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

Adventurers' Journal (Campaign Recaps)

1533996563

Edited 1533996984
SESSION 1 (8.10.18) Our adventures started their epic destiny by arriving at Harvestwood… Gripped along the ankles of the Swordcoast, just 20 miles south of Daggerford, is the small woodcutter’s town of “Harvestwood.” Nestled just an hour walk off of the Tradeway, Harvestwood is overlooked by travelers, and that’s just the way locals like it. This village of nearly one-hundred settlers specialize in woodcutting, timber processing and carpentry. Due to the fertile wildlife, nearby coastal bank and generous climate, Harvestwood has an abundance of food, freshwater and natural resources. The town of humans have been graced by Tymora, as peace has blanketed their small veil since it was built around the “Halcyon (Hall-C-Un) Tree.”. Most citizens have an honest living, and some claim that Harvestwood is the only village in the Western Heartlands without any poor. Due to their abundant food sources, visitors often described Harvestwood citizens as “big boned,” and are said to have rural, but quality, clothing, homes and equipment.   The Mayor, Borin Althalos, and his wife, Lady Gwenda Althlos, have few real problems. The pair   try to quench the fires started by the “Griffin Messenger System”, who is in charge of the town cryer. The appointed news-caller, Leofrick, spreads gossip about everything from the mysterious exotic” tonic merchants arriving in town to the new fence that has conveniently been built behind the Mayor’s house with city funds. Other town issues include the rotting smells created by “Fenwick’s Tannery” and the sulfur fragrance coming from “Jonar’s Steel.” These matters are argued nightly at the “Lazy Fox Inn,” where rabbit stew and mutton are served at the rising of the moon.   As for danger, it’s been quiet until recently. The orc tribe that lives nearby has never interfered with Harvestwood, though they’ve been sighted getting closer and closer to the town’s edge. Eyewitnesses sight them watching near the witching-hour, but claim the orcs start to fight with one another, and retreat into the woods. Nevertheless, the latest town meeting has demanded that a guard post be erected along the rim of the village. This makeshift fortress is under construction, neighboring the “Fast Branch General Store,” and several other landmarks. Still, peace has remained. As for notable landmarks, the two greatest sites include the Halycon(Hall-C-Un)Tree” and Boarin’s childhood home. The Halycon tree is at the center of the village, and it is rumored that if the tree ever dies, so will the town. Such is why a family is elected each decade to tend the tree, and live next to it in an all expenses paid home just before the oak. Meanwhile, the great adventurer Boarin, was born in a home at the corner of the village. It was said that he could cut a timber down in one stroke, and that his brawny physique helped to make him a historical hero amongst the Waterdeep Halls. And still, for as long as Boarin has been gone, the village remains untouched and unmolested by outsiders. That is until toda y.   One-by-one, the adventurers arrived into town, and slowly made their way to the Lazy Fox Inn. First to arrive was the surly wood elf scholar known as Koran Blackmane, followed by the helmed near-giant, Korax. The pair’s light conversation was quickly interrupted by the entrance of a strange bird-humanoid named Cyrano. While locals were shocked by the mere site of the creature at first, Cyrano quickly warmed their hearts with his lute and viol. A blue haired high elf would slip in to the tavern, but the sorceress later introduced as Naivara mostly kept to herself. Finally, the exotic half elf known as Nazir Salim strutted into the inn, joining Cyrano in duel music for the locals. As the party began to gravitate towards one another, they learned that their clue-ridden invitations from Sword’s Edge led them to track down the former Sword’s Edge hero and local, Boarin Lockston. However, to the adventurer’s dismay, they learned that Boarin’s retirement in Harvestwood was short lived. With the help of the town-cryer, the group took a tour of Boarin’s childhood cottage, where the investigation developed. The adventurer’s met Boarin’s brother-in-law, Jollin Pinewell, who inherited Boarin’s childhood home. As some of the group continued to converse with Jollin, they noticed a strange portrait across the wall with a half-orc titled “Crothu” grimacing. Around his neck was a bizarre stringed key.   Meanwhile, some of the adventurers explored the upstairs of Boarin’s old home and found an old piece of cloth with a charcoal key etching across it. As they returned down the stairs, they learned that this etching matched the key in the half-orc, “Crothu’s” painting. The group agreed that this key was essential, and was likely a hint. Jollin volunteered to guide the heroes to Boarin’s farm house in order to introduce them to Crothu, who was Boarin’s adopted brother. After a quick supply run and armor donning, the group took to the Tradeway. However, the adventurers were shocked to discover a small caravan of dead humans whose bones were being chewed on by a scavenger brown bear. The adventurers attempted to avoid the bear, but the creature felt threatened and charged. The adventurers made quick work of the bear (Korax slicing off a third of the bear’s head while Naivara finished the creature with an ice ray to its throat). Afterwards, the group investigated the corpses and learned that they were slain by the primitive weapons from what was likely orcs. The group decided that the recent activity with the orcs was coming to a head, and that the group would need to be on their toes as they traveled to Boarin’s farm house.   What will they find when they arrive? Will they attain the key, and what will it tell them about their strange invitations? Only time will tell.  
Good afternoon Adventurers, I had a few questions about gaming. I'll always try to update the "Next Game Session" piece as soon as I can. We will be playing on 8.17.18 at 6PM Eastern as planned. Hope to see you there! Red Menace
1534635525

Edited 1534636317
SESSION 1 (8.17.18): OUR ADVENTURERS CONTINUE THEIR QUEST IN HARVESTWOOD There are few nice things to say about orcs. They’re cruel, destructive and lethal. So when orc tribes fight amongst each other, most civilized cultures are reticent, if not outright callous towards the conflict. But what if you learned that those same orcs killing one another are fighting to protect you, would you care then? The group of newly formed adventurers approached Marron’s Grove, a farm where an old hero known as Boarin attempted to retire. The adventurers were greeted by a murder of crows that picked at the bones of four orc corpses in the fields. The adventurers explored Boarin’s old barn and farmhouse, only to find evidence that someone used the buildings to fight off an assault. The mysterious Marron’s Grove defenders buried three of their fallen in the yards, covering the graves with stones etched in orc glyphs. In addition, the group recovered a letter from Boarin to his adopted brother, Crothu, which Cyrano elegantly read for the group.   The letter read that Boarin had become bored with farming and wished to bequeath Crothu Marron’s Grove. Boarin was heading to Dragonisle, and left mariner’s tools for Crothu should he ever want to track Boarin by sea. If Crothu decided to leave however, Boarin first requested that a key to Sword’s Edge be delivered to Boarin’s son, Braigus. Unfortunately for the group, there was no key to be found.   As the adventurers continued to look for clues at Marron’s Grove, they caught a pair of wounded orcs attempting to slip into the farm’s yard. The adventurers’ recognized one of them as the aged half-orc Crothu. After a test of strength between Crothu and Korax, it was deemed that a conversation between warriors could be had. After a colorful conversation, the group learned that Crothu and his small family based tribe had been protecting Harvestwood from other creatures for decades. However, a new orc tribe, the Blood Reavers, had come to town looking for the key. After spying on Harvestwood for sometime, the Blood Reavers discovered the location of the key to Sword’s Edge. Though Crothu’s tribe fought valiantly, they were forced to retreat. Not shortly after Crothu’s explanation, the adventurers could hear distant drums, chants and roaring as the Blood Reevers' celebrated at their camp hidden in the woods. The group decided that Korax would track the orcs, and it didn’t take long to find their camp. The adventurers crept up on the orcs’ tents, but the cleric of Silvanus was too heavily armored to sneak, and alerted an orc guard.   Bravely, the Zakharan paladin, Nazir Salim, took to the front in order to protect his comrades, engaging the orc in single combat. Not to be outdone, the greatsword wielding Korax, lightning spinning Naivara, guileful Cerano, pious Jollin Pinewell, powerful Krothu and another orc defender joined the fray. The Blood Reavers and adventurers engaged in a bloody passage of arms until the issue was settled. The orcs, including their fierce tribe leader, had been vanquished. Amongst the other fallen lay Crothu and his tribesman. All orcs, whether good or bad, were dead.   The group recovered the key, and decided they would journey together to Waterdeep in order to make sense of their invitation, key and strange journey. In the meantime, Jollin Pinewell suggested that they make a stop in Daggerford, as an old associate there could possibly help in assisting the group find quick work in order to pay for their exploits. So, with answers on the horizon, the adventurers make their way onto the Tradeway in order to follow their destiny.  
1535205075

Edited 1535205302
Introduction for Game Session 3: Flametide brings the hottest days of the year. The month’s sun has a way of taming nature, forcing it into a lethargic lull. Still, summer birds fight on to sing the morning choir and cicadas endure to orchestrate their midnight song. Creatures of humanity are the same. Mortals wake up early to tend crops, shape trades and run shops. Flametide’s humidity only means more sweat as they do.   For adventurers, Flametide is an ideal time to search for fortune and glory. Extreme heat means that only the most dedicated opportunists will look into the latest rumors of treasure or reward. If the bravest can manage the temperature, it may just pay off in baked gold and boiling potions. Adventures be weary however, as Flametide is a melting pot for activity amongst nefarious races as well. Insidious plans that incubate over spring are now ripe for mayhem in summer. Still the glory-hungry march on. For one group of adventurers, their path leads them to Daggerford along the dried and cracked Tradeway. For Korax, the twenty-four mile hike in Flametide’s heat reminds him of his flame ridden march to battle. For Cyrano, the day of walking along vibrant grass and flowers inspires new music. As for Navara, the warmth is something she’d been accustomed to in her homeland, and it only brings memories she’d sooner rather forget. For Nazir, the warmth draws him closer to Lliira’s rejoice, a happiness that is often found in the bountiful summer season.   Daggerford itself is built against the side of a low hill on the floodplains of the Delimbiyr. It’s a small walled town of twelve-hundred citizens that are also its protection via a well-trained militia system under the command of Duchess Morwen Daggerford. The many hamlets, vistas and farms surrounding the pastoral haven are under the militia’s guard, but have little to worry about unless traveling miles out of town. That’s where the wood line and rivers can be home to orcs, gnolls and ogres. Yet none of these horrors have dared to press the gated city, as it is home to an army of mostly-human archers, spearmen, and notorious heroes.   Of these heroes is their leader, Duchess Morwen Daggerford. The middle-aged ruler is far more effective then her inept brother, Duke Maldwyn Daggerford, who died in 1485 due to his many foolish plots. Duchess Morwen is far more humble then her haughty brother, and trains with the militia almost daily. She shares her home, Ducle Castle, with the legendary knight, Sir Istevel, a paladin and former knight of Cormyr that retired in Daggerford after his many dangerous adventurers. Finally, the cast of legendary characters couldn’t be complete without mention of the Guardian of the North Wall, Delfen “Yellowknife” Ondabarl. The wizard retired to Daggerford, living in the North-wall Tower in return for protection and coin. Since then, Delfen has provided arcane resources to the city, and returned to continue his commitment, even after missing for nearly one-hundred years.   p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px Helvetica; -webkit-text-stroke: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px Helvetica; -webkit-text-stroke: #000000; min-height: 13.0px} span.s1 {font-kerning: none} Yet, for as peaceful as Daggerford may be, there are whispers that not all is intact in the walled city. Rumor has it that a tribe of known orcs have been eradicated by a strange source. In addition, a caravan of magical goods has been attacked by something frighteningly large. Lastly, the heroes of Daggerford have met numerous times recently in a conversation that’s all in whispers. While many won’t waste their time worrying about Daggerford when its sister-city, Waterdeep, is so nearby, those that can see opportunity know that Daggerford is filled with promise.   SESSION 3 (8.24.18):  ARRIVAL AT DAGGERFORD Recap : The group of adventurers, in need of funds for future endeavors, followed the lead of cleric, Jollin Pinewell. The pious man claimed to have a friend that might help them find work as they journeyed to Waterdeep. Upon entering town, two militia members conversed with the group, and let them know that a vicious gnoll pack led by the infamous “Orc-Eater,” were plaguing the region. If the group could bring back Orc-Eater’s head, they’d happily pay 200gp of their own funds. The adventurers thought it over as they arrived at Daggerford Inn, where Cyrano the bard met an old acquaintance, Hans Brawnavil Hellhein. After some catching up, the group learned that Jollin’s contact may be visiting a local smith commissioned for metal work. Cyrano, Hans and Jollin visited the smith while the others drank “Root-Spice,” elven wines and grog with locals. Upon entering “Derval’s Smith,” the group were welcomed by the well-respected dwarf craftsman , Ignal Ironeater. While Ignal pitched the finest weapons in the land, the adventurers noticed a masked stranger borrowing Derval’s tools. After a brief inquiry, the group were introduced to the mysteriously masked man, Akashi. There was a brief conversation that was quickly interrupted by a knight in ornate armors and an amethyst cloak. Jollin would recognize the knight as Sir Isteval, the man Jollin had come to Daggerford to meet. Introductions were had, and the courteous Sir Isteval confirmed that a friend of his would definitely have work for a group of brave adventurers.   (Sir Isteval) Meanwhile, back at the Inn, the heroes watched as an elderly man and middle-aged woman walked in and took a table. A pair of Daggerford milita leapt from their chairs in alarm as they hailed their commander, Duchess Morwen Daggerford. Her and her companion, Delfen “Yellowknife” Ondabarl, appeared pensive as they waited for a third companion. Shortly after, Sir Istevel, Cyrano, Hans and Akashi entered the front doors of Daggerford Inn. Sir Istevel approached Duchess Daggerford and the great wizard, Delfen, and explained that the party of warriors, scholars and arcanists were looking for work. Delfen confirmed that he had work, as an ogre recently attacked his delivery wagon that had simple magic items inside. Delfen, who was looking to fund a magical shop, was perturbed by the bold attack, and would happily hire the group to drive the ogre out of the Daggerford wilds. In return, the group could keep the magical trinkets that the creature stole.   But before the group could agree, Korax “The Beast in Black” demanded with intensity that Delfen assist Korax investigate something from his past. While Cyrano apologized for Korax’s manners, eventually Delfen agreed to assist the man-giant. So, with adventure at hand, the group decided to rest at the inn with intentions of casting off into the wilds at first dawn. That morning, after a breakfast of boar and grains, the group left to find the ogre. However, Kazim and Jollin had promised to visit Sir Isteval for some minor note sharing, and gave word that he would catch up to the group shortly. So the adventurers headed out, walking for miles until pastures became sparse woods.   Though the group was tracking the ogre, they were suddenly struck by the smell of wet fur. A group of gnolls with leashed hyenas attempted to ambush the party, led by a vicious black gnoll wearing human heads as a necklace. However, through Korax’s might, Hans’s holy hammer, Cyrano’s arcane mockery, Akashi’s quick blade, and Naivara’s quick magic, the group vanquished the gnolls, collecting the head of the leader that could be none other than Orc-Eater. The group decided to catch their breath before continuing on, hopefully allowing Kazim and Jollin to catch up for their future adventure against the vicious “Ogre Thief.”  
