(added changes to Steady Wind) |
(11.08.25 journal entry) |
||
| (4 intermediate revisions by 3 users not shown) | |||
| Line 1: | Line 1: | ||
{{Infobox_character|affilliation=Shepherds|name=Steady (Dee) Wind|image= |
{{Infobox_character|affilliation=Shepherds|name=Steady (Dee) Wind|image=Steady Wind.jpg|caption=Dee preparing to grapple.|relatives=|languages=Common, Giant, Primordial, Draconic|birthPlace=Ruins of Inegros|deathDate=Not Yet|deathPlace=Not Here|species=Tabaxi|gender=Male|height=6' 4"|weight=150 lbs|eyes=Green}} |
||
'''{{PAGENAME}} '''is a Tabaxi Rune Knight Fighter |
'''{{PAGENAME}} '''is a Tabaxi Rune Knight Fighter |
||
== Physical Appearance == |
== Physical Appearance == |
||
| ⚫ | Dee is a Tabaxi standing tall at a height of 6'4". His body is slender but well defined. The short fur on his body is a mix of dark yellows, tans, and browns along with rosette spots of black that have him resemble a common leopard. Though you cannot see much of his fur behind his armor and clothing. . His eyes are green and have a vertical pupil that is commonly found in feline races. |
||
Describe your appearance. Eye color, height, weight, hair color, particular clothing items, scars, tattoos, etc. |
|||
| ⚫ | Dee is a Tabaxi standing tall at a height of 6'4". His body is slender but well defined. The short fur on his body is a mix of |
||
== Personality == |
== Personality == |
||
| ⚫ | Dee is an inquisitive person by nature. His recent obsession led him to travelling to Mek to learn more about the Giants and their use of Runes. As such, his ears instantly perk up when there is talks of runes and will do almost anything to learn more. Outside of learning about Giants and their Runes, Dee is pretty respectful, but reserved until he picks up a new interest/obsession. He doesn't put too much value towards money and gold unless it is to be used to increase his chances of survival and/or to barter for more information. |
||
Is your character social? A drunk? Laid back? |
|||
| ⚫ | Dee is an inquisitive person by nature. His recent obsession led him to travelling to Mek to learn more about the Giants and their use of Runes. As such, his ears instantly perk up when there is talks of runes and will do almost anything to learn more. Outside of learning about Giants and their Runes, Dee is pretty respectful, but reserved until he picks up a new interest/obsession. He doesn't put too much value towards money and gold unless it is to be used to increase his chances of survival and/or to barter for more information. |
||
== History == |
== History == |
||
| ⚫ | Dee grew up in southern Isonhound in the ruins of the port city of Inergos. There he learned about the old events and horrors that took place in Inergos that lead to its destruction. He was also able to learn more about Pteris as Inergos was used as a stopping point for people traveling into Isonhound from Pteris with a lot of those travelers coming from Mek in particular. |
||
A brief history of your character's life. |
|||
| ⚫ | Dee grew up in southern Isonhound in the ruins of the port city of Inergos. There he learned about the old events and horrors that took place in Inergos that lead to its destruction. He was also able to learn more about Pteris as Inergos was used as a stopping point for people traveling into Isonhound from Pteris with a lot of those travelers coming from Mek in particular. |
||
After coming into travelers and hearing their stories of the Giants in and around Mek, Dee became very interested in traveling to Mek to see these Giants in person. Dee wanted to be able to use their Runes. And so, after saving up enough money for food, some gear, and a ticket, Dee joined a return voyage to the Pteris port city of Mek. |
After coming into travelers and hearing their stories of the Giants in and around Mek, Dee became very interested in traveling to Mek to see these Giants in person. Dee wanted to be able to use their Runes. And so, after saving up enough money for food, some gear, and a ticket, Dee joined a return voyage to the Pteris port city of Mek. |
||
Once there, Dee spent the majority of his time working at a dock to earn enough money for room and board at the local tavern. On his time off, he would try and find a local Giant that he could talk to. |
Once there, Dee spent the majority of his time working at a dock to earn enough money for room and board at the local tavern. On his time off, he would try and find a local Giant that he could talk to. |
||
After working the dock for a while, Dee was approached by an associate of the Shepherds and asked him to join their operations after observing him and learning that he is from the old ruins of Inergos. Dee and the associate came to an agreement that Dee would join the Shepherds after he was done learning what he could from the Giants of Mek. With that, the associate left after leaving Dee a note stating where he could find them. |
|||
Dee spent the next two years continuing to learn the history of the Giants that live in and around Mek along with the history of the Pteris continent. As time passed, Dee started becoming more proficient with the use of runes and even became able to embrace the might of the Giants that allowed him to grow in size and strength. Once he felt satisfied with the information and understanding of runes that he possessed, Dee decided to fulfill his promise and left Mek in search of the Shepherds. |
|||
Dee joined up with the Shepherds and started working with them to support the people living in the Northern Badlands. During his travels and work with the Shepherds, Dee started becoming more proficient with his abilities to use Runes and his ability to embrace the Giant's Might. |
|||
When Dee got back from a separate convoy mission, he heard the request for reinforcements from Duke Solon after the Shepherds, Scrappers, and Federation banned together to fend off a demonic raid at the Arboretum. With that, Dee packed up his things and started making his way to the Arboretum... |
