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Stix: Difference between revisions

(Updated Adventuring Log)
 
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Stix heard about a new mission headed up by Baftzmyr and showed up to the Junkyard. They met up with some familiar faces, Himo and Raazdrog there, as well as Steady Wind. There were two new faces as well- Ozmir, who Stix hadn’t seen around the Arboretum at all, and Koro, whose path always seemed to just miss the doll. The six of us get to the Junkyard, where Baft was waiting for us. She explained that there is a very large demon creature that’s stuck in the sand someplace west of the Junkyard. Shortly after, the party headed out into the desert. They were adventuring out for a couple of hours before Baft spotted some rippling in the sand. It became appearant fairly quickly that it was another kind of dretch, which were the sand swimmer creatures Stix fought with the WereVultures. However, these ones looked different and were mutated in some way. Stix was the first who realised this when Sparkburn punched one, and the fire damage the bot was enhanced with healed the dretch instead. Koro rushed up and dispatched it pretty easily, and Raazdrog and Stix noticed the rest of the dretches running away. The group followed them to find a rather large crater in the ground. Baft then offered the group a large oragami pig bomb, who Stix then volunteered to carry it to the edge, drop the bomb in, and run away. The bomb went off, causing a large wall of force and sand to push over the party. After the dust settled, a few rushed up to the edge, to see in the middle of the crater a large demonic creature. Baft informs the party that this was the Baron of Filth. It used the lantern on his chest to shoot coils of magic and energy at us with differing effects and As the fighting really got started, the ‘Baron’  summoned more of those mutated Dretch things to just cause more complications to the fight. Additionally, anytime the Baron struggled or tried to free himself, the sands shifted, causing a sandslide down the crater to the large monster. Most of the fight consisted of the group attempting to hurt the Baron while picking off the dretches and doing their best to avoid falling into the crater. However, some of the group decided to willingly slide down into the pit and face him head on. Unfortunately, this caused Koro and Dee to both get knocked unconscious and Himo to get buried in the sand. The adventurers did manage to hit the Baron enough to down him, however, that caused the lantern in his chest to overload, causing a massive fireball explosion, which resulted in some of the party being hit with both flames and sand. It took a few minutes to recover everyone and heal back up to standing.  The group then took some time to scrap the Baron for some components before making the way back to the Junkyard and Arboretum to report about the mission.
Stix heard about a new mission headed up by Baftzmyr and showed up to the Junkyard. They met up with some familiar faces, Himo and Raazdrog there, as well as Steady Wind. There were two new faces as well- Ozmir, who Stix hadn’t seen around the Arboretum at all, and Koro, whose path always seemed to just miss the doll. The six of us get to the Junkyard, where Baft was waiting for us. She explained that there is a very large demon creature that’s stuck in the sand someplace west of the Junkyard. Shortly after, the party headed out into the desert. They were adventuring out for a couple of hours before Baft spotted some rippling in the sand. It became appearant fairly quickly that it was another kind of dretch, which were the sand swimmer creatures Stix fought with the WereVultures. However, these ones looked different and were mutated in some way. Stix was the first who realised this when Sparkburn punched one, and the fire damage the bot was enhanced with healed the dretch instead. Koro rushed up and dispatched it pretty easily, and Raazdrog and Stix noticed the rest of the dretches running away. The group followed them to find a rather large crater in the ground. Baft then offered the group a large oragami pig bomb, who Stix then volunteered to carry it to the edge, drop the bomb in, and run away. The bomb went off, causing a large wall of force and sand to push over the party. After the dust settled, a few rushed up to the edge, to see in the middle of the crater a large demonic creature. Baft informs the party that this was the Baron of Filth. It used the lantern on his chest to shoot coils of magic and energy at us with differing effects and As the fighting really got started, the ‘Baron’  summoned more of those mutated Dretch things to just cause more complications to the fight. Additionally, anytime the Baron struggled or tried to free himself, the sands shifted, causing a sandslide down the crater to the large monster. Most of the fight consisted of the group attempting to hurt the Baron while picking off the dretches and doing their best to avoid falling into the crater. However, some of the group decided to willingly slide down into the pit and face him head on. Unfortunately, this caused Koro and Dee to both get knocked unconscious and Himo to get buried in the sand. The adventurers did manage to hit the Baron enough to down him, however, that caused the lantern in his chest to overload, causing a massive fireball explosion, which resulted in some of the party being hit with both flames and sand. It took a few minutes to recover everyone and heal back up to standing.  The group then took some time to scrap the Baron for some components before making the way back to the Junkyard and Arboretum to report about the mission.

10/22- The Ballad of Sandra Sanderson

After a week of little excitement, a new face came to the Arboretum. A pretty pink yuan-ti named Sandra Sanderson had come to both sell her textiles and wares, and find some big strong adventurers to help her. She explained that some a Gnoll and pack of hyenas had attacked her encampment. Stix, who had nothing better to do, met up with Ollie, Razzadrog, Delaiah, Himo, and Leonard, and let Sandra lead them west of the Arboretum to her tent. When the party ambushed the adversaries, something strange happened. After dispatching the hyenas, they vanished into thin air. The more magically adept members of the party were able to discern that it was the result of a spell. Mostly undisturbed, it took the party little time and effort to finish off the rest of the adversaries, and much to Sandra’s chagrin, skinned the gnoll and gave her the hide for her textile business. Sandra then gifted everyone in the party a clothing or accessory of their choice. Sandra, so enamored by Stix and so impressed with their performance in battle, asks if they want to be her apprentice for the weekend. Stix, who frankly had nothing better to do, agreed. The others had their suspicions about her, and actually found a cache nearby filled with her allegedly stolen and ruined textiles. The party then splits, with Stix staying with Sandra, Leonard and Himo staying behind in the cache to keep watch, and the other three going back to give their report in the Arboretum. When they arrived, they realised that the Junkers were attacked by gnolls, and presumably have taken Cilvdy and Jitcwal hostage. However, upon closer investigation, it was discovered that the tracks were more closely resembling Lizardfolk and Yuan-Ti than Gnolls. Himo and Leonard watched as a band of reptilian folk called the Shabby Scales came to pick up Sandra, and take Stix hostage as well.

