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Campaign Logs

The tenets of the The Cohort Arcanum state that all expeditions must do two things before receiving money for completed jobs . They must: Write an account of your expedition. This must be written in first person past tense. That means write a log in character! Update the map with any new locations and names. At the end of every session a PLAYER must create an expedition log or the players receive NO experience, nor do they get paid any gold for the adventure. A basic campaign log lists: The Session Number, Mission Number, and Title (you can make up whatever title you want) (The header 3 works best for the formatting on Roll20) Expedition members. An account of where was traveled, and the reason for the journey. Any monsters encountered. Good campsites discovered. New locations discovered. Any other notable events, or findings. For more information on campaign logs please visit the wiki here .
Session 1:   Be Quiet, Dammit! Played on 22 Sep 2019 Expedition Members: Jannis the Red:   Brecht Fighter, lvl 1 (Physh) Braylen Bragenson:   Dwerren Cleric, lvl 1 (Jeremy G) Ayoda Partum:   Human Wizard, lvl 1 (SlothSlow)   (As retold by Jannis) Our trio met in Ber Dairas in response to a job offered be someone named Elisheva.   She claimed great riches and fortune would be waiting as she had discovered a cache of treasure at an ancient temple in the Harrowmarsh.   It was said that the temple had been overrun by a colony of giant ants, and that she was looking for those who could move undetected.   Despite our group consisting of two heavily armed men and a mage, we figured we could do the job just as well.   Upon our arrival to the bright and colorful city in the sun, we set out to local our patron at a place called The Cat’s Cradle.   Being as I was the only one in the group who spoke the local language, I asked for directions from a local dancing girl, who pointed us in the direction of a local smoke shop.   As we turned to leave, a feline humanoid descended from the rooftops and saved me from losing my purse to the dancing girl.   As she left, the stranger said we should ask about “the sand that washed up on the shore and turned to gold.”   At the smoke shop, we were directed to a man in the back room who said he could help us, but that we needed to perform a task for him first.   It seemed as if a local blacksmith, Tonato, was being harassed by a trio of brigands:   One with a scar across his left eye, another with a large scratched scimitar, and a third bearing a turban hiding his half-bald head.   We tracked the thugs to a high-end establishment contained within a walled compound.   Bright colors adorned the place, the scent of sandalwood incense sweetened the air, and young attractive serving wenches took care of their wealthy customers.   After doing a quick sweep of the perimeter, our group entered to scope the inside.   Immediately, we saw one of the young women working there rush by, a fresh bruise across her cheek.   Looking towards the lounge area she was retreating from, we spotted the three gang members sitting and drinking.   They were definitely out of place from the rest of the clientele.   Braylen, our steadfast Dwerren priest, went to the lounge area and settled in with a few drinks, while our mage posted across the hall in the gambling area.   I made my way to the bar and engaged the barkeep.   After inquiring about the three brutes in the next room, he informed me that they all worked for a man named Ammon, who happened to be sitting in the gambling area directly behind me.   Grabbing an ale, I sat at the table and engaged the man directly about the issues with the blacksmith.   Though at first it seemed we had made some progress on coming to an amicable agreement, we both soon realized we had both misinterpreted the conversation, and he quickly shut down negotiations.   I made one last offer for him to see reason, which he refused.   Nodding my head, I upended the gaming table and sent him flying to the ground.   A melee ensued.   Braylen faced off against the three thugs by himself, as I took on their leader.   As I smashed my belaying pin across Ammon’s face, the priest invoked a prayer of protection to his god.   The battle was pitched.   Braylen bravely faced off against the trio, swinging with his Warhammer, while Ayoda summoned a patch of grease that sent two of them crashing to the ground.   Even when they were on their feet, they mostly stood helpless, unable to bring themselves to take a swing at the Dwerren due to the protection afforded to him by his deity.   Meanwhile, Ammon and I fought viciously.   I missed a few times, but then scored another crack to his skull with my sap.   The gang leader was unleashing a flurry of dagger attacks against me. Most of them failed to hit or penetrate my armor, though he did manage to draw blood on a few hits.   