Feeling the compulsion of adventurelust and spite, you all set out on the Sea Devil, a ship known to visit the Eldritch Isles from time-to-time. Through typhoon and tempest, you finally reach the towering city of Izuz - the bastion of human civilization in the Eldritch Isles.
Welcome to Izuz - your home in the Eldritch Isles. Izuz is a port city on the small isle of Calyzaer, the only island where humans rule, importing their exiles, pirates, thieves, and... adventurers bent on plundering the Isles of their treasures and artifacts.
Izuz is a labyrinthine city of rising towers partitioned by narrow alleys and connected by stone bridges at varying tiers. A caustic smog lingers in and above the city, concealing the night sky most of the time. A perpetual drizzle coats Izuz and a black smog flows throughout the narrow alleyways and passages, coating cloaks and stone with a soot-like smear. Izuz is a city of towers with bridges encircling and connecting them.
Journal of Al'Donis Glavun 21st of the first month of the Sun circa 2017:
"Today I finally reaped the benefits of one of my first missions as a full time adventurer, back in those days I was but a meek sorcerer, with no true purpose, at the time I did not know what the False Chanterelle held for me, today I do. My adventure started where my career did, in a tavern in the port town of Izuz, there I was met by Beauford, the knight with whom I first found the legendary painting, along with him I ran into old companions Rinn, Tasrek and Corin, along with a new companion with whom Corin vouched for. We set off into the maze, passing through many rooms that it seems the other adventurers had already explored, we sought a library...I sought knowledge. Upon the first new room the group entered, we found ourselves in a room with a single black line, it seemed to make you see your greatest fear, we traversed this room by temporarily blinding ourselves (closing our eyes) and going across, although our new compatriot blabbered about his father and other things. From here we had a choice to go left or right, we chose left and found a room with a bag in the floor, Rinn opened this bag and began to wonder back from where we came, now taking the right path, she eventually came to a room that had four scarab creatures, when I came I found that wizard nearly dead, so I burned the scarabs, what I did not realize is that inside them would be many books and corespondents, what shame. After this we went back to the room with the bag, and Beauford picked it up and put it in his satchel, it seems as though it contains a disc that will confuse a person. Next Atlas took us to a library, it was there that I found my treasures, but during this time we were nearly interrupted by the time goddess Chronia, it was our good fortune that Corrin and his friend distracted her, while Rinn and myself took what we could, I found particularly interesting a book that seemed to let bugs form words and began to make me better understand the universe. I left Chronia some books in return, it should suffice. When we met back up Beauford had talked Chronia out of her jewelled garments and he was now wearing them, along with a bottle or her tears...interesting. Next we climbed an immense staircase, until at last we found ourselves outside of the maze, it seems we have discovered a new entrance, perhaps now we can put a stop to that fool Polk allowing anyone to enter. When we traveled back we encountered a women that went by the name Lady Nine Bones, it seems she was a conduit for other occupants of the maze, unfortunately before we could speak to her, someone decided to kill her. She had some wealth, and Rinn took her necklace which should make for interesting fun. Next we ventured westward toward the magical loom the rest of the party kept rambling about, there was a room with some eccentric fellows who rambled about art, a room that contained a golden apple that said "for the fairest" which we kept and a room with a gorilla, which we set free. Next we entered a room with more of those art critics, but what seemed to be a portal with these chameleon like creatures crawling out, Tasrek scared them away and attempted to collapse the tunnel with his magic shovel. There was a room with a mosaic which I did not recognize or find anything in, next we saw a room with what looked like a giant balloon with a string attached...I of course pulled the string...ends up it was a giant tick...that's disgusting. Next we saw a room with a goblin that asked for something, so someone gave him a dagger and we continued. Next we proceeded through a room with what looked like acid bubbles floating in the air, we were able to avoid them, and then found ourselves in the loom. Here there was a great battle, between us and this group of creatures that was made up of fighters, sorcerers and some interesting spellcasters known as Negamancers, it was fierce, but of course we came out victorious. I happened by a Rod of Absorption which should work nicely for me. The Loom began to break, but with some work from our team it was shut down, this will be a place of great use to us it seems. We were then ejected from the painting and went our separate ways, I know myself and Rinn will probably be studying this vast archive of books that we have discovered, I believe that we should hide these materials from all else, hopefully they will bestow the knowledge that I have long sought.