Post 10/22 Supplemental-

Stix awakes in a cage with Cilvdy and Jictwal. It is quickly discovered that it is an anti-magic cage and Stix’ locket was missing. Jictwal was a little singed, but Cilvdy was in pieces with missing limbs. Stix did their best to comfort them, and actually bonded quite well with Cilvdy, on account of neither of them needing to breathe, or able to bleed, and they both can lose limbs and be fine! Eventually, Sandra revealed what this was all about- the Baroness of Filth wanted her revenge on those who killed, or had a part in the killing of her beau.

Eventually the trio was rescued and brought back to the Arboretum to be ‘fixed.’

11/09- Give Jewelspar the Weapon. Or: A Prophecy Deferred (DM Cat)

Newly unkidnapped and rescued Stix gets immediately recruited for a new mission. The day after they are returned to the Arboretum, another group of newcomers come, asking for help. A large and elaborate sand ship clad in colorful sails sail in, and disembarking were three nobly dressed elves. The leader introduced himself as Erland Nimz of the city of Jewelspar. Traveling with him were two others, Lirezel who was introduced as Erland’s second in command, and Alinar, who deemed themself as Erland’s protector and guardian. Erland spoke with Sir Anthony of the Arboretum, informing him and the party of the mission at hand- venture deep into the desert wilds to retrieve a secret weapon hidden there that would help protect the Arboretum against the demon incursion. Stix, who had nothing better to do and who isn’t afraid of desert expeditions due to their disneed to eat or sleep, was happy to go, along with Ollie, Avel, Grymos, Ozmir, and Polvo. The party then embarks the elven vessel, christened with the name Shimmerwing, and journeyed on it for about a full day and a full night. On the dawn of the second day, the party reaches their destination, which was a hidden entrance tucked into the wide of a rather large mesa deep in the desert. It took a bit of time and clever navigation for the party to make their way through the tunnels, finally emerging in a large chamber, full of portraits and metallic dragonoid sculptures. When the party enters and starts poking around and investigating, they trigger some sort of trap. They cause the paintings to come alive and attack and attempt to grab them, and the dragonoid constructs to animate and fly around, attacking them. It takes some serious combat prowess, but through that and some clever thinking, the party is able to defeat all the adversaries. Then, through some perceptive investigation, they find a door. Avel uses his magic to force the door open, only to reveal a strange long and dark metal hallway. To everyone but Stix it seemed just that, long, dark, strangely metal. However, at the end of the hall, Stix gets blinded by a sheer wall of energy. Again through some investigation and scraping every ounce of arcane knowledge the group possesses, it is figured out that there is an anti magic cube surrounded by Prismatic magic. This is deemed to be a problem for another day and another team that is more aptly suited for the task. Stix and the other members decide to leave, but are still gifted some gold and a selection of magic items, of which the doll chooses a Lantern that allows them to track monstrosities.

12/3- Buried in the Sands (DM Chris)

This mission was much of a blur. Stix remembers being recruited along with Mezzi, whom Stix has only heard of and never really interacted with until this quest, Koro, Demir, Polvo, and Ollie. They were tasked by *SOMEONE* to go investigate a long abandoned ghost town in the middle of the desert wilds. It was believed that the town was once home to a thriving vulpine community, but they have since disappeared or gone missing or died. The party, through some perceptive investigation and general knowledge of the barren desert, manages to find the city in less than a days travel. There the group finds old decrepit and run down buildings surrounding a town square slowly being covered up by the sands of time. The party splits, checking in the buildings. Eventually, the bones of a long dead Vulpine were found, along with a mysterious bracer that was emitting powerful arcane energy. If they’re remembering correctly, which may strongly not be the case, Stix believes that Demir put it on, and a blue magical gem floated out of the jewelry, pointing in the direction of something. Shortly after the bracer was found, a group of masked individuals appeared in the town and confronted the adventuring party. The leader, who identified themselves as *SOMEONE BUT NOT THE SAME SOMEONE* informed the group that they were looking for a buried library that held knowledge beyond compare. The vulpines that used to inhabit this town were the keepers or protectors of the library and they had a way to locate it in the sands of the desert. After checking the intentions of the masked individuals, it was determined that both groups would probably work better together than separate, and decided to continue on the quest together. Eventually, they all make it to the spot they suspect the library to be buried in. Taking shifts over several days and nights, with only a handful of shovels for the groups, everyone works together to uncover the top dome of the highest point of the library and the topmost layer of windows, allowing access into the library itself. Through some careful climbing the party eventually enters, and is intercepted by a sphinx named *CHECK WITH CHRIS ABOUT SPHYNX’S NAME AT SOME POINT.* The Sphinx tells the party to leave, however, they realised one of the members sent by the Arboretum had run off. They ask for permission to find her and assure the guardian that they will not take or touch anything. The sphinx agrees hesitantly and leaves the group alone to instead track down the masked individuals who scattered into the lower levels . The main group of heroes find their companion, who is enthralled by the knowledge hidden, and asks the sphinx if she could remain as a servant of the library. Before the phone could agree there was a great rumbling. The sphinx grew angry, accusing the group of taking or stealing something from the building. They all rush down deeper and deeper to find a grand chamber with a pedestal with an ancient tome or spell book upon it. The masked individuals then ambush the main party, and combat ensues. Most of the masked individuals are apprehended, however the leader escaped with the book. The sphinx banishes the rest of the party out of the library, and it is once again buried, covered by the sands of time.