In addition to the rapping I had been giving him, Ayoda used his eldritch powers to invade his mind as Ammon winced in pain.   Eventually, the guard was called, and as they begin to rush into the room, Ayoda produced a cloud of fog that enveloped them and the priest.   Taking the opportunity to disengage, the dwarf through himself through the window into the side alley, but a hit from the thugs and crashing through the window took its toll and he fell to the ground unconscious. Meanwhile, Ammon and I slipped out a side door, and after darting in to an administrative room, both went through a pair of windows ourselves.   By this time, the thugs were fleeing the scene.   I made my way to the side of the building where the Dwerren lay and was approached by the guards.   Though it is not typically my nature, I managed to deceive the guards into making us the victims, a ruse that was further bolstered by the young woman we saw earlier who had told the guards it was the thugs that started the fight.   After everyone caught their breath, the waitress – Rashi – pulled me to the side and asked me what it was we wanted.   I mentioned the code phrase given to me by the feline creature, and she took us to a back room where they were conducting gladiatorial fights of the nonlethal variety.   I bet on the girl, the priest and wizard bet on the man.   At the end, I doubled my money.   As I collected my winnings, Elisheva came out to introduce herself…   It was the feline we had encountered earlier!   She went over the details of the mission again, and after offering us a place to rest and recuperate for the night, we headed out for the Harrowmarsh.   We traveled for through the desert, and towards the end of the day, neared the edge of the swamp.   We started navigating a rocky area and as we were crossing a natural stone bridge, Ayoda lost his balance and fell.   Luckily, his wounds were minor.   As we continued on, Elisheva signaled for us to take cover.   She heard something up around the corner and urged us to move quietly.    Festooned in our chainmail, Braylen and I were about as quiet as a Khinasi merchant hawking their wears in the bazaar.   A giant scorpion turned its attention to us and we rushed to prepare ourselves for battle.   Ayoda moved with lightning speed and attempted to damage the mind of the beast.   Unfortunately, the great scorpion resisted.   The priest went next, sending holy flame upon the creature, but it was able to dodge.   Finally moving forward, I positioned myself to protect the party from the scorpion and hurled my spear, piercing its carapace and drawing blood.   The beast surged forward, and before I could react trapped me in its claw and plunged its poisoned stinger into my breast.   I lost consciousness. (The next part of the tale is told as it was relayed to me by my party members)   Ayoda cast his necrotic curse once again, this time damaging the creature slightly.   The Dwerren charged forward and slammed his Warhammer into the creature’s body, but the beast was even tougher than it looked.   While the scorpion was distracted, Elisheva came up from behind and lopped off a portion of the scorpion’s tail, eliciting a shriek of pain from the beast.   It returned the favor striking Elisheva for a good amount of damage.   She struck it one final time, and the beast retreated to safety, as we stayed behind to lick our wounds.   (After recovering consciousness, I am now able to continue telling the tale)   Wounded and needing to rest, Elisheva led us to a secret location she knew as a safe haven.   The entrance was guarded by creatures that were half woman, half snake.   Elisheva made introductions and we were led to a chamber where their leader held court.   Elisheva informed us that as guests, we were expected to offer a gift… but we had to beware, if we offered something too lowly or too extravagant, we would offend the host.   In return, the host would grant us each a gift and give us sanctuary for the night.   Elisheva went first, and in reward of her gift, the creature ripped off one of its own scales and presented it to her.   Ayoda went second, offering an ivory colored mask from his belt.   In return, he was given a common short bow.   I was next, offering a signal whistle I had carried with me since my days at sea.   After showing her how to use it, she returned the gesture by giving me a silk cloth.   Braylen was last, giving the creature his personal collection of Dwerren beer recipes.   The host took offense, claiming the gift was far too valuable.   Still, she honored the tradition, and in return gave Braylen a good quality scimitar.   After leaving the chamber, we settled into our bedrolls and called it a night.   The next morning, we were greeted by a sumptuous breakfast.   As we departed, one of the younger women approached me and suggested I should visit the site again some time in the future.   I told her that I would do so.   On the trail again, we entered the swamp, spending the first day on foot.   