Curiosities and Acquisitions

And they're off
First meetings

Miracle Miss (missie sends us to the flying flagon after signing an EULA guaranteeing the 1000 gold she fronted for the adventurer’s registration. The FF has a bard is associated with curiosities and acquisitions shop. Run by rumble belly. The Kobol wanted to sell me a rusty dagger for a GP. RB knows a guy who knows a guy who will take a bet. Safwin bets our team will finish in the top 3 (10 to 1). & win (500 to 1).
greeted by farthingale – reviews rules – 10 challenges, 15 min each. theme person out stops clock. Legion of hope is first into the first challenge. Cuthbar frisks us. wings are bound.
hearth – Tom’s character figured out the trick
tees – ignored the keyword
Lead – stacked and inspected and out
Cyan – thru simple sequencing, one person obtained the items at the other end of the room and then shuttled people back and forth who held their breath under water while wrapped in the cyan cloth. The shuttler was cyan through a spell.

View
competition accepted and won
making coin

We completed the competition with 350 points and the gnomes came in third while 3 of 4 came in 2nd with 320. We only lost points in the maze and our mage needs to work on his balance.
we won our bets and are in really good shape.

View
A royal mission
Vangerdahast's request

The party received a message from Miraclemiss to meet at her shop in the morning. When you arrived, she wasn’t there. Her cat, Mr. Bigglesworth was there and attracted your attention to a crystal ball. Vangerdahast, the Royal War Wizard and advisor to the king, contacted you through the crystal ball and requested your help on behalf of the crown.

You accepted and were informed of the details of the mission. You are to travel to Waterdeep, enter the Undermountain, and capture a stolen artifact… The Ark of Souls.

You are allowed to keep or sell any treasure that you may find (subject to the previously agreed to cut for the shop) but, you must return the artifact to Vangerdahast for safe keeping.

You all received a magical +1 weapon of your choice from the shop.

You subsequently learned from the nearby temple of Mystra some of the details of Undermountain and the ancient wizard who inhabits the complex. It sounded quite dangerous (what fun would it be if it were easy…)

You prepared for the journey to Waterdeep. You first traveled into the elven forest of Cormanthor so that Haldir could find a place to cast his find familiar spell. It went something like this:

The young mage/cleric Haldir Thaliun felt the need for a companion for his coming adventures. After some research, he traveled to the ancient elven forest of Cormanthor (now in the heartland of the kingdom of Cormyr). After some searching he found an idyllic spot and prepared to cast his spell.

Time slowed and a feeling a peace infused his being. He noticed that the colors of the forest appeared more vibrant. He began to feel the energy flowing through the forest. He could almost make out the gentle harmony of the trees and elemental creatures of the forest.

After some time, he came to his senses feeling refreshed and at peace. A gentle breeze teased his hair about and after a few minutes, a beautiful sylph made herself known to him. She, in that uncanny way of women of all races, looked into his heart and saw him as a true and good person. She accepted him as her companion and has declared herself Elysia, Melethril o’ Haldir.

She was the protector of an extended family of young sylphs many sisters and cousins (all female) and requested safe haven for them. Haldir suggested the small shop Curiosities and Acquisitions that had sponsored him and his company of adventurers. The shop is now infested with young sylphs._

You eventually traveled to Waterdeep without incident and are currently staying at the Yawning Portal tavern.

View
At the Yawning Portal
Jergal or Gerbal?

The Legion of Hope set up shop in the Yawning Portal Inn. You are on good terms with the Proprietor Durnan the Wanderer.

You realize that this particular establishment is a hub of adventuring with the main draw the hard to miss Well entrance to the Ruins of Undermountain dungeon. After a several days waiting for Miraclemiss to appear (she doesn’t) her cat, Mr. Bigglesworth, appears (how did he get here from Arabel?).

You notice 3 monks arrive in the main taproom who look quite out of place in this den of adventurer’s. You invited them to join you in your booth. They informed you they were followers of Jergal the Lord of the End of Everything. Dex remembered that Jergal functions as the seneschal of the Lord of the Dead and he keeps records on the final disposition of all the spirits of the dead.

They went on to confide that an artifact created by Jergal in ages past had gone missing, the Ark of Souls. The Ark is a tool used by Jergal as an aid in performing his tasks of dis-positioning souls of the recently deceased.

The monks believe that it may have been stolen at the behest of a powerful being attempting to cheat death and become immortal. The powers of the Ark in the wrong hands could be used to cause great woe in the Realms.

The monks had contacted Vangerdahast who in turn had informed Miraclemiss and (as a backup) also assigned you, as employees of Curiosity and Acquisitions, to find and return the Ark.

DM’s note: The above paragraph includes a small correction to the story.

Miraclemiss apparently traced the Ark to Undermountain and went in after it. Unfortunately, the monks have lost contact with her. They now are requesting you to learn the fate of Miraclemiss and, more importantly, to learn the whereabouts of the Ark.

They offer to equip you (normal adventuring gear, not weapons or armor) on their line of credit.

After preparations, you warily descended into the depths of the entry well and began making your way through the dungeon. So, far you have found a strange horned ring, some sticks, two brass keys, a cursed sword, and some glowing chain mail.

Haldir was able to recognize and read a warning written in Thorass. The warning was on the southeast wall of room #1 and it said something about certain death and there was an arrow pointing at the southern archway exit of the room. You chose to go north out of room one and found a room with some Orcs which you quickly dispatched.

At this point the camera slowly zoomed out and we left the party slowly proceeding further into the creepy dungeon.

View
Metagame - 2nd Edition Player Character Shets

Look at the media library character sheets. Take the time to review all 35 pages, there’s really good sheets in here.
11642 – Character Sheets?

