Curt Bolin - Dungeon Master
Birdie Bolin - Gallexsy, the Elven Wizard
Samantha Bolin - Meme, the Elven Druid
Guest Player - Dave, the Halfling Cleric
Non-Player Characters (NPCs)
Pandjed "Jed" Verthisathurgiesh - Dragon born Barbarian
Greg - Teenage deputy of Westmin
Doc - Human leader of the Musketeers at Olympus
Ian - Human Commander of the Musketeers at Olympus
Blondie - Tinker Gnome, musket builder for the Musketeers at Olympus
Rusty - Dwarven Rogue, someone claiming to be Rusty in brig of Olympus
9. Teeth and Sand, Part 3
8. Teeth and Sand, Part 2
Meme, Gallexsy, and Dave travel down into the depths of Olympus, into the most secure sections of the Musketeers’ base. Here they find the small brig where the supposed Rusty back from the dead is being kept. The group begins to question him, and the dwarf that is in the cell looks, sounds, and knows just about everything that Rusty would know. He however is acting much more hospitable towards the group compared to the last time they encountered him.
Just as Meme was about to use her Moonbeam spell on Rusty, to reveal if he is a shape changer or not, Gallexsy notices a strange man quickly and quietly takes something from Dave as Dave’s back is turned. Dave notices that his pocket has been picked and realizes that it is the Rod of Dragon Fear that has been taken from him. Gallexsy blasts the man with her burning hands knocking him away from the group. The man quickly recovers and dashes from the room at break neck speed.
The group gives chase and catches up with the man just as he kills a guard standing outside of the brig. Another guard lays on the floor with his throat ripped out and laying in a pool of blood. Dave swings out with his mace but the man is unusually agile. Gallexsy shoots a web at him, but he dodges that as well. The strange man then pauses as his body contorts and hair springs out of his skin, claws rip out of his fingers, and a snout of razor sharp teeth protrudes from his face. A werewolf now stands in front of the trio!
Meme jumps forward in bear form and attacks with her bite and claws. Dave hits the werewolf with his mace. And in an unexpected turn, Gallexsy casts Charm on the werewolf that he amazingly is not able to resist. The werewolf turns back into his human form and we learn that his name is Gregory. Gallexsy learns from the charmed man that he was sent by his boss to rescue Rusty, and if he was not able to he was to get the Rod of Dragon Fear from the adventurers. Gallexsy convinces Gregory to trade the Rod of Dragon Fear for her teddy bear, and then asks him to stand in one of the cells for just a moment. He complies, and the door is quickly shut and latched behind him.
Meme casts Moonbeam on Rusty to see if he’s a shape changer, and oddly it doesn’t work. The group suspects that it was simply a bad attempt (e.g. bad dice rolls) rather than a success actually showing that it is Rusty. In talking with Rusty and Gregory more in their cells, Gregory convinces Meme to come to the bars so he can tell her a secret about his boss. This is when Meme is surprised by Gregory’s hairy clawed hand that flashes out and cuts her shoulder. He then fully turns into a werewolf again and ineffectually slams himself against the bars. Meme turns back into her Elf form and oddly the shoulder wound from the werewolf hasn’t healed. Dave gasps with the realization that Meme must have been cursed to become a werewolf with that wound, and the curse must be lifted as soon as possible, otherwise she will slowly but eventually turn into an evil killing machine.
Dave knows of someone back in his home town that can lift the curse, and his village is on the way back East, so the group decides to leave as quickly as they can on the caravan. Before they leave Doc begs for a precious few minutes of their time. She leads them back to her office where she reveals that the Musketeers have the ability to listen in on the Atlantians’ communications. And that when the group went into the ancient ruins by Westmin and activated the platform that transported them here, that sent a signal to the Atlantians. Doc tells them that the Atlantians are scavengers, going all over the world picking off what’s left of the Ancient’s technology and magic. While in the ruins, the Atlantians found a dying Dragonborn, which Doc can only assume is Jed. Surprisingly the Atlantians helped Jed rather than letting him die.
