrowly escaping the city they were beset by a huge winged beast, revealed to be Kathar‘s friend Pterry. As the two exchanged boistrous greetings Lady Anuel returned to the deck, announcing that she had found the captain’s chambers and stating with urgency that she needed help with the lock.

Oliver Oxenbrigg went with Lady Anuel to case the captain’s chambers for supplies and ultimately found a fleshy hive in the captain’s chair, which erupted with swarms of wasps. Thinking fast, Oliver blasted the wasps away and Pavillio “Harbinger of the Storm” rushed in and whisked the surprised Lady Anuel to safety. Kathar the Mongoose, Paz and Barry the White joined the battle, becoming engulfed in wasps and Paz fell even more ill as Rhuul Rheleghast joined the fight to help repel the attacking wasps. Together the group dispatched the last of the swarms, and scoured the room for supplies, but Paz fell ill.

Treatment of Paz went poorly between Oliver and Rhuul, until Barry stepped forward and was able to heal Paz’s illness. With the pain relieved, Paz fell into restful sleep. Seeing that this could work, Barry suggested treating the rest and Rhuul insisted (and Lady Anuel agreed) that Lady Anuel should be next.

With all 3 infected party members treated and resting, Pav entered back into the room to report that they had scouted the ship and found 11 infected stowed away in the hold, the only thing between them and group being a quietly latched door on the upper level of the hold.

The group looks over the Captain’s Treasure while considering both what to do about their dangerous cargo and where to sail the ship now that they’re at sea.

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Setting Sail

The group snuck through the Service Quarter and to the harbor. After an intense battle with infected, hive horses, and wasps, the group narrowly escaped the city by ship with Barry the White, Kathar the Mongoose, Paz, and Lady Anuel.

Rhuul, Lady Anuel and Paz inhaled spores while fighting. Lady Anuel went below deck immediately afterwards with some urgency. Oliver, Kathar, and Barry threw the remaining infected overboard and helped Pav bring the ship out to sea and send their signal arrow back to the city.

So the group sets out to seek remedy or aid, hoping their friends at the guild are able to endure in their absence.

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Gifts from the Guild
  • Gimble provides a map of the surrounding region and marks:
    • Cernunnos’s forest
    • The nearest towns by land
    • The nearest port (within Gnome territory)
    • The nearest village in elven territory
    • The nearest elven port
  • Gimble also provides:
    • Various coin an valuables amounting to 300 gp
    • A potion of Gut Impulse – It will help you make a single prediction of your future actions, and your health will fare similarly
    • Medusa’s Rope – I’m not certain what this does, but it’s activated by touching the rope and saying “suffer my gaze.”
    • Scroll of Wild Magic (Scroll): This scroll appears to have been pieced together from other scrolls. You can use an action to read it and unleash a wild magic surge (PHB 104).
  • Zoga provides 3 potions, 1 scroll:
    • Potion of Enlarge/Reduce to Paz
    • Potion of Climbing
    • Scroll of Fog Cloud
    • Potion of Healing
  • Lady Rin quietly drops off a pouch containing 10 goodberries and an herbalism kit
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The Path Forward

Rhuul Rheleghast and Pavillio “Harbinger of the Storm” saved Barry the White and 2 guildmates from the infection and made it through a harrowing night.

Oliver Oxenbrigg and Pavillio “Harbinger of the Storm” executed the infected prisoners and checked the stables for horses, finding only signs of a struggle and infected in the stable.`

Rhuul Rheleghast and Paz set out to make contact with the palace in the royal quarter and met Lady Anuel, who informed them of the inability of the palace to provide protection and the movement of the infected throughout the night. Desiring escape, Lady Anuel returned with Rhuul Rheleghast and Paz to the guild.

The group made plans to leave the city by land or by sea to investigate the infected animals and/or the disappearances and famine in the elven realm and to potentially seek help from the elves.

The group prepared to gather support for their mission and search for an escape route, starting with the docks.

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Ostiumaris and Beyond

After the group’s introduction to the guild and its members, they must decide how to proceed: to stay and help here or to proceed elsewhere, and perhaps with help?

The Jobs

Gimble informed the group of several events that could use their attention:
  1. Reports of diseased animals throughout the countryside here
  2. Elven crop shortage and disappearances in Elven territory
  3. Expansion and beast attacks on the second continent
  4. Orcish aggression and disasters relief at Dwarven mining operations
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Welcome to Gimble's Guild

You’ve been asked to stop by Gimble’s Gamble (a boisterous tavern and guild hall) for a meeting on various prospective work. It’s up to you to each decide:

  1. If you’ve been living/staying in this city (one of the capitols cities of The Myriad Nations of Cor within the human territory on the first continent) or if you’re an outsider visiting
  2. If you mutually want to know any of the other party members
  3. If you’re a traveler, where do you hail from
  4. Whether you’re a fresh prospectus here to interview or an existing guild member, helping Gimble vet new recruit(s) (note Gimble’s guild has chapters in many locations, so you may be a member even if you’re not local)
  5. How long you’ve been with the guild if you have been
  6. If you were looking for work or were just scouted

Expect these and other questions/details to come up during the meeting with Gimble andthe other guild members.

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