Or so Stix thinks, recounted to the best of their memory.

12/20- Holly Jolly Sparklemas (DM: Mercedes)

Raegina summons the help of several members of the Arboretum to help her solve a problem in the Junkyard. Stix, who had nothing better to do, decides to answer the call, and arrives there with Delaiah, Ozmir, Ollie, Avel, and Mezzi. When the group gets to the Junkyard, they notice it looking a little different than normal. There were stockings for Cilvdy, Baftzmyr, Kicyr and Jitcwal outside of their tents and residences, trees adorned with ornaments and garland, and notably, a large pile of coal sitting at the base of Raegina's watchtower. Stix, being very confused, asks what’s going on and why the junkyard is decorated in such a way. Delaiah excitedly explains that it is a Sparklemas tradition, a gnomish holiday celebrating the birth of Garl Glittergold, and it is typically celebrated by gift giving and carol singing….and covering every inch of everything in glitter and sparkles. Raegina is less than thrilled about the whole thing, and suspects that the current redecoration of the Junkyard is due to a previously dismissed member of the junkers- Janglehop, a gnome who was absolutely fond of Sparklemas. As the group started their investigation to prove or disprove this theory, Janglehop himself appeared and ambushed the Junkyard with some of his new creations. He had build a sleigh in the form of a large mecha vehicle, and adapted some common toys into weapons of not so mass destructions. He created a Teddy Squeezum which was based off a southern Pteris legend of a bear that squeezed people to death, a clockwork dragon which Stix was thrilled to face again, an a small army of tin soldiers. Through dividing and conquering, and playing off each other’s strengths, the party was able to defeat the toyish creations and disable the sleigh. Janglehop, seeing the situation he was in, admitted defeat and surrendered. However, he didn’t go down without a verbal fight, and explained that things wouldn’t have reached this point if Raegina actually let him celebrate the holiday. The Cambrian explained that she was annoyed by his laziness the rest of the year and that he only used Sparklemas as an excuse to work and put in the initiative and effort. She reluctantly offers him a place back in the Junkers if he can promise that level of work all year round. Janglehop, grateful for another chance, gave each of the party members a Sparklemas gift. Stix got a special pirate looking hat with a large decorative feather to replace the one that Sandra ‘gifted’ him.

2/14- Glare of the Gargoyle (Guest DM: Keller)

A new face appeared at the Arboretum asking for help. Stix, who had nothing better to do, decided to listen to see if they could be of help. A half orc warrior by the name of Sazni explained that the Arboretum as a whole was looking to expand their trade routes and have been sending groups out to survey the surrounding lands and make treaties with the other groups that reside in the desert. She had sent three diplomats to a place called Wyrm’s Rock Pass which is under the current control of a ruthless warmonger known as “The Gargoyle.” That was nearly three weeks ago, and the diplomats had not returned, so she needs a new group to go and find out what happened to them. Stix decides to go, as they don’t mind desert travel due to their construct adjacent nature, and meets up with Razzadrog, Leonard, and Himo, as well as two new faces to the doll- Dallas, a mouse folk and Kamon, a tortle. The party travels through the desert and finds the pass, a sheer cliff with a cave entrance and a large monastery at the top. It was guarded by two underlings of the Gargoyle, which the party made quick work of. They used the very unsafe and sketchy pulley elevator to make their way up to the monastery, aptly named Scholars Rest Monastery. They were greeted at the doors by a tiefling individual calling themselves San Fortune, as well as two guards named Griff and Gruff. As the three led the party deeper into the monastery to meet with the Gargoyle,  they pass by some monks with unusually bright and brilliant green eyes who seemed to leave unusual green beetles trailing behind them and swarming in places they’ve been. As they were led into the main meeting chambers, the party encounters two other noteable individuals. A fairly renown and infamous bounty hunter named Barr Kett and a Goliath bard named Sandchèz that Dallas owed money to. Stix helped to soothe over the disagreement and paid off Dallas’ debt to Sandchèz, and even offered him a place in the Arboretum. After a bit of time passed, a very large and muscularly built earth genasi entered and addressed the party. He offered each of them 200 gold to simply leave without the diplomats and to sweeten the deal, would even allow the Arboretum passage freely through the pass. However, when pressed harder about what happened to the diplomats, the Gargoyle relents and reveals the secret of the monastery. There was a great demon that lived in the pit like basement that had already taken control of the monks when his band found the place. The Gargoyle realised that the demon sought humanoid fleshy folk to fill with its abyssal insect spawn and turn them into mindless hosts for its children to feed up and control. The Gargoyles men managed to trap the mother demon in a large pit like chamber under the monastery. However, it was also discovered the demons ooze like secretions could be transmutated with the right alchemical compounds that made it nearly indistinguishable from real gold. The Gargoyle decided then that the risk was worth the gain, the ends justified the means, and that a few sacrifices here and there were enough to warrant a nearly endless supply of gold. The party of heroes who believe in the good of the realm were not pleased by his explanation and attempted to attack him, only for the Gargoyle to open a hidden door, causing some of the party to fall down into the demon pit. A large epic battle occurred with the party split, some fighting the Brood Beetle, and some fighting the Gargoyle and his lackeys. It was long and hard but eventually the Gargoyle and the Brood Beetle was defeated. After the fight, the party convinces Sandchèz to go back to the Arboretum for work as well as the bounty hunter Bar Kett. They then return to the Arboretum with the exciting news that Wyrm’s Rock Pass was free and open for trade routes.

