This page is for notes and wierdness for Diana's Long running D&D game.
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2795 individual results. This is my whole chart. Physical, Mental and Spiritual and other Powers. It's an amazing accomplishment. Feel free to link to it!
Here is a short tour of my D&D world. Completely gratuitous...."
DarkFawn Globe

9/14 & 9/21 - The Litch Tree
An odd green glow that escapes from the Castle above Thark. No one lived there really in years. It was a glimmer in the day, so is it really there? Why not check it out?
The front of the castle is strangely abandoned. Where are the guards? Where are the caretakers?
Why is there a strange green glow peeking out from under the door?
Turns out there is a dimensional displacement – with a green foggy swamp – and a cluster of undead plants. At the center of the disturbance is a tree – demanding the presence of Master Royce. Seems in his youth, Royce did an experiment on a tree. Some trees absorb mana, thus they have souls – thus, they could be made into undead Litches. He took the soul, and left the 'experiment' to stand. Now, the tree is looking for him.
Oddly, undead don't really learn. They usually echo the concerns of their old life. This normal tree has learned magic, and grown into it's litchhood. To the point of seeking out revenge?
The party has gone back into the field seeking more answers. The venus fly-trap that loves the deathcakes has pointed the adventurers to a tunnel into the roots of the tree.

9/13 - Whew - Update
4/20 & 4/27 & 5/4 - The Black Leviathan
5/11 - the Crow Watcher
5/18 & 6/1 - Demonsign on the United Isles
6/8 & 6/15 - The Crimson Ground on Alderly
6/22 - Darkness Pheonix
7/6 - Bloodstone faces The Awful Truth
7/13 - The Sun does not rise - the spaceship that blots out the sun
7/20 - A Swabashian arch
8/3 & 8/10 - Bloodstone's Death
8/21 - treasure divided
8/31 - gearing up for 4E
9/7 - smart rats into Fate's folds

4/13 - The Phrophecy. The Rune Lord Standing Stones
Master Vastar's Notes:
1) Bloodstone - he is obviously willing to be helpful, as the group is helping him on these steps.
......Prophecies - where did they come from?
................ - how are they connected? How do we know they belong together in a group?
................ - are we sure that they all belong group together? are there missing ones or ones that do not belong?
......How does he fit in the picture? None of these prophecies mention him
......Prophecies pathway. Shortcut?
2) Action Against Coming Prophecies
......i) Set watch amongst the sea people for black sea and dead fish
.........Abin - Hell Seal?
......... [ ] Aggricultural God/Stamm Bloodstone, where did this come from?
......... [ ] Watch for light, Satelites, Uniter Isle. Underground?
......... [ ] simple watch
......ii) Magical Build up - Stone Mages use lay-lines, they might be able to follow or find
......iii) Black Leviathan
......... Devil's Memory / Hellspawn maggots / pre-hisoric space
......... [ ]
......... [ ] Pheonix? Xinji?
......... Awful Truth - research, this has got to be mentioned somewhere. Necropolis. Mage council. 'Mortal' meaning?
3) Crows
......Ask Mage Council about them. Reasearch
......what else is aware of the AT? that would watch and act in this?
4) Why these steps?
......Why are all these Prophecies all over the magical place?
......Is there a simpler path to the AT?
......Is there a series of things that need to be gathered from all these places that will help/open?
5) Tolkien
......Wild Magic
......Reel it back - time
......Tracking device for the Wild Magic
......Approval by Tolkien of the Wild Magic
......Tolkien vs Magic
6) Fate
......Are these visions of things that Might be or that Must be? Fixed Events?
......'mortal' meaning
......interfer directly? crows?
7) Wild Magic
......Talk to it?
......Is it manifesting? who? Fey/Mad man/ Hastur
.................. Is this a good idea?
......understand itself without AT
8) Awful Truth
......who? what? where? when?
......Can we talk to it? Mortal
......Don't talk to the Wild Magic
......Bind / Convert
......What does the AT do?
9) Truth
......weapon to use against the AT
......healing for anyone who might have to face the AT
10)Whispers
......Much of the info we are acting on is from them - how much do we trust what they say?
......will happen? Might happen
......who spoke?
11)Magic Items picked up at Prophecies
......i) Bone - wraith dragon (get rest from Grey elves - Zintriny)
.........Bone - Horned angel Horn, Body, Wall daggers
.........Bone - Monolith skeleton
..................* note * Bloodstone is bone - vampire?
......ii) golden shadows, celtic agate, Truegold, rubies, bells,
......iii) Bones gathered above use various energies... Zintriny, Creation, storing ocean's movement
12) Ryton
......what are the runelord runes from the monolith? what do with them?
......Is there a pattern to the places of the prophecy steps?
Information gathering points:
......Mage Council
......Oracles
......Clerical Divinations
......Draconic
......Fate
......Alchemist
They spoke with Vastar, who made these notes from talking with the party and Burn's whispered conversation.
They spoke with Tolien/Magic - who is having some trouble integrating. It's the bits of Tolkien's personality that are getting in the way. Magic wants the personality (and thus the understanding of people - which is why is chose to manifest in the first place), but is having a hard time concieving of personality. Tolkien does not like the un-organized part of Mgaic that is the Wild part. He has set it outside in order to study and learn it. No one is certain if the Wild Magic is merely parroting the process of Magic's to manifest or to learn about manifesting - or if it is taking on it's own personality. If it becomes it's own person - then the Force of Nature will be split (which might not be best for the world or Force).
Why the Wild is seeking the Awful Truth is questionable - but then, it's hard to understand Wild things anyway. Tolkien/Magic is trying to hurry, and not hurt anyone - but... Burn asked what would happen if no-one did anything, and the implication was that if the Wild Magic faced the Awful Truth - then the Wild might lose heart, fade away, unraveling Magic causing it to fade, leaving the world in many years bereft of Magic.
Vastar stayed quite durring Tolkien's appearance - in some contract with the Force in return for being able to summon it. This might not be for the best either. Vastar might be a better choice for Magic's avatar - his personaility wouldn't be so conflicted.

