Zephan

vrakali

Info


Created
6 months, 5 days ago
Creator
vrakali
Favorites
0

Profile


Zephan

introduction.

full name » Zephan

nickname » Zeph

gender » Male

pronouns » He/him

age » 25

orientation » Bisexual

ailments » None (yet)

statistics.


social.

location » Wanderer

occupation » Mercenary

affiliations » Gangs of (childhood city)

friends » Maple, Nimble Sea

foes » Andrei

others » Skuf Jotunson

appearance.

race » Tiefling

skin color » Red

hair color » Black, short mohawk cut

eye color » Gold

height » 6'1"

build » Stocky and muscular

scars » Many

personality.

You wanna bet? In many ways, Zephan is every bit the cocky brawler that he appears to be. Imposing and charismatic, he isn't afraid to be the center of attention and can be quite the show-off. However, unlike a lot of stereotypical attention whores, he's not afraid to fail and not afraid to laugh at himself, either. He's rather personable and friendly and gets along with everyone. He'll get his hands dirty if it's necessary and will do so without complaint as he's accustomed to doing hard work and it shows in his work ethic. He wields sarcasm like one of his weapons and is often a deadpan snarker, loving to tease people and rile them up. If he takes a liking to you, though, expect him to go to the ends of the earth for you. His moral compass is shaky at best, though there are still some lines that he would never cross (consent is sexy). Growing up in poverty, he's always evaluating valuables and has no issue with stealing or committing other crimes. He doesn't care at all about authority, given authority figures were almost always biased against him due to his race. Racial slurs are a sure fire way to get him angry, which is not recommended. He is a brutal fighter and will use any and all tricks to get the upper hand. Fighting is something that he enjoys almost too much. He can be impulsive and brash, choosing to act first rather than think through the consequences. However, as time has gone on, he's started to change out of this and has begun thinking more about strategy and negotiating because sometimes it actually can be easier.

history.

Born to a tiefling mom and a devil dad, Zephan's childhood was never exactly normal, but they all tried to make the best of it. As a child, he always had plenty of friends, being naturally gregarious and sociable, having little fear and a lot of pride. He was often the show-off and didn't seem to mind even when his tricks didn't go as planned - he just laughed at himself with everyone else.

As he grew older, his family told him about an artifact from the Hells that they had in their possession - something so powerful and sacred that it was drilled into Zephan that he needed to protect it at all costs. It was their family's duty. Many came to try and steal it and his family had to employ guards to keep it safe or else try to protect it themselves. That meant money that eventually became harder and harder to come by as guards died and hiring others meant providing more compensation. Slowly, his home life began to deteoriate and he started trying to make more decisions with his family in mind, despite being in his early teens. Perhaps it was because of this that he ended up going down the wrong path and hanging out with the gangs that roamed the city instead of striving for more pure endeavors. It certainly didn't help that his tiefling heritage made others naturally more mistrusting of him. It was much easier to go the darker path, the path his race was "meant for."

He started out his criminal life on the outskirts of the gangs, eventually gaining enough trust to join one of them as a low-level grunt doing the most unsavory tasks. With his family in mind, he did all of the work without complaint and his easy-going nature on top of that made him easy to like. He climbed the ranks and formed close bonds with some members of the group, including a human named Andrei and a half-elf named Mari. The three of them formed their own team within the gang and became quite close. Zephan found it easy to tease the much more serious Andrei and after a while, the tension grew enough between them that it was either stop speaking or give in to the attraction. They chose the latter. Their newly developed relationship didn't change the trio's dynamic, with Mari still the heart of the group that kept Zephan's impulses and Andrei's brooding down to earth. As a team, they handled all kinds of jobs, mainly involving theft, framing, and beat downs. Zephan became known as the best enforcer of the gang and he didn't blink at any of the unsavory tasks that he had to do. It was what he had agreed to when he joined a gang, after all. The money that he made doing it kept his family afloat and that was all that mattered. However, it became evident that Andrei was struggling with it all and started becoming more reluctant to join in. The crimes escalated as their gang gained more power on the streets and became more dangerous. The stability that Zephan's job used to provide his family was dwindling as guards became harder to come by and his grandfather and parents had to start guarding the artifact themselves. The need to save his family overrode any distaste he might have had for the crimes he was committing. At least one person was in jail for a murder he'd committed and he was okay with it, so long as his family was safe. Andrei, on the other hand, called him out on the callousness of it all and the two began to fight more and more often. Zephan's turmoil only increased when he found out that his grandfather had been murdered by a thief trying to steal the artifact.

