Divided By Zero

An Outcast of the Islands
Act II, Scene V

Mission: Survive… and find a way home.


  • Grom the Wretched, and his faithful wolf Grim
  • al-Mayar
  • Smizz
  • Murg the Insane

Major NPCs:

  • None

Minor NPCs:

  • None


  • An unidentified plane.


The party is on the “boat”, traversing throughout the plane. The party sees other “islands” in the distance, some below, some above – all are passed by…

… with no sun, no moon, no stars the party has no idea how much time passes. Finally the “boat” comes to rest upon a floating island, shrouded in a fog…

The voice of the Servant is heard: “Head to the center,” the Servant says, “there you will find the gate. I do not know what lies before you, I am not privy to those thoughts or dreams…” The party disembarks into a swirling mist, as soon as they touch the ground, the landscape changes… the party no longer stands upon the “boat” – in fact the entire planar ocean is gone, they stand upon a barren land, hard red ground and a deep purple sky. All four horizons are the same – flat and featureless. There is no sun, no clouds, no moon, no stars, no wind. Lifeless. Barren. Besides the party, there appears to be no life.

There is a howling wind, that blows simultaneous from all directions, this land is a land of madness…

The party traveled for an indeterminate amount of time – and in a flash, two giant status… the size of titans were suddenly in front of them. Two statues frozen in battle, one an orc, the other dressed in only what could be described is Mulhorandi. Just as fast, they were gone… Night and day happened like the flick of a switch – there was either light or night. In the darkness, fires did not illuminate the darkness.

The instant days and nights went by – each day bring a new “vision”: Bones… Battles… Large “tentacles” on the horizon that could only be seen when not looked at directly, until one day break saw them at the base of a giant pyramid, topped by a golden throne.

All around the party, an echo of an image of an army all bowed before the throne… and a giant ghost on a man in black and bronze strode towards them and sat in the throne… he thrust out his hand, and the army was blown away. The pyramid crumbles, a crater where it once stood, and in the basin, a pool…

The party crests a hill, and down below is a lake. Waves flow through the lake, in directions that do not seem possible, a swirling cacophony.

Voices are now heard…

The Lake of Voices

DC 18 Will, or run towards the lake and dive in…
Large Undead (Incorporeal, Psionic)
Hit Dice: 11d12 (71 hp)
Initiative: +7
Armor Class: 14), touch 14, flat-footed 11
Attack: 4 incorporeal touches +7 melee (2d6)
Special Attacks: Psi-like abilities
Special Qualities: Incorporeal traits, undead traits, unnatural aura, vulnerability to sunlight
Saves: Fort +3, Ref +6, Will +9
Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons.
Its attacks ignore natural armor, armor, and shields.
At will— concussion blast (two targets, 3d6) ego whip (2d4 Cha damage, DC16 Will for half. Failed save dazed for one round)
3/day- mind thrust (7d10, DC Will to negate 16*)
1/day— psychic crush (DC 13 Will, fail HP goes to -1. pass damage 3d6).
The save DC are Charisma-based.

Upon defeating the Caller, the waters calm, and in the center of the lake, a little patch of land (that was covered by the chaotic waves) is now visible.

The lake is shallow… or the water very dense, because the party is able to walk to the center without the water going above their waists. When they get to the island, there is a a stone circle, about 5’ in diameter. In the center of the stone, is a hole about 10" diameter, and unknown depth…

Grom’s new arm is the key. Once put in the hole, a lever can be grabbed and pulled, the circle will swivel open, revealing a ladder leading down… The party hears the music of flutes playing, as they go further down, the music get louder, and more chaotic… and then stops.

This place smells of rotten meat… garbage… filth… the passage way “east” looks as if it were gnawed, rather than mined.

The party fought its way through the entire warren, every size rat was encountered, including the dreaded mother. After hard fought battles, the party was able to muster up the power to kill the mother.

At the bottom of the warren, the party encountered… a “thing” playing a flute… a sort of chaotic mimic that kept switching forms, and attacked with both sound and pseudo-pods…

37 hp
3 initiative
AC 20
Attacks: 6 @ +8, 1d8
3 10’ reach
All saves +7
Special Attack: awful flutist, 2d6 no save
Special Defense: fast healing 2,

