Thymanther Adventure
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Tymanther Adventure

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Post by Admin Wed Jan 27, 2016 10:57 am

Tymanther
People of Tymanther
The inhabitants of Tymanther are descended from the dragonborn who were relocated to Faerûn during the Spellplague. Only a small percentage of the population still retain direct memories of their former homeland, and the stories of Tymanchebar are slowly passing into the realm of fable and myth. The dragonborn are fiercely proud of their heritage and their homeland, but they remain uncertain of their purpose in Faerûn.  Tymanther  residents are relativity sheltered from the outside world and engage in regular trade only with the merchants of Chessenta  and High Imaskar. The dragonborn place a great emphasis on the sanctity of personal property, a vestige of the avarice that consumes the hearts of most dragons, and the country’s laws punish suspected thieves harshly.

Your group was last hired to bring a trade merchant from Chessenta. After paid from the head merchant you are on your own. They do not plan on returning. You currently seated at a tavern, looking for work. Build your 1st level Character from the 5th Ed Players Manual. Use the Variant Customizing Ability Scores you have 27 points to spend.
Make sure your background matches a 1st level.  No Dragonborn. No evil Alignment  Story Line reasons. Rogues acceptable, thieves beware!
Wealth, from Class and Background to purchase normal  armor, weapons. Potion of healing, healing kit recommends. Plus the 20 GP pay from the caravan trip.
There is a 5th Ed Character App, or a PDF player sheet, Excel Player sheet. Work Together on Class “assignment” party formation.  If you need help Ask.
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Post by Admin Mon Feb 01, 2016 1:46 pm

Tuesday 6:30 at Rice Home. Pizza provided, bring drinks, sides as desired. Make Characters, form the team and work on finding work. Maybe a small adventure to get started.
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Post by Admin Wed Feb 10, 2016 9:16 am

Next adventure is Monday Feb 22nd, 7PM.
Our team survived the cloaked attack, skeletons in the closet and rats in the basement. What other fiendish plots await before they reach the underground abandoned city.
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Post by Admin Wed Feb 17, 2016 9:33 am

Having entered the Forgotten Tunnels leading to what is left of Unther, from a Temple last used by Followers of Bahamut. The Characters having chosen to leave the 8 Sarcophagus undisturbed, they entered the Water carved tunnel.  After a narrow path it opened to the first section of buildings. The Cave ceiling was looked at for Vermin and was empty, however the floor was filled with Large Rats. In one of the ruins lay a “Cloaker” which was mistake for an actual cloak. Abnother building held a camp, of 4 Dwarves of a distant clan, who’s leader would neither share knowledge of the caverns or show where an alternate unguarded entrances’ (theirs leads to their stronghold).  The last building contained 4 skeletons, prior to proving a tunnel further down. This Tunnel is Humaniod Made, contains a strong wooden Ladder. Spider webs crisscross the area although the ladder itself is clean of them.
Prior to descending they hear foot beats marching up to the building where they rested. Ivor has ventured into the area, looking more scared then heroic. He has ten Guards (4 Dwarven, 6 Elven) Plus four others. One of them is Gydd Nephret a Half-elf Professor and expert on Dhakaani era relics.  Another is Molric a dwarven lord and master of the foundry. Third is a moon elf and fourth is obviously a dwarven Paladin.
I know this must seem odd, following you down here. However I have some news to give you and a few changes for your group.  The bad news is I need one of the rogues for a different quest. The good news is I have a Dwarven Paladin (Matt) and a Moon Elf (use wood elf Build) Cleric (or possible wizard) (Daniel)  to add.
Gydd Nephret adds
Among the interesting items of the Dhakaani era is an insect thought long extinct. There have been rumors of the bugs in town, coming up from the sewers. Alarming is that reports are that some of them can fly. They have been attacking the workers in the Molric Foundry.
KRUTHIKS BURROW THROUGH THE EARTH, riddling the Underdark with tunnels. They hunt in packs and nest in sprawling subterranean warrens.   Kruthiks dig tunnels that remain intact behind them.  Often the first clue to the presence of a kruthik hive is a preponderance of such tunnels in the vicinity. Kruthiks communicate with one another through a series of hisses and chitters. A typical kruthik hive is ruled by the largest kruthik, called the hive lord.
Ivor looks at her and shudders.
Then he continues. More good news is we will double your reward, If you can eradicate the hive and bring back a flying kruthik body. He never mentions any reason why you are here in the first place. Any attempt to discuss it and he will change the subject and try to shut you up.  He will pass the bard a note and mumble to read it later.