The day started out as any other day as the gang leader came to the trio with the most dangerous job yet. They were going to raid a ship full of weapons and armor for the city armory. They were instructed to take out all of the guards and provide a path for the rest of the gang to grab everything and fence it. The job would mean so much money for Zephan to send home - perhaps enough that his family would be able to hire guards again and return to their normal jobs. The death of his grandfather was still raw and he accepted the job immediately. Mari and Andrei went with him, of course - despite their fighting, they were still best friends. Unfortunately, the job went wrong from the start. Their intel was wrong and the number of guards was off by a significant amount, so either the source of intel had lied or been mistaken or someone was onto their operation. The trio did their best to take out the guards, but it was overwhelming. Bleeding from dozens of wounds, the three of them decided to abort the mission and face the wrath of their gang leader rather than continue on. Struggling to leave, Mari took a spear to the gut and was unable to move further. She told Zephan and Andrei to leave her. Andrei refused and Zephan dragged him away, knowing the rules of their gang: anyone who couldn't walk would be left behind. Mari's death was inevitable. Zephan and Andrei managed to make it out and report back that the mission was a colossal failure. Luckily, the gang leader took it out on their informant rather than Zephan and Andrei themselves.

Mari's death was a point of no return for Andrei and Zephan's relationship. Almost a week afterward, Andrei confronted Zephan about how he was able to sleep at night knowing that Mari was dead and they'd left her to die. Zephan argued that she would have died regardless of if they had brought her with them and they likely would have died in that attempt - besides, Mari had told them to leave. From there it escalated until Andrei revealed that he had begun to follow Tyr, the God of justice, in an attempt to wash himself free of all of the crimes that he had committed. Zephan could not believe it and realized with a sense of dread that his best friend was going to leave. He pleaded with him, trying to get him to stay, but Andrei had made up his mind. He tried to convince Zephan to leave with him. Choosing not to do so was one of the hardest decisions he'd ever made to this point, but he couldn't give up his place in the gang and his family's only source of income. And so Andrei left Zephan behind.

From this point, Zephan's time in the gang became a blur. He continued to be one of their best enforcers and trained regularly with weapons in addition to his fists. Despite still being well-liked, he never got as close to anyone else in the gang as he had to Mari and Andrei. Mari's death and Andrei's abandonment stung too much for him to let anyone else in so easily. He devoted himself fully to his work in the gang. When his dad was struck down in an incident that left his mom traumatized and barely alive, he tried to get her to let it go. Even covered in blood, bruises, and cuts from the fight, his mom refused, saying it had to be protected and that their family was charged with doing so. This created a rift between him and his only remaining family member. He guarded the artifact while she recovered, resenting it more and more with each passing day. His mom was healing from dozens of wounds while the artifact remained pure and untouched. No one even knew what it did, which told Zephan that just knowing that piece of information was dangerous. He realized then that if they let go of the artifact, it was likely he and his mom would be killed by whoever had tasked them with guarding it in the first place.

This realization didn't matter much, as only a few months later, the artifact was stolen and his mom was killed trying to prevent it from happening. His childhood home burned to the ground with his mom inside. Faced with a horrible and ridiculously unfair truth, Zephan realized that he would have to pursue the artifact himself or risk someone coming after him for failing to protect it. It meant leaving the gang behind. Though he had not gotten close to anyone else there, he still considered them the only place that he belonged. Still, he no longer needed a source of income to protect his family and his skills meant he could try someplace else. But first, he had to find out where the artifact went.