Our sentry at camp that night spotted a creature coming out of the water, but after briefly looking about, returned to the depths.   On the second day, we managed to secure a boat, and made better distance over the water.   Towards the end of the day, Elisheva told us, in hushed tones, to quickly ground the boat and take cover.   Pulling up to a small patch of land, we all exited the boat and entered the reeds.   It was then that we saw the Hydra…   a large multi-headed nightmare that ruled the swamp.   We sat perfectly still, almost afraid to breathe, as the creature sat there, drinking the swamp water and surveying its surroundings.   I have no idea how the Dwerren and I managed to keep quiet in our heavy armor, but after about 10 minutes, the creature moved on. We decided to bed down there for the night. The third day in the swamp, we finally managed to locate the temple.   It appeared to be underneath a large hill rising out of the water, a single entrance on the western face.   The hill itself was crawling with giant ants…   both black soldier ants and a variety of smaller green worker ants.    The latter, Elisheva had warned us, could either explode when killed, or release potentially toxic spores.   Ayoda and Braylen experimented with the ants, using combination of lights and sounds to determine what the ants would react to while we kept a safe distance in the boats.   Using sound, the soldier ants immediately moved to the area of the noise, while the workers went about their business.   Light, on the other hand, appeared to attract both.   As a result of the experimentation, the ants worked themselves into a frenzy, and large amounts of ants were pouring out of the temple on to the hilltop.   We decided further exploration at this time would be unwise, so we started to leave.   Unfortunately, the boat got stuck in a shallow with heavy reeds.   It took some effort to get out while ants started making their way towards us.   Ayoda was able to use his illusion to send them in another direction, and after freeing the boat, we made our way back to safety.   The trip back through the swamp was largely uneventful, until we returned to the desert.   As we were entering the sun baked land of Low Asarwe again, Elisheva looked confused and pointed to a nearby oasis, claiming that she did not recall an oasis ever being there.   She moved forward silently while Braylen and I followed with all the stealth of a rampaging ogre with hemorrhoids.   We saw three tents by the water, and a lit fire, but no living creatures were anywhere to be seen.   Elisheva wanted to leave immediately, muttering something about superstitions, but Braylen wanted to check out the camp, and I followed.   As I got a closer look of the camp, Braylen approached the water.   Taking out a candle, he dipped it wick first into the water.   Instead of the water dripping down normally when he extracted the candle, it instead coalesced back into the main body.   Backpedaling quickly, the Dwerren put distance between himself and the “water”, and we both went back to the main group.   Deciding it was in our best interest to not investigate further, we finished our return trip to Ber Dairas to rest, re-provision, and decide next steps.
Session 1 (1D):   Be Quiet, Dammit! Present: Jannis the Red:   Brecht Fighter, lvl 1 (Physh) Braylen Bragenson:   Dwerren Cleric, lvl 1 (Jeremy G) Ayoda Partum:   Human Wizard, lvl 1 (SlothSlow) Elishéva awards each member of the group one Golden Stallion . She has very generously already paid The Cohort's tax so you need not worry of this. The Cohort will take a tax on the scimitar if it is sold (10% of the items full value), but will not ask for one while it remains in the possession of a member of The Cohort Arcanum. Monster XP 130XP per character For chasing off The Red Turban Gang, and defeating the giant scorpion (Elishéva received a portion of the xp for the scorpion). Quest XP 50XP per character for finding the location of the ant mound. RP XP 50XP per character for good RP Exploration XP 100XP per character for mapping the lands of the Harrowmarsh and finding the hidden serpent camp. Log XP 150XP to Jannis the Red for an excellent log. Total XP 330 XP for Braylen and Ayoda 480 XP for Jannis the Red (see above) Renown, Fame, and Infamy Each character receives 1 renown with the Red Sands. Ayoda receives 1 additional renown with the Red Sands. Each character receives 1 infamy with the Red Turban Gang. Jannis receives 1 additional infamy with the Red Turban Gang. Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats on everyone for gaining your first level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. If you want to play in a second game before 29 September 2019 you will need to create a second character. You can find the weekly downtime thread to start your level up here . As a final note Ayoda still needs to be officially approved. You won't be able to begin leveling up until you do so.