Doc pulls a glowing blue cube out of her pocket and gives it to the group. “I want you to have this.” She says. While the group has this in their possession, they will be safe from any Atlantian troops they come across. And in addition, the soldiers will have to protect them if they are in danger. Doc called it a holocube, and it is a message of sorts from the very highest in command of the island of Atlantis. This is why it provides so much benefit and protection from the Atlantean troops. However, as impossible as it may seem, Jed had a holocube on him, and that’s why he was saved. Doc has no idea how that is possible.
7. Teeth and Sand
The group makes their way back to the ancient ruins to see if they can get the platform working again that transported them thousands of miles away from Westmin. Inspecting the platform doesn’t give any answers, so they decide to delve deeper. They trace their steps back into the room where the fought the gibbering mouther, and break down the locked door that they left last time.
On the other side the find a couple of black oozes and struggle on how to kill the unconventional creatures. Exploring further, they come across traps, other oozes, and some giant spiders. Gallexsy uses some newly acquired spells and Meme learns to talk to animals.
Reaching the end of the ruins, they fight another gibbering mouther and find that the oozes and monsters in these ruins had damaged the platform’s machinery beyond repair or function. In this room they also find a treasure chest that momentarily caused Meme to forget about helping the rest of the group with fighting the gibbering mouther. Inside the chest they find a number of items, including some magical items.
Having exhausted their options at the ruins, the group decides to return to Olympus to see if the gryphons had returned yet to fly them home. Once they arrive, Dave summons up enough courage, or curiosity, to finally try the Musketlator built by Snap, Gringle, and Pop, the triplet gnome brothers. After Dave successfully makes it to the summit of Olympus, both Meme and Gallexsy decide to try the Musketalor. They both make it to the top successfully but Gallexsy embarrassingly wets her pants on the way up.
Betha greets them but is surprised by their return and the way that they returned to the base. She remembers to tell them that someone showed up while they were at the ruins. Rusty, the dwarven rogue Musketeer that died at the ruins, suddenly turned up at Olympus, and he’s very much alive. He was immediately thrown into the base’s jail as the Musketeers figure out who he really is and what to do with him.
6. Olympus Interlude
Following Ian and the rest of the Musketeers, the group makes it to the base of Olympus, the home base of the Musketeers. Meme, Gallexsy, and Dave see that Olympus is literally a mountain, and the base sits at the very top. The gang meet Snap, Grinkle, and Pop, a set of triplet gnome brothers that are working on contraptions that they have named “Muskelators”. The machines are designed to get folks to the top of the base as quickly as possible. Dave declines to test out the machine after seeing it work, and is quickly rewarded for that decision when a “muskelator” violently slams a test rock into the mountain.
On the way up, Gallexsy discovers that their chaperone Ranger, Betha, is a huge fan of snacks, and has the sought after chips that Gallexsy has been pining for.
Reaching the top of Olympus the group sees that the base is rather large, with a good portion of it buried deep down into the middle of the mountain. There is a wizards tower, training pool, gryphon stables, pony stables, and other amenities down below.
While exploring Dave decides to try out the training pool where he goes toe-to-toe with a large summoned water creature. The girls offer little help and they quickly move on. Realizing that the ponies are probably kept as food for the gryphons, Meme sets out to buy one. Paying 50 gold to the stable master she now has an unstoppable, unkillable, and will live forever (as the stable master exclaims) pony that Meme names Tiny Ginger. Gallexsy pledges that once she gets 50 gold she will get a pony of her own and name it Bacon.