1535831189

Edited 1535831887
SESSION 4 (8.31.18):  A BIG PROBLEM On a summer day when love is in the air, two hideous ogres settled down onto a carpet of pelts in order to enjoy a night of passion. It had been a long day of marauding, and the male smelled of elk intestines. He used the animal’s fermented blood on his hands to comb down his scraggly hair before presenting his true love with her latest gift, a bouquet of ragged flowers that he’d stolen from a farmer girl before breaking her neck. Just as the pair were about to cuddle however, a pack of mortals broke up date night.   The adventurers had found the menacing ogres they’d been pursuing near a waterfall, and after a savage battle, the giants were slain. The group recovered the magical items the two ogres had stolen, and brought the equipment back to Daggerford. While doing so, Nazir, Paladin of Lliira, told his comrades about a rumor he’d heard recently. According to Nazir, the tomb of an old knight named Sir Geradus ‘The Truthful’ Torphin, who was connected to Sword’s Edge, lay hidden along the Tradeway in route to Waterdeep. It’s said that on a certain hill during the dark holiday known as “Selune’s Blind Moon,” this tomb can be found if visitors can play the saddest song they know. And as it would happen, Selune’s Blind Moon was tomorrow evening. The adventurers decided that having a look couldn’t hurt and so the next morning they headed towards Waterdeep, following Nazir’s directions. On top of a windy hill under the black moon, Nazir and the ever-talented bard, Cyrano, played a melody so sad that it could make the dead cry. And unbeknownst to the adventurers, that’s just what it did. With the tomb mysteriously appearing, the group entered cautiously.   The echoes of a widow’s wailing could be heard throughout the corridors. As the group explored, they would be attacked by the ghostly servants of Sir Geradus, a gaggle of midwives and manservants. Through holy wards, potent magic and furious might, the group destroyed the specters. Afterwards, they made notice of a primitive trap, disarming it. Korax then used his height to bridge over the spiked ditch. That’s when they met the lost soul of Geradus Torphin’s widow on the other side. While the group attempted to reason with the restless spirit as she cried over a knight’s tomb, a twist in philosophies hindered negotiations.   While Nazir, Korax and Cyrano looked to make peace, the pious dwarf named Hans felt that it was his duty to eradicate all undead no matter their circumstances. So, the dwarf called for Moradin’s hammer, which struck the ghost down. A battle ensued, and the ghost woman was driven off. Afterwards, an unsettled debate was had about how to address such creatures, some of the knight’s items were collected, and an enigmatic note from the knight riddled with possible clues was tucked away in a pack. The adventurers retreated from the tomb to make camp. As they did, the tomb seemed to disappear into the night. Perhaps there was something to Selune’s Blind Moon after all. Regardless, the adventurers were looking forward to arriving in Waterdeep on the morrow. It was Midsummer, a holiday filled with weddings, feasts and merriment. Cyrano could return to his bard’s guild, New Olamn, while Nazir celebrated his god’s most holy day. Meanwhile, the rest of the group could either decide to join either of them, or look into the key they recovered from Harvestwood. After all, it was their invitations from Sword’s Edge that brought them to Waterdeep, so it was only fitting to finally start their careers as professional adventurers.  
1536610008

Edited 1536610117
SESSION 5 (9.7.18):  A ROLE TO PLAY INTRODUCTION: Waterdeep, City of Splendors- Even after the Spellplague, Waterdeep is one of the meccas for merchants, arcanists and profiteers. The adventurers would be greeted by fellow travelers along the Tradeway that were all making their way to the great metropolis in order to partake in the Midsummer festivals, their wagons decorated in brightly colored scarves and flowers. Rejoice and cheer is had by all, even in the stifling heat. As the group came within a few miles of Waterdeep, signs of the city were already in site. Satellite hamlets and villages were decorated with wood carvings of elk and birds. Town greeters wore bright silks and sang with painted faces. For weary travelers, it was all very dreamlike. If the adventurers thought their early encounters were surreal, they were shocked once they came within a mile of the city’s renown South Gate . Groves of visitors lined up to enter Waterdeep, being checked by City Guard along the entrance. Griffin riders soared above, patrolling for any dangers. Tents that sold water and fruit just outside the walls were swarmed by visitors that practically threw their copper in exchange for refreshments. As the group waited in line, the scent of baked breads and fresh meats filled the air. Musical bands echoed over crowded voices.   Finally, as the group reached the South Gate, a large brawny guard would look over the group before hurriedly handing them a cheap piece of parchment with the laws of Waterdeep pressed across its surface (check your Journals). Once the adventurers entered inside, their senses were overloaded with packed streets that surrounded performers, taverns and shops. Early drunkards danced along corners and onlookers from taller buildings cheered from high balconies.   It was nice for Cyrano to return home, and he knew that New Olamn College would be busy putting on their latest play at their amphitheater. Meanwhile, Nazir would see a parade of patrons carrying the blue, red and yellow holy symbol of Llira along banners. Apparently their was a public wedding being had in Llira’s name, and the young men and women dressed in flashy loose clothing sang as they carried the future bride and groom to a nearby alter. Meanwhile, the rest of the group had a key to a guild house, and judging by how packed the city was, it might be their only chance of escaping a crowd. So, with Midsummer in full bloom, the adventurers had a full day to follow their heart’s desires, be they business or pleasure.   *********************************************************************************************************** IN GAME: The adventurers, overwhelmed with possibilities, decided to split up for the Midsummer holiday. Jollin Pinewell was obligated to conduct a ritual on the holy day to Sylvanus and excused himself for the day. At that, Cyrano revisited the New Olamn Bard’s Guild just in time to save the day. The thespians and musicians were putting on a performance for Waterdeep, “The Death of Mystra,” and were absent one viol player. Reagar, the director of their play, begged Cyrano to jump into the orchestra. Cyrano was happy to help his fellow performers, and took the show with his crisp, beautiful music. Ever thankful, the bard’s guild threw an afterparty, and Cyrano was the guest of honor. While the Headmaster, Talaal el-Din, played the group a celebratory tune, the rest of the guild enjoyed the holiday with recreational herbs and alcohol. Meanwhile, Naivara looked to continue her trade as a seductress and “Lady of the Night” by reaching out to a high end brothel in the Dock Ward. After some convincing, Naivara was able to build a relationship with the brothel and continued her trade. While doing so, she was reacquainted with the tonic salesman from Harvestwood, Calmio Ladin. After business was conducted, the two talked about possibly using Sword’s Edge for means that would profit the adventurer’s guild, and Calmio’s mysterious organization. Naivara let him know they’d be in touch, and then continued with her work. Finally, with a wedding afoot, Nazir and Korax headed to the Sea Ward in order to join the other honored guests. While Korax took part in the “Joy Throw,” a wedding competition that involves chucking a tree log furthest, Nazir blessed the bride and groom. While doing so, Nazir was caught up in the conflict involving another guest. He aided a young gold haired damsel by the name of Gwendolyn with a pair of stalking bachelors chasing her throughout the wedding. For his efforts, Nazir was gifted with all of Llira’s blessing, including a feast, fine wines and arcane enchantments that conjured bliss. By nightfall, he’d also been blessed with the bedded company of Lady Gwendolyn herself in one of the wedding’s only guest tents. Finally, Midsummer had ended and the adventurers were compelled to find the guild house known as “Sword’s Edge.” They arrived groggily at its front doors and were greeted by an elderly human woman with bronze skin and snow colored hair. She was adorned in fine clothing and jewels, and introduced herself as Lady Adina Graybinder. The eloquent older woman confessed that it was she that sent out the invites after decades of dreaming of Sword’s Edge’s return. She also confessed that at one time she was a “Masked Lord of Waterdeep,” but drew away after years of enduring poisonous politics. She now looks to use her earnings and position in the city in order to reopen the place where her childhood dreams once lived. The group decided that it would be safest to continue their conversation with Lady Adina Graybinder within the safety of Sword’s Edge’s walls. Upon placing the key they’d collected at Harvestwood into the lock, a magical riddle appeared in common.   RIDDLE:   I make a sound like a swooping breath, And my kiss brings only Death.   Keep me with you to survive, For in the darkest hours I shall thrive. What am I? Answer: Sword The heroes were able to easily solve the riddle and enter the four floor manor. There they were met by old stone walls, dust and what was once a great feast table littered with a cornucopia of cobwebbed chalices, mugs and drinking horns. Apparently, someone had enjoyed one last toast before closing the guild’s doors. After exploring the building, the group learned of its potential. With the aid of Lady Adina Graybinder the group found that with a little help and money they could refurbish the accommodations in order become more comfortable, strengthen security in order to protect their assets, organize the jumbled records in order to better understand what happened to the guild house or excavate the broken basement which was said to have a vault.   In addition, as they explored, the group discovered that if they only had the staff to work it, they could take advantage of a great barn in the back, an armory in the East Hall, a handmaid’s quarter in the West Hall and a vast kitchen within the main corridors. It would all take a lot of funding, far more than Lady Graybinder had to offer, but the newly appointed adventurers were intrigued. So with that they followed up with Lady Graybinder’s first quest she’d organized for them.   Apparently, a contact of hers made an offer of five-hundred gold pieces if the adventurers of Sword’s Edge could help recover a missing burglar from the famed “Undermountain.” It appears that a shadowy elf named Kornae Stent went with a group of fool hearty novices down to the mines in order to do research on the missing Mad Wizard, “Halaster Blackcloak.” They never came back up, and the elf is considered very important to Lady Graybinder’s client. So, she was given two weeks to retrieve Kornae Stent, alive or corpse form, from Undermountain. Anything they found along the way was Sword’s Edge’s for the taking.   So with two weeks to prepare and plan the adventurer’s readied themselves. They conducted research, purchased gear and readied for their first quest as honorary members of the new “Sword’s Edge Guild.” Hopefully, this quest would aid them in earning the coin, equipment and glory they were in need of. If not, it could be Sword’s Edge’s last quest.   Lady Graybinder
1539403361

Edited 1539557169
Last time the Swords Edge Guild had delved into Undermountain under the direction of Guildmaster Adina Greybinder.  Our heroes, the stalwart Khorax, the intrepid Cyrano, feisty Naivarra, and dashing Nazir had been joined by several new members, including the “rogue” Ross Swifty Copperhand, Wizard Gaylia Nightsong, and the unforgettable Jolin Pinewell. Our trusty band has also been joined by the feisty fighter,  Lady Mildred McBeatHag and the more quiet and subdued Articus Crow. Working together, the group went to the Yawning Portal where the eternally young and pessimistic barman Durnan warned the party that they probably stood no chance in the depths, and to pay the fee not that he expected to see them again.   The party dutifully ignored his warnings, and descended down, in the hope to find clues to the location and whereabouts of Kornae Stent who had joined a gnome wizard named Stendor who had ventured into Undermountain with a Skull Tome.   After wandering around for a short time, the group discovered their first trap when Korax and Nazir where separated from the party and water began to rise in a sealed room.  Thanks to the quick work and potential risk of Cyrano, Korax and Nazir were saved, but the party ended up all wet as a result, better one must suppose than being dead.   Not long after Mildred MacBeathag ignored the first rule of dungeon delving, don’t rush, and ran into a fire trap but swift actions saved her life.  Continuing on the party found several rust monsters, which Khorax was swiftly concerned of fighting with his nice shiny new axe, but with some quick work and distraction the strange creatures were a passing problem which now rest behind the party as they continued on.  Of course, the party was about to get their just desserts when a gelatinous ooze decided to gloop them, and after a battle in which Broccoli in Jello was questioned, their foe was vanquished. Now, the Swords Edge must continue on, but what dark horrors, wonders and treasures await them in the massive depths of Undermountain?  Will they survive to tell their tale, or will they become like so many, merely bones and dust in the unmoving depths….?
The Sword's Edge has survived Undermountain, but in emerging from the depths, they may have more questions than answers to many things.  Looking back upon their harrowing adventures, it is not difficult to see how lucky they were in their delving.   In the wake of the destruction of the Gelatinous Cube, the vast Dungeon of Undermountain seemed to hold its breath, as if it were a living thing watching those within its walls and awaiting their next move.   The unnerving sensation was not helped, when the adventurers Ljuba and Gaylia were suddenly found missing.  Immediately, the travelers were perturbed, and backtracked down the hall, but all they could find were scant traces of magic, and no sign of their friends.   Worried thought they were, the Swords Edge did not turn back and continued down into the Dungeon Depths. Cyrano produced a ten foot pole to prod and probe for traps, but it was Korax solution to rip a door off its handles once it was found, with steps down below.  Left behind thieves tools and blood signaled some poor traveler who might have tried to secure the door from the other side, but there was no sign of them, and that the cube left signs of life showed it had perhaps not gone down that way.    At one point, the group opened a door only to find a strange  chain begin to move down the hall and there were sounds of machinery.   There was further sign of blood and trouble, but the group could not make out the meaning of the chain, nor figure out how to open nearby doors without going down a very long hallway. After an extensive search, Korax reasoned that this was some infernal device, and used the broken door once more to jam the chain down.  Sure enough, the chain was driving a great bladed wheel that would have sprung if the adventurers had tried the other door.  Now even more wary, they continued on, only to find a font of clear, clean flowing water.   It was Naivara's time now, but she found no signs of magic. The font suggested drinking one's fill, and a quick search by Nazir discerned that emptying it might open up another door.    Emptying the font with their waterskins, the party continued onwards, only to discover more signs of trouble.  Another room, one with a statue of a snake and a raven, set with four mirrors provided a unique puzzle.   Nazir discerned that the statue recalled a story of four ravens, and with four mirrors, it was not difficult to discern that the party should reflect the one raven on the statue into the four mirrors. As they did so, the group caught a glance of a strange, wild bearded man with blazing red eyes staring at them in the reflections, but the image passed and their solution opened another door. Continuing on, they found a hallway with a door with movement and sounds of breaking bone on the other side, and a room where travelers had emptied their packs and perhaps beat a hasty retreat.   Here, Cyrano recovered the Skull Tome mentioned to be documenting the goings on in Undermountain.  With no way to continue on, they tried the former door, only to have a battle with a Carrion Crawler.   The Crawler was swiftly dispatched by Korax and Nazir, as the archer Elinara continued to try to fire on it from the back.   The scene was a horrific one, with final evidence of the previous adventurers  end, being devoured by the crawler.   The reward was a  Haversack, and a strange magic lever, but no one was daring enough to pull it.   Continuing on, the party was separated by a strange teleportation.  While Nazir, Swifty, Mildred MacBeefhag, Jollin Pinewell and Articus Crow were sent to one corridor, Naivarra, Korax, Jay and Elinara were taken to another.   The first group discovered a dead ranger and egg sacks, but were met by a hellaceous Minotaur who attacked them in a narrow hallway.  The beast swung recklessly, and Nazirs spell empowered defenses were not enough to keep up.   As Nazir pulled back, Articus moved up but was immediately downed by a particularly powerful attack.  Nazir brought him back with some healing, and along with Mildred they held the line. Meanwhile, Korax and the others were set upon by Phase Spiders who first tried to attacked Cyrano, who sent them teleporting away with a quick spell.  It was not the end though, and Korax promised they hunted in pairs and would teleport back.   What followed was a game of Whack a Kobold, aided when Cyrano grew tired and blinded a spider.    Hurrying to the sounds of battle, the group was reunited and Korax dispatched the minotaur. Reunited, the party continued on into a room with a pool of water set with several signs of gods.  Through some insight into religions from Nazir, it was quickly discerned that the three symbols in the pool represented three of the four portraits, and Naivarra mended the last and one of the paintings slid free revealing a hidden chamber.   There the group found their quarry, Stent. The man was malnourished and frightened but after some conversation, lead them to a final room with three training spell tomes worth a great deal of money.  His attitude and actions were called into question when he admitted to using his previous party to getting a particular sword for Baron Roladn Kormalis the Third back in Waterdeep .  The sword had once belonged to the famed adventurer Volothamp Geltharm.  At points, the man was perhaps in danger of being harmed by the party due to his abrasive attitude, but they held themselves back and retrieved Stent and the magical manuals. This last part was more difficult than first expected, with Stent suspecting a trap on one of the three, and the only solution was to take all at once.  Thankfully due to luck or the Gods, Nazir’s actions in touching is own chosen folio first diffused the spell.  It was at that moment, that the held breath of the dungeon was exhaled, and Swords Edge sensed that the walls and hallways were beginning to realign.   Moving swiftly, they exited back out, paying Durnan again, and made their way back. Adina Greybinder met them, seeming to almost have expected Stent, and took him along with the sword and many questions and went along their way.  The members were left to rest, lick their wounds and learn from their experiences.  In the end, they earned folios that could net themselves and the guild a great deal of gold.  Despite this though, more seemed destined to come, and would take some time to reveal itself.  But Sword’s Edge had re-emerged from Undermountain, and the wide world awaited them with promises to come.
(A shorter one this time for simplicity sake.) The group has come into a strange affair, in which each has had an attempt on their life, or some event which has given them pause to change the events to come. Naivara, after being invited by a nobleman to a dinner, had to engage with a Bladesinger who had ties to Sword's Edge Guild.  In the ensuing battle between them the man used the time to tell a story of a Djinn who had bequeethed power to a young sorceress, and who sought to claim her as his birthright.   Naivara fought bravely, but was no match for his skills, and had a vision of her own birth and childhood, a promise of her past and a future she had to confront. Nazir's affair with a noblewoman during the festivities caught up to him as he rode on his shiny new steed.  A young paladin sauntered up and challenged his honor for deflowering the fair maiden his master sought.  Nazir rode to the house of said maiden and sought her counsel, but he was not swayed by her promises that they should run off and be together somewhere.  He escaped in a Mary Poppin's style by using his new boots of flight and rising over the castle walls. Elinara, while wandering through the streets of Waterdeep, was attacked by an assassin perhaps sent by a rival to her noble house.  She fought the assailant, but after a poison, could not keep up with them when they tried to escape.  Fearing for her life, but not wanting to involve her friends, she found a quiet inn that was secluded and wouldn't ask her questions.   There she would lick her wounds and decide what to do. Cyrano arrived at the Bard's college to find the tiefling he had heard of was there, but this personage made claims that the College's master had hidden truths from his subordinates.  The tiefling and the master had an epic song battle, but the master lost and began to vanish.  Before he dissipated into ash, the master eluded to a key to what was going on being Sword's Edge, Music, and Undermountain.  The Tiefling gave an ultimatum that the bards should seek the lost information or their lives be forfeit.   Later, back at the guild Hall, Lady Adina Greybinder informed the party that they were to seek  a keep which was kept by a Lord Deacon, a former member of sword's edge.   Deacon fought gnolls from there long ago, and after he died it was given to a Baron Roland Carmalis III.  The guild's been hired for 3000 gold with a bonus if they can find his intentions and resolve things peacefully.  There is rumor of a holy avenger sword in this same keep as well.
(My recaps will continue in my letters -&nbsp; <a href="https://app.roll20.net/forum/post/6689112/the-letters-of-cyrano-starshadow" rel="nofollow">https://app.roll20.net/forum/post/6689112/the-letters-of-cyrano-starshadow</a> &nbsp; &nbsp;)
1543673350

Edited 1543675323
This land is cursed. It always has been and will continue long after empires crumble and the great rivers run dry. Ballots warn of its torment, but words are not enough. Only when your boots soak in the bog’s water do you truly understand its malevolence. Only when you're breathing the rotten air do you fathom its torment. &nbsp; No swamp is welcoming. Pestilent waters and merciless wildlife ward away most. But the Mere of Dead Men wants more. Its borders have no walls. It welcomes your presence, calling you to its depths. But woe my dearies, this invitation is deceitful. For trees grow from pain and the things underneath its drink scream and shout. The marshlands desires to swallow you whole. It’s been fed before and now it eternally hungers. &nbsp; It’s said that centuries ago a forgotten kingdom was erased during the raids, staining the Mere with hate. Since then its lured the misfortunate with promises of immortality. It stains them, shapes them and makes them part of the lands. Its call never quiets and its inhabitants never sleep. For the Mere demands more. &nbsp; Its children shamble in groves, moaning in a tongue of agony. Their stomachs bloat and their flesh is taught. What claws aren’t rotten and what teeth remain mawed search for bloodshed. Flesh is their suffering’s only reprieve. Creation is their only ambition. &nbsp; So woe to thee that trudges across the Mere for there are worst things than death. Anyone that passes in its pool is guaranteed an unending family. Your siblings will be rotten. Your kinsmen will be bones. Your shadow-fathers will task you, but it will be your mother that gives you your chore. For the Mere has birthed many, and her babes’ suffering is eternal. &nbsp; SESSION 13 (11.30.18) p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px Helvetica; -webkit-text-stroke: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px Helvetica; -webkit-text-stroke: #000000; min-height: 13.0px} span.s1 {font-kerning: none} The adventurers of Sword’s Edge have many tales to tell from the last few days. They endured the frigid autumn rains, met with the broken remnants of a moon church and slept within the walls of a ghostly inn. They witnessed their horses being torn apart by undead, suffered the harshness of the bogs and clashed blades with armored wights. Finally though, the group reached the doorsteps of their destination, Iniarv's Tower. &nbsp; As the adventurers began exploring the ruin’s entrance, they learned that its yards were infested with the rotted dead and the door was guarded by a colossus protector. This four story tall creature made of corpses, vines and wood had trees fused for hands and a vicious razor maw. As the heroes began to clash with the horrors, they realized that a massive horde of dead had gathered behind them. It appeared that Sword’s Edge was on valuable territory and the Mere had called for its children to defend it. &nbsp; After trudging to the mouth of the tower, the group locked the thick stone door, hearing the moans and pounds of the dead from the other side. Unfortunately, the group was not safe. Iniarv’s Tower had more undead hiding within its catacomb walls, including zombies of all sizes and a necrotic beholder. Back-to-back, Sword’s Edge slew the dead until they’d made a small clearing. During their efforts, they uncovered a secret wall entrance that uncovered an undead adventurer, a leftover note, a pile of spilled platinum and an old walking stick. &nbsp; However, time was of the essence. The adventurers made note of their findings, but with exhaustion from their trek and battles wearing on them, they had other decisions to prioritize. Would they rest in this desecrated ruin, risking preparations by its inhabitants? Would they push on, risking to use up the last of their resources and magic? The heroes debated, knowing that they had to rescue their mark and possibly recover their special book as well. This would be their most dangerous adventure yet. &nbsp;
As the adventurers of Sword's Edge make themselves comfortable in the northern city of Neverwinter, they learn the following... Neverwinter, City of Skilled Hands- this once broken city has climbed through the destitution caused by the eruption of Mount Hotenow. The persistence of its people, the rebirth of its trade and the adherence of its new government has attracted prosectors from far and wide. However, there are still secrets from the old regime left unexplored and threats that force Neverwinter to remain ever vigilant. Still Lord Protector Neverember continues his crusade in order to return the city to its former glory and perhaps surpass that shadow in time. Nonetheless, that ambition can only come with a prudent approach. Little more than a whisper can break its delicate disposition. &nbsp; The cold season of Neverwinter is quite the marvel to behold. The heated waters from Mount Hotenow keep flowers in bloom yearlong, even accompanied by falling snow. Compared to Waterdeep, which is bustling to the point of irritable, Neverwinter’s streets are active but manageable. Neverwinter’s merchants believe in quality over quantity, and make their profits off of craftsmanship. Still the broad-shouldered humans that make up the majority of Neverwinter’s population are not to be tested. While they understand they cannot compete with Waterdeep or Baldur’s Gate in revenue, they more than make up for it in their loyalty to their city. And that brings the metropolis to their current plight. &nbsp; While the insurgencies that tested Lord Neverember’s authority have quieted for now, the ruler must ensure that his city continues to prosper. In order to do so, the affluent Lord Protector has spent tens-of-thousands of his own riches in order to keep Neverwinter’s growth robust. He’s swelled the forces of the Neverwinter Guard with the employment of the Mintarn Mercenaries. He’s rebuilt and improved upon the Many Starred Cloak wizards guild in order to gain their arcane loyalty. He’s even attempted to restore some of his predecessors’ most distinguished institutions, including the restoration of Neverwinter Castle, The Neverwinter Nine and the Greycloaks Militia. In Lord Neverember’s eyes all of it is necessary in order to show the subjects of Neverwinter that title alone does not make a ruler great, but rather the accomplishments one sets forth for their people. &nbsp; (Lord Neverember) p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px Helvetica; -webkit-text-stroke: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px Helvetica; -webkit-text-stroke: #000000; min-height: 13.0px} span.s1 {font-kerning: none} span.Apple-tab-span {white-space:pre}