|||
== Languages == |
== Languages == |
||
| Line 37: | Line 39: | ||
Dee is well versed in the use of martial weapons, but overall, he prefers using his fists and his claws, as to him, nothing is better than beating an opponent using raw strength and ability compared to using powerful weapons. When he does use weapons, he prefers to use his trusty halberd and throwing axes. |
Dee is well versed in the use of martial weapons, but overall, he prefers using his fists and his claws, as to him, nothing is better than beating an opponent using raw strength and ability compared to using powerful weapons. When he does use weapons, he prefers to use his trusty halberd and throwing axes. |
||
== Adventure Journal Entries == |
|||
'''09.24.25 Bugs and Bats, Bats and Bugs. Birds?''' |
|||
Dee arrived at the Arboretum the morning of this mission after finishing a long trek through the desert. Upon arriving, he checked in with the Shepherds who were already there to get caught up on what events have occurred that lead to the call for reinforcements. Dee learned that there were multiple missions going on at the same time that resulted in the Shepherds, Scrappers, and Federation joining together at the Arboretum. However, in the end, the Conservatory was destroyed in the process. Now, the three groups are using the time to complete some other missions while rebuilding the Conservatory and the Arboretum as a whole. |
|||
After getting filled in, Dee was put right to work and was assigned to an escort mission. Once assigned, Dee went to the casino where the briefing would be taking place. There, he met Suki, she runs the casino for the Federation. Dee was also introduced to his team members: Delaia, the Tiefling artificer, [[Stix]], the [[The Stitched (Player Race)|Stiched]] warlock, [[Davin Dunefoot|Davin]], the Halfling ranger, Razzadrog, the Goblin artificer, and Leonard, the Half-elf bard. |
|||
Suki then leads our group into one of the private side rooms inside the casino. There we get told that the mission we have been assigned to is an escort mission of a Federation member that was rescued from a Shend slave camp. The escorts name is Brandran, and Dee finds that he is not right in the head as Brandran keeps repeating "Watch out for the bugs, watch out for the bats, they're coming for me." or something along those lines. But, according to Suki, Hektor, the Federation boss, wants Brandran escorted back to Federation HQ. Suki then let us know that there are two carts with horses waiting for us outside the casino. One with enough water for the journey, and the other to carry Brandran. She also gives us a map with the route we are supposed to take marked out as apparently, the route we will be using is one of the lesser known Federation routes which should help us avoid the majority of the roaming demonic creatures. |
|||
With that, our group sets out to escort Brandran to the Federation HQ. The first two days of travel pass by with nothing important happening. However in the morning of the third day, we find that there are two vultures that appear to be following us as we travel. We argue over whether to leave the vultures alone, get them to go away, or just kill them. Delaia then makes a good point that if the vultures are following us, and they are up in the clear sky, possible raiders might see them as well and guess that they are following something. After that point is made, we quickly come to the decision to shoot the vultures down. Davin takes care of that with a couple nicely placed long bow shots. We then continue traveling for the rest of the day before camping during the night. |
|||
In the morning, I wake up after being alerted that there are more vultures in the sky along with there being movement in the sand surrounding our small camp. I quickly don my armor and grab my halberd and get ready to defend Brandran and the group. Out of the sand pop out these little demonic looking rats appear, and the first thing that I notice is that they have a very repulsive smell to them. The vultures also start diving towards us, and that's when we notice that two of the vultures look different compared to the rest. Right as the fighting starts, Stix does something that none of us expected or even really understood. They took their locket off, opened it up, and then "ate" Brandran before closing the locket and putting it back around their neck. Unfortunately for us, all of the enemies also saw that and started speaking some language that Dee couldn't understand, but didn't really need to as all of the enemies were staring at Stix's locket. The fighting then begins in earnest and it is soon found out that the little stinky bug creatures dissolve into this black ichor that then seeps into the ground. It would also be absorbed by the two strange looking vultures if the ichor landed on them. During the fight, Stix gets swarmed by both of the strange looking vultures, some regular vultures, and some of the bugs. This results in them getting taken down which forces Brandran out of the locket. Brandran eventually gets clawed by one of the strange vultures, this causes him to start seizing before being grabbed by a strange vulture that starts trying to fly away. Before it could get too far with Brandran, Davin grabs a hold of the vulture to prevent it from flying away. The other strange vulture then starts morphing into this hobgoblin/vulture hybrid and starts speaking to our group saying something along the lines of "Brandran isn't worth this fight, he's one of us and belongs to us, and that we cannot save him." And then to prove his point, Brandran suddenly stopped seizing, and asked the other vulture to let him go, and the vulture let him go. Brandran then transformed into a vulture as well before starting to fly away. As he was flying away, Davin shot him with an ensnaring arrow, causing him to fall to the ground and revert back to his normal deep gnome form. After Brandran falls to the ground, the rest of the group proceeds to wrap up the fight, knocking the two weird vultures unconscious as we couldn't seem to kill them, and finishing off the last of the regular vultures. Unfortunately, during the fight, one of the horses died, and the other ran away. |