Session 2: Getting Ahead Played 25th September 2019 Present: Diesa Gemfire: Dwerren Fighter, level 1 (Zilarrezko) Roland: Human Rogue, level 1 (Physh) Teresa Eirwen: Human Ranger, level 1 (Serephen) Elias "Raven" Northcrow: Human Rogue, level 1 (Ydars) The mission should have been a simple one: travel South to the Couladaraight, put down some skeletons and return with proof. Keep people safe from an increasing undead threat and work up a little coin while doing it. Arriving in Waynmuun, we were greeted by the Great Protector and her council. Her regent, or whatever their word for someone in his position is, set down the terms of our mission and explained that the undead were roaming out from Newyth. The name reminded me of a story my sister told me, ages ago. Some humans moved a force into the sidhelien woods and even constructed a fort there, I can't mind what for. The sidhe folk didn't stand for it, and sent a huge force to wipe them out. They destroyed the fort and slaughtered all of the humans, mercilessly, leaving the bodies strewn across the forest floor, not even buried. "Unless their bodies are given the proper rites, their souls will wander, aimless and angry for all eternity". I guess that part wasn't just made up to scare me. My companions on this mission seemed an odd mix, a Dwerren woman who seems level-headed and sensible, an older Human man that gives a bitter feeling as though he trusts nothing and a young boy who's even worse at knowing how to behave in high society than I am. We may have offended the regent somewhat, as he claimed there was nobody he could spare to guide us to our destination. An elderly sidhelien did gift us some berries for the journey however. Almost the entirety of the conversation was dominated by the regent, the Great Protecter herself barely got to speak. The regent kept going on about how wise her words were, even though he was the one speaking them. I get that she's even younger than I am but if you don't let people try to speak for themselves then how are they supposed to learn? We managed to get out before Raven or Roland seriously upset any nobles and Raven set about finding a guide for us. He returned with a woman named Siora or "The Eagle". People seem to like bird nicknames, though at least Eagle has a really cool helmet to go with hers. I kind of want one, though it isn't really part of my look. Before we set off I remembered a big, important tip: Know your enemy before you set off. I didn't have to think very hard to recall what my sister said about skeletons either: "Swords and arrows don't work so well against them but a good bash over the head will sort them right out." I shared the gist of this with the rest of the group. Raven took to blunting arrows for everyone so we'd be better prepared to deal with them. The journey wasn't too taxing for the first day, and we found a very nice place to camp about a days travel west of Weynmuun: A stone circle around a pool. Our guide explained that the elves use some magic to make pools like this that don't get all stagnant and disgusting, keeping them as protected drinkable water on the road. We set down to camp with Eagle and Raven apparently sleeping up a tree and Roland bundled up into a bush. Are all adventurers this weird? How can you sleep with branches and roots all over you like that? It just can't be comfortable. Diesa and I set up near the fire. I feel like I'd barely drifted off when Diesa woke me up saying that Raven was calling us up to arms cause he'd heard something. The something sounded like wolves, but a gods-damned mile off! Honestly if we all sit around awake and on edge over every sound in the distance how are any of us supposed to be rested for the day ahead? I thought the point of having someone on watch was so that we didn't  all have to be up all night. A while later I got woken up again, this time by Eagle. Apparently the wolves were coming our way and were nearly upon us. She seemed alarmed by something, one of the wolves was much, much larger than the others, she called for us to get up a tree to be safe. I found Roland to wake him up, suggested he get up one of the trees with the rest of us but he seemed content to stay in his bush. Once we were up the tree Raven took a shot at the big one and they seemed to get spooked and leave. Guess the big ones aren't so different from regular wolves after all. Eagle said that it was weird for a Dire Wolf to be this far East, and that they're not native to Sidhelien lands. She said that the main place they were known to hang around was Vampire's Hold? Spooky. If one of them is this far out then does it mean something is stirring there as well? The Cohort might want to send a team out that way just to be safe. The rest of the night went by and we had some food, washed up with the clean pool water and got back on track. We were due to hit the edge of Newyth that day, and with Eagle's help we made good time traversing the woods. I made some comments to the others about the Great Protector and how much control the regent seems to have, sparking a bit of a discussion