1550980340

Edited 1550980483
2.22.19 "The Cold Toed Giant" In the old, half-forgotten times, before the gardens of Cormanther were overrun with weeds, there lived a Cold Toed Giant along a frozen mountain. Every sunrise, the behemoth skewed boars on a pine for breakfast. Each afternoon he swam with the lake-whales for exercise. At night, he scratched his back along his mountain until he fell asleep, snoring the snow off the peaks. Happy was the cold toed giant in his mountain, content to remain so for the rest of his days. But one dawn the giant’s kin, in their temerity, demanded that the Cold Toed Giant find a bride as was tradition. Now, the rigmarole of a giant courtship is a complicated matter. A male is expected to scour the lands for a mate, then be stalwart enough to earn her betrothal. Only then do they agree on producing children. It’s a dispassionate affair, but then again, so is everything in a giant’s nature. So when the Cold Toed Giant set out to acquire his bride, he hurried to find one of good stock, earn her accord, and hurry back to his mountain. However, fate, some say frivolous from wine, decided on a different destiny for the Cold Toed Giant, and the cost would be his heart. The Cold Toed Giant had rummaged, combed and ransacked the lands for weeks. There were prospects, but none deserving of his precious mountain. Empty-handed, the Cold Toed Giant sat destitute along a cliffside. Suddenly, from a crossing crag, the Cold Toed Giant beheld her. Along the snowy crevices of the neighboring peeks was not a giant, but a woman like nothing he’d ever seen before. &nbsp; The melancholy beauty combed her glistening mane of hair and hummed a song only meant for a funeral. Her porcelain skin stretched across sharp bones, and her sapphire eyes peered longingly across the frozen wastelands. The Cold Toed Giant listened to her melody, resigned to the spell in her voice and its sirenic power. When the ballad ended, the Cold Toed Giant knew he’d found his bride. He trudged across the cliffside, eager to take his bride home. &nbsp; “I am the Cold Toed Giant,” the strider of the mountain declared, lifting stones to show off his prowess. “I’ve come to make you my wife so we may make children.” The beauty bowed her head, but remained quiet as the grave. “I proclaim my might to you, and will take you to my mountain.” The beauty combed her hair wistfully. “Will you not be mine?” The beauty parted her lips. “My kind,” she answered with soft condemnation, “does not wed for a mate, but for love.” The Cold Toed Giant considered. He’d never felt love before, but the yearning in his chest told him that this day may be different. He desired only to be with the cold beauty before him, and was willing to prove his fealty. &nbsp; “Then I am in love,” the Cold Toed Giant proclaimed. The beauty pretended to fold under his protestations. &nbsp; “Are you? I shall need proof.” “Anything,” the Cold Toed Giant returned. &nbsp; “Can you make me an island?” “Of course,” the Cold Toed Giant professed. Hurriedly, he moved to the top of the bluff, and with all his might, broke off the cliff peak and cast it into the ocean. He returned to his beauty. “Can you bequeath me a pet?” “Undoubtedly,” the Cold Toed Giant acceded. He hurried to an abandoned nest he’d come across on his journeys, and plucked an ivory dragon babe from its nest, ignoring its claws and fangs. He presented it to his beauty. &nbsp; “Then I have a final proof then of your devotion,” the beauty requested. &nbsp; “Beg of it,” he implored, his foot on the dragon’s head, “and it is yours.” “I wish for your heart,” the beauty claimed. Without reluctance, the Cold Toed Giant removed his great dagger, and plunged it in his chest. As the blood cascaded, the fallen Cold Toed Giant presented it to his beauty. She simpered, kissed her titan on his forehead and received his gift. As the Cold Toed Giant lay dying, the beauty caressed his massive heart three times on each side, freezing it in a rock of ice. Suddenly, the giant’s wounds staunched, and the Cold Toed Giant rose again. &nbsp; “I have your heart now,” she affirmed with her callous voice, “and you’re mine to do with as I please. You will make others suffer, as I suffer. As you suffer. As the gods should suffer.” So the Cold Toed Giant did as commanded, ravaging the winter hamlets and villages for years. He’d been captured, drowned and cast into the far lands. Nevertheless, no matter what happened, the Cold Toed Giant’s undying devotion instructed him to return. For so long as his bride had his heart, the Cold Toed Giant was deathless, and would earn his new moniker as the Heartless Giant instead. And so it was, and so it is, from now until the piper hands down the tune to his children, and they theirs. &nbsp;
1553267986

Edited 1554559554
SESSION 20 (3.15.19) Winter is the season when the whole world seems to go to sleep. There are no signs of life beyond Sword’s Edge’s heavy breathing. Brittle naked tree limbs beg for aid as winter winds punish the cliffside. The adventurers struggle to keep their footing on algific rime as they trek to the peak’s top. Exposed skin parches skin, freezing the tissue underneath if not adhered to promptly. Drinking water hardens and brittle rations crunch in the adventurers’ mouths. &nbsp; Korax followed Ozur Brubagark’s directions and navigated up the crag. The directions were easy enough, and were more guidelines as to how to avoid sink holes, avalanches and other known dangers. Navara, Gaylia, Nazir and Cyrano’s distant fae blood stirred as they ascended the ridge, as if a ghost from their past haunted the bluff. For Selitae it was much more. A maelstrom of yore’s ecstasy fused with melancholy colored her mind as they trudged. She remembered what the Autumn Eladrin told her at the Stones near Waterdeep. &nbsp; “You will meet my sister,” The Autumn Eladrin warned, “whose nature is as cold as it is somber.” &nbsp; Finally, after a full day’s travel, the mountain leveled as Ozur Brubagark cautioned. Once the peak flattened, they’d find the only frozen brook at this height, which bled from an escalating cave that the Heartless Giant called his home. To its east, would be a snow lip. Over it was the Ice Elves cottage that they used to chaperoned their Eladrin Queen’s favorite minion. The group took in the landscape. There it was. Before them, a creak that ran east and west cascaded, filled by a tall closed off cave. On the opposite end of the running water was a flange of snow that blocked anyone from seeing the land beyond it. The group exchanged concerned glances. They’d spent so much time thinking about the Heartless Giant, that it was surreal to think that they might finally meet him. &nbsp; There was an eerie silence to the alps. The group removed any clasps, belts and packs that might hinder them. As they placed them on the wagon, they reminded themselves that they needed to find the map, not the giant. After all, it was the Winter Eladrin that pulled the strings. The giant was just her marionette. &nbsp;
1553388092

Edited 1554559543
SESSION 21 (3.22.19) Korax led the group with the aid of the stolen map. He reached the eastern shores where white snows met sapphire waters. Selitae’s heart grieved as she felt the presence of the Winter Eladrin. She couldn’t explain why, but there was an uneasy connection between her and fey creature. As described on the leather print, a pair of old but sturdy boats rested on the icy banks. Gaiylia noticed that the wood was a type of polar timber, a rare material coveted by boat makers everywhere. It aged slower than most woods, and was particularly buoyant. Nazir chipped the frozen brine binding the pair of boats to the earth before flipping them over while Naivara scanned the massive lake’s coast, trying to cut through the fog. &nbsp; A slowly moving mass or river of ice formed by the accumulation and compaction of snow glided nearly a mile off. While some of the group could fly, it was determined that taking the boats might be best, especially as a backup judging the distance between land and water. No one wants to be trapped on a glacier. So, once the boats were tested in the shallow cold waters, the group took to the two canoes. &nbsp; The waters were difficult to steer through. Dodging chunks of ice was easier said than done. Still, one foot became one hundred feet, then a half mile. The mists near the glacier draped it in shadow, only allowing its back to be shown as if it were some living beast skimming the waters. As frightening as it all was, the silence was unbroken and the group navigated through the fog in order to find a small low hanging lip along the glacier. They tied the boats, looked at each other, then stepped off. It was time to meet the Winter Eladrin, and take back the Heartless Giant’s heart. &nbsp;
SESSION 23 (4.5.19) Sword’s Edge could only hear the crunch of snow under their feet as they neared Daybreak Keep. A veil of light timber surrounded the block sized fortress, hugging close to the three floor walls. The elves could see stained glass along the towers in the shape of an elegant sun. It was only when the party neared the fortified double doors of Daybreak Keep that they understood why they weren’t greeted by guards. &nbsp; Selitae grew up in Silverymoon, and was no stranger to goblins. She could hear the childlike voices twisted in maliciousness as she prepared her bow. Mean hile, Korax made out the mechanical sounds of wood being stretched by rattling chains and Nazir smelled the pungent odor of Bugbear fur. Gaylia knew pines, and could see that the tall evergreens had just recently been tapped for sap. Meanwhile, Cyrano, who had fluttered to the air momentarily, saw the spoon of a catapult being lowered.Meanwhile, Naivara heard the winds whisper to her, guiding her eyes to a pair of human archers hiding behind the battlements of the north-east bastion. Then it happened. &nbsp; p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000; min-height: 12.0px} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000} span.s1 {font-kerning: none} A goblin, smothered in a syrupy substance hurled dozens of feet into the brisk winds. The creature held two hook poled pads and was armored in a pillowy padding soaked in sap. The creature slopped onto the wall of the castle, sticking it to it. The creature then used its hooks to scale the wall. Archers tried to focus on the creature, but darts spat from the wood line below, forcing the archers back to cover. Meanwhile, shortly after, a second goblin took flight, then a third and a forth. &nbsp;
SESSION 24 (4.12.19) The cold was exhausting. It had a way of creeping up on you, stiffening fingers and biting cheeks. Every gust blew winter’s chill threw your bones. Each storm cast stinging needles downward. In addition, the jerky wagon ride caused aching rears and backs. Even those with magical immunities were sick of the season’s touch. Food crunched and water had to thaw. The eyes grew sore from an endless sea of white. &nbsp; Cyrano attempted to keep spirits high with songs and tales along the road, but they could only go so far. Worse yet, not everyone could cram into Gaylia’s enchanted wagon warmth. Korax needed to guide the horses after all, and the rest of the group took turns scouting. There were wild wolves and other arctic predators that thrived during the frigid season. Each time a Sword’s Edge member needed to pull guard, they were punished by Auril’s cruelty. &nbsp; Naivara was in tune with the skies, and could feel another snowstorm coming. She warned the group, but there was little they could do. The party was approaching the northwest corner of the Evermoors, a place with little civilization. Even if they took shelter in the hut, there were two times a day when everyone was exposed to ten minutes of exposure while Gaylia recast the hut. Nazir, eager to help his party stay cheerful, was running out of answers. It was around this time of despair when Selitae’s elven ears heard it. &nbsp; A distant sound of an axe to a tree echoed through the frozen planes. Selitae guided the group, and soon they smelled the fragrances of burning wood and cooking meat. Along a distant horizon was a humble, but charming two floor cabin. Sword’s Edge watched as a human man cut down timber. As he did, a figure came out from the horizon. At first the party was alarmed, but when they saw the woodcutter hug the dwarven woman, they were relieved. &nbsp; Sword’s Edge continued their wagon in the lodge’s direction. Perhaps the cabin’s inhabitants would take pity on them for a night or two. The cabin seemed to have enough for a few drifters, if not just near a dry hearth. As thunder rumbled and winds picked up, the group made haste. The storms were coming, and Sword’s Edge needed rest. Brenn Bucklebush: &nbsp; p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000} span.s1 {font-kerning: none} Offered to go with Agnus Forgeworn, who is planning on traveling with the Tarmalune Trade House of Neverwinter. A Tarmalune caravan is due to pass in a month as they travel back to Neverwinter from Silverymoon with their latest hull. Since the up and coming guild house is doing so well, they’re willing to pay top dollars for new members that know the area. Agnus has arranged a meeting with them, and would be glad to take Brenn with her. &nbsp; Korax: p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000} span.s1 {font-kerning: none} Korax would meet the old haggish Witch of Rashemen known as Thaila. Thaila would be washing the blood stained armor and helm of Korax. She’d let him know that Sarsicus has used dark rituals in order to make himself nearly immortal. The Witches of Rashemen are willing to help Korax, but first he must bring them a branch from the Grandfather Tree. p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000; min-height: 12.0px} span.s1 {font-kerning: none} span.Apple-tab-span {white-space:pre} Selitae (The Buck Stops Here) p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000} span.s1 {font-kerning: none} A giant elk would appear from the depths of the snowy fields. It would lower its head and present itself to Selitae. Agnus Forgeworn, who was hidden in the corner, would use “Speak with Animals” to tell Selitae that this majestic&nbsp; giant elk &nbsp;is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king or a change for good. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. The creature would invite itself as a mount. &nbsp; Nazir (Joy Dancer) Herjolf, Sigrid and Boe Hallsson would host an early Midwinter Holiday celebration. Herjolf would cheers “If there is nothing but what we make in this world, brothers and sisters…let us make it good.” then he would ask Nazir to say a blessing for Llira. During supper, Nazir would see people warmly clanking cider wine glasses while eating a feast of squash, fresh fish and pomegranate pie. They’d be telling stories, laughing and singing. For Nazir, this great elation comforted him, and reminded “EVERYTHING DOESN’T HAVE TO BE ABOUT FEAR. THERE’S ROOM IN OUR LINE OF WORK FOR JOY, TOO.” &nbsp; Naivara Naivara would get a message from her sister via the spell. &nbsp; Sister, I’m on the run from Ojozom, but am trying to steal the Star Gems from him until you arrive. They’re needed for Martec’s Tomb. &nbsp; p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; line-height: 15.0px; font: 13.0px 'Helvetica Neue'; color: #262626; -webkit-text-stroke: #262626; background-color: #ffffff} p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000; min-height: 12.0px} span.s1 {font-kerning: none} She would be reminded of the words that Torren Fletcher told her at Lord Neverember’s feast. Ojozom, Efreeti Lord of Calimshan, is looking to break into the millennium old lost tomb of Martek the Great Wizard, hidden within the vast Desert of Desolation. The dangerous quest will force Ojozom’s adventurers to cross the dangerous Sea of Glass, then the Crystal Prism and finally Mobius’s Tower to reach the crypt. However, inside one can use a precious set of jewels called Star Gems to wake Martek temporarily in order to give them a wish. It’s said the Ojozom will be wishing to open up a locked inter-planar gate where an army of 10,000 Fire Genasi await. What he’d do with this army is anyone’s guess. &nbsp; Cyrano (What’s in Mithral Hall) In route to Mithral Hall (about a day’s out) is Settlestone, a fort of about 200 dwarves. The rocky fortress is used to keep monsters away from the entrance. If they don’t wish to stop by there, they can go straight up to Keeper’s Dale, the official entrance to Mithral Hall, The trek to Keeper’s Dale is arduous, and if you do make it, you may not recognize it as the dwarves used two types of rocks to create an illusion of plane rocks and crags. The entrance can only be seen at the right angle. &nbsp; Once you make it into the mountain, you meet the next danger filter, The Maze. You need an experienced guide or a talented dungeoneer in order to find a mechanical lever that opens up the path to the main entryway. If you pass all these tests you then trek down to two paths, one that takes you to the depths and one that takes you to the main entryway. You’ll know you’ve found it because it is enchanted by magical torches, and will have your first real signs of life. Ancient monoliths from the predated settlement will hover over The Halls of Gathering. Here you can find an inn room if you’d like, resupply or forego it if their guide has special permission to take them down to the Undercity of Mithral Hall. The rulership of Queen Dagnabbet is much more shrewd than leaders of the past, so it’s harder to get into the Undercity unless your cause can greatly assist them. Dagnabbet does not risk her own kind as boldly as the Battlehammers that ruled before her. &nbsp; CURRENT DRAMA: Information rarely leaves the mountain. The dwarves don’t like to air out their issues. The newest of the old news is that Mithral Hall and Citadel Felbar were looking to build an underground route to each other’s cities in order to create extremely useful caravan tunnels, but there’s been numerous issues with the century old project. Not only has funding been disputed, but the antagonistic relationship with the mining city of Mirabar (near Lurkwood) caused for political treachery on the part of the Mirabarians that slowed things down. In addition, when mining, the group often falls upon entrances to Menzoberranan (Drow) and Gracklstugh (Duergar). p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000; min-height: 12.0px} span.s1 {font-kerning: none} There’s also a supposed “Band of the Sinister” organized by the Ash Noshers general, Ludigon the Horror. They are supposedly searching for something secret, but it’s rumored from survivors that they are asking about a dwarven sigil ring. &nbsp; Gaylia &nbsp; While meditating, Gaylia will begin to feel her heart rate pick up. She’ll first see a quick vision. The Mad Knight will be waiting in a black field, then suddenly, a portal of shadowy ink will stretch from nothingness, and Helayna and Baden will exit. The Mad Knight will say simply and without life, “Welcome back to the land of the living. We have work to do. The Blind Seer looks to pawn her powers off and then run away with that book blind interloper. &nbsp; p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000; min-height: 12.0px} p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #85004c; -webkit-text-stroke: #85004c} span.s1 {font-kerning: none} span.s2 {font-kerning: none; color: #000000; -webkit-text-stroke: 0px #000000} Gaylia would then hear a glassy female voice say, “I impart upon you a polysemy (polly-seem-ee) message my daughter. What the Queen desires from me, I am willing to bequeath to you. If you will accept my invitation, your father and I can finally be happy alone in undulled alacrity. As your plasticity grows, this seer’s power will become vade mecum (vay-D-Meek-um) to you, and soon you can navigate through the fog of time in order to understand the future. Will you accept and allow us to be happy?” &nbsp; p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000; min-height: 13.0px} span.s1 {font-kerning: none} span.s2 {font-kerning: none; color: #073a6c; -webkit-text-stroke: 0px #073a6c}
1556371096

Edited 1556371136
SESSION 25 (4.26.19) THE HALL OF GATHERING The upper levels known as the Halls of Gathering are organized into huge dome large enough to house an army. Every ten rods, a magical torch lights the way. Chiseled into its rock walls are iron palisades fused with timber panels. Each making up a different storefront. A metal platform crowned in the center of the hall harbors a pair of Gold Dwarves playing a drum and zither. Strangely, as the group takes in the music, they notice that there are no homes, waterways or churches. Apparently, the Hall of Gathering is only a place for visitors to pass time and gold. &nbsp; ________________________________________________________________________________ ADAMAR BATTLEHAMMER Once the group informs the dwarves that they have arrived in Mithral Hall to warn of great dangers, as well as connect with Graymilda Waybeard, they’ll be assigned a guide that might be able to help them with both. They’ll be asked to make themselves comfortable until Adamar Battlehammer arrives. &nbsp; Description: As Sword’s Edge tends to injuries, it’s the footsteps that first catch their attention. Stalwart steel treads drum across the stone floor. The clanking comes from a brawny dwarf clad in scarred, but polished, armor with blockish shoulders meant for castle towers. His ginger beard is well kept and braided into three tails. Strapped across his back are a warhammer adorned in opulent jewels and a sterling shield inscribed with his clan symbol, a frosty mug of ale. He places his clenched gauntlets onto the sides of his waste as his square jaw released into a half smile. &nbsp; “Welcome Swords Edge,” the dwarf greets with a voice laced in thunder, “I am Adamar Battlehammer, son of Grardran Brawnanvil, grandson of Banak Brawnanvil and great grandson of Bruenor Battlehammer II. I’ll be your guide and ambassador while you’re here. Come, I’ve been given special permission to let you into our great Undercity.” &nbsp; THE HALL OF DUMATHOIN Adamar would guide Sword’s Edge to a towering door smelted from mithral. He’d speak in dwarfish to a tetrad of heavily armed sentinels, requesting permission to enter “The Hall of Dumathoin.” The stout guards would turn a complex diamond shaped key, causing the door to yawn open. The adventurers would shield their eyes upon accessing the hall, as a boulder sized ring of stained glass depicting a faceted emerald inside a ruby mountain greets them from above. Adamar would explain that this is the symbol of Dumathoin, patron of shield dwarves and deity of mining. &nbsp; As the group continued through the great hall towards the Undercity, they would take in argent enclosure gilded with halycon trimming. Marble statues of legendary dwarves defend grand vault doors overflowing with platinum coins and precious gemstones. Even the floors were festooned in gilt murals of past dwarven wars. Swords Edge could see that there was enough wealth here to fund several kingdoms. ________________________________________________________________________________ THE UNDERCITY Finally, Swords Edge entered The Undercity. &nbsp; Heat would kiss their faces from the river of magma flowing through the city’s culverts. Hammered steel drums faintly in the background. The smells of roasted meat and rich incense from a nearby emporium rewards noses. Before them, a vast natural cave large enough to swallow most cities is colored in coral light. Dozens of ledges carved like a colosseum’s crown house dwellings and storefronts. &nbsp; As Sword’s Edge continues to take in The Undercity, their attention would be drawn to roads of perfectly sculpted granite that make up a network of ramps and stairs. A sparse smattering of dwarves of different shapes and sizes stand along pumice mezzanines. A blonde father tends to his children, a brunette matron polishes tools and a pair of silver haired seniors chuckle with mirth from an absurd joke no doubt. &nbsp; Adamar would welcome them to the Undercity, then invite them to be part of its canvas. He’d guide them through flawlessly cut paths until they reached a yard garnished in striped orchids, vibrant mushrooms and luminous mosses. Before them stood an obsidian door with a placard matching Adamar’s shield, a foamy mug. Adamar would open his house’s entrance, where a pair of dwarven children would greet Adamar by clinging to his legs. As Adamar’s wife kisses Adamar on the cheek, she’d beg for Sword’s Edge to make themselves comfortable on the family’s furred couches resting near the hearth. &nbsp; Wife : &nbsp; Thabadora &nbsp; Boy : Bangor Girl : Laswinelle Discussion/Events in Adamar’s Home : &nbsp; Through sculpted art along the house, they’d learn that Adamar was somewhat of a hero within Mithral Hall after “The March to Guantlgrym &amp; Battle of the Under Way” where he slew the glabrezu that killed the former king, Connerad Brawnavil. Learn that old Gramilyda Waybeard passed away two years ago. She was buried in a grand tomb within a new part of the Deepest Mines, along with her Sigil Ring. Unfortunately, those mines are now quarantined by Queen Dagnabbit and protected by a powerful holy construct, as well as a military unit, due to a recent set of small battles between them and the Duergar. However, Gramilyda did give instructions for Adamar to assist should anyone that’s part of “Sword’s Edge” comes to visit her grave. &nbsp; Lava fields have been flowing erratically in Mithral Hall, which has scared some of the city’s residents. Adamar may be able to assist the group into sneaking into the tombs, but due to his commitment to his family and post as a member of Moradin’s church AND Mithral Hall’s military, he is reluctant to risk his life. Plus, he’s not as familiar with the quarantined dungeon halls as some. In particular, a veteran soldier known as &nbsp; Boemus Warcrown (grandson of Felbar dwarf, Jackrath "Stumpwater Jack" Warcrown), knows the halls intimately as his unit of Battleragers was wiped out in the tunnels. He’s been depressed ever since, but if the group can convince him, he would be a great asset. ________________________________________________________________________________ THE CRUSTY BEARD TAVERN From the outside, “The Crusty Beard” looks cozy, snug and clean. Stacked boulders and hardwooden pillars make up most of the building's outer structure. It's difficult to see inside through the stained glass windows, but the jolly chuckles from within can be felt outside. As you enter the tavern through the stone door, you're welcomed by cheering dwarves and laughing voices. The bartender is a little preoccupied, but still manages to welcome you with a wave. It's as charming inside as it is on the outside. Stone beams support the roof, which have lanterns hanging from them. The walls are completely empty, besides the lighting, most likely because customers stumble against the walls too often and would knock off anything. &nbsp; The tavern itself is packed for its size. Miners and laborers seem to be the regulars here, which often indicates great food. Several long tables are occupied by, what must be separate groups who have bonded over great conversation. The other, smaller tables are occupied by dwarves playing cards and a lone bar except for one beefy warrior with a hung head. You did hear rumors about the potent, yet tasty drinks. You manage to find a seat and prepare for what will undoubtedly be a great evening. ________________________________________________________________________________ Boemus Warcrown Description : This hardy shield dwarf is as wide as he is tall. His shirtless back and biceps are inked in obsidian ruins. His spiked leather armor is slung on a stool next to him, smattered with old mud and blood. Other dwarves give the dark haired behemoth a wide birth, both for his intense stare and foul odor. But the dwarf doesn’t pay them any mind as he slinks over his ale, massaging his boxer’s nose with thick fingers. &nbsp; Boemus History : Boemus is a battlerager from a squad known as the Gutbuster Brigade, formed by Thibbledorf Pwent in 1357 AD. His family migrated from Citadel Felbarr centuries ago during the Battle of Many Arrows, and Boemus aspired to some day help unite Mithral Hall to his family’s old lands. His parents died in a mining endeavor, leaving young Boemus to fend for himself. He volunteered for Mithral Hall’s military and was hand selected to join the Gutbuster Brigade due to his aggressive brutality, which (re-poo-D-ate-ed) repudiated traditional dwarven tactics. &nbsp; He excelled in his position, and continuously volunteered for dangerous missions. Later, he’d earn a small inheritance from his affluent uncle, Jackrath "Stumpwater Jack" Warcrown, and because of it was able to focus solely on his trade as a warrior. That is until the deep tombs known as the Underbelly were excavated into Duergar passageways, which created a disputed zone. Boemus and several of his companions offered to storm the Underbelly in order to reclaim them, but they were quickly worn down by Duergar traps and cutthroat tactics.As they limped through the last of the war zone’s halls, they met the notorious Duergar legend, Mordrak Blackaxe. &nbsp; Mordrak and his cronies wiped out the remaining battleragers. Boemus, in an act he’d regret for the remainder of his days, woke from his unconscious state and instead of helping his dying comrades, retreated in a bloody heap back to safety. Since then, he’s taken a temporary leave from his unit and spent nearly all of his Uncle’s inheritance on drinking his sorrow away, starting arguments and tavern fights every chance he gets. &nbsp; IMPORTANT NOTE: Boemus will talk about how his initial skirmishes broke up Duergar forgers that were attempting to smelt gears for some type of machine only gnomes would forge. &nbsp; ________________________________________________________________________________ ENTRANCE TO THE UNDERBELLY A lonely pathway leading away from the Undercity takes travelers to a narrow crevice within the mountain’s walls. There, an ascending stone staircase crawls up to a door warded with numerous magical ruins. Halfway up the stairs, two Adamantine Golems, said to be immune to nearly all magic, guard the entrance along with guards donned in Whitesteel. Adamar Battlehammer would provide the correct documentation to the doorway’s captain, who in turn would signal for her war priest to take down the safeguards and enchantments. &nbsp; The immense gates would effortlessly swing wide, exposing a carved passage swallowed in darkness. As Sword’s Edge entered, the grim looks of dwarven guards would let them know that they were headed to a place where few returned. Adamar would cross his arms, give a solemn nod and watch the adventurers as they departed. The heavy doors would close behind them, and static from the reestablished wards would raise the hairs on the party’s necks. &nbsp; Boemus would easily navigate Sword’s Edge the near mile to the Underbelly’s war zone. There, they’d find the few brave volunteers that chaperoned the last feet of what Mithral Hall claimed as their own. Standing behind a ballista was an auburn haired Shield Sergeant, and a middle aged cleric arming a Hwacha. A spiked log hung on chains, ready to mow down anyone that triggered the trap, as two dwarven guards manned the last stone door that separated Mithral Hall from the Duergar. &nbsp;
SESSION 27, 5.17.19 On the eve that Sword’s Edge left Mithral Hall, they’d be summoned to the Undercity’s main square. Drums would reverberate from the embankments as the adventurers made their way to the center of the city. There, a crowd stood. Instead of applause, Mithral Hall’s dwarves were supplied with steel picks that they thundered onto the ground in unison. At the center of the square’s base stood Queen Dagnabbit, a hearty smile smeared across her face.&nbsp; “Moradin forges,” Queen Dagnabbit would declare, “Moradin strengthens, and sometimes, Moradin&nbsp; guides . Today, we recognize that the All-Father has guided outsiders to resolve affairs that we labored to settle. With it, the Soul Forger shows us that while each of us must aspire to create great works, the truest masterstroke is the pillar of friendship. So, it is my honor to declare that these heroes before us will never be forgotten. They shall never fear famine or hardship for we will always welcome them into our great city. Clans, memorize these faces, for they receive the special privilege of citizenship in Mithral Hall.” Flames would erupt from nearby braziers and a choir of dwarves would hum in low chant. Adamar would come forth with six rings shaped like Moradin’s great book and etched with dwarf ruins.&nbsp; “These rings represent your citizenship. While Waterdeep may be Sword’s Edge’s abode, present these at our gates to return to your second home.”
SESSION 29, 5.31.19 INTRODUCTION: "Equestrian Rider" As Sword’s Edge wheeled into the vast Silver Marches, signs of rustic civilization would appear roadside. Farm houses and cabins, boarded up and abandoned because of the hobgoblin raids kissed the path. Painted on some of the doors were the words Gone to Silverymoon . The first mapped town in the area, Rivermoot, was only a half day’s march, and the heroes were eager to make it by sundown. As they paced up the slick roads, suffering through the mixed snow and rain, the galloping of horse hooves thumped behind them. &nbsp; A lone equestrian rider road, whipping his mount’s backside in haste. The human man pulled his reigns hard as he spotted Sword’s Edge. &nbsp; “Hail and rejoice,” the man exulted. As the heroes studied the equestrian rider, they could see a gold crown basked in fiery colors along his sigil. This man was part of the Lords Alliance. “The Lord’s Alliance forces have fooled the Ash Noshers into battle along the northwestern shores of The Evermoors. It’s taken the Alliance months to gather, but it’s well worth it friends. Our ten thousand will easily crush the three (kill-Ee-Ad) chiliad. The Ash Nosher raid is nearly over.” “Aye, the other raiding parties are scattered miles away. I assume they’ll retreat back to their home in the High Forest. Victory is at hand,” he’d beam. “Anyhow, I have orders to report to reach town along Everlund Road. Our soldiers are coming home.” The rider would kick his spurs into his sturdy horse’s side, causing the creature to neigh before galloping forward. As the man road off, he’d unsheathe his herald’s horn and blow it in victory, cutting through the brisk air. Clearly, the rider could not hide his joy for the great victory. &nbsp; p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica; color: #1a1a1a; -webkit-text-stroke: #1a1a1a; background-color: #ffffff} p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica; color: #1a1a1a; -webkit-text-stroke: #1a1a1a; background-color: #ffffff; min-height: 14.0px} span.s1 {text-decoration: underline ; font-kerning: none} span.s2 {font-kerning: none} span.Apple-tab-span {white-space:pre} RIVERMOOT Rivermoot is a small town just two days east of Silverymoon, situated where the rivers Rauvin and Surbrin meet. It has a stout stone wall on the third side of the town, which makes it defendable. The town frequently floods in the spring, and so any buildings built even remotely close to the rivers are built on wooden pilings typically 10 feet off the ground. The town is run by a council, who give their authority over to a Constable in times of trouble. The 10 oldest people in the town are on the council, and the Constable is elected by them. The current “head” of the council is the great nephew of local hero, Rathalan Whitesword, Thaddeus Whitesword, a haughty inheritor of Rathalan’s great treasures has never wanted for anything in his twenty-eight years of life. Nevertheless, his generous donations have replaced the old palisade with a new stone wall and bought a small band of Vilhon mercenaries to help defend the town during the Ash Noshers raids. There are ferries here that will take people across both rivers from spring to late autumn. In the winter, only the roads could get you there. It’s known for its Temple House of the Invincible, a small church and tomb made famous by the war hero, Rathalan Whitesword. The town has one major tavern, The Two Rivers Inn, a rare bird dealer, a gem cutter, alchemist shop, local smith and Silverymoon smith, bakery, butcher, seamstress, herbalist and money dealer that trades coins for Silverymoon “Moons,” which were valued at 2gp each. Palrin : Merchant Master on the town council Town Constable: Thaddeus Whitesword Two Rivers Inn: This large sprawling one story inn is built near enough to both rivers that it is built on reinforced metal pilings. It is a rowdy inn run by a huge human by the Ulur Judair. ____________________________________________________________________________________ HELM: The Temple of the House Invincible “Obey the Great Guard’s orders. Be vigilant, watchful and duty bound.” &nbsp; Location : The House Invincible was located in Northbank in Silverymoon, near Hunter's Gate and overlooking the Market . They kept a small chapter house in Rivermoot, the location of their great war hero, Rathalan Whitesword. &nbsp; Structure &nbsp; The temple looked like a fortified stone keep; it had no high spires or artistic designs in its construction. [ The design of the temple was not just a facade; at times, it had served as an actual fortress and garrison for troops. History &nbsp; After the Time of Troubles , the Church of Helm across Faerûn saw a reduction in numbers—not so in Silverymoon, where temple attendance remained high. This was because most of the human Knights in Silver , High Guard , and Spellguard were worshipers that believed in the watchful protection of their beloved city. In fact, the temple saw an increase in worshipers between the years 1360 and 1370 DR . As early as 1358 DR , the temple was led by Vigilant Master Erssler Thamm . After the formation of the Silver Marches in the Year of the Gauntlet, 1369 DR , Master Erssler, without having to be asked, offered the temple to be used temporarily for offices, quarters, a chapel, and an assembly hall for Methrammar Aerasumé and his growing Argent Legion . After Erssler sacrificed his life defending travelers from fiendish wolves , he was replaced by Vigilant Master Baerim Coraddor , whom Helm selected personally by a visible manifestation on the battlefield. Appearance Each member shaved their head so that enemies couldn’t pull their hair back in order to try and slit their throats. They were expected to wear the heavy armors and weapons they were gifted frequently, keeping them orderly in case danger were to arise. Demeanor Sentinels of the House Invincible were conditioned to be composed, formal and observant. This often came off as stodgy to those that didn’t understand Helm’s tenants. They prayed each morning before march and each evening during lock down. &nbsp; Rivermoot Leader : Salmus Haines, Overblade (in charge of three Watch Knights) ____________________________________________________________________________________ Vilhon Mercenary Corps The&nbsp; Vilhon Mercenary Corps &nbsp;were a renowned group that traveled around the&nbsp; Forgotten Realms &nbsp;completing various contracts for noble lords and city-states. History. In&nbsp; 1479 DR , it was rumored&nbsp; Lord Caleb Randol &nbsp;of&nbsp; Kovel Mansion &nbsp;commissioned the group to undermine&nbsp; Black Fist &nbsp;operations north of&nbsp; Phlan . Cost : Skilled Hireling Service Costs (2gp per day, per soldier): 480 gold for the year for 20 Known For : Unlike the pike wielding Liandrydd’s Steel Mercenaries, flying mounted Brotherhood of the Griffon or heavily armored Flaming Fist mercenaries, the Vilhon corps were not known for their formidable equipment. They wore simple chainmail along with a shield and longsword. However, what kept the Vilhon Mercenary Corps in business was their wolf pack tactics, a symbol that they’d later brand along their sigil. Each member was trained to protect both themselves and their brothers in times of battle, causing enemies to labor in order to deliver clean blows (fighting style: protection). Their members often worshipped Tyr, Torm, Helm and The Red Knight. They were also known for being late night drinkers, though they never let it interfere with their morning duties. As the playful motto between Vilhon mercenaries goes, “Better an aching head than a back that’s bled.” &nbsp; Rivermoot Captain : Tranis Royce &nbsp; Personality: Tranis Royce carries himself like a pack bull, especially amongst his men. He’s quiet and respectful to strangers, but enjoys poking fun at his unit with rude jokes, demeaning comments and sharp wit. Tranis is nicknamed “Tranis the Ettin” behind his back due to the scar that splits his face in twine, creating the illusion of two faces. Though he’s rough to look at and tough on his men, he seems to drill his mercenaries in order to toughen their skin, and backs off when it may cause lasting stress. &nbsp; ____________________________________________________________________________________ HOBGOBLINS Commoners would rush to the sturdy doors of the House Invincible, panic smeared across their faces. A smattering of Helmites and Vilhon mercenaries would rush to the eastern main gate on the opposite side, climbing the spiral stairs in order to gape over the battlements. As Sword’s Edge ascended and joined the assembly, they’d discover that the stables and farming houses located outside Rivermoot’s walls were smattered in blood. However, there was no enemy to be seen. Then suddenly from the shadows, an errant bolt would strike into a voluntary archer’s chest. He’d scream as he fell over. Shortly after, a volley of ten more arrows flew threw the shadows, striking the wall’s merlons. &nbsp; Off in the distance a horn and the horrid orchestra of shouts, roars and shrieks from a distant army would batter the ears of the defenders. &nbsp; “Get the locals in the church,” Salmus Haines would order to his Helmites. “They’re here.” “Who is here,” Thaddeus Whitesword demanded, tugging at Salmus’s shoulder pad. “Who?” Tranis Royce would grimace. “I know.” Salmus Haines placed his castle shaped helm on his head. “It appears we’ve found the remaining hobgoblins.” Thaddeus’s eyes would go wide. He’d stare at Sword’s Edge. “Please, by all the gods, help us.” ____________________________________________________________________________________ BARID’S ENTRANCE (CUE THEME MUSIC) The screams of commoners rang along the