In his pursuit of the artifact, he crossed paths again with Andrei in one of the most heartwrenching days that he tries not to remember. Zephan barely recognized his friend, fully given to his God, calling himself the Fist of Tyr. Andrei threw every crime Zephan had ever committed in his face and again berrated him for letting Mari die and continuing to be in the gang afterward. Why couldn't he have joined Andrei in pursuit of justice? Didn't he want a clean conscience? Zephan defended it again, saying that it was the life that he'd chosen and it wasn't nearly so easy for him to get out of it, he was a "devil" remember? What were the odds that godly folk would ever accept a tiefling as one of their own? At one point during their confrontation, Zephan felt sure that his old friend would let him go or even give in to the tension that still existed between them, but he was mistaken. Andrei bound him in chains and had him sent to prison for the crimes he'd committed and for pursuing an artifact from the Hells.

campaigns.

dragon of icespire peak »

Zephan spent four months in prison before he was unceremonously freed by a white dragon, along with two other prisoners - a fellow tiefling druid named Maple and a tabaxi pirate named Nimble Sea.

(9/3/23)
Characters created during this session. Zephan described as "the tiefling fighter who's neutral evil and a criminal and also a cocky idiot." Started at level 3.

(9/17/23)
We may have fought a manticore. And ochre jellies.

(9/24/23)
Zephan bought his maul.

(10/15/23)
That's when Zephan got his mithril and we did the Butterskull Ranch quest.

(10/29/23)
We got a random encounter with a basilisk and Maple and Zephan got petrified. We had to get rescued by the Gandalf of DND and leveled up to level 4.

(11/5/23)
We fought a giant bug and befriended a fairy dragon that we named Druth.

(11/19/23)
Our party had to kill about 11 orcs. Zephan almost died again (down to 4HP) but he beheaded two of them with this scimitars, one of them being while he was standing on a great axe that one of the orcs had stabbed into the way and using the scimitar with his tail.

(12/3/23)
Shopping day! Zephan got his +1 scimitars.

(12/17/23)
We went into Axeholm and Zephan broke two ghoul's skulls with his maul (Axeholm Quest).

(1/7/24)
We delved further into the dungeon, Maple summoned a fairy dragon to help us, Zephan sat on a throne and startled a wight that took a good chunk out of him and Nimble continued to be the sneakiest pussy.

(1/14/24)
We were hiding in one of the rooms in the dungeon when we were greeted by someone trying and failing to kick the door of the room we were hiding in and yelling "SON OF A BITCH". Zephan was hit in the face with the door as the stranger came in and introduced himself as Skuf Jotunson. He played a drum performance and decided to join our party. We went up to the second floor where we had to fight a banshee. Skuf cast Vicious Mockery on her and told her "your dress isn't that good ma'am" and she took damage and then screamed. Zephan failed his saving throw and was immediately knocked unconscious and down to 0HP. Maple revived him with a bear totem, Nimble shot the banshee with a spring arrow, Maple moonbeamed her, and then Zephan finished her off with his scimitars. The rest of the ghouls died with her and we found a chest with a dread helm and gauntlets of ogre power in them. Zephan took the gauntlets, Maple took the dread helm, and Skuf took the chest. We went to the next chamber, which was full of spiders.

(1/20/24)
We were about to fight a bunch of spiders (a council even), but Maple and her druid-ism talked to them and convinced them to just leave. We went back to the inn then, having cleared the dwarven ruin of enemies for the people to shelter in from the dragon attack. Skuf put on an awesome performance, which meant Zephan did not get any sleep to recover from his latest near death experience. In the morning, Maple went to gather intel about the orc threat that we were going to be dealing with next while the rest of the party went shopping. Zephan and Nimble did not buy anything, but Skuf wasted his money buying a bunch of pots and food.

(2/11/24)
We started on the next quest, which was investigating the orc problem (Woodland Manse Quest). On the way there, we encountered a druid being harassed by bandits and Maple, of course, could not let that happen. So we all helped her out. Nimble exploded a few bandit heads, Zephan killed the bandit captain by shoving the handle of his maul through the captain's eye sockets (he was a racist) and Skuf shouted "fuck you!" at one of the fleeing bandits and he exploded. We then followed the druids to the Falcon's Hunt Lodge where we met up with Corwin, who was cursed by the fae to have no short term memory and met Falcon, who gave us some guidance on where the orcs were hiding. Skuf put on another memorable performance so we could stay at the hunting lodge for free.