on Sidhelien politics. That's all a bit over my head, stuff about ley lines and sentient forests... I don't recall any stories about that, I shut up fairly quickly since it was clear I had no idea what I was talking about. Raven also made a point of telling me to be cautious of Roland, said the mark on his face was a mark of evil. Considering this man jumped at the sound of a wolf 2 miles away I was a little sceptical about his threat assessments, but I opted to keep it in mind. Arriving at the border of Newyth, the home of the massacre a little over 100 years ago, the whole place ahead of us was covered in a thick, unnatural fog. It was still daytime, but this place was dark like night. I had to light up a torch just to see where I was going. There was a lot of discussion about the best course of action, I opted to check for tracks of any passing Sidhe-folk, since the regent implied that people had been sent to handle this already and we were just extra help. I found a group of no more than 5 had come this way and headed North-West, but hadn't returned this way. Our options as I saw them were to follow these tracks and find what had happened to that group or to avoid potentially running into the old battlefield and wandering the fog blindly hoping to run into wandering skeleton groups. A couple of the others seemed to think following the tracks would be worthwhile, so I lead us that direction. Must have travelled a good few miles through the dark and quiet fog. It was an unsettling place, all the stories of angry spirits stuck in my mind, but being here felt so much different than I could have imagined. Eventually we came upon what looked like an old toll station. Searching around we found blood, a pile of camping supplies of sidhelien make and drag marks continuing North West. Something happened to these people. Was it the skeletons? I had a look through the supplies and found a vial of water, the markings on it looked symbolic, I figured it might have been holy water. Definitely keeping that handy. We pressed on, this time following the drag marks. After a while we ran into some old stones, mostly buried in the ground. I stopped the group as I heard something up ahead - marching feet... 4, maybe 5? Roland shot an arrow lit with an eerie red light into the distance, illuminating 5 skeletal figures that started clattering towards us through the marshy ground. I wish I could have drawn my bow, kept my distance from them, fought smart like I was taught to, but with Raven and Roland already seeming intent on doing that I couldn't leave Diesa there on her own to get surrounded. I planted the torch in the wet ground, took one shot at an approaching skeleton and then drew my swords to meet them head-on, flanking and distracting them for Diesa to smash to pieces, while the others pelted them from afar. It seemed to be going okay until one of them got behind me. I know I was always taught not to let myself get surrounded but it was so difficult keeping track, I got distracted by one of them and felt a sharp pain in my back. Diesa was concerned, asked me if I was okay after we put down the remaining skeletons. I lied and said that I'd had worse. I'd taken scrapes and bruises during training but... I'd never been full-on stabbed before. If there had been any more skeletons approaching I don't know how I would have reacted. As it was calming down I managed to keep my composure. We gathered up the skulls and the tarnished, weathered swords and continued even further. Diesa took a look at the stonework and reckoned that it was human made but far, far older than the keep from the massacre. We were stood by some sort of ancient gatehouse. What is this place? Barely a few minutes more to the North-West we came upon a stagnant pool, surrounded by dead, withered grass and crumbling stone. Siora took her leave, heading back to the toll station to wait for us, as this seemed too dangerous to her. The bones of some creature called a wyvern were embedded in the ground, and the only thing we found in this place was an old shrine, with a statue. Roland claimed he found some signs of a hidden passage under the statue, but couldn't find any hidden switches or means of opening it. As the others were puzzling over runic writing and exploring the area further I couldn't stop looking up at the statue, wondering which of the gods these people worshipped here. Something about it seemed so familiar... something from a story.... realisation struck me and I uttered the name without thinking. "Kriesha." Immediately the sense of tension was heightened, I think Raven audibly growled. The drag marks had vanished by this point and there were tracks from about 25 different creatures I could find all coming and going from this shrine, including about 5 sets as recent as a few minutes ago, the same 5 that we'd just fought. Was this where the skeletons were coming from? Figuring we could get to the bottom of the cause of the undead threat, Raven eventually tried dripping his blood onto the shrine's runes. This caused the statue to move aside and reveal a staircase down into darkness. We went down, first to an empty room, then a room full of candles that burned green and a tub filled with blood and bones. Moving further down we found a circle of blood, one of the others said it was the mark of a thieve's guild. What are thieves doing here? Why are they raising skeletons? The whole place was getting me more and more on edge as we went in. This felt like way more than we'd signed up for and I didn't know what to expect anymore. Further in there was a room like a study, with a cage and a whole bunch of notes and tools and a chest. Roland tried to open it but it moved suddenly. He opened it up and a skeleton popped out, though we managed to take it down fairly easy.  