2/28- The New Residents of Gryylwcul (DM: Mercedes)

In the wake of a recent battle for the rights to a water mining town, and some negotiations behind closed doors between Hektor of the Federation and Raegina of the Junkers, Raegina comes out on top with the deed to the town. However, the formalities took some time to finalize, and as such, the town was not properly vetted. Raegina calls for some able bodied adventurers to help her clear out the previous residents and check out the mines. Stix, who frankly still had nothing better to do, and because they heard Cilvdy was going, decides to help out. They meet up with Delaiah, Ollie, Abel, Ozmir, and Dallas, and head down to the new city of Gryylwcul. Once actually in the town, the group decides to split up and check out different buildings. Ozmir finds Mad Dog, the former maybe self appointed leader of the town, who immediately caved and swore allegiance upon actually seeing the Cambrian. Ollie finds a rat folk named Feral Fast Fingers Freddie, whom they immediately befriend with their ranger abilities and gets him permanently bonded to her as a new animal ish companion. Avel finds an Alchemist plasmoid who panics upon seeing him, throws a transmutation potion, and turns him into a rather large grey frog. Stix finds a lovely musician, whom they tell about the Arboretum and their new musician friend Sandchèz, encouraging them to leave and find him to make a new band! Eventually the party sans Avel but plus Feral Fast Fingers Freddie meet back up with Raegina to go check the actual water mines. Stix finds the strange grey frog that’s definitely not a transmutated Avel, and declares it to be their friend and named it Stones. They go into the water mines, where Raegina teaches them an infernal chant to purify the water from the poison. The party then splits once more, this time into pairs to tackle each of the wells. While most of the parties fare well, some of the wells have shadow demons that spawn up from them. The party makes very quick work, especially with the help of Raegina and Cilvdy. After that, the town of Gryylwcul with some of its new miners and residents, begin water distribution for the Junkers and the Arboretum.
[[Category:Player Characters]]
[[Category:Player Characters]]
[[Category:Bedlam in the Badlands]]
[[Category:Bedlam in the Badlands]]

Latest revision as of 00:59, 5 March 2026

Stix
Relatives Farina Diablos (Former Owner)
Languages Common, Sylvan, Elvish, ???
Species Stitched (Doll)
Gender Doll (They/Them)
Height Around 1ft tall
Weight 10 oz


Stix is cornhusk doll warlock for the community campaign Bedlam in the Badlands

Physical Appearance[edit | edit source]

Stix is a very short fellow, standing at just around a foot tall. This may seem unusual until one remembers that they are just a cornhusk doll. They don’t have ‘skin’ the same way fleshy mortals do, and are instead constructed by dried leaves and husks of the maize variety. Most of them is a dry, dusty tan color, sometimes shifting darker or lighter as is the nature of organic material. However, if the light catches them just right, their appendages and face plate seem to have an otherworldly glow and sparkle to it. They do have a face, contrary to popular belief, with eyes and an a mouth, both seemed to be etched into the husk that makes up their head. Stix also has a metal locket around their neck, a design etched into the lid of flowers from another place and time.

Personality[edit | edit source]

Stix is still finding their place in the world and learning what it means to be alive. As such, their personality is evolving and changing. Typically, they are fairly direct and a bit blunt. Most questions they will answer with the barest amount of information possible. They tend to keep crucial details about themself a secret, and are largely distrustful of others, especially those whom they have just met. Whether this is from the large amount of isolation they found themselves in after being kicked out of their previous home, or the fact that the master of the previous home was a black market witch is remaining up for interpretation. They have a largely nonchalant approach to life, and while they seem hard to please or upset, that also comes with being hard to disappoint. As they are newly awoken, they lack a decent moral sense of right and wrong. However, much akin to other awoken dolls and puppets, Stix does have an outside voice to guide them. When described to other people, it was largely agreed that it was Stix’s conscious, a presence occasionally in their mind to guide them on a ‘good’ path.  

History[edit | edit source]

Stix began their life as a simple cornhusk doll. Truly and irrevocably, a doll. Stix the not yet awoken cornhusk doll was gifted as payment to a witch. The ‘great’ witch Farina Diablos received it in payment from some poor schmuck in one of the Federation cities from one of her less than legal deals and services she often provided. Stix stayed in her possession as a simple doll, until one day, Farina may have gotten a little too tipsy, and boasted a little too loud about her magical abilities. Her grave mistake that would eventually cause the start to Stix’ life was explicitly stating that she was more powerful than the gods themselves. One god in particular took great offense to this. To have some fun in the material plane and prove their magical prowess, they gifted Stix life! At first, this was not the worst outcome to the witch. She essentially got a free minion to take onto jobs and send on errands. And Stix found purpose in being useful. That was, until their fragile arrangement cracked when Stix, at a mere few weeks old, accidentally lit a potion bottle on fire with their own arcane power. Farina was so upset that a simple cornhusk doll could be more magically adept than her, she cast Stix out to fend for themself. Since then, Stix has been wandering the desert, looking for new adventures and opportunities.