(3/10/24)
We went to the abandoned mansion that Falcon instructed us to go to. It was surrounded by wild boars. Skuf tried to touch some effigies even though Zephan told him not to and we had to kill them. Maple burned them because they were dedicated to Talos. We explored the rest of the house. Skuf and Nimble fought over a spork (Nimble won). Skuf fell through some stairs trying to go to the second floor and Maple turned into a giant centipede so that we could cross the gap. Upstairs we found some more gross bugs that Maple moonbeamed out of existence. We found two secrets rooms. Skuff got a Staff of Birdcalls and a Cloak of Billowing and Maple got an unmoveable rod. Zephan facepalmed at Skuf so much that he might have a permanent marking on his forehead.

(3/17/24)
We found the room where the orcs were hiding in the mansion and decided to fuck with them before killing them. So we used the unmoveable rod to bar the door and Skuf played goose noises with this Staff of Birdcalls. The three of us then went outside to attack the orcs through the window. Unfortunately, we got ambushed by magical boars instead (wereboars?). Nimble climbed a tree. Zephan killed two of them immediately via bisection and decapitation and hurt a third one bad after they charged him. Unfortunately, one fried Maple with a lightning bolt and brought her down to 5HP. Zephan killed another one via decapitation. Skuf eventually opened the door for the orcs after taunting them for a while, only to find 8 orcs in the room. Oops. Fortunately, Nimble shot a cactus needle arrow at them and Skuf then did thunder wave to deal a nice amount of damage. Unfortunately, Skuf also took like 30 points of damage from axes and javelins. So he raged and summoned vines which meant they all attacked at disadvantage for the rest of the round. Maple ended up transforming into a crab and hiding on Zephan's back. She also had a flaming sword. As a crab. Zephan rushed one of the boars who had transformed back into a human - the one who had fried Maple with a lightning bolt. Nimble shot her with an icicle arrow and then Maple dealt the killing blow as Zephan grabbed her and swung her as she swung her flaming sword and decapitated the boar lady. The last boar fled. Nimble shot another arrow at the orcs and killed the rest of them but one, who surrendered immediately thanks to Skuf's intimidation. We took that one orc captive briefly, explained to him what tents were and gave him an existential crisis. Then Skuf killed him in one-on-one combat to give him an honorable(?) death. Then we went to bed.

(4/7/24)
We go back to the Falcon's Hunting Lodge and on the way there we encounter ettercap infestation in the forest. Skuf suggests lighting the forest on fire and is slapped by an unknown force, so we quickly abandon that idea. We decide to go around the infestation, which takes us a full day of travel to get back to the lodge rather than a half day. When we get to the lodge, we find that a group of 19 orcs has started to break into the lodge. Falcon is guarding the door. We sneak around in a half circle. Zephan shoots a crossbow bolt at one of the orcs. The rest of the orcs start to try and hunt us. Nimble shoots two cactus arrows at one of the orcs and kills him and damages the others. Zephan shoots another orc that has gotten close to Skuf's position and kills him. Skuf runs at the remaining ones and casts Thunder Wave. Two of the orcs break their necks on tree stumps and he starts to rage. Maple casts Entangle and traps the remaining two orcs and then heads for the ones north of us. Maple is hit by the two orcs. Nimble goes to help her and stabs one orc to death with her dagger. Skuf blasts the other orc with a beam of light (nipple beam) and blinds that orc. He kills another one with his gentleman's weapon (rapier). Maple shapeshifts into a velociprator and kills that orc by ripping out his jugular. She then hitches a ride on Nimble's shoulder. Gorthok the Thunder Boar comes out and is entangled in the vines that Maple put down, due to his low intelligence. Zephan attempts to shoot the boar with his crossbow, but neither shot hits a weak point and just bounces off the boar's malicious hide. He then runs around the plants to try to get at the boar with his melee attack. One of the orcs gets free and attacks him with a great axe. In response, Zephan smirks and casts Hellish Rebuke and turns the orc to ashes. Another orc runs at him and tries to attack him but misses, so Zephan kills him with one of his scimitars with riposte. Nimble then turns her attention to the boar and shoots an arrow at him. The boar rushes Nimble and shoots her with lightning, causing significant damage. Maple drops the Entangle spell and Zephan runs toward the boar and attacks it with his scimitars. Skuf blasts the boar with another nipple beam and then kills the orc near him with his rapier. Maple drops her velociprator form to hit the boar with moonbeam. Nimble stabs the boar in the nose with her dagger while dodging its attacks. The boar goes to gore Nimble and as it does so, Zephan takes the opportunity and slides underneath the boar to bissect it with his scimitars. The boar collapses and then vanishes with crackles of lightning and thunder. As the orcs flee, Skuf kills one as it tries to run. Falcon, who has been fighting other orcs in the Hunting Lodge itself, calls down to them. The party levels up to level 6 and awaits rewards for the next time.