The next room looked like it was full of eggs. Roland poked one and a whole bunch of spiders came skittering out. Raven seemed insistent on spreading some oil around and burning them all. For all his talk he seems awfully jumpy if he's scared of a few spiders. I waved the torch at them a bit and they all ran away up the stairs. That, I could handle. Next room seemed like a nice bedroom, with a fur rug, a bed and some bookcases with books written in Brecht about shadow worlds and Azrai. Raven stuffed his pack with a bunch of letters and notes he found that were in a language none of us knew. Figured the Cohort could have someone take a look at them when we got back, maybe make sense of all of this. Down the next set of stairs we hit a room stuffed with chests. I was a bit apprehensive in case this was more stored skeletons, but as Raven tried to jam one of them shut it started moving. Not like something inside it was moving, the chest itself moved and opened up, rows of jagged teeth and a long slimy tongue lolling out. Not just the one, all the other chests in the room opened up and came alive. We were surrounded. It all happened so suddenly I... I can't even bring myself to write what happened next, I'm so ashamed. The noise of the clattering, the sharp teeth all around, the... things, I had no idea what they were... I got scared. I ran away. I vaguely heard someone, I think it was Raven, shouting. I didn't hear, I just dropped the torch and ran. I know that my sister said that retreating is fine, it's smart, but this wasn't like that. I should have waited for the others, made sure they got out okay, but I just kept running. Eventually I calmed down, once I was out. The others made it up shortly after, though Diesa looked very badly injured and Roland was missing his rapier. I was silent the whole way back. My first mission and this was my reaction to danger. I feel like a joke. What would my sister think of me? 
Session 2 (1E):   Getting Ahead Present: Diesa Gemfire: Dwerren Fighter, level 1 (Zilarrezko) Roland: Human Rogue, level 1 (Physh) Teresa Eirwen: Human Ranger, level 1 (Serephen) Elias "Raven" Northcrow: Human Rogue, level 1 (Ydras) The Protector of the Coulladaraight, Rhiana Waynmuun awards the party with 150 twigs . Additionally she has very generously offered the party an additional 150 twigs for the information they returned with. After The Cohort's tax each member is awarded with a total of 68t. Monster XP 115XP per character is awarded for chasing off the wolves, defeating the skeletons, and surviving the mimic room. Quest XP 100XP per character for finding their way underneath the battlefield, and opening up the tomb of Kriesha RP XP 50XP per character for good RP Exploration XP 50XP per character for finding the old toll house. Log XP 150XP to Teresa Eirwen for an excellent log. Total XP 315XP to Diesa Gemfire, Roland, and Elias "Raven" Northcrow 465XP to Teresa Eirwen (see above) Renown, Fame, and Infamy Each character receives 1 infamy with Beauty. Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats on everyone for gaining your first level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. If you want to play in a second game before 29 September 2019 you will need to create a second character. You can find the weekly downtime thread to start your level up here .
Played on 9/27/2019 Characters: Darvius Alandre (Monk) Lilliana Tyrisa (Paladin) Lady Sisteria (Bard) Session 4 (Goblins in the Woods.) Mission 1B “ The Baroness Marlae Roesone in all of her greatness calls forth adventurers to the Barony of Roesone. In the province of Proudglaive there have recently been sightings of goblins coming from The Forest Rend. Many villagers in the town of Gravesford have recently gone missing, and the Baroness will stand for it no longer. She is offering a bounty of 10 golden crowns to whomever can slay the greenskins and bring her proof of their demise. ” Spring 1 1524 HC Penned this day by Darvius Alandre Junior Associate. I soon found myself in the company of Lilliana Tyrisa a Paladin of Haleyn, leaving the Arcanum on the way to the Barony of Roesone.   We found ourselves in her Throne room without incident after leaving the Arcanum. We presented ourselves to Baroness Marlae Roesone and informed her that we had come on behalf of the Cohort to aid her people with their greenskin problem. She was pleased to meet us and she said that one of her Lady’s wished to journey with us a bard named Lady Sisteria.   