Languages[edit | edit source]

Due to exactly who gifted Stix life, they know some strange languages for a cornhusk doll in the middle of the deserts of Pteris to know, including Sylvan and Elvish. Additionally, with living with a witch who worked within the perimeters of the Federation, Stix also picked up on ???. They also know Common, as is the basis of speech and communication on the great planet of Quelmar.

Powers, Abilities, and Combat Preference[edit | edit source]

Stix is a warlock, gifted innate magical and arcane ability from an unknown to them deity from an otherworldly plane. They can occasionally speak to them, whom Stix simply calls their conscious, as they have no other real grasp as to what the voice in their head is or can be. Their magic typically runs hot, with a natural proclivity to fire based spells and abilities. They also possess a locket that they 'woke up' with, that transports them to a private chamber to relax and recharge in. Additionally, Stix also has a small collection of small fire burnt skulls they can lend out to their associates to grant them aid as well. Being a small and squishy guy, in combat they prefer to stick to the back lines and sling long range spells, and let the larger and more physically apt adventurers take the front line. However, if there is a big and strong ally nearby, Stix is not ashamed to ask for a ride for more protection and a better vantage point.

Adventure Log[edit | edit source]

9/6-  Sparkburn, Smash, & Cleave (MegaGame Table 1, DM Mercedes)

Stix, still a relative newcomer to the Arboretum without too much to do, looked for at least one familiar face when trying to figure out what mission they wanted to set out on. Seeing Delaiah make a beeline for the scrap yard, Stix decided to tag along and head out that way. On the not so long walk, Stix didn’t understand why everyone was so fascinated with them. They were just a simple cornhusk doll after all. Alas, many of the other adventurers, namely Cae, took a particular interest in them. After most definitely not avoiding questions by answering in half truths and being carried most of the way, Stix, along with the other adventurers, made it to the scrap yard. Raegina was waiting there with three of her goons, with a task for the group- to test three of her new battle golems, particularly in their combat skills. Fortunately for the group, however unfortunate for the junker queen, the initial test was over fairly quickly, the ragtag party victorious over the constructs. Raegina, supremely displeased with her minions, then pits the party against each other and them with a battle to build off. Stix got separated from their friends, and got put on a team with Himo and Raazdrog. However, this proved to be advantageous, and their bot, re christened as Sparkburn, came out victorious! The high of the win was short lived though, as word quickly spread that there was an attack on the Arboretum.

9/6- Addressing the Olliphant in the Rig (MegaGame Table 2, DM Mercedes)

The party rushed toward one of the major entrance ways for the Arboretum, nestled in the roots of the giant tree. However, they were stopped in their tracks by a large undead Olliphant, who t-boned the war rig, completely turning it over and causing quite a bit of damage. Raegina beheaded the olliphant in retaliation. She then ordered the  crew to fight the demons and create safe passage to the Arboretum. According to the great voice in the sky, the fought against Pustuloids, Capra demons, Incultis and Lesser Rage demons. After the coast was clear, the adeventurers worked together to clear the entrance of the olliphant carcass. They then spent some time practicing their new harvesting skills on the fresh demonic corpses. Not all good things last, however, as a resounding boom is heard from the Arboretum. In the fray, the conservatory housing the arcane was destroyed, sending out a wave of wild magic, and causing a last bit of chaos for the fight.

9/24- WereVultures by Night (DM Chris)

Stix was summoned along with Delaiah, Davin, Dee, and two other familiar faces, Raazdrog and Leonard by Suki, who identified herself as a healer for the Arboretum, and also runs the Casino in the Federation. She introduced the crew to an escaped Shend prisoner named Brandran who was driven to madness from his imprisonment, mumbling about bugs and bats. Suki assigned the mission of escorting Brandran to the Federation HQ and delivering him to Hektor, the leader of the Federation himself. She also provided two horses with carts, one filled with water for the 7 day trek and one to help transport Brandran. For the most part, the first 3 days went fine. The group hunted for food and kept an ample look out. However, on night 3, during watch, some vultures were noticed circling camp. In the morning they were still there, and Delaiah pointed out that it might signal to other caravans that we were also out in the deserts. Davin managed to shoot them both out of the sky, and the party continued on the way towards the mountains. In the middle of the fourth night, the camp was attacked by several more vultures, two large vulture creatures, and four foul smelling sand worms. Stix immediately shoved Brandran into their locket to keep him safe from the adversaries. It succeeded in that goal, but caused most of the enemies to then hone in on the doll.  The crew fought quite well, warding off pecks and scratches from the vultures and the larger bird creatures, and withstanding the  poisonous gas from the worms. However, Stix did eventually go down, and Brandtran was expelled from the necklace. At that point, the two larger vultures shifted into personoid forms, revealing their nature as werevultures. They claimed Brandran as theirs, and tried to take him back. They were stopped by multiple grapples and attacks from the party, downing them and the rest of the creatures. It was also revealed that Brandran is a shifter as well, and all three perpetually heal themselves. In the end, the crew tied all three of them up, and brought them to Hektor for questioning. He thanked the group, and arranged for a safe caravan back to the Arboretum.