Last edited by Admin on Fri Feb 26, 2016 5:37 pm; edited 1 time in total
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Post by Admin Fri Feb 26, 2016 5:36 pm

Continuing down shafts you have met a Gnome (deep) mining party. Bypassed a Myconid Grove, looted an Timait Temple and several other buildings. Arriving at the entrance of a bug invested Tomb, surviving the attack but shaken, specially the Tiefling you retreat up to a empty tavern to rest. Figuring out the Dwarven Paladin and the Hidden Moonelf motives to join your group. The dwarf was hired by the foundry owner Morlic. The Elf is here via Gydd Nephret from a Elf associate named Lady Dannae Ulyan of Aerenal and her servant Jaenus.
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Post by Admin Wed Mar 16, 2016 3:35 pm

Reentering the Tomb, you find a key and a clue left behind by a party of Orcs. Checking the door into the next room yields a trap which is creatively bypassed with iron spikes. There is an inscription over the door with cryptic meaning. Entering the room reveals a floor covered on Goblin Runes, three braziers, and Hob-Goblin Statue. Attempting to open a passage by pressing the runes, leads to summoning an IMP, Three Magma Runners, three Fire Sprites and for good measure brings 4 more kruthik bugs. The far door is still closed.
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Post by Admin Fri Mar 25, 2016 1:58 pm

Shaking off the feeling of a trap, you block the next set of door with a plaster statue of a goblin. Proceed down the stairs to a new platform with only 4 word in common letters. Up Down, Open Close. Different combinations are pressed with start a trap cycle. Spike emerge from the ceiling and pits open in the floor. The lettered plates shake and the stairs collapse into a ramp attempting to slide players into the pit area. after several more tries the players move off the letters and stand on the ramps till the 5 round cycle resets the plates. The East doors are checked and found closed but not locked. The group decides to drive pistons into the stone walls and anchor themselves to them with ropes. Then they open the door, which starts the Pit/Spike trap all over again.
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Post by Admin Fri Mar 25, 2016 2:10 pm

The open doors reveal another room, this one smells strongly of decay and rot. three figures stand on a raised platform guarded by 4 statues. 4 Red Motes of light dimly light this room. Water is falling on top of the humanoid figure and two drakes.
Entering the room the Rogue shoots an arrow at the humanoid. He growls but doesn't move, neither do the drakes. The Motes attack (Tomb Motes not Light Motes)
and a flying bug also appears and attacks. Paladin and monk deal with it, rogue retreats. Bard disappears. Monk-dwarf cleric and H-Elf druid are missing.
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Post by Admin Tue Apr 26, 2016 12:07 pm

Having won this round the adventurers attempt the next room. A crypt with three sarcophagus in room and another two standing in the main room leaning against the wall, as if they're burial was left undone. The middle of the room there is a pool of blood in a Dragon Claw Bowl. They approach the pool and look at the writting around it.
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Post by Admin Tue Jul 26, 2016 11:04 am

Been awhile since I posted. Having survived the tomb and getting the sword of Ashurta, one fifth of the Ashen Crown. Now following the worldbearers, in their air ship Kordanga, you leave Unther and make by airship to Snakewood and the Troll Mountain's being dropped off in Burdusk, as the Airship Eminence has other duties.
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Post by Admin Mon Aug 15, 2016 12:45 pm