|||
After tying up the two vultures and Brandran, we went and retrieved the horse that ran away and tied it back up to its wagon. We also used Razzadrogs metal creature thingy to pull the wagon with the water barrels in it. And with that, we continued our journey to the Federation HQ with no major events occurring besides knocking out the two vultures and Brandran as they would keep trying to escape when able to. |
|||
At the Federation HQ, we got to meet Hektor, the leader of the Federation. He was glad we were able to bring Brandran, but was surprised to hear that he is either an undercover agent of Shend or has been corrupted into being an agent of Shend. Hektor also lets us know that the Federation will work on extracting information from the vulture-kin and work on breaking Brandran to figure out his motives. He also believes that this whole mess is part of something bigger and the Federation will only act once it has more concrete information. |
|||
Hektor then dismisses us after informing us that he will be sending us back to the Arboretum with a caravan of his own men to ensure that nothing goes awry. And so, the following morning comes, and we begin the seven day trek back to the Arboretum after "successfully" completing our escort mission. |
|||
'''10.13.25 Tracking a Demon, Lesson 102:''' |
|||
Outside of the Junkyard, a small group of us gathered as we all opted to join the mission that was posted by Baftzmyr. The mission, to track and hunt down a demon nearby. The group consisted of myself, [[Stix]], [[Ozmir Nightshade|Ozmir]], [[Koro]], [[Himo Nilo]], and Razzdrog. I have worked alongside Stix and Razzadrog in his prior mission, but this was his first time working with Ozmir, Koro, and Himo Nilo. After waiting for a minute or two, Baftzmyr comes out with and briefly explains the mission to us, she explains that we will be tracking and hunting down a large demon that might be stuck in the surrounding area. She then pulls out what appears to be a large bomb that will be used to help expose/destroy said large demon. |
|||
With that, our group started our trek out into the desert. We all hop on horses provided to us by the Scrappers and follow Baftzmyr. We travel to the east for about two hours before noticing that the sand around us is behaving strangely. Baftzmyr stops the group and we start to follow the movement in the sand before it suddenly stops, turns around, and jumps out at us. It turns out to be a Dretch, I remember seeing the creature that jumps out at us as Stix, Razzdrog, and myself fought some of these in our prior mission. However this one looks different compared to the ones we fought previously. This one is larger compared to the ones I encountered prior, and we could confirm it was different after seeing a fire bolt hit it and do less than nothing to it. The Dretch instead looked like it enjoyed the fire that it was hit with. After seeing that, Koro makes quick work of the demonic creature while Stix and Razzdrog spot more movement in the sand, continuing east. |
|||
Now with Stix in the lead, we continue following the other Dretch's. We eventually follow the demonic creatures to a large and unnatural looking depression in the sand. We sneak up to the depression and move towards the crest in the sand right before the depression. There, Baftzmyr confirms that we have found our target and proceeds to pull out a giant origami pig bomb. Stix decides to take the bomb and carry it to the center, lights it, and then runs back to us. As soon as Stix lights the bomb, Baftzmyr starts moving back, and the rest of the group follows. The origami pig bomb then explodes causing the already large depression in the sand to become an even more pronounced hole in the ground with a couple of banks forming due to the explosion as well. We then sneak up to the banks of sand before the hole in the sand and peer inside. There we see a large demonic creature that appears to have a large lantern looking thing in the center of its chest, it also appeared to still be half buried in the sand and struggling to get out. After confirming the target, we then begin the attack on the creature. After the attack begins, the Dretch's that we followed earlier come back and pop out of the sand to start attacking us. I contribute to the fight by throwing the couple of throwing weapons that I had with me at the large demonic creature. I eventually got poisoned by one of the Dretch's before getting pulled into the hole with the large demonic creature. I get knocked out after being brought within melee distance of the large demon creature. Baftzmyr and Koro work together to help get me back up. After recovering for a little, I go back down into the hole to try and deal some more damage to the large demonic creature. Koro also gets knocked out after going down into the hole. Koro is able to get healed and back up out of the pit. I then start to get pulled into the sand while being down in the pit with the creature. Himo Nilo also starts getting pulled down into the sand after coming down into the pit. I get knocked out again after getting focused by the large demonic creature. Razzadrog then kills the large demonic creature by chucking his trident at its glowing lantern like core. The core starts to waver with its glow while also emitting little sparks of lightning. While that is happening, I get brought back up and I try to help Himo get out of the sand using my halberd. The core of the demonic creature then explodes, knocking a couple of us that weren't able to get further away out. After getting everybody back up and in reasonable shape, we finish fighting the last of the Dretch creatures before we start scrapping the leftovers of the demonic creature who we learn is/was the Baron of Filth. After that, we pack everything back up, get back to our horses, and ride back to the Arboretum. |