After the “thing” is killed, the body melts away, leaving only the flute behind. In the rear of of the room, a statue with many arms arrayed as if it were playing an instrument… In center of the room, a statute of a “something” with appendages extended, as if it were meant to hold something… The players place the flute in the statute, a loud note plays, and the walls and room disintegrate, and the rest of the “world” begins to melt away… … in a clearing. Where ever they were, it was dark, overcast, perhaps night. They made camp, and Murg, long quiet and somewhat maddened, spoke: the connection with his God was strong, they were home… As their senses adjusted, they smelled death. Following the scent just a few short moments, a wisp of smoke was seen in the sky, they headed towards it, and soon they came across a giant mollusk shell – a large hole in it’s side. Dead bodies strewn about – bodies of Nitzer’s guardsmen. They entered the shell, to find that inside was their “home”. After searching, and finding no survivors, they came upon Nitzer’s office – and within, the body of Nitzer. He had a hole the size of a grapefruit in the back of his head and nothing inside it. The Black Orb in Grom’s backpack rolled out of it’s own accord, became amorphous and went into the empty skull of Nitzer. The body lurched, the head lifted, the eyes popped out (to be filled by the Blackness), the mouth open and a piercing scream… a scream that shattered the walls of reality… of space and time…

… A great battle, three beings (amongst a larger host) engaged with a great evil, one’s greatsword piercing into the skull of the Elephant God. Another’s maul crushing through the torso of the Man Who Speaks with His Hands. And another’s magic blasting the Great Indescribable (a swirling Chaos, manifesting as many shapes, colors… thoughts and sounds… imaginable. Swirling in the center, and man in robes… or an amber armored man… or something else, laughs, screams, cries). The General of the host commanding an assault, that all of host concentrate of the Indescribable. The fight went on, more and more dying (one handed Tyr swallowed by yellow… the Flame incarnate Kossuth turned into a forgotten memory… Shar and Selune melded in a single cacophony of screams), until only the General, Arin, Hector, and Manus remained.

“We have failed again, my brothers. This realm falls to (undecipherable), as others countless times before. You must go, you must remember, you must not fail again… one of you stand with me, the other two retreat to the past (or did he say future). Go. Now!” A portal opens… two retreat through the collapsing portal, while the one reamining and the General occupy the action the Indescribable. The Indescribable becomes an infinite tower of pulsating limbs… becomes a single man… yellow cloth, blacked tentacles envelope the General. In his final act, through agonizing screams, he rips the head of offlutes the one hand who remained… and throws it through the portal, just as it collapses.

… three now stands in Nitzer’s office – their true selves revealed – the desiccated bodies of Grom, Murg, Smizzmar, and al-Mayar lie on the floor… a dead wolf. Nitzer’s withered body (sans face) upon the desk. A layer of dust… how long has it been?

The party moved, taking anything of value they could – books, gems, jars of liquid. All the while the faint whisper of a flute Three, alone in a forest, not knowing where they are… and tasting freedom for the first time since their awakened memories….

This marks the transition from 3.5/Pathfinder to 5e.

The Heart of Darkness
Act II, Scene IV

… Shortly after going below deck, the boat lurches violently. You can hear the sailors are all yelling and shouting at one another. The deck above echos with the sounds of feet running to and fro. Soon, there is no noise… then you hear a sole set boots walking on the deck…

The door to your room opens, and you see a ghastly sight before you… http://www.cenobite.com/library/hr5-draw01.jpg … It smiles and says to you “New passage has been arranged for you, please follow me.”

When the party goes top deck, the bodies of the sailors are strewn about, torn apart. The creature the leads the party to another ship, manned by nothing. Only the creature and the party are on the ship. Hours pass, and the ship docks.

“I shall now lead you to my master, do not be shocked at what you see…” The creature leads the party off the ship, onto the dock, in the distance a red tower stands. As the party gets closer to the tower, they notice the stone is not stone, but blood shaped into the form of a tower. They enter the tower, and go up the winding steps… higher and higher, until they reach an antechamber, barren except for a throne with a stone…elephant sitting upon it (http://img248.imageshack.us/img248/5381/chaugnarts6.jpg ). The creature motions for the party to enter the antechamber, and closes the door behind them.

The party, alone in the antechamber feels a chill… a chill of the soul… the elephant’s eyes turn a shade of red – blood red. The trunk raises – at the end of the trunk, instead of nostrils – a mouth.

The Being moves preternatural fast, its trunk lashing out and grabbing Grom by the throat..

“Steal from me?” it bellows!

It then drops Grom, who then rises with withered features: a hollow eye, an arm gimped.

The Elephant then speaks as it nothing happened. It tells the party that it wants the Heart in the Darkness, and if it retrieves it for “him” he will provide the party with a suitable replacement for Nitzer.

“I am the Horror from the Hills… the Feeder… the Elephant God!”