10/14- Tracking Demons 102 (DM Mercedes)

Stix heard about a new mission headed up by Baftzmyr and showed up to the Junkyard. They met up with some familiar faces, Himo and Raazdrog there, as well as Steady Wind. There were two new faces as well- Ozmir, who Stix hadn’t seen around the Arboretum at all, and Koro, whose path always seemed to just miss the doll. The six of us get to the Junkyard, where Baft was waiting for us. She explained that there is a very large demon creature that’s stuck in the sand someplace west of the Junkyard. Shortly after, the party headed out into the desert. They were adventuring out for a couple of hours before Baft spotted some rippling in the sand. It became appearant fairly quickly that it was another kind of dretch, which were the sand swimmer creatures Stix fought with the WereVultures. However, these ones looked different and were mutated in some way. Stix was the first who realised this when Sparkburn punched one, and the fire damage the bot was enhanced with healed the dretch instead. Koro rushed up and dispatched it pretty easily, and Raazdrog and Stix noticed the rest of the dretches running away. The group followed them to find a rather large crater in the ground. Baft then offered the group a large oragami pig bomb, who Stix then volunteered to carry it to the edge, drop the bomb in, and run away. The bomb went off, causing a large wall of force and sand to push over the party. After the dust settled, a few rushed up to the edge, to see in the middle of the crater a large demonic creature. Baft informs the party that this was the Baron of Filth. It used the lantern on his chest to shoot coils of magic and energy at us with differing effects and As the fighting really got started, the ‘Baron’  summoned more of those mutated Dretch things to just cause more complications to the fight. Additionally, anytime the Baron struggled or tried to free himself, the sands shifted, causing a sandslide down the crater to the large monster. Most of the fight consisted of the group attempting to hurt the Baron while picking off the dretches and doing their best to avoid falling into the crater. However, some of the group decided to willingly slide down into the pit and face him head on. Unfortunately, this caused Koro and Dee to both get knocked unconscious and Himo to get buried in the sand. The adventurers did manage to hit the Baron enough to down him, however, that caused the lantern in his chest to overload, causing a massive fireball explosion, which resulted in some of the party being hit with both flames and sand. It took a few minutes to recover everyone and heal back up to standing.  The group then took some time to scrap the Baron for some components before making the way back to the Junkyard and Arboretum to report about the mission.

10/22- The Ballad of Sandra Sanderson

After a week of little excitement, a new face came to the Arboretum. A pretty pink yuan-ti named Sandra Sanderson had come to both sell her textiles and wares, and find some big strong adventurers to help her. She explained that some a Gnoll and pack of hyenas had attacked her encampment. Stix, who had nothing better to do, met up with Ollie, Razzadrog, Delaiah, Himo, and Leonard, and let Sandra lead them west of the Arboretum to her tent. When the party ambushed the adversaries, something strange happened. After dispatching the hyenas, they vanished into thin air. The more magically adept members of the party were able to discern that it was the result of a spell. Mostly undisturbed, it took the party little time and effort to finish off the rest of the adversaries, and much to Sandra’s chagrin, skinned the gnoll and gave her the hide for her textile business. Sandra then gifted everyone in the party a clothing or accessory of their choice. Sandra, so enamored by Stix and so impressed with their performance in battle, asks if they want to be her apprentice for the weekend. Stix, who frankly had nothing better to do, agreed. The others had their suspicions about her, and actually found a cache nearby filled with her allegedly stolen and ruined textiles. The party then splits, with Stix staying with Sandra, Leonard and Himo staying behind in the cache to keep watch, and the other three going back to give their report in the Arboretum. When they arrived, they realised that the Junkers were attacked by gnolls, and presumably have taken Cilvdy and Jitcwal hostage. However, upon closer investigation, it was discovered that the tracks were more closely resembling Lizardfolk and Yuan-Ti than Gnolls. Himo and Leonard watched as a band of reptilian folk called the Shabby Scales came to pick up Sandra, and take Stix hostage as well.

Post 10/22 Supplemental-

Stix awakes in a cage with Cilvdy and Jictwal. It is quickly discovered that it is an anti-magic cage and Stix’ locket was missing. Jictwal was a little singed, but Cilvdy was in pieces with missing limbs. Stix did their best to comfort them, and actually bonded quite well with Cilvdy, on account of neither of them needing to breathe, or able to bleed, and they both can lose limbs and be fine! Eventually, Sandra revealed what this was all about- the Baroness of Filth wanted her revenge on those who killed, or had a part in the killing of her beau.

Eventually the trio was rescued and brought back to the Arboretum to be ‘fixed.’

11/09- Give Jewelspar the Weapon. Or: A Prophecy Deferred (DM Cat)

Newly unkidnapped and rescued Stix gets immediately recruited for a new mission. The day after they are returned to the Arboretum, another group of newcomers come, asking for help. A large and elaborate sand ship clad in colorful sails sail in, and disembarking were three nobly dressed elves. The leader introduced himself as Erland Nimz of the city of Jewelspar. Traveling with him were two others, Lirezel who was introduced as Erland’s second in command, and Alinar, who deemed themself as Erland’s protector and guardian. Erland spoke with Sir Anthony of the Arboretum, informing him and the party of the mission at hand- venture deep into the desert wilds to retrieve a secret weapon hidden there that would help protect the Arboretum against the demon incursion. Stix, who had nothing better to do and who isn’t afraid of desert expeditions due to their disneed to eat or sleep, was happy to go, along with Ollie, Avel, Grymos, Ozmir, and Polvo. The party then embarks the elven vessel, christened with the name Shimmerwing, and journeyed on it for about a full day and a full night. On the dawn of the second day, the party reaches their destination, which was a hidden entrance tucked into the wide of a rather large mesa deep in the desert. It took a bit of time and clever navigation for the party to make their way through the tunnels, finally emerging in a large chamber, full of portraits and metallic dragonoid sculptures. When the party enters and starts poking around and investigating, they trigger some sort of trap. They cause the paintings to come alive and attack and attempt to grab them, and the dragonoid constructs to animate and fly around, attacking them. It takes some serious combat prowess, but through that and some clever thinking, the party is able to defeat all the adversaries. Then, through some perceptive investigation, they find a door. Avel uses his magic to force the door open, only to reveal a strange long and dark metal hallway. To everyone but Stix it seemed just that, long, dark, strangely metal. However, at the end of the hall, Stix gets blinded by a sheer wall of energy. Again through some investigation and scraping every ounce of arcane knowledge the group possesses, it is figured out that there is an anti magic cube surrounded by Prismatic magic. This is deemed to be a problem for another day and another team that is more aptly suited for the task. Stix and the other members decide to leave, but are still gifted some gold and a selection of magic items, of which the doll chooses a Lantern that allows them to track monstrosities.

