Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

TRAP Recap Forum

Post them here
Via Loremaster Mike: Session 1 (11/21): Adventurers Advance Along Avenue Approaching Aevyre; Bessie Bested By Bitter Bandits The party arrived over the course of several days in the city of Xandrar, and spent their time in a variety of ways. Through various connections, the party has been called to meet at the mansion of Lord Enbred, but are told to that the details will be kept on the down low. While being treated to an assortment of biscuits, cakes, and a bitter drink they called “coughy”, Lord Enbred informed the party that they are to deliver a sealed chest as a gift to Cellica Aevyre of Greenheart. In exchange, the party is to receive 100 gold apiece. Despite not knowing the contents, the party agrees to make the delivery, and opt to transport it by strapping it to “Ole Bessie”, Garrik’s beloved bovine companion. Lord Enbred thanked the party and bid them adieu, while the party convinced a guard to give them a guided tour of the mansion. Using their persuasive abilities, they even managed to get access into a locked room, which at first seemed empty. While the dwarves could not stop discussing the fine stonework of the manor, Zenon noticed a secret door within that room. The party decided not to explore further. Since the guard was concerned he may get in trouble for allowing them into the room, Vorik assured him that in exchange for refreshment in the form of a bottle of wine, his secret would be safe with them. With some gold in their pockets as capital to fund their journey, the party purchases some resources for the journey ahead – a wagon to strap onto Bessie that would hold the chest, a wooden table that Garrik “masterfully” formed into a giant wooden shield, and several rations with a Friends discount. Along the road, the party comes across a sign in Sylvan that Garrik is able to translate for the group: “Eternal Waterfall up ahead”. Garrik and Vorik head for the waterfall eagerly, Asher and Zenon tag along with a little more distrust and keep a safe following distance, and Tyner and Orsik remain by the wagon, not wanting anything to do with potential Fey. Garrik is compelled beyond his own excitement towards the waterfall, and accidentally finds a three-pronged dagger. With the help of Identify, it is discovered that the weapon, called Whisper, speaks in Infernal, is capable of destroying other magical items, and “powers up” when it does so – though no one knows what that last part entails. Zenon, through use of Detect Good and Evil, confirms that Whisper is pure evil. Not wanting to leave the power lying around for others to find, the party takes Whisper with the hope of finding a way to destroy it. After a night’s rest and a few lost rations during a poorly conducted watch, the party continued on their journey. During his watch, Vorik discovered that the curious stone wand that had appeared on his person is made from a stone from a quarry somewhere in the woods westward of where they currently are and asks the party to make a detour to find the quarry once their current mission is completed. Along the road, the party comes across a grizzly scene – a cart is overturned, and evidence of some turmoil is there. The party engaged, and quickly Shattered the bandits with no issues. Under the cart, Old Man Jenkins was still alive, but his wine that he was transporting had been ruined. During the conversation even more bandits arrived, among them their apparent leader Boss Hawg. After a few words, and learning that the bandits were employing a pay for “protection” scheme, the party managed to down every bandit except for one who remained tied up at the end. Devastatingly, Bessie was slain in the thick of combat. Garrik mourned for the loss and the party paid their respects for the ungulate’s sacrifice. Old Man Jenkins, mourning the loss of his goods and the hit to his livelihood, pleaded with the party for aid to help him survive and get his business up and running again, to which the group acquiesced. With the tied up bandit, knowledge of the bandit hideout location in Niern, and the loss of the creature actually transporting the chest, the party looks towards Niern on the route to Greenheart as their next step.
Via Loremaster Mike: Session 2 (11/28): Vanishing Violators Vex Vengeful Voyagers Before resting, it is discovered that the once evil Whisper is good and speaking Celestial rather than Infernal. Although unsure of its properties, Vorik opts to wield the weapon and asks Zenon to keep on eye on him in case Whisper did something unexpected. After an uneventful evening, Zenon and Orsik awake from a nightmare which seemingly was about turkeys. With Bessie departed, the part must continue onward with Garrik the hefty Firbolg hauling the cart with the chest on it. After only a short ways down the road, an ominous smoke became visible to the West about the treeline. The captured bandit was tied to a tree, and Asher masterfully camoflaged the cart before the party went to investigate. The seen they came upon was a large tree in a clearing engulfed in flame and a red Kobold desperately pulling things out of it. The party runs into the tree and aids in pulling any people (and some items) out of the tree. Unfortunately, however, they were not fast enough. None of the other kobolds were alive, and there was only the one remaining to mourn his family. Vorik gave condolences to the kobold for his loss, and spoke with the creature in Draconic. It was discovered that the bandits had attacked them with torches and set the tree ablaze when they had failed to pay a toll to the bandits - reminiscent of the what the party had learned from Old Man Jenkins previously. In thanks for their efforts to try and help, the kobold gave Vorik a dagger called Kobold's Promise. From other gifts for their efforts, the party was also given many potatoes, a cabbage, and a chest that seems to freeze its contents. That night on watch, during Orsik's shift, someone or something managed to steal the cart. Upon realizing this, Orsik alerts the party that invisible bandits had stolen it! With just enough rest to get them through the day, the party pursues the cart tracks, while Orsik regales the party with the tale of the invisible bandits that mischievously took the cart with the chest meant for Cellica upon it. The party progresses further down the road and found a cabbage salesman on a cart. He informed the party that other carts had passed by quite a while ago and which direction, then proceeded to sell magical cabbages to Tyner and Garrik - Zenon's detect magic confirmed a magical aura coming from them. Not too far in the right direction again, the party found a chest tossed on the side of the road. Garrik lifted it up and determined that it was approximately the weight of the one they had lost, and the party hoped that it was the same one. Just as the party was approaching Niern, their captured bandit managed to make a break for it and then, after a ways down the road, seemingly vanish. The party arrived at Niern and discovered that everyone there is conspicuously dressed like bandits. After Garrik led the discussion at both the Sleeping Giant Tavern and the Mayor's home, the party learned that the "not bandits" had reclaimed their town from bandits and that the have a Toll License for purchases, the taxes upon which are used towards the rebuilding of the town. While most of the party is skeptical, Garrik understands that the guard captains must be pulling a fast one on the mayor and dutifully buys a toll license. The party learns that the "guard house" is stationed by the Small River. At this point, the party splits to accomplish various tasks to gain reconnaissance within Niern: Garrik gets the ingredients he requires to bring Bessie back (and had a bandit appear from nowhere, speak to him, and disappear just as quickly); Tyner investigates the state of the shrine in town, and then proceeds to look over an orchard in the direction of the Small River; Zenon finds a point a safe distance away to observe the guard house from; and Asher, Vorik, and Orsik attempt to stealth and check out the guard house. Vorik and Orsik, who were not nearly as stealthy as Asher, were seen by a guard. After a brief discussion, Vorik and Orsik go inside where they will wait to meet with Captain Pike upon his return, while Asher skulks outside the building. Currently fragmented, the party awaits what the remainder of the day will have in store for them.
Via Loremaster Mike: Session 3 (12/12): An Invention Ahead of its Time Orsik and Vorik, who had just spoken to a guard about waiting in the guard house for Capt. Pike to arrive, go into a basement area and become acquainted with a half-elven man named Tim. In the basement, Orsik finds a gong, which Tim warns them not to hit since it calls for monsters. While there are many unexplored areas further below the guard house tunnels, there are just as many terrors or more than there is incentives. Zenon, who saw the two enter the house is concerned and finds Tyner - the two of whom head to the guard house and join Orsik, Vorik, and local-farm-boy-turned-guard Tim. The team speaks with one another and decide to regroup outside of the home, but before leaving, Orsik's insatiable urge to hit the gong overcomes him. He hits it and panic ensues. Tim tries to leave, but ringing the gong puts the lower level on lockdown. After encouraging Tim to take the lead through the corridors to try and guide the party to safety, the group comes across the smith's quarters, where they found the body with grasp marks - maybe from a sentient rope or snake. While the party investigates the body and tries to discern the nature of the creature that attacked, Tim grows concerned about a stalactite that he swears wasn't there previously. At which point the stalactite surprises the unaware, and turns out to be a Roper. In the heat of battle, Captain Steve - another captain of the guard - and a squad of men come to their aid, and eventually Orsik shatters the ceiling above the Roper, crushing it underneath as the section fell. While the party did not accrue any losses, their new pal Tim payed the ultimate price. Using Tim's misfortune to the parties benefit, Tyner convinces the guard captain that somehow "Sure-Footed Tim" actually tripped and hit the gong, and that's what began the lockdown. Believing the tale, and grieving that Tim should suddenly become clumsy at such an inopportune moment, the captain allows the party to hole up in the barracks until 48 hours pass for the lockdown to end. Speaking with Capt. Steve, the party learns of a rapscallion who is referred to by the moniker of "Old Man Jenkins", who is known for scamming passersby. Not only did the party give him money for no real reason to help him "rebuild his business", but the stolen bottle of wine turns out to be no more than colored water. Thoroughly confused by the bandit-clad dynamic of the village and generally distrusting of everyone now, the party agrees to seek answers from Old Man Jenkins should they ever cross paths again. During this commotion, Garrik has a dwarf appear from seemingly nowhere and delivers a call for aid in Stonerift before leaving just as quickly. After 8 hours passes, Garrik is reunited with his prized cow, Bessie. Not seeing the party, and reckoning they must've all abandoned the quest, he proceeds with the primary task. Beating down a tiger along the way, Garrik makes it to Greenheart where a sentry at the front asks him what he wishes to deliver and to whom. The town is of Avariel - winged elves - who Garrik is informed have arrows trained on him in the event that he attempts anything strange. When Garrik realizes he doesn't know the contents, the two take a look inside. Contained within is a pristine (and possibly embellished) portrait of Lord Enbred adorned with nothing aside from a smirk. In the accompanying letter, it appears as though ord Enbred fancies Cellica, and is requesting that, if she is enticed by the enclosed contents, that they should be together. Scarred by this, Garrik decides to purge the world of something so vile. He takes the chest with the contents in it and promptly engulfs them with flame, apologizes to the guard who also had to see the contents, and makes his way back to where he last saw the party. Garrik returns to Niern just around when the lockdown has ended for the remainder of the party. Garrik informs them that the task is completed, though doesn't seem keen on discussing the chests contents. The rest of the party informs Garrik of the treacherous Old Man Jenkins and their further confusion with this town. Garrik remembers the letter he was given and shares it with the others. They take the message to heart, gather up Asher who had smallen asleep by the smallest river, and made their trek - first by boat across Lake Galifar and then by lightrail to Krona's Peak, then making the final venture to Stonerift. At stonerift, they find a dwarf with Pale-bluish skin, blue eyes and with arcs of lightning flying from his hammer, where the party will resume for the next chapter of their adventure.
Via Loremaster Mike: Session 4 (12/19): A Bad Cloak Addiction Half the party began by seeking out the bazaar in order to try and find a scroll to assist them with understanding the blade that alternated between speaking Infernal and Celestial. While the great bridge, however, Zenon noticed some cloaked figures darting into a cave below. Garrik returns to the members who are in the barracks to tell them to join the party at the bazaar, while Zenon and Tyner seek out leather armor to make swimming easier in case they need it for navigating the river below. Upon procuring armor, Zenon goes into a back alley to change, when he notices a cloaked figure pass by. Zenon pursues, and discovers that the cloaked individual slid down a trash chute. Once everyone was together, Zenon told them about the cloaked figures. In order to get down to the lower level where the trash chute goes, the party went to the mill on the river. Peter Ironleg (the guard at the top door) rubbed Orsik the wrong way, and confirmed that the witnessed activity was irregular (given that Jim the Janitor did not wear a black cloak for work or ever travel down the trash chute). Throughout, the dwarves became disgruntled with Garrik who inadvertently offended them by his insistence on using the term “Trash Dwarf” and Vorik attempted to hit him on the shin for his lack of tact, but missed. At the bottom of the mill, the party was held up by Peter’s brother, Patrick Ironleg. Surviving the general stupidity of the Ironleg duo and finding that there were no available boats, the party waded around the mill to the cave entrance they had seen from above that had led to the trash collection site. Inside the cave, the party found the walls splattered with the blood and remnants of several individuals and one man holding a tube with a dragon head at one end of it. After seeing the dragon hand cannon’s power, the party managed to fell the foe and gather that the living man had accidentally shot the others. Among the obliterated individuals, toll licenses were found belonging to Penelope Ironleg and Harrison Cobblebeard, with a third card being scorched beyond legibility. The captured individual told the party during questioning that they were told by “The Boss” to get the two dragon tubes that were located at the back of the cave. They received the orders in the slums in a non-descript building (the path there was described to Asher, who used his cartography prowess to make a map for the party to find it). “The Boss” did not directly give the order to them, but rather it was delivered at that location by Mulligan the Middle Man. Once they got as much information as the individual had, they went outside to find two small boats there with cloaked figures, who were surprised to see the party and approaching in a seemingly hostile manner upon seeing them. After a fierce battle, the party successfully dispatched them all.With random magical equipment lying around and an overwhelming curiosity, the party “fed” Whisper, seeing it continuously change into greater and greater weapons, until finally it burst into light and an angel appeared. The angel was named Whisper and was trapped in the blade by a demon. She thanked the party for freeing her and in return said they could summon her once to aid them in battle – all they had to do was whisper. With that, Whisper vanished, and the party remained on the beach to determine their next move.
Via Loremaster Mike: Session 5 (12/26): Kivel and Bits Whisper vanished and each person found on their possession a small trinket of sorts. The party questioned their captive further, and discovered on his person a note. Asking their captive to explain the note, the party discovered that there was a bar named The Bottle and the Blade, with a back room that could only be accessed by those with the password – “Skeever Beaver”. The party also learned about where the drop off point for the weapons cache was meant to be. Hoping to nip the problem at the bud rather than focus on a single shipment, the party went to The Bottle and the Blade to see what they could ascertain within. On their way to the Deep Slums, an item caught the eye of the party – a mysterious merchant in the bazaar was selling a key for a Sentinel Gate. Given then exorbitant price (1081 gp) and the desire to press on with their mission, the party moved on to the slums. There they found numerous crawl ways, made for dwarves to just barely fit through and to push as many buildings as close as possible. Above one such crawl way to an altar, the party saw a sign which read “Worth by my own hand”. When the party reached the bar, Garrik disguised himself as a dwarf, then he and the three actual dwarves of the party followed the captive through the backroom and down to the cellar, where they were asked what skills they possessed. Once it was confirmed it was safe for non-dwarf entry as well, thefull party left their weapons by the door (as was required) and went in to find game tables, a bar, and a fighting area referred to as the “Cage of Rage”.Orsik immediately hit the tables, most of the party schmoozed or drank and listened at the bar, but Garrik was entranced by the arena. He threw his name into the ring, but after an incredibly close fight, he was felled in battle(and then healed by Tyner). Orsik was the only one who bet against Garrik and accordingly made money. Garrik and Vorik then joined a game of Rile. Within the conversation, they found a man willing to work with them, and who they set up to meet after leaving the bar. Zenon, initiating a conversation with a man based on his battle attire (and his nice hammer), found that the Sons of Stone were looking for any aid they could get on the frontlines, and worked independently of the slow cogs of bureaucracy. Zenon learned about the various groups of the city – the Thunderguards, Sons of Stone, Rift Rangers, Royal Guard, and Militia Men. Once the party felt they had completed what they needed to do, they met with the masked man in an alley behind the bar – positioning himself to block the party’s route out. The man did not give his name, feeling that there was power in knowing a person’s name, and opted to go by Captain or Leader since that was his unofficial role among the adventurers called to Stonerift. In exchange for information about the key to the Sentinel Gates and a promise of giving any rewards they received from their main target, the man gave the party information, but not before sealing the agreement with a magical mark upon Orsik’s hand when they shook hands on the deal. The party learned that the local senator, Kodak, has been commissioning smuggling. The heads of the underground operation, however are Gomrund – the under boss who had been at the bar that evening and who is known for his strength – and Kivel Granitebeard– the main leader, and far more sneaky and well-connected than Gomrund. The party also learned that Gomrund was set to have a meeting in 2 days, and his location was marked on one of Asher’s maps. Throughout the dealings Zenon was openly distrustful of the masked man, but now with the mark emblazoned onto Orsik, the party has their path set to move forward.
Via Loremaster Mike: Session 6 (1/9): Sharp Minds, Soft Bodies While waiting for time to pass until Gomrund’s meeting was set to take place, the party saw what they could do to assist the people of Stonerift for the interim. In part due to Garrik’s farming experience, the party was asked to ascend the Sky Shaft to Bolt Tower, outside of which were the fields in which the war rams were kept and tended to. Vorik was given a medallion that signified the party was permitted to take the Sky Shaft. At the entrance to the Sky Shaft, the guard asked for the medallion – which the party showed – and then questioned why the party was being sent. Garrik demonstrated his farmhand skills by milking Bessie, which revolted the guard dwarf. The only thing more revolting was when Garrik drank it after the dwarf refused a glass. At the Bolt Tower, there were two guards stationed to watch the war rams. After questioning the party’s qualifications, Garrik once again demonstrated his knowledge (this would be repeated often once he learned that dwarves were disgusted by the practice). Most of the party kept to the tower overlooking the field with the exception of Asher, Vorik, and Garrik, who went down to the pasture. Vorik noticed a ram that was sickly green in color. When Vorik and Garrik attempted to see what was wrong, the ram died almost immediately. It was then that they noticed several other rams were displaying a similar coloration, so they began to head for the tower to inform the guards. Elsewhere in the field, Asher had discovered that a strange green moss had been growing on and around the ram’s food supply and caught up with the other two to share his findings. The guards asked if the party could bring some of the green stuff for them to see since they weren’t permitted to leave their post. Vorik refused to touch it at all, but Zenon volunteered to haul back a bucket of the green substance to show the guards. Upon seeing it, one of the guards –Sneedley – informed the party that the substance was a highly poisonous substance commonly referred to as the “Green Creep” or “Green Death”. The remedy required a flower called a Crag Bloom. Working with Asher, the guards mapped out where the flowers could be found and began their trek, with the green death hurting Zenon since it had begun to penetrate and partially erode his gloves. Along the road, a large pit opened up. Everyone’s reflexes allowed them to avoid the ground opening except for Vorik who took the brunt of the burrowing goblin attack. The party quickly dispatched of the goblin threat, but Vorik was set upon Bessie to ride and lick his wounds while the party ventured forth. Down the road, the party was stopped by self-proclaimed representatives for the Sons of Stone. They requested that the party provide500 gp as a charitable donation to the cause, or they would have to take the money for themselves. After escalating tensions and insufficient negotiations, a fight erupted in which Vorik was downed in battle, having not had a chance to recover. While Orsik was able to use Suggestion in order to prevent the leader from fighting, the party had to surrender. Asher, Vorik, and Garrik had their money taken. Zenon successfully hid his, and Orsik, through the power of song, distracted them enough to keep his possessions safe with him. After the confrontation, the party continued forth along a winding cliff face when rocks tumbled down striking several members of the party, once again knocking out the never fully recovered Vorik, who needed to be healed once more. After these confrontations, the party managed to find the crag bloom they had set out initially to find, Zenon immediately used some to treat his hands. It was at that point that a hill giant appeared and asked why the party was picking the flowers that she so meticulously planted. Sick of smaller creatures stealing her flowers, she gave the party two options. The first option was that they could take all the flowers they wanted/needed in exchange for giving her Bessie as a snack. The other option: the party would need to answer 2 of 3 riddles. If they did, they could keep Bessie and take the flowers. If not, they had to leave empty handed and she would eat Bessie. The party decided to take their chances to try and save Bessie and successfully solved all of the giants riddles. Orsik, who has quite an itch for gambling, went double or nothing – the party gets unlimited access to the flowers for the dwarves and some items she had in a sack, and the ante was Bessie and Vorik. Vorik, who had near death experiences twice already on this trek, was very uneasy with being gambled, but it was too late. In an amazing team effort, the party won again and – with the lure of a magical item in the mix now – went triple or nothing. The ante for the final round was Bessie, Vorik, Zenon, and Asher. Thankfully, the party’s riddle prowess shone bright. While very frustrated, the hill giant kept to her word, giving the party various items from the sack and a magical cloth. Upon the cloth were patches of various items that, when removed from the cloth, would materialize into existence. The party took their spoils, returned to Stonerift, and healed the war rams that they could from the green death. The party then preceded back to the barracks to lick their wounds and await their confrontation with Gomrund.
Via Loremaster Mike: Session 7 (1/16): The Pitfalls of Adventuring The two days since speaking with Phantom have passed, and the day of Gomrund and Kivel’s meeting has now arrived. As the party was preparing to embark on their mission, one of the dwarves of Stonerift in the barracks informed them that they would be taking two new members to the fight with them – a female Wizard that looked like a little girl (but was apparently42) named Cisea, and a shadowy, faceless samurai that didn’t speak who Cisea referred to as Zatvar. With the new recruits to the battle in tow, the party arrived at the home for the meeting that Asher had previously marked on his map. After scanning the exterior of the building, Garrik and Vorik only found the front door as a means of entry, so Garrik entered first, tripping a wire that was just on the other side of it and being shot by arrows. Inspecting the room, Garrik attempted to procure some flour that was on a nearby shelf only to discover that the shelf and its contents were an illusion. When Vorik lit the fireplace in the corner per the recommendation the illusion faded, and the party found a hidden door that they had not been able to discover from the outside originally. On the wall of the room there were two levers. Garrik, who Orsik consistently convinced to be the lever man, pulled one lever and took fire damage from it. Vorik pulled the second, which caused the color of the fireplace to change and for 8 more levers to be revealed. Studying the stonework in the room and putting his Intellect to use, Vorik determined that the correct levers to pull were (from the left) 5, 8, and 2. Using Mage Hand, Cisea pulled the fifth one and Barskin was cast on her. Garrik pulled the eighth one and nothing happened. Zenon pulled the second one and immediately fell through the floor to a tunnel below, taking damage in the process. The remaining party members secured a rope and then lowered themselves into the tunnel with Zenon. The party went through the tunnel, and after a while saw alight coming through a door at the end of it. Inspecting the door for traps, they found a pressure plate beneath it. Zenon opened the door and stood on the pressure plate while Orsik found sand bags that were positioned on the other side of the door and brought them back. Once the sand bags were in placed, the party crossed safely. They came to a large room that was the source of the light they had seen. Asher attempted to sneak in order to get a better view of where the guards were positioned, but he was discovered and a fight ensued. The party, growing comfortable in their roles and skills, methodically handled the guards. When there was one guard remaining, the party prodded him for more information. When he was no longer deemed useful, Zatvar placed the man in an emptied out barrel, and placed a full barrel over it to keep the lid on. After a short rest, the party continued through a large burrowed tunnel, with a large amount of small insects running across the floors and surfaces around them. When the tunnel opened, the party found itself in a large cavern that was absolutely filled with giant spider webs. Deciding to keep things simple, Vorik proceeded to set all the spider webs he could set ablaze. This eventually angered the resident of the room which was a (now understandably frustrated) giant spider. Most of the party fought it, while some avoided it to the best of their abilities, but eventually the party was triumphant and Tyner, who was knocked unconscious during the combat, was brought back. The party then discovered that there had been a chest in the room which had been a victim of the inferno. There was a large staff that was destroyed, but the party still managed to find 50 platinum, which they poured water on to cool down before taking with them. Once again in rough shape, they took a short rest while those who were in a better state kept watch. Past the spider’s lair, the party came to a large, seemingly empty cavern corridor, with a lake and a waterfall at the far end of it. The party moved through cautiously, having become distrusting of the route to the meeting, when suddenly Garrik was struck by lightning damage from seemingly out of nowhere. Inspecting the area, a Glyph of Warding was found on the ground where Garrik had just been, but it was subtle and the party didn’t have enough time to inspect every step they took if they had any chance of catching Gomrund and Kivel. At one point Zenon felt suddenly compelled to throw his trusty longsword as far as he could into the lake, at which point Orsik lent him his rapier. On their way to the exit from the room, Asher threw his arrows into the water, Cisea was burned, and Orsik felt compelled to heal the already healthy Bessie. Once they navigated through the room, they passed under a waterfall, and at that point they came face to face with a plate clad dwarf waiting for them thanks to the alarm they had tripped when then went through the front door. The battle against Gomrund ensued, and the party remained inconstant fear as the battle was taking place on a narrow path way, with a 300ft drop awaiting the party on either side. Wielding his strength, Gomrund knocked the party members back whenever he hit them. The party did everything they could to try to push Gomrund off the side, but he was too physically dominant to get the last nudge they needed. When Gomrund was right on the end and being closed in by the party, he grabbed Garrik and threw him off the end. In a final fit of desperation, Garrik – using his Firbolg heft and sheer determination – held onto Gomrund’s hand and pulled him over the edge with him. Not content to allow Garrik to die a martyr, Asher knocked his Amber arrow and shot it at Garrik, managing to connect the shot despite the freefall. Garrik was now stopped in midair as Gomrund plummeted to his death 300 ft below. The party very quickly did everything they could to pull Garrik up thanks to the amber line and celebrated surviving. It was during the celebration that Asher, who was appreciating the shot he had just made, saw the figure at the bottom stand backup – Gomrund survived the fall and was coming back for them. The party, though in rough shape, steeled themselves once more to confront the menace. The frontline fighters worked together to push a boulder over to the coarse slope Gomrund was climbing up and then rolled it down to hit him. The casters and ranged fighters took position along the ridge and showered him with arrows and fire as he was climbing up. While a few hits connected, his heavy armor managed to deflect many of the would-be blows. Despite the fall, the initial combat, and the additional barrage upon his march back, Gomrund was still standing and seeking vengeance. After some more combat, Gomrund was finally low enough that Cisea successfully put Gomrund to sleep. The party immediately took this chance to take his weapons from him, tie him up, and position him near one of the edges. The party woke up Gomrund and began to make deals with him. Orsik convinced him that the fight was pointless, and that if he tried to break free, they would not hesitate to put an end to this. Bolstering his charisma with a potion, Orsik told him that they would take him to Stonerift. The caveat was that the party would hold onto his weapons until such time as they had made it topside. As anyone who has known Orsik for more than a short while knows, Orsik is not always an honest man. Gomrund agreed to the terms and said he would help in the ensuing fight. Part of the party went down to the area where they expected to find Kivel Granitebeard while Cisea, Zatvar, and Tyner stood watch over Gomrund. What the party found instead was massive scorch marks, and glass in the areas where the heat was apparently most extreme. They also found half of a dwarf which, when they returned, Gomrund identified as the remains of Kivel. When Gomrund discovered topside that the party had no intention of returning his items, he continued to try and deal with them – in exchange for his equipment, Gomrund would aid in the battle against the dragon, but the party just couldn’t justify returning the items to the smuggling underboss who had a part in putting the city in this position in the first place. When he saw the party could not be swayed, he made a break for it. Several attempts to stop him failed, but it was Tyner who caught him and pinned him down while the party tied him up better the second time around. They navigated their way as best they could through the conflict-stricken city, and arrived back at the barracks where only Cannonball remained. The party explained what Gomrund had done, and asked to throw him in jail. Cannonball looked at Gomrund in disgust, and sucker punched him down to the ground before spitting on him and telling the party he would take care of him. At that point the party was given two potions which Orsik and Tyner used to replenish their magical capacity. Garrik and Zenon were to be sent to the front lines in Mech Suits to fight the dragons that had appeared, while the other were to defend the Thunder Cannons. With that the party prepares for the great battle that lies before them.