View
Dungeon trekking
Mirrors, teleport's and orcs

The Legion continued north from the room where the first group of orcs was dispatched but, found the way blocked. Returning to the anti-magic room (which was noted as room 1) you proceeded west into the room of mirrors. Fria looked at each mirror until she found the mirror of opposition. An exact duplicate of Fira appeared and after a couple of moments one of the two figures fell lifeless to the ground. The other Fria stood over the fallen foe and talked smack. This convinced you that was actually Fria.

The simulacrum disappeared shortly after the combat.

Quintus discovered three of the mirrors had secret niche’s behind them. After smashing the mirrors you found 2 potions of extra healing, and a small brass cauldron full of 40 gp.

The party continued and manage to find what appeared to be a dead end. However, when you approached it with the intent of searching for secret doors you found the entire party teleported into a different room in a different location.

You found yourselves standing thigh deep in water. The next round you were attacked by a hungry gar which didn’t manage to eat you much.

After killing the big fish you searched a statue of a Sahauguin in the watery room. You found that the head of the statue was removable and you found three rings inside of it. Shorty after removing the statue’s head you were attacked by some armored, evil skeletons. Neither cleric was able to turn them. Clearly these were not ordinary skellees.

You eventually smashed the skeletons to bits. However, feeling a little worse for wear you decided to find a place to rest.

You sloshed out of the water room and found a hallway where a lone orc ambushed you. After bashing him down, you decided to rest in his little alcove.

Haldir proceeded to cast his identify spell and was able to learn that the sword you found in the water was a +2 long sword. Also the three rings were, brass ring non magical, ring of truth, and ring of water walking.

He offered to identify the horned ring that Brie was wearing. Haldir discovered a word in Thorass, an ancient language the eventually evolved into common. He donned the ring and uttered the command word….

AND HE DISAPPEARED!

At that point, the camera slowly zoomed out, the shocked expressions and exclamations from the rest of the party echoing down the halls.

View
Enter the talking skull
H.R. Maxwell joins the party

Episode 6 began with Haldir who found himself teleported to a large room. The room was empty except for a table with a skull on it. The Skull began talking to him as soon as Haldir arrived. It introduced himself as H.R. Maxwell, Rod of Lathander.

Haldir decided it was safe enough to pick up the skull who continued to chatter away. It had been many years since Max had seen anyone and he was quite tired of sitting on a table in a forgotten room. It was VERY boring.

Haldir realized that the horned ring was a ring of teleport without error. But, only within the ruins of Undermountain. The user simply needed some familiar landmarks within the dungeon to navigate around. Unfortunately, it was able to function only for the wearer.

Haldir returned to the room with the cult statue that he recalled. This was not far from where the party made camp and he made it safely there. Elysia was quite relieved and happy to see him.

After a rest, the party continued on. There was a hallway blocked with impenetrable darkness. Quintan walked through it and found a hungry ettin on the other side. It was simply waiting for it’s next meal to come through.

You beat it up without too much effort.

Next you found a room with a another statue. This was was holding a wand in it’s snake head mouth. When you entered the wand began to spin around and cast spells. No one was injured for three rounds and then Safwin tried to grab the wand but, it blew up in his hands…. Ouch!

You continued through the west door though a hallway with another door. Beyond the door you could hear the muffled sound of drums. Soon you found the room where the drums were being played. It was a group of ghouls. who immediately attacked.

Both Safwin and Fria were paralyzed but the rest of the party beat up the ghouls without much trouble.
You found a gold key and a few gold pieces in the drums.

This concluded the episode with the party taking a break in the room with the dead ghouls. As the camera zoomed out, Max the skull comments that one of the drum sticks seems to be magical.

View
The adventurer's fate
The black banner massacre

As the camera zooms in and pans to the party, you are in the room where the ghoul drummers were. One of the drumsticks turned out to be part of a Rod. it introduced itself and conveyed that it’s command word is Ruat. It could sense the direction where the next part is located. It can also cast Cure Light Wounds 3/day. It indicated to Haldir that it would best be carried by Quintus.

Quintus was in possession of a family heirloom. It was an ornate pair of bracers with a key slot on the left hand bracer. He decided to start wearing them.

After a rest, the Legion of Hope proceeded North and East. Eventually, they came to a room where the tragic end of the Black Banners was evident. There were bodies everywhere. You recognized the Black Banners as one of the competing teams in the recent adventurer’s challenge. Their name is also on the dead-pool board in the Yawning Portal. You should remember to convey the sad tidings of their demise to Durnan.

Unfortunately, there were still some bugbears, an Ogrillion, and an Orc still in the room. Battle ensued. You dispatched the monstrous creatures with relative ease and looted the room. You discovered a trove of items previously owned by the Black Banner members. When available, see the Loot page for the loot descriptions (room 5).

At that point Mr. Bigglesworth became agitated and insisted on hurrying back down the southern corridor. You went past the room that had the drumming ghouls and continued south until you encountered an large room. The entire room was a puzzle.

You successfully navigated the room and found 88 gp in the process. The next room to the south was also a huge room. It was dimly lit with purplish light. Inside there were two drow guards near a spider relief on the east wall. They were guarding a prisoner that turned out to be Miraclemiss!

Battle ensued as 3 more drow showed up. One of the drow tried to signal Fria and both she and he called for a cessation of hostilities. But, that didn’t work and the Legion finish off the drow without really any issues. Fria said that the one signaling was her uncle. Hmmmm….

(DM: Note to self… adjust encounter difficulty to medium)

You did have some injuries and decided it was time to rest. You moved back to the puzzle room because there were still some spiders in the drow room. You pick the lock on the manacles holding Miraclemiss and help her along with you. She is very groggy and can’t seem to muster any coherent statements.

After casting a few identify spells, the camera zooms out and the scene fades as you settle in for another rest.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.