|||
'''Fighting style practice at the Arboretum:''' |
|||
I did not feel good after coming back to the Arboretum, disappointed with my results while fighting the demonic creatures. Due to this I decide to spend my downtime while hanging out in the Arboretum by participating in the local fighting ring wanting to practice my unarmed fighting and wrestling. I also wanted to transfer and/or adapt my regular fighting style to my large form fighting style when I use my Giants Might as I am used to wrestling and fighting using my natural dexterous build as a Tabaxi, but that doesn't transfer too well when I activate my Giants Might and become a much larger Tabaxi with a lot more weight to me. |
|||
'''11.08.25: Operation Snake Den:''' |
|||
News rolled into the Arboretum that on a mission prior, Stix, Cilvdzwucta, and Jitvwal were taken by a group named the Shabby Scales, apparently lead by some Yu'anti named Sandra Sanderson... if that's even their real name. Koro, Syl, and Himo went out scouting for where they could have been taken. They came back with valuable information regarding where the rendezvous point is located. With that information being brought back to us, a mission is set up to go and rescue Stix, Cilvdzwucta, and Jitvwal. I sign up for the mission along with [[Koro]], [[Gobbo Greenskin|Gobbo]], Razzadrog, Diana, and Demir. |
|||
Upon meeting with the group, I notice that Koro has a new lantern on his belt, and it looks similar to the lantern that was in the chest of the Baron of Filth, as Koro hasn't brought it up, I see no reason to pry into how he got it or what it is. Using the information that Koro brought back from his scouting mission with Syl and Himo, we venture out into the desert. We head east on horses loaned to us from the Scrappers as we are on a mission to rescue Scrapper people. |
|||
We arrive at an oasis named Triton's Terrace out in the desert, east of the Arboretum. We all get off our horses and slowly start to approach the oasis when we see a tall Yu'anti out in front of a cave. Unfortunately, he spots us when we spot him and he asks what we are here for and if its not business, then we should leave immediately. Immediately after the dialog between our group and the Yu'anti ends, Koro opens fire on the guard, launching two arrows at him. Following Koros lead, I rush in and grapple the guard, hoping to drag him away and muffle him before he can alert anybody inside the cave. I am able to start dragging him away, but he is able to release a sound resulting in more Yu'anti, a weird demon creature, some smaller demonic creatures, "Sandra Sanderson", and some elf lady that is working with "Sandra". Upon exiting the cave, "Sandra" sees the lantern that is on Koro's belt and proceeds to claim that it is theirs and that Koro should give it back. Upon getting no as an answer, Sandra goes and fights Koro. We all engage in combat with the Yu'anti and demons. We do not attack the elf lady as she has done anything besides look at our group. As the fight goes on, Koro ends up beating Sandra up to the point where she and the elven lady teleport out of the oasis using a dimension door. This leaves us with the Yu'anti guard I have grappled, the other Yu'anti guards, and the demonic creatures. Annoyed at still being contained by me, the Yu'anti guard knocks me out before moving on to attack my mission members. The guard also eats his Yu'anti lessers in order to heal himself and prolong the fight. While I am down, I get targeted by the demonic creature that is nearby as it starts to look at me as if I am a tasty meal. Gobbo's steel defender Froggy hops in the way and stops him from getting me. With that, I am able to get back up and help finish off the demon creature before getting targeted by the Yu'anti guard. We end up killing him and the remaining small demonic creatures. |
|||
After finishing the fight, Koro goes off to one side of the cave entrance and proceeds to cut his belt loop that is holding the strange lantern item. The lantern falls to the ground and Koro proceeds to back away. Koro then explains that its some kind of demonic lantern that was putting thoughts into his head while we were in the fight. Upon realizing that it is a dangerous item that shouldn't be touched or allowed to fall back into "Sandra's" hands, we decide that Froggy should try and pick it up. This does not go well as when Froggy touches the lantern, it reacts and pretty much vaporizes Froggy. After seeing that, we decide to cover it up with a tarp/blanket and leave Raptor, Diana's steel defender out to watch over the lantern while the rest of the group goes into the cave to find Stix, Cilvdzwucta, and Jitvwal. |
|||
We slowly enter the cave with Koro and Gobbo taking the lead. I stay towards the cave entrance due to still being hurt from the fight. The cave turns out to be pretty empty with our voices echoing around us as we enter. As we walk further into the cave, we hear some voices coming from further ahead. Koro, Gobbo, and Diana go into the area where we hear the voices coming from, accidentally setting off a pressure plate trap on their way further in. They reach the room where they hear the voices and peak inside to find Stix, Cilvdzwucta, and Jitvwal inside a large cage that appears to be blocking magic. While Koro, Gobbo, Diana, and eventually Razzadrog work to free Stix, Cilvdzwucta, and Jitvwal from the cage, I poke around the rest of the cave and find a chest full of gold, water, food, and wine. Razzadrog also finds a stack of papers that includes wanted flyers with Koro's, Razzadrog's, Himo's, Stix's, Ozmir's, and my faces on them along with a note from the "Baroness of Filth" stating that the people on the flyers along with any members of the Scrappers faction are wanted and are to brought back to her location. After getting Stix, Cilvdzwucta, and Jitvwal. out of the cage and taking everything else of note, we leave the cave and find that the lantern that Koro cut loose was missing from under the blanket, as if it just teleported away as there were no signs of anybody sneaking up on Raptor. We then get back to our horses, and ride back west towards the Arboretum, successful in our rescue mission along with finding out the location of the "Baroness of Filth". |