4/6 - The Phrophecy. The Rune Lord Standing Stones
Master Dortenzio came from Jira with some wine for the Adventure's Inn. Durring the boisterous release party, he asked if anyone really knew anything about Rune Lords. The party of advnturers working on the prophecy went quiet. He had these lizards that have been running around the east coast of his land - and they had patterns on them - like partial runeic patterns. He was worried - RuneLords are bad news. Magic was being re-born on his Coninenet, but this was being re-made - a sutble difference and dangerous.
Indeed, the players told him about the prophecy, and he agreed they needed to go to the coast. He teleported them there, where he split with them in order to chase down these lizards.
The players found an inlet on the coast, where the rock had been, long ago, made into a chanel that allowed the waves to sweep in and slam against standing stones in the misty pool. Of course, there was magic there. They fought some larger half-runed lizards, and carefully creapt up to the pool - making certain not to look the pattern full on (for fear of runic magic that goes off when you see it). There were misted creatures weaving patterns about the base of the stones. They decided to dump major blasts into the stones - go right for the main event and not waste time. Of course, there were at least three groups of monsters that came after them. The misty people, a runic scribble men from blue energy, and the monilith itself (which righted itself like a spider and walked after them).
Two dragons with the group came flying to the rescue, and took the monolith; while the party dealt with the sudden appearance of magical creatures. Burn changed with his magic - allowing more of the demon within him out into the open. It was a long hard fight - but they won in the end.
They were met by some local fishermen from a nearby village - who came because they saw the dragons. Offering help, even if it was too late - they were there to explain the bells left on the stones as a local superstition and to explain that they had little lizards in town. The party went to town, bought the little creatures; caught up with Dortenzio and managed to get home with all the loot. Before they left, Sara talked to one of the very strange crows that keep showing up where these prophecies are manifesting. It didn't trust her, and flew off when she mentioned the Awful Truth.
There was a story from Burn's point of view - having gone into the Whisper Chambers at the Temple of Secrets. The players have a number of choices they can make in order to effect the circmstances of the adventure. We've generally decided that we need some role-playing time to hash out directions, so next week - there might be less fighting and more finding out what's going on.

3/23 & 30 - The Phrophecy. The Horned Angel
There's a lot of bits and pieces that were fought through and needed cleaning up. We had a new player who had never played before who came down to try things. It's hard when you are introducing concepts and have a high level game going on. We did what we could.
They explored the levels on this odd pocket in creations, and found at the bottom - the Horned Angel; a greater Unicorn. The horn was filled with magic, and was creating things - although without knowledge or guidance, they were hollow things. Once the players got to the 'body', there was much caution about how to handle what was left. They picked up the bits and pieces and fled back to the normal world.