western side of Rivermoot. Sword’s Edge, tangled in their many battle hurdles, would quickly whip their heads back towards the wailing. The last glint of a teleportation spell would dissolve, giving way to a unit of grotesque beings donned in black. The monsters skeletal faces were either hooded or concealed in sable helms. At the forefront, a strapping horror in thick black full plate drove a gruesome blade lambent in dark flame into a farmer. The human screamed in pain before dissolving into ash. A wilted dead sorcerer would place his spidery hand on the church’s door, and the entrance would crumble into rubble, causing more shrieks from inside to echo. Nazir knew who this was. He’d seen him in his dreams. It was Barid the great Death Knight, and he’d come for the vault key. &nbsp; ____________________________________________________________________________________ Llira’s Grace Darkness robbed Nazir’s senses and cold blanketed his skin. He felt as if he were sinking in a bottomless ocean. He recollected his home in Zakar, dining with family and friends. He thought of little things he’d long forgotten. The first time he’d had his ears pierced, he felt the heat of a kiss or tasted fine wine. The fond memories kindled fever in his otherwise frigid bones. &nbsp; Just as Nazir was about to surrender to the nothingness, a hand emerged from the abyss. Pale fingers gripped Nazir’s gauntlet, pulling him from the depths. A man with a face hidden behind a drape of sable bangs placed Nazir down onto a skiff’s deck. Shivering, but dry, Nazir huddled into the boat’s stern. He looked about, taking in a rainless storm above and a river of oil below. He glanced at his boat captain, who donned charred chainmail painted with the symbol of a skeletal merchant’s scale. Nazir opened his mouth to speak, but nothing came out. As he struggled to spew out words, the clouds above parted. A long gilt ribbon drifted down from the heavens, landing in Nazir’s hand. Nazir pulled the thread, and drifted up into the atmosphere. When he protruded from the clouds, Nazir found that he’d escaped more than just his gloomy landscape. He’d entered an entire new world. &nbsp; Cerulean clouds swirled along a starry atmosphere. A city made of crystal and stars floated in the distance. Nazir willed himself towards the metropolis. On a shore of mist awaited a man in silvered armors. He beckoned Nazir to float to the shores with a friendly smile. Nazir’s memory flashed to the armor. He’d seen it before, only dirty, scarred and on a dead man. It was at the field of glass after a holy crusade from Selune. Nazir had removed the shattered crystal from the holy knight, and it inspired him to find a cause greater than himself so long ago. Now, here he was. Wordlessly, and effortlessly, Nazir followed the man with tempestuous speeds through the many miles of city. The pair flashed in front of a great garden made from vibrant green and resounding red flora. The aroma of fresh perfumes, fresh baked delicacies and (pee-cant) piquant perfumes filled his nostrils. Soft harps and cheerful singing serenaded in his ears. Countless faces surrounded a great dining table, and even more danced around the hallowed grounds- each beautiful, each gracefully, each jubilant. &nbsp; Then at once the assembly parted and a beautiful luminous figure would appear. The sides of her lips curled into a wide smile as she reached to hug Nazir. Her skin was soft, and smelled of lemon-suckle. Her touch warmed Nazir’s cold bones. She drew away from him, hands still clutched to his shoulders before placing a kiss on his lips. p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica; color: #1a1a1a; -webkit-text-stroke: #1a1a1a; background-color: #ffffff} p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; -webkit-text-stroke: #000000; min-height: 12.0px} span.s1 {text-decoration: underline ; font-kerning: none} span.s2 {font-kerning: none} span.s3 {font: 13.0px 'Helvetica Neue'; font-kerning: none; color: #0430b5; -webkit-text-stroke: 0px #0430b5} span.s4 {font: 11.0px 'Helvetica Neue'; font-kerning: none; color: #0430b5; background-color: transparent; -webkit-text-stroke: 0px #0430b5} span.s5 {font-kerning: none; color: #be0d04; -webkit-text-stroke: 0px #be0d04} span.s6 {font: 7.3px 'Helvetica Neue'; font-kerning: none; color: #0430b5; -webkit-text-stroke: 0px #0430b5} span.s7 {font-kerning: none; color: #0430b5; -webkit-text-stroke: 0px #0430b5} span.s8 {font: 11.0px 'Helvetica Neue'; font-kerning: none; color: #be0d04; background-color: transparent; -webkit-text-stroke: 0px #be0d04} span.Apple-tab-span {white-space:pre} “Revel in our joy friends, for before you is the guardian of gaiety,” Llira would exclaim. “Nazir the Grinning Blade dines with us today.”
SESSION 31, 6.28.19 Sir Diego Fawlerñó Intro Sir Diego Fawlerñó stabbed at his last piece of chicken with a wurst fork. His scarred right eye stared at the adventurers as he chewed hard on his food as if it were made of iron. He took the time to sip his chalice of wine before using the cloth napkin to wipe his groomed goatee. Unlike the pair of guards behind him, who had basic armor, Sir Fawlerñó’s lavish mail was gilded with baroque etchings. His crushed velvet tunic was a sable canvas with gold fleur-de-lis (flur Day Lee) threaded throughout; a status symbol of the wealthy elite. Even his sword’s grip and pommel were adorned in (Hal Sea Un) halcyon and jewels. Sir Diego threw the napkin on his plate, combed his scarred fingers through his long black and grey hair, then cleared his throat. &nbsp; “Here we are,” he chided with a frown. “You want information, as most do. What will it be, news of my latest kill, recent travels or secrets? The latter will cost you of course.” INFO DIEGO HAS… For a negotiated price, Sir Diego will let the group know that he traveled from Amn with a large group. First, there was the slaver from Calimshane, Rashid, that split to visit Waterdeep in order to find his sultan a few exotic pieces for his harem. Then there were the Banite devotes from Amn’s church that traveled half way, splitting near Secomber. Finally, there was also a group of Five Knives Assassins that are traveling to Westgate. They’re still in Silverymoon, and one in particular looks just like Naivara, only with a streak of blue hair. Their master, the Fool of Swords, a masked stranger that pays well for people to shut their mouths. &nbsp; p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; color: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; color: #000000; min-height: 14.0px} p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; color: #000000; background-color: #ffffff} span.s1 {font-kerning: none} ________________________________________ Inhabitants of the House Invincible The House Invincible was a major temple to Helm in Silverymoon .The House Invincible was located in Northbank in Silverymoon, near Hunter's Gate and overlooking the Market . The temple looked like a fortified stone keep; it had no high spires or artistic designs in its construction. The design of the temple was not just a facade; at times, it had served as an actual fortress and garrison for troops. History &nbsp; After the Time of Troubles , the Church of Helm across Faerûn saw a reduction in numbers—not so in Silverymoon, where temple attendance remained high. This was because most of the Knights in Silver , the High Guard , and a good number of the Spellguard were worshipers of Helm who believed in the watchful protection of their beloved city. In fact, the temple saw an increase in worshipers between the years 1360 and 1370 DR . As early as 1358 DR , the temple was led by Vigilant Master Erssler Thamm . After the formation of the Silver Marches in the Year of the Gauntlet, 1369 DR , Master Erssler, without having to be asked, offered the temple to be used temporarily for offices, quarters, a chapel, and an assembly hall for Methrammar Aerasumé and his growing Argent Legion . After Erssler sacrificed his life defending travelers from fiendish wolves , he was replaced by Vigilant Master Baerim Coraddor , whom Helm selected personally by a visible manifestation on the battlefield. Konjaro is also at the temple, and would explain that many have advised he visit the temple of Helm, which shares in ideals of the Kozakura warriors (though he gives homage to the Eight Million Gods). &nbsp; The Eight Million Gods is an ancient religion practiced in Wa and Kozakura , and it is a collection of beliefs and practices that has evolved over human history since humans arrived in those island kingdoms. The rituals of the practice relate to a variety of nature spirits who are believed to inhabit the land itself. In Kozakura, the worship is open and accepted , but in Wa it is not encouraged by the Shogunate government. Within the practice of this religion, shrines are constructed at sites of particular natural beauty or significance in a local legend. The larger, more extravagant and powerful shrines are known as first shrines, and these are the temples that are supported by the Emperor or by a local noble house. More often than not, these shrines are built in older districts of cities and provincial capitals. The smaller shrines are known as regular shrines, and have been built and supported by the local peasantry. These shrines tend to focus on more practical dogma for the adherents, such as ensuring good harvests or warding against evil spirits. The dogma of each shrine is completely independent from the others, as each shrine generally reveres a certain spirit with their own beliefs and priorities. Many large shrines are devoted to the sun goddess or (in Kozakura) to the Emperor who is believed to been descended from the divine. Another notable goddess in Kozakura, one of the Eight Million Gods, is Chirasu , the goddess of stealth and patron of ninja and thieves. _____________________________________________________________________________ INVESTIGATION CHECK : The exquisite furniture of Malonna’s room was barely touched, except for an open window and torn silk drape. Below, a set of wheel tracks marked the snow. Swords Edge members asked what carts had been on the property, only to learn that multiple market wagons had visited through the yards in order to resupply the depleted stock after Malonna’s party. These traders included the winery, common grocer and laundry cleaner. The adventurers hurried to visit each of them, rushing through the city streets. While the winery was willing to answer questions so long as they bought a bottle of the latest vintage, the grocer’s delivery woman was hard to find, as she’d finished for the day. However, after attaining the woman’s home address, they were able to connect with the woman, who swore on Mystra’s magic that she simply did her work for the day and headed home. But it was when the group visited the laundry shop, that the plot thickened. The store kept a temporary sign on its door that said it was closed for the day, signed by the owners, House Kessell. From there, the group visited Captain Bailey Aerasumé at the West Gate. Captain Bailey would let the group know that a wagon from the launderer did leave Silverymoon just a short while ago, reporting that they were in a hurry as the delivery of their washed clothing to a nearby emporium was already a day late. They headed towards the cliffs, where House Kessell’s business resides. Quote of the Day : “Evil is built faulty, its own demise arranged within.” &nbsp;-Vigilant Master Baerim Coraddor&nbsp; XP: 3,225 NEEDS for Next Game Session Vigilant Master needs to come up with a good plan for all the information given to them. They’ve told him nearly everything, including demons and giving his own blood. &nbsp; p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; color: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; color: #000000; background-color: #ffffff} p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; color: #000000; background-color: #ffffff; min-height: 14.0px} p.p4 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000} span.s1 {text-decoration: underline ; font-kerning: none} span.s2 {font-kerning: none} span.s3 {font-kerning: none; color: #0430b5} span.s4 {font-kerning: none; color: #be0d04} span.s5 {font: 8.0px 'Helvetica Neue'; font-kerning: none; color: #0430b5} span.s6 {font: 11.0px 'Helvetica Neue'; font-kerning: none; color: #0430b5; background-color: transparent} span.s7 {font: 7.3px 'Helvetica Neue'; font-kerning: none; color: #0430b5} p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; color: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; color: #000000; min-height: 14.0px} span.s1 {text-decoration: underline ; font-kerning: none} span.s2 {font-kerning: none} p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; color: #000000; background-color: #ffffff} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; color: #000000} p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px 'Helvetica Neue'; color: #000000; background-color: #ffffff; min-height: 14.0px} p.p4 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000} span.s1 {font-kerning: none} span.s2 {text-decoration: underline ; font-kerning: none} span.s3 {font-kerning: none; color: #0430b5} span.s4 {font-kerning: none; color: #be0d04} span.s5 {font: 8.0px 'Helvetica Neue'; font-kerning: none; color: #0430b5} span.s6 {font: 11.0px 'Helvetica Neue'; font-kerning: none; color: #0430b5; background-color: transparent} span.s7 {font: 7.3px 'Helvetica Neue'; font-kerning: none; color: #0430b5}