|||
[[Category:Player Characters]] |
[[Category:Player Characters]] |
||
[[Category:Bedlam in the Badlands]] |
|||
{{Worldbuilders}} |
|||
Latest revision as of 18:26, 12 November 2025
| Languages | Common, Giant, Primordial, Draconic |
|---|---|
| Affiliations | Shepherds |
| Place of Birth | Ruins of Inegros |
| Date of Death | Not Yet |
| Place of Death | Not Here |
| Species | Tabaxi |
| Gender | Male |
| Height | 6' 4" |
| Weight | 150 lbs |
| Eye Color | Green |
Steady (Dee) Wind is a Tabaxi Rune Knight Fighter
Physical Appearance[edit | edit source]
Dee is a Tabaxi standing tall at a height of 6'4". His body is slender but well defined. The short fur on his body is a mix of dark yellows, tans, and browns along with rosette spots of black that have him resemble a common leopard. Though you cannot see much of his fur behind his armor and clothing. . His eyes are green and have a vertical pupil that is commonly found in feline races.
Personality[edit | edit source]
Dee is an inquisitive person by nature. His recent obsession led him to travelling to Mek to learn more about the Giants and their use of Runes. As such, his ears instantly perk up when there is talks of runes and will do almost anything to learn more. Outside of learning about Giants and their Runes, Dee is pretty respectful, but reserved until he picks up a new interest/obsession. He doesn't put too much value towards money and gold unless it is to be used to increase his chances of survival and/or to barter for more information.
History[edit | edit source]
Dee grew up in southern Isonhound in the ruins of the port city of Inergos. There he learned about the old events and horrors that took place in Inergos that lead to its destruction. He was also able to learn more about Pteris as Inergos was used as a stopping point for people traveling into Isonhound from Pteris with a lot of those travelers coming from Mek in particular.
After coming into travelers and hearing their stories of the Giants in and around Mek, Dee became very interested in traveling to Mek to see these Giants in person. Dee wanted to be able to use their Runes. And so, after saving up enough money for food, some gear, and a ticket, Dee joined a return voyage to the Pteris port city of Mek.
Once there, Dee spent the majority of his time working at a dock to earn enough money for room and board at the local tavern. On his time off, he would try and find a local Giant that he could talk to.
After working the dock for a while, Dee was approached by an associate of the Shepherds and asked him to join their operations after observing him and learning that he is from the old ruins of Inergos. Dee and the associate came to an agreement that Dee would join the Shepherds after he was done learning what he could from the Giants of Mek. With that, the associate left after leaving Dee a note stating where he could find them.
Dee spent the next two years continuing to learn the history of the Giants that live in and around Mek along with the history of the Pteris continent. As time passed, Dee started becoming more proficient with the use of runes and even became able to embrace the might of the Giants that allowed him to grow in size and strength. Once he felt satisfied with the information and understanding of runes that he possessed, Dee decided to fulfill his promise and left Mek in search of the Shepherds.
Dee joined up with the Shepherds and started working with them to support the people living in the Northern Badlands. During his travels and work with the Shepherds, Dee started becoming more proficient with his abilities to use Runes and his ability to embrace the Giant's Might.
When Dee got back from a separate convoy mission, he heard the request for reinforcements from Duke Solon after the Shepherds, Scrappers, and Federation banned together to fend off a demonic raid at the Arboretum. With that, Dee packed up his things and started making his way to the Arboretum...
Languages[edit | edit source]
Dee knows how to read/write/speak Common, Giant, Primordial, and Draconic.
Powers and Abilities[edit | edit source]
After studying under the Giants of Mek, Dee gained enough understanding of their runes to allow him to tap into their power during fights. Currently Dee is only able to use two runes with those being the Fire Rune and the Stone Rune.
The Fire Rune allows Dee to summon fiery shackles after landing a hit on a creature. The creature takes some fire damage and must succeed a strength save or be restrained for 1 minute. While restrained, the creature takes some fire damage at the start of each of its turns while it attempts to escape the shackles. While having the Fire Rune inscribed onto an object, Dee becomes more proficient with his ability checks related to what the Fire Rune is inscribed onto.
The Stone Rune allows Dee to charm a nearby creature for 1 minute unless they succeed a wisdom saving throw. While charmed, the creature cannot move and descends into a dreamy stupor. Dee does this by embracing his inner little cat and gives the target a pleading/cute eyed look (think Puss in Boots). If successful, the target enters a dreamy stupor where all they can think about is how cute Dee was. While having the Stone Rune inscribed on an object, Dee has advantage on Insight checks along with an extended darkvision of 120 ft.