3/16 - The Phrophecy
A part of the sky smears purple, and has stars. Well, that seems like the second sign.
It takes a while to get into space, but with help from Alexandrite and Lymric - the characters found themseves able to traverse (for a while) in space. They found the entrance to this odd wrinkle in the fabric of creation blocked by some God or Force with a maze. You obviously needed some intelligence to enter. The party ventured inside, finding odd colors, imps and demons within an odd mist that reacted with their touching it. They found the walls to be textured, and as they procedded down - found it was like a picture plant; except to keep people out not keep things in.

3/2 - The Phrophecy
After returning from the odd black gates on Tivalera - they spoke with Keemara and Opal. They called on Bloodstone, who seemed startled by the news. The vampire dragon had a box left in his hoard, a box filled with prophecies. The first of the eight:
Black sails, amidst the loss of color.
Rising from nothing, piercing the color of daylight, stirs the Wraith of Lost Opportunities. Taking an eldar heart, it seeks to feed - tearing at the mortal souls desperate to balance the endless loss.
A perfect description of what was going on. The rest had to be paid for, with promise of blood:
An alien sky of purple, filled with other creatures’ stars boil away the familiar.
Stillborn amidst the moments of Creation, the horned angel paints spirits in hollow colors.
___________________________________
From out of the sky will fall a rain of lizards, all bearing part of some terrible symbol of destruction.
The power of the growing, living world will power the Stones Left Standing. The Runes of their Lords will alight, sapping at the marrow of the world.
_____________________________________
And, lo, the waters will blacken. The creatures of the sea will boil up to the surface in their death-throes.
The world shudders when the Black Leviathan stirs It’s mere breath - hurricanes. It’s movement will flood the world.
______________________________________
The Seal will be broken, and the membrane of Hell slip, bringing forth a desperate plague.
A dead Devil’s Memory, swarming in hellspawn maggots, will shake loose of it’s pre-historic space and come for sinew, eyes and bone.
_____________________________________
The very ground will bleed, crimson tears smear the growing spaces - leaving death in it’s wake.
A festering scab will grow over the earth, spreading without compassion or mercy.
________________________________
Light shall boil out of the darkness
The Cold that Burns, The Life that Dies, The Dark that is Light - comes to feed
_____________________________________
The sun does not rise. There will be no morning.
Comes the Awful Truth, which no mortal can stand against.
They had to move to Tivalera to get Jandari, Hemlock and Karrac to promise their blood as well. Bloodstone explained that he felt fated to face The Awful Truth, and kill it (or at least drive it back). This would result in his madness, and then he would have to be killed. These were the prophecies that would lead to his death.
Burn, Sara and Mathwyn managed to free Zintriny from his imprisonment - timestops being a marvelous thing. They rejoined the others (Jandari, Hemlock, Karrc, Bloodstone, Tanzinite, and Tavalin) and went to find the wraith of lost opportunities. They found it already fighting hard (as it’s power source, Zintriny had been already rescued). They found Coal (the Black Dragon of color) and his group of grey elvin champions already trying to kill the monster. The creature could not stand against so much and was distached.
Sara threw a speak with dead, and managed to ask some piercing questions which only leave more questions with the players.

2/24 - The Phrophecy
Hemlock shows up saying that the Clanfather (Zintriny) said to wait 2 days before she did anything. She was worried, and had come for help.
Strange sails of black membrane were gates - and they spred out from a colorless area and a place where a town was abandoned and colorless. Inside these gates was a depression, dragon-shaped with Zintriny at the heart of it, captured; unconsious and imprisoned by lightning.

2/17 - Reflection Rain
Finishing up the reflection rain, finding the monk who was dying and the magic power within him was spinning itself to the outer world. He needed to be killed. The PC's who found him tried a couple of things, but threw him no-where. This was fairly terrifing to a man who was willing to face his walk into eternity - but he allowed the motion.
They faced more reflections of themselves, reflections of Ben, and combined reflections of some of the Masters of the Magic University. In the end, the last reflections of self boiled down into silver biscuits that have a magical property to double ep (they will only last so long).

