Expedition to the Ruins of the Junction

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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Thus Far

Our group first gained notoriety in the Junction by finding and exposing a plot of Iuz cultists to ensare law abiding citizens in a web a treachery and deceit. Samson had penetrated deep into the soft underbelly of the cultists and with the help of the Notorious MMB, was able to overcome their seductive charms; thus bringing them to justice.

Based on information we recovered from the cultists we found that followers of Vecna were compiling a Black Library somewhere in the Junction. Our investigations turned up that the location was found in the sewers. We immediately investigated and slew everyone associated with the cult of Vecna, and even brought the Hidden Master to Justice- despite being the daughter of a noble family. The combination of these exploits, members of the Lighthouse thought us to be an effective group against current threats in the Junction. Not wanting to concern themselves with temporal affairs while fighting battles that span the stars; Team Katsu was created to handle problems like the HBA.

After we hunted members of the HBA across and below the Junction, our team discovered that the HBA was engaged in a plot to sell citizens of the Junction into slavery in the Underdark. We slew all the members we could find, and relegated any survivors to a lifetime of slavery in the Underhalls. We then took some time to enjoy material comforts, and recouped after a grueling expedition.

It was during our return from vacation that we came across a caravan that had been waylaid before crossing to the Port of Odell. Upon later investigation, we discovered that agents of Iuz were robbing these caravans to fuel their march toward the Junction. It was this reckless activity that caused us to investigate, and we have systematically destroyed the lieutenants of Iuz, and are closing in on the General in command of this operation, the failure, Vayne.

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The Halls of Beckoning p,1

Using Shyrath’s logs, we found the teleportation chamber behind Bialyk’s quarters and used it to teleport to the Halls of Beckoning. It is believed that the Halls are some eight levels below the surface ruins (an approximation). Once there, we found many doors, including what is believed to be General Vayne’s quarters. We also found a library defended by a beholder apparently tasked by Zagig to remain. The beholder had no love for the minions of Iuz, and was willing to let us pass in exchange for some information provided in the tomes found in the Black Library. He even directed us to a chapel dedicated to Iuz, where a cleric and his undead minions put up a serious fight until we overwhelmed them.

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The Halls of Beckoning p.2

After eliminating another devoted cleric of Iuz and his enhanced undead minions, we returned to glean more information from the beholder who informed us a little about the sucking wind teleportation trap; as well as the location of the Halls of Beckoning proper.

Upon reaching the halls, we broke into what looked like a summoning chamber through a not-so-secret door, where we found demons and the wizard Vayne, general of Iuz. We engaged them and the demons fell easily enough, but the wizard was inviolate until MMB saw through the illusion. At that point, another Vayne appeared with a much smaller demon; possibly his familiar. Although impervious to some attacks, this new Vayne appears to take damage; and we ended with the fight still raging.

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The Halls of Beckoning p.3

We flushed the real Vayne and his quasit familiar from their hiding place, and once MMB dispelled his displacement effect, they were put down relatively easily. What happened next was the most mind blowing; when Iuz punished Vayne and was himself subject to the God-trap located somewhere further down in the depths of the dungeon. Finding Vayne’s logs we discovered that he created a False Iggwilv simularcrum from a hair he found behind a dresser in Iuz’s palace in the City of Skulls of Dorakka. She was sent through the transporter to gather resources and to enact some other “hidden plan.” We also discovered some relevant points that included:

1. Rule of Three wanted the Lighthouse to help deal with a sibling rival, which we now know to he Iuz- son of Grazzt and Iggwilv.
2. Perhaps Zuoken is also stuck in the god-trap which recently ensnared Iuz, and formerly held the Gorilla Grodd, The Loup-Garou and others.

We spent the rest of the time sifting through our vast treasure hoard and tooling up for th enext round of dungeon delving.

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