During his studies, Dee also became able to imbue himself with the power and might of the giants. This allows him to grow in size along with whatever he is wearing. This gives Dee an advantage when competing with strength. He is also able to channel this increase in size to strike harder when attacking.
Attacks and Weapons [edit | edit source]
Dee is well versed in the use of martial weapons, but overall, he prefers using his fists and his claws, as to him, nothing is better than beating an opponent using raw strength and ability compared to using powerful weapons. When he does use weapons, he prefers to use his trusty halberd and throwing axes.
Adventure Journal Entries[edit | edit source]
09.24.25 Bugs and Bats, Bats and Bugs. Birds?
Dee arrived at the Arboretum the morning of this mission after finishing a long trek through the desert. Upon arriving, he checked in with the Shepherds who were already there to get caught up on what events have occurred that lead to the call for reinforcements. Dee learned that there were multiple missions going on at the same time that resulted in the Shepherds, Scrappers, and Federation joining together at the Arboretum. However, in the end, the Conservatory was destroyed in the process. Now, the three groups are using the time to complete some other missions while rebuilding the Conservatory and the Arboretum as a whole.
After getting filled in, Dee was put right to work and was assigned to an escort mission. Once assigned, Dee went to the casino where the briefing would be taking place. There, he met Suki, she runs the casino for the Federation. Dee was also introduced to his team members: Delaia, the Tiefling artificer, Stix, the Stiched warlock, Davin, the Halfling ranger, Razzadrog, the Goblin artificer, and Leonard, the Half-elf bard.
Suki then leads our group into one of the private side rooms inside the casino. There we get told that the mission we have been assigned to is an escort mission of a Federation member that was rescued from a Shend slave camp. The escorts name is Brandran, and Dee finds that he is not right in the head as Brandran keeps repeating "Watch out for the bugs, watch out for the bats, they're coming for me." or something along those lines. But, according to Suki, Hektor, the Federation boss, wants Brandran escorted back to Federation HQ. Suki then let us know that there are two carts with horses waiting for us outside the casino. One with enough water for the journey, and the other to carry Brandran. She also gives us a map with the route we are supposed to take marked out as apparently, the route we will be using is one of the lesser known Federation routes which should help us avoid the majority of the roaming demonic creatures.
With that, our group sets out to escort Brandran to the Federation HQ. The first two days of travel pass by with nothing important happening. However in the morning of the third day, we find that there are two vultures that appear to be following us as we travel. We argue over whether to leave the vultures alone, get them to go away, or just kill them. Delaia then makes a good point that if the vultures are following us, and they are up in the clear sky, possible raiders might see them as well and guess that they are following something. After that point is made, we quickly come to the decision to shoot the vultures down. Davin takes care of that with a couple nicely placed long bow shots. We then continue traveling for the rest of the day before camping during the night.
In the morning, I wake up after being alerted that there are more vultures in the sky along with there being movement in the sand surrounding our small camp. I quickly don my armor and grab my halberd and get ready to defend Brandran and the group. Out of the sand pop out these little demonic looking rats appear, and the first thing that I notice is that they have a very repulsive smell to them. The vultures also start diving towards us, and that's when we notice that two of the vultures look different compared to the rest. Right as the fighting starts, Stix does something that none of us expected or even really understood. They took their locket off, opened it up, and then "ate" Brandran before closing the locket and putting it back around their neck. Unfortunately for us, all of the enemies also saw that and started speaking some language that Dee couldn't understand, but didn't really need to as all of the enemies were staring at Stix's locket. The fighting then begins in earnest and it is soon found out that the little stinky bug creatures dissolve into this black ichor that then seeps into the ground. It would also be absorbed by the two strange looking vultures if the ichor landed on them. During the fight, Stix gets swarmed by both of the strange looking vultures, some regular vultures, and some of the bugs. This results in them getting taken down which forces Brandran out of the locket. Brandran eventually gets clawed by one of the strange vultures, this causes him to start seizing before being grabbed by a strange vulture that starts trying to fly away. Before it could get too far with Brandran, Davin grabs a hold of the vulture to prevent it from flying away. The other strange vulture then starts morphing into this hobgoblin/vulture hybrid and starts speaking to our group saying something along the lines of "Brandran isn't worth this fight, he's one of us and belongs to us, and that we cannot save him." And then to prove his point, Brandran suddenly stopped seizing, and asked the other vulture to let him go, and the vulture let him go. Brandran then transformed into a vulture as well before starting to fly away. As he was flying away, Davin shot him with an ensnaring arrow, causing him to fall to the ground and revert back to his normal deep gnome form. After Brandran falls to the ground, the rest of the group proceeds to wrap up the fight, knocking the two weird vultures unconscious as we couldn't seem to kill them, and finishing off the last of the regular vultures. Unfortunately, during the fight, one of the horses died, and the other ran away.