One important note about Lady Sisteria, she is a mute. We gladly accepted the aid. The travel north to the Gher river was sunny and the day bright, as we made camp for the evening we took some time to get to know each other a bit better and settled on a watch. My meditation was disturbed when Lilliana awoke me. Four armed men approached us demanding “A Toll for using the road.” I could sense something was off about them, and that they were in fact bandits, even though they presented a symbol of Baroness Roesone. Having been confronted with our not backing down, and possible conflict they departed with some veiled threats thrown back at us. Later in the day we soon found our way to Gravesford, and made our way to the local tavern something to do with a pig. Inside, we sought information about the goblin attacks and we were directed to speak to Toril, who had recently lost his wife. Toril did not have much information, his wife went missing in the night over three weeks ago. As we were going to depart the Inn we were approached by Gowan, who said he had a task he wished to discuss with us but outside of the hearing of Lady Sisteria. I agreed to speak with him as Lilliana took the Lady into the Tavern. Gowan, wished for us to spy on a location in Windock as there was a rumor of Lady Roesone sleeping with someone in that town. Leaving the tavern I shared this information with my companions, we agreed to discreetly inform the Baroness of this information at a later date. We decided to scout the woods where the goblins were attacking from, as we departed from the town we came on two townsfolk who were skewered by goblin arrows. We ran back into the town to put them on alert. We soon found ourselves in the company of the Mayor Oseric, Pena the local wizard, and several others. Oseric said that he was going to call for Sir Peleton to also protect the town. With the town alerted we departed for the woods. We soon found ourselves in the woods following the trail that was left by the goblins who attacked the town. Within the day we found three of the devilish beasts laying in ambush but we spotted them. A battle erupted as they fired arrows at us from atop a cliff. I swiftly ran to the base of the cliff and made my way up. The Lady Sisteria used her magic to put two of the goblins to sleep the third one tried to run. However, his short legs were no match for my own swift pace and I swiftly overcame him and knocked him unconscious, but not before he stabbed me with a lucky strike, I was able to bind it there should not be too much of a scar. We tied up the goblins and Lilliana questioned them as I went off to watch for more goblins. When I returned Lilliana told me that she knew of the Goblin’s leader Bone Breaker an Orog who was to the north. We dispatched the other two goblins and began traveling north. However, by the end of the day I inquired how long of a trip this was and the goblin revealed several days. At which point I questioned the goblin saying it was impossible that they were attacking the town from a location several days away we wanted to know where the force was that was attacking the town. At which point he revealed that it was to the south and was run by a goblin called Tick-Tock and his goblin shaman. I gave Lilliana a look and a sigh, and we agreed to travel south come day break. We soon found ourselves outside a goblin fortress and I positioned myself with stealth and guile outside the fortress to watch it. However, Lilliana not being of subtlety stood on the path with the goblin and cut his bonds free? What was she doing soon the goblin tried to run off, Lilliana swiftly attacked him but not before he shouted alerting the forces in the ruined fortress. Crossbows began to fire swiftly at Lilliana from the fortress and she was dropped unconscious by the assault. Knowing that we were out manned I swiftly dashed through the forest making as much noise and disturbance as I could, trying to make the goblins believe a much larger force was coming against their fort. My ruse must have succeeded as they began to retreat back into the fortress. Thankfully, Sisteria had made it to Lilliana and stabilized her wounds. Together, we dragged her into the woods. Where I worked swiftly to conceal us in some brush and await Lilliana to gain enough consciousness to awaken from her wounds. In the night we saw a Worg riding goblin patrolling, but fortune was on our side it did not spot us. When Lilliana gained consciousness she used her holy magic to heal herself, and we set off to return to Gravesford. When we arrived in Gravesford we encountered Sir Peleton and two of his cronies. They had just assaulted one of the tavern barmaids. Words were exchanged, but he was a rude and crass man not worthy of our time. Lilliana tried to confront him but he spat at us and strode past. After aiding the barmaid, we found the town mayor once again and told him about our discoveries. We convinced the Mayor that with some of his people we could destroy