Kali

The Eyes Open
The adventure begins...

In an unknown and unfamiliar world, our players open their eyes to a confusing setting: An old woman sits across from them, her skin more wrinkles than flesh; the smell of cinnamon fills their nostrils to an almost sickening level; the room is nothing more than a hut with thatched roof. Before a moment can pass, the old wrinkled woman smiles and claps her hands, disappearing out of sight.
The group, left alone in the silent hut turn to each other—to faces they recognize, but no idea how they know each other. Each wears a matching sigil somewhere on their person. A cluster of gems: red, green, and blue.

The group size each other up in the hopes that a memory of these people will be triggered.

First there is Guin, a tall, blonde haired blue eyed human dressed in monk’s robes with two swords sheathed across his back.
Next to him, Zelianope, so mysterious that he has no description! (Make your character page, Tim!)
Next to Zelianope in the semi-circle, Bird, a small-built elven girl with brown hair pulled back by the sigil barrette and sharp blue eyes. On her back is a red cape; on her side is a rapier.
On her left, the last remaining party member, Hibasi, an elan with red hair, gray eyes and mysterious intentions.

The party scours the hut for clues, taking trinkets with them including jars with ribbons on them and the mat the old woman sat upon. The groups emerges from the small deserted hut to find an even more deserted village. Smaller, similar huts dot the dry ground around them, but no sign of life can be found. After further exploration, the party “stumbles” across what Hibasi states is a very familiar religious building—yet not where it belongs. The Hall of the Gods, normally nestled in the cradle of a city, stands before them. The party investigates nearly every inch—even going so far as to break holes in walls and climb to the roof of the structure. Everything about it seems odd. Yet they have little time to worry as they are attacked by a carrion crawler! They seem safe within the walls, protected by the gods, but the crawler burrows into the ground to feast on what it thinks will be a delicious buffet. While all fight bravely, in the course of the fight Zelianope is paralyzed and a God Window (Erythnyul) is shattered by Guin. But, spectacularly, the fight is ended with a belly-flop from above by Guin.

The party sets out, curbing around a deep forest, and eventually arriving at a four-way crossroads. To their left, the party can see the edges of a city, and a sign pointing to the name: Thelanduv. Straight ahead appear to be deep valleys and rollings hills, with a sign reading Fayador. To their right, great mountains loom while the sign declares the name of the land in a language no one can understand. They press on towards those mountains, to questionable terrain and uncertain ends….

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Flashback Game #1

Guin Dracule sits in the town of Poisson after handling the off wizard and his structure being built outside the town. A cave-in, cave dwelling rat-creatures, a dungeon teeming with monsters slaughtered by his haphazard party…

Guin thinks back to Bird, the elf girl who was also “hired” as an information gatherer by the mayor. When Guin had questioned him, the mayor hadn’t known what he was talking about, he had sent no women to assist… But she wore his sigil… that all seems like so long ago, but it was merely a month…

Guin’s thoughts fade to nothing as he drifts into a shallow sleep—

-that he is woken from several hours louder by a loud pounding on the door at his urban flat. (He hadn’t tended to his rural land in a while… He should get to that…) Guin stumbles towards the door, being certain to check the peephole he installed himself. (Darn these fishing towns not using peepholes-someone could get killed, damnit.) Looking outside the peephole, Guins eyes settle on… nothing. His ever-burning torch was…. missing?

Eventually the pounding becomes lower and the knocker makes herself known to Guin by slipping that same sigil under the door. After a knock on the head, a drunken explanation and collapse on a couch, Bird’s traveling companion explains the two of them are on the run from someone with a great distaste for the two of them after being severely swindled. Zelianope, as he calls himself, requests that the two of them stay the night (or more) at Guin’s for safekeeping. Since Bird had already begun to enjoy the hospitality, Guin ceded his house to be used as a hideout.