2/10 - Reflection Rain
Some talking and some clean up.
There was an odd rain in the morning. It looked like mylar strips, or raining bits of mirror. The odd part was that sometimes, some magic would happen - and reflections of the people out in the rain would appear. These reflections were torn and oddly shaped (Picaso). Worried, Demiatrus sent Del to the Adventurer's Inn to see if Ben knew what was going on. Ben remembered a visitor, turned away from the Inn after closing - a monk on some path of inner reflection and he said there was trouble. Well, there's always trouble, but it seemed suspicious and aupicious now. Ben sent various people out in various directions. Our heros were sent towards the Greenhouses. They faced their reflections, once and then twice. They then turned toward the lake to see the odd Picaso reflection of Arctheon, the lake's dragon....
We stopped, as Audra has the 10 oclock curse. With only Gary and Sandy there, there wasn't much sence in continueing.

2/3 - The Lost Graveyard of Whales
After some rest, the characters went underwater (something the Jiran Warders are also afraid to do), in search of more information about the harvest of the whale souls.
They found a cave in a kelp 'forest', anddiscovered the fishmen. They talked - the fishmen were demoralized as they did not manage to harvest the souls. They said there was one spellcaster who was in charge of them (deeper in the cave), and they were more than willing to leave the area.
There was a gorgeous ceiling of sea glass like stained glass, and above it a room filled with air - thus making a deterant to any fishmen without magic to go further into the cave system. They found the spellcaster, who also talked to them - and he kinda explained that he was harvesting the souls of the whales to be made into some sort of energy pearls (which were very valuable to him). He was very leary of the the characters - and willing to understand that when a goddess says 'stop it' and backs it up with powerful (player) characters - he's willing to stop. Perhaps the fact that he had been killed by one of the characters helped to emphasize this.
He said he would go back to his people and say that there would be no more whale spirit pearls. The characters semi believe him, but of course - the Warders will be on guard against such theft. Denowith is an untrusting type. The characters were rewarded and sent home with thanks.

1/20 - The Lost Graveyard of Whales
Denowith, Warder on the Council of the Accepted, has come to Thark with a problem. The Necropolis has noticed a graverobber problem that she wants fixed - her Warders (the Jirans) are still having trouble with her undead side, so they have been un-able to fix the trouble. Thus Denowith has come to Thark in search of adventurers who are use to magic and undead.
There is a whale graveyard deep within the grounds of the Necropolis. Each year, at a particular juncture of stars or tide - the spirits of the whales rise to swim and sing amid the sky. This ballet is cultivated when the ghosts swim out over the ocean to meet up with their living brethern - who breach and splash to accept whatever blessings or gifts the spirits may offer. Trouble is, the last few years; some deep fishmen have come to harvest the power of the spirits before they interact with their kind.
The characters came to the beach and discovered the fishmen, along with some nature spirits who have been carving the bones into works of art. They managed to kill the spelluser who was in charge of the harvest, and the whale spirits were free. But, just killing one graverobber does not necessarily solve the whole problem... Denowith wants more information.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

11/4 - The Prayer Wheel
A mountain town had a pilgram (cleric on spirital journey) come through town. He did some healing, set a goat's leg, purified the well ... and left on his journey into the mountain tops. The villagers expected to see his again, he'd have to come back down - and he dissapeared into the mountains. Then, the Undead started showing up. They are not use to undead - at all; Alderly doesn't have a lot of magic. They fear that something has happened to this holy man, and the dead cry out in outrage - but they are simple farmer folk, and need adventurers to help them.
Our heros are no stranger to undead. They easily faced the foes, set the village back on a better mental note, and followed a suspisious path into the mountain tops. There was much undead, and a strange field of active magic summoning undead in the air. They followed this trail to a strange site: A group of a hundred undead, seated amidst a pool of spirit orbs - seemly enraptured by a prayer wheel. This prayer wheel was put on a metal pole, wedged into the mountains so the wind would continualy turn the kite/pinwheel like sails set on it. The wind turning the prayer over and over has raised the un-resting of the area.
The characters took this down. They used the power of the sun, and the ceasing of the turning of the wheel to kill the crowd gathered there. There was no sign of the cleric - and their curiosity is roused.

