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Ancillary Scribe
The (mis-) adventures of the 7th Ancillary of the Altasian Army

Current Objectives

Events

The Dance That Drinks Party

We attend our dinner at “the bunker” with Ossil and Essil Sussil. They have 2 male drow swordsmen, presumably bodyguards, hanging in the back. The entire party, sans Skuulfuchs, attend. Skuulfuchs is making love to a shoe.

We decide to go deal with that shrine. We setup a Secure shelter for the night, and then Fuirpleace teleports the Vulga human and the two svirfneblin, Ting and Tang, back to the Naythean Locks. He gives them each 100gp, wishes them well, and Harvey teleports us back. We rest for the evening, and prepare for our adventure.

We set out. We meet some trogs out on hunt, and get some better directions from them. We rest for the night. During the evening, we see an incredibly bright light from under the secure shelter’s door, and hear a humanoid scream. We poke our heads out, look around, but don’t find anything. The next day, we continue moving. Fuirpleace creates some dancing lights to move in front of us, and with them we detect, and then see, a figure. Upon further inspection, it appears to be a humanoid child or halfling, with basically melted skin (as though severly irradiated, or from a fire). Wondermitch steps forward, trying to speak with it, and the figure responds telepathically asking if he’s the hero. The figure then erupts in light, blinding everyone except Harvey. After some more telepathic conversation, the figure approaches, and touches Wondermitch on the forehead. It’s touch is incredibly painful, causing a ton of fire damage, but the figure does not seem to be purposefully hostile. Eventually, through some “combat”, the figure hands Wondermitch two items, before leaving (it hovers up to the ceiling, presses itself against it, and then the husk of a body drops back to the floor, with an unceremonious splat. The items are a stone slab with some mysterious writing on it, and a scallops-shaped case. Harvey tries to identify the items, and when opening the case, figures out it shoots out a massive beam of light, and also has a mirrored surface inside. He quickly returns it to Wondermitch, who immediately opens it into his face. Unfortunately, Yes was standing right behind him, and is reduced to a pile of ash and bone. Mollywog remains. Most of the party can’t see, so we teleport back to the Naythean Locks for some curatives.

At the Locks, we get assistance from a Temple of Blackfinger. While there, the acolyte helping us mentions that we may have an interest at a sister chapel, but we decline. We teleport back to the tunnel, and continue.

The remainder of the day is uneventful. Towards the end, the tunnel begins to open up. We establish a secure shelter, with an uneventful evening. Tomorrow, we’ll reach the Shrine of Mazmez.

Player Characters

The Dance That Drinks Party

The Dragomeir Party

NPCs and Notable Characters

Locations