After tying up the two vultures and Brandran, we went and retrieved the horse that ran away and tied it back up to its wagon. We also used Razzadrogs metal creature thingy to pull the wagon with the water barrels in it. And with that, we continued our journey to the Federation HQ with no major events occurring besides knocking out the two vultures and Brandran as they would keep trying to escape when able to.
At the Federation HQ, we got to meet Hektor, the leader of the Federation. He was glad we were able to bring Brandran, but was surprised to hear that he is either an undercover agent of Shend or has been corrupted into being an agent of Shend. Hektor also lets us know that the Federation will work on extracting information from the vulture-kin and work on breaking Brandran to figure out his motives. He also believes that this whole mess is part of something bigger and the Federation will only act once it has more concrete information.
Hektor then dismisses us after informing us that he will be sending us back to the Arboretum with a caravan of his own men to ensure that nothing goes awry. And so, the following morning comes, and we begin the seven day trek back to the Arboretum after "successfully" completing our escort mission.
10.13.25 Tracking a Demon, Lesson 102:
Outside of the Junkyard, a small group of us gathered as we all opted to join the mission that was posted by Baftzmyr. The mission, to track and hunt down a demon nearby. The group consisted of myself, Stix, Ozmir, Koro, Himo Nilo, and Razzdrog. I have worked alongside Stix and Razzadrog in his prior mission, but this was his first time working with Ozmir, Koro, and Himo Nilo. After waiting for a minute or two, Baftzmyr comes out with and briefly explains the mission to us, she explains that we will be tracking and hunting down a large demon that might be stuck in the surrounding area. She then pulls out what appears to be a large bomb that will be used to help expose/destroy said large demon.
With that, our group started our trek out into the desert. We all hop on horses provided to us by the Scrappers and follow Baftzmyr. We travel to the east for about two hours before noticing that the sand around us is behaving strangely. Baftzmyr stops the group and we start to follow the movement in the sand before it suddenly stops, turns around, and jumps out at us. It turns out to be a Dretch, I remember seeing the creature that jumps out at us as Stix, Razzdrog, and myself fought some of these in our prior mission. However this one looks different compared to the ones we fought previously. This one is larger compared to the ones I encountered prior, and we could confirm it was different after seeing a fire bolt hit it and do less than nothing to it. The Dretch instead looked like it enjoyed the fire that it was hit with. After seeing that, Koro makes quick work of the demonic creature while Stix and Razzdrog spot more movement in the sand, continuing east.
Now with Stix in the lead, we continue following the other Dretch's. We eventually follow the demonic creatures to a large and unnatural looking depression in the sand. We sneak up to the depression and move towards the crest in the sand right before the depression. There, Baftzmyr confirms that we have found our target and proceeds to pull out a giant origami pig bomb. Stix decides to take the bomb and carry it to the center, lights it, and then runs back to us. As soon as Stix lights the bomb, Baftzmyr starts moving back, and the rest of the group follows. The origami pig bomb then explodes causing the already large depression in the sand to become an even more pronounced hole in the ground with a couple of banks forming due to the explosion as well. We then sneak up to the banks of sand before the hole in the sand and peer inside. There we see a large demonic creature that appears to have a large lantern looking thing in the center of its chest, it also appeared to still be half buried in the sand and struggling to get out. After confirming the target, we then begin the attack on the creature. After the attack begins, the Dretch's that we followed earlier come back and pop out of the sand to start attacking us. I contribute to the fight by throwing the couple of throwing weapons that I had with me at the large demonic creature. I eventually got poisoned by one of the Dretch's before getting pulled into the hole with the large demonic creature. I get knocked out after being brought within melee distance of the large demon creature. Baftzmyr and Koro work together to help get me back up. After recovering for a little, I go back down into the hole to try and deal some more damage to the large demonic creature. Koro also gets knocked out after going down into the hole. Koro is able to get healed and back up out of the pit. I then start to get pulled into the sand while being down in the pit with the creature. Himo Nilo also starts getting pulled down into the sand after coming down into the pit. I get knocked out again after getting focused by the large demonic creature. Razzadrog then kills the large demonic creature by chucking his trident at its glowing lantern like core. The core starts to waver with its glow while also emitting little sparks of lightning. While that is happening, I get brought back up and I try to help Himo get out of the sand using my halberd. The core of the demonic creature then explodes, knocking a couple of us that weren't able to get further away out. After getting everybody back up and in reasonable shape, we finish fighting the last of the Dretch creatures before we start scrapping the leftovers of the demonic creature who we learn is/was the Baron of Filth. After that, we pack everything back up, get back to our horses, and ride back to the Arboretum.
Fighting style practice at the Arboretum:
I did not feel good after coming back to the Arboretum, disappointed with my results while fighting the demonic creatures. Due to this I decide to spend my downtime while hanging out in the Arboretum by participating in the local fighting ring wanting to practice my unarmed fighting and wrestling. I also wanted to transfer and/or adapt my regular fighting style to my large form fighting style when I use my Giants Might as I am used to wrestling and fighting using my natural dexterous build as a Tabaxi, but that doesn't transfer too well when I activate my Giants Might and become a much larger Tabaxi with a lot more weight to me.