With dawn barely peeking over the horizon, yet another alarming knock threw Guin and Zee from their respective slumbers. Before they knew it, those men chasing Bird and Zee were attempting to kick down the front door. Immediately Guin sprang into action and jumped at the roof; Zee launched himself through the window next to the door, landing in the street; Bird dragged her lazy ass off the couch to get her rapier.

The battle ended almost as quickly as it began. Guin, Zee and Bird survived with limited wounds, while their foes were not so lucky. Guin even went so far as to chase a fleeing foe down and end him in the streets of his hometown.

The party was safe again. For now.

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Flashback Game #2-alot
We Killed a Chicken and Vomited in the Disposal

After settling the score with the foes chasing our heroes, Guin is approached once again by his good friend, the mayor of Poisson, Beorn Lammond. The portly man informs Guin that following further cave-ins, the wizard Sionaas has completely disappeared and the construction site has been abandoned. Promising further compensation for Guin and his friends, he asks the group to investigate. In addition, he introduces them to his plan for fighting fire with fire—a newcomer to the town, Ashley Lincoln (a.k.a Linksley).

The four travel out to the mountain together, finding safe passage through the normally quite dangerous forest. Led by Guin and Bird, they arrive at the old site they had been to before, now completely deserted. Picks and shovels are strewn everywhere, shallow graves mark the places where the workers had buried those killed in the cave-in. The lot seems like it was left very quickly. A large tunnel where the previous cave-in had been stands ominously open sloping down into darkness. It looks as if the maw of the mountain is beckoning the adventurers into its jaws.

The journey into the mountain is easier than before—a simple sloping walkway with plenty of room on either side. Yet this journey into the tunnel is strikingly different in more than just legroom.. Where the floor levels out stands a large doorway leading into a room. Actual human construction, and more ancient and elaborate looking than anything Poisson workers could have built.

The adventurers are confused by this new room and its odd portals and lose a foot of rope to its shenanigans. Finally, one of them takes the leap and steps through, opening up the world of the Worlds Largest Dungeon™!

Many rooms were searched, several monsters met their doom, we’ll just cover the highlights:
Octopus to the Face Destroyed by Electric Lizard!
Guin Chooses Fighting Over Diplomacy with Very Fat Ogre!
What the Fuck Are These Stupid Pillars Here For?
This Poor Lizard Gets the Shit End of the Stick! Literally!

Finally, the group reaches a room very unlike the rest of the dungeon they’ve been crawling through. Magically and inexplicably, Zee blinks out of existence and in his place, a man by the name of Hibasi is in his place. He seems benevolent and willing to help the party along. He can stay.

The room in question is soon found to rotate. After several rotations, a cockatrice is discovered, fought, and murdered. Though it was in fact a hearty cockatrice, it died quickly, injuring only Bird whose bones slowly began to solidify. The party continues haphazardly pushing buttons and pulling levers until they open a door that leads down a hallway. Hibasi peeks around the corner to see the figure of a man with his back to him. He reports this to the group. Linksley approaches the man carrying a torch and exclaims “Hey Guy!” The man whirls around, revealing his face and the glowing ball in his arms. It is not until Guin and Bird round the corner that a look of terror crosses Sionaas’ face as he clasps his hands on the glowing ball and disappears.

Reaching a dead end, the party returns to the rotating room, revealing one final door they hadn’t seen before. This room is filled with buttons and opens the door for chaos. Using no rhyme or reason, buttons are wildly pushed to discover their purpose. The floor opens, water rains from the ceiling, the floor rumbles as though rocks were being ground into bits. Two buttons seem to do nothing—the black and white ones. After messing with these buttons, Linksley decides to explore the open pit. He fills the pit with water then lets it drain as he slides into it. After heavy nausea and digging through sopping rotting bodies, he emerges with three treasures—a sword, a scroll, and a pile of what seems to be magical junk. Though covered in vomit, he emerges victorious.

The group uses this room for one last cockatrice murder, set everything to normal, then walk through the finally opened door beyond the cockatrices chambers and into the outside world. They have found an exit. They mark the exit and return to Poisson as heroes.

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