Session 33, 8.23.19 As Sword’s Edge stayed the night within the safety of the Tree Ghost Tribe’s home, they learned that their hosts were by no means refined, but nor were they monsters. They were merely men and women that reflected the forest’s brutal nature. While their ways sometimes seemed savage with the cursing, shows of strength and blatant mating rituals, they were also incredibly rich in culture. As everyone settled down to the last of their mead, stories by the great fire were shared, from the sagas of Uthgardt to the heroics of the Battle Father’s mightiest followers. By the end, Sword’s Edge understood that the Tree Ghost Tribe didn’t worship power. They merely recognized that their culture could only be secured by the prowess of their most courageous. &nbsp; As night grew late, the Tree Ghost warriors collapsed one at a time right where they stood. By the witching hour, a heap of nearly forty Tree Ghosts snored and snorted in the Great Hall. While some of Sword’s Edge tried to find a hammock, fur blanket or bench in the wide room, others thought it easiest to rest outside. By dawn, Sword’s Edge had helped themselves to the nearby stream’s water, used prestidigitation to clean armor and weapons, then did their daily trainings together. Only the few guards sworn from drinking watched, while the rest of the forested mountain slept as if Faerun counted on it. &nbsp; Shortly after sunrise however, the crushing of earth stomped through the Ghost Tribe’s lands. The heavy and purposeful steps of Chief Boorvald Orcbane woke a few stragglers sleeping on the outside hills. They leapt up with spears and axes, mistaking the Chief’s stride for that of a stampeding bull, but quickly bowed their heads when reality struck their eyes. Chief Boorvald, along with his groggy son, Thorgil, bastard son, and bastard child, Waldemar, approached. &nbsp; “The secret to the Grandfather Tree is that there is no secret at all,” Chief Boorvald would bellow as he straightened the equipment on his belt. His eyes would focus on Korax. “We shall go to the bluff on top of the Ten Breasted Scarlet’s peak. There the path will take us to the hidden glen where the Grandfather Tree, and all its brethren, await.” &nbsp; _____________________________________________________________________________________ Naivara : This place, The High Forest, is primal to Naivara. The veil between this world and the Fae is so thin that it calls to Naivara’s most primal emotions, losing all inhibitions in place for the fervor of the Eladrin she descends from. More yet, the High Forest is so in touch with the primal elements that it’s as if the very wind is speaking to her. Naivara knows that this isn’t a message she should receive, but it’s one that the element of air bequeaths to her for years of loyalty. A slithery voice smooth like a snake, but deep enough to fill a canyon speaks… “It is Dire that you aspire to light a fire by the Great Briar sitting on the quagmire. Once you retire by your bonfire, I will require that you look higher to the buyer of your lute’s choir.” (Dire Woods: A forest-within-a-forest, encircled by pale oak trees, this woodland was remarkable due to the prevalent arcane energy, caused by the fall of Karsus .) Translation: “You need to light a fire by the Great Briar located near the quicksand pits in the Dire Woods. Once you rest, I’ll fly to you in order to gift you for bringing the lute.” Nazir : As Nazir trekked the journey, smiling at the birds that landed upon his fingers, the chime from his Sending Stones would call to him. The voice of Sufia would speak to him through the stones. &nbsp; “Sabah alkhyr (Suh-bah AL, Hairy){good morning}. We’ve had our fill of camp confrontations from pixy parties to fungus fights. However, it is a riddle in the wind that scares me lately. It bellows mist between trees, calling us to come home.” &nbsp; Selitae : As Selitae stairs into the fire, listening to the crickets, she’d hear the familiar voice of her love, Veriel. &nbsp; “There’s such a sad love in my memories of you. I’d capture the moon to place it in your heart and steal the sky for your eyes to prove I’d be there for you.” His words, sweet as honey and soft as summer rain, haunt Selitae. It’s hard for her to forget what he said. “I’ve learned that my lineage is darkened in shadow. I may be part of the War of Tears in Cormanthor. If so, it will tear me apart, but you deserve the truth. I beg you, keep it secret.” &nbsp; INVESTIGATION CHECK (Advantage): The War with the Army of Black, Battle of Bleakness, Attack of the Army, was in 714 DR. While Veriel may be older than Selitae, he’s no elder like her father. Whoever he may be related to would have to be a long lived father or grandfather. While there’s no record of any traitors, most of the historical lore was destroyed during the destruction of Cormanthor. Perhaps Selitae needs to ask questions when she sees her Aunt. That is if she makes it. &nbsp; —————————————————————————————————————————- THE GRANDFATHER TREE After navigating through narrow crags, Sword’s Edge would relent from a cliffside overlooking a glen of fantastical trees. Four great oaks, at least a half century old, crown the corner of a mammoth tree scratching up at the clouded atmosphere. Though it seems narrow for its height, the adventures realize that its actual base is as wide as a lord’s manor with bark thick as plate mail. As Sword’s Edge approaches, they notice a set of sturdy warriors painted in mud surrounding the hilltop where the Grandfather Tree sits. Each spearman wears a wood helm with horns made of barbed branches and cape made from a mesh of leaves. They bow to Chief Boorvald as he approaches with the party. &nbsp; As Sword’s Edge reaches an intimate distance, they watch as leaves shed from the giant plant’s branches. It’s as if the Grandfather Tree is weeping, yet its reaching arms do not grow naked. There’s a strange outcropping as well. Rows of hardy eskers web down the hill, and the adventurers are quick to realize that the roots descending into the earth make up the enormity of the hillside. But as the rest of the party takes in the great site, Korax perceives something else entirely. The groans of the far reaching branches, the rattle of leaves, and the very gestures of the swaying limbs seem to speak. “Come, come to me, Mighty Korax,” the Grandfather Tree seems to beckon. “Come and get to know me better.” &nbsp; ————————————————————————————————————————— Korax : As the indomitable Korax explores the tree, circling it like a lion before striking its prey, he would notice a large patch of moss along its backside. As Korax narrows his eyes at the Bryopsida (family of moss), a limerick (5) of tendril like extensions with what can only be described as human eyeballs would blink at Korax before receding into the tree. If Korax brushes the surface of the moss covered bark, he would feel a hollow cavity behind the drape of flora. As Korax lifts his head, he would notice that Sword’s Edge seems preoccupied with subtle, but no doubt purposeful distractions likely caused by the Grandfather Tree’s strange magics. Some listen as the Chief gives his guards orders, while others explore the rest of the landscape, none giving the stalwart Korax any of their attention. &nbsp; “Come, mighty Korax,” the Granfather Tree seems to call without saying anything at all. “Come and get to know me better.” &nbsp; ———————————————————————————————————————- Cyrano : Cyrano, exhausted from a night of studying a culture in the most abrasive way possible, would rest his head. As he does, a mist would start to form in his mind’s eye. As he exited the grey fog, he’d step out into a vast wood line of gnarled trees with soft earth. Cyrano would study his hands, and notice that he was no longer his Aarakocra form, but the flesh and muscle of Janequin Kent. Before him, by a pumpkin orange fire, was the beautiful soft face of Nastasia Benkrum. She chewed her bottom lip as she rubbed her forearm, shyly looking to Cyrano. &nbsp; “Apologies my friend, but I know that there are a great many miles between us. Since that is the case, I thought it only fair to meet with you back where I found you, upon a dream.” (After response) “We don’t have much time Janequin, so I wanted to update you. In case I don’t make it to Waterdeep,” she’d hold her hand up in explanation, “Which I entirely hope I will, but in case, you must know a few things. First, Cylyria Dragonbreast has agreed to help in Undermountain. You must know that she is one of our most capable agents. That should give you an idea of how much the Harpers already trust your honor.” (After another response) “Next, I must heed warning. I have studied the ways of the Sable Minstrel. He will not fight fair. Expect many illusions and enchantments. When you can, cover your ears and disbelieve any obstacles he puts before you. He is more slippery than a nematode and slyer than any fox. Do not underestimate him.” (Final response) “You always speak such kind words. Such is why, I must admit, that I’ve grown fond of you. Janequin, do not ask why, but there is a chance that my most recent Harper assignment will not allow me to see you again. If that is the case, then may I ask for a simple dance?” Nastasia would hold out her hand, and a soft tune of ballroom music would dance within the trees. &nbsp; (If Cyrano takes her hand) The pair would waltz into a graceful spin. Nastasia would rest her soft head, smelling of jasmine and vanilla, on Cyrano’s head. As Cyrano squeezes his eyes, he’d notice that he’s adorned in a fine pair of clothing that capture the night’s sky, while Nastasia adorns a gown made of pearl like ocean foam. As the pair continue to grip one another, spiral and step under the dark forest, the young human would look up and smile before pressing her lips onto Janequin’s. &nbsp; “As I said before, upon a dream,” she’d smile while resting in Janequin’s shoulder. As Cyrano awoke, he’d notice that a hard stone had been pressed upon his clavicle, exactly where Nastasia’s head once laid. &nbsp; —————————————————————————————————————————- Korax Part 2: Upon entering, Korax notices that he is entombed in a cavern that outlines the shape of the tree, minus a few great feet that take up the timber’s thick bark. Clung to the walls are reams of ridged roots gnarled in different directions. Korax’s helm would react, forcing his eyes to adjust. Only then would he notice that before him was a natural stage of wood grown from hundreds of years of effort. Korax the Imposing would stretch his massive chest wide as he spotted a single polished branch plucked, and standing atop the organic platform. Before he could react however, a girl, no older than five, with flesh made of bark and hair made from rotten vines would approach. As she stepped forward and grasped the branch, a network of roots making up a cape would cling from her back. &nbsp; The creature’s jaw would creak open, and shockingly, it was not a young girl’s voice. Rather, it was the gravely groan of an old man long past his prime. &nbsp; “The Mighty Korax finally makes his presence known,” the Grandfather Tree would announce. &nbsp; (response) “I know why you are here,” it would say in its broken glass tone, “and I do have what you yearn for. However, Toril rejects you and your kind. You are not meant for this realm. It is my duty to make you understand why. Would you so soon put out the light I give? It will cost you nothing, which I’m sure will make you happy?” (response) “And yet,” The Grandfather Tree would say ominously, “it will cost you everything.” &nbsp; All at once, Korax’s sight would be covered in mage-fire and he would return to his home realm just moments before he was ripped from it. A great battle between the Tetekura and the half-human abominations took place. Only, Korax was not himself. No, he was the one known as the Betrayer, and he was fending off his compound along Groaning Rock. Before him was a demonic general known as a Balor, that stood before him. &nbsp; “It won’t be long now before they take your compound,” the Balor declared. “Yes,” The Betrayer agreed. “Once the fools drag into my trap, I shall have enough power from their ruin-tattoos to unleash my great plan.” The Betrayer pet his strange and unusual focus, a raw rock of ruby glass with the fires of the Abyss burning inside. &nbsp; “After the army of Tetekura are destroyed, I will have no one to interfere with my anchor here at Groaning Rock, and the leylines will allow me to go back-and-forth between our realm and the future breeding grounds for the Demigorgon’s army. Toril.” &nbsp; “Be quick about it then,” the Balor would declare. “Our Demon Lord’s bloodlust starves for new worlds. This Toril has managed to repel every infestation thus far. It’s the only reason we deal with you, mortal. You may have insight to the relentless stink of your kind that repels our Master’s endless plans.” Just then the great door of the compound would smash inward, cracking, but not collapsing. The Betrayer would smile. &nbsp; “I will not fail. The blood that is about to be shed should be strong enough to store within my focus. I will take it to Toril where I can then open the Gate.” “And what name will you go by?” “Look for a mortal from Toril by the name of Sarsicus to beckon you. Anyone else on the other side can be sacrificed.” &nbsp; The Balor would furrow its brows, grunt, then disappear in a cyclone of flame. Just then, a second large crash at the doors would nearly break in the door. Tetekura roared in a strange harmony of war chants. The Betrayer ignored their mocking, mumbling to himself as he retraced the drawn runes of his trap. &nbsp; “Come in friends,” The Betrayer would mumble to himself, “my plan is perfect, and shant possibly go wrong.” The Mage-Fire would then pull back from Korax’s eyes, brining him back to the Granfather Tree. “And so you see what has been chronicled,” The Grandfather Tree would cut in. “Your guile interfered with your Enemy, sparing hundreds of other Tetekura safely secured on the distant battlefield. They wait for you, their destined leader, to return to your lands. But it appears that your efforts have only temporarily thwarted the Betrayer. He works towards carrying on. However, he desperately needs your blood in order to continue with his plan. The stronger you become, the better his chances of opening the gate with your blood. And so, you need this,” the creature would raise a branch, “in order to follow your next step. The Witches of Rashaman, guides in this world and yours, to help thwart the Betrayer.” &nbsp; (Korax talk) “Well then, it appears there’s only one thing left to do Korax the Mighty. You must come and take my branch, plucked specially for the Witches. However, like all troubles, there is a lesson to be learned in the struggle. Come and take the branch, but first, you must battle your greatest foe, yourself.” &nbsp; p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #000000; min-height: 12.0px} p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #20a603} p.p4 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #807f7f} p.p5 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #0d6002} p.p6 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #a30003} p.p7 {margin: 0.0px 0.0px 0.0px 0.0px; font: 11.0px 'Helvetica Neue'; color: #0d6002; min-height: 12.0px} span.s1 {font-kerning: none} span.s2 {font-kerning: none; color: #807f7f} span.Apple-tab-span {white-space:pre} Just then, a dark replica of Korax, with gray skin and red ruins would appear between Korax and the speaker of the Tree. Any of the clone’s steel appears to have survived a dragon’s flame, blackened and charred, and his axe handle is a gnarled piece of wood. The silent double would point accusingly to Korax before lifting his axe and pounding his chest. &nbsp;