Via Loremaster Mike: Session 8 (1/30): New Beginnings Party changes: Tyner (Hill Dwarf Cleric) (deceased) ->Lorzub (Half Orc Druid) The party returned to the barracks from the various parts of the battlefield they had been separated to. Orsik was the last to arrive and, with him, the body of the fallen dwarf Tyner. The party mourned the loss, but were grateful to not have further casualties. Asher, while everyone was set to spend the day recovering from the battle, left to complete a task for his guild. While the party was in the barracks, an envoy for the king arrived. In honor of their efforts to restore and stabilize members of the Royal Guard, Zenon and Garrik were presented with two miniature golden handaxes as a token of appreciation. With the exception of Asher, the party went to a funeral pyre being used for all of the dwarves who fell in the battle for Stonerift, including Tyner. Each member paid their respects one last time, vowing to carryon his memory. Garrick and Zenon noted during the ceremony that there was something off with Bessie, but weren’t sure as to what it was. Before the party left, a man towards the edge of the hall beckoned them over. He told Garrik to speak with the man at the entrance to the funeral hall if he was looking for work. Garrick shared this information with the party, and as a group they went over to inquire about the work. The party learned the past the Dagger Wood there was a fortress called Torch Keep. Within the fortress the denizens had been subject to a lycanthropy outbreak. According to the man, the primary source of the outbreak had been handled, but they needed a group to go in there and remove the lycanthropes in whichever manner they saw fit. They didn’t necessarily need to be slain, they just couldn’t stay in the keep. The party, unsure as to whether they wanted to be involved said they would return with an answer the next day, and proceeded a bar called “The Curtain” to see what other opportunities were available. Upon entering the bar, the party found quite a bit of ruckus, and before one individual there was an impressive collection of empty glasses. The party went over to get a better look at what was going on. What they learned was that a Half-Orc named Lorzub was attempting to beat the bar record for the most drinks consumed. In a feat of impressive constitutional fortitude, Lorzub powered through and set a new record by a single drink. Orsik commended the half orc on his accomplishment and then began stacking some of the empty glasses. Meanwhile, Zenon, who was unsure as to why he felt unsure about Bessie, used his Divine Sense and discovered that she had fiendish energy coming from her that were not present previously. For the time being, Zenon kept this information to himself. Orsik managed to stack the glasses to the ceiling only to have Vorik, who had been enjoying a much needed glass of wine this whole time, bump the bar hard enough to accidentally knock it over. Speaking to those at the bar, the party learned of two other bids for work – to meet with a Half Orc named Gunag to help him deal with racism against his people in the Demon Wastes, or to do a salvage operation on a sunken ship within Lake Galifar. Knowing Garrik’s tumultuous history with race relations, and remembering the monstrosity that frequents the lake, the party eventually decided to assist with the Lycanthropy matter. In their discussion, the party grew fond of Lorzub and they agreed to travel and work together on this Lycanthropy matter. The next day, the party went to stock up on some provisions before embarking on their next venture. In addition to some arrows, some scale armor, and some cloaks, Zenon found one particular item of interest. It was a suit of enchanted, female-customized plate armor that Orsik discerned had been removed from a dead adventurer. The vendor admitted this was the case, but the money raised from possessions of the non-dwarven fallen that they couldn’t use for themselves were being sold to help provide funds to rebuild the city. Given the incredible price of the armor, and the fact that he was in search of plate armor at that moment, he decided to purchase and don it, even if it wasn’t catered to his physique. The party then met up with their mission contact who loaded them into a cart and then teleported them to the small town of Galethspyre, not far from Wroat. Once they were in Wroat, the party had until the next day until they were due to travel with the cart down to Moonwatch and then to the Torch Keep from there. Zenon paid his cleric tithe, Orsik and Vorik went to speak to representatives from their respective guilds in the town, Lorzub explored the town and Garrik went around asking locals why Wroat was considered important. Asher, who had rejoined the party shortly before they departed for Galethspyre and had been acting differently – mostly more brazen – went to a shop where maps were sold. In the shop, Asher decided to run a scam. He informed the owner that the maps he had were criminally poor in quality and could inadvertently lead people using them into danger. Asher convinced him that if he sold them, there was a real chance that a civil case might be brought against him should something like that occur – but he offered a deal. He would sell the man his significantly better maps, and in exchange take the subpar maps and update them up to the Cartographer’s Guild code. Because of the amount of money Asher was asking for the maps, the owner left to consult his wife about the price. To pass the time, Asher perused the store and pocketed several items in the process – one of which was a cursed compass that sapped some of Asher’s life essence. The shop keep returned with the money Asher had asked for and, with the deal made, Asher left the store with a new plan in mind. He found Garrik and told him what to do. Garrik was to go into the store, claim to be a representative of the Cartographers guild, and inform the man that an imposter is selling fraudulent maps. As evidence to be able to convict the imposter, Garrik would have to take the maps with him. Asher soon realized that this plan may be a little tough for Garrik to grasp and found Orsik. Orsik agreed to the idea, but not before Garrik stumbled through the plan that he didn’t realize Asher had dropped with him. He walked in, said hello to the shop keep, and told him that his friend who was the gnome that had just been there said the maps were fake. The shop keep was confused, but so was Garrik so he bid him a nice day and left. At this point Orsik arrived, and followed the plan a little closer to what Asher had in mind, with some flare of his own, but the owner, who was frazzled by being hoodwinked by the gnome overreacted and lit the “fraudulent maps” on fire. The fire grew too quickly and enveloped the building eventually, though Orsik and the shop keep managed to get out. Zenon pulled Garrik aside and told him about the fiend sense that was coming through Bessie. As a final check, he tapped into his Divine Sense again only to realize that there was now another presence. The party spoke to the demon who they learned went by the name of SHOUT, and he had also been trapped with Whisper. In exchange for his freedom, the party could ask for a single favor. After a lot of discussion and disagreement within the party(mostly from the strangely-acting Asher) the party eventually received plate armor barding for Bessie. What they hadn’t intended was that the barding also included a pair of angelic wings strong enough to carry Bessie through the air. SHOUT left the party, Asher began to act normally again (seemingly having been influenced by the presence of the demon), and the party took to the inn for the night in anticipation of their travel and trials ahead of them for the following day.
Via Loremaster Mike: Session 9 (2/6): Ground Beef and Mystery Meat Party Changes: Vorik (Hill Dwarf Wizard) (On Leave) -> Cyrus (Forest Gnome Wizard) The party awoke in the morning at the inn and found that Vorik had gone home and left a note in his stead, saying that he would make sure another wizard joined the party from the Wizards Guild in wrote. The remainder of the party gather their things and were loaded into a caravan by a dwarf that asked the party to call him friend. While traveling around the road they encountered individuals that looked like bandits. The people blocking the road required the party to show their toll passes in order to continue along the road. After Orsik attempted to manipulate the situation and Zenon spoke to them at length, the group finally agreed to purchase toll passes for each member. After the frustrating conversation, the group completed their trip to Moonwatch after two weeks of generally uneventful travel. When they arrived, the town was full of cages and markings from lycanthropes. Everyone in the town brandished their weapon as the party was given a chance to silver their own weapons. The party did so, in preparation of what awaited them at Torch Keep, and also stocked up on arrows and bolts. Just before they were to leave Moonwatch, two individuals joined the party. The first was a dragonborn named Stelio. The other was a small gnome wizard named Cyrus Fileren. The party, with the new additions, eventually found their way to the torch keep where they spoke to a person named Todd Toddson at the gate. He informed the party that they were allowed to stay the night if they desired to, but Cyrus was pretty sure that either that evening or the following evening a full moon was likely to occur. At the end of the conversation, Zenon made the realization that his new armor was stuck on him. He was concerned, but not concerned enough to let Garrik attempt to rip it off of him. Stelio spoke to the guards at the gate at got them to allow him into the kitchen with a few assistants. He had told them that, as a chef, he would prepare Bessie as a lavish meal for the denizens of the keep. Once Garrik caught wind of what was going on, he attempted to bring Bessie to freedom. When Bessie was about to be caught, Bessie flew up in the courtyard at which point archers along the walls took fire upon her. Some of the arrows managed to clip the wings, nullifying the cow’s flying capacity, and she crashed down before being carried back to the kitchen. Stelio attempted to convince the lycans that Bessie would be too tense from the fall, and no longer worth eating, but the lycans were more than willing to take their chances. In the chapel of the Keep, Zenon was speaking to an elder lycan that appeared to be a leader of the community. In speaking with him, Zenon learned that there was a huge extinction of lycans because of their slaughter due to the hunter’s club in Moonwatch. Zenon then, in getting a sense of his surroundings, discovered that a faint celestial aura coming from the center of the courtyard of the keep. Channeling his divine ability, Zenon used his Lay on Hands to cure five of the denizens of the keep of their lycanthropy. During this time in the kitchen, Stelio and Orsik murdered a lycanthrope that they had charmed. They then hid Bessie in a closet and proceeded to cook the lycan into a large meat pie. In addition, Stelio added some poison he borrowed from Asher into the meat pie and made sure to pass along the message that the party should just stick to eating the salad. That evening, the party went up to a room and barricaded themselves in to ensure that they would be safe during the night, but made sure to assign watches just in case. Before that though, Cyrus took a look at Zenon’s magical armor. He discovered that the armor was transitioning Zenon’s gender (into Shenon as Garrik gleefully pointed out). Cyrus also learned that, to remove the curse, the armor needed to be removed and destroyed, and the afflicted individual needed to be killed and brought back to life. If this were not completed within a month of donning the armor, the transition would be complete and permanent. Suddenly, several screams were heard in the castle, and the party went to various windows where they could to see what was going on. Despite the fact that it wasn’t quite a full moon, the Celestial pool at the center reflected a full moon from it. The party then heard several lycans outside of the room through both doors and braced themselves for a fight.
Via Loremaster Mike: Session 10 (2/13): Of Mice and Men Cyrus and Asher, who were bitten by the lycans, were drawn towards the portal through which the lycans had passed. The party, followed their friends through the portal. Upon the other side, the party found an apparent mining setup. Forests were visibly along the edges of a large pit where squirrels were visible and singing slave songs while working. Rats and weasels could be seen whipping the squirrels and wearing silver necklaces. On an elevated area at the center of the pit, where the party appeared, there was a dwarven statue, which some of the members realized looked oddly similar toBarlo. On it was engraved “Hail Silverbeard, Master of War”. The statue appeared as if Barlo was preaching, and several small pews could be found before the statue – “the mighty chancellor of Silverbeard”. An airship approached the party. Within it was an overweight weasel, which wore many silver necklaces that were stacked to give the appearance of having a silver beard. The weasel spoke informing the party that Barlo had taught them the way of war, after which point there was no going back. He told the party that they were in the Tim. Zenon decried Barlo and his warring ways, and informed them that he worshipped the Sovereign Host and was in particular a paladin of Dol Arrah. Cyrus, who had studied much under the graces of Dol Arrah spoke up as well. These two were led across a bridge into what appeared to be a mighty cathedral. Once they crossed, the bridge behind them disappeared and the other members could not follow. Inside Cyrus and Zenon saw many structures made of silver and some gold, and statues of Barlo everywhere. To pass the time, Asher began to smoke a joint with some other members of the party when a hamster – who introduced himself a Hamiro –inquired about what they were doing. Asher described the joint as the “Devil’s Lettuce” and passed it to Hamiro to try it. Hamiro, unfamiliar with the item, began to eat it. The hamster asked if Asher could show them how to grow the magical substance, to which Asher showed them pictures of what they would need to find in the forest. Asher and Lorzub go with the hamsters into the edge of the forest and begin to get underway with finding the necessity plants. Garrik and Orsik were the only ones remaining on the platform by the first statue of Barlo when squirrel slaves began what appeared to be their scheduled lunch break. Garrik, being against the forced servitude of the woodland creatures, asked Orsik if they should help the squirrels rise up and free themselves. When Orsik and Garrik asked who the squirrel elders were – hoping to motivate them first – but learned that all of the squirrels’ elders had already been slain. Since the rats and weasels had gone to listen to Zenon and Cyrus preach about Dol Arrah, Orsik gave a rousing speech to the squirrels who were alone in the pits. For dramatic effect and to embolden the speech, Garrik and Bessie toppled the statue of Barlo at a high point of Orsik’s call to arms. “Rise up and take what is yours!” When they asked who Orsik was that he would defy Barlo, he claimed to be “Orsik the Gambler – Kind of the Overrealm.” At the prospect of being led by a mighty king, the squirrels began to feel more confident and readily listened to Orsik and Garrik. Back inside of the cathedral, Zenon and Cyrus were shown a large mosaic. It depicted a dwarf shining above other figures, among which were a tree on fire, an archer, and a sailor, with several others. On one edge of the mosaic, they were bust adding Cyrus and Zenon’s figures into the artwork. Barlo had taught them war. There was briefly a peace treaty, but then a new leader rose who adhered to the teachings of Barlo. The equivalence was broken and the squirrels enslaved. Zenon goes forth to speak to the crowds that have gathered to hear them speak of Dol Arrah while Cyrus hangs back. Some creatures that hung back asked Cyrus what the “honor” was that Zenon mentioned. Cyrus bumbled through and said at one point that honor involves being true to oneself. Theweasel, being true to itself, violently stabbed the rat multiple times. Cyrus panicked and tried his best to explain that violence is very bad. Meanwhile, Zenon speaks to the masses gathered and tells them that Dol Arrah teaches to protect against and fight evil. The rats stated that the Stoats were evil and were gearing up for conflict, but Zenon successfully de-escalated the situation, before continuing to preach about goodness and peace. Back outside, Orsik grabs mud and smears it on half of his face while many of the squirrels captivated by his words mimic the action. In an impassioned speech, Orsik told the squirrels that the rats and weasels may take their lives, but they will never take their freedom. Zenon inside preached peace, told the creatures before him to free the squirrels and live on equal terms. The rats and weasels were concerned that the squirrels wouldn’t accept any deal due to the terrible things they had done. They had killed all of the flying and grey squirrels because they were harder to wrangle and subordinate. Zenon told them that virtue was more important and it seemed as though they were willing to make a deal. The weasel talking to Cyrus found out that Cyrus knew magic and asked to learn. “Well you just need to think what you want to do and then make it happen!” Cyrus demonstrated magic with effect of Prestidigation. The weasel concentrated very hard and then made tiny gas clouds come out of his hands. He then looked over to the dead body – “I wonder,” the weasel thought as he appeared to concentrate again. Cyrus was confused as to how the weasel had performed any magic and grew slightly concerned. At the edge of the woods, Asher and Hamiro with some other hamsters are enjoying the devil’s lettuce. Lorzub asks about who the Tim is that the forest is named after. One of the hamsters agrees to take Lorzub to see Tim, so they depart further into the forest. Garrik taught the squirrels to build trebuchets and make fire. The rats and weasels had taught the squirrels that fighting meant that you throw a party. Since it proved too difficult to get them to view the world differently, Orsik taught them about “friendship” during which Orsik and Garrik showed the squirrels how to fight. Orsik cried out “For Friendship!” to which the squirrels echoed the call and then began charging towards the cathedral entrance. At that time, the weasels and rats had successfully drafted a treaty with the squirrels, with Zenon’s oversight, and felt that they were ready to present the terms of peace to the squirrels to begin a new age of peace in the region. Cyrus, growing scared of the weasel spontaneously learning magic and hearing the first bursts from the front gates, hid himself with illusions and avoided whatever was about to happen. The weasel shot lightning from his hands, then looked for Cyrus and didn’t see him, at which time the weasel vanished. Out in the forest, Lorzub was brought to a daisy and then heard the voice of Tim. His seed had been taken by the rodents, and he asked that Lorzub find and return it. Lorzub went to find Asher to go with him to find the seed, but Asher and the hamsters were in too far gone of a state, having been enjoying the hamster’s strain of “devil’s lettuce” which was notably more potent. On his own, Lorzub approached the cathedral and saw the anarchy that had arose in his absence. Orsik was shouting moral support and playing battle hymns, Garrik was just taking in the scene, and Bessie had been rigged as a siege tower by the squirrels and was brought in to charge the front gate. A massacre ensued as the squirrels breached the cathedral. They overran and tied up Zenon, eventually found and carried out Cyrus, and destroyed the rat and weasel population who, after being persuaded by Zenon so effectively that they kept crying for peace as they were violently decimated. After the worst of the bloodshed, Garrik and Lorzub enter. Garrik, seeing another statue of Barlo, topples that one as well to raucous cheers from the victorious squirrels. Lorzub starts searching the altar and finds a bible of sorts. Opening it, he discovered the book was hollowed out and contained what hetook to be the seed Tim had referred to. Asher, still with the hamsters, had a sudden moment of mind enhancement, and felt that he had grown permanently smarter from the experience. The party gathered up outside the cathedral, with the exception of Lorzub who went back into the Forest of Tim. At that point, the magic rat reappeared on the steps, levitating in midday air, and cast disintegrating ray at Orsik, the apparent leader of the coup. When Orsik managed to survive, the weasel swore and then teleported away. Upon returning the seed, a giant tree sprung forth from the ground at the center of the pit –it was Tim. The tree told the party to get out immediately out of his woods, and to never return because of the carnage that they had caused. Orsik, feeling justified in his actions, gave the true some sass back, but was eventually forced through the portal. Emerging on the other side, the party found themselves in a frozen tundra as the portal disappeared behind them. Before leaving, the tree gave Lorzub a warm moss-made cloth to keep him warm with a small staff in one of the pockets. Presently in an unfamiliar environment, the party must now find a way to survive these new elements.
Via Loremaster Mike: Session 11 (2/20): Baby, It's Cold Outside Party Changes: Garrik (Firbolg Ranger) (deceased) -> Sullivan (Human Sorceror) The party appears in the middle of a frozen waste, wind passing rapidly. On the other side, Garrik is missing, but Orsik is holding his great axe and seems incredibly shaken. Nearby an old man who is heavily bundled is very slowly walking by, wielding a cane to assist his walking. The party speaks to the man and figures out where they wound up. Nearby, Asher sees some tracks and – to search for food for the party – opts to follow them, with Lorzub accompanying him. In the meantime, Zenon chops down a nearby tree to gather wood which Cyrus lights to begin afire. Asher and Lorzub, upon following the tracks, find the entrance to a cave with a recently killed polar bear there. They skin and harvest meat from the animal, and then return with their spoils to the party to share what they’ve found. Zenon gave his spare cloak to Cyrus who did not appear to be handling the cold well at all, before noticing that Orsik summed to be acting a bit strange. After prying, Orsik said that he was fairly certain that Garrik was dead, but he can’t believe that what he thought he saw was real. As the winds roar around them and the party gathers, Asher leads them to the cave so then can get out of the worst of the storm. Cyrus and Sullivan ride on the back of a Celestial Elk summoned by Zenon in order to keep pace with the rest of the company. The party found their way successfully to the cave, but after they had begun to delve further in, the exit to the cavern collapsed behind them. Scouting ahead, Asher caught a brief glimpse of a scaly white tail disappearing around a corner, while Asher found some crates containing various items. Within the crates, Orsik found an amulet, a black longsword, and an amulet. He tossed the longsword to Zenon, but as Zenon caught it he felt a sudden burning sensation in his hand and dropped it to the ground. In the cavern, there were two sources of light. The nearer source had several men huddled around it. Asher stealthily moved into a closer position, while Orsik and Zenon walked up to talk to the men. They admit to being bandits with some stolen goods that they may be willing to sell or trade, having assumed that the only other people who would’ve strolled in to a cavern in this situation must also be bandits. After a smug comment to Zenon, Orsik gets the ball rolling with a Shatter next to the fire place, hurting the bandits with both the concussive blast and the spread ashes and char. In a manageable encounter, the party took out the leader and a few of the bandits before the remaining four decided to drop their weapons and surrender. Orsik took the time to dig through the crates to get the items that the bandit leader had originally offered as trade options. During this, a white dragonborn flanked by two wyrmlings appeared and asked what all of the ruckus was going on in his cavern. After a brief chat, the dragonborn invited the party members and the bandits back further into the cavern as his guests, but informed the party that they would need to clean the mess they made before leaving. The party learned that the dragonborn appeared to be a powerful magic user, and had the ability to dispel magic and remove curses. The party proceeded to line up as the dragonborn, who introduced himself as Steinbauer, assisted them one by one with their various magical ailments. During this time, Zenon tried on the amulet - at which point he immediately took massive amounts of necrotic damage and was just as suddenly reincarnated as a Dhampir as the amulet faded. Still being next to the dragonborn, Zenon asked and had the Dhampirism reversed as well. When the task was complete, the discussion of compensation came up. In exchange for the amount of healing done and for allowing them to stay the night, the party would clean their mess, carry a shipment of fish to the nearest town for him, and pay him 1000 gp. Orsik, not having many items with which to gamble, decided to gamble his own freedom in order to reduce the cost as much as possible. After each time when the price was reduced, members of the party pleaded with Orsik to desist, but his urge to gamble was too strong. After a few contests, it was decided that the fee would be dropped and they would just need to clean their mess and deliver the fish – luckily it seemed that the dragonborn seemed more interested in having someone to gamble and toy with than actually desiring to keep a Dwarf around his residence. However, after losing a climactic dance battle, Orsik did part ways with a set of magical bagpipes (or so the dragonborn thought). The next morning, the party fulfilled their agreed upon obligations and were ready to make the trek – now well rested – to the town, with Asher’s survival instincts and Sullivan’s general lay of the land as their guides.
Via Loremaster Mike: Session 12 (2/27): Statues That Were Far Less Frightening Than Those of Barlo in the Fey The party traveled southward from the cave in which they had sought refuge with Steinbauer. Orsik told the party he would catch up with the party, but wanted to spend more time speaking with such an advanced Bard. Along the route was a pass that they entered. Inside the pass there was a large room containing two unsettling statues, a chest, and a wheel. The two statues, positioned at either side of the hall, each had a shield and mace. The chest and wheel in the center of the room both had labels on them in Elvish. Lorzub read them for the group: the wheel said “Do not turn”, while the chest read “Donations wanted.” Zenon began by placing rations in the box, after which the lid immediately closed. Looking over the statues, Cyrus noticed that they didn’t seem to be as old as the structures around them. Sullivan, following Zenon’s lead, opened the lid of the donation box and put in a gold coin, after which the lid closed itself again. When the box was opened again, the items they had put into it were no longer there. The party all added items to the donation because then explored along an open passageway, which came to a dead end with another chest with read “Free Supplies”. Upon opening the chest, Sullivan saw an array of rations, coins, and other odds and ends. He reached into the box to stock up on some rations when the chest bit down on his arm, at which point it was revealed to be a mimic. Sullivan took a few hard hits from the creature, having gotten so close to it, but the party managed to dispatch it with relative ease before returning to the room from whence they had come. Unfortunately, the statues were no longer where they had been before. Though currently stationary, the golems were near the entrance of the path where the party had just gone. The party knew that they needed to find a way through the sealed doors in the room as quickly as possible. Observing one of the golems while it was still stationary, Cyrus found a switch of sorts on its backside. Flipping the switch, the outer layer of protections for the golem clattered to the ground. The party took the opportunity to dispatch that golem, while frantically searching for any buttons or notes on the wall. Zenon, attacking one of the stone doors with a crack in it, made a path just big enough for Asher to squeeze through before it crumbled and resealed. Cyrus cast a Thunderwave at the wall and afforded himself a similar opportunity to join Asher on the other side. At that point, the standing golem slammed its shield down blocking off the heavily damaged door. Asher and Cyrus, on their own on the other side of the wall, began looking around for ways to possibly get their friends out. Zenon, Lorzub, and Sullivan then fought a grueling battle, accidentally releasing and activating another golem during the course of the fight. Eventually, through their efforts, they managed to turn the heavy wheel in the room, which opened a doorway out. Once they got through, they ran into Cyrus who had just looped around to that doorway from the other side, while Asher had checked in the other direction. Having narrowly survived their battle with the golems, the party gathers itself as it prepares to advance through the pass and see what other perils it may contain.
Via Loremaster Mike: Session 13 (3/6): Anywhere but the Demon Wastes Orsik managed to catch up with the other members of the group, who had just recollected themselves as well. Past where they had fought the golems, there was an area of magical darkness. Some of the members passed through without issue. Asher fell unconscious and a wisp of black smoke seemed to come from his mouth. Zenon and Orsik, realizing not everyone had made it through went back for Asher and Lorzub who had also fallen in the process. Cyrus, who did not realize anything weird was going on in the pathway, continued a little ways onward where he saw two statues of giant hands, each holding a chest in their upward facing palms. Curiosity got the best of him, so he after a quick investigation led him to believe there was nothing strange, he opened one of the chests. Inside, he saw a silver ring and,wanting to examine it closer, reached in to grab it, at which point the chest clamped down on his hand. Orsik heard the yelling from around the corner, and went to see what was the matter of Cyrus. Zenon finished hauling the other party members out of the dark passageway and getting them on their feet before joining Orsik and Cyrus. The party disposed of the two chests, both happening to be mimics, patched their wounds for a little whole, and then continued through until they successfully reached the end of the mountain pass. The party made it to town and went to a local bar to attempt to find a boat to bring them to the mainland. They also delivered Steinbauer’s shipment of fish while they were there. The party offered to work on the boats during the journey, acting as fishermen or deckhands in exchange for a free voyage or at least a greatly reduced rate. Unfortunately, all routes had their destinations at the edges of the Demon Wastes. With what he could recollect, Zenon informed the party that going there had a high risk of mortality. Orsik, pursuing other options, attempted to borrow and promise to return the ship after they worked with it, but the party could not get on board with his scheming. In the end, the party gathered themselves up, made the trek back to Steinbauer, and asked if his magic allowed him to let the party travel somewhere other than the Demon Wastes. The party was given the opportunity to travel wherever they would care to. In exchange, the party was to offer all of the gold they had and any items aside from the bare necessities (one weapon,the clothes/armor on their backs, and items typical for adventurers setting out for the first time). Each member also needed to provide him with a pint of blood. The party, though not excited by the deal, decided to take it since the alternative was likely a painful, torturous death in the Demon Wastes. The party was put into a sleep by Steinbauer for 4 weeks, their blood rations removed over the course of that time, and then they were teleported upon their waking. With only the bare necessities, it remains to be seen how the party will fare in their next adventure.
Via Loremaster Mike: Session 14 (3/13): A Crowning Achievement Some members of the party – Asher, Cyrus, Sullivan, and Zenon, found themselves in a completely dark room. Each person was drenched in sweat with no items, armor, or weapons on them. In the room as well was a human named Avowyn in the same situation and equally confused about his whereabouts. Not able to see where they are going, the party relies on Asher to carefully feel the walls and lead them the best that he can. Staying within arm’s reach of the wall, Asher eventually finds a doorway without a door. The party members and Avowyn go through the doorway and continue to stay along the wall until eventually they find five doorways next to each other. From the first doorway, the sound of falling water could be heard off in the distance. Going to each of the other doors in order, they heard the sound of falling rocks, crackling fire, blowing wind, and strange, incomprehensible whispers. Avowyn, who based on his spellcasting prowess is most attuned to fire, decides that the party should follow him through the door with the sound of crackling fire. After he passes through, however, anyone following him hit an invisible barrier. Avowyn was also not able to leave the pathway and could no longer hear the people on the other side. Acknowledging that each person had to take a separate path, the party discussed and made their choices: Zenon first chose the path of whispers, Asher the path of stone, Sullivan the path of wind, and Cyrus the path of water. Zenon sensed an undead presence as he proceeded down the hall of whispers. Eventually he found a few random bones along the ground that eventually led him to a ring of skulls on the ground with a chest in the middle. For each path, the route ended with a chest at the center of a circle. Avowyn jumped through a ring of fire and was badly burned in the process, Asher had to carefully steady himself as he walked down a rocky slope, Sullivan passed through an icy wind before finding a chest next to two frozen statues, and Cyrus waded through water and climbed atop a statue at the center to reach a chest in its hand. Within the chests, each person found a strange item: Zenon found a large cat paw, Avowyn found a crystal sphere, Asher found a scarab wrapped in gold foil, Sullivan found a small tame mimic, and Cyrus found a small goblin in a cage. Upon reaching the end of their paths, the party members woke up and found themselves back in Steinbauer’s cave, sweaty and uncomfortable, with all of their items back in addition to what they found in the dream state, at which point Cyrus agreed to identify each of the items. Zenon went over to Steinbauer and asked why they hadn’t been teleported yet, to which he was reassured that it would be set to go in just a moment. The teleportation finally happened, and they appeared outside of a tall tower. Upon it was a sign hanging off of its hinges that read “Griffonclaw”. There were no doors, just random large holes in the walls of the towers through which people could pass, and inside there were a few people in guard attire wandering about. Zenon, with purpose in his stride, walked across the room and took the job posting for Taer Elladorn from one of the people holding it. They got mad at Zenon since they were also looking to complete the job for some money. Asher attempted to get them to take the bait with an illusion and make a break with the actual posting, but it didn’t work, which caused the people there to fight the party for the job posting. After a few exchanges, Sullivan, who does not understand why the party so readily devolves to violence cast levitate on the two pursuers, and gave the party an opportunity to make a break for it. After a few days, the party made it to the ruins of Taer Elladorn. Along the way, they saw two massive creatures in combat in the distance, but couldn’t quite make out what they were. Cyrus recalled that Taer Elladorn was a tomb that was flooded at one point. It is also believed that there are undead in the deeper passageways. One of the people who had posted the job was staying outside the entrance of the ruins and accompanied the party in to make sure they didn’t steal anything that was meant to be turned over as part of the job. Going down a path that had not yet been explored, Zenon hit a tripwire that caused a burst to happen. Not long after around a corner, Asher triggered another tripwire which caused axes to swing from the walls which he narrowly avoided. From other points in the walls, undead began hobbled out and advanced towards Asher. When they party caught up with Asher, they were able to handle the situation. The party dispatched more undead and found a room, within which was a desk with notes on it and two open chests. Cyrus went up to the table and read the notes. The notes were addressed to the wife of the man writing them and mentioned that he found the Crown of Luck in the tomb. Cyrus put the notes clandestinely in his bag and then went over to a chest in the corner, which contained a crown. The man who posted the job asked for the crown, but Cyrus asked and was allowed to examine it first. He identified that it was, in fact, the Crown of Luck mentioned in the letter. When asked what would be done with the crown, the man said it would be put in a museum, most likely the one in Wroat, at which point Cyrus turned the crown over and didn’t share with the party the contents of the letters, which no one saw he take, or the nature of the crown. After their brief pause in this room, the party prepares to delve deeper in the depths of Taer Elladorn.