12/3- Buried in the Sands (DM Chris)

This mission was much of a blur. Stix remembers being recruited along with Mezzi, whom Stix has only heard of and never really interacted with until this quest, Koro, Demir, Polvo, and Ollie. They were tasked by *SOMEONE* to go investigate a long abandoned ghost town in the middle of the desert wilds. It was believed that the town was once home to a thriving vulpine community, but they have since disappeared or gone missing or died. The party, through some perceptive investigation and general knowledge of the barren desert, manages to find the city in less than a days travel. There the group finds old decrepit and run down buildings surrounding a town square slowly being covered up by the sands of time. The party splits, checking in the buildings. Eventually, the bones of a long dead Vulpine were found, along with a mysterious bracer that was emitting powerful arcane energy. If they’re remembering correctly, which may strongly not be the case, Stix believes that Demir put it on, and a blue magical gem floated out of the jewelry, pointing in the direction of something. Shortly after the bracer was found, a group of masked individuals appeared in the town and confronted the adventuring party. The leader, who identified themselves as *SOMEONE BUT NOT THE SAME SOMEONE* informed the group that they were looking for a buried library that held knowledge beyond compare. The vulpines that used to inhabit this town were the keepers or protectors of the library and they had a way to locate it in the sands of the desert. After checking the intentions of the masked individuals, it was determined that both groups would probably work better together than separate, and decided to continue on the quest together. Eventually, they all make it to the spot they suspect the library to be buried in. Taking shifts over several days and nights, with only a handful of shovels for the groups, everyone works together to uncover the top dome of the highest point of the library and the topmost layer of windows, allowing access into the library itself. Through some careful climbing the party eventually enters, and is intercepted by a sphinx named *CHECK WITH CHRIS ABOUT SPHYNX’S NAME AT SOME POINT.* The Sphinx tells the party to leave, however, they realised one of the members sent by the Arboretum had run off. They ask for permission to find her and assure the guardian that they will not take or touch anything. The sphinx agrees hesitantly and leaves the group alone to instead track down the masked individuals who scattered into the lower levels . The main group of heroes find their companion, who is enthralled by the knowledge hidden, and asks the sphinx if she could remain as a servant of the library. Before the phone could agree there was a great rumbling. The sphinx grew angry, accusing the group of taking or stealing something from the building. They all rush down deeper and deeper to find a grand chamber with a pedestal with an ancient tome or spell book upon it. The masked individuals then ambush the main party, and combat ensues. Most of the masked individuals are apprehended, however the leader escaped with the book. The sphinx banishes the rest of the party out of the library, and it is once again buried, covered by the sands of time.

Or so Stix thinks, recounted to the best of their memory.

12/20- Holly Jolly Sparklemas (DM: Mercedes)

Raegina summons the help of several members of the Arboretum to help her solve a problem in the Junkyard. Stix, who had nothing better to do, decides to answer the call, and arrives there with Delaiah, Ozmir, Ollie, Avel, and Mezzi. When the group gets to the Junkyard, they notice it looking a little different than normal. There were stockings for Cilvdy, Baftzmyr, Kicyr and Jitcwal outside of their tents and residences, trees adorned with ornaments and garland, and notably, a large pile of coal sitting at the base of Raegina's watchtower. Stix, being very confused, asks what’s going on and why the junkyard is decorated in such a way. Delaiah excitedly explains that it is a Sparklemas tradition, a gnomish holiday celebrating the birth of Garl Glittergold, and it is typically celebrated by gift giving and carol singing….and covering every inch of everything in glitter and sparkles. Raegina is less than thrilled about the whole thing, and suspects that the current redecoration of the Junkyard is due to a previously dismissed member of the junkers- Janglehop, a gnome who was absolutely fond of Sparklemas. As the group started their investigation to prove or disprove this theory, Janglehop himself appeared and ambushed the Junkyard with some of his new creations. He had build a sleigh in the form of a large mecha vehicle, and adapted some common toys into weapons of not so mass destructions. He created a Teddy Squeezum which was based off a southern Pteris legend of a bear that squeezed people to death, a clockwork dragon which Stix was thrilled to face again, an a small army of tin soldiers. Through dividing and conquering, and playing off each other’s strengths, the party was able to defeat the toyish creations and disable the sleigh. Janglehop, seeing the situation he was in, admitted defeat and surrendered. However, he didn’t go down without a verbal fight, and explained that things wouldn’t have reached this point if Raegina actually let him celebrate the holiday. The Cambrian explained that she was annoyed by his laziness the rest of the year and that he only used Sparklemas as an excuse to work and put in the initiative and effort. She reluctantly offers him a place back in the Junkers if he can promise that level of work all year round. Janglehop, grateful for another chance, gave each of the party members a Sparklemas gift. Stix got a special pirate looking hat with a large decorative feather to replace the one that Sandra ‘gifted’ him.