“Only I can release you from this plane, only through me can you find your way amongst the islands in the ocean of the night.”

He offers the party all the treasure they find, less the heart, a map home, as well as a Clear Ioun Stone for each party member, 1 keen weapon, +1 acid weapon (1d6 acid), spined shield, belt of strength +2, rope of climbing.

He then motions for the party leave his presence, and bids the creature to take them to the lair of the Heart (in the Darkness).

The party boards the strange ship they arrived on, crewed only by the creature. They notice that the sky and the water seem to be one and the same… in fact, it appears that maybe there is no water and the ship sails through the sky. This is confirmed when after an unconfirmed amount of time passes (as there is no sun, or moon, or stars…) they approach an island, but one that looks like http://i648.photobucket.com/albums/uu201/drig_photos/floatingisland.jpg .

The ship docks, and the creature states to the party, that they should venture straight from this point, and they will come to an inverted pyramid of the darkest black stone. They are to enter the pyramid, make their way to the top, retrieve the Heart, and return.

The party walks for a while, and they spot an upside down pyramid in the distance, as they get closer to it, they see it is actually floating above the ground, the inverted apex about 18 feet off the ground. About 200 feet above the apex (the inverted base) there is a door.

After numerous attempts to leave the pyramid, the party finally succumbs to futility and attempts to climb to the entry way. They toss Smizz, and as he approaches the apex, gravity reverse for him, but he does manage to land safely. They then use the rope to carefully manage to get the rest of the party from “here” to “there”.

  • Level One: Riddle Lair.

Upon entering the pyramid, the party is in a 10′ × 10′ room, a disembodied voice asks a riddle. After managing to answer numerous riddles, a room is revealed with a stairwell up…

  • Level Two: Maze Lair.

The party must traverse the maze to the next set of stairs, however unknown to them, there are 3 “clockwork” minotaur (same as regular minotaur, except for AC17, and HP50. CR shifts to 5). The party defeats the minotaurs, and navigates the maze… the find a ladder leading up to a hatch.

  • Level three, Final Level: Darkness.

The party enters the level, and enters into complete darkness. This a magical darkness that cannot be dispelled until the dragon is killed. A stench of rancid meat fills the air. Perception DC20 for each player…

XP 3,200
CE Medium dragon (water)
Init 6
Defense AC 21, touch 12, flat-footed 19 (
2 Dex, 9 natural)
hp 76 (8d12
Fort 9, Ref +8, Will +7
Immune acid, paralysis, sleep
Melee bite +13 (1d8
6), 2 claws 12 (1d64), 2 wings 7 (1d42)
Special Attacks breath weapon (60-ft. line, DC 17, 6d6 acid) once every d4 rounds.
Str 19, Dex 14, Con 17, Int 10, Wis 13, Cha 10
Base Atk +8; CMB +12; CMD 24 (28 vs. trip)

… successful check allows the reflex save to be normal, failure results in -3 to reflex saving throw for the breath weapon attack. All combat is in complete darkness… all players miss 50% of attacks. The Room is not very large, therefore dragon cannot do flight moves.

Increase CR1 for fighting in total darkness.

After the dragon is defeated, the darkness fades. The players cut out the heart of the dragon and take it to the Elephant God’s proxy. She takes the orb, and presents another one to the party.


  1. Black Star Sapphire (800 gp)
  2. Fire Opal (1100 gp)
  3. Freshwater Pearl (11 gp)
  4. Red Spinel (130 gp)
  5. Red-brown Spinel (120 gp)
  6. Ioun Stone (dusty rose prism)
  7. Studded Leather (Medium) (+1 armor)
  8. 342 platinum, 207 gold, 118 silver.
The Shadow Line
Act II, Scene III

Mission: Follow the map, to the location of the gong. Retrieve the Heart in the Darkness, and return it to Nitzer.

Al-mayer – Human Wizard
Murgadin – Dwarf Cleric (Insane)
Beldor – Halfling Bard/Rogue
Grom – Dwarf Retard … erm, Ranger

The party has traveled to the location revealed by the map, they come to a clearing… a village destroyed, void of life, the stench of death, a miasma of chaos, and the wailing of the dead.

Bodies impaled upon pikes… and beyond the field of the dead, a black ziggurat.

The party defeated the undead horde, entered the antechamber, finding the gong, and hitting it with the mallet…

The Inheritors
Act II, Scene II

Bananas are tasty…

Mission: Find the city which holds the “Heart in the Darkness”, retrieve the Heart, and return it to Nitzer.