Landing Safely in Burdusk, the adventures loaded up on supplies, and got two pack horses. They found a Goblin Scout (worldbearer) captured by two goblins (bladebearers) and managed to attack and free the worldbearer. Then the horns sounded in the far distance, a day later the horns stopped and a minotaur and gnoll stood in the way and demanded 100GP for passage. Instead the adventures choice to attack, and not pay. The minotaur charged, the gnoll cast pain, and their menions attacked. Orcs, Gnolls. They beat up on the adventures and killed a pack horse. But in the end the adventures held them off, defeating the orcs, and Minotaur. The Gnoll Archers made a run for it, sounding the horns once more. Expected next time is:
H-Elf Monk
H-Elf Druid
Dwarf Fighter
Dwarf Paladin
Dwarf Cleric
Human Wizard
Tiefling Rogue.
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Post by Admin Thu Sep 01, 2016 1:22 pm

Skipped the next two fights and on to Encounter 14, where our adventures attempted to win their way into the Hob-Goblin Adventure. At first they were rebuked by Akitani the second in command, but Tikulti invoked the Honor Fight, our party of adventures won 5-2 of 7 matches, first team to 5 wins decides match. Yeraa vs Fighter, Yeraa missed, ended match, Akitani vs Paladin, after exchanging blows, Akitani missed and Paladin with Bless Hit, end of Match. Then after a rest the entire group of Hob-Gobil, Goblin and Adventures entered the cave of the 6 kings. Cleric had a Sub, Rogue was absent, Druid played the Bard instead. 112XP per player, still at forth level.
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Post by Admin Tue Oct 11, 2016 11:15 am

Tonight is Encounter 17: Stone Ghost. Reeling from the loss of Cleric and Sorcerer our heroes press deeper into the 6 kings, hearing from their allies in the other section of the cavern. The Goblins have lost one of their fighters as well. Where is the piece of the ashen Crown, how deep must they venture into the dark.
4th level = Team: H-Elf Monk, H-Elf Bard, Dwarf Fighter, Dwarf Paladin, Tiefling Rogue.
How long can the Dwarves trust the H-Elfs, who trust the Tiefling, can they co-exist in the dark madness
of the Six Kings Caverns.
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Post by Admin Wed Oct 12, 2016 10:13 am

Bard switched to the Dwaven Cleric. So with the Mass heals the team survived the Deathgaunts attack. 1 Lasher, 1 Madcaster, 3 Goblin Phantoms. The next adventure is against the stack of boxes, relocation engineers.
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Post by Admin Thu Oct 27, 2016 2:17 pm

Team survived a dolgrim attach. Although the fighter and paladin were down to 7 or fewer hit points. The rogue stood the ground in from of the cleric absorbing punishment so the cleric could send mass heals to fighter and Paladin. They survived the six dolgrim warriors and searched the room, both fighter and paladin failed to pull the spear in the door, so the uninjured cleric did it.
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Post by Admin Fri Oct 28, 2016 8:41 am

Well done, to the party stopped the advantage rolls, due to two of the attackers being stunned most of the time.
Paladin had the monks dice for most of the battle. But did provide the fighter a decent heal in the nick of time.
Healing potions helped out as well.

The encounter was supposed to be a three way battle
Goblin undead vs dolgrim vs adventures and worth 875XP
But with the rest I killed off the goblins and added more dolgrim foulspawn
The thunder earth caused a cave in that blocked the dolgrims tunnel into this area
Don’t worry they have another entry point.

XP 175 x 6 = 1,050 or 210 each

So you are at 4,521, still level 4, you gained some treasure
Nice spear the cleric pulled out of the door.
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Post by Admin Mon Apr 24, 2017 10:08 am

This adventure has ended.

The Group disbanded, so now it has been 6 years
and 5 jobs later

Have moved from greenwood, Ar to Bartlesville, OK and back to Fort Smith, AR

Will see about starting/joining a new group.
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