10/28 - Deal with the Devil
The characters encountered some of the traders who had come to town to make jade deals with the Overly Old Lord of the town. They were not nice folk, and seemed to enjoy abusing the poor defenceless people. They killed some ogers, and got quickly fed up with jotting around. They headed up to see this man who had made a deal with Hell.
He was frightened of the characters - he knew the aspects of his deal with the devil (white hand, striking a blow to the head with a feather) - and he made sure he stood far apart from them. When they cut to the chase and showed him their feather sword - he commanded the guards to attack and rushed to flee. The characters caught him and dispatched him with appropriate special effects as he died.
there was interesting clean-up, trying to get the town covered with a new Lord and not over-run by merchants who would come too quickly.

10/14 - Deal with the Devil
Approached by hellspawn - the characters are told that about a hundred years ago, a very bad man has made a deal with the devil. He can only be killed by a blow to the head with a feather held by a white hand. The devil has made good on his part of the bargin, and now would like to collect his part of the agreement. So, the devil needs chrs to go and kill this evil man.
Suspicious, the characters agree to go and look into things. The hellspawn made a tunnel to Xinji - and of course, there were things in the tunnel to attack them. They managed to get to a small downtrodden village near a magnificent mannor house. Investigations to come.

A quick trip to the island of Kick Ass Swords. Captain Roberts needed some of the soil from under the island to make a basin to hold the cracked geneie's bottel.

8/12, 8/26, 9/2, 9/16 and 9/23
Well despite some sundays with no gaming, the goblins bloomed, attacked town and were put down. They actually had a way of putting up a no-magic field - which is why they felt confident in attacking Thark - the magic Universities home town. Interestingly, some of Gurth's magic would still work (as his magic is slightly different than regular magic). Ryton also could use his talents - and wound a rune against their runic magics and managed to restore ability.
There were behive like towers, and at the bottom of them, there were runic angelic/aboriginal type beings that the players freed. Despite the gobin's objections. With Dragons, Masters and PC's the towers came down, and the town was saved.
There was some clean up as well.

8/5 Goblins in town
The goblins started marking places in town - with blood, broken life and death. Our heroes found the first marking - runes in blood on a store front - and the trail of blood that lead them to another place of Goblin violence. The second place had a broken horse, marked with pictograms. Having understood that something was happening, they followed the trail, and found goblin's marking the side of an in with the brains of a jaguar.
The group wound up catching up to the violence, and learning that the goblin's were marking the town in a spiral pattern. One of the goblins had a liteny of places he kept repeating, so the heroes were able to reach a couple of the sights before the goblins could finish their ritual. Having interuppted the flow the blood magic (senced by Azrim), they used Keer (a goblin townsman) to talk to several of the teams - diswading them of their violence. The last
goblin was smarter than the average hulking, violence-oriented goblin. He challenged Keer as to what side he was on. Keer replied that he was on the side the fed him - and being in a sandwitch shop - the goblin offered Keer some meat. Keer did not accept, leading the goblin to back away warily. The heroes decided they did not need to slaughter everything, and several groups of the goblins were allowed to leave.

7/22 Amilee's cave
Amilee, Keemara and Jandari's daughter, wants an adventure. She talked Arctheon into taking her to a cave. Trouble is Archtheon doesn't feel quite right about it all. Isn't she a little young? But she is of the Dragonsoul's clutching. Better to ask someone. A group of adventurers pre-adventured the cave, leaving various things for her to tackel. Even the Drider promised to leave her alone - but the Goblin's won't. Goblins? Oh, eys, the army scouts looking over the town.

7/1 huh what did we do? More Psycomantium? Don't think so.

6/17 & 24 Monistary and the Psycomantium

6/3 Stolen from Twyl
Arctheon steals some of Twyl's hair from him. Quite unlike Arctheon - and Twyl collapses - quite unlike Twyl. Something odd is going on here. Firey portals lead off to some other diemtional space, and their are monsters to fight off the return of the 'hair'.

5/27 Mud & Petemoss for Tren
Tren sends people off to collect some stuff for him. They found a buncha orcs, who were willing to work with them.