Ian tracks the group back down and leads them down to meet his commanding officer, Doc. The leader of the Musketeers is called Doc because she is actually a doctor and the group learns that both Doc and Ian are natives of Atlantis. They formed the Musketeers after being banished from Atlantis for an undisclosed reason. Before leaving Atlantis they did learn that there were terrible, powerful evil creatures being summoned all around the world, and Doc and Ian set out to do something about it. Using their skills and knowledge they pieced together the Musketeers and were able to make a convincing case to get some support from the major Dwarf, Elven, and Human kingdoms near by.
Doc makes the group an offer. She will do everything that she can to get them back home to help their friends and deal with the black dragon in Westmin, if they agree to come back and work for the Musketeers. Ian made a case on their behalf that they would be welcome additions to the Musketeers and if they were serious about fighting these evil magic creatures, they better start recruiting more folks that know how to use magic. The group agrees and decide on their next steps.
With the gryphons all out scouting and traveling there is no quick path back to Westmin for the team. They decide to venture back to the old stone ruins where they first met Ian and see if they can get the transporting platform to work again. Failing that, they can always come back to Olympus and see if enough gryphons have returned to fly home. In the event that not enough gryphons return, they can always hitch a ride on the supply wagons heading East, and gryphons can be sent for them when they are available.
Before heading out to the ruins, Doc greets them warmly. “Welcome, to the Musketeers!”
5. In the Beginning...
The 30 armed soldiers draw their weapons around our heroes. They stand on the platform in the middle of a new room that is exposed to the outside and has sunlight pouring in. The head of the vampire the group had killed bursts into flames. Ian, the oddly dressed and armored leader of the soldiers, steps forward and questions the group and how they got there. Noticing that Dave is a cleric of Mishakal and carries one of the 30 famed maces, Ian orders his men to stand down. The combustion of the vampire’s head also reinforces for Ian that Meme, Gallexsy, and Dave are telling the truth and not summoned evil creatures set to destroy them.
Rusty, a dour looking dwarf and one of Ian’s soldiers, takes the group into another room of the ruins away from the rest of the soldiers where Ian begins to question them. In this questioning that takes hours, the gang tells Ian everything. From when Gallexsy and Meme first met up with Dave battling the Kobolds outside of Westmin, to finding the magical dragon tooth, to Jed sacrificing himself so that they could get away, and everything else in between. Ian is left stunned and saddened as he realizes that the group does not know that they are now thousands of miles away from their Dragonborn friend Jed, and the town of Westmin currently under attack from an ancient black dragon. They all sit in ruins recently discovered by Ian’s group, deep in the mountains of the Red Forge Kingdom thousands of miles west of Westmin.
Ian offers the group to camp with them until they can figure out what to do next. Ian and the rest of the soldiers are a small reconnaissance group checking out these ruins for magical and technological relics of the ancients. The soldiers call themselves the Musketeers, due to many of them being armed with muskets that were created by the tinker gnomes from the southern part of the Red Forge Kingdom. The Dwarven King Ellick Fireforge has given the Musketeers some space to call home in the mountains, as well as given them permission to search them for ruins such as these. The Musketeers have a simple mission to find and destroy evil creatures in the world, and they believe the world is currently, and unusually, being filled with powerfully summoned evil creatures. The group quickly agrees and is excited by the prospects of tacos, ale, and Dave to be able to give sermons to some of the soldiers that are followers of his faith. The group is also assigned a chaperone of sorts named Betha Stormwind. Betha, a laid back ranger from the coast introduces the group to a number of different folks in the company, including Blondie, the tinker gnome that is currently working on new designs for muskets.
After the first night with the Musketeers, Rusty, the dwarf, wakes everyone up proclaiming that something was stolen from him and he accuses Dave and the group of taking it. After searching Dave’s bag, Ian does reveal that the dagger is in there. Rather than arrest the group, Ian still has great faith in Dave being a cleric of Mishakal and dismisses the incident as something to get to the bottom of, but not a crime committed by the group. Later that day, Ian sends in the first couple of groups from the troop to start searching nearby ares of the ruins. The group quickly discover Rusty has been killed by the back of his head being smashed in. The Musketeers become uneasy about the ruins, as well as the three new people within their company.