Murgadin – Dwarf Cleric
Beldor – Halfling Bard/Rogue
Grom – Dwarf Retard … erm, Ranger


  • Chultan Peninsula

Special Rules:

  1. Jungle Heat, all armor that provides +4 bonus or better requires character to consume a minimum three flasks of water per day or suffer d4 CON damage.
  2. Thick Jungle and undergrowth, all Wilderness Survival checks are at -4.
  3. Thick Jungle and undergrowth, all Perception checks are at -4, unless in “flatlands”.
  4. Disease, there is a 5% chance per day of contracting Red Ache (pathfinder pg. 558)


Shortly after leaving port, a fog rolls in – very thick. The sailors can be heard commenting on how they have never experienced a fog this thick this far south. The air becomes very still, the only sounds (aside from the sailors) is the slow, steady lap of the water breaking on the ship. Soon, even the sun is all but blotted out, the sailors even those standing but a few feet away become shapes in the mist… the steady sounds of the water even seem to fade, becoming an echo of what they were…

… each day is warmer than the last, and each night somehow darker. The deeper into the jungle, the more the still silence is noted.

After five days, and two tributaries, the river boat makes land. The guides state three days journey on foot, so the party (along with two guides, four porters, and four mules) head off… On second morning, the two porters who were on watch are found with their heads smashed in, and the mules are nowhere to be found. The remaining porters and the guides argue for turning back… and do so, regardless of the party’s directive. On the third morning, in the distance an unnatural structure can be seen…

Jungle Temple

The Rescue


Dem bones is big…

Murgadin – dwarf Cleric
Smizzmar – halfling Rogue/Bard
Grom – dwarf Ranger

Location: Port Nyranzaru, Chultan Peninsula.

Narrative: As the party is gathering supplies and looking to hiring porters, a commotion involving Amnish sailors erupts…

The party came upon the crowd, and in the center of the mob, three sailors were in the process of beating down a wild dwarf. Murg and Grom stepped in, and shortly there after the beating stopped, and the crowd dispersed.

The wild dwarf stated he was looking for assistance, as his village had just disappeared. After discussing, the party agreed to help this wild dwarf.

After two days of travel, they reached where the wild dwarf claimed his village was, after investigation, Smizz cast a detect magic, and was able to determine that there was a miasma of magic in the area, but nothing concrete…

Almayar's Folly

Get out of my backyard!

Mission: The apothecary of Port Nyranzaru has offered the party a reward the recovery of a fungus reported to have curative powers. The fungus is worshiped as a deity of a jungle tribe.

Marius – Human Wizard
Murgadin – Dwarf Cleric
Smizzmar – Halfling Rogue/Bard
Grom – Dwarf Retard … erm, Ranger

Major NPCs:

  • None

Minor NPCs:

  • Apothecary of Port Nyranzaru


  • Port Nyranzaru, Chultan Peninsula

Narrative: While the supplies and expedition crew were being round up, the party came in contact with the apothecary of Port Nyranzaru, who offered 2000 gps box full of fungus.

Additionally, party sees chunks of “Chaos Stone” being loaded on a ship that flies the flags of Mulhorand.

Given a map, the party traveled through the jungle until they came upon an area of “unnatural rock”. The rock was found to have a “burrow hole”, as the party approached, two lizard like creatures spotted them and jumped down the hole.

The party followed the lizard creatures down the hole, and soon found themselves being attacked by troglodytes. After a battle their way through two waves, the party found themselves confronted by another group of trogs, this one being led by a spell caster. After grueling combat that left the party nearly dead, and most of their spells depleted, they moved on and found the “temple” of the trogs.

It the temple, there lie a pool of rot and in the middle of the pool lie a bio-luminescent… thing: Demon of the Trogs! The pool coalesced into three separate slimes. After destroying the slimes, the party determined that the bio-luminescent thing was indeed a fungus, and filled the box per their contract.

After returning to Port Nyranzaru, they turned in the fungus and collected their reward. While waiting for their charter, they noticed that the Mulhorandi ship was being guarded by men wearing a familiar bronze – the armor of the Men in Bronze that precipitated the party’s current station in life…

Notes on a boat

After finding the Map, the party was able to discern their next stop: the Chultan Peninsula. They were able to book passage with a merchant venture, and thus began their journey to the jungle region…

While on the journey, Grom took severely ill, fortunately Murgadin was able to recognize that Grom had contracted two separate diseases – more than likely from the bites he took from the rats. Double fortunate was that Murgadin was able to heal those diseases, with prayers answered from his diety.