5/20 orcs from a different dimention - fighting their war
The town was being bombarded close by! After some investigation, it turned out to be like a space capsule, filled with more orcs than it should be. After several waves of orcs, the heroes got to the capsule and found a portal inside. It turned out to be from another dimention - where orcs were magically fighting a war. This missile/front was wayyy off target. After figuring it out, the orc commander stopped the odd invasion.

5/13 Karma goblins & their worm farm
These are good goblins, convinced by their religious leader that Karma is important. They have turned over a new leaf, and want to try their hand at farming. Their small handful of homes is invaded by large dangerous worms. They feel they can not defent their homes without slipping down that karma slope.
Our heroes killed all the odd worms, collected a wonderful meal and some interesting entertainment.

5/6 The 6th Element
The half ship sailed straight and true, caught in whatever magic driving it. It went to Mer and encountered Ice in the ocean where it shouldn't be. Ice that reflected caught and haunted souls.
They landed (after some unusal fights) on an ice burg and found a reflection of the ship embeded in the ice. They searched 'a-shore' and found an echo of the coral reef spaces which they followed to the ship. There, they encountered a darkness - but it was willing to talk to them. While the characaters had the story, it wanted tokens. The tokens turned out to be bits of the elements given by the lady/captain, accepted, they were allowed to take the mermaid imprisoned in the ice.
Feeling that something was amiss - they made more inquiries and found the lady in sight was merely of ice and not of ice and soul - but there was another. A mer lady with many fins that gave her a butterfly-like outline (the butterfly is a symbol of the soul). They freed both girls (after a magic item was given to the darkness), and took her back to the lady/captain as the ice melted around them.
They were uncertain of the future, and talked first with the pirates and elvin sailors. They put the three together. The resulting amalgum, angelic, transfered them gently home.
Home with their tail and tokens, many people believed them and their was some disbelief as well. The sixth element? Real?

4/29 Pirate Ship
Standing on the platform, exhausted from the coral - our heros were told by the elvin sailors to breath in the mist men. By taking this gift of air, the characters were re-enlivened and ready to fight again.
There were more pirates, all of whom clamoured for the Girl for their Captain. After a number of fights, the Firstmate - a man too old for his race decided to 'trust' the players. This had gone on too long, and the introduction of something new might take them to a new direction.
Turns out the Captain is in the same state as the girl - overcome from Fire and Water. The ship has a mind of it's own and quickly set sail. The characters decided to go along and see this thing - whatever it was - through.

4/22 The Coral Reef
The Coral Reef has doors that open at low tide. It lead to a sealed enviornment, changed by magic's touch where things of the watery enviornment were turned to things of air. There were dangers faced bravely by the party.
They reached the bottom, guarded by men made of mist. These beings accused the party of being terrible burglers and murders and would not let the group by. The party, upset, finally offered to feed the creatures and explain themselves over a meal - that was of great interest to the creatures. The party then brought them a statue of their 'goddess' and where allowed into the presence of their maker and the ship the carried her.
There was a lovely girl, frozen in coral and air, pulsing with power. She was glassy-eyed and in the throes of the power. The party found three elves captured by coral in the belly of the ship. They explained that they were running from pirates and the girl triggered some latent talent that caused them to be encased here in this coral. The party freed the sailors, and the girl, and taking the mist men returned to the surface. By freeing the girl from her prison, the magic that made the space was nullified and slowly began to fill with water, so the space was destroyed behind them.
As they reached the saftey of the surface platform - the pirate ship was bearing down on them.

4/15 Stilt's Vill
The Stilts held the remains of a 'royal archeologist expidition' who had information that the strange coral reef that the stilt town was built on, was an enclosed enviornment. That there were creatures and magic within. All someone had to do to find the door was look for a bio-luminescent outline at night and go to that space at low tide. The door opens, and the space 'breaths' as the air within is exchanged fro fresh air. This gives this coral reef a 'haunted' quality or perhaps a 'living' quality. Facinated, and having already defeated more pirates and other creatures that clung to the stilt village - they decided to continue their investigation.

4/8 Stilt's vill
After a long and dull escourt trip, the characters found a strange abandoned structure build in the ocean and suspended on stilts. If it's suppose to be abandoned - then why are there lights on it?
A quick series of encounteres, they found pirates (marked with strange sun/skull symbols and tattos). The pirates swear there is a bigger treasure somewhere buried on the coral reef the old stilt structure stands on. So, now they are looking for clues.