The second night, Meme, Gallexsy, and Dave decide to post their own watch, and Meme sees someone sneaking about. The alarm is raised quickly and the three heroes, Ian, and a number of Musketeers charge into the ruins after the person. Instead of the person they encounter a horrifying creature, a creature of flesh, blood, and hundreds mouths lined with razor sharp teeth. The mouths open and scream, yell, laugh, cry, and moan in a cacophony of sound that paralyzes Ian and the rest of the Musketeers, but oddly not Meme, Gallexsy, or Dave. Gallexsy jumps forward and lights the creature on fire with her burning hands. Meme leaps and changes into a grizzly bear, cleaving large chunks of meat off of the creature. And Dave slams his mace into the mass of flesh. Working together they all make short work of the creature.
Eventually Ian and the other Musketeers come out of the trance they were in from the creature. Ian then makes the decision to leave the ruins but wants the elf maidens and the halfling to join them back to their home base of Olympus where he’s sure they can figure something out to get them home. But for now, he wants to leave this cursed place as quickly as possible. And the Musketeers with Dave, Meme, and Gallexsy with them, pack up their gear and trek out into the night.
Elsewhere, we see the island of Atlantis, off the coast of the capital city of the human kingdom the Commonwealth. The island is dotted with polished and shiny towers that sparkle in the distance. Most people and most things know to keep their distance from these towers and this island. But a pride of hungry gryphons fly too close looking for game. The towers fold out gigantic machine guns that open fire and hurl blue energy bolts at the gryphons ripping them to bloody pieces. The machine guns fold their smoking barrels back into the towers before the chunks of meat hit the salty water below.
4. In the Beginning...
Dragon fear pours over the townsfolk of Westmin as a dragon swoops in, causing the people to scream and run in a blind panic. The gang helps get them to the near by ancient ruins that the town uses as shelters. Once there they get a glimpse of the large, ancient black dragon as it destroys the Frowning Jester, the business and home of Helm and Miri Buckman with its powerful acid breath.
Rather than risk the lives of the villagers by going back out into the town still under attack, Gallexsy, Meme, Dave, and Jed look for another way out of the ruins. The chubby fisherman Guy stays behind to guard the folks as best he can with his metal pot helmet and his trusty boat oar.
Exploring further, the gang finds tunnels that lead to even older ruins. Leading to these ruins is a huge stone door. In the middle of the door is a slot perfectly shaped to Dave’s magic mace. There are only 30 of these maces in the world and they are carried exclusively by the priests of Mishakal. So whomever made this door was either a priest, or the doors and ruins are much older than anyone could imagine. After opening the door with Dave’s mace both Gallexsy and Meme find a magical item on a couple of ancient and dusty skeletons.
Jed confides in the group and tells them about how he was meant to find them to help them. Where he comes from, which is far away on the other side of the ocean, his people, the Dragonborn, have prophecies about the three of them. They are destined to save the world, or destroy it, unless Jed is able to help. He describes them eventually becoming the most powerful creatures in the world.
Further still into these old ruins the landscape changes to something very different. Instead of stonework, the tunnels turn to metal, and there are doors with glass, and electronic key pads. In these metal tunnels the group encounters a couple of animated skeletons brandishing odd looking spears. They also find an ancient vampire that appears to be frozen in time in another room. Using her spell of Comprehend Languages, Gallexsy is able to find the location of what might be an exit.
In the room with the exit, the heroes encounter another vampire that is not frozen. After a hard won battle with the undead creature, some machinery in this room becomes activated when the severed head of the vampire hits a platform in the middle of the floor. This platform then lights up and rises from the ground. This is also when three more vampires appear at the entrance of the room, and with no other way out, Jed orders the others to get on to the platform, leaving him behind. Jed slashes out at the vampires and this is the last that the trio sees before being blinded by a flash of white light.
The group then appear in another room all together. This room appears to be much older. The metal is almost completely gone to rust, and stone and sunlight can be seen through the ceiling where it has caved in. More urgently however, is the group now standing the middle of 30 armed soldiers that were startled by their appearance. Not knowing who they are or what their intent, the soldiers aim their weapons at the three heroes.
The gang lures out a goblin from the cave they tracked the mysterious stranger to. They dispatch it quickly and then draw out the rest of the goblin gang led by a large goblin named Bwerf. Bwerf is killed first, then four more goblins fall to our adventurers. Close to running out of steam from the fight, the group is surprised by Jed bursting from the forest and he quickly dispatches the last goblin.
On the goblins Meme finds a teddy bear. This reminds everyone that before they had left Westminster, Greg had mentioned that Varis was out organizing a search party for the mayor’s missing kids.
The group finally steps into the cave with Jed and Dave leading the way with torches as Meme and Gallexsy are able to see with their Elven night-vision. After going deep down into the cave the group finds a rope bridge that allows someone to go left, right, or access a mechanical lever. Meme climbs up and right before she pulls the lever Gallexsy uses her favorite spell Mage Hand to pull the lever instead. The lever causes a large boulder to drop down in the path right below the rope bridge. Gallexsy is able to climb up the wall and on to the bridge. Right behind her Jed climbs with Dave in his arms, all of them narrowly avoiding the boulder trap.
The gang then discovers a jail cell with the children locked inside. They quickly release them and find in the caves much of the items and gold that was stolen from the town. The group brings the gold and the children back to Westmin where they are happily greeted and rewarded with a town wide celebration with food, drink, and dancing. Just when the teenage deputy Greg tries to dance with Gallexsy a roar of gigantic proportions rings out into the night. A huge object passes overhead, blocking out the stars. Someone in the town screams out, “DRAGON!” Everyone runs in fear except for our heroes.
2. DDD In The Beginning...
Meme, Gallexsy, and Dave arrive at Varis’ sheriff’s office where they meet the teenager deputy Greg. Varis leaves the group with Greg as he attends to other matters. In talking with the gang, Greg reveals that he has a pet gerbil named Steve. Not long after Varis leaves, Greg also leaves to take care of some personal affairs, and that’s when the group tries interacting with the sheriff’s office last occupant, Pandjed or “Jed” for short. Jed is a hulking copper dragonborn, standing at roughly seven and a half feet tall. The group discovers that Jed was arrested for disturbing the peace with his tales of an impending doom and prophecy, but also because he was drunk and broke a wagon cart.
In talking with Jed, Jed asks them a number of questions about how if they are afraid of him and his dragon appearance. He also makes comments that the three of them should keep their eyes out for magical items as they will come in handy.
Feeling that Jed was imprisoned unjustly, Meme starts to rifle through Varis’ desk and finds the cell keys. Greg comes back and catches her in the act. They reach an agreement that Greg won’t tell anyone that Meme was about to let the prisoner go if the gang agrees not to tell anyone that Greg left the keys in the desk where anyone could get them.
Varis returns after a couple of hours, briefly whispers in Greg’s ear, and then tells the adventurers that they are free to go. Varis then grabs some equipment and rushes out the door. Greg explains that another robbery happened in the night, and since the girls were with Greg at the sheriff’s office the entire time, they are no longer suspects. Greg also tells them that Varis had to leave to organize a search party for the mayor’s children, Ash and Hayley.
Still troubled about Jed remaining in jail, Meme, Gallexsy, and Dave broker a deal to track down where the kobolds are, in exchange for Jed being released. Although both Greg and Jed make it perfectly clear that Jed will be released in the morning, Meme still agrees to track down the kobolds to ensure Jed’s freedom. The group leaves right before sunrise to the northwest, where the kobolds were last reported to be seen going.
