8 Roads Home
In the Land of Faerun
You have just defeated Kalarel,
high priest of Orcus.
Mystra and Tyr have revealed themselves to you and charged you with the
mission of carrying a message to Elminster, that Mystra lives.
You are to tell no one else.
The Portal that once led to the shadow fell is now filled with light,
its surface takes on a silvery sheen and you step into it another step closer to home.
Once you step into the portal you are surrounded by a fine silvery mist.
You are all garbed in White robes, Daksa swirls and becomes one with the mist and is gone.
There are powerful presences here with you and you hear voices of encouragement and words of advice.
Seek among those who hunt you for allies
and when the time comes strike a bargain with the keeper.
Exchange his service for the lost tablet of stone that is one of the eight.
TACTICTS and HEALING:
Your people suffer in darkness,
bring them the light of Pelor and the freedom you have found there in, There is still one working soul forge
and it is an abomination destroy it
and bring your kind into the light.
The one you seek now seeks you as well,
be careful for in finding each other you may both be lost.
There are some wounds that cannot be healed.
Choose what path to take and stay true.
A great thief once amassed a huge treasure
and retired only to spend his remaining days
fighting those who would take what he himself had stolen
Destiny surrounds you and there are things no one can take away,
who is the richest amongst the Stars.
The one you once served has been freed,
Hextor and Cyric are one beware their anger.
Orcus has marked you as an enemy but you have powerful allies.
Become the raging storm you were meant to be
and your enemies will fly before you like leaves in the wind.
Magic herself has touched you serve her well
and the rewards will be great.
Your power lies in your ability to shape it to your needs.
Free yourself from tomes and spells and make Art,
for Magic was the first and greatest of all the Arts.
You come from two heritages
do not forget either or both will be lost to you.
You are becoming, choose carefully
what you will become for the darkness
will entice you with more than treasure.
You all see forms shaping in the mists,
Huge humanoid shapes with wings of flames.
They fly around you and the mists begin to fade,
beyond you see a village of huts the wind is icy cold
and all around the village is glacial Ice and snow.
You are each taken to a hut by one of the winged creatures.
Inside you find objects familiar and new.
Adventure’s kit deluxe edition:
Bed roll of elemental endurance,
Everlasting Provisions for 1.
100’ silk rope, Ever burning torch,
Self filling water skin.
Full snow suit with Heavy Boots
Regular set of clothes
A money pouch
with several pockets
containing the following:
100 each of copper silver and gold pieces
10 rubies worth 100 gold pieces each
10 emeralds worth 50 gold pieces each
1 Diamond worth 1000 gold pieces each
Ring of silver with the symbol of TYR
value unknown light aura of magic
Necklace with a glowing gem in a cage of gold wire
the gem changes color constantly
value unknown light aura of magic
White Cloak of the Spider(MIC 148), Sting,
Vicious long sword +1, Hand Crossbow, 12 sleep bolts,
+2 Veteran’s Hide Armor(AV55)
War-forged +1 Breaching Plate(AV43),
War-forged Multi weapon sword, Axe, mace.
War-forged +3 Javelin Cannon 6 shot.
War-forged Heavy Shield +1. Docent.
War-forged Holy Symbol of Pelor.
Seeker +2 long sword,
+1 vicious short sword,
+2 leather of resistance Necrotic 5.
Black Tower Vest(AC 4 Ref+1, Stealth +2,Thievery +2).
Heavy repeating crossbow (3 SPARE CLIPS).
6 +1 shurikens (returning).
Blue Dragon Scale Armor(AV),
Brutal 2 Great Sword of Storms.
Greaves of the Storm Walker.
+2 Thundering Great Bow.
Bracers of Lightning
Rod, Wand, Staff, Orb, Chain Belt,
1st level humanoid flyer Warlock with magic pact(Mystra)
+2 Int, +2 Wis
Speed 5 Fly 6 good
Dark vision 60’
ENC Negate Magic Aura 5
once per enc George can completely negate any 1 magic effect
If a permanent effect it is negated till the end of the enc
Magic Pact: Whenever George spends an action point
instead of gaining another action,
he regains the use of an expended power
When an enemy under Georges curse is reduced to 0 hp
George moves up 1 point in that encounters initiative rank
this is cumulative.
S: 11 C: 12 D: 13 I: 18 W: 17 CH: 14
+2 Flaming Great Bow,
+1 Dragon Sword of Breath Storing.
Gold Dragon Hide Armor.
Your body turns to mist and you fly through
the air towards what you know is home.
Large creatures with wings of flame and
radiant swords fly with and around you
singing songs of welcome and joy.
You see yourself in front of you
and the misty you swirls through
and around her becoming one.
You grow and sprout wings of your own
as you feel celestial power and
the warmth of Pelor’s sun
course through you.
The Celestials around you
present you with gifts,
Angel Steel Chain Mail,
A Shield of deflection +2
( 1st 10 pts of missile dam)
A Radiant Morning Star
made like gold with a fiery sun
for a head the flames of the sun
sharp spikes and blades.
A Sun Disc of Pelor
given to his chosen few.
And a healing stone
that works like a healing word
+3 or once it can be used
to channel a permanently
sacrificed healing surge to heal
all damage no matter how great,
even from death and then
the stone will be gone.
Ice Flow your Polar Bear companion
is there to great you as well,
He bows to you “Daughter of the Sun, Welcome Home”.
After getting dressed and gearing up
you all head out to the central fire.
All of you are closer to your true selves.
The elder of the village has arranged
a hero’s feast in your honor.
There is music and dancing and
many shows of ability.
You are told to enjoy the festivities
and relax for this short time,
for in the morning you must leave
and the journey across the lake will
be a long one, but for now, enjoy the feast.
As with all good things the feast ends
too soon and you go to your huts to sleep for a few hours.
Morning comes too quick and
you rouse yourselves and head
to the beach where the boats await you.
There are 2 large catamaran style Kayaks
1 for the very heavy Goth, and
1 for Venom, Daksa and Supplies.
Everyone else gets their own including
2 special kayaks for Rikki Tikki and
for Ice Flow. Good byes are short and sweet,
and you are on your way.
The journey ahead of you
is some 150 plus miles of icy open water.
You look back one last time and
wave to those on the beach,
and soon they fade from view
as does the beach itself,
all around you now is water as far
as the eye can see.
Daksa assures you that you are on course
and that everything will be fine.