4/1 Dimensional Portal
An magical portal made on DarkFawn sits on some other dimensional place where it is worshiped by a developing race of scorpion men. These cave-men like people are endangered, and have invoked the circle god for help. Demiatrus sends a party of adventurers to help. The greater danger seems to be some sort of plant creatures - easily defeatable with the swords and greater intelect on hand. Then, there were a series of jumps to be made in order to reach home.

3/25 Gargoyls
A bunch of gargoyles were swiping the little yappy dogs and cats of the town. A small 'nest' of them was rooted out.

3/18 Rainbow butterflies
Much to everyone's mutal embarresmant - Lady Fortune needs to get some butterflies for a nieces birthday. They are beautiful rainbow butterflies that have a pretty primatic effect - and they cluster in a migration pattern durring this summery time of DarkFawn year.
The group was attacked by wanna-bee bandits (really overly bored farm kids) which the party defeated and took back to their parents. After a fight with bears, the party found some orcs tromping through the woods. They seemed to be looking for something. The group began to follow the orcs - which was working really well until the undead orc zombies came up out of the ground to attack the party. The sounds of the fighting attracked the orcs, who (or course) arrived after the party had defeated the undead. Instead of another fight on the heels of another - the orcs turned out to be looking for the bones of their anscestors (i.e. the zombies). While their common wasn't good, they were willing to merely take the bones.
Turns out, the orcs were looking for the butterflies too (embarressing, but true). So the two parties combined in part to hunt the insects. They found the cluster tree surrounded by mushroom men (another thing the orcs needed), and after a fight - collected the insects needed.

3/11 - Fate Tapestry
Tegan, the new lady of Fate in town, sent a group of adventurer's off to recover a lost Tapestry. It was part of a wagon train that was lost in the mountains - found recently by an explorative kid.
They fought Bobcats and Mountain Yeti, Spiders and wolverine - but they found the broken wagontrain and recovered the lost cargo.
Some time was spent in Pahntom Ring - as they were close. They returned triumphant to Thark. It was an interesting party of all humans except one dinosaur-man. That doesn't happen that often.

3/4 - Role Playing
We had a small break to get some role-playing done.
Blaize made Journeyman.
Burn worked on his Master's Project
Arya found out where her lost parents are living
Introduced a NPC named Tegan who will be the new heat of Fate's 'Congruence' (temple?)
Got Amilee and Bone married.
Shrove's simple disguise was talked about - a real change or the tackeling of his past debt.
Some new characters were rolled up - and names changed to protect the innocent.

2/25 - Swabashian Arch
Things have been kinda quite around Thark. Nothing cures the boredom blahs like going down into the Swabashian Arch for a little straight forward adventuring. The party found themselves in a mermaid section.
Shaulk started the trouble by claiming a sword without any discussion. It was a serrated blade, and appealed to his evil nature. But - there was no real reason to claim the piece. And, the party objected. Golgar said something. The rest of the party supported him. Shaulk stood his ground - and was ready for an attack. It almost came to blows. In the end - the party refused to adventure with the evil cleric, and dispursed the party.
The main body of the party re-grouped (without the undead cleric) and went back in to adventure - earning themselves money and experience. They found some Ogers without pants in the maze of rooms - and after a challenge battle - discovered that the ogers were doing it on a dare. The Lord Swabash works in mysterious ways.

2/18 - Descent into the power of the Ancient Dead God's Bones
At last, they found the space where the bones have rested. No longer quite dead, and yet not alive - the adventurer's carefully investigated the space. There was power pooled here in many different ways, and they found some rewards waiting amid the danger. A glowing wall held a triple energy force - phoenix fire, black evil energy and the pure refined god power. They found a stone carved with ancient symbols pulseing like a heartbeat in a pool of liquid. They actually found the bones of the god - huge rib bones making a kind of arch. They moved the heartstone into the ribs. They made ceremonies (at the suggestion of the Necropolis) which drew the evil energy off the force. They freed the Phoenix - knowing that the god would use their energies to be reborn - although Blaize and his dragon blood had to hide. Blaize choose not to hide - but to save a Phoenix impaled on a sudden grown root.
The God was reborn, and the Necropolis took him to help orient him back into the world.
Fortunatly, the trees are believers in the God, and some of the locals will certainly fall into his worship. With care, the religion will rebloom to be more modern and understood - and good. But, it is left to life's journey.