11.08.25: Operation Snake Den:
News rolled into the Arboretum that on a mission prior, Stix, Cilvdzwucta, and Jitvwal were taken by a group named the Shabby Scales, apparently lead by some Yu'anti named Sandra Sanderson... if that's even their real name. Koro, Syl, and Himo went out scouting for where they could have been taken. They came back with valuable information regarding where the rendezvous point is located. With that information being brought back to us, a mission is set up to go and rescue Stix, Cilvdzwucta, and Jitvwal. I sign up for the mission along with Koro, Gobbo, Razzadrog, Diana, and Demir.
Upon meeting with the group, I notice that Koro has a new lantern on his belt, and it looks similar to the lantern that was in the chest of the Baron of Filth, as Koro hasn't brought it up, I see no reason to pry into how he got it or what it is. Using the information that Koro brought back from his scouting mission with Syl and Himo, we venture out into the desert. We head east on horses loaned to us from the Scrappers as we are on a mission to rescue Scrapper people.
We arrive at an oasis named Triton's Terrace out in the desert, east of the Arboretum. We all get off our horses and slowly start to approach the oasis when we see a tall Yu'anti out in front of a cave. Unfortunately, he spots us when we spot him and he asks what we are here for and if its not business, then we should leave immediately. Immediately after the dialog between our group and the Yu'anti ends, Koro opens fire on the guard, launching two arrows at him. Following Koros lead, I rush in and grapple the guard, hoping to drag him away and muffle him before he can alert anybody inside the cave. I am able to start dragging him away, but he is able to release a sound resulting in more Yu'anti, a weird demon creature, some smaller demonic creatures, "Sandra Sanderson", and some elf lady that is working with "Sandra". Upon exiting the cave, "Sandra" sees the lantern that is on Koro's belt and proceeds to claim that it is theirs and that Koro should give it back. Upon getting no as an answer, Sandra goes and fights Koro. We all engage in combat with the Yu'anti and demons. We do not attack the elf lady as she has done anything besides look at our group. As the fight goes on, Koro ends up beating Sandra up to the point where she and the elven lady teleport out of the oasis using a dimension door. This leaves us with the Yu'anti guard I have grappled, the other Yu'anti guards, and the demonic creatures. Annoyed at still being contained by me, the Yu'anti guard knocks me out before moving on to attack my mission members. The guard also eats his Yu'anti lessers in order to heal himself and prolong the fight. While I am down, I get targeted by the demonic creature that is nearby as it starts to look at me as if I am a tasty meal. Gobbo's steel defender Froggy hops in the way and stops him from getting me. With that, I am able to get back up and help finish off the demon creature before getting targeted by the Yu'anti guard. We end up killing him and the remaining small demonic creatures.
After finishing the fight, Koro goes off to one side of the cave entrance and proceeds to cut his belt loop that is holding the strange lantern item. The lantern falls to the ground and Koro proceeds to back away. Koro then explains that its some kind of demonic lantern that was putting thoughts into his head while we were in the fight. Upon realizing that it is a dangerous item that shouldn't be touched or allowed to fall back into "Sandra's" hands, we decide that Froggy should try and pick it up. This does not go well as when Froggy touches the lantern, it reacts and pretty much vaporizes Froggy. After seeing that, we decide to cover it up with a tarp/blanket and leave Raptor, Diana's steel defender out to watch over the lantern while the rest of the group goes into the cave to find Stix, Cilvdzwucta, and Jitvwal.
We slowly enter the cave with Koro and Gobbo taking the lead. I stay towards the cave entrance due to still being hurt from the fight. The cave turns out to be pretty empty with our voices echoing around us as we enter. As we walk further into the cave, we hear some voices coming from further ahead. Koro, Gobbo, and Diana go into the area where we hear the voices coming from, accidentally setting off a pressure plate trap on their way further in. They reach the room where they hear the voices and peak inside to find Stix, Cilvdzwucta, and Jitvwal inside a large cage that appears to be blocking magic. While Koro, Gobbo, Diana, and eventually Razzadrog work to free Stix, Cilvdzwucta, and Jitvwal from the cage, I poke around the rest of the cave and find a chest full of gold, water, food, and wine. Razzadrog also finds a stack of papers that includes wanted flyers with Koro's, Razzadrog's, Himo's, Stix's, Ozmir's, and my faces on them along with a note from the "Baroness of Filth" stating that the people on the flyers along with any members of the Scrappers faction are wanted and are to brought back to her location. After getting Stix, Cilvdzwucta, and Jitvwal. out of the cage and taking everything else of note, we leave the cave and find that the lantern that Koro cut loose was missing from under the blanket, as if it just teleported away as there were no signs of anybody sneaking up on Raptor. We then get back to our horses, and ride back west towards the Arboretum, successful in our rescue mission along with finding out the location of the "Baroness of Filth".