Via Loremaster Mike: Session 15 (3/20): What Would Brendan Fraser Do The party exited the small backroom where they had recollected themselves and then entered into a giant, partially-flooded hall. At the far end of the hall stood a gigantic armored skeleton in front of a doorway. Zenon proceeded towards the skeleton first, with the remaining members of the party keeping a safe distance. As he approached, the skeleton didn’t appear to respond aggressively, and just watched Zenon approach. Since he didn’t appear hostile, Zenon asked the creature if the party could pass, to which the skeleton asked what we had to offer. Having nothing to offer, it requested that we demonstrate our knowledge of necromancy spells in order to be deemed worthy go head onwards to see his master. Unfortunately, the party did not contain members proficient in this realm of magic. Since Zenon was repulsed by undead, and there were no other options, Zenon decided to vanquish the skeleton and the party followed suit. As the large skeleton saw what was happening, dozens of normal sized skeletons emerged with crossbows from the walls. Eventually, the party managed to fell the hoard of skeletons and the gate behind where the large skeleton stood opened. The party advanced down a corridor and up a staircase to a dark, back room. Within it, there were 4 large columns, a large opening in the floor, and writings and depictions across the walls, but seemingly no other doors or passageways. Cyrus determined that the writing was an ancient form of Elven, which he had only come across sparingly in his studies. From what he could pull out, Cyrus found notes for “city”, “buried”, and a depiction of a wyrm. Cyrus also found that a leader of a desert nation was buried here with subordinates. Seeing nowhere else to go, the party decided that they needed to descend into the pit. Shooting a flaming arrow into the pit, it appeared as though there was a similar floor about 100 feet down. Two ropes were tied together, and Zenon anchored the rope, while Lorzub was lowered and successfully made it onto the floor below. While there, he found more columns covered in what appeared to be Ancient Elven, so the rope was pulled back up and Cyrus was sent down next to try and figure it out. The writings and images on this level seemed to represent religious practices. It showed the leader bowing before a wyrm and religious rites being practiced by the subordinates for the leader. Cyrus also learned that the leader went by the name Atemu. Slowly but surely, the party made it down a few more levels without issue until they reached what appeared to be a floor level. It was a small room, and on one end there was a sarcophagus. Zenon opened his senses to the otherworldly, and honed in on the undead presence that appeared to be within the sarcophagus. At that point, a spirit rose out of the sarcophagus, the exit above them and the grates that were on the other wall sealed off, and then water started to rapidly flow into the small room from an opening in the wall behind the sarcophagus. What ensued was a hard fought battle. The creature stunned, terrified, and aggressively attacked the members of the party. Lorzub, not sure as to the best approach, opened the sarcophagus further. At that point a strange powder mixed with the water and was rapidly dispersed by the rising water. It didn’t take long for the party to discover that the powder, now omnipresent in the small room, carried with it an anti-magic effect. Also from within the sarcophagus, the party saw a crown and a blue gem. Cyrus, not knowing what else to do, swam for the blue gem in the hopes that it might aid the party. In his attempts to escape with it, he took a devastating hit, necrotic energy pulsed through his body, and he was rendered unconscious and imbued with a curse. Orsik managed to grab the gem that Cyrus released, and broke it against the edge of the sarcophagus with a greataxe. The gem burst and from it emerged a water element that began to fight the spirit on Orsik’s behalf. Unfortunately, both Orsik and then Zenon were knocked unconscious and cursed like Cyrus, while Sullivan successfully managed to swim around the room to stabilize the party as quickly as they had fallen. Eventually, the party whittled down and dispatched of the creature, but the water was still rising. Utilizing the water element to assist them, the party eventually found a button of sorts on the bottom of the sarcophagus when the elemental lifted it. The button was pressed, the flowing water stopped, having reached more than halfway up to the ceiling of the room at that point, and then flowed out rapidly as the grates were opened in the room, with one grate removed to allow passage. While the party managed to kill the creature, three of their party members remain fallen and pulsing with necrotic energy. Over the next few days, based on their general constitution, the members of the struck down members will perish. With no obvious route for egress now that they are several layers deep into the ruins, and no large towns near the ruins even if they made it out, the fate of the party will be determined when we next join them.
Via Loremaster Mike: Session 16 (3/27): "I Don't Like Sand. It's Coarse and Rough and Irritating and It Gets Everywhere" Party Changes: Orsik (Hill Dwarf Bard) (Unknown) -> Pepper (Pixie Rogue) Cyrus (Forest Gnome Wizard) (Possessed) -> Kane (Human Fighter) The party is carried in the rushing water – half the members unconscious, the other half trying to take in their surroundings. An axe passes by Lorzub, but he is too concerned about getting his bearings. The sound of falling water could be heard. A green flash of light appeared and suddenly Orsik’s unconscious body had vanished. The crown, that Orsik had put on in the mummy’s tomb began to speak to him: “I can help, will you let me.” When asked who was in the crown, it gave the name Corvin. As the party goes over the edge and is now falling with the water, Lorzub agrees since he doesn’t see any other way out. All the magic in Lorzub is drained from him, but the part – Cyrus, Zenon, Lorzub, Asher, and Sullivan – are now all outside of Taer Elladorn, but can see it in the distance. The crown speaks in such a way as to address all the conscious members: “I can remove the curses afflicting them, but I need you to put me on the magic user,” as the crown implied Cyrus. Not wanting to see their friends die and already determining that healing magic was of no avail, they once again agree to let the crown intercede. As soon as the crown in placed on Cyrus, his eyes open and he stands up. The voice that was initially heard in the party members’ minds was now coming from Cyrus. Cyrus walked over to Zenon, and after some incantations Zenon began to stir. “Now to remove the curse from this one.” Cyrus begins casting again, but eventually the party members notice that the spell doesn’t appear to be quite the same as the one used on Zenon. Then Cyrus gave a sly smirk, very uncharacteristic of the timid gnome they knew, and vanished with the crown. Zenon slowly stands up, and the party explains what he has missed since being knocked out by the mummy, though they aren’t completely certain themselves. The party did a quick inventory. The Giant Slayer axe, that Lorzub had failed to grab, was left in the depths of Taer Elladorn. Zenon opened his belt pouch to check the platinum, when he reached in, he felt a burning sensation and pulled his hand out. Appearing on his hand was the marking that had originally appeared on Orsik when he made the deal with Leader back in Stonerift. After the mark faded in, Zenon was able to reach into the bag without issue. By flip of a coin, the party decides to make their way towards Zephyr Keep rather than return to Griffonclaw. They trek into the desert, and as night approaches, make camp inside the picked-clean skeleton of a large creature. There are many dead bodies in various degrees of degradation, but they all seem to have arrows sticking out of them. The first watches of the night are mostly uneventful, though there are noises that appear to be getting somewhat closer in the distance. Zenon had the watch just before morning, but unfortunately he was still trying to process everything that had happened. In his unaware state, a group of elves in dark cloaks encircled the party with bows drawn. In Elvish, they asked if they were the ones who were plundering the ruins of Taer Elladorn. Zenon tried to explain that they were hired by someone else and didn’t know it was an issue, but the band said that they could speak to someone else. “Come with us, or die where you stand.” The party, seeing they were overwhelmingly outnumbered agreed to surrender and go with the elves. The elves carried the weapons of the party. Kane and Pepper had come to Valenar for a bounty related to a fight that broke out between adventuring parties for a Taer Elladorn job posting. On their way, they were intercepted by one of the roving warbands of Valenar. The particular warband was known as Ryse Alora and seemed to be in charge of patrolling the border of the region. Those who were present to take in Kane and Pepper were only a small detachment from the larger body, and another small detachment had been sent to look for something or someone else. The leader of the group, an elf named Zandro, appeared slim and gentle, but managed to apprehend Kane one-on-one, as he fought with a long, thin rapier with incredible skill. As the main party is brought to a camp, they see two individuals, a pixie and a human, in a somewhat heated discussion with what appeared to be the authority in the camp. Zenon, though partially in disbelief, believes the human is a familiar face. “Kane?” Kane turned his head quickly, and asked how the guy knew his name. As Zenon began to explain that Kane looked like and had the same name as his cousin who took of long ago, Kane began to recognize Zenon. The elves were more concerned about the trespassing of both groups, so reunions would need to wait. Pepper, judgemental of other races with Fey origins, kept calling the elves "knife ears" while the others tried to wrangle him in. Zenon, in defending the party, informed Zandro that they didn’t know anyone still laid claim to Taer Elladorn. In a bid for mercy and a better deal for themselves, Zenon informed them of the Scholar who had left the ruins with a crown from the ruins in his possession. Zandro signaled for a small band to go pursue the Scholar. Zandro would not let the groups go and sort out their own business, but decided to make them a generous deal first. They were to cross the border into the Talenta Plains to retrieve a woman from the northern tribesmen. They were warned that the leader above the border wasn’t like the normal residents of Talenta Plains, but was hard pressed to explain what was so bizarre about him. They parted rested in the camp for the evening, with the members of the main party each having strange dreams, and Sullivan hearing the message “Soon” in his. In the morning, each person was returned their weapons, loaned a horse (except for Pepper, who just rode with Kane), and rode to the border with two elves to lead them. The camp was located, and after a failed scouting mission by Pepper a fight ensued. In addition to halflings in the camp, they found a man that blinked in and out of visibility, and Basilisks that were released from cages during the fight. Once they dispatched the halflings and basilisks, the strange leader vanished, at which point the party searched the camp until the found a tall elven woman who had been bound and gagged. Zenon got her out and learned her name was Vivious. Outside of the tent, the party regathered with Vivious and the elven escorts. The elves explained that while captured they weren’t asked typically interrogations – troop movements, numbers, etc – but strange questions like “What is your favorite food” or “What I like to do in the day”. His face also seemed to change. The party decided that they should continue this conversation back at the elven camp, but on their way out, saw the strange leader reappear briefly. “You have all been very helpful, especially you, paladin.” His visage seemed to yield to his true form with included a white, porcelain mask. The party tried to hurl what they had at the enemy, but to no avail and he vanished once more. The two groups formed an unlikely alliance – bounty and bounty hunters – but have now been introduced to a much stranger foe. It remains to be seen how this ragtag band of adventurers proceeds, as they now ride back to the Elven camp on the border of Valenar.
Via Loremaster Mike: Session 16 (3/27): "I Don't Like Sand. It's Coarse and Rough and Irritating and It Gets Everywhere" Party Changes: Orsik (Hill Dwarf Bard) (Unknown) -> Pepper (Pixie Rogue) Cyrus (Forest Gnome Wizard) (Possessed) -> Kane (Human Fighter) The party is carried in the rushing water – half the members unconscious, the other half trying to take in their surroundings. An axe passes by Lorzub, but he is too concerned about getting his bearings. The sound of falling water could be heard. A green flash of light appeared and suddenly Orsik’s unconscious body had vanished. The crown, that Orsik had put on in the mummy’s tomb began to speak to him: “I can help, will you let me.” When asked who was in the crown, it gave the name Corvin. As the party goes over the edge and is now falling with the water, Lorzub agrees since he doesn’t see any other way out. All the magic in Lorzub is drained from him, but the part – Cyrus, Zenon, Lorzub, Asher, and Sullivan – are now all outside of Taer Elladorn, but can see it in the distance. The crown speaks in such a way as to address all the conscious members: “I can remove the curses afflicting them, but I need you to put me on the magic user,” as the crown implied Cyrus. Not wanting to see their friends die and already determining that healing magic was of no avail, they once again agree to let the crown intercede. As soon as the crown in placed on Cyrus, his eyes open and he stands up. The voice that was initially heard in the party members’ minds was now coming from Cyrus. Cyrus walked over to Zenon, and after some incantations Zenon began to stir. “Now to remove the curse from this one.” Cyrus begins casting again, but eventually the party members notice that the spell doesn’t appear to be quite the same as the one used on Zenon. Then Cyrus gave a sly smirk, very uncharacteristic of the timid gnome they knew, and vanished with the crown. Zenon slowly stands up, and the party explains what he has missed since being knocked out by the mummy, though they aren’t completely certain themselves. The party did a quick inventory. The Giant Slayer axe, that Lorzub had failed to grab, was left in the depths of Taer Elladorn. Zenon opened his belt pouch to check the platinum, when he reached in, he felt a burning sensation and pulled his hand out. Appearing on his hand was the marking that had originally appeared on Orsik when he made the deal with Leader back in Stonerift. After the mark faded in, Zenon was able to reach into the bag without issue. By flip of a coin, the party decides to make their way towards Zephyr Keep rather than return to Griffonclaw. They trek into the desert, and as night approaches, make camp inside the picked-clean skeleton of a large creature. There are many dead bodies in various degrees of degradation, but they all seem to have arrows sticking out of them. The first watches of the night are mostly uneventful, though there are noises that appear to be getting somewhat closer in the distance. Zenon had the watch just before morning, but unfortunately he was still trying to process everything that had happened. In his unaware state, a group of elves in dark cloaks encircled the party with bows drawn. In Elvish, they asked if they were the ones who were plundering the ruins of Taer Elladorn. Zenon tried to explain that they were hired by someone else and didn’t know it was an issue, but the band said that they could speak to someone else. “Come with us, or die where you stand.” The party, seeing they were overwhelmingly outnumbered agreed to surrender and go with the elves. The elves carried the weapons of the party. Kane and Pepper had come to Valenar for a bounty related to a fight that broke out between adventuring parties for a Taer Elladorn job posting. On their way, they were intercepted by one of the roving warbands of Valenar. The particular warband was known as Ryse Alora and seemed to be in charge of patrolling the border of the region. Those who were present to take in Kane and Pepper were only a small detachment from the larger body, and another small detachment had been sent to look for something or someone else. The leader of the group, an elf named Zandro, appeared slim and gentle, but managed to apprehend Kane one-on-one, as he fought with a long, thin rapier with incredible skill. As the main party is brought to a camp, they see two individuals, a pixie and a human, in a somewhat heated discussion with what appeared to be the authority in the camp. Zenon, though partially in disbelief, believes the human is a familiar face. “Kane?” Kane turned his head quickly, and asked how the guy knew his name. As Zenon began to explain that Kane looked like and had the same name as his cousin who took of long ago, Kane began to recognize Zenon. The elves were more concerned about the trespassing of both groups, so reunions would need to wait. Pepper, judgemental of other races with Fey origins, kept calling the elves "knife ears" while the others tried to wrangle him in. Zenon, in defending the party, informed Zandro that they didn’t know anyone still laid claim to Taer Elladorn. In a bid for mercy and a better deal for themselves, Zenon informed them of the Scholar who had left the ruins with a crown from the ruins in his possession. Zandro signaled for a small band to go pursue the Scholar. Zandro would not let the groups go and sort out their own business, but decided to make them a generous deal first. They were to cross the border into the Talenta Plains to retrieve a woman from the northern tribesmen. They were warned that the leader above the border wasn’t like the normal residents of Talenta Plains, but was hard pressed to explain what was so bizarre about him. They parted rested in the camp for the evening, with the members of the main party each having strange dreams, and Sullivan hearing the message “Soon” in his. In the morning, each person was returned their weapons, loaned a horse (except for Pepper, who just rode with Kane), and rode to the border with two elves to lead them. The camp was located, and after a failed scouting mission by Pepper a fight ensued. In addition to halflings in the camp, they found a man that blinked in and out of visibility, and Basilisks that were released from cages during the fight. Once they dispatched the halflings and basilisks, the strange leader vanished, at which point the party searched the camp until the found a tall elven woman who had been bound and gagged. Zenon got her out and learned her name was Vivious. Outside of the tent, the party regathered with Vivious and the elven escorts. The elves explained that while captured they weren’t asked typically interrogations – troop movements, numbers, etc – but strange questions like “What is your favorite food” or “What I like to do in the day”. His face also seemed to change. The party decided that they should continue this conversation back at the elven camp, but on their way out, saw the strange leader reappear briefly. “You have all been very helpful, especially you, paladin.” His visage seemed to yield to his true form with included a white, porcelain mask. The party tried to hurl what they had at the enemy, but to no avail and he vanished once more. The two groups formed an unlikely alliance – bounty and bounty hunters – but have now been introduced to a much stranger foe. It remains to be seen how this ragtag band of adventurers proceeds, as they now ride back to the Elven camp on the border of Valenar.
Via Loremaster Mike: Session 17 (4/3): Tremors (1990) As the party crossed the border into Valenar from the Talenta Plains, several members of the party could see black-cloaked elves guarding the border in the shadows. With Vivious in their company, the party reached the camp from which they set forth, to find several tents engulfed in flame and plumes of black smoke rising from it. Slain elves, as well as some of their horses and guard dogs, were seen scattered about the camp. While searching for any survivors, members of the party heard a groaning sound from the far end of the camp, where they found Zandro. Zandro had been badly wounded, and his rapier was missing. The party quickly patched and healed his wounds. As Zenon caught up with those that had found Zandro, Zandro’s eyes went icy cold at his visage. “How dare you come back here!” Zandro shouted at Zenon. After a lot of tension and confusion, the party was able to glean what happened. Zenon, or a Zenon doppelganger, led metal men with no faces in the attack of the camp. The party explained that there was no way Zenon could have led the attack since he had been with everyone else the entire time. Although distrustful and angry, Zandro was eventually persuaded by Vivious. Zandro informed the party that a note had been pinned to an elf at the entrance to the camp. Zenon went there and scanned the note: By order of the King of Aundair, I, Zenon ir’Torgarn, leading my mercenary band the ‘Marvelous Bastards’, put down the Elven threat in Valenar. Below which the seal of Aundair was imprinted upon the note. The party began to ask Zandro where “Zenon” had gone, and learned he had departed in a southeasterly direction. A Scout who survived was sent to follow the marauders at a distance and left markers that Zandro was meant to follow upon his recovery. The party was told they could take some rations from the camp – since they wouldn’t need as many now anyway – to aid in their pursuit of the man or thing that did this. While looking for rations, Sullivan found what seemed to be a normal decked of cards, slightly drenched in ale. Not being a fan of cards, Sullivan put the cards into one of the nearby fires. The party followed the markers left by the Scout before them, but eventually needed to take rest for the night. During the third watch, Asher felt the ground tremble in a strange way, and woke up the party to alert them. Nothing came of it, and while Zenon was alert and concerned about it like Asher, most of the party was annoyed at being woken up and were eager to just go back to sleep. During the final watch, Zenon could not stay awake during the whole thing, but aside from the random tremor, the night passed rather uneventfully. As the continued along the trail, with Asher at the head, Zenon’s horse stumbled over a body on the ground, and the horse broke its leg. Luckily, the party was able to patch of the horse, but Zenon opted to conjure a magical steed rather than apply stress to the tenuously patched horse. Upon inspection, the body appeared to be that of the Scout whose markers they had been following to this point. On his person, the party found a small map with Elvish writing. Asher started the map, while the Elvish was translated for him: Doors in the Sand. Asher then using his Cartographer’s skills in conjunction with his survival skills, successfully led the group forward. When they arrived to the marked location, there were two doors partially visible in the sand, with the lock on the door blown off. The party entered and found themselves in a sandy and dark cavern with clear manmade reinforcements to the structure. On a wall by the entrance, there was writing in Orcish: We give our lives to guard this place. Kane, below the inscription, crudely carved Kane was here in Orcish into the stone. The party walked into a room that contained several suits of armor. Curiously, all of the suits of armor were emblazoned with sigils of Aundair upon them. Pepper attempted to pick up the helmet of a suit of armor that had been knocked over, and at that point, the suits of armor in the room surged to life, which the party managed to defend themselves against. Deeper into the cavern, the party found a room which appeared to be a study of sorts. Asher found maps by the desk with several marked locations on them. On a bookshelf, there were tons of journals, loose notes, and tomes written in Orcish. Kane began reading them, but quickly grew disinterested in the scholarly style of the writing. Lorzub some of the notes and realized that the journals related to the Gatekeepers, at which point Lorzub packed into his bag as many of the notes and books as he could haul, and asked other members to grab any remnants. The party advanced through the cavern. One door they found had a magically aura and could not be opened by brute force. Another door burst into flames when Sullivan went to open it, but then was opened by use of Mage Hand. As the advanced along the corridors, the party noted the crack and rough condition the walls and even ceiling were currently in, before finding an opened chest. Unfortunately, there was a note in the chest which read: Too late, I got this one already . At another locked door, Kane managed to kick a hole into it big enough for Pepper to pass through. On the other side, a tremor and an earth elemental appeared in the room as the party proceeded to break down the door to follow Pepper. Thanks to a curse bestowed upon the creature by Sullivan, the party bested the earth elemental with relative ease. Towards the back of the room, the party found a trap door in the floor. Going down through it, the party found a chest which Pepper unlocked. Inside they found a fair amount of gold and a key that had a magical aura to it. Sullivan pondered out loud: “Maybe it can penetrate any hole.” After being mildly uncomfortable with Sullivan’s choice of wording, the party recalled the door with the magical aura earlier and backtracked through the cavern. The key worked and they successfully passed through it. Several staircases were blocked by rubble or generally seemed unnecessarily dangerous from their state of ruin, but there was one path with a stairway that seemed to still be intact. They came to a room with a chest at the far end of it. Zenon walked up first and then suddenly seemed to freeze in place. Pepper flew up to poke Zenon and see why he wasn’t responding, at which point both Zenon and Pepper were incorporated into a Gelatinous Cube. Once they recognized the threat, the party managed to dispatch it while only being slightly worse for wear. Opening the chest, Kane found some chain mail armor that had a pleasant warmth to it. The party decided to rest up before leaving the room and Kane decided to don the armor. The party rests, but it remains to be seen what exactly is happening in Valenar. From the strange man who rallied the halflings in Talenta Plains and captured Vivious; to the tale of the Zenon doppelganger leading a faceless force that so easily devastated the Elvish camp; the sigils of Aundair both on the note found at the camp and the suits of armor in the cavern; and the collection of notes understandable only to the Gatekeepers that was included alongside these other oddities – the party has many unanswered questions before them.
Via Loremaster Mike: Session 18 (4/10): Something Wicked This Way Comes Having rested for a time, the party gathered themselves up and proceeded further into the ruins. They came to a door with a crack and, as he is wont to do, Pepper flew into the room through it. On the other side, Pepper saw an 8-ft tall man with pale blue skin standing next to a large armored figure. Off in the corner of the room, Pepper could see a pile of dead bodies. The rest of the party came through the doors, and took in the scene and the smell of death that accompanied it. The man called himself Argos the Immortal. Argos had a content tone talking about the bodies and how he’d have more for the pile now. The final straw was when Argos stated that the bodies in the corner were those of Gatekeepers. the party attacked them. A strange amulet seemed to connect Argos to the Shield Guardian – every time Argos was hit, the armored figure would react similarly to the hit. At one point in the fight a carpet, seemingly possessed, bound itself around Zenon and attempted to suffocate him. Eventually the party successfully ended the threat. Kane, not fond of the title “Immortal” that Argos used for himself, began the act of decapitating Argos. Zenon, convinced that threat was nullified, stopped Kane from completing more than an initial gash into the neck. Upon inspected the pile of bodies, Orcish features became apparent, adding more credibility to the story that they were probably Gatekeepers like Lorzub. Among the bodies was a familiar Elven one – Zandro. The party then realized an injured Zandro had sent them to this cavern in the first place, that the impostor had been left with Vivious, and that this had all been a trap, possibly to solely end the life of yet another Gatekeeper, and the others having just been present. The party leaves the room, and on a wall in the hallway an arcane script appeared in Orcish: Only the Keepers shall pass. Lorzub touched the wall and the stone began to recede revealing a passageway. There was a sound of a woman crying from within the room, as Lorzub entered he saw a naked young woman with injuries in the corner. At the back of the room, steps could be seen leading to a circle, but it seemed there was something strange about it. The room seemed to be filled with an omnipresent malice and blackness; the ground around the portal seemed desecrated. Lorzub recognized it is a portal to Xoriat. Lorzub attempted the ritual to seal the portal, but it did not appear to have an effect. The woman says she needs to warn the king, and she makes her way out of the portal room to where the rest of the party is. Then a presence seems to portal, encroaching first upon Lorzub and then the rest, at which point the break into a cold run. They traced their steps through the ruins back to where they had run into the magic door. They opened it, passed through, and relocked the magical seal behind them. They continued a bit further before stopping to catch their breath, but the sensed that the magical door had managed to buy them a few days. Finally having a chance to stop, the party gave the woman a cloak with which to cover herself. They learned that her name was Zofah d’Orien. She once again reiterated that she needed to warn the King of Aundair of the coming danger. Lorzub was incredibly distrustful of the woman, finding it suspect that she was fine despite being in the room with the Gatekeeper portal that just released a dark presence, and opted to keep an eye on her. Eventually, the party got some much needed rest. During the night, Sullivan had a dream – the same frozen man from his prior dreams. The man leaned in close and smiled; but his smile seemed too big for his face and had a cruel feel to it. Then he spoke: “Too late”. At that point the dream abruptly ended and Sullivan woke up. The next day the party left the Doors in the Sand and saw three figures approaching. There was a woman with long black hair and a bewitching smile – Lorzub managed to see through her illusion to see her body in a state of decomposition. At center, there was “Zandro”. The third figure was a tall, lean elf with pale blue skin, dark markings, and stark white hair. Upon seeing the party, brief words were exchanged before “Zandro” became the man with the porcelain mask who they had confronted in the Talenta Plains. The three mocked Argos post-humously, saying that he did not deserve to be in their order, particularly enjoying the “Immortal” title Argos had egotistically given himself. They said he was not fit to “live forever with [their] Master.” When the party asked for elaboration, the masked man (if it was a man) said their masters are beings beyond the party’s comprehension. The woman went by the name Yuni, and the elf went by the name Isadorn, and the order they stated was “The Order of the Hallow Future.” Before the Order left, the masked entity turned to the elf and told him to send his pets to take care of us. The ground began shaking as it had done before, and from the ground came several giant scorpions. Isadorn appeared to be controlling them with a strange, bastardization of druidic magic. The party fought the scorpions and, during the fight, Vivious appeared and aided them. Although there were close calls, all the members of the party survived the encounter, at which point they began to speak with Vivious. They explained what they encountered in the ruins and asked if there was anyone who may be of help in Valenar, to which Vivious provided the name of Shaeras Vadallia, who runs the war parties in Valenar. With a dark presence surging below the sands, the practices of the Gatekeepers that teeter between history and mythos, and the desires of the Order unknown, the party must decide how to handle this otherworldly threat.
Via Loremaster Mike: Session 19 (4/17): 3:10 to Korth Weighing what they should do, the party eventually decides that going to Aundair as requested by Zofah is most likely their best option. While everywhere needs to be warned, at least there they may be able to have the ear of someone of higher standing. They rode on horseback, using the horses that were provided by the elves of Valenar, and take a brief detour to look for merchants near the outer reaches of Griffonclaw. While they, the party saw a portly man leading a cart of goods. Sullivan asked the Vendor about goods for casting, but the Vendor seemed to be fixated on the carpet – the carpet that had attacked Zenon, but that Sullivan had patched up and insisted on bringing with them even if it wasn’t still magical. After very little haggling, Sullivan exchanged the carpet and 10 gp for a deck of tarot cards. The Vendor then turned his attention to the magical armor that Kane was wearing – clearly attuned to magic auras. After several comically low offers, the Vendor and Kane accepted that they were not going to come to a deal that they would both agree upon. From there, the party completed the trip to the nearest light rail station, which was just north of Griffonclaw. Elves in the familiar dark cloaks were filling the station, and it generally seemed far more packed than one would expect for a light rail platform. Kane approached the nearest Valenar elf and asked what was going on. The party was informed that undead were on the march, that everyone who had died in Cyre had been raised from the dead. Some people were even referring to Cyre as the Mournland. They stated trains through Cyre from that station were discontinued. Four had left the station, and of them only one made it to the other side. For the one train that did physically make it, it was found that the riders had gone mad and murdered each other. With passage through Cyre not possible, the party was forced to seek light rail travel up to Korth. Zenon returned the horses to one of the elves, saying they had been lent to them by one of their war bands. Zenon also tried to buy tickets for the rail, but the price was higher than he expected. Zofah dismissed Zenon, spoke to the clerk, and acquired tickets for the party and herself to board the rail to Korth, which would be two days travel. On the train, the party was split between two rooms. Kane, Pepper, Zenon, and Zofah in one; Sullivan, Lorzub, and Asher in the other. During the trip, Lorzub was constantly reading the journals and tomes that had written by the Gatekeepers in the Doors in the Sand . He found a passage that seemed to talk of a general break or upheaval among the Gatekeepers there. During the first night, Kane and Zenon awoke to noises coming from the roof of the train – footsteps running across them. Quietly, they woke up the other members of the party and Zofah and prepared themselves to investigate. A few rooms up from where the party had been staying on the train, shattering glass could be heard, and as Zenon made it there first he saw that several men brandishing weapons had broken through the windows. The party dispatched the men ahead of them, but during the course of the fight, Zofah had been captured. Kane started running off towards the head of the train to find her, with the other party members in tow. In the next car, the party found a dining hall filled with people, many injured or dead. Pepper began fluttering around the room attempted to dress some wounds and provide water, while other members of the party tried to get information as to what happened from the survivors. The party learned that the people had also been robbed, and were warned to watch out for the dwarf, who they said was particularly violent. Kane charged ahead to the next car, in which several other guards, similar to those who broke through the windows earlier, were located. Pepper hung back initially helping people in the dining car until he heard the sounds of combat from the next car. Fighting while moving forward, the party eliminated the guards in the railcar. A caster attempted to go invisible and run away, but Kane managed to catch him with his maul while swinging blindly, downing the man who he then curb stomped out of frustration before moving towards the next car to find Zofah. The party convinced Kane to wait a moment, and to not charge in and get himself killed. Kane didn’t like it, but he waited and allowed himself to be healed. Pepper, in his usual reconnaissance role, cast invisibility and then entered into the next room. In there, Pepper saw a dwarf talking to two other guards. Also in the room, Pepper found Zofah bound and gagged in one of the many crates in the room. He undid his invisibility in order to signal to Zofah to be quiet and let her know he was there, only to realize that he had no more uses of invisibility with which to leave the room. He quietly attempted to leave. The dwarf very easily saw Pepper try to leave and confronted him, albeit in a calm, measured way. Pepper tried to claim he had been in the crate the whole time and wasn’t sure where he was at the moment, but the dwarf wasn’t buying it. The dwarf then had one of the guards pull a jar from his bag. He told Pepper to go into the jar or they would make him. Pepper, not trying to get himself in a conflict with no way to escape, acquiesced, and was closed into the jar (which luckily had holes for air stabbed into it). Asher, from the doorway, saw this happen and took this as his cue to unload an arrow into the dwarf. The party rushed into the room, and the dwarf told the two guards to go to a particularly large crate towards the back of the car. The party began unleashing their fury onto the dwarf, when the guards successfully used crowbars to open the crate. Out of the crate stepped a creature – a strange terrifying minotaur creature. The minotaur charged down the hall and attacked Kane, whose back at the time was facing the creature. The party quickly took out the dwarf, but the minotaur-like creature fought with a monstrous fury. Kane was its first target, being knocked within an inch of his mortality before being healed slightly. Zenon, grabbed Kane and through him out of the creatures reach, making himself the target as he goaded the beast. At the far end of the train, Zofah managed to knock the jar onto the ground releasing Pepper, who then took his freedom to distract the guards from attacking the others. Asher knocked arrow after arrow into the creature, Sullivan and Lorzub threw spells and did what they could to keep their friends alive, Zenon defiantly stood before the creature to make sure it wouldn’t attack the others, Pepper continued to distract the guards, and Kane jumped onto the creatures back and then managed to gouge the beast’s eyes out of its head from up there. In the frantic struggle of the party, not everyone survived. Zenon, was violently gored and shredded, and the last breath of his mortality left his body. Pepper was downed by the guards. One guard was done with the nuisance, and proceeded to butcher Pepper’s body, ensuring that he would not be able to rise again. Kane was then knocked off of the minotaur’s back, but took one last giant swing with his greataxe at the legs of the creature, which was the last bit needed to fell the monstrosity. Asher, through tears knowing now that he was the last one remaining of the original party, pelted the guards furiously with arrows, and the party as a whole advanced upon them. The guard who had killed Pepper grabbed Zofah and began to make a run for a door to the next room. Sullivan, reacting quickly, cast Levitate on Zofah, delaying the guards escape while Kane and Lorzub chased after him. The other guard was downed, and as the remaining party members closed around him, the guard pulled Zofah close, put a sword to her neck and offered her life in exchange for his escape. Lorzub, Kane, and Sullivan stopped, trying to weigh how to approach the scenario when from the back of the railcar an arrow comes flying and perfectly lodges itself between the eyes of the guard, narrowly missing everyone else. The guard fell limp to the ground, and as far as the group could tell the threat had passed. The party received a devastating blow, losing their leader in Zenon and Kane losing the closest thing he had to a friend in Pepper. They are also no closer to knowing who these people were and why they were interested in capturing Zofah in the first place. How the party deals with this blow and the impending terror from Xoriat remains to be seen.
