ROPER

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A Roper resembles a rocky outcropping. The monsters’s hide is yellowish gray and rough, and its body very malleable. They are usually pillar-like in shape, 9 feet tall, about 3 feet in diameter at the base, and about 1 foot in diameter at the top. The roper has a single yellow eye, and a maw ringed with sharp teeth. Halfway up its body are small bumps which are the sources of the strands it fires at opponents. Ropers have the same body temperature as their surroundings.

ROPER

ROPER

Ropers are not social and rarely cooperate with one another, though a group of them may be found in a good hunting spot. A group of ropers has been named a “cluster” by scholars with nothing better to do. They reproduce asexually by shedding some of their material in the form of a seed. Drawing nutrients from the cavern floor (and perhaps siphoning magical energies from deep within the earth), the infant roper grows to maturity in 2d4 weeks. Until that time has passed, the roper is indistinguishable from a boulder.

Ropers move using large, cilia-like appendages on their undersides, which also allow them to cling to walls and ceilings. They seldom leave the caverns, but may migrate to a new feeding ground when prey population drops too low in its current home. Migration usually occurs through underground tunnels, but when this is not possible, ropers travel late at night, sometimes giving rise to stories of walking stones.

Despite their monstrous hunger and evil natures, ropers are intelligent and insightful creatures. In the time between feedings, they learn about their surrounding underworld and contemplate philosophy. Religious pilgrims sometimes brave the lair of a roper for a chance to learn the creature’s insight.

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MAP OF MYSTERY: BROKEN BRIDGE

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This map reminds me of Khazad-dûm … in Moria.

The Bridge of Khazad-dûm was a narrow stone bridge crossing a chasm within the eastern gates of the Dwarf-city of Khazad-dûm. It was intended for defensive purposes — enemies who breached the outer defenses would be forced to cross a span of about fifty feet in single file. The depth of the chasm was incredible and the ceiling was high; on the outer side of the bridge was a flight of stairs leading to the exit, through the First Hall and the Great Gates of Moria.

The bridge is most noted for being the location of the encounter between Gandalf and the Balrog. It was broken by Gandalf during the fight but would most likely have been repaired by Dwarves after the War of the Ring, since it was on the main approach to the city from the east.

 

BALDUR’S GATE: PART ONE

1481: Baldur’s Gate (Part One)

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Adran Half-Elven, Paladin of Tymora, and his brother, Adras Half-Elven, Cleric of Tymora, were joined by David the Gnome Wizard, Waraxe the Half-Orc Barbarian, and Darah Shendrel, a mysterious fighter in investigating kidnappings happening in Low City. They all met while staying at the Low Lantern.
They soon found themselves embroiled in an acrimonious dispute between The Flaming Fists and the Zhentarim. They were approached a Sergeant from the City Watch who invited them to a meeting with Flaming Fist Marshal Ulder Ravengard and Exchequer Favil Blanthe. The party was offered a contract with the Flaming Fists to help shut down some of the seedier establishments in the Low City that the Flaming Fist can no longer turn a blind eye to due to their illegal activities. The party accepted the offer.
They soon discovered that something strange was going on because it appeared that they were being sent to abduct proprietors who had stopped paying protection money to the Flaming Fist due to a decree by the Council of Four that the Flaming Fist’s police powers were being transferred to the Outer City while the Lower City would be policed by agents of the Zhentarim. Apparently there was a “transfer of power” time of five tendays and this has led to a “secret” turf war in Low City.
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The party discovered that the kidnappings were odd in nature, mainly focusing on wealthy individuals from High City who have a child. The two would be kidnapped, usually while in transit to a place of routine visit. A few days later, the adult would return displaying psychotic features of violence and schizophrenia but without their children. Each of the returned adults have been rounded up by the City Watch and placed in The Church of Last Hope. The missing children have not been found and the Council of Four is trying to keep the events as “hush hush” as possible while the Watch investigate the case.
In addition, rumors of Aberrations appearing within the city were confirmed by the party when a large red-skinned horned beast attacked them in the middle of the street. Bystanders called the creature a “Bhaal-Spawn” The City Watch was overheard to say that this was the fourth such incident that has happened, and that the cemetaries were getting full due to all the victims.
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The party decided to accept an offer from Laraelra Thundreth to use a Black Network safehouse as a staging ground to ambush the kidnappers. However, the ambush did not exactly go as planned. In any case, the party was able to defeat the kidnappers who they discovered were wearing insignia of the Flaming Fist.
But suddenly the night sky was blacked out by a swarm of hundreds of bats, flapping madly around them. When the swarm departed, they found that they were surrounded by Flaming Fist soldiers. The throng parted to reveal Marshal Ulder Ravengard.
“Well now, my servants,” he said to the party as he stepped forward. “You are all under arrest!”
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[End Part One]

THE SCEPTER OF SAVRAS

The Scepter of Savras was an incredibly powerful artifact capable of containing the entire essence of a god. Created by the god Azuth and used to contain the deity of divination whose name it came to bear, it was lost for centuries in the Realms.

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The Scepter dated to after the fall of Netheril and before the founding of Myth Drannor, when the turmoil of the Dawn Cataclysm resulted in warfare between the gods and the deaths of several deities. At that time there were two gods who had been elevated by Mystra from among the mortals to have rulership over spellwork—Azuth, who claimed dominion over all wizards and was in fact the first Magister, and Savras, who specialized in divination magic and was popular in the southern lands, particularly Tashalar. After a failed experiment to tear away a portion of the All Seeing’s divinity and bind it to himself, Azuth and Savras battled for supremacy.

Eventually the Lord of Spells was victorious and succeeded in imprisoning his rival in this artifact, which he had constructed for the purpose before the conflict began. It had been Azuth’s intention to carry the Scepter indefinitely as a staff of office, the power of which he could draw upon to augment his own. However, Savras retained just enough divine strength to teleport the Scepter away into the Realms, where his divinatory power was sufficient to block Azuth’s.

For centuries after this, the Scepter passed from one owner to another throughout Faerûn until eventually it fell into the possession of Syluné Silverhand. Although the spirit of Savras had desperately importuned the Chosen to release him, and had even granted her the ability to transform into a silver dragon to try and obtain her cooperation, she refused to trust him and instead carried the Scepter for many more years to aid her in her adventures. It was not until Azuth finally discovered its location, and Mystra intervened to keep the secrets her daughter had discovered through its powers from spreading across Faerûn, that Syluné finally turned the artifact over to the High One.

By this time, Azuth had come to regret his actions toward Savras and what he had forced his erstwhile rival to endure. And so after considering the matter for some time, the troubled god finally agreed to release Savras after the Time of Troubles in return for an oath of fealty. The ultimate result was the two deities coming to an understanding, where uneasy service by the Lord of Divination gradually changed to a cautious friendship and a cordial working relationship. However, at the time of the demigod’s release, the Scepter vanished again, taking with it the majority of Savras’s power that it had absorbed.

The Scepter remained in the possession of Mystra who kept it safely hidden away from those who might try to misuse its powers. The Scepter was lost during the event of the Spellplauge, when Cyric murdered Mystra, causing the Weave to become unstable.

Loremasters claim that the Scepter reappeared in 1491 DR and was found by the group known as “The Ones Who Walk” ultimately using the device to restore Mystara to life, allowing to reclaim The Weave and end the the eternal twilight many called “The Darkening.”

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CLERIC: DIVINE AGENT

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Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.

When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.

Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.

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Cleric Healing Companions

Cleric Healing Companions