(4/14/24)
Falcon gives us rewards for defeating the orcs - 50 gold pieces each and Boots of Elvenkind that Maple takes. We make our way back to Phandalin back to the Inn. We are visited by Volo, who wants to chronicle our tales of adventure, but he's very annoying and has his most basic facts about us wrong (he calls Nimble a "fuzzy tiefling") so we tell him to leave and Maple power washes his journal with Create Water. We decide to go shopping to get some additional items for our journey. Skuf gets a Scroll of Fireball. Maple discovers that she can make some spell scrolls to sell to the shopkeeper, so we all decide to take four days of downtime while Maple makes those scrolls. Skuf, Zephan, and Nimble all decide to go gambling. Zephan and Nimble break even. Skuf has a whirlwind romance for one day with a gnome girl that ends amicably. Zephan doesn't believe him. The next day, the four of us decide to go crash a nobleman's party. We head into the party past a dwarf and elf guard and encounter the 16 year old owner of the house. Skuf explains that we've been hired last minute for entertainment and they let us in. On the stage performing is Kiari, a wizard who asks for a volunteer. Nimble volunteers and Kiari shrinks Nimble 2 feet. Nimble gets off the stage and Skuf goes up and intimidates Kiari off the stage. Maple goes up on the stage and Maple and Skuf put on a good performance. Zephan is drinking and enjoying the show. Nimble finds someone looking at Kiari suspiciously and follows them into a back room where they find some people talking about kicking Nimble and the rest of the party out, referring to Kiari as a "witch" and Zephan and Maple as "foul-bloods." In the meantime, Skuf has taken his drumming performance off-stage and is now drumming among the crowd and drinking. A dwarf by the name of Balefor Bronzebottom gives him a drinking helmet so he doesn't have to stop drinking to drum. Maple is talking to one of the nobles in the house, Fandis, who's the owner of the estate. Her son has just been inducted into the Church of Tyr and they're throwing this party to celebrate. Zephan overhears "Church of Tyr" and sobers up immediately and goes to ask Maple what that was about. She tells him and he decides he needs to drink more and joins Skuf, who's drinking with his new dwarf friend. Zephan and Skuf start drumming and drinking together along with Balefor. Nimble returns from her eavesdropping and informs the rest of the party what she overheard. Zephan says "HE CALLED US WHAT" and tries to draw scimitars that he doesn't have because he's wearing fancy clothes. Maple goes to talk to Kiari and finds out some more information about the dragon and the Church of Tyr. She offers to give Maple some assistance against the dragon. Kiari warns Maple against the Church of Tyr and she goes to get the rest of the party and get them to leave. Zephan and Skuf don't want to. However, there are guards fast approaching and we decide leaving is in our best interest. Our new friend Balefor holds off the guards, yelling "DO NOT BISMIRCH THE HONOR OF MY BROTHER IN BOOZE. HE WILL LEAVE IN DIGNITY ON HIS OWN TWO FEET." We leave the party, drumming some of the way home until our horses spook at the sight of a Griffin flying above us with Kiari on its back. Maple then explains what she talked to Kiari about. We make our way back to the inn where we pass out.