On the road the gang meets a tubby fisherman named Guy, who fought off a fish/man creature with an oar and a worm bucket on his head.
Later on they encounter a mysterious man that they recall seeing in Westmin, but failed to make introductions. The group quickly deduced that he was involved in the robberies at Westmin by the contents of the cart the man rides on. They stop the cart and Meme lassos the man so they can question him. The man asks questions of his own, and the questions are very similar to the questions that Jed was asking back in the jail cell. The man also reveals that he has a magical Rod of Dragon Fear, that appears to have no effect on the three adventurers. When the man grows tired of the questions, he cuts himself lose, and turns invisible. Gallexsy is able to knock the magical rod from the man’s hand using the spell mage hand, and Dave is able to quickly snatch it up. Dave then uses the rod to cause the invisible man to flee in fear. However, Dave is able to track the man on the road and through the woods to a mysterious gave that appears to have a lot of kobold tracks coming in and out, as well as what appear to be goblin tracks!
Samantha plays the elven druid Meme Moonwhisper and Birdie plays the elven wizard Gallexsy Moonwhisper. They are cousins to King Goldpetal, the current ruler of the Goldpetal elven kingdom. While they are not princesses, they are still royalty.
Gallexsy recently passed the wizard trials and became a full fledged wizard. In celebration of her accomplishment, Gallexsy and Meme decide to do some traveling and adventuring with their old halfling friend Dave. In this episode Dave is played by Matt Lane. Dave recently obtained the level of a cleric in his order that worships the Goddess Mishakal. The group decides to meet back up in Westmin where they first met and adventured together five years ago. Specifically, they are to meet up at the Frowning Jester, the most popular tavern in Westmin. Westmin has a rare distinction in that half of the town resides in the large trees that dots the town. The Frowning Jester is one of these large tree houses near the center of town. Westmin is also unique in that it is nestled on the southern border of the Elven Goldpetal Kingdom, the northern border of the human kingdom known as the Commonwealth, and the eastern border of the Hill Dwarves kingdom, Charpra. Beyond Charpra, lies the midlands where most halflings come from, and this is where Dave will be traveling from.
On the way to Westmin and the Frowning Jester, the girls encounter a group of six kobolds, small dragon like creatures, that appear to have just completed some sort of robbery or pillage. The girls confront them and defeat five of the kobolds before Meme takes a mortal blow from one of the kobolds’ daggers. Lucky for them Dave happened to be near by and was able to spring from the woods to kill the last kobold, and was able to heal the badly wounded Meme and bruised Gallexsy.
In searching the immediate area, the group finds some gold and a silver and diamond necklace. Happy to be reunited, the three decide to continue on with their original plan and travel on to the Frowning Jester.
At the Frowning Jester the group encounters Helm Buckman, the ugliest man in Westmin, and his daughter Miri Buckman. Meme orders some whiskey from Helm to drink, and to savor for later. Gallaxsy remembers that despite his looks, Helm is a fantastic dancer and begins to sing for him to see if she can get a smile from him. Gallexsy is able to give the singing performance of her life, and Helm grabs his daughter Miri for a dancing performance that leaves him sweaty and breathing hard. Having enjoyed the fantastic elven song so much, Helm offers the group free food and drink for the evening. Through discussion with Helm and Miri, the group discovers that the silver diamond necklace that they found with the kobolds was stolen from Miri in the middle of the night. There were also a number of other robberies in the town over the last couple of nights. The necklace was part of a jewelry set that was given to Miri from her mother. Miri is very grateful and hugs Meme for returning her necklace.
Before the group can take advantage of the Frowning Jester's hospitality, Varis, the very tall elven sheriff of Westmin, interrupts. He suspects that the group may not be as good and heroic as they seem, and that they may have had something to do with the robberies in the first place. Varis asks for the group to come in for questioning. With nothing to hide, the group quickly agrees to go with Varis to give what answers they can.