Via Loremaster Mike: Session 20 (4/24): Karrnathi Prison Blues Party Changes: Zenon (Human Paladin) (Deceased/Undead) -> Zephi (Half-Elf Bard) Pepper (Pixie Rogue) (Deceased) -> Unia (Elf Druid) While Kane, Lorzub, and Zofah were focusing on the illusion that had appeared in the room and its caster, Asher and Sullivan had apparently been briefly transported elsewhere and returned. Although it felt like a day to the pair, it had only been a moment in real time. They informed the group that it had been another adventuring group that had been responsible for the fate of the Cyre. As the finished trying to recount what had happened, the train slowed down as it was pulling into the station at Vedykar. The door where Zephi had come through was slammed shut and locked. Movement could be heard around the railcar and a voice could be heard through the door. The party had been locked in the railcar by guards, who said they were the bandits that had attacked the passengers the night before. Despite the party’s pleas and some colorful language from Kane, the guards did not believe the party – they were to be locked in the train car and put into prison at Korth where things could be sorted out. The locks on the doors were arcane in nature. The guard speaking to the party with such snide in his voice went by the name Ulrick Forebearer. To prove the party’s legitimacy, Sullivan asked Zofah to show the guards her dragonmark. After a few minutes, the party heard a scream and ran to the window, where they saw Zofah being escorted away. The railcar had been relocked, and the party would remain trapped in there until it arrived in Korth. Once they arrived in Korth, their part of the train was greeted by a large group of dwarven guards. The party were asked to leave their items, and were made to wear anti-magic cuffs. Then each of the members had a black hood placed over their heads as they were guided through time and down into the prison. The party had asked if there was anything they could do for Zenon and Pepper, and the guards said they would see what they could manage. A black cloth was put over Zenon, and then some guards lifted him and began to go a direction different from the party. Eventually, each member of the group was thrown into jail cells, and the hoods removed, but the cuffs were still in place. The party was fragmented between several different cells, and there were two others that could be seen down there. There was a strange woman in a cell of her own. When Sullivan said that the group was in there because of a misunderstanding, the woman laughed. She then said that dwarves always have a reason to take people in, and that our capture was most likely not in error. Zephi found herself in a cell with another woman. This woman said that her name was Unia, but she was incredibly hard to understand and spoke in simplistic, yet convoluted statements. Zephi tried her best to get to know Unia. At one point, Zephi took a closer look around the prison, and observed that the strange woman had nicer accommodations in her cell, but also visibly larger chains binding her. The woman referred to herself as the “Midwife”, and said she couldn’t remember her real name since it had been so long. Sullivan tried to call out to the guards, asking when they could get the misunderstanding sorted out. One of the guards yelled at him to shut up and threw a rock down the stairs at Sullivan and Lorzub’s cell. Sullivan tried to reach the rock through the cell bars, but only managed to knock it further away and to get his own cuffs stuck between the bars until, after a lot of time and embarrassment, Sullivan was finally wedged free. The rock was knocked closer to Kane and Asher’s cell, and Asher successfully grabbed the rock. They then tried to use the rock to break each other’s cuffs, but due to the darkness and the small target they accidentally hurt each other with the rock instead. Continuing to speak, the party told the Midwife of what had happened, and of Zofah’s current and previous predicaments. She reflected on how the Order of the Hallowed Future kidnaps women and use them for their own gains, but did not elaborate much on what that meant. The party also learned that the No-Faced Man went by the name Gin. As this discussion is occurring, Kane finally manages to connect the rock onto Asher’s cuffs. When he does, electricity burst from the cuffs, and both Asher and Kane were damaged by the shock. A little later, two guards came down to speak to everybody. They were set to meet with the warden the next day at first light. The group was given slop to eat for dinner, and they left. Some members of the party saw that the Midwife was given both better food and in larger quantity. Luckily, she was willing to share parts of her meal which each member of the group, passing the tray around, and throwing bread to Sullivan and Lorzub. The party then rested on the hay in the cells as best they could in anticipation of the meeting the next morning. The Midwife told them to, as soon as they could, get the keys from the warden. The next morning, the party was led from their cells to a central arena that had a dark, seemingly bottomless pit at the center. Guards could be found all around the ring, and up on a ledge stood the warden. The warden informed them all that they would need to fight for their freedom, pending whether he was entertained by their fights. Once inside the ring, which had a magic reflecting barricade, their cuffs were removed, and a large chest was placed with them containing their armor and weapons. Unia walked over by the ledge and, taking the Midwife’s words to heart, asked the warden for his keys. The warden was confused, then in disbelief that he would be asked then, and then gave a resounding ‘No.’ Once they were properly outfitted, a gate on the far end opened and zombies came forth from the opening. Some of the zombies had terrifying abilities – one spewing acid and the other draining what felt like the life essence of those around it – but the party triumphed. After the first fight, two familiar figures come out to join the warden on the ledge – the woman Yuni who was a member of the Order of the Hallowed Future, and Zenon who didn’t appear to be himself. She congratulated the party on their first match. Then she said that if the party succeeded, those who survived were free to go and that Kane would be able to see Zenon. She taunted the group, and then the next fight was set to begin. Yuni, Zenon, and the warden remained on the ledge to observe the fight. The party readied their weapons, not sure what would come, when a beast (a Chort) emerged from the pit at the center. Asher and Kane took large amounts of damage from the beast but were kept standing by a barrage of heals from their allies. Sullivan bestowed a curse upon the creature to limit its effectiveness in combat, and Zephi created an illusion to make copies of Kane, all appearing to circle around and attack the Chort. After a long fight, Asher drew his bow one final time, and lodged an arrow between the beasts three eyes, felling it. Yuni addressed the party again, saying how well they fought, particularly Kane. Kane was permitted to go back to meet with Yuni and Zenon in the backroom but had to leave his weapons and armor. The other party members were also told to return their items to the crate, where the warden was surprised to find Unia had hid herself. He told her to get out and then for the group to put their weapons in. Kane was in the backroom for several minutes, before coming back out. In that time, the group, remembering the Midwife’s words, took attempts to take keys to the cells. After two failed attempts, the guards were on incredibly high alert as to what they were doing, but Zephi, with nearly surgical precision managed to lift the keys from the warden just as Kane was returning. Kane told the warden that Zephi had cleared them to leave. Warden looked to Yuni, who was back on the overlook, who nodded to verify the claim. Kane did not make eye contact with the group. Yuni called to taunt the group and sayed she looked forward to owning Kane as her thrall one day. The party was escorted out of the prison and returned their possessions at the exit. Out in Korth it did not take long for them to run into the Midwife who they had thought would still be in the prison. She assured them that she had the powers to leave at any time but found the company interesting. She asked the party to help her with a task, and would in return offer them a favor to ask of her. She needed three of the party to spy on individuals for just shy of a fortnight, for which Zephi, Sullivan, and Unia volunteered. Three go off to spy for the mysterious Midwife, three go off to find guilds to train. Zenon has been taken as a thrall of Yuni, Zofah has been taken by guards in Vedykar, the threat of the Daelkyr still hovers over everything, and the party does not know what deal Yuni tried to make with Kane and whether Kane had accepted it. Being pulled in so many directions at once, the party must think hard about their next steps.
Via Loremaster Mike: Session 21 (5/1): Finger Licking, Ass Kicking Good In Korth, Paladins of Silence were running through the streets. The party met up at the Bard’s college in the Commerce Ward, but Unia leaves to go have lunch with her mark. Zephi informs the others that they are set to meet with Kenpachi later that night. Discussed the found disturbances and learned that Isadorn was or is somewhere in the city. With the information about Isadorn and information about their marks gathered over the last several days, the party decides to with the Midwife to share what they’ve learned. As the party passed through the different wards of Korth, there were Paladins of Silence at every juncture. While Kane was allowed to pass freely, the others were scanned and questioned, but determined to not be casters of the particular brand of magic they are concerned about. When the arrived at the home of the Midwife, there was a large crowd there, but the group was able to pushed to the front and meet with her. Despite not having a reservation, the Midwife called them in to meet. Inside, there could be seen arcane sigils all over her home. Speaking with the Midwife, the party learned that there is rampant corruption within the city and that the guards were most likely paid off. Information was exchanged, and then the party showed the Midwife their map of the portals. The writings were in Ancient Orcish, and she stated that we would require men of learning to assist with translated what it said. She also said that while the Order of the Hallowed Future was very recently in Korth, they had left recently to head towards the Shadowmarches. Furthermore, Ulrick, the dwarf guard who had locked them in the railcar, would be leaving the palace shortly. The party, thinking the Order was the main three members they had seen and some underlings, were told that the Order of the Hollowed Future was actually a Cabinet of nine members. While they did not require them at that moment, the Midwife let the party know that her primary specialty is in forgery – should they ever need to become someone else, they could do so with her. The party thanked her for all of the information she gave to them and began to leave. As they were heading out, the Midwife pulled aside Asher. She told him that there seemed to be a presence of evil and chaos around Unia, and that someone or something was after her. Asher thanked the Midwife for telling him, and then he left to catch up with the other party members. They headed towards Crownhome in an attempt to run into Ulrick. There were dwarven guards at the entrance that did not let them through. The party asked if they knew about Zofah, at which point they were told that she was rescued from bandits and returned back home. Seeing that they weren’t going to be able to casually enter Crownhome, the party left to get ready for their meeting with Kenpachi. In getting ready for this meeting, the party accidentally lost track of Unia, who had gotten into a small dispute after accidentally knocking over and spilling a woman’s vessel of milk she had just bought. The party stopped to grab a meal at the Bloody Stein and then went back to the Bard’s college where they were set to meet Kenpachi. Zephi realized that she had forgotten it was a dinner meeting. Not only was Kenpachi bringing excellent food after the party had just eaten cheap eats, but Zephi was also supposed to procure drinks for the meeting – so she told the group that they had to eat again, to not mention their first dinner, and ran off the get make the necessary purchases. She made it back to the Bard’s college just as Kenpachi was arriving with his gigantic platter of food. The meal meeting began only for Kenpachi to point out that Zephi got drinks but no cups, so she ran out for another short errand. Sullivan, thinking out loud, commented on how hard it was to eat another dinner. After everyone was settled in, Kenpachi mentioned that the Order was looking for Lizards (Dragons). He also said that he was willing to work with the group and to sign a contract with them, but first they had to meet him at ‘Arena A’ of the Fighters’ Guild. In discussing possible terms of the contract, and what challenges Kenpachi would get to test his might against, the party brought up the fact that they owed a debt to a dragon. During this meeting, Unia had apparently annoyed a Lionfolk Paladin of Silence named Leo Truth Bringer that had come to address the commotion that Unia had stirred up. As the party finished the meeting, Zephi realized Unia was not there and found her just as Leo was reprimanding her. Zephi hurried to catch up and, to distract the Paladin and to get him to let go of Unia, Zephi began to cast magic. After casting Faerie Fire on the Paladin to instigate, Unia was dropped and both made a break for it, with Leo in pursuit. After a lot of chasing, Unia managed to break away, and later Zephi managed to round a corner to cast invisibility, and then tracked down some fish, which she walked around in random patterns with to cover up her scent before returning to the Bard’s college. The rest of the party had left to go to the Sorcerers’ Guild where they hoped to find “men of learning” who could translate the Ancient Orcish for them. Arriving at the guild, they were informed that non-members had to stay in the open access area of the library, and were not permitted to go elsewhere within the guild. Sullivan went to find the High Wizard, Hartfield. Speaking to him, Hartfield said that he would be able to translate to map, but it would take him several days. Hartfield then took the map and promptly returned to his chambers. On their way to leave the library, the group that was at the Sorcerers’’ Guild ran into Aizen, the mark Sullivan was tasked to spy upon. They got into a conversation about why they were there and told Aizen that they had needed someone to translate Ancient Orcish related to the Gatekeepers translated. Aizen showed a strange amount of interest when the Gatekeepers were mentioned. Lorzub then proceeded to provide a surprising amount of detail about the Gatekeepers and his role among them. Sullivan then proceeds to tell Aizen about the Order, who Aizen says hasn’t heard of. Sullivan got a sense that Aizen wasn’t quite being honest, and began to wonder if the Order had approached Aizen already the way that they had approached Kenpachi. That night, the members of the party went to their various sleeping quarters. In the middle of the night, Leo showed up at the Bard’s College where Unia and Zephi were sleeping that night. However, Leo was pursued by city guards, who were not fond of the overreach and paranoia of the Silence Paladins, berated Leo for causing such a huge ordeal in the middle of the night and proceeded to kick him out. The next morning, the party showed up at ‘Arena A’ of the Fighters’ Guild. The party then had to fight against Kenpachi and prove their strength to him. Kenpachi went into a rage and enlarged to become even more massive than he already was. After a long fight, with Kenpachi taking most of the damage surprisingly well, eventually Kenpachi, barely conscious, ceded to the party, saying they had shown him enough. He stated that a deal between us could be worked out. To cheers from the audience, the party left the arena with Kenpachi to go into a back room where they drafted the terms of their agreement, which were as follows: The party would be supplied with horses and carriage, and the carriage would be large and fitted with a mobile kitchen; Kenpachi would only aid the party with worthy opponents, not every run-of-the-mill task they stumbled upon, and Kenpachi would decide which opponents were considered worthy; Kane would be given the option of training under the fighting style of Kenpachi; will defend the party against one target at all costs, included his life, on their behalf, for which the party selected the dragon to which they owe a debt; Kenpachi would always be willing to duel if the party wanted to test their skills; the party would be required to advertise Kenpachi’s Fine Cuisine (KFC) wherever they travelled. Agreeing to the terms, each person pierced their skin and signed their names on the contract in blood, binding them to it. With a powerful ally in their corner, the corner turns their view towards the Shadowmarches. The party may not know what lies ahead… but they do know that KFC is the finest meal you get find this end of the Mournlands, so be sure to get a bite of Kenpachi’s Finest Cuisine today!
Via Loremaster Mike: Session 22 (5/8): Party Poopers Asher had gone to the Cartographers’ Guild and was told that he had to map out an area among a list of options in order to join. Knowing that they party had their eyes turned toward the Shadowmarches, Asher opted map out the Deep Wood that was located there. Over several days, Sullivan checked in with Hartfield to see if any progress was made on the map. For the first few days, High Wizard Hartfield seemed to be annoyed and sent Sullivan away, but on the third day called Sullivan into his office to share something. Translated as is, the map seemed to point deep in the labyrinth of the Demon Wastes. Hartfield then proceeded to fold the map in a specific way and from doing so a sigil could be seen and additional writing, which read “Only those of the blood may pass.” Sullivan thanked Hartfield and said he thinks he knew someone that’d be able to try something, referring to Lorzub. Going to the smith in the Fighters’ Guild, Kane turned in the damaged plate mail for a better constructed piece of armor. Unfortunately, the only plate mail that the guild had available for purchase at that time was adorned all over with lilies, that had been sold been a noble. Not concerned with the aesthetics of it, Kane decided to purchase the armor, but declined to purchase the matching sword. Lorzub decided to speak with Aizen, and met with him at his workshop. In the workshop were many books, rare gemstones, alchemical components, and a lot of magic items giving off strong auras. Aizen spoke about the myths and legends concerning the portals and the dragons that fought against them. He then mentioned a legend that a dragon had split his power, scattered to many objects as a last effort for adventurer’s to wield them to fight the threat that the dragon had fought against. Lorzub asked where Aizen came across these stories. Aizen said that most known information came from a book found in the Shadowmarches, which had been written in Ancient Orcish. The book is now located in a grand library in Breland, but under heavy lock and key. Lorzub pressed to found out he Aizen had personally come across these stories if he didn’t have the book himself, to which he claimed he had heard it in passing at nicer taverns that he frequents. Lorzub wasn’t buying that Aizen had casually come across the information, and asked Aizen to give an example, to which he said The Quilted Down in the Holycrown ward of Korth. Aizen proceeded to ask Lorzub where his original portal was located, because he was really interested in studying one in person. Lorzub felt him to be distrustful, so he lied about the location, saying that his portal was not far off from Greenheart. Unia went to find Yoruichi, first by checking the restaurant where they had been often, but Yoruichi never showed up. Unia then began to search throughout Korth, with the excepted of Crownhome from which she was barred, but could not find her anywhere. Zephi had gone to inquire about pricing to patch up the food carriage, and began to make plans for a party to make money for the repairs and upgrades. The party regrouped at the Bard’s College. Sullivan informed everone about what was found on the map, mentioned the words which echoed those found on the doorway in the Doors in the Sand. Zephi began to make plans for the party and make sure everyone was roughly on the same page. Unia would waitress, Asher would draw caricatures, Sullivan would do fortune telling, Lorzub would transform into a bear and dance to entertain people, and Kane would find something productive to do and kick out unruly folks. Once those plans were made, the group went to the library to speak with Hartfield together. The tower was full of Oath of Silence paladins, but they seemed to be there as a precaution more than actively addressing a threat. Sullivan went to get Hartfield, who was excited to share his discoveries related to the map, but Sullivan told him that the information could not be made public yet. Sullivan agreed to credit Hartfield if anything were to be discovered at the location where the map pointed, and Hartfield sealed that agreement with a magically-binding mark. With the sigil revealed on the map, Lorzub placed his hand upon it, like he had done in the desert ruins, but nothing happened. After some brief thought and rereading the words, Lorzub remembered that last time he had touched the wall after combat and probably had some exposed wounds because of it. Sullivan used his small dagger to make an incision in Lorzub’s hand. Placing the bloody hand on the sigil, Lorzub felt a sudden and intense heat with then dissipated. The words that had been on the page began to rearrange and alter. “The home of our ancestors rests in the darkest of marches.” From the map, they could only get a vague general area where this structure relevant to the Gatekeepers might be located. Hartfield recommended speaking around Zarashak to see if the locals were aware of anything odd. Hartfield then proceeded to give them general directions to proceed forth. The party thanked Hartfield for his help, reassured him that he would receive credit in due time but could not speak of it yet. Sullivan took a moment after the map discussion to practice fortune telling with Unia. Sullivan drew the first card… Death. Sullivan went to draw the second card, a strange energy was felt in his hand as he did so… Death again. This greatly concerned Sullivan, because the Deck only contains a single Death card. Sullivan went to draw the third and final card, as he did so the strange energy surged again and he heard a whisper ‘It is always death,’ as Sullivan pulled yet another Death card. When Unia asked what it meant, Sullivan told her it meant she will find fortune, then packed up his cards and got ready to leave. After walking away, Sullivan looked through his deck of cards, and sure enough there was only one Death card in the deck. The party shifted their focus to the party they would be throwing, and Zephi went out to find a tavern to supply alcohol. For the first bar she went to, the dwarf owner named Philip requested a down payment, to hedge his own investment in case no one actually showed up for the event. Zephi was not particularly interested in paying upfront, so she went to a second bar, this time with Kane in tow. It was quickly discovered that the owner there was incredibly racist against dwarves, and refuse service to any dwarf at the party. Given a large population of dwarves that lived in Korth and would be expected to attend, the two went back to Philip, negotiated a smaller down payment, and had an agreement. Kane then spent the rest of the day assisting Kenpachi with the cooking where he could, rough housing a bit, and mostly getting to taste test all the amazing creations throughout the process. The party began and was well attend. Zephi began to play music to liven up the event. At one point in the event, Kane got in line to have his fortune read by Sullivan since he didn’t have much else to do at the time. For the first card, his past, there was a picture of chains representing that Kane had been captured or imprisoned in his past. For the present, it showed that Kane was at the point of a great choice or decision. For the final card, the future, Sullivan drew the death card. Kane got angry that the Death card was drawn and stormed off, swearing at Sullivan along the way, then proceeded to get several drinks. Lorzub went off to become a bear out of public view, and Kane joined to help put together an outfit for him, which came out well and included a tutu and bow tie. During the party, Oath of Silence paladins closed in from several directions with weapons at the ready, and said that they were taking Unia, who one of the paladins grabbed. After a very tense interaction, the party convinced the paladins to at least stay until the end of the party, and then they would all quietly go with them as they take Unia to get things sorted out. It was at that point that, attempted to communicate to a nearby cat, that Unia began to cast Speak with Animals. As soon as she began to channel magic, one of the paladins immediately tackled Unia to the ground. The party drew their weapons, but remained in a standoff, searching for a way to somehow deescalate things. It was at that point when Kenpachi walked about and gave a hard kick to the paladin holding Unia to knock him off. It was that point that the party began a tactical retreat. The party began to make their way to the carriage, Lorzub, Sullivan, and Asher all helped tie the horses to the front of the cart, Unia got in the cart first – having been the primary target of the paladins and needing to get out of harm’s way, and Zephi cast hypnotic pattern to distract some of the pursuers. Kenpachi and Kane backed their way slowly to the carriage, buying time for the other party members and creating a physical barrier for the paladins to have to overcome. Once the horses were ready, Kane and Kenpachi hopped on to the back of the carriage, eventually climbing into the back door, and there were off – rushing and winding through the streets of Korth. Kenpachi made his way to the front of the cart and took the helm, and proceeded to take take everyone to the docks near the Fighters’ Guild where they were able to board the vessel of someone Kenpachi knew. The person was a tall, elven male named Cailu with a tri corner hat and a crew of hardy sailors. They party went to hide below deck, and after a long while, Cailu comes down to inform them that they are able to come out onto the deck. They were informed that the ship was riding slightly down and crossing the river and would be making landfall at the city of Daskaran after 5 days of travel. After a hectic day, the party now sails to the next chapter of their journey. It remains to be seen what the party will find for themselves as they trek into the Shadowmarches. If Sullivan’s fortune-telling is any indicator, it will not be pleasant.
Via Loremaster Mike: Session 23 (5/15): Shipwrecked The crew set off to their various tasks as delegated by the captain. Earl, the first mate on the ship, set Lorzub and Kane to task on tying knots after deeming them too incompetent to man the lines. Lorzub took on the task with determination and really began to get the hang of several different knots while Kane largely procrastinated. Zephi was sent to watch from the crow’s nest, where she tended to get distracted. On the first day, Zephi wrote a song. On the second day, while Zephi was absent-mindedly playing her instruments from the crow’s nest, the ship suddenly came under attack. Four giant crab-like creatures scaled the sides of the ship. Asher was ordered to guard the captain’s quarters and those below deck. One came up the front corner of the ship, but Kane knocked it off initially by unloading a cannonball into it, buying more time. Unia, releasing her ‘secret weapon’, targeted the creature that had boarded on the opposite corner of the ship. While the lightning bolt did an incredible amount of damage to the creature, it also impacted the other things in the line – Sullivan and the main mast, upon which Zephi was still located. The mast shattered and came tumbling down. Zephi, reacting quickly, bounded from rope to sail and plank, and managed to reach the deck with only minor injuries. Sullivan was not nearly as lucky. Not anticipating an attack to come from an ally, Sullivan’s reaction time was poor, and the powerful bolt immediately rendered him unconscious before he could really process what had happened. Zephi healed Sullivan enough to get him back on his feet. Sullivan used levitate on two of the creatures, who tried to attack but simply did not have the reach for it. One of the floating crabs was slain but the other eventually fell far enough behind the ship that it was no longer of concern for the party. Kane and the crab he had shot off the side of the boat were equally matched in incompetence, barely managed to connect a powerful enough hit from time to time, but eventually the crab was felled with aid from the other party members. Just as the battle was looking handily in the party’s favor, two smoky looking sea serpents came up onto the ship and began to attack to party, focusing their attention on Unia and Sullivan. Unia was knocked unconscious repeatedly, and Zephi used everything she had to keep her standing. All of the crew members who were on the deck, excluding the captain, were slain in the attack. As Zephi came down to her final Healing Word, and faced with both Sullivan and Unia being knocked unconscious in a single round, she made a judgement call. She healed Sullivan and ran over to drag Unia away from the monster. Zephi was hoping she would be the one to invoke the wrath of the creature, but instead it took one final chomp at Unia’s body, who then released her final breath of air and became lifeless in Zephi’s arm. The other serpentine creature, seemingly emboldened by the first one’s success, dug into Sullivan with incredible fervor, and in that one crushing blow, Sullivan Reed was also no longer of this world. It did not take much longer for the creatures to be slain and for an eerie calm to take over the deck. Captain Cailu went over to his first mate Earl and lamented the loss of his best friend. Zephi struggled with how she tried so hard but wasn’t able to save Unia or Sullivan, a grim sense of purpose fell over the others still standing. Kane told Cailu that Earl would’ve wanted Cailu to power on, and to not stay stranded out here on the water. There was no mast, several less crew and party members, but as captain, Cailu needed to steel himself and come up with a plan. Captain Cailu agreed, and said that they would need to row and seek closer harbor. The ship rerouted for Thaliost, and the party joined the crew and helping to propel the ship forward. Eventually, the vessel made its way to port in Thaliost, and the crew began to unload the ship. Guards in silver armor and shields emblazoned with an eagle, the symbol of Aundair spoke with Aundair. Cailu gave them papers, that the party gathers are probably forged, verifying his merchant status. The party left the ship, with Kane holding both Unia and Sullivan over his shoulders. They stood in the road looking upon Korth deciding what they were going to do next and decided that they would attempt to find someone to help Unia and Sullivan. It had been several days, and they didn’t have much money, but they needed to at least try. At that point they were interrupted by a human wearing silvery clothes with a cape and a rapier at his side. The man was named Winter and told the party that they were causing a nuisance by standing in the middle of the flow of people while also holding dead bodies. The party tried to explain the situation, and then asked where they might be able to find a cleric. There were two temples Winter knew of relatively nearby. There was one in Tarrnish that was not nearly as frequented or upkept, but that was very close, or a nicer temple a bit further away in the Crossroads quarter. The party went to the Crossroads quarter temple, which was in observance of Dol Arrah. There they found a priest who said he would see what they could do, but didn’t seem overly optimistic since it had been a few days since they had passed. He told the party to check back in a few days. With Sullivan and Unia left at the Temple of Dol Arrah, the party moved onto their next task – trying to warn the King of Aundair of the threat posed by the Order of the Hallowed Future. Asking around the party found that they would need to make a meeting with one of the king’s advisors who would then decide if the party’s matter was important enough for an audience with the King. The party proceeded to the guard barracks and determined that a man by the name of Lt. Dargor was commander of the guards during the day. They went to speak to Lt. Dargor, but when they walked back, the man recognized Kane as an ir’Torgarn. He told him dare he show his face, that his family has been largely disgraced, and that his cousin Zenon had been seen slaying people in the countryside and was a bounty after which the guards were currently after. Kane tried to tell the lieutenant that it wasn’t really Zenon, that he was now a thrall under a powerful necromancer, but the lieutenant was generally dismissive. When asked where Zenon had last been seen, he said that Zenon traveling south in the direction of Ghalt and Fort Light but had not been seen recently. Since easily getting an audience with the king did not seem easy, and since the commander seemed to be wholly concerned about his own self-interest, the party managed to bribe him to bring a letter written by Lorzub to the king, with the letter explaining the threat of the Order and requesting an audience. After a devastating voyage across from Korth to Thaliost, the party needs to rapidly pull themselves together and continue forth on their forsaken quest. It remains to be seen whether there is any hope, or if the task they are pursuing is simply too much for them to overcome.