(4/21/24)
During the night, drunk and in a bad mood and reliving traumatic memories involving Andrei, Mari, and his family, Zephan feels some familiar power cursing through him. He wakes up in a fit of rage and destroys one of the dressers in the room with his newly found Eldritch Blast spell. Fully waking up and not remembering why he was angry, he stared at the dresser in vague horror, recognizing the feeling from back when his family was still alive and feeling an additional presence in him that he hasn't felt before. Remembering warnings against using powers such as this, Zephan has a brief panic attack while in the room and is grateful that no one else is there. However, his attack is interrupted when the white dragon suddenly lands in the middle of town and calls out a challenge to everyone. Maple bursts into the inn and talks about the dragon and Zephan goes into the other general room with her and they both take cover. Maple goes to the back and summons an elk and tells it to distract the dragon and lead it away from the town. The dragon takes the bait and goes away from the town. Zephan and Maple hug in joy that it worked. Nimble comes back from winning a bunch of gold from gambling and Skuf comes back with a baby owlbear that he made a harness for out of his pants. Maple talks to the owlbear and finds out it has imprinted on Skuf. The party struggles with what to do with this newest addition to the party. The next day, Zephan talks to the owner of the inn, Toblin, about replacing the dresser and also asks about any kind of library or scholars around Phandalin that could help him figure out what happened exactly. Toblin says that there are some in Neverwinter, but none around Phandalin. Zephan debates asking Maple about it, but is not sure how to broach the topic. As he's waiting near the taproom, trying to think of what to say to Maple, he sees a glimpse of Maple and a white tabaxi woman going to a room down the hall in the inn. He watches with a raised brow. Shortly after, a stranger comes into the bar and asks the barkeep about a white tabaxi. The stranger bribes the barkeep into telling him where the white tabaxi is. Zephan follows the stranger and yells at him to alert Maple and Nimble. Maple casts entangle and gets everyone in the area. The white tabaxi woman turns out to be a succubus and gets entangled. The stranger turns out to be a wight and hits the succubus with a longbow. Zephan goes to attack the wight because Nimble is in that room and he doesn't want her to get hurt, even if he otherwise wouldn't care about them fighting. He hits it with his scimitars and Nimble explodes it with a spring arrow. The wight obliterated to pieces (covering poor Zephan), Maple drops the entanglement and comes out of the room. The four of them all stare at each other for a bit and then they hear shouting from downstairs from Skuf. Maple and Zephan look at each other and Maple tells Zephan that she's a succubus. Zephan tells her to deal with the succubus while he goes downstairs to help Skuf. He gets downstairs and finds Skuf being attacked by zombies who have already killed the barkeep. He kills the zombies while Skuf tries and fails to help with his only weapon, which is a whip. After this happens, they all decide to just go to bed.