2/11 - Descent into the power of the Ancient Dead God's Bones
Back down into the bones they went. They encountered Lava/Chemicals/Radiation and the last, Metals (Gold/Silver/exotic metals). They made cerimonies for the both places.
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They continued downward, breaking into new territory. There, they found a corridor with the remnants of the old ceremony twisted and left to the ground. It was gruesome. They also encountered the echo of the All-father, tapped into the ancient power. It was big, mutated and leech-like. It also threw magic without pause. Fortunately for the party, Antony remembered the rod of disintigrates the party was given to make their path. They turned it on the creature - and tada! Victory.
We paused outside greater doors.

2/4 - Descent into the power of the Ancient Dead God's Bones
The forest, frightened of what might happen, holds a number of elves (including Jandari) in balance against what our heros might do. It likes the power under it's roots - but has come to understand that it is colored by some evil, and can grow truer without it. It is a child, as forests go, and holds tight to some security against the looming future.
Our heros have been given a token by Keemara to help absorb the raging power that they descend into. Keemara sees the power throwing echoes at things that it can begin to precieve - and thus no 'greater power' (i.e. NPC) will enter into the power, although - they can certainly talk back and forth.
Off they stepped, downward and looking for the pool of power that had been submerged under the earthquake. They found womb-like rooms, filled with concentrated power of various aspects of earth and ground. The first, Stone - gems, granet, fossils. The power divided itself and faced the characters as echoes and the characters fought and disapated the 'foe'. A small cerimony was then held by the characters - in order to give peace and perhaps resonance to the land/god.
They ventured onward, and found the next aspect was Mud and Sand. Blaize and Zara were absorbed into cocoon-like structures, perhaps working a change. After the echoes were met and defeated, Keemara's rune was set on Blaze's shell and Jandari's on Zara's (in compliment to their inner form). Various cerimonies were also made. They contacted the Necropolis, and spoke with Secrets. Then, they made their was to the third challenge.
Roots and growing was part of the old agricultural god - and they too, echoed in their power against the group. After it's defeat and ceremony, the heroes decided to return to the surface, recoup their energies and seek some guidance.

1/28 - An old God's cerimony
There was a protection pact between the ancient agricultural god and some ancient water god. A tandem agreement that leant the air ofthe water over the land. Our heros ran into it when they were headed for the Necropolis - and it lays over the grave of the dead god like a shroud. It needed to be peeled away before more information and exploration could be done.
Reverand Deiem was called in to hold a simple ceremony, hopefully running along some ancient lines to invoke the water god's approval. Then - the chacaters were whisked off into a spiritual realm where they had to face challenges. Strength of body, will, mind, love and culminating in the journey and home. Interestingly, they encountered sirens who had more or less forgotten their purpose and any answer the heroes made was goot=d enough for them. There were many magic items - totems and tokens left by the god in this power net - that they enjoyed gaining at the end.

1/14 - Graverobbers
Hey, before you go - you know we have trouble witn Graverobbers... you guys are not recognizable Warders... do you think you could find some people for us? Denowith is trying the legal way, so perhaps the Warders are having a good effect on him.
Our heroes, do indeed, find the felons; make a deal with him; and find his cache of 'heritage' makers. They turned him over to our authorities, and the there was only fighting at the very end of the adventure.

1/7 - The Necropolis
With a huge pool of ancient god power - tainted, cursed or evil under a frowing wood - you obviously need to know more about the god before you go messing with it. This is ancient lost knowledge, legends so mixed up and so numberous that the truth is obscured. Where do you go to find out more?
The Necropolis. The newly awaken goddess of Jira has within her holdings the ancient graves of people laid to rest so long ago that they might have the knowledge. Surely, this knowledge is known to this goddess and she might be willing to share. The person left the sculpt the religion was from the Eldland - and known to Master Vastar. So - off the characters are sent, while the high level people stew over the power and growing.
Along the way, the party was attacked by air sharks, flying jellyfish, water elementals - hmmm. It's an obvious theme. They made the Necropolis, and connected with Denowith who was willing to try and raise the goddess for them. He did so -
and then we stopped. The GM has to write a story.