Via Loremaster Mike: Session 24 (5/22): Way of the Four Elements Party Changes: Unia (Elf Druid) (Deceased) -> Amari (Lionfolk Barbarian) Sullivan (Human Oracle) (Deceased) -> Monroe (Human ???) The party had made their way to a local tavern to get a drink and found themselves in Monroe’s Ecstatic Alcoholic Drinks (MEAD). After talking a briefly about what the needed to do next, they decided to have a round of drinks in honor of those fallen. They hailed the bartender, Monroe, who had Marta bring out their order. Amari, who had overheard the party’s discussions and their troubles, covered their first round of drinks. After talking briefly with Amari and Monroe, the cleric with whom the party had dropped off Sullivan and Unia ran in, looked around the room, and then, upon seeing the party, came over. The cleric said she had spoken to Father Tomlin, and that there was a way to potentially bring back one of their friends. There is a trial, with tests matching the elements, that they could complete. If successful, they would gain a favor which could be used to heal Sullivan or Unia, and that in addition there was a large amount of gold at the end of the trial as well. The cleric proceeded to say that it would test their intellect and wits in addition to their strengths, and suggested that completing the trial with only four people would be even more difficult than is normally the case. The only reason she brought it up to the party anyway is because she understood that they wanted to save their former party members. With that the cleric told them where they needed to head and then left the bar. Amari and Monroe, who had still been there throughout the conversation, volunteered their aid in the trial. Monroe informed Marta that she would need to watch the bar while he stepped out, to which Marta commented on how often Monroe “steps out” and that she will just take the bar for herself one day. They had one final round of drinks for good luck, and then made their way to the trial. To get to the trial site, the party asked Kenpachi to take them by way of the KFC carriage. Kenpachi tried some alcohol that Monroe had brought, and he had Amari try to punch him. After that, Kenpachi gave the newcomers the okay to ride in the carriage. Going to where the cleric had informed them, the party came to a cave entrance and went in. Shortly past the entrance to the cave, the party finds a wall with Dwarven script on it – “All that pass must bare their heart.” No one was particularly sure how to proceed, but Zephi walked up and stated that she felt that the deaths on the ship were her fault. The script on the wall glowed, Zephi reached out and touched it, and then Zephi vanished through the wall. One by one, the party shared what was in their hearts, most relating to the sorrow due to their friends passing. Kane waited for everyone else to pass through first, and then in privacy confessed his guilt making Zenon suffer his current fate. As they came out to the other side, they found themselves in a dark cavern. Monroe cast light on Kane to help guide him through the darkness, causing the lilies on his armor to sparkle more than usual. There were two corridors proceeding forth, both having multiple plumes of searing steam pouring out of them. In the room there were several rocks that looked as though they might be a good fit to plug up the steam vents. Monroe, searching around more, noticed evidence that a much larger rock in the corner of the room had evidence of having been moved before. He asked if anyone could move it, to which Kane and Amari jointly pushed the boulder out of the way. As they did both were hit by a burning blast as steam came out from behind the rock. While hurt, the two noticed there was only the singular blast and that the steam vents had stopped along the path. At the other end of the hall, there were two statues of winged creatures placed across from one another. The party moved towards them cautiously, but when nothing happened, Amari proceeded to walk down the hallway. As soon as he passed by the two gargoyles sprung to life, but were eventually cut down by the party’s might and Zephi’s vicious wordsmithing. The party went through the hallway beyond the gargoyles and came out at a large room. The room was filled with water, and had a few random platforms. Not keen on taking a swim in plate armor, Kane got a running start and leaped to one of the platforms. As soon as he hit it, something was triggered and a wave knocked Kane back and anyone that was standing too close to the edge of the original platform. The party then proceeded to swim across instead, during which nothing happened. Before Asher left the platform, Kane tied a rope around himself and handed the other end to Asher to bring across. At the next platform, there was a waterfall which was determined to be illusory in nature. Amari and Monroe, who had made it to this platform first, passed through the waterfall where they found more water, and swam across again. Zephi careful inspected the waterfall, realized it was an illusion and called out her findings to the other party members. Kane, who was still at the entrance platform and could not see the platform that everyone had swam to due to the darkness in the hall, just assumed she was taking about the water, and confidently stepped in – at which point he immediately began to sink. Asher and Lorzub began to pull, but Amari, the strongest person aside from Kane who was busy sinking, was not next to the others. Asher and Lorzub called out to Amari for help, and at one point they had dropped the rope tied to Kane into the water. Asher dove in, retrieved the rope, and managed to get back with it onto the middle platform. Eventually Amari made it back to help in time to prevent Kane from drowning. As with the part of the room before the illusory waterfall, there were a few smaller platforms in the water. Kane, after almost drowning the first time, decided to try and leap between them, even if in the first segment that resulted in a wave knocking him back. Luckily this time, no such effect was triggered. The other party members who did not have as far of a jump distance swam through. Amari felt something grab his leg from below the water, but was able to wrestle himself free of the tentacle. Lorzub, who was the last to swim through the water, was grabbed by a tentacle and dragged below the surface of the water. Amari dove back into the water, managed to cut off the tentacle that had grabbed Lorzub, and managed to escape, the other party members helping to pull them out of the water onto the final platform. The party was very damp at this point but they continued through the next hallway towards their next trial. The next hallway opened up to a room filled with rock platforms, lava, and strange floating skulls that were immediately hostile towards the party. The party, not able to disperse out of the hallway entrance quickly enough, were devastated by fireballs lunch by the skulls at them, Asher at Kane at one point both finding themselves unconscious. Eventually the party managed to defeat them, with Amari raging and inflicting the most damage. The party was helped each other and then figured out how to get across the room of lava. Amari, Kane, and Lorzub in his bear form had not issue simply jumping from one platform to the next, but the others wouldn’t be able to cross in this manner. Asher managed to lodge a arrow with a rope tied to it into the ceiling, that he, Zephi, and Monroe each then used to swing over the largest gaps between platforms. At the end of the fire path, the party came to a small room. In it there was a table with a small object on it, to the far left and an empty chest to the far right. The mirror perfectly reflected the room except for one striking difference. The chest in the reflection was filled with gold. Then, in the mirror, a man could be seen running up to the chest, taking some gold, and running out of view. He repeated this several times. Amari walked over and picked up the small object which was a glowing orb. As he did a warmth filled the room, the party found that they wounds had been healed, but there was a slightly odd sensation with it as well. Returning their focus to the mirror, the party tried a few things. First, they faced the mirror towards the mall, which visibly angered to man in the mirror who no longer had access to the gold, but nothing really happened. Next, they put a piece of paper, and a quill with ink on the table and faced the table towards it. They asked the man in the mirror to tell them how to get to that room and the gold. The man goes to the table, writes something, and then holds up the paper for the party to see. It simply said “No.” Looking for possible clues, Zephi was looking at the back of the mirror where she discovered writing in Elvish: Sometimes you need a new perspective. The party turned the mirror to face the ceiling of them room, at which point the man in the mirror was flung backwards onto the ceiling, and gold could be seen slamming into parts of the ceiling as well. Zephi, getting an idea, asked Kane to lift the mirror upside down over the empty chest, to which Kane obliged. Once he did, gold came pouring out of the mirror into the chest, then eventually the man fell out of the mirror as well. The man looked at them, said “Your final test has not yet started,” snapped his fingers, and disappeared as the mirror from which he fell shattered simulatenously. The party scooped up the gold, and began to make their way back out to the entrance. In the lava and water room, a walkway had appeared leading directly across them, preventing the party from having to find creative waves of returning to the entrance. The party arrived at the room where the gargoyles were and, as they began to make their way, a giant sandy creature rose from the ground before them. The party attacked the golem with a shocking intensity, a strange power seemingly flowed through the weapons of the party. As quickly as it had appeared, the clay golem was struck down. Searching through the rubble where the clay golem stood, Kane find a pebble humming with magical energy, and proceeded to pocket it. The party returned to the clerics where the ran into the person who had sent them on the trial, but she was looking very concerned. She informed them that Sullivan had come back to life, had tried to leave, and attacked the clerics who tried to stop them. They eventually subdued him, but said that was a madness in his eye. The party was then taken to where Sullivan was being kept. He told them about the “god” who he thought he had been serving was actually a daelkyr, who had been using Sullivan as a trumpet announcing his coming and an age of chaos. Sullivan was clearly shaken, but insisted that he had to go forth on his own, and would not stop until he killed the daelkyr. As Sullivan left the temple, the cleric came to bring the party to Unia. Saying that a deal was a deal, they took the orb that Amari had picked up in the final chamber of the trial and began to bring Uni back to life. The orb glowed brighter and brighter, a flash of light filled the room, and then Unia came to life. She seemed disoriented, but no more so than usual. With Unia back, they went to speak to the Lieutenant about their letter. They were informed that the king would not see them, due to the presence of Kane in their group and the current disgrace of the ir’Torgarn family, but would take their warning under advisement. With Unia recalled to life, and Sullivan on his quest for vengeance, the party begins to pull themselves together and look towards their next trials.
Via Loremaster Mike: Session 25 (5/29): Rumors and Whispers Party Changes: Amari (Lionfolk Barbarian) (On Reserve) -> Unia (Elf Druid) Zephi, who had sought out the strongest fighter Thaliost had to offer, had come upon Verzano. Verzano agreed to fight Kenpachi, in exchange for money being given to a charity of his choice. They agreed that the fight would take place at noon the following day, and Zephi and Verzano parted ways. As Verzano left, Zephi noticed that his armor appeared to be humming with a magical energy. Back at the carriage, Unia, who had just been brought back to life hours earlier, seemed exhausted and could be found resting. Monroe went back to MEAD to inform Marta that he would be gone for an extended period of time, but told her about the food cart deal and her promotion to running the tavern in Thaliost herself. Zephi told everyone, especially Kenpachi, about the fight she had found for tomorrow. The party made rough plans as to how things would run the next day before finding residence at their various guilds where they had free lodging. Kane, aware of his disgraced status, slept in the carriage with Kenpachi, who preferred to stay there to watch over his possessions, and Unia, who was still resting peacefully in the back. As the next day came, everyone got things up and running. Zephi collected bets, Kane – while cloaked to be less conspicuous – helped move barrels and whatnot to prepare the temporary ring and the food stations. Monroe served his beverages. Lorzub began hyping up the fight as Kenpachi and Verzano “The Wall” made their way into the arena. Kane went through the crowd, talking up Verzano and dismissing Kenpachi before placing a significant bet on Kenpachi to win. Bets were collected and then a powerful clash of the titans ensued, as the crowd marveled at the intense match between the local hero and the intimidating challenger. Eventually, after an incredibly even match, Verzano conceded, making Kenpachi the winner, although Kenpachi was notably worse for wear. Winnings were dispersed, Kane taking home a large haul given the 3:1 odds favoring “The Wall”. After the fight, Zephi went over to speak to Verzano and congratulated him on a well-fought match. In talking to Verzano, Zephi learned that Verzano had fought against daelkyr, at which point she encouraged him to speak to Lorzub. Verzano criticized Lorzub and his fellow Gatekeepers for clearly not doing a good job of defending the portals given the fact that the daelkyr are in the world. Lorzub retorted that the portals had been sealed for 300 generations, defending the work that his people had done and their heritage. Verzano said he had killed a few but noted that they do not stay dead and come back. He also warned that the daelkyr corrupt the mind, and that the party should do whatever they can to shield themselves from this capability. Zephi then went to speak to Kenpachi, congratulating him on his victory. Kenpachi, in turn, congratulated Zephi on finding a worthwhile opponent for him, and expects challenges similar to that one in the future. Asher traveled into town to find a bowyer to see if he could find an improved, possibly enchanted, arrow. Unfortunately, the bowyer didn’t have anything besides bows fairly comparable to the one Asher already carried with him. However, he mentioned that there is a ranger in the woods that may be able to assist Asher in finding a magical bow. The bowyer said that the ranger wore a dark green and brown cloak and had auburn hair, but that the ranger was a very reclusive individual who has lived in the Whisper Wood for about 20 years. However, there is rumors and sightings of something older and larger in those woods that can control the animals there, and warned Asher to proceed with the utmost caution. Then Asher was given the name of the ranger – Isen. Zephi, from her bardic travels, had heard many things and began to share the various rumors and stories that she had heard related to the Shadowmarches. For the Shadowmarches, there are tales that crazy things happen on a fairly regular basis. When the portals open and the Day of Mourning began, it was heard that the Marches had changed a lot very quickly, and that new, bizarre creatures had arisen there. Zephi had also heard that the swamps had reclaimed and overtaken the Gatekeeper lands there. She then noted that, given the nature of rumors, that none of what she shared was necessarily accurate, or may be slightly off. Zephi gave Unia her “winnings” from the fight out of her own pocket, since Unia didn’t understand why certain people were being given money. Unia then took that money straight to a pastry shop, and bought 100 pastries. She would have purchased more, since Unia still had more gold, but she had cleaned out their shop for the day. Zephi and Unia somehow managed to get all of the pastries back to the cart without dropping any onto the ground. Zephi suggested giving some of the pastries to the local cats, which Unia happily did, and occasionally transformed into a cat and got Zephi to feed her the pastries as well. Lorzub went out to a meeting he had agreed upon for that night with Verzano and the Wardens of the Woods. Verzano reemphasized how important it was that the party find some way to shield their minds. He also said that they don’t need to worry about the daelkyr as much as what they bring with them. The daelkyr twist creatures around them into terrible things. He also noted that daelkyr are masters of disguise, and could be anyone. Verzano asked how long he had known his current party members, to which Lorzub replied that he had definitely known some longer than others. That night the party rested and made their travel plans. They would take the cart along the road, rather than take the lightning rail due to monetary constraints. They would have to pass through Daskaran and Askelios, at which point they would be near the Whisper wood which is where Asher wanted to go to seek out Isen. From there, the road leads to Arckstil and then Fairhaven, where Zephi had matters she wanted to attend to as soon as possible, before continuing their trek to the Shadowmarches. They began to travel, and as they ride between Thaliost and Daskaran, they really take in the horrors of the war that is ongoing. Farmlands are burnt and torn asunder, bodies are scattered all along the route, one soldier’s injuries more terrible than the last, and wild animals were seen devouring the bodies of those left for dead. Eventually, as night overtakes the party, they have to set up camp for the night. For the first two watches, nothing was noticed or heard, but then when Asher took the third watch he heard humanoid creatures moving around the carriage. Asher quickly woke the party, alerting them to the humanoids nearby, as they could then hear the crunching of bone slightly off in two directions from the party. The party fought what turned out to be several undead wandering about and a grave hag, who had Kane on death’s door. Thankfully, the party dispatched of the threat without any casualties to add to the already dreadful landscape. The party finished their rest with no other events and continued down the road until they came upon the border between the warring armies of Thrane and Aundair. The party introduced themselves as merchants, given the food cart they were traveling within, and thanks to a truce between the warring nations to allow merchants and non-combatants between the lines, they were allowed through. As a token, Unia gave some of the pastries she bought to a few of the guards who had spoken to the party. The party, having crossed the line, came to Daskaran. Asher shared that the city was once great but had burned to the ground. The only thing that had survived was a statue of Tira Miron in the middle of the town, with the sword on the statue functioning as a sundial. That night the party found an inn and the owner happened to have heard of Monroe and MEAD, having purchased their brews on several occasions to sell at his inn. The innkeeper was named Ethert, and wanted to talk to Monroe all about brewing technique and ingredients. In exchange, Ethert gave the party a discount on their stay that night. The party has many things to work through, yet seem to be treading water as they look forward to the Shadowmarches and what they contain. Can the party make it there, how much closer are the Order to the next step of their malevolent plot, and is there anything the party can really even do to stop it? Only time will tell.
1498492316

Edited 1501025928
Session 26 (6/5): Barking up the Wrong Tree Party Changes: Additional Member -> Ambrosia (Human Fighter) Seeing that his disguise was sufficient, Kane made known his identity to the other party members one by one, but let them know that he didn’t want Aundairians to be alerted to his identity given the current issues facing his family. Zephi, who mistook Kane winking to tip her off subtly to his true identity as flirting, slapped him across the face. Luckily, being slapped wasn’t new to Kane so it didn’t hurt all that much. After a night’s rest at the inn, they broke off onto various errands before meeting up at Kenpachi’s cart. Monroe, after asking the innkeeper where he shops, bought some brewer’s supplies, Asher bought some apples and continued to ask if anyone had information about Isen, Kane asked Asher if he had learned anything useful, and Zephi took Unia to buy a musical instrument so that Unia could play like Zephi. On that last errand, Unia chose to purchase a viola because it was a fancier instrument rather than the simpler ones that Zephi recommended for starting out. The information Asher had received seemed scattered and contradictory at times: “A creepy guy whos talks the forest and kills trespassers”; “She is a benevolent guardian of the forests”; “A hero”; “An evil bandit”. All that Asher could really piece together from this and what he had learned that night was that someone probably existed in the woods, and was powerful enough to be feared or admired depending on who you spoke to. Lorzub was the first to arrive at Kenpachi’s cart. As he did, an Elven woman with long platinum blonde hair left the cart, giving Kenpachi a kiss in the doorway before walking off. Slowly the rest of the party trickled in from their errands. Kenpachi asked if they were ready to go, but noted that he wasn’t in any rush, referencing the hospitality of the locals so to speak. Unlike the other party members, Kenpachi actually recognized Kane fairly easily, but Kane told him not to call him out by name and explained why he made the adjustments to his appearance. Asher told the party all that he had gather about Isen, and asked if they could take a detour and help him out this one time. Given that Asher had been there from the very being and had proven to be an invaluable resource in battle, the party agreed that seeking out a better bow for him would most likely help them in their coming trials. With that, the party piled into the carriage and began their route to Askelios, near the Whisper Wood. As they were riding along, Asher saw a body just by the road and asked Kenpachi to stop the cart. When Kenpachi brought the horses to a halt, Asher got out and saw that it was a human woman and they are still breathing. Asher begins to help him and gives her one of the apples he had purchased earlier in the day, and asked her name. The human, who has tan skin, brown eyes and hair, and lots of simple looking rings introduced herself as Ambrosia. Since Asher had stopped the vehicle and run out to help this woman, the party had begun coming out to see what was going on and who she was. Ambrosia had passed out while walking. The party offered her a ride with them but asked where she was walking so urgently toward. Ambrosia had begun in Fairhaven and was bound for Thaliost, which was unfortunately the opposite direction that the party was going to travel in. When asked why she needed to go there, Ambrosia said she was looking for an old friend named Zenon to seek his help. She said that there are people in danger in Fairhaven, and that if she could find him, she knew he would help her. Kane, rather bluntly, tells her that Zenon was dead and is now being used as a thrall to murder people. Asher warns her in a very unintimidating way that she can ride with them but if she hurt any of his friends it would be the last thing she does. Kane then said that, as Zenon’s cousin, he felt obligated to help, and would give her the full story of Zenon along their travels. As they reach the outskirts of Askelios, they see odd, large buildings along its edges with piles of trees nearby. The main export of Askelios is its lumber, and with the war going on, production at these saw mills skirted the town was in overdrive. While deciding whether the party should continue to seek the bow for Asher or to redirect to Fairhaven sooner, Kane asked Ambrosia what danger her family was actually in. For some reason she couldn’t remember everything exactly, only fragments. A man named Earl Merick had taken Ambrosia and her family away to captivity where they were forced into hard labor. The specifics of their work and conditions were fuzzy, and she isn’t entirely sure how, but she escaped and knew she needed to find help. Feeling that the family wasn’t going to far from their captivity and knowing that they need everything they can to aid in their trials ahead, the party decided to seek out Isen first, and then promised to help Ambrosia right after. In town, Monroe went to a local bar, where he met an old female halfling named Praby Baggee running it. Monroe asks what she knows about Isen and the Whisper Wood. Praby says that Isen does in fact live there, and asked if Monroe knew why it was called the Whisper Wood. Monroe didn’t know, and she said it was called that because you should not even whisper its name. She said that within its border, creatures older than time could be found in there, and that it was ill-fated to venture into it. The party gathered back at the cart, and decided to continue advancing towards the Whisper Wood, in spite of the bartender’s warning, and to make camp for the night there. For the whole trip from Daskaran it had been raining, but as they entered the canopy of the Whisper Wood, the rain became muffled more and more with each passing step and everything was shrouded in darkness. The vines around them seemed as if they were encroaching in towards the party, looking to grab them at any moment. Monroe cast light on Kane and Zephi surrounded the party with dancing lights to help stave off the darkness as best they could. But as the lights illuminated the menacing wood around them, Kane, Monroe, and Unia all became greatly unnerved. In the woods, they saw strange totems of sorts that had been broken and knocked over, each of them made with various sticks and bones, even some of humanoids. The party stopped to rest for the night, and during the night some of those on watch felt like there were eyes everyone in the woods looking all the party constantly, though no source was seen. The next day, they began to trek into the woods further with Asher at point. Although it had been covered up very well, Asher could still roughly figure out small traces of where a path had been and led the party onward. As they, Lorzub sees something dart off to one side, a very large creature, but before he could turn fast enough to make it out, it had gone further into the woods. Lorzub and Asher decided to spend some time tracking after it. The others started to get to know Ambrosia better. They learned that she and Zenon had actually been quite close and had “shared a sleeping bag on more than one occasion.” She then showed them the leather ring she had and said that she and Zenon were to be wed. Learning this, Kane apologized for being so crass in explaining Zenon’s demise earlier. The others returned after a while, and the party continues and comes to a clearing where, across the way, there is a cottage. Asher walks forward and, only looking towards the house in the hopes that it belonged to Isen, he accidentally fell into a pit trap. Monroe threw down a rope, Asher tied it around himself, then Monroe and Kane pulled him out together. Unia walked across the clearing, managed to get to the front door without incident, and knocked, but there was no response from within. Suddenly an arrow came flying and caught Kane right in arm with stunning precision. Asher, seeing where the area came from sees a woman in a tree by the cottage, her bow trained on the party. Asher asks if she is Isen, which she says she is, but then she asks why they are in her woods. Asher explains that he came to seek her out to learn about being a ranger and about bows from her. Lorzub added onto this by explaining that the whole world was in danger, and helping out the enthusiastic gnome could make a huge difference in staving off that universal threat. Lorzub then says that he had spoken with Pride, which surprises and impresses Isen. At that point Isen nimbly comes down from the tree to talk to the party. Prida had mentioned a foul creature that existed in these woods, and Lorzub suggested that the party might be able to help Isen remove it. Isen tells them that it is an ancient creature, spreading its vile influence and corrupting the trees and beasts around it. She offers to help Asher with a bow, but in exchange they must kill the creature and retrieve the wood that it is made of us proof for her. She offered everyone the chance to spend the night at her cabin in order to build up their strength and to strike the creature when it is weakest at the break of day. She also mentioned the totems that the party had seen toppled before. Isen said they are a source of power to the creature, and that, should they see any more, to absolutely destroy them. After a night’s rest out of the woods, the party gathered themselves and made for the heart of the woods to strike down the ancient creature. First the party cut down some giant wolves that blocked their path, and they charged further in until they came upon a Leshen, a terrible tree beast that attacked the party as they came near. While the party unleashed their fury into it, the Leshen brought forth a wall of thorns that simultaneously rendered Unia, Asher, and Monroe unconscious. From that point forth, the party fought on their toes, dropping, and rising, and falling again before this powerful beast. With an incantation, it brought forth more giant wolves which furiously attacked the members of the party trying to stay out of range of the Leshen. Lorzub and Zephi managed to destroy the remaining totems, Ambrosia barely pulled Kane out of certain death, and at one point Lorzub and Monroe were the only two standing, as the tree sauntered towards them and wolves stood over their unconscious comrades primed to deal their finishing blows. Lorzub brought Kane back to consciousness, and with a burst of fury, chopped powerfully into it with his greataxe and felled it. As the Leshen collapsed the wolves it had summoned vanished. Lorzub quickly ran to heal the others, first aiding Asher, who then went to help others as well. Despite what could have been a grizzly end for them all, the managed to come out of it in tact. Sitting at the heart of this wood by the fallen foe, the party is reminded once more of their mortality and the perils that will likely only escalate as they continue along their doomed path. While they can breathe easily for a moment at their current junction, it will likely not be long before their next trial awaits. They can only hope that their gamble to aid Asher on this quest will pay off down the road.
Session 27 (6/12): A Not-So-Fair Haven After patching their wounds, the party made their way back to Isen’s cabin with the bark of the Leshen they felled. Isen told Asher that he was to make a bow out of the retrieved would, and that Isen would assist. Asher proceeded to work throughout the night to complete the bow. The rest of the party was permitted to spend the night in Isen’s cabin. While they slept, Monroe had a dream of a figure asking him a familiar question. As the party awoke the next day and Asher finished the bow, the rain, which had been ongoing for just shy of a week, finally broke. Outside the cabin, the darkness and dreariness that had gripped the forest had begun to dissipate from the Whisper Wood. Asher held his new bow, and Isen told him to calm his mind. Focusing as hard as he could, Asher managed to silence his thoughts and as he did, the bow spoke to him (which the others could not hear). Saying that he would take Unia to see “the princess” once the rain stopped, Lorzub told her he would now take Unia to see Princess Tuliprose. He asked that Zephi accompany him and Unia as well since she seemed to have a rapport with Unia. To some of the others, the manner in which Lorzub was acting seemed suspicious. Kane knew that Lorzub’s primary intent in taking Unia and Zephi to Princess Tuliprose was to have the fey princess verify that neither of them were secretly masked daelkyr or other similar entities. As Lorzub, Unia, and Zephi went into the woods, the others remained behind. Kane attempted to follow, just in case they were any issues, but he wasn’t very sneaky, and Lorzub asked that they be left on their own. The three found their way to a clearing where they met, after a brief time, with the dryad Prida. The stark white elk appeared again, and Prida asked that the three put down their weapons before seeking fetching Princess Tuliprose. When Prida returned with Tuliprose, Tuliprose confirmed that Unia and Zephi were not creatures in disguise. While probing Zephi’s mind, Tuliprose rose paused and told her “You’re fine, nothing to worry about.” The princess was upset that she was summoned for such a pointless reason, placing a large part of the blame on Prida who fetched her, and flew off back into the woods. Back at with the other four party members, Kane and Asher decided to give Zenon’s shield to Ambrosia, given her history with Zenon and her use of a shield in combat. Ambrosia and Monroe gathered some herbs and other plants as they made their way through the woods, and the party eventually rejoined as one. The party got back on the road with Kenpachi in the carriage and made their way to Fairhaven, given the number of issues they needed to address in the city. The roads leading to Fairhaven seemed particularly well guarded due to the city’s significance. Kane, Zephi, and Ambrosia, all having been from Fairhaven or near to it, relayed the information they knew about the city: - Fairhaven is the “cultural center of the world” and the “city of lights”. -The Chequer’s Ward is the well-guarded and upscale financial hub of the city. -The Basalle’s Ward contains many merchants and shops, as well as the residences for many middle-class individuals who work there -The Pine Hill is filled with taverns and inns that were popular among the middle class -The Knowledge Ward houses the university, the academic and arcane elite of Fairhaven, and the occasional shop stocked with magical wares -The Five Domes Ward contains five large domes and was the artistic center of the city -The Marble Halls is considered to be a less than savory area of Fairhaven -Nealford is a wealthy, fashionable district that is walled off from the poor -The Grangehall Ward contains many of the city’s less common or minority races as well as some druids -The Sovereign Ward is the temple district, filled with rich aristocrats and sight seeing locations -The Whiteroof Ward is more industrial, serving as a dock and warehousing ward -Rordan’s Gate holds the lightning rail station for Fairhaven and the House Orien business front When they arrived within the city, the patrols could be seen walking with bright, illuminating lanterns, which were part of why Fairhaven is referred to as the city of lights. Monroe went to the Basalle’s ward to find a mirror to purchase, and several others followed him on the errand. Zephi went to the Knowledge Ward to meet with an old friend to inquire about her mother. Her friend told Zephi to go speak to her uncle to get news about her mother, and said so in a gravely serious manner. Zephi proceeded to the home of her Uncle Sebastian. When Zephi walked into the home, Sebastian was excited at someone there until he realized that it was Zephi. She asked him about her mother, and threatened Sebastian and his children when he wouldn’t say clearly what had happened to her. Eventually he told Zephi that he had sold her to a man called Earl Merrick, for slavery or other purposes. He also said that there was a work force towards the outskirts of the city. Zephi swore that if any of the information Sebastian provided wasn’t completely accurate or if he warned the Earl, she’d come back to carry through on her threats. She then left his presence. Zephi found Unia wandering the streets of the city, gathered her up, and the two of them went to rejoin the others near the Basalle’s Ward. When they were together again, Zephi shared the information about the work camp and Earl Merrick. Ambrosia recalled the name and recalled pieces of information at hearing the name. Earl Merrick operates a mine outside of the city. The city guard captain who is a master with a spear also guards him. The party went to go see the status of Ambrosia’s home, and people could be heard inside. Looking through the windows, it appeared that there were a lot of squatters in the residence and a lot of personal items of the family were missing. The door was barred when Kane and Ambrosia attempted to enter, so Kane charged and smashed through both the door and the book shelf that had been propped against it. The squatters scattered out other doors and windows. Due to Ambrosia and Kane entering first and their fighter attire, Ambrosia gathered that the squatters had taken them for guards sent to capture them. Ambri sorted through the belongings to see if anything sentimental was still there, but to no avail. Being in the home, Ambrosia recalled how guards in plate armor had come and taken her family. Among them was an older man in armor with a shield and shield who seemed upset yet dutiful in his role. Not finding much intact at her home, Ambrosia said they should go, and the party went to find an inn for the night in Pine Hill. Zephi had a room to herself and the others were paired accordingly: Ambrosia and Unia, Asher and Lorzub, Kane and Monroe. Before calling it a night, Kane went back out to look for the weapons and armor store called “The Pit” where he had been first captured many years before. Upon finding it, Kane returned to the inn to rest for the night. When Asher woke up the next morning, he discovered that his brand new bow was missing. Unia was hesitant to get out of bed and cooperate with the flurry of questions that the group was slinging at one another, and the bow was found in Ambrosia’s bag, though no one admitted to knowing anything about how it got there. Asher tried to ask the bow, who he had named Willow, whether it could shed light on the situation. Willow said it had been moved by someone else during the night, but did not possess anything for than that. Everyone checked their bags to make sure nothing else was out of place, although Unia tried to ignore everything and sleep instead. The party geared up after the morning drama, and began to make their way towards the mines. Before leaving, Monroe had attempted a morning walk to get healthier after Zephi commented on how his size was detrimental to the adventuring lifestyle previously. The party made it to the mine, wherein they saw several guards with lights and whips watching over people chained working in the mine. The slaves chained in small clusters were of all ages, men and women, some who appeared recently added and others who appeared heavily worn from the labor. The party began to attack the guards and free clusters of the slaves as they could. Ambrosia found her younger brother Oscar. Oscar told her that her other brother was taken further in for mouthing off to the guards, and that he hadn’t seen their mother lately. The party is left clawing their way further into the mine, seeking to salvage what they can, discover how this was permitted to happen, and to seek the families of Zephi and Ambrosia. As their vengeful fire burns and winds through the caverns, will they be able to reach those they care for, and is there anything left to save when they get there? And how long can the party remain to address the many woes of Fairhaven knowing the terrors looming on the horizon?
