diff --git a/journal_entries/valhaven-beta/History/20230618.md b/journal_entries/valhaven-beta/History/20230618.md new file mode 100644 index 0000000..c5372f3 --- /dev/null +++ b/journal_entries/valhaven-beta/History/20230618.md @@ -0,0 +1,30 @@ +# Dnd Notes 06-18-23 +- The sphinx has balls +- 8 jars + - yellow sulfur + - violet dust potasium sulfate salt peter + - green dust + - orange + - white + - indigo + - blue + - red +- 8 braizers +- Reveal his name through fire and color +- His name is Rob Givy +- Rob reveals a map of Tethyamar and a teleportation circle. The map seems to show a glowing vase deep in the mines +- Neif makes a copy of the map while Bram gathers some of the magical water (Glorious Water of Effervescent Change). +- This is the temple to one of the ancient sun goddess of the dwarves +- Neif learns that the water might bring back his memories so he drinks a bunch and gathers some more to bring it with him. +- Neif makes a note of the teleportation portal so he can return here later +- we enter the teleportation circle which brings us to a large stone circle overlooking the desert. It seems to be the entrance to Tethyamar +- Over the door it says "Welcome to Tethyamar, the great dwarven stronghold... blah blah blah". A small plaque offers some directions to important locations. The writing has been scratched off and overwritten in goblin. The messages are too crude to include in the notes +- We are stopped dead in our tracks by a pile of rocks. We finally get past with an hour of digging and 4 spell slots +- Once inside we find ourselves inside Tazlin lights a torch +- We decide to head towards the magical looking vase that is shown on the map. Neif leads us towards the great hall +- We enter some sort of residential district. The torch light reflects off some shiny surfaces that seem designed to amplify the little light being provided +- We spend the an uneventful night in an abandoned house +- We cross a large bridge into a large atrium. Neif sees some mining equipment off in the distance then leads us towards some large beat up doors and into the Great Hall +- Bram flys up to get a better look and weakly tries to throw his mushroom forward +- We see an entrance to a throne room, a large bridge, and a few other entrances on each of the sides of the Great Hall. There seems like white light is emanating from the throne room. +- We decide to investigate the throne room