Al'donis' ambitions next time, find the painter of the False Chanterelle and the Tome of Leadership, in his downtime Al'donis would like to study first the book with the bugs, and will read it for the full amount of time required.
Ysanne Smallbone is a pixie that was rescued from captivity in the Maze of the Blue Medusa. Her song voice is unparalleled, even among the fey court. Her brother, Wercel Smallbone, is still held captive in the Maze somewhere.
She will accompany Tasrek, Wilren, Ruckelford, or Rin into the Maze of the Blue Medusa as a henchperson.
The Daemon's Puzzle Box
A puzzle box that contains information that Tasrek seeks to save Manifest. Intel goes here...
The Drums of Victory
A tome of dwarven strategy and tactics; the final word and quintessential guide to warfare that Ruckelford seeks to claim and use in defense of his people. Intel goes here...
The Vengeful Vintage
A bottle of wine gifted to the bride and groom said to have immense power of suggestion Rin plans to use against her lover. Intel goes here...
The Stoned Thief
A prisoner of stone that has information on the ultimate paladin's weapon against demons, especially the Prince of Demons - Orcus. Intel goes here...
There are a few MegaDungeons on the isles. These are dungeons immense that can be visited time and time again. They are always an option for adventure. Those discovered thus far will be listed here for reference.
Maze of the Blue Medusa
You can enter the maze by visiting Polk in Izuz and using the painting of False Chanterelle to be magically transported into the maze. Inside, you'll find all manner of weird and magical creatures and characters. There's also many objects of value for the intrepid adventurer seeking to increase their fame, glory, and power.
This thick tome is bound with hide of some blue-scaled creature and laced with golden thread. The cover is filigreed with a silver & platinum emblem of the wizard, Amalzain, a transmuter of mysterious but legendary acclaim. Histories and books of lore cite Amalzain as the foremost leader in experimentation with transmutation magic.
The interior of the tome is riddled with notes, diagrams, patterns, marginalia, etc. that delve into the mysteries of creation and changing the nature of reality through transmutation. There is rarely a spot in the tome where empty space upon the vellum exists. And, through the magic of transmutation, the pages will often shift and change if a wizard with the transmutation specialty gazes upon its pages.
This means, only a Transmuter can use this tome to learn its mysteries or to learn one of the spells contained within.
You must spend downtime days to learn a mystery of transmutation. You must be able to use the original ability in order to enact the mystery. For example, learning The Mystery of Stones doesn’t mean you can create transmuter’s stones if you are not yet 6th level.
The Mystery of Substance
Downtime Days to Learn: 15
You need not concentrate to maintain transformation via Minor Alchemy.
The Mystery of Stones
Downtime Days to Learn: 30
You can have two transmuter’s stones created instead of only one.
The Mystery of Shifting
Downtime Days to Learn: 30
When you use the Shapechanger ability, you can polymorph into a creature with a challenge rating of 2 or lower instead of 1 or lower.
The Mystery of the Master
Downtime Days to Learn: 45
When you expend the reserve of transmutation magic stored in your transmuter’s stone to perform a Master Transmuter effect, you can do so twice before the stone is destroyed instead of it being destroyed immediately.
There are several spells stored in this tome. Only transmuters can decipher the shifting glyphs, diagrams, and patterns to learn these spells using this tome. All normal time and gold costs remain the same.
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a shimmering, mirror-like cloud of air before you that moves with you. Any attack that requires the target to see you, such as a basilisk’s petrifying gaze, a vampire’s charm, eyebite , and so forth, is reflected back upon the attacker.
As the 3rd-level transmutation spell in the Player’s Handbook.
As the 5th-level transmutation spell in the Player’s Handbook.
As the 7th-level transmutation spell in the Player’s Handbook.
There are special notes toward the end of the tome; notes about Amalzain’s hidden enclave on the Isle of Jewels, where Amalzain’s laboratory seems to be located. Why or how the Cult of Eyes had this book locked away is unexplained…
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