Session 28 (6/19): Passions Flare Once the final killing blow was dealt to the slave guards a still fell over the mine. Asher moved to watch for any approaching enemies while Ambrosia ran to check on her brother. The young teen, Oscar, was uninjured although in a rough shape from working in the mine. Alongside him was another boy who Oscar introduced as Loc. Ambrosia asked about the fate of her mother and brother. Oscar did not have any information about his mother but Rolf, his older sibling, was being punished deeper in the mine. Ambrosia’s professionalism was beginning to fray under the stress of the situation and she swore vengeance for her family. In the midst of this stressful scene Loc seemed oddly calm. In the middle of this dreadful environment the boy seemed to be utterly unaffected by the conditions inflicted upon himself and his fellow slaves. Loc confidently assured the party that he would protect the slaves that were freed and he gave them a warning about a scary old man with white hair. The adventurers listened to the teen but were confused at the insights he could offer after just being unshackled himself. Surveying the mines in front of them the party saw two bridges that spanned a small stream of water. Ambrosia and Asher felt it was a good idea to sabotage one of the bridges to funnel the slave guards over one bridge. Zephi suggested they attempt to gather the guards in a confined area so that she could ensorcell them. Asher attempted to lure them toward a loud voice with minor illusion but he could not shake the discipline instilled in the guards by their captain. Unia was listening intently to the deliberations of her party members and chose to enact all their plans at once. The druid used Lightning Bolt to destroy the flanking bridge and ran forward to get the soldiers clumped together. Battle was joined on both sides. When the adventuring party seemed to have gained the upper hand, the old man the boy warned the party about walked forward. He demanded an explanation from the captain and his mere presence forced all of the party to their knees. Lor’zub attempted to damage the man but Moonbeam seemed to contour around the being without hurting him. The captain, an expert with the spear, took advantage of the mayhem and struck down Kane with a powerful strike. The tide was turning against the party when Loc stepped out of the shadows. The old man and young teen exchanged words before they clashed and begun skirmishing across the mines, flying to and fro with power crackling at their fingertips. Kane was brought back to his feet by Unia and, with a guttural roar, Kane struck down the captain. The party proceeded to deal with the remaining slavers. During this time Unia was being taken hostage and dragged away. Ambrosia stayed behind to stabilize the captain and a few of the guards. It was odd that the guards wore the plate armor of Knight’s of Aundair. The rest of the party caught up to Unia and her captor in a relatively well-furnished room. The guard held his greatsword to her neck and demanded the party lay down their arms. In the room also was a rich man who could only be Earl Merrick. Zephi tried to use some magical tricks to get Unia out of harm but the guard resisted her attempts. When Monroe found the room through an alternative entrance he began treating with the Earl. While this was happening the duel between Loc and the old man continued through the mine, as the combatants were flung by each other across the corridors. Loc threw the old man into the room with the earl and soon pursued him. Through the chaos Monroe haggled the noble down from maintaining his operation to just allowing the earl to retreat with his own life with no care for the remaining guards. Monroe queried the guard about his loyalty to the earl when it was not returned in kind. In a flurry of action, the guard released Unia from his grasp and ran the earl through with his blade. There was another figure in that room. Zephi saw a woman chained to a bed and upon closer inspection it was in fact her mother, Syldiane. Horrified at the condition she was in, Zephi tended to her wounds while Unia and Ambrosia helped to free the prisoner. Supporting her mother, Zephi retreated out of the room and to aid her as she could. Back inside the room where it happened Ambrosia tried to approach the old man and get him to surrender. However even in his injured state his power was far beyond hers, and the soldier was hurtled across the room by psychic energy. As the guard looked down at the blood on his blade he was shoved aside by Loc with a flick of his hand. The teen, who was now obviously much more than a normal boy, came upon the old man. Loc held out his hands toward his foe and banished him in a flash of light. The guard, who identified himself as Jim, told the group that Rolf was being held by a guard in the part of the mine where slaves were punished with heavy duty work. Loc and Unia stayed behind to have a conversation in private. When the party got to that part of the mine they found it abandoned except for some tracks. They followed them with great speed and eventually came upon the slave guard and Rolf. The guard threatened the boy’s life if the party came closer. As he tried to barter for his safety a hand erupted from the guard’s chest; Loc had pierced the man’s heart through his plate mail. Ambrosia was reunited with her brother whose feet were heavily damaged. Loc explained to the adventurers who were there that he was in fact the passion Loc’host and that he fought with the passion Dis. Loc’host explained that the two of them were always at odds; as Dis sought to enslave the will of others Loc’host sought to free men from their inhibitions and inspire them to greater heights. Loc’host tried to recruit the party to join the fight against the forces of darkness that sought keep the world in ignorance and depravity. With that, he shimmered and disappeared. Ambrosia led her two brothers to the beginning of the mine and left them in the care of Zephi, who was still caring for her mother. While the rest of the party looted the guards, the earl, and the earl’s chambers, Ambrosia and Lor’zub went up to the downed captain. The grey-haired spearmaster, bound with rope, was brought back to consciousness from one of Lor’zub’s spells. The captain berated Ambrosia, a fellow soldier, for murdering his guards who were all knights of Aundair and members of the Aundairan military. He explained that the men he commanded and himself were under order to defend the mine that was of strategic importance to Aundair. The fighter and druid looked around the walls of the mine’s and noticed the flecks of silver in the stone. The captain explained he was abhorred by slavery but duty compelled him to capture Ambrosia’s family and take them to work the mines. The spearmaster also explained Ambrosia’s foggy memory was due to the poison in an arrow he had shot her with as she escaped the mine. The captain prepared himself to be executed. As Ambrosia hesitated, Lor’zub slammed his staff down onto the defenseless man’s head, snapping his neck and killing him. While scrounging through Merrick’s quarters Monroe obtained the earl’s signet ring and the slave ledger. In the document Monroe found the names of Ambrosia’s family, the Metallourgas, and was able to confirm that Ambrosia’s mother had passed away in the mines. The bartender showed the ledger to Ambrosia and offered his condolences. The party found the surviving knight, Jim, who explained that he planned to flee once his brothers-in-arms regained consciousness. The party departed the mine with the surviving slaves in tow. They made their way back to the Fairhaven, the City of Lights, but their future had only gotten murkier in the depths of the silver mine. There they had killed eight knights of Aundair and caused the disappearance of a powerful noble. Kane’s family were still held under house arrest and the Order of the Hallowed Future was still out in the world doing the wishes of their daelkyr masters. Would the party’s actions come back to haunt them in Fairhaven or would the time pass uneventfully? Every day they waste brings the Order closer to their goal’s end. Will the Truly Rad Adventuring Party be able to catch up? One can only hope.
Session 29 (6/26): Dinner Guests The party made their way with Zephi down to the Knowledge Ward in Fairhaven to speak with a friend of hers named Radagasteezius. When Zephi introduced the others, Radagasteezius was honored to hear that he had the pleasure of welcoming a Gatekeeper into his home, and he went out of his way to introduce himself to Lorzub personally. He then proceeded to mention how he had heard of Gatekeepers leaving their posts. Far to the west, there was a great upheaval in the Gatekeeper hierarchy. There were those who swore to continue defending the gates just as the generations before them had, and those who felt that they had more than served their calling. The ones who abandoned their posts are none as The Outcast, and Radagasteezius had assumed Lorzub was among their number. Lorzub had not heard of the unrest since he and his family had lived a relatively isolated life at their gate. Lorzub explained that he left his gate only to see if the other gates were still being guarded and, finding that some weren’t, did what he could to keep them sealed. Radagasteezius continued on to say that those who remained at their gates were rather zealot-like and might view Lorzub as a traitor for not being at his gate, regardless of intent. As the party explained that they needed to head into the Shadowmarches to help keep the gates closed from those who would wish to unlock them, Radagasteezius gave one final warning. He stated that the daelkyr bring with them chaos and other twisted beings, and that the party should be prepared to face such abominations. As Lorzub and Radagasteezius concluded their discussion, Unia told Radagasteezius that she wanted to be a wizard. He proceeded to hand her several giant textbooks on the history, practice, etc. of magic. He then told her to read those texts for fundamental information, and to come back as soon as she completes them to begin training. Unia commented on the lack of pictures, and eventually he realized that Unia couldn’t actually read texts of that complexity, and proceeded to take them back. He did, however, state that Unia could come back to read the books there, he just did trust her to travel with them. Since Radagasteezius was from the area, Ambrosia asked if he had heard of some people, hoping to gather information on their whereabouts. The people she inquired about were Everard, who she last heard had been working on a ship, and Theofilos, who was a friend of hers. Unfortunately, Radagasteezius had not heard of them and apologized for not being of more use. As the group thanked him for his time and begins to leave, he asks to speak with Zephi privately for a moment. As they spoke, he warned Zephi not to get in over her head, but Zephi asserted that she had to do what she could. Zephi asked if he would be able to watch her mother and Ambrosia’s brothers, with support from money she would send back during her travels. While he didn’t outright say he wouldn’t, he was very hesitant to agree to take three people into his care. Zephi then bid him farewell. Leaving the Knowledge Ward, Kane told the others that he wanted to quickly check the ir’Torgarn estate just to make sure that his family was only under house arrest and weren’t being harmed, mistreated, or anything that would prompt Kane to go into a frenzy. The others acquiesced, and as the came upon the estate they found it being patrolled by many guards. The guards asked what business the party had approaching the estate, and lacking good excuses, Kane eventually said that they were there to inquire about the condition of the ir’Torgarn’s. When asked who sent them, the group stalled while trying to come up with a passable answer. During this, however, an armored male walked forward past the guards and exclaimed that the group was hired by the family for personal protection. The man then moved the guards aside and led the party into the premises and towards the actual home. Kane recognized the man named Gilan. Gilan was a squire who worked with the family when Kane was young. Gilan explained that the guards around the perimeter of the estate were those assigned by the nation to keep the ir’Torgarn family on house arrest. The guards within the home were personal guards and associates of the family. Given their pungent aroma, Gilan recommended that the party all go take showers and that everyone would meet at a formal dinner within an hour’s time. Kane demanded that he have the chance to at least see his father first before finding his way to the showers as well. As the party goes to bathe, no armor or items are disturbed, but their clothes are taken to be washed or, depending on their condition, burned. Everyone was given new fine clothes to dress into. It was recommended that the members of the party not wear their armor to dinner, but they would not prevent them from doing so. Gilan led Kane into a side room and said that he would leave Kane and his father space. As Gilan left, a sound could be heard from the adjoining room and out rolled Garron, Kane’s father, in a wheelchair. Garron’s left leg was missing beginning at the knee, and his right arm had been removed right up to the shoulder. Kane asked what happened, but Garron said it was not important – simply a work hazard of living his life by the sword. As Kane controlled himself, Garron expressed how happy he was to see him again, and how unfortunate it was that Kane’s mother couldn’t have lived to see him return. She had passed away just a few months earlier. Kane then explained everything he knew about Zenon’s current state, and why he was committing such heinous acts of violence. Garron knew that Zenon would never have done such things of his own will. Garron proceeded to tell Kane that the family winery is currently in ruins and that guards were stealing wine at will. Stannis, Zenon’s brother, was transported to and from the vineyard by guards each day to tend to it, but not a lot was being done on the property otherwise. While speaking to one another, Kane noticed that where Garron’s leg stump was, there was a jewel-enlaid object. Garron says he is happy to see Kane but wants to get some rest before dinner. Once everyone in the party was cleaned up and changed, they made their way down to dinner, where they found a decadent spread. During the dinner, it was discovered that Garron did not know of Ambrosia, and Kane insisted that she introduce herself and share the fact that she was to be wed to Zenon. Over dinner, they discussed that Zenon had last been rumored to be southwest of Fairhaven. The party also stated that the Earl was deceased, at which point Monroe pulled out the Earl’s signet ring as proof. Ambrosia also asked if Garron had heard of the passions Loc’Host and Dis, while trying to explain what happened in the mines, but he only knew of the tales and stories about them, never thinking them to be grounded in reality. Garron said the timetable for the death of the Earl had been accelerated. He touched the object on his leg and a magical leg extended forth from it, allowing him to stand. He then took his greatsword from the wall and gave it to Kane. It is called “The Pride of ir’Torgarn”, forged of war, meant to protect those who can’t protect themselves. Garron then left briefly and came back with a sword in a sheath, which he handed to Ambrosia. It was meant for Zenon originally, but he felt that Ambrosia should wield it given Zenon’s state. Ambrosia swore that she would see the sword, called “The Hope of ir’Torgarn” back to its rightful owner. There was a loud knocking on the door, then Gilan comes into the dining hall and says that Garron’s suspicions were right – guards came for the party over the murder of Earl Merrick. The party was directed to run through a secret tunnel in the home that would lead of the city limits. They entered the tunnel in the servants’ quarters, sealed the entrance behind themselves, and made haste into the sewer system of Fairhaven, to which the tunnel connected. In the sewers, the party encountered two strange, tentacled creatures that, after a brief fight, they successfully felled. Further in, Zephi found two statues. One was an old woman in dark clothes, with a hand extended. The other was a young woman in white who also had an extended hand. While Zephi an some others were observing the statues, an Aboleth appeared from the sewer waters near where the group was. Kane took the brunt of the creature’s attack, and the party successfully killed it. However, Kane’s skin began to become translucent and shiny, and suddenly he couldn’t breathe. After a few unsuccessful attempts to aid him, Lorzub and Unia channeled restoration magic in tandem which thankfully returned Kane to normal just before he ran out of air. The party began to look at the statues once more and, feeling that decisions were not being made fast enough, Monroe walked up and grabbed the hand of the darker statue. Jelly creatures immediately dropped from the ceiling and fought the group. While they had a tough time, having already expended their resources against earlier foes, the party managed to stay in one piece. Unia, however, feigned her death, but having not told anyone what she was doing, terrified Ambrosia until Zephi informed her that she was only pretending to be dead using magic. Kane grabbed the hand of the white statue, prompting a click to be heard not too far from their current location. He then picked up Unia, and the party found their way out of the sewers and into the outskirts of Fairhaven. Now with the law on their tail, and their families behind them once more, the party still needed to find their way to the Shadowmarches. Hopefully their quest to save the world would not be in vain given that they are leaving behind everyone they know and love.
1500935725

Edited 1501078633
Session 30 (7/3): “Down Goes Frazier” Ambrosia and Zephi, through the use of Zephi’s invisibility spell went back into the city of Fairhaven briefly. They went in to say goodbye to their family members that they had to so hastily leave due to pursuit by the city guards. Zephi also put up posters announcing a future tournament for all those who would want to challenge Kenpachi, bought pastries as per Unia’s request, and located Kenpachi. They told Kenpachi what had happened and he rode them out of the city limits where the others were waiting to hop into the cart as well. To pass the time since there was a lot of road ahead of them, some members began to play dragonchess using Ambrosia’s set. Ambrosia beat Kane, although it was a closer matchup than she had anticipated, and then – even more disheartening – she somehow found herself losing to Unia, who she didn’t even know could process the rules. Kane and Unia challenged their mental fortitude against each other, but came to a stalemate before both getting bored of the game. Monroe jokingly proposed a different game, and said he would arm wrestle against Kane. Kane, shocked that the doughy Monroe would offer to do so, threw Ambrosia’s dragonchess board and its pieces onto the floor of the cart and extended his arm ready to face Monroe. It was over roughly as soon as it started. It was at that time that, with a devilish sneer, Kenpachi said he would happily challenge Kane. Kane, being an idiot and off of the momentum of his easy win against Monroe, decided to accept the challenge. By nothing short of a miracle in combination with Kenpachi’s hubris, Kane managed to just barely beat him, which put Kenpachi to shame and left Kane with an insurmountable high. After the games calmed down, and everyone picked up the pieces of Ambrosia’s dragonchess set, the party began to discuss their plan en route to the Shadow Marches. They wanted to minimize their stops into cities. They were on the run from what they had done in Fairhaven and they didn’t know how quickly word would spread. Furthermore, they didn’t want to take more time than necessary in making it to where they needed to address the possible end of the world as they knew it. Monroe got to work crafting an especially strong cocktail that he decided to name after Kenpachi. The viciously powerful brew managed to knock out Asher and Zephi – it was a work in progress. The party came to a crossroad alongside some farmers’ fields with scarecrows scattered along their edges. Three women were blocking the road. When the party stopped to ask them to get out of the road, they asked for a ride into town. Since the party actually had no intention of going to town, they told them it wasn’t doable. Unia transformed into a cat and began to walk over to the three women. One of the women picked up Unia in her cat form, and then began to ransom it back to the group, although some members of the group (maybe jokingly, maybe not) told the woman she could just keep cat-Unia. While the three women continued to the block the road and talk to the party, the scarecrows that were lining the farm fields next to the road began to animate and move towards the back of the cart. As one got right to the back entrance, Kane thankfully heard the movement and took away the opportunity for the scarecrows to get a drop on the party. Unia transformed to her normally self while still grasped by the woman, who was shocked. Unia then proceeded to unleash a lightning bolt into the women, and saw that the appearance of these individuals blocking the road was an illusion. Ambrosia very quickly got the upper hand on the scarecrows, putting her gifted rapier to use masterfully. Partway into the fight, the women blocking the road dropped their disguise, revealing themselves to the party as three Green Hags. They used their powerful coven magic to hamper and hurt the party, but were eventually overwhelmed by the groups force. As two were slain, the third went invisible and managed to get away from the party. The party returned to the cart, wherein Monroe tried to teach Unia tactics using the dragonchess pieces. The cart hit a bump on the road, but the party managed to hold the pieces in place. Unfortunately, Unia chewed on and broke one of Ambrosia’s set pieces absentmindedly. Ambrosia, who had been working hard with her own style to teach Unia how best to function in combat, and frustrated by the damaged dragonchess piece, forbid Monroe from being allowed to teach Unia. She went to put all of the pieces away to find that one was missing in addition to the damaged one. When the party set up camp for the night, things were uneventful until Ambrosia’s watch. She was not paying much attention, concerning herself with her frustration at the loss of her property and how she was ever going to train Unia to be effective in combat. Dog creatures, later determined to be hell hounds, attacked the camp with little warning. They breathed fire all about the camp at the members of the party. The party, though startled, managed to handily take out the hell hounds. During the fight, however, the distinct sound of heavy footfalls coming towards the camp could be heard. A large creature appeared from the treeline, and told the party that they had hurt his dogs. After a very unsuccessful attempt to deescalate the situation, the party took on and bested the troll as well, with Lorzub providing the final blow. The remainder of the night afterwards was quiet and uneventful. The next morning, Ambrosia managed to find her missing dragonchess piece among Unia’s possessions, berated her, and felt more certain that it was Unia who must’ve taken Asher’s bow in Fairhaven and framed her for it. Ambrosia became incredibly distrustful of Unia, and thought that training her might be even more difficult than she had already assumed. Lorzub took some time to commune with the Seelie Court. In this communication, they specifically warned him to “watch out for the Crones of the Marches.” As Lorzub was wrapping up, Ambrosia came over to him and asked him sincerely about what the group was actually heading towards and what plan there might be. Lorzub filled her in at length on the details of the group’s mission, the threats the faced between the Order and Xoriat, but did not have much in the way of a plan to provide her. With Ambrosia informed of the plan, she was now tied in on their fateful mission. The party had a long road ahead of them, literally and figuratively. One could only hope that they'd have the strength to overcome their massive hurdles when they finally arrive at them.
Session 31 (7/17): Isa-done As the party was traveling along the route to the Shadowmarches, they began to see ‘Wanted’ posters of themselves. Unia was wanted for questioning by the Oath of Silence Paladins of others, while the others were predominantly wanted for questioning in relation to the death of the Earl in Fairhaven. As they traveled, Zephi tried to subtly play up the group’s notoriety. Unia attempted to get rid of what she considered to be Asher’s “evil bow” at one point, but the party got it back immediately. When they stopped briefly in Wroat, Zephi tried to hear gather news from the local gossip in taverns. From this she learned that there was a woman who dressed in dark clothing, and that many civilians were murdered by an armor-plated man who accompanied her. Furthermore, some of those civilians were then raised from the dead and forced to fight others, creating an ever expanding horde. At one point, traveling in the carriage, Kane noticed that Monroe makes straw figures that are similar in appearance to the members of the party. Kane grabbed his toy doppelganger and pointed it out to everyone else. Everyone began to ask Monroe about it, and he said it was a hobby he picked up that his mother had taught him when he was much younger, but really wanted all of the dolls back. Eventually the humble crew came to the edge of the Shadowmarches. Kenpachi informed them that the party would need to travel by foot in the backwoods to move forward. They were to make their way to the Watching Wood, cross over a river at the town of Arashuul, and then head onwards to the capital at Zarashak where they should be able to seek additional information from the locals. While the party will continue forth on foot, he will take a longer route around with the cart are try to make it to the capital another way. As the group sets forth into the woods, they find several deserted camps along the way. Accompanying these camps were signs of rot, decay, and seemingly fire damage scattered about. The plants appeared to be “mushy” and the interiors of trees fallen nearby were nearly liquefied. Asher and Lorzub recognized the decay as what they had seen outside of Korth, although it appeared to be more path-like this time. They followed the path of destruction, and then heard a lot of sounds coming from further west. Most of the party hid in more heavily wooded areas nearby, but Kane stood out in the open to see what was coming forward, and tells them to stop where they are. It was a hunting party of various creatures, included hobgoblins and an ogre. The strangers ask if we were the ones responsible for the desolation, but the party assured them that they were not the cause. Trying to make small-talk, Asher proposes that the two groups have a peaceful dinner together, and could even hunt for their food together. The leader of the hunting party had a twisted smirk as he replied that they always enjoy a good hunt. Zephi, not trusting this one bit, began by casting Faerie Fire to aid her allies in what she deemed to be an inevitable fight, from which combat ensued. Each of the creatures were dispatched and then their leader was resuscitated. Speaking with the leader who was at their mercy, they began to figure out whatever they could from him. The party learned that the creatures were running from an evil elf who killed many of the goblins in his group before what remained of it had been felled by the party. The hobgoblin’s name was Korthar, and he was the Goblin Tribe Warlord. He said that the Gatekeepers had hidden their belongings in secret libraries somewhere under the swamp. He also spoke of the Crones of the Marches. They live near the Gloam River splits near the Crawling Swamp. Since he had lost everyone and everything, the hobgoblin asked that they mercifully let him die. While some members weren’t sure what they were going to do, Ambrosia gave him a dagger and he proceeded to take his own life. The party then argued about what steps to take next on their quest, and Ambrosia at one point yelled at Asher for not being a valiant leader despite being “elected” to serve that role by the group. Asher wandered off, upset by this situation. Asher, while not near the group, found himself being forced into sleep, and “Asher” returned to the group. “Asher” seemed to have taken Ambrosia’s frustration to heart and began commanding the group as their leader stating that they should go forward. It was already late, and the party needed rest after their last fight. So “Asher” begrudgingly accepted the night’s rest, but then first thing in the morning they made their way forward at first light. “Asher”, with his tracking abilities, led the way and seemed incredibly determined. He was moving very fast though and eventually they lost sight of him before the party came to a clearing. In the clearing, Asher appears to just be coming to consciousness on a rock, but says he saw Zenon. Before Ambrosia has a chance to dig deeper as to what Asher meant by this, and how he seems to just be waking up since he led them there, Isadorn appeared a slight way off from the group. After an incredibly brief exchange, Isadorn summoned forth four owlbears to aid him in attacking the party. After a very long and difficult fight, they managed to slay Isadorn and the owlbears. As Isadorn was slain and Kane went to go deal a confirmation blow with his greataxe, Isadorn burst into a pool of decay that heavily hurt Ambrosia and Lorzub, while Monroe and Kane shrugged it off. Where Isadorn just was now was only black ooze. Ambrosia began to cough and with it the same black ooze began coming from her mouth, a symptom that Lorzub did not appear to contract. The two druids, Unia and Lorzub, attempted to use Lesser Restoration in tandem, since it had worked for another ailment with Kane, but it had no seemingly no effect. One of the members of the Order of the Hallowed Future was finally slain, but there was still a lot more to face before the party could truly take in their victory. In addition, what was the mysterious ailment now impacting Ambrosia, and was their anyway to remove it from her? The party is left to gather themselves and make critical decisions on how to move forth. It is now at a point where every decision counts more than it ever had before.
Session 32 (7/24): Recalled to Life Speaking to Asher and knowing that he had very recently seen Zenon, the party gives way to emotion over strategy. Despite their battered condition after the fight with Isadorn, and the warnings not to proceed without proper rest from Monroe and Zephi, the others would not waver. The party struck out further into the woods, Monroe and Zephi hesitantly following along. The minds of those leading will clouded by a mixture of hope at finding Zenon, hatred of the Order, and anticipation of what may come. Thanks to his ability to pick out the best footings and pathways, Asher led the party at a brisk pace to where the Watching Wood transitioned more and more into swampy terrain. As they walked, they saw a lot of footprints that seemed to be recently made. They appeared to be those of Zenon, Yuni, and an unknown number of others among them, and Asher continued to track them into the marshy terrain. While walking, Ambrosia attempted to apologize to Kane for their spat earlier, but Kane dismissed it, choosing instead to just focus on moving forward, obliterating Yuni, and ending Zenon if he could. After several hours, the party managed to catch up to Yuni and Zenon, who were walking hand-in-hand, but turned to address the approaching party. Yuni revised her deal to Kane that she had made back in Korth. She would release Zenon – alive and intact – but would require Kane AND Lorzub for the exchange. Kane dismissed the deal as being even less viable than before. After insults were traded between Yuni and Kane, and Zenon and Kane, Kane and Zenon moved towards one another. Once Kane moved close enough, Yuni brought forth multiple barriers and a cohort of skeletons and a few larger zombies. All of the skeletons were separated from the party by these arcane barriers. Yuni was in a separate, domed barrier of a different hue. Kane and Zenon were isolated into a separate enclosure by a barrier which appeared to be denser and more opaque than those around the zombies and skeletons. Ambrosia ran at the initial barrier trying to reach the undead horde, but was knocked back. One of the large zombies came through the barrier, turned towards Ambrosia and attacked her viciously. At one point, it took a bite out of Ambrosia doing a stunning amount of damage to her, but it was killed in the process, the black vile coursing through her veins after the fight with Isadorn seemingly having a harsh effect on those who contact it. As it died, some components of the lighter barrier nearby faded away. As Kane and Zenon squared off in their isolation, Zenon stuck his sword into the ground. His hand then began to glow with a strange aura and he seemingly reached inside of Kane. The hand pulled out slightly, and what appeared to be a shimmery, ethereal copy of Kane, still connected to Kane’s body but exposed now. The zombified Zenon seemed to be pulling out Kane’s soul. Unia, trying to get to the evil lady, focused everything she had and somehow managed to penetrate the barrier surrounding Yuni, who was stunned by Unia appearing there. Unfortunately, Yuni proceeded to ravage Unia with arcane power, and Unia had not thought of a plan as to what she would do if she got through the barrier, and was soon knocked unconscious. Ambrosia, charging into the undead horde, was knocked unconscious by a second zombie but was rescued by the other members of the party. A long fight ensued. Zephi, having not been able to regenerate her spell capacity, did what she could from the perimeter. Lorzub transformed into a bear and ravaged waves of skeletons with lightning called down from above. Monroe ran towards the horde to help Ambrosia. Kane continued to grapple over control of his soul with Zenon. Zenon, seeing that Kane would not part with it so easily, picked up his blade and proceeded to fight Kane to the death. Kane and Zenon fought passionately, hurling blows and insults at one another in tandem. Kane managed to strike down Zenon and was ready to celebrate, but the zombified Zenon picked itself back up and continued the fight, and eventually knocked out Kane. Ambrosia, wanting to stop her former beloved and help Kane sprinted to Bearzub, vaulted into the ad hoc arena, and aided Kane. Monroe, who was originally helping Ambrosia, found himself alone with the horde who closed in on him. Ambrosia and Kane fought desperately against Zenon, but none of their blows seemed to have enough impact to keep him down, and both of them were eventually knocked unconscious. Monroe, unfortunately, was overrun and vanquished by the undead horde. Growing desperate with so many of their allies fallen, Zephi, Asher, and Lorzub did everything they could to kill of the remainder of the horde and, as they did, the barriers finally fell. Yuni, without her barrier moved next to her pet, Zenon, looked down upon his former flame, Ambrosia, and put an end to her permanently. In a desperate onslaught, the others were able to finally slay Yuni. As she fell Zenon began to yell and grasp his mind, fighting an unseen struggle, before coming to – severely wounded from the fight, but he was Zenon as he was many months earlier. Asher and Lorzub rushed to help up Unia and Kane who they could not reach through the barriers earlier. Zenon, knowing what he had done, immediately went to Ambrosia. He attempted to resuscitate her, give her divine healing, anything he could think of, and when none of it brought his loved one back to him he cursed up at the heavens and the Host that he had loyally served for so many years of his life. But the connection between them had severed, after his months of murdering innocents in the countryside. Ambrosia and Monroe were dead. The party gathered themselves up, did their best to console Zenon, and then dug graves for Ambrosia and Monroe. In each of the graves, Asher planted a single apple seed to mark the sites and to create life from death. Although it was with hard losses, the party has managed to kill yet another among the ranks of the Order of the Hallowed Future, in the same day that they had slain Isadorn no less. Furthermore, while Ambrosia and Monroe were gone, they had regained a long-lost ally in Zenon who was now saved from his cruel fate. Knowing that there were many perils to be faced ahead, would they be able to continue forth in opposition to it? Would Zenon, in particular, be able to rejoin his friends and overcome his sorrow for the sake of the world? The future is uncertain for the team, but after a long rest, they must continue to juggle the fate of the world in their hands.
1501874310

Edited 1502887611
Session 33 (7/31): Wanted Party Changes: Ambrosia (Human Fighter) (Deceased) -> Flare (Fire Genasi Sorcerer) Monroe (Human Bartender) (Deceased) -> Brieze (Air Genasi Sorcerer) Zephi (Half Elf Bard) (Working with Kenpachi) -> Zenon (Human Paladin) After the party got some much needed rest following their encounters with Isadorn and Yuni in a single day, the now smaller party gathered up their belongings and continued through the marshlands to Arashuul. The town itself was rather small and was essentially a collection of huts along the river. The populous of the town was predominantly composed of orc and goblin races. As the party made their way into the tiny river town, they quickly noted two large iron cages with people gathered around them. Among the crowds, there were individuals towards the front of it – closest to the cages – who were standing with what was either masks made of ivory or white stone and dark cloaks. For Zenon, Lorzub, Asher, and Kane, they noticed that the masks were similar to the one they had seen Gin wear, and they pieced together that the masked individuals were members of the Order’s cohort. The party began to break into the crowd and Zenon went right up to the front to see what was going on with the cages. As he got to a point where he could see, he noted that the cages contained two individuals – a fire genasi and an air genasi. Zenon pretended to still be Yuni’s thrall and told the guard that there was a change of plans. He said the captives were now to be released to Zenon, who would take them to a predetermined meeting point with Yuni. The masked men stood at attention, and heeded his words, fetching their commander to discuss the transfer with Zenon personally. The commander was confused about the change of plans but ultimately acquiesced. The commander provided Zenon with the key to the cages and the two genasi were released to him. They noted that Zenon would most likely need help transported the two delinquents, and ask if he had a detail to help him move the prisoners. Kane who was nearby at this point stepped forth and other members of the party eventually trickled forward. Flare was taken out of his cage, and his immediate instinct was to snag the keys and turn to free his brother. Since Flare took them out of his hand, the act was immediately noticed, and all of the guards drew their weapons upon him. Brieze told him not to be an idiot and get himself killed, and to just do as the guards said. Brieze was taken out as well, and gags were placed on the two genasi since their talking was deemed a great annoyance by the guards. In addition to the captives, the party was also tasked with bringing their possessions as well. Kane was led into a locked room of a building and directed to a crate currently holding the items of Flare and Brieze. Kane carried the crate, the party gathered with the two cuffed and gagged prisoners, and a small contingent of five guards was sent to assist the party in their travels. Zenon requested that the guards go ahead of the rest of the party in order to prepare the boats for passage across the river. Once the guards had gone ahead, the party let the Flare and Brieze that they were also fighting against the Order of the Hallowed Future and that they shouldn’t be worried. They made it to the river, crossed on the boats the guards prepared. Once everyone had crossed the river, the party turned on the guards and removed the cuffs and gags from Flare and Brieze, and returned their possessions that were in the crate. Flare and Brieze, not familiar with gnomes, assume Asher is a child. One guard, named Kahven, was kept alive for the purposes of questioning him about the Order. Lorzub was threatening to drag him back to Arashuul and watch him watch as they killed all of his friends in the Order. Kane, frustrated by Kahven’s inability to part with useful information, decided that they way to get information out was the hurt him. After disfiguring the guard’s feet with his axe and still getting nothing, the others notably not in favor of Kane’s methods, and no one seeing the point in going back to Arashuul, let alone dragging this man the whole way, Kane ended it with a quick swing to the head. The twin genasi who were incredibly unnerved by what they just saw and were questioning how they could know the same fate wouldn’t befall them. Lorzub proceeded to fill them in on the fate that hangs in the balance for the world, the losses and victories the party has personally faced, and that anyone who assists the Order towards its goal deserves no kindness. With mixed feelings following the brief scuffle by the riverside, the party and the now freed genasi continued onward and eventually found their way to Zarash’ak. Every building appears to be on stilts to elevate them out of the marshy land below. Lorzub, channeling his abilities, curried favor and bonding with a bird in order to survey the city through its eyes before the party entered into it. There were several recently destroyed and burned homes scattered about town. There was also one especially large building that was surrounded by a sizeable number of people and tents. The camp section was towards the western side of the city. On some of the burned homes, markings could be seen – markings related to the Gatekeepers. The party proceeded into the city and went towards their separate tasks. Kane went to the Fighters’ Guild with Flare and Brieze in tow, Zenon went to find a temple in search of a cleric with Unia following him, and Lorzub began to wander the streets inspecting the markings and looking for other clues related to Gatekeeper presence. Lorzub felt a large hand touch his shoulder. Upon turning around, there was a large half orc standing there. After a brief exchange, the two identified each other as Gatekeepers, and the half orc requested that Lorzub come with him. Lorzub did, and Asher, who had seen the exchange from a distance, decided to follow the two as stealthily as possible to see where they were off towards. The Gatekeeper led Lorzub out of the city limits into the marshy wood. Eventually, they came to a point where they stopped and the half orc tapped a stone with his staff. The ground beneath began to open revealing an underground stairway. Asher followed the pair into the stairwell and it closed right after he passed through as well. The stairwell opened up to a large open space with “those who protect” etched into the wall. A room of Gatekeepers welcomed Lorzub as he entered. “Welcome to what remains of our people.” While it was a massive room that had a table that could seat about a hundred people, there were only twenty or so individuals presently in the room. After brief discussion, the Gatekeeper that had led Lorzub to this place invited Asher – who still thought he was well hidden – into the room. As Asher joined the discussion he took out the map that the party had been using to try and locate the buried Gatekeeper library. As Lorzub and Asher spoke with the Gatekeepers gathered there, he learned that unfortunately no one knew how to actually close the portals. One Gatekeeper called Lorzub a traitor for abandoning his gate like so many others had, but Lorzub retaliated that he did it to assist other gates after doing his duty – he wasn’t like those who simply abandoned their calling. The elder told the one complaining of Lorzub’s dedication to cease his complaints. Out on the surface, the sound of heavy footprints could be heard outside. As the party went to the windows of their various locations, the saw a military-esque parade coming down the main thoroughfare of the city. There were soldiers in the white masks and black cloaks of the Order, with a wide representation of races marching including ones the party was not familiar with and some with wings flying above the parade. Accompanying the parade were several giants, their footfalls the ones that had alerted the party. Several of the giants were carrying a stand upon which traveled a man with a very familiar face. At the top, Gin was smiling broadly, while people hurriedly ran into homes or whatever building were nearby, bolting doors shut behind themselves. Asking at the Fighters’ Guild how long the Order had been there, they said their new rulers had been around for months, and that the Dragonmarked houses that used to rule the region had the option to pledge allegiance to the Order. When asked about what happened to those who did not, their attention was pointed to one particular part of the procession, where ranks were carrying pikes with heads mounted upon them. Flare wanted to go outside and try to get close to the giants since he had never seen one before, but he was warned that death could come even just accidentally around those creatures. As if on cue, a giant accidentally stepped on and crushed several cult members, but no one around the incident in the procession reacted – they just continued marching loyally forward. It was an incredibly long line processing in, and it eventually came to a halt. Gin began to speak with his voice magically amplified. As he spoke posters were being plastered by Order members all over the city. Addressing them, Gin said that people are required to inform the Order should any of those seen in the poster be seen. Should anyone harbor them or aid them in anyway, then the consequences would be severe. After his quick speech, the parade continues to march north. Once the party had a chance to catch a glimpse of the posters, they saw that it included all the members of TRAP, but with the eyes crossed out for the pictures of Monroe and Ambrosia. There were also posters of the twin runaways and the elder half orc Gatekeeper. The man that Kane, Flare, and Brieze had been talking to at the Fighters’ Guild saw the poster and Brieze got the sense that he wanted to turn us in, and would probably alert the Order as soon as the three of them walked out the door. Brieze proceeded to knock him unconscious and eventually do the same to the others gathered in the Fighters’ Guild at that time, not wanting to take chances but not resorting to any more extreme measures. Zenon and Unia had managed to find and hole up in a temple during the parade. There they found a cleric and asked about the possibility of resurrecting a fallen ally. He said that he had the ability to, but that the diamond required to perform the spell could not be found anywhere in Zarash’ak since the Order claimed anything of value upon their arrival. Zenon said he could supply the materials for at least one of the resurrections, and said that he would return once he retrieved the body. The cleric told Zenon that he would do would do what he could and talked to Zenon about his standing with the Host. He then talked about the marking he wore on his attire, which he said was of Baaldra the Protector of the Sovereign Host. Zenon recognized that this was likely a local alternate spelling of Boldrei. He gave Zenon a symbol of Baaldra and wished him luck in his travels and would be happy to help him upon his return if he had the materials for the resurrection. Back with the Gatekeepers, the elder said that Lorzub was overconfident in his ability to stop the Order and seal the portals, and that this would get him killed. The elder got even more upset when Lorzub said that his drive came through anger rather than overconfidence. The old Gatekeeper told Lorzub that the power to seal the portals came through the great dragon Vvaraak. With this in mind, he told Lorzub to try to find the Amulet of Vvaraak which should be located in the library, located within the Deep Wood. Near the entrance there is an irregular stone there. Placing Gatekeeper blood upon the odd stone will open the secret doorway. Lorzub thanked them for the information they could provide, and in exchange he gave them the notes and documents that he had procured from the Gatekeeper location in the deserts of Valenar. They ask him that should he find any other useful documents in the library that he should bring them back. They took the map Asher had shown them, and identified the three marked locations. First there was “The Outlook” to the south which was a previous Gatekeeper stronghold that fallen during a surprise attack launched against it by the Order’s forces. The library was marked as being in the Deep Woods, not far from where the Crones had taken up their residence. Up in the Northwest of the Shadowmarches, there was what was referred to as “The Beginning.” It was where the first portal opened, and the site of a stronghold formed to contain it that may or may not still be there. As Asher and Lorzub were leaving, they realized they never got the elder’s name. His name was Urag Yambul, and the man who had been so rude to Lorzub earlier was an elf by the name of Eltaor Erra. Outside of the Fighters’ Guild, Kane saw that Kenpachi had set up his cart and was selling food to citizens and Order members alike nearby. Flare disguises himself to not be obvious to the Order members and tries some of Kenpachi’s food, immediately falling in love with its perfect blend of flavors. Kane sneaks his way into the back of the cart, tells Kenpachi to not acknowledge that he’s there – pointing to the nearest poster to show why. Brieze and Flare are led into the cart as well, and Kenpachi closes up shop after Kane tells them they all have marks on their heads. They drive through town heading towards where they knew or saw the others were generally heading, gathering everyone up. Zenon informs the others that there is a way to save at least one of their friends who had fallen against Yuni, and that the party needed to go back to where they were buried to retrieve them. Lorzub, noting the collection of powerful druids near the city, said they might have means of helping the other. During a night’s rest en route to the burial site, Asher’s bow went missing, but was found attached to Zenon’s pack. Flare admitted that he did it as a joke. During the next night, someone tied Flare’s shoes together which caused him the trip to start his day. He wasn’t mad, just amused, because he felt the party needed to lighten up. The party reached the site, and dug up Monroe and Ambrosia. The process was quickened greatly by Brieze’s ability to magically move the earth. They returned to Zarash’ak and split to bring their friends back. Monroe was reincarnated by the druids in exchange for the an equivalent cost to what they needed to use in oils, and he came back as a changeling. At the temple of Boldrei, the cleric performed the resurrection spell using the diamond taken off of Yuni’s body. During the spell, black ooze dripped out of the cleric, the symbol of Boldrei that he was holding cracked, and a crack appeared in the one that had been given to Zenon as well. The cleric dropped dead as an overwhelming darkness burst from her body. But Ambrosia was breathing and alive. With the people of the Shadowmarches now compelled to turn in the party for fear of their own lives, there were even far safe places for the party. Furthermore, if the goal of the Order of the Hallowed Future was to open the portals to Xoriat, why did they need an army? And where did they not only find giants which were unheard of in Khorvaire, but also convince them to join their forces? With each passing day, the odds appear to stack ever higher against the party. Their only hope is that the Gatekeeper locations might hold some secrets to aid them in their seemingly insurmountable mission.
Session 34 (8/7): That Old Black Magic Party Changes: Unia (Elf Druid) (Left by Choice) -> Amari (Lionfolk Barbarian) Flare (Fire Genasi Sorcerer) (Left by Choice) -> Ambrosia (Human Fighter) Brieze (Air Genasi Sorcerer) (Left by Choice) -> Monroe (Human Bartender) As the party gathers themselves in the boathouse of Zarash’ak, Kenpachi informs the group that he has successfully procured a boat to travel up river. The group catches one another up on what they saw and learned of the military parade and the Gatekeepers in hiding. Apologies were also exchanged for events that resulted in death back in the fight against Yuni. They were informed that up the Glum River, there is an area known as the Pool of Shadows. The Crones live in that area, and it would be best to avoid it. In asking what exactly the Crones were, Kenpachi provided the group with a mix of a history or story telling session. Back when the world was first formed, the deities – The Sovereign Host and the Dark Six – governed over certain areas. The Primordials were built of the universe, creation, and destruction. They do not have a stake in any particular area, or adhere to good and evil, only their individual whims. A great war between the gods and Primordials erupted, which resulted in the death of the dragon god Io. Eventually the war ended and the Primordials were cast and locked away to distant realms. The descendants of Primordials, however, remain. The Crones are ancient and likely among those descendants. After learning more about what the Crones are rumored to be, the recently resurrected Ambrosia was eager to reunite with her cat, Ollandra, that Monroe had gifted to her in Fairhaven. Kenpachi had kept the cat in a cage. As Ambrosia goes to pick up the cat, it suddenly becomes limp in her hands and passes away. Ambrosia – stunned, sad, and unsure if it was due to her sickness – grieves over and then buries the cat respectfully. After the incident, the party piles into the boat and begins rowing up the river. Asher took to the helm of the ship to guide the group. When Asher went beyond general directions and tried to micromanage the rowing tempo, Kane passive aggressively rowed poorly until Asher got the point. Continuing up the river, it seemed to get much darker despite it still being the middle of the day. The water began to fog ahead of them. Ambrosia asked Asher if they were going the correct way, and Asher assured her that they were on course. Through the fog, a wooden structure eventually can be seen along the water. There is also a wooden bridge over the water and a small dock. As the approach, some members of the group notice the grim design choice of severed ears hanging dangling on strings from trees nearby, which the hobgoblin Korthar had warned the Crones collected. On the river bank, a woman could be seen tending to a garden with fruit trees. A second woman was doing laundry, and the third was gazing out at the river taking notice of the arriving vessel containing the party. The women all wore simple clothing, but that was well kept and cleaner than one would expect for the middle of a swamp. The women also look rather young and attractive. The women, who are presumably the Crones based on the hanging ears welcoming them, waved to the party which eventually transitioned to them beckoning the party to make landfall at their dock. Amari and Monroe began to feel insatiably hungry. They jump off the boat in order to get food offered by the three women. Kane and Lorzub attempted to keep rowing but they suddenly began to feel quite weak and tired. Zenon and Ambrosia got off the boat to make sure Amari and Monroe did wind up getting themselves into trouble. The two famished members of the party asked the women if they had any food, to which they said they would prepare a feast for the group. The two were then led by hand to one of the small wooden buildings. The crones introduced themselves – Shira, Lily, and Gretta – though they said we could just refer to them as our humble hosts. As Amari and Monroe were invited into the house, Zenon followed them, not wanting the oddly entranced pair to be left on their own with any of the crones. Ambrosia remained more hesitant and hung back, at which point one of the women began to inquire about her cough. After a short while, she said that they could cure Ambrosia, and that it would take her life if left untreated. Gesturing towards Zenon in reference to the looming demise, the Crone asked bluntly asked Ambrosia: “Do you want to put him through that again?” Asher, Lorzub, and Kane were still on the boat. Looking around, Asher noticed that the wildlife seemed to be more plentiful in the area than would’ve been expected based on what was seen for other portions of the river. Asher managed to catch a fish, and began prepping for food. Eventually, after additional invitation to feast the trio felt compelled to go inside. The Crones prepared a vegetarian feast, and did not have any meat available for the party. However, they did acquiesce to cooking the fish that Asher had caught to supplement the food they already provided. Everyone in the party dug into the food except for Zenon and Ambrosia, who were both skeptical of the situation and not under any influence of the Crones. Speaking about Lorzub’s origin, and the general armistice maintained between the Crones and their Gatekeeper neighbors, the party learned that Yambul had been leader of the Gatekeepers for roughly 2000 years. The Crones had bestowed onto never-ending life. In exchange, the Gatekeepers were to not bother the Crones or interfere in their affairs. The party also learned that Vvaraak’s power and sealing of the gates had been lessening for years. The dragon was weakened after the Great Sealing and knew other power hungry dragons would likely bring about her end. With this in mind, Vvaraak decided to go out on her own times. She divided herself into five great artifacts. The amulet that the party was hoping to find in the Gatekeeper library was the first of those five. While the artifacts possess great power, they in turn ask a great price of those who wield them. Continuing to speak with the Crones, the conversation drifted to the other side of the battle. They informed the party that they would have to destroy Xoriat to truly guarantee no future daelkyr invasion. However, the daelkyr avoid the Crones “for a reason”. At that point Shira’s sisters began to partake in the feast as well, but she did not. Asked about their hierarchy, it was learned that the Crones were triplets but that technically Lily was marginally the youngest and Shira the eldest of the trio. Having learned that the power of the portals had been waning for years and Yambul hadn’t done anything sooner, he became angered and blamed him for the potential onset of the daelkyr invasion. The Crones stated that Yambul did not cause the present issues, but rather adventurers like the party that had set the current events in motion. Amari also divulged that he had joined the party at the request of Yambul to aid in their efforts against the Order. Lorzub was still furious that someone who had bartered for never-ending life had simply sat back and not personally taken a stake in resolving the issue of the Order, but to this Shira noted that it is the role of a leader to guide others and to delegate rather than to risk themselves in the day-to-day. They proceeded to defend Yambul’s efforts and imply that Lorzub just was not approaching the situation from the correct mindset. Changing the topic of conversation, the Crones once again state that they could help Ambrosia if she were to accept their aid, and in exchange for a favor. The favor was to deliver a box for them. When prompted for information, Shira began to explain the origin of the mark. In the great wars long ago, there had been many casualties, especially at the hands of one entity known as The Corruptor. The Corruptor was a god or celestial being that had been forced to commit acts that she was personally against. Eventually, she became overcome by a black ichor of darkness reflecting the divergence within as more and more horrible acts were done by her out of duty. She then turned on those who had given her orders. A great fight ensued, and eventually The Corruptor was defeated tossed down into the earth. One person was marked with a sealing spell to keep The Corruptor locked within her place of holding. However, the mark twists the mind of its bearer. With the mark, its bearer becomes more frail and sickly, but their powers become greatly enhanced in exchange. Those with the mark must eventually pass it along, which brings about the owner’s demise, or risk being fully corrupted by the magic within the mark. Unfortunately, if the mark is cleansed to save its bearer, the seal may become undone and The Corruptor once again released upon the world. The source of the corruption is said to stem originally from the continent of Aerenal. Faced with seemingly several awful choices, Ambrosia turned to Zenon for his input, asking what Dol Arrah would teach to do in such a scenario. Zenon told her Dol Arrah’s teaching would be to carry the burden as to not force it upon others. It was decided that The Crones would ease the effects of the mark of corruption for the time being, but that the aid they’d supply would only be a temporary easement. Ambrosia went with the Crones outside of the small building where the others were seated at the feast. They shifted to their normal form and began to cast an incantation, which started soft and became louder and louder as it continued. Ambrosia felt sick to her stomach, and then a substance rush up and out her throat – the black ichor reminiscent of what she had been coughing up since she was first marked. Ambrosia felt better than she had in some time, but was not entirely back to where she had been prior to the encounter with Isadorn. The party thanked the Crones for their hospitality and for treating Ambrosia as best they could. While the others made their way onto the boat, Monroe stayed behind to speak to the Crones, inquiring about a separate deal with them unbeknownst to the rest of the party. The party gathered and began to row away, feeling as though they were watched the entire way. The fog lightened as they proceeded up the river. The river came to an end, the boat was beached, and the party continued their trek on foot, with Asher once again taking point. A rough path was found and, after several hours, they came to the general area where the map seemed to indicate the library should be. Ambrosia asked Lorzub if his plans with working with other members of the Gatekeepers had changed, since Lorzub had considered taking the amulet and continuing to fight against the Order on his own since the other Gatekeepers had not been active in his view. While not completely swayed, Lorzub appeared as though he would at least entertain the possibility of calling on the help of the others. While looking around the site, a few small ruins were scattered about, and there was one particularly strange rock that stuck out to some members of the party. Lorzub cut his hand, dripped his blood upon it as had been the key for many Gatekeeper pathways, and as he did a stairway into the ground began to open. As the stairway appeared, Gin with a contingent of soldiers, giants, and flying warriors, came up from behind the group – thanking them for finding the ruins for him. At that time Yambul appeared in an enlarged form and shouted to the party that he would fight and hold back Gin’s forces. The party was hesitant at first, but Yambul repeated once again that they must go. He slammed his staff onto the ground and a barrier was created around the stairwell entrance where the party were located. The party rushed in as Yambul stood guard facing off against the small army before him. As the party runs into the ground, uncertainty surrounds them. Would Yambul be able to hold back the giants and soldiers before him, and if he were not to survive the confrontation, how much time would it give the party to make their escape? Would the party even be able to find what they needed in the depths of the Gatekeeper ruins or was the sacrifice all for naught? And, as the ever-present question that weighed upon the group, would their efforts ever be enough to prevent the incursion from Xoriat? Only time will tell as the party delves into the earth for answers and hope.
Session 35 (8/14): The Conundrum with Kobolds The party ran down the stairway into the ruins. As they entered, they found a lot of blood on the ground as well as some loose bandages. Ambrosia inspected the blood and used bandages and determined that the source must have been in the range of weeks or months old. They passed two barrels, one of oil and one of water as well. Zenon took the lead forth into the slightly lit underground and tripped on a wire. Immediately, an oil fire is triggered as a result. Kane ran back to the barrels, grabbed the one filled with water and dumped it onto the fire to put it out. Unfortunately, Kane did not see the error in this and no one caught his error in time, as the water caused the oil fire to spread further and damage the party even more. Zenon, on the other side of the fire from the party and looking for something to help put it out accidentally triggers yet another trap, as a boulder fell and rolled towards the party. The boulder put out the fire as it rolled over, but damaged Monroe and Kane even further. Upon closer inspection, Zenon noticed that the tripwires were set by someone bleeding that had run in that direction. Lorzub, following the bulk of the blood stains on the floor into a side room, found several dead bodies. Of the bodies in the side room, some were adorned with Gatekeeper vestments while others did not. Grievous wounds were present on some of the bodies, which appeared partially disemboweled, while others seemed to have experienced injuries in the form of blunt force trauma. A note was found on one of the bodies, that mentioned the presence of the “Amulet of Vvaraak” in library under the ground. The party began to wonder if they had not been the first group Yambul had sent to retrieve the amulet, but had failed to mention the fact to Lorzub. Continuing to explore the chambers, the party found a kitchen, storage room, and alchemical room, but all of them noted that for theoretically being in a “library” there was a conspicuous lack of books or text in any form. At the end of the main hall there was a bedroom. On the bed was a dead body of an older individual with a gaping wound in their stomach. On the floor beneath the bed, there were visible scuff marks. Pushing the bed revealed a trap door beneath it. Zenon opened the trap door and was the first to pass into it. As he did, he was shocked by an unseen source, knocked unconscious, and fell down into the hole. Ambrosia rushed to tend to her beloved, her concern for him superseding rational thought. Lightning struck her as she went down the ladder, and she too was rendered unconscious. Kane who was nearest to the trap door managed to notice that the source of the shocks was a glyph on the wall. Lorzub channeled his magic to disable the glyph. Lorzub rushed down and stabilized Zenon, who in turn aided brought Ambrosia back to consciousness. Once back on their feet, the party found themselves entering the actual library. The party dispersed to cover more ground, seeking knowledge or anything that might be of use. Monroe sought out and found a section on demons. Ambrosia, seeking more knowledge on her mark of corruption, found a book on famous Marks, which turned out to only related to individuals with the name Mark. After her initial disappointment, she managed to locate a book on famous curses, which contained a section related to the Mark of Corruption. It stated that The Corruptor lives beneath the ground, possibly in Khyber. Some say that it is sealed within the earth, while others believe it to be from another plane. Zenon found a few very old tomes that recount the history of Eberron. Another book focused on the Prophecy of the Dragons. Amari found information related to the library itself, that it was built to protect a sacred object with the books coming later. Kane found a book related to ancient gladiator arenas. It emphasized one particularly ancient arena lying far into Khyber where the spectators themselves are the undead. Monroe continued searching for other topics and found a cookbook related to the preparation of rare creatures and spoke of a legendary stein that is always full. Ambrosia found books on health, wellness and some discussing magical healing means. Amari heard a clicking sound in the library and, upon seeking out its source, found yet another trap at the far corner of the library. Amari asked Monroe who was nearby to gather the others to continue towards what was hopefully the place where the amulet was stored. Monroe shouted in the library to alert everybody, and a zone of silence encapsulated his area. Once the party grouped together, they read a familiar note by the trap door – “Those who protect.” The trap door unlocked once Lorzub dripped some blood upon it. As they came through to the next floor down, voices speaking in draconic could be heard in the distance. Moving into the cavern, they found platforms within a large platform and lava flowing down below. For those that could understand draconic, they heard the following: “We found them, more people to kill. Let’s take all their stuff!” Kobolds began slinging stones at the party as the party members began to advance along a narrow platform. Amari killed some of the kobolds, having been the first to cross over, and the group chased the other kobolds that ran over various platforms and through passageways. Down one passageway, kobolds attacked those passing by with spears coming through small holes cut into one wall of the corridor. After the spear hallway, the was a large container in the opening of the room. One kobold exploded the barrel, sacrificing itself, but causing great damage to the party members trapped in the room with it. There was a large bridge to pass over, but lots of kobolds lit a wall of fire on it. Lorzub using his druidic magic to create his own line of fire, felling the kobolds the originally blocked passage over the bridge. Amari continued to chase some kobolds deeper into the cavern, and suddenly found himself surrounded by black oozes, which converged upon him, knocking him unconscious. With the others not able to reach him in time, Amari succumbed to his wounds and perished while still surrounded by the black oozes. Kane stood off against the oozes, blocking their path forward. He sustained massive damage, coming to the limits of his health, but the party managed to slay the nearest ooze from afar in time and prepared to run to Kane’s aid. With Amari gripped by the tendrils of death, the party greatly damaged by the onslaught of kobolds and oozes, and no clear end in sight, the party must continue to dive ever further into the cavern. Would the party be able to help Amari before a cleric or druid would no longer be able to bring him back to this world? And how many other trials lie before the group below the Gatekeeper library? The fight will continue as the search for the amulet and a solution against the Order of the Hallowed Future overall goes on.