the goblin forces and protect the town. The Mayor agreed soon we had a force from Gravesford consisting of 7 farm hands armed with short bows, the Mayor, Pena, and a Father Bilderon a local priest of Haleyn. We once again made our way towards the Goblin Fortress. We set up an ambush with Lady Sisteria disguising herself as a goblin and trying to draw the goblins out of the fortress. The ruse nearly worked, but the goblin was riding a worg and the ruse was detected. Soon arrows and spells were firing at Sisteria and she was downed. As the leader of the goblins rode out a volley of arrows was fired at his worg graveling injuring it. And the battle was engaged, I soon dashed out of the woods knocking a goblin off its word and killing it with a well placed strike of my staff, spinning around taking a second off of its word with a follow up strike. However, soon all went black as I felt a stabbing pain in my back…. I soon awoke to Lilliana’s golden touch of healing, I was underneath a Worg! I quickly rolled out from underneath it taking it squarely in the snout with my quarter staff downing it. I was back in the battle. Spells were flying and Lilliana was facing off against Nick-Nock. The battle was intense but Nick-Nock and his shaman fell. One of the villagers took a fatal arrow but there were no other casualties thanks for Father Bilderon’s healing magics. We soon searched the now abandoned keep as the remaining goblins took to the forest fleeing on the remaining three worgs. Inside the ruined keep we discovered the bodies of the dead villagers, long dead. We also found a bone dagger of good quality, and some small amounts of money and food supplies. We took the Goblin leaders head as proof of our deed. I also discovered a silver necklace, and I also claimed Nick-Nocks good quality bone axe, perhaps I can trade this for a higher quality staff back in town. Back in the town we were greeted as heroes, and relief. Toril informed me that the silver necklace was his wife’s and I gave it over to him. We soon found ourselves back before the Baroness Marlae Roesone, and reported to her all we discovered. Including, about the man who tried to hire us to spy on her. She did not seem too concerned, saying such rumors where not uncommon in her lands unfortunately. She promised that Sir Peleton would be punished and she put a bounty on the heads of the bandits that attempted to rob us in her name. Victorious in our mission we we returned to the Cohort Arcanum, our mission a resounding success.
Session 3 (1B):   Goblins in the Woods Present: Darvius Alandre (Monk) Lilliana Tyrisa (Paladin) Lady Sisteria (Bard) (NPC, filled in by SlothSlow) The Baroness of Roesone, Marlae Roesone awards the party with 10 golden crowns . After The Cohort's tax, and a token amount for Lady Sisteria each member is awarded with a total of 4 golden crowns. Monster XP 300XP per character is awarded for defeating the goblins, worgs, and boss (with help). Quest XP 200XP per character for completing the baroness' request. RP XP 25XP per character for good RP Exploration XP 50XP per character for finding the ruins of Castle Rend 50XP per character for discovering the location of Bonebreaker Dorokor Log XP 150XP to Darvius Alandre for an excellent log. Total XP 625XP to Lilliana Tyrisa 775XP to Darvius Alandre 315XP to SlothSlow for one other character of his choosing (private message me) for dropping in to play as Lady Sisteria. Also 2 golden crowns for that same character as well. Renown, Fame, and Infamy Each character is award with 1 point of fame in the Barony of Roesone. Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats on everyone for gaining your first level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. If you want to play in a second game before 29 September 2019 you will need to create a second character. You can find the weekly downtime thread to start your level up here .
9/29/2019  Adventure:  Session 4 Out of the Depths Mission 1C Date Posted:  28 Pasiphiel 1523 HC My name is Elsa and I come from the small isle of Bleak Holm. Recently some cultists have shown up on our island, and have slowly started converting the populous. I might not have a problem with this, but everyone who joins them has started acting very strange. I don’t know how to describe it, they just seem… off. Worse yet, many others have gone missing, and while some return many don’t. I gathered up as much coin as I could from the island in hopes of hiring the famous Cohort Arcanum to save my small island. I offer 300 emerald quarters, and 9 silver moons to whomever can save my home. Meet me at the Pig’s Oyster Tavern on the isle. Assuming Mother Seriena hasn’t gotten to me, I will be there.   Participants: Darvius Alandre Ayoda Partum Thariun Ansel   Spring II 1524 Official Log of events from mission to Bleak Holm, by Junior Associate Darvius Alandre.   The journey began simple enough we were to travel to Bleak Holm, and find Elsa to speak to her about a cult that had sprung up on her island. The four of us Myself, Ayoda the Wizard, Thariun a seasoned warrior, and Ansel a priