A Good Day to Bard Hard - The Ritual

Bo ritual casts Lemond's Tiny Hut and the band crash out for the night.

But during the night the whole band experience a shared dream.

The Shared Dream

Young girl with curly hair, a pan-pipe, and a pleated coat appears to each member in their dream.


She introduces herself as Inuaria a minor goddess of music, then recites:

You are making waves—

silver-backed swells that lift the moon,

curling their spines toward distant shores

where no map dares to speak.

You are making sounds—

low thunder in the marrow,

a pulse that rattles the ribs of mountains,

a whisper that teaches stone to dream.

You are making music—

strings of wind and salt,

drums of tide and heartbeat,

a hymn stitched from the breath of storms.

You are creating a following—

footsteps gather like constellations,

each soul a lantern swaying in the dark,

drawn to the fire you carry in your hands.

The Gods are listening—

their eyes are rivers of molten gold,

their silence a crown upon your brow,

their breath the wind that fills your sails.

Make your way to the Storied Bastion—

its gates are carved from the bones of legends,

its halls echo with the laughter of the first dawn,

and there, your name will be written in the walls

as if it had always been there


Gribble scratched his head and dug deep to recall from some odd memory
Ianuaria is a Celtic goddess revered at the Burgundian sanctuary of Beire-le-chatel. The spring shrine was also dedicated to Apollo, triple-horned bulls and doves.
A small statuette from the temple shows a girl with curly hair holding panpipes. The base is inscribed with “Deae Ianuariae”.
It is unknown what this goddess represents, but she may have been a goddess of music due to her depiction with panpipes and Apollo’s association with music.
Also oh here on the map is the Storied Basion, prehaps we should head that way?

The band gather their things together and take to the skies to lead the ground crew, several weeks through the dessert, with Ekham creating a heros feast each week

The High Flying Wotsits
Lemmog and his Griffon
Hydrica and his Dragonnel

Bo Flying on the Broom with Gribble holding on for dear life

The Ground Crew
Heironimyo riding his mechanical steed

Ekam and Flint riding the Wagon













On the road again
I can't wait to get on the road again
The life I love is making music with my friends
And I can't wait to get on the road again

On the road again
Goin' places that I've never been
Seein' things that I may never see again
And I can't wait to get on the road again

On the road again
Like a band of gypsies, we go down the highway
We're the best of friends
Insisting that the world keep turning our way
And our way

Is on the road again
I can't wait to get on the road again
The life I love is makin' music with my friends
And I can't wait to get on the road again

On the road again

Like a band of gypsies, we go down the highway
We're the best of friends
Insisting that the world keep turning our way
And our way

Is on the road again
I can't wait to get on the road again
The life I love is makin' music with my friends
And I can't wait to get on the road again

And I can't wait to get on the road again

About halfway through the journey to the first Town on route on the map they have, they start hearing a beat.

After some investigation by Hydrica. an oasis, a mini jungle appears in the the bleak dessert surroundings.

Hydrica, Bo, Gribble and Ekham fly in.

There aim is to spectacularly make an entrance.

Ekham swoops in like an Ann Summers Angel from the sky's, looking flamboyant and graceful as he lands.

Hydric swoops in with his dragonnet and Looks mighty.

Gribble releases from the flying broom and somersaults into the area, striking a huge "Ta Dar" pose, as Bo misjudged the ground level, planted her Broom into the dirt and sent herself skipping along the ground on her butt, leaving plumes of glitter in her wake.

Party stumble upon a mixed species party gathering fruits from the forest and blending them in a cauldron, while a Kenku painted carton labels.

A Hadozee carrying a mandarin over, while a Naga is throwing in a passion fruit, then Griff dances up and unloads apricot, a guava and a mango.

All the while a Rhox is singing a chant over the cauldron


Way down deep in the middle of the Congo, 
a hippo took an apricot, a guava and a mango. 
He stuck it with the others, and he danced a dainty tango.

The rhino said, 
"I know, we'll call it Um Bongo", 
Um Bongo, Um Bongo, 
They drink it in the Congo.

The python picked the passion fruit, 
the marmoset the mandarin. 
The parrot painted packets, 
that the whole caboodle landed in.

So when it comes to sun and fun and goodness in the jungle, 
They all prefer the sunny funny one they call Um Bongo


The Juicers inform the band that they are making a batch of Um Bongo to sell, and that it is epic, they also have the pithy dregs they can sell as if you can keep them down, they are far more potent healing remedies.

The minor issue, well feature if you wish, is you never know the potency, therefore it is random how well it will heal you.

Potion of Um Bongo

Potion, Very rare
The juice has mixed potency depending on what part of the batch the juice was drawn, there is no way of knowing the potency until it is drunk.
Roll a D4

  1. You regain 2d4 + 2 hit points when you drink this juice.
  2. You regain 4d4 + 4 hit points when you drink this juice.
  3. You regain 8d4 + 8 hit points when you drink this juice.
  4. You regain 10d4 + 20 hit points when you drink this juice.

Potion of Um Bongo barrel juice

Potion, Very rare
This is the pithy residue that remains when the juice is made.
The juice has mixed potency depending on what part of the batch the juice was drawn, there is no way of knowing the potency until it is drunk.
First you must make a DC20 Constitution saving throw, as the thick lumpy liquid tried to go down:
On a failure you vomit the potion up and gain no benefits.
On a pass, roll a D4
  1. You regain 2d4 + 8 hit points when you drink this juice.
  2. You regain 4d4 + 16 hit points when you drink this juice.
  3. You regain 8d4 + 32 hit points when you drink this juice.
  4. You regain 10d4 + 64 hit points when you drink this juice
They had brewed up 10 cartons of Potion of Um Bongo and had remaining 3 cartons of  Potion of Um Bongo barrel juice

After a performance and some negoatation, sealed with Gribble making the cauldron dance to the tune  of  Um Bongo.

Bo secured a price of 2000 gp for all 10 potions and the 3 pithy versions


As the band left the oasis, when they turned back, the oasis seems to have disappeared, far sooner than it should have disappeared out of view!

Onwards they trek and start to see the formation of a town with a central village and 4 surrounding villages.

The Central area, the houses seem to be built of fine wood and carved stone, with paved streets.

Eastern looks primary like farming land.

Southern has livestock

Western has a lake and looks to be a fishing village

Northern, Gribble identifies as being military barracks and a blacksmiths forge.

Welcome to Talos

When the band stumbles into town, a man named Jonathan Stuvart invites them into his general store shop. 

He is a fit, middle aged man with greying hair and a nicely trimmed beard. 

He seems frantic for help and tells them of the cult and what has been happening in town as of late. The rumours suggest that this cult was formed by some of the people of the town and that they are performing these ritual sacrifices to try and appease their Gods. 

He says there have been 6 grouping of disappearances over 6 months.

He wants to tell more but cannot risk the wrong people overhearing. He asks the band to join him at his home tonight and to not tell anyone else of what he has told you because he isn’t sure who can be trusted anymore. 

Newcomers to town should be free of the cult's influence so he trusts these virtuous looking adventurers. He throws in the promise of a free home cooked meal to up the temptation/

The band thank him, and say they will meet him for dinner and buy some items from the general store.

The band head into the Central Talos bar.

Hydrica starts quizzing, without telling what he is quizzing about the barman.

The band put on an improptu performance, and gribble collects some coin for it.

Hydrica finds out that Talos is less a city than it is a collection of small villages. It contains a large central village for the wealthiest of resident who live peacefully in this normally quiet area. This area is known as Central Talos. The houses here are all built with fine wood and carved stone. They have paved streets and crafting specialists galore.

The outlying villages of North, East, West, and South Talos are less well off, but still important to keep the city operating.

Eastern Talos is primarily dedicated to farming. It has fields and fields of wheat, grapes, and corn at the ready.

The southern village raises livestock. They raise primarily chickens, cows, horses, and pigs, but there are a few farmers with more exotic creatures. 

Western talos is responsible for fishing out of Moonfell Lake. It is also the primary location for all festivals and other events.

Finally, Northern Talos is where they raise their own personal military and do all of their blacksmithing and forging. The higher ups in Central Talos do not care for the uncleanliness of such trades and so they were forced to the north, but because Talos has this village, they are fairly well defended. Over the years, besides a few small incidents, they have been left alone for the most part.

Together, these villages create a nice harmony and trade system amongst everyone and they live quite happily. 

Bo telepathically quizzes an old man minding his own business, nursing a beer, who then gets confused over who is in his head and thinks his old dead wife is now trying to torment him in death as she did when she was alive.

Dinner Time 

The band arrive at Jonathan's home and are presented with a smorgasbord of delicious food. 

Jonathan introduces the band to his wife, Julia, and his six-year old daughter, Lilly. 

“Turkey is fresh from the southern district and grapes fresh from the east. If there is one thing Talos does right, it is food.” 

The food and grape juice are delicious . . . but it is also drugged. 

It is not long before the band succumbs to the drug and fall unconscious (This is becoming a habit now!).

When the band wake up, Flint, Heironimyo and Lemmog are gone.

Ekham, Bo, Gribble and Hydrica are tied up in what appears to be a wine cellar. 

The Cellar

Ekham, Bo, Gribble and Hydrica are are bound and gagged. Hands tied behind their backs and feet tied together. All of their equipment is gone (Now this is becoming a habit now!).

Looking around the room, the band sees they are in a wine cellar. The room has two shelves that are covered from floor to ceiling in wine bottles. There is a starway to a closed door on the opposite side of the room. There are a few baskets overflowing with grapes and a table in the center of the room surrounded by six chairs. On top of one of these desks are the tools needed to bottle wine.

Bo changes her shape and form so she can then remove the rope around her wrists, she then unties the rest of the band.

Escape

Next they will then need to escape the room. 

Hydrica checks the flight of stairs and spots a crack running along the middle of the stairs that signifies that they may slide apart. 

Bo goes up the stairs and tries to pick the door lock, breaking here nail in the process, and to add insult to injury triggering the trap, where she starts to fall, but reactions a feather fall to float down into a pit filled with broken bottle glass.

Bored of this, Gribble shatters the door and the band fly through into the kitchen of Jonathan's house.

On the wall next to the door they see a small lever behind a flower pot that is flipped up. Gribble plays with the lever and the stairs slide back into place.

The house contains the kitchen where they ate dinner, a living area, three bedrooms, and a study. 

The band search everywhere, in the study, they find a note folded up on the corner of the desk that reads: "Midnight. Moonfell Lake meeting spot."

One of these bedrooms also contains their daughter, Lilly. Ekham accidently wakes her up trying to check her pulse to see if she is alive, she screamed in his face at the shock, so yep she very much is alive.
Bo manages to calm her down, and she sobs "I'm not supposed to talk to strangers!".

Lily tells Bo that "Mommy and daddy leave some nights and come back with their shoes all muddy." 

The only place she can think of that gets you muddy to need a bath is the lake.

Past Curfew 

To avoid the patrolling guards, and find the lake fast, the band head to the skies and stealthily fly out towards the west village.

Taking on the Cult


When the party arrives at the lake, they will see nothing. It appears to be completely empty. 

Then they scan the lake, they find fresh footprints in the mud, which lead over to a hidden door.
Beneath this door is a ladder that descends into pure darkness. 

Into the Pit

It is pitch black when they climb down, but as most of them have darkvision they see a doorway off to the side of a reasonably large cavernous chamber.

This room is full of book and scrolls and parchment. 

There are also black robes hung up along the wall, but only three of them. 

The band also find their belongings in piles along the wall. 

As the band is getting dressed in the dark, they hear voices chanting, "A sacrifice in deepest night, to bring our lord into the light." 

They repeat this over and over again. 

****! Exclams Ekham, as he realises he does not have time to put on his medium armour chainmail.

No ifs
Not Buts
Just pure explosion and razamataz

With a Shatter the door flys off, spraying the Acolytes with debris

The band see Lemmog, Flint and Heironimyo tied down to a large stone slab.

Down with the Cult

One cultist is holding a large silver knife over the sacrifice’s bodies. 

The other cultists immediately turn to see the entrance of Arcane Fire, but a combo of confusion and Hallucinogenic lights froze them all in place.

The lead cultist looking through a hole in the ceiling, waiting for the moon to move into position so he can strike with the dagger and complete the ritual. 

With the Cult paused, they are soon despatched and the leader captured.

Post-Combat 

After the battle, the band identify from the dead Johnathan and his wife, so they made Lily an orphan!

The Leader was identified as the Barman, who the band will leave alive for the townsfolk to decide their fate. 

Not before Hydrica scares the poop out of him, who quickly squeels that they will find a chest tucked away under a false stone slab beneath a table. Within this chest they will find 3 vials of poison, 1200 gold, and 4 healing potions. 

The man who was performing the execution has a silvered dagger and a magically glowing ring on his finger. 

Which is removed by Ekham, and the information on the Ring of Sacrifice is gleened from the Cult Leader.

The band also finds another tome: Demonomicon of Iggwilv 

Ekham ponders if their role is also to collect these nasty items, to ensure they do not fall in evils hands and look into how to destroy them or put them beyond peoples reach.

Ring of Sacrifice

Wondrous item, uncommon (requires attunement) 
Once you put on this ring, you may not take it off until the curse is lifted (Removing the curse removes the benefits as well). 

While wearing the ring, you roll all Deception and Persuasion rolls with advantage, but if you do not perform a human sacrifice every two weeks, the ring will grow tighter on your finger. 
  • After the first failure to sacrifice, you get a -1 penalty to attack and damage rolls with weapons that use that hand. 
  • After two failures, you must make all rolls that use that hand with disadvantage. 
  • After the third failure, the ring will slice your finger off and clatter to the ground. You permanently lose 1 Dexterity. 
You will become aware of these requirements and detriments as soon as you become attuned to the ring, which occurs the moment you put the ring on your finger. 

Demonomicon of Iggwilv

Wondrous item, artifact (requires attunement)

An expansive treatise documenting the Abyss's infinite layers and inhabitants, the Demonomicon of lggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material.

Random Properties. The artifact has the follow random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:

  • 2 minor beneficial properties
    • While attuned to the artifact, you can't be charmed or frightened.
    • While attuned to the artifact, you gain a +1 bonus to Armor Class.
  • 1 minor detrimental properties
    • While attuned to the artifact, you are blinded when you are more than 10 feet away from it.
  • 1 major detrimental properties
    • Before using one of the artifact's properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type.

Spells. The book has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha's Hideous Laughter from it or to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: Magic Circle (1 charge), Magic Jar (3 charges), Planar Ally (3 charges), Planar Binding (2 charges), Plane Shift (to layers of the Abyss only; 3 charges), Summon Fiend (3 charges; appears in this book).

Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check.

Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling.

Ensnarement. While carrying the book, whenever you cast the Magic Circle spell naming only fiends, or the Planar Binding spell targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell.

Containment. The first 10 pages of the Demonomicon are blank. As an action while holding the book, you can target a fiend that you can see that is trapped within a Magic Circle. The fiend must succeed on a DC 20 Charisma saving throw with disadvantage or become trapped within one of the Demonomicon's empty blank pages, which fills with writing detailing the trapped creature's widely known name and depravities. Once used, this action can't be used again until the next dawn.

When you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can't try to possess you again for 7 days.

When the tome is discovered, it has 1d4 fiends occupying its pages, typically an assortment of demons.

Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb'luu's Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the Tome of Zyx, the work that served as the foundation for the Demonomicon. Once the staff emerges, the demon lord Fraz-Urb'luu instantly knows.




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