(4/28/24)
Maple completes the second scroll and sells both scrolls for 100 gold pieces. We decide to go on a quick shopping trip before going to get the sword. Maple, Nimble, and Zephan buy two potions of healing each. We head out to the Dragon's Barrow to find the sword. As we head out, we are surrounded by 11 lions ([ooc] this is why I should NOT roll for random enounters). Luckily, Nimble casts Animal Friendship and the lions let us pass without trouble. We continue on and avoid three griffins flying above us by hiding among the trees with our horses. We continue on to the barrow and are greeted by a centaur that tells us about a ritual that had taken place. Maple figures out that this ritual site was likely a ritual to Talos that we have already taken care of. We look for an entrance and finds an entrance covered by a boulder. Nimble and Zephan lift the rock out of the way. We go into the entrance and down the spiral staircase. We find the bottom and decide to head north vs south because to the south we hear wind and some moaning noises (welp). We wander around the hallways and run into a will-o-wisp a few times that we ignore. We wind up back toward the entrance and decide to go south. To the south, we find the remains of the riding horse of the hero, Wyvernfoot. As we watch, the bones start to animate and the eye sockets glow with green fire. Skuf decides to try to handle it and the horse goes up to the saddle and goes to Skuf. Skuf saddles the horse and has now inherited a skeleton horse as a steed. We send the horse back to the surface and continue to explore the dungeon. We find a room with two sarcophagi. We try to open one of them and take some acid damage from a trap and discover that it's empty. Nimble and Skuf decide to try and open the other one and avoid setting off the trap this time. However they open it and find a plaque that says "Verily, thou hast fornicated around and thou hast found out." Skuf takes it. We wander around the northern tunnels and run into a will-o-wisp again. Maple moonbeams and kills it. Skuf finds a pit trap but avoids falling in and instead gets four swords that were in the pit. We walk into the tomb and find the dragon's bones as well as the warrior and her squire's bones. We go up and Maple feels a presence and prays to it. She then touches the sword. Immediately she's attacked by a spirit. Nimble uses Protect From Good and Evil and Skuf runs up and heals Maple from the attacks. Zephan casts Eldritch Blast for the first time blindly and manages to hit the spirit twice and discovers that it's an elemental. He moves up and hits it with a scimitar. Maple then casts Fairy Fire and outlines the spirit in blue and removes its invisibility. The elemental attacks Zephan twice and then move away. Zephan attempts to attack it but stumbles and falls over prone. Nimble attacks the elemental with her daggers. Zephan manages to get up and stabs it with his scimitars as well. Maple moonbeams it and kills it. Then she heals Zephan. We go to the last room in the dungeon and find a Necklace of Fireballs and a Lute of Illusions. Skuf takes the lute and Zephan takes the necklace. We leave the dungeon after that.

(5/5/24)
We camp out on the barrow and during Nimble's watch, she has an encounter with Kol'thar, her guardian, who was checking up on her because she was apparently falsely accused of murder and we discover that she was a pirate as well. Maple spends her watch talking to a raccoon and telling him about the concept of god and plates. Morning comes and we decide to go and check out the ritual site. We meet up with Xanth, the centaur that we first met. He leads us to the ritual site, which takes us two days of travel. As we're traveling along, Zephan hears some loud noises and Nimble notices that the path looks stranger than usual. We decide to hide and 9 giant toads jump past us. We continue along and eventually find our way back to the path. We rest one night and then continue on. We're traveling along and are intercepted by a bunch of goblins, but Maple intimidates them so let they us pass. We continue along and encounter a guy that wants to buy some salt from us. He says he's killing spider people. We eventually figure out that this guy is a type of undead and explains that he came from the ritual place that we're traveling to. He's been this way for about a day and a half. He doesn't remember his name, but we told him where we were staying in Phandalin and we gave him a note to meet up again after we return. We continue along and as we travel through, Zephan smells the scent of blood before seeing figures in the distance. Skuf and Maple identify them as gnolls. There are 6 gnolls and 2 hyenas. Nimble runs up a tree (typical) and the gnolls start attacking us. Zephan kills one of the gnolls and one of the hyenas. Maple turns into a boar to lure the gnolls and hyenas in. Nimble explodes one of the gnolls with her spring arrows. Maple then turns back into her tiefling form and blasts the four gnolls around her with lightning. Zephan kills the hyena in front of him and then goes for one of the gnolls by Maple. He kills another gnoll. Skuf stabs one with his rapier finally. Maple hits them both with thunder wave. One gnoll is launched into a tree and impaled on it. The other gnoll has its bones liquified. Xanthus peeks out from behind a tree after its all done and we decide to continue on our way. We find a stone tower in the woods that's covered in ice with a guard frozen by the entrance. Given that it's night time now, we decide to camp for the night.

family.

mother » NPC (deceased)

father » NPC (deceased)

siblings » None

significant other » None

children » None

notes.

Artifact:
It's an hourglass contained in a strange transparent sphere.
Suspended in a viscous red liquid.
Constantly flipping and spinning, never stopping, the sands never not passing from one end to the other.