2/14- Glare of the Gargoyle (Guest DM: Keller)

A new face appeared at the Arboretum asking for help. Stix, who had nothing better to do, decided to listen to see if they could be of help. A half orc warrior by the name of Sazni explained that the Arboretum as a whole was looking to expand their trade routes and have been sending groups out to survey the surrounding lands and make treaties with the other groups that reside in the desert. She had sent three diplomats to a place called Wyrm’s Rock Pass which is under the current control of a ruthless warmonger known as “The Gargoyle.” That was nearly three weeks ago, and the diplomats had not returned, so she needs a new group to go and find out what happened to them. Stix decides to go, as they don’t mind desert travel due to their construct adjacent nature, and meets up with Razzadrog, Leonard, and Himo, as well as two new faces to the doll- Dallas, a mouse folk and Kamon, a tortle. The party travels through the desert and finds the pass, a sheer cliff with a cave entrance and a large monastery at the top. It was guarded by two underlings of the Gargoyle, which the party made quick work of. They used the very unsafe and sketchy pulley elevator to make their way up to the monastery, aptly named Scholars Rest Monastery. They were greeted at the doors by a tiefling individual calling themselves San Fortune, as well as two guards named Griff and Gruff. As the three led the party deeper into the monastery to meet with the Gargoyle,  they pass by some monks with unusually bright and brilliant green eyes who seemed to leave unusual green beetles trailing behind them and swarming in places they’ve been. As they were led into the main meeting chambers, the party encounters two other noteable individuals. A fairly renown and infamous bounty hunter named Barr Kett and a Goliath bard named Sandchèz that Dallas owed money to. Stix helped to soothe over the disagreement and paid off Dallas’ debt to Sandchèz, and even offered him a place in the Arboretum. After a bit of time passed, a very large and muscularly built earth genasi entered and addressed the party. He offered each of them 200 gold to simply leave without the diplomats and to sweeten the deal, would even allow the Arboretum passage freely through the pass. However, when pressed harder about what happened to the diplomats, the Gargoyle relents and reveals the secret of the monastery. There was a great demon that lived in the pit like basement that had already taken control of the monks when his band found the place. The Gargoyle realised that the demon sought humanoid fleshy folk to fill with its abyssal insect spawn and turn them into mindless hosts for its children to feed up and control. The Gargoyles men managed to trap the mother demon in a large pit like chamber under the monastery. However, it was also discovered the demons ooze like secretions could be transmutated with the right alchemical compounds that made it nearly indistinguishable from real gold. The Gargoyle decided then that the risk was worth the gain, the ends justified the means, and that a few sacrifices here and there were enough to warrant a nearly endless supply of gold. The party of heroes who believe in the good of the realm were not pleased by his explanation and attempted to attack him, only for the Gargoyle to open a hidden door, causing some of the party to fall down into the demon pit. A large epic battle occurred with the party split, some fighting the Brood Beetle, and some fighting the Gargoyle and his lackeys. It was long and hard but eventually the Gargoyle and the Brood Beetle was defeated. After the fight, the party convinces Sandchèz to go back to the Arboretum for work as well as the bounty hunter Bar Kett. They then return to the Arboretum with the exciting news that Wyrm’s Rock Pass was free and open for trade routes.

2/28- The New Residents of Gryylwcul (DM: Mercedes)

In the wake of a recent battle for the rights to a water mining town, and some negotiations behind closed doors between Hektor of the Federation and Raegina of the Junkers, Raegina comes out on top with the deed to the town. However, the formalities took some time to finalize, and as such, the town was not properly vetted. Raegina calls for some able bodied adventurers to help her clear out the previous residents and check out the mines. Stix, who frankly still had nothing better to do, and because they heard Cilvdy was going, decides to help out. They meet up with Delaiah, Ollie, Abel, Ozmir, and Dallas, and head down to the new city of Gryylwcul. Once actually in the town, the group decides to split up and check out different buildings. Ozmir finds Mad Dog, the former maybe self appointed leader of the town, who immediately caved and swore allegiance upon actually seeing the Cambrian. Ollie finds a rat folk named Feral Fast Fingers Freddie, whom they immediately befriend with their ranger abilities and gets him permanently bonded to her as a new animal ish companion. Avel finds an Alchemist plasmoid who panics upon seeing him, throws a transmutation potion, and turns him into a rather large grey frog. Stix finds a lovely musician, whom they tell about the Arboretum and their new musician friend Sandchèz, encouraging them to leave and find him to make a new band! Eventually the party sans Avel but plus Feral Fast Fingers Freddie meet back up with Raegina to go check the actual water mines. Stix finds the strange grey frog that’s definitely not a transmutated Avel, and declares it to be their friend and named it Stones. They go into the water mines, where Raegina teaches them an infernal chant to purify the water from the poison. The party then splits once more, this time into pairs to tackle each of the wells. While most of the parties fare well, some of the wells have shadow demons that spawn up from them. The party makes very quick work, especially with the help of Raegina and Cilvdy. After that, the town of Gryylwcul with some of its new miners and residents, begin water distribution for the Junkers and the Arboretum.

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