Session 36 (8/21): The Great Escape Party Changes: Amari (Lionfolk Barbarian) (Deceased) -> Duluk (Orc Rogue) Monroe put out some of the fire that the kobolds generated on the main bridge, making a path just large enough for him to proceed. As he crosses the bridge, it crumbles behind him from the structural damage caused by the fires. The rest of the party cautiously approached where Amari was slain. The last ooze was found, fought, and eventually taken down. Kane, walking ahead of the group, who were discussing the need for a rest, found a cell that contained an orc within it. The orc introduced himself as Duluk. Duluk said his belongings had been taken after he was ambushed by kobolds that he had followed into this cavern through a secret tunnel. Kane broke open the lock to the cell, releasing Duluk, and then the two regrouped with the party for a short rest to patch their many wounds before moving forth in the cavern. A loud booming noise could be heard intermittently in the distance, but the party could not identify what it was coming from. While looking around one room in particular, they found a pit of about twenty feet deep, within which was the skeletal remains of a young dragon. Ambrosia heard a voice within her head: “This is my place, get out!” Shortly after, Kane, Lorzub, and Duluk heard a voice in their minds as well: “Intruders, you should not be here!” Lorzub and Ambrosia, finding a ladder down on the far side, went down to inspect the skeleton and pit, while the others explored the upper area. On the walls of the pit were various images: depiction of humans using magic on a gate; image of a dragon aiding the people figures; and an image that seemed to show the dragon decomposing. All of the party members heard the voice in their minds now: “I said get out!” At that point, an amphibious creature charged forth, attacked Zenon who was closest to where it appeared from, and retreated back into the same room. Zenon and Kane who were nearby rushed after the creature and found themselves in a room containing not only the amphibious beast, but several basilisks. The basilisks caused several people to be restrained by their gaze, but eventually the party managed to slay them all. As the basilisk fight winds down, heavy footsteps could be heard approaching from behind the group. Lorzub went out towards the sound to see what was coming since the source of the sound was beyond the vision of the party members. As Lorzub walked out, and Monroe was still struggling to break his restraint while being closest to the footsteps, giants from Gin’s contingent came into view. Zenon ran over to drag the unmoving Monroe to safety, while Lorzub was knocked prone and out of his wild shape after a few powerful hits by the giants. A scramble ensued of the party trying to all gather into the room were the slaad and the basilisks had been because Ambrosia found a lever which likely operated the door. There was also a bowl beneath the level which stated the seen before “those who protect” in orcish script. Lorzub was knocked out, resuscitated and knocked out again. Zenon tossed the still-restrained Monroe to Kane and rushed to help Lorzub, with the giants towering over, crushing the party in their attempted escape. After several tense moments, Lorzub’s bleeding, unconscious body was dragged through the doorway, signaling the last person to enter the room. His blood was smeared onto the bowl and Monroe, who finally broke the bind, pulled the lever. A door began to lower where they came through once the lever was pulled, but it wasn’t an immediate event. The party tried to arrange themselves to be as far from the opening as possible, but ready to fight in case the worst should happen. Ambrosia brought Lorzub to consciousness once more within the backroom, and Lorzub saw that a small side door had opened in the chamber. He walked through the opening, and then the door closed behind him. In the room was a jeweled box with fine script upon it. In the room with the rest of the party, one of the giants tried to hold open the door, after a tense moment, the door continued to fall and hit the ground with a sickening crunch as the giant’s hands were crushed beneath it against the floor. Feeling secure from the giants for a moment, Ambrosia shifts her attention to where Lorzub disappeared into the wall, but there were no opening points or secrets visible from her side. She hit the wall with her blade but it ricocheted off and hit Monroe. Monroe walked near the door and, using his newfound changeling form, tried to deceive the giants. He changed his voice to that of Gin’s, but realized he didn’t know how to speak in Giant. Lorzub, meanwhile, saw an old Gatekeeper body on an altar before him. The inscription on the gold box read that it was a gift of Vvaraak. Lorzub opened the box and inside found a simple looking pendant with a strong energy emanating forth from it. Lorzub took the pendant, and heard a voice in his mind: “Are you the one to bear me? Is it time to reform?” The voice proceeded to state that, once gathered, all of the pieces should be brought back to this altar. The pieces are spread throughout the world – one was on the head of a madman, one was in the hands of a murdered, but that was all the information the voice had at the time. After the amulet finished speaking to Lorzub, the wall reopened for Lorzub to return to the others. The party ran up a mining shaft at the back of the room, opened a hidden entrance with his blood once more, and the group found themselves emerging above ground out back of where they had originally entered the library. From their egress, the party could see Gin a way off, who looked and saw them as well. He taunted to party that they made his life easier by retrieving the artifact for him. The party bolted away from Gin and his forces that were still above ground, the body of Yambul appeared to be fallen, and the party seemed to successfully hide from their pursuers in the marshlands. Asher, Ambrosia, and Duluk briefly scouted the area. They noticed that there were parties still searching for them and that the party would need to lay low for a day or two for them to shift to other areas. The party managed to find a cave with no back passageway and opted to set up shelter there to get out of the wet grounds. They set up a watch rotation and began their wait. With the Order scouring the grounds, the party has to lie in wait, hoping to not be discovered, but preparing themselves to respond just in case. However, for the first time since the death of Yuni, the party had a victory in the form of the Amulet of Vvaraak retrieved from the depths of the library. What did the voice that spoke to Lorzub possibly mean by the ‘head of a madman’ and ‘hands of a murderer,’ and would the party ever be able to crack its meaning? Would the Order find their location or would their lie in wait approach suffice? The party is surrounded by uncertainty, but the faintest glimmer of hope sparks up around them.
Session 37 (8/28): Floating down the Ear-ie Canal Party Changes: Duluk (Orc Rogue) (Left by Choice) -> Amari (Fallen Aasimar Barbarian) (Reincarnated) After the end of the second day hiding out, sending Asher to scout the area intermittently, the forces began to dwindle in the area. The majority of the army began to march north, while smaller contingents splintered off, one in particular heading south. With some room to breathe, the party debated their next move. Meanwhile, to allow the group to move faster, Zenon summoned forth a celestial giant lizard. The group opted to head south to intercept the fraction of the Order heading that direction, and to retrieve part of Yambul in order to perform a reincarnation spell later to bring him back. Traveling south, the party returns to the library ruins. Among the ruins, there are several bodies tied to poles. At the front was an orc with a bag placed over its head. Behind the orc, there were three women tied up as well. Zenon called out to the people attached to the poles, inquiring as to whether or not they were okay, shadow soldiers appeared from the walls of the ruins behind the poles. The party were told to surrender of the hostages would be killed. Before anyone had a chance to respond, Duluk loaded and released a crossbow bolt towards the Order members. The crossbow bolt missed and a fight ensued. Order members stabbed and killed two of the women hostages during the fight, but didn’t have a chance to stab the third before Lorzub released a wall of flame over the shadow soldiers. Zenon, channeling the divine, struck fear into the bulk of the foes, rendering them more feeble than usual in combat. After a battle that was longer than expected, the party handily dispatched the aggressors and checked on the hostages. The two that were stabbed passed away, but the third was alive. The orc turned out to not be Yambul, but was dressed in his garments and already dead with a slash across its head, visible when the bag over the head was removed. Zenon healed the unconscious woman, and Monroe took the time to cut her down from the pole. Duluk was distrustful of the hostage, feeling that the individual was part of the trap, and thought they shouldn’t bother with her. After disagreement between Duluk and the party, with the party emphasizing that Duluk does not speak on behalf of everyone to the hostage, Duluk decided to take his leave of the party. The woman attempted to stand up, but discovered her leg had been severely wounded. Ambrosia inspected the injury, which included broken bones, bandaged and splinted the hostage up as best she could, and Kane gave her a hand up, propping the woman up against his side. Speaking to the woman, Kane learned that her name was Gwendolyn Fassbender, but that she typical goes by Gwen. Ambrosia and Zenon stabilized and resuscitated the leader of the ambush they had just vanquished in order to question him. When asked when Yambul had been taken, the leader said that Yambul was probably with his ancestors by now. Some of the members of the party eventually realized this meant that he was being taken to “The Beginning”. During questioning, the man did not easily part of with information, and he taunted Ambrosia goading her to just kill him. Instead she took the testicles of the captive and twisted them in a vice grip. Through the pain, the captive managed to headbutt Ambrosia in retaliation. Monroe, thinking of future uses, stole the Order mask from the man, revealing below a heavily scarred visage. His ears were cut off, his nose was trimmed down, any discernible, his facial hair and eyebrows were nonexistent, his eyes were a bizarre whitish hue. Any discernible, differentiable features were removed from the man. The members of the Order, who had mentioned earlier in the party’s travels that they were one in the same, referring to their garb and masks hiding their faces, could now be seen of going another step further, erasing anything that made them individuals where possible. The man said that their master will give them a new form in the next life. Ambrosia and Zenon considered sending him off to tell Gin what happened here, but then Monroe accidentally discussed the plans of where the party was heading next while the man was still there and listening. No longer having the option to release him, Zenon made the man’s execution swift. Lorzub took a moment to look through the book he had procured from the Gatekeeper library for information related to The Beginning. Within it, he found that the fortress itself serves as a secondary containment of sorts for the daelkyr portal, sealing everything within its walls should an invasion from there occur. Not knowing where else to turn for information, especially with respect to the vague words of the amulet to Lorzub, the party concedes that the Crones may be their best bet at the moment. Before leaving, Monroe looked over the bodies and took the most intact one to complete his disguise as a member of the Order of the Hallowed Future. The party also took one of the weapons from the slain assailants and gave it to Gwen. While the party was walking, Kane continued to support Gwen in additional to a rough crutch prepared by Ambrosia. Asking about her, Kane learned that Gwen was from Valenar, originally a member of a mercenary band, but wanted to see the world. She then was a gladiator for quite some time, but not necessarily by choice. The party made it back to the boat without event, and rowed down to the home of the Crones once more, where they are out doing various tasks around the household. The party docks and some of the members began to exit the boat. The Crones greet the landing party members, and the party in turn apologizes for bothering them again. Shira says that they enjoy having guests, just not people annoying them with their questions, to which Ambrosia preemptively apologized, knowing that information was exclusively what drove the party’s return to the Crones. First, Ambrosia inquired about being able to bring back Amari, for which the Crones request a price. For the cost of one ear off of a party member, they would perform the ritual. Gwen, grateful for the party saving her and taking her with them after the fight at the ruins, offers her ear to repay the group. With a dagger and stone expression, she lops off her left ear herself and gives it to the Crones. Keeping their side of the arrangement, the Crones proceeded to reincarnate Amari – who returned to life as a fallen aasimar – but say he will need a while to rest after the spell before he is set to go. While in the presence of the Crones, Zenon used his divine magic to detect good and evil. As he did so, he got the sensation that the Crones were emanating with both a fiendish and fey aura. The auras were overwhelming, causing a great pain from the overload in Zenon’s head. All of the Crones looked over at Zenon when he cast the spell revealing part of their being. The Crones also looked to Monroe’s owl familiar and asked if they could pet it. The pet the owl a few times and then “unsummoned” it with their powers due to the fact that the owl had truesight. Afterwards, and having healed Gwen’s limp and bleeding area where an ear once was, the Crones invited the party to have another meal with them. Before going in for food, Kane called out to Asher and asked if he could catch him another fish. As Asher happily began to fish, nothing was biting and it appeared as though the fish were actively avoiding the bait regardless of where it was cast. Seeing that fishing wasn’t going anywhere fast, Kane looked around for any other source of meat. There were several frogs that that Kane couldn’t catch, until he eventually took a handaxe and successfully hit one. Kane grabbed the frog and brought it in for the Crones to prepare alongside the vegetarian meal. Zenon quickly told Ambrosia about the fey and fiend sense he detected from the Crones as he stated he would stay on the boat rather than going to dinner. Asher stayed with Zenon back at the boat while everyone else went to eat and speak with the Crones. Prompted by Lorzub for information about what the Amulet of Vvaraak spoke to him, the Crones told him that the individual referred to as the “madman” has a helm on his head, which is part of the great dragon. He can be found fighting in the Mournlands, and one of the members of the group that were on the boat at that moment had met this man before. The other objects are still hidden in shadow. The party would need to gather and empower the objects, and the Crones recommended that the party gather forces together before beginning a fight at the fortress. Once Lorzub’s questions were answered, Ambrosia inquired about how she would go about seeking divine, cleric-like abilities to improve her healing prowess. They informed her that its hard for her to serve a deity or any other while she bares the Mark of Corruption. The Crones once again suggested gathering an army before reaching “The Beginning”. Speaking on the daelkyr, the party learned that those coming through the portals are not the only threat. Daelkyr have been in Khyber, in hiding, since ages past. The daelkyr draw others to fight for them by changing people to create aberrations to serve them. The daelkyr below the earth have built armies of monsters, while the ones coming from the portals in the lands above are only just getting started comparatively. The Crones continued on stating that the stronger a creature is in life, the more fierce of an aberration it may become. With that in mind, the forever-living Gatekeeper Yambul currently in the hands of the Order of the Hallowed Future would make a frightening monster to have to face. The party then asked if Vvaraak had died, based on what information they had gathered from the library. The Crones emphasized that “destroyed” and “killed” are two different things, and that the amulet in Lorzub’s possession was quite literally a part of Vvaraak. Ambrosia then asked about the mark on her ankle that had appeared one day. Seeing and recognizing the marking, Gwen asked the men present with the Crones to excuse them. After Kane and Lorzub left, Gwen undid the top part of her armor and clothing to reveal a similar marking on her back, and revealed that she felt like she was always being watched since the marking first appeared on her. The Crones revealed that the marking meant that they were chosen by the daelkyr, possibly due to actions done from another lifetime. In order to remove the marking, they would have to kill each of the daelkyr that had marked them. When asked how to find the daelkyr, the Crones said that Ambrosia’s daelkyr was a lot closer than she thinks. Eventually Amari finishes resting after his reincarnation and is able to rejoin the party. Ambrosia thanks the Crones for all of their help once again, and the party gathers onto the boat. To the north lies the army of the Order, marching towards “The Beginning”, likely with Yambul in tow to create a horrific aberration. To the south lies the remnants of the Gatekeeper order, the citizens of Zarash’ak under the boot of the Order of the Hallowed Future, and bounties everywhere for the party. Scattered across the world are the artifacts of Vvaraak, possibly the one hope in combatting the evil about the break loose into the Material Plane. With danger and choices in every direction, where will the part choose to take up this fight, and will their efforts be enough in time?
Session 38 (9/4): Armies of Past and Present From their meeting with the Crones once more, the party continued their travels south towards Zarash’ak. During rest one night, Lorzub had dreams… or visions, it was hard to be certain. Within it he saw a battle raging, Gatekeepers against hooded figures, and powerful beasts on either side of the conflict. Monstrosities and bizarre humanoids fought alongside the hooded figures, and titans clashed overhead. One form seemed to continuously shift and move, and was hard to discern exactly what it was. The other entity in the air was a large green dragon. A voice then came to Lorzub’s thoughts as he viewed the battle. It stated that we he saw were the battles of the past that will be repeated in the present unless stopped. Lorzub was told to seek out tomes of knowledge – one in a castle in Thaliost, one in a keep in Korth, and the last in the Stronghold or Flamekeep in Thrane. Lorzub’s vision refocused on the titans fighting in the air above. The dragon struck down the murky monster, and then it released a burst of energy, as a portal in the field of view sealed shut. The party came to the outskirts of the town, still at the riverside, and split the group. Everyone with the Kane, Zenon, and Monroe stealthily made their way to Zarash’ak. The stealthier individuals, accompanied by Gwen, made their way to the Gatekeeper hideout where Asher and Lorzub had been previously. Lorzub remembers how to open the door from watching Yambul do so, and they enter, but the den seems to be completely empty. As they search the rooms, they found a single sleeping elderly elf Gatekeeper. They woke the elder and spoke to him, learning that his name is Do’Faus. The party learned that an individual was appointed to leader when Yambul first set out to follow the party, and that the new leader had dispersed the remaining Gatekeepers to find an item. Eventually, several people were asked to leave the room. Once everyone but Lorzub and Asher were out of the room, the elf suddenly looked much younger and his hunch vanished. The elf said he had been vague and didn’t give much information because Ambrosia was marked by a daelkyr. Anything said in the presence of someone marked can be relayed to those watching. The elf, who had been the one most confrontational with Lorzub when he first came to the Gatekeeper den outside Zarash’ak, informed Lorzub that he was the one appointed leader by Yambul. He had sent out the others to seek out allies and to pull together an army. Do’Faus once again shared his disgust with Lorzub for his seeming abandonment of his gate. Lorzub defended himself saying that he had performed the necessary rituals to keep it sealed longer before venturing out. Do’Faus then informed him that when the first gates was opened, so were the others. Everywhere in the Eldeen Reaches around the portal had been more or less ravaged. Lorzub aggressively defended the choices he had made, and the elder continued to look down upon him, and little more information was gained during the conversation between the two, while Asher awkwardly waited through the tense discussion. Those who had gone to the Gatekeeper den left, and gathered together once more. Ambrosia spoke to Lorzub and told him he needed to make a decision about what the next steps would need to be, rather than continue to focus on his grudges with the Gatekeeper leadership. Lorzub was not willing to relent his anger towards Do’Faus and even Yambul’s decision-making, but Asher made some headway in getting Lorzub to still stay on his path even if the goals aligned with those of the people he detested at the moment. He convinced Lorzub that retrieving Yambul and proving his capabilities would be the biggest “fuck you” to Do’Faus and the others than anything else, which Lorzub agreed with. As those who had stealthed into Zarash’ak planned to make their way back to the others by the river, Gwen said she needed to get some things in town. Before she left, the party told her where she might generally be able to find Kenpachi for a solid meal. The party regrouped by the river, and the information about the Gatekeepers was shared with Kane, Zenon, and Monroe. Given that he could change his form and not be matched with the bounty posters of the group, Monroe was sent to shop in Zarash’ak on behalf of the party. After buying the requested items, Monroe met up with Kenpachi and a very drunk Gwen. The three of them then returned to the river with Kenpachi arriving with a second boat he had managed to procure. In the first boat was Ambrosia, Kane, Gwen, Zenon, and Asher, while Monroe and Amari traveled in the second boat with Kenpachi. The party once again made their way up river, this time taking the northwest fork rather than the northeast which led to the Crones and the Gatekeeper library. During the trip, Monroe used his ability to Commune and learned about the massive forces the party was advancing towards. Explaining to Kenpachi what exactly they were walking into, Kenpachi offered to take on the giants if needed. Plans were made to scout out the fortress area before attacking. As they get to the outskirts of the woods by the fortress it is approaching night time. Asher, Gwen, and Monroe’s owl familiar did initial reconnaissance. In the valley where the fortress was located, four giants could be seen scattered about, as well as numerous soldiers and bonfires. There was some charring evident on the outside of the fortress, the war camp was wrapped along all sides of the building, and the scouts estimated that there were roughly 600 to 700 foot soldiers there. Gwen pointed out a giant orc body – that of Yambul – tied to a post by the entry way of the fortress, with Yambul’s head separated from the rest of the body and stuck though the top of the post. The scouts also saw a tent that appeared to be a smokehouse and location of most of the food materials for the war camp. The scouts returned and shared their intel with the others in the party. Discussing the fortress, Lorzub figured they were trying to figure out how to get around the magical lockdown. When the fortress is locked down, it is designed so no one can get in or – almost more importantly – out. Accordingly, there was no real mention of how one could get into “The Beginning” in the materials Lorzub had from the Gatekeeper library. The party then began to piece together the rough outline of a plan. A main distraction force, with the martial fighters and Kenpachi, would draw the primary forces of the Order and deal with the giants. Monroe would disguise himself as a member of the Order, accompanied by Gwen with her roguish ability, and try to take a piece of hair or other part from Yambul during the chaos caused by the distraction group, and get out. The secondary force would used their ranged capabilities to then weaken the camp further, focusing on higher importance targets if possible. Lorzub would stay with the ranged group, for fear of giving the Order another Gatekeeper in close proximity. As the party took in the forces that lie before them and pieced together the semblance of a plan, an air of uncertainty was palpable. Would the party alongside Gwen and Kenpachi be sufficient for their task? What price might the group have to pay for this recovery mission, and is that price worth it for recovering Yambul? And if they didn’t succeed, what abomination would Yambul become that the party would have to face alongside the terror of the otherworldly army potentially gathering within “The Beginning” as each minute passes? All of these questions and many more as the party pulls themselves together, and hope that a higher power guides them in the challenge before them.
Session 39 (9/18): Charging into Darkness As they had planned, the party split into three teams – Strike Team, Fire Team, and Recover Team. The Strike Team – consisting of Kenpachi, Kane, Amari, and Zenon – would go to the southern end of the Order war camp and cause as much of a distraction and diversion of forces in their direction. After a response to their position begins, the Fire Team – consisting of Ambrosia, Asher, and Lorzub – were to go to the north end of camp, where they would light arrows on fire to light the food storage tent in that area aflame as well as to pull more Order forces away from the center of the camp. The Recover Team – Monroe and Gwen – were to make their way to the center of camp, one by disguise and one by stealth, to the body of Yambul, where their objective was to recover part of his body for use in a reincarnation spell. Strike Team: The three teams moved into their relative positions and then Strike Team began the attack of the war camp. Kenpachi stepped ahead of the party, while Zenon shrouded him in darkness. Kenpachi called out to the giants and all who could hear him, drawing as much attention to the southern side of the camp as possible. Kenpachi charged in with Zenon, Amari, and Kane following him into battle. The warriors pulled themselves into position while Kenpachi specifically called out a challenge to the fire giants before him. Fire Team: Hearing the uproar beginning at the south end of the camp, the Fire Team began their work. They found a well elevated position on the north end of the war camp with a clear view of the food storage tent that had been noted during earlier reconnaissance. With arrow tips wrapped in flammable material, they lit a small fire, ignited some arrows and began their barrage. With arrows, moon beam from Lorzub, and fire, they begin catching tents on fire and starting to eliminate surprised guards. One of the tents, when ignited, erupted with green flame, apparently having been storing materials for alchemical fire. Recover Team: Gwen clandestinely crept through the woods and Monroe donned the garb taken from an Order member the party had previously dispatched of. As they approached the center of camp, Monroe summoned an invisible Will O’ Wisp and moved it into an area to wait within the central clearing. In the clearing by the entrance to The Beginning, were several guards, a higher ranking Order soldier, the body of Yambul hung from a post, and an impressive tent most likely used by leaders of the Order. While Gwen and Monroe observed from the shadows, Gin exited the command tent, flanked on either side by Aizen and another impressive individual that the party had not before encountered. Gin dismissed the two, stating “you know what to do”, after which Aizen proceeded north from the camp and the other leader to the south. Monroe snuck up to the edge of the clearing when one of the guards stationed there happened to move closer to its edge while looking for equipment stored in a crate in the area. Monroe channeled necrotic energy into the unaware man, pulled his body into the woods, and used his changeling skills to become the guard and take his place in the camp. On the end of the clearing closer to Yambul’s corpse, Gwen managed to stealthily kill a second guard and pulling the body into the woods. In the hopes of an easy mission, Monroe called forth his owl familiar and tasked it with swooping in and plucking hairs from off of Yambul’s severed head atop the post. Unfortunately, the owl screeched and was obvious in its approach, so the higher ranking Order member took a shot at and killed the owl before it could succeed on its mission. The man then commanded the Order grunts to get “into position”. Quickly scanning where the others stood, Monroe determined the gap where his victim would have stood and filled in. Strike Team: Kenpachi fought from within the shroud of darkness, the first giant running into it to fight him. After the sound of hard swings and heavy hits, the arm of the fire giant, still firmly gripping the giant sword, came flying out of the dark. The rest of the team began to take out the Order members who attacked them and began to work on the second fire giant who had not been drawn yet into battle with Kenpachi. As the battle raged, a figure eventually appeared at the edge of the team’s vision – the guard unfamiliar to the party that Gin had set forth to do with the party. He called out to the Order guards to stand down and drew his sword, casually stepping forth. Fire Team: The Fire Team continued their assault of the camp and partway through, Aizen, who Asher and Lorzub had seen before in Korth, casually walked through the wall of flames that was now forming between the tents. He looked up at the team stationed on the ledge, extended his hand, and sent forth a massive fireball, hitting all of them. The team shifted all of their focus to taking down the new combatant. After Aizen sustained several blows, he cast another spell at the group, as this time lightning bounced between them, leaving Ambrosia unconscious from the two powerful spells and other hits from Order archers. Recover Team: Back at the center of the war camp, Monroe made small talk with the guard stationed beside him, trying not to be caught as an imposter, while Gwen stealthily slayed another Order guard. Gwen repositioned to near Monroe’s side of the camp and beckoned him closer to the woods. In a quick exchange, she said she needed materials to light Yambul’s corpse on fire – the backup plan of a successful recovery was not possible. Monroe gave her the necessary materials to do so, and then Gwen told Monroe he needed to cause a distraction to give her an opportunity. Before separating again, Gwen told him that if she died, he was to find her family in Valenar and tell them that she died free. Monroe returned to “his” post, Gwen returned by the edge closer to Yambul, and the Wisp lit one of the smaller tents in the clearing aflame. Strike Team: Battling with all of their might, the team successfully killed both of the fire giants, while the Order members – heeding the words of their commands – held their weapons down. Right as the two giants were brought down, the two other giants in the camp – one fire and one stone – arrived at the scene of the commotion. The commander, with body that appeared stone-like, seemed to almost shift across the earth as he hastily moved towards Amari and then assaulted him with a barrage of strikes with his sword. Kenpachi called out to the others saying he would handle the giants, if they could take on the new combatant. Fire Team: Asher healed Ambrosia to get her back on her feet, then slid down the edge of the ledge they were firing down from, moving away to not continue to be clumped next to the other members of the team, but still having some higher ground. Ambrosia openly wondered if the team should have started moving away and firing a retreat flare for the other teams to see, but Asher had already repositioned closer to the fight. Ambrosia followed Asher and used her medic skills to try and pull Asher to safer positioning. Seeing the two next to each other, Aizen released a blast of cold at the pair, leaving Ambrosia once again unconscious and Asher barely holding himself up. More damage was done to Aizen. Since the most harm was coming at the tip of Asher’s arrows, Aizen cast a spell upon him, at which point Asher began to feel his skin stiffen. Recover Team: As Gwen tried to sneak in one last time, she accidentally stepped on a branch which snapped loudly, alerting the guards to her presence. They immediately dispersed some of the Order soldiers to kill Gwen in the woods nearby. As the guards responded to Gwen’s presence, Monroe took the shift in attention as his cue to call the mission a failure. He discretely backed into the woods and slowly began to make his way casually out of the war camp, still maintaining his appear as just a member of the Order. Strike Team: The team continued to give the fight everything they had, but resources were dwindling, and fatigue was beginning to take hold of the party. Kane and Amari focused everything they had against the commander, Kenpachi attacked the two giants, and Zenon supplied healing and hit-and-run tactics, preferring to draw a single hit on his retreat then the full force of the commander’s attacks. Fire Team: Not content with limited his effectiveness and having him barely conscious, Aizen approaches Asher and, in the blink of an eye, banishes him to another plane of existence. He then walked past the unconscious Ambrosia, not caring to waste his time on her, and advanced towards Lorzub, he had moved himself to the far end of the higher ledge, and started to move down its other bank. Recover Team: As Monroe is retreating, he comes up with one last idea, and summons a shadow, which he then commanded to return to the corpse of Yambul and steal part of the corpse’s flesh. Strike Team: Kenpachi dispatches the final giant and begins to move towards the focus of the rest of the team. The commander, with a devastating number of slashes, knocks Amari unconscious. The commander, having taken more damage than he had expected to at the hands of the Strike Team, turned to his guards and ordered them to resume fighting and to start by targeting Kane. Fire Team: Aizen caught up with the bear form Lorzub and, wanting to make him less of a nuisance, traps the wild shaped Lorzub in a resilient sphere. Not having thought through his actions, Aizen’s focus on the sphere removes his focus on keeping Asher banished. Ambrosia stabilizes, and Aizen decides to finish things once and for all. He walked over as to have the heavily damaged Ambrosia and Asher lined up, and blasted them with a final bolt of lightning. The two fell unconscious, as he returned his attention to the trapped bear. The sphere was released and Aizen pointing a single finger towards a weakened Lorzub. The powerful blast of necrotic energy caused through the Gatekeeper, and where once a half-orc druid stood now stood the shell of his former self, converted to a simple thrall of Aizen’s bidding. The light of the Fire Team was extinguished for good. Strike Team: As Kenpachi approached, Zenon and the commander with both enveloped in shadow. As if the fates were against the team, both of Zenon’s strikes missed, but every hit by the commander found its mark, doing just enough to have Zenon joined Amari on the ground. As Zenon dropped, so too was the darkness surrounding Kenpachi dissipated, as Kane stood toe-to-toe with the commander, both nearing their end. With everything he had, Kane swung out towards the foe, but his anger and pain and frustration and everything clouded his mind, causing him to miss in that critical moment. The commander turned to Kane and as wielding the sheers of the fates themselves, made the final cut to the strings of Kane and the others. As the vision of Amari, Zenon, and Kane slipped into lasting darkness, the samurai spoke to Kenpachi… and addressed him as his leader. It was in that moment the three learned that Kenpachi had been the true leader of the Order, but with the life leaving their mortal bodies, the truth would be left unknown to the world at large. And with that, the story of TRAP draws to its final page. Struck down, fighting whether in bravery, stubbornness, or stupidity, all were slain that day except for Monroe, who slunk into the shadows away from what had befallen the others. “I love the name of honor, more than I fear death.” – Julius Caesar