The ship sailed south to the Vilhon Reach, then to Arrabar in Chondath. From Arrabar, they took a caravan to Innarith, where they boarded another ship. Then sailed the Lake of Steam to the Shining Sea, and finally dock in Port Nyranzaru/Chult. (48 day trip).

During their time on the ship, they met new companions and learned of many happenings in the world:

  • A new Pharaoh – known only as the Black Pharaoh – has ascended in Mulhorand, and he has succeeded in conquering all of Unther. Mulhorand has now set its sights on returning the break away territories into its empire… there is also talk that this new Pharaoh is abolishing the worship of the Mulhorandi deities and has set himself up as a new god…
  • Baldur’s Gate has been hit by a horrible plague…
  • Amn and Calimsham have begun a “cold war” and are vying for control of overseas trade routes…
The Secret Sharer (or: I Have No Mouth - Yet I Must Scream).
Act II, Scene I

Run, run… run, run away

Mission: Find the “Man Who Talks With His Hands”, he will have the map to the city which holds the “Heart in the Darkness”

Marius – Human Wizard
Murgadin – Dwarf Cleric
Smizzmar – Halfling Bard/Rogue
Grom – Dwarf Retard … erm, Ranger

Selgaunt, Sembia


Jekko (the young child)
“The Man Who Talks With His Hands”

Narrative: The characters are sent to Selgaunt to find the “Man Who Talks With His Hands”. During this mission, the learn of a serial killer – one who is killing members of both the Night Knives and the Eyeless Masks. Usually, this wouldn’t be an issue in Selgaunt, but a prominent member of the Church of Mystra was killed in the same way, creating a stir in the upper class.

Bodies of those killed appear to be beheaded or otherwise dismembered.

A young boy, Jekko, was caught attempting to pick-pocket one of the party members – and the party lets him go and shows him kindness, in doing so Jekko informed the party that he had seen the bad man responsible for the murder of the priest of Mystra.

The party’s investigations lead them to the sewers, and after much traveling they found a secret door and entrance to a… temple(?)

In the temple, Smizzmar saw a robed humanoid, and biological mass resembling the Horrific Statue… a failed sneak attack set off the encounter, with Grom holding the rear against large, smelly rats:

12 Ghoul Rats:

The rest of the Party fought the humanoid and the biological mass.

Ghoul Ratwere King
Carrion Golem

After a hard fought win, the party began investigating the area… Jekko appeared, asked if everything was now safe… he began to convulse and expand… is body morphed into The Man Who Talks With His Hands

The thing-that-was-Jekko, lifted the body of the Ghoul Ratwere, he flayed the body and pulled out the heart. It then peeled the heart, and on the tissue was map – a map somehow internally tattooed. It then handed the map to the party, and walked off.

Later that night, the shaken party, found an inn and slept. All had the same dream:

The Man Who Talks With His Hands is standing before you, and speaks -
“I keep this body as a bargaining tool, perhaps when I have what I want I shall let it go… but know this mortals, the world is change, that which is known may no longer be known before long. Of all my brothers and fathers, mothers and sisters, sons and daughters, beware < an indecipherable concept – all you can make yourself think of is the smell of yellow – whatever that means >… or follow it … I forget which to do…” and he laughs his horrible laugh.

The Next Act

After proving themselves capable, Nitzer has decided to send the party on a long retrieval mission – and out from underneath his constant supervision.

He has tasked the party with retrieving an artifact – which he calls the Heart, an orb of utter darkness.

Characters have the following, in addition to normal gear:

+1 offensive item OR 11 levels worth of scrolls (casting at caster level).
+1 Ring of Protection

Act I, Scene III

Gonna dig me a hole…

Mission: Collect a valuable resource for Nitzer

Marius – Human Wizard
Murgadin – Dwarf Cleric
Beldor – Halfling Bard/Rogue
Grom – Dwarf Retard … erm, Ranger

An old mine

Nitzer, after recovering from his anger at Marius bring a rat into his domicile, rebuilds the characters, however his wasn’t really paying attention…

Marius now inhabits Grom’s body
Grom inhabits Snizz’s body
Snizz inhabits Murg’s body
Murg inhabits Marius’s body
and poor Sebastian is paste…

Only physical attributes and traits are “swapped”… all skills and mental attributes transfer (however any physical skill now relies on the new physical attribute…)

To pay for their tresspass, Nitzer sends them on a filthy job, to recover mass quantities of bat guano.

In the hidden cavern, strange, glowing fungi.
After defeat of the Ghoul bat, a search of the cavern reveals the same black stone, that the dog statue was made of…

Characters were able to collect enough guano… and they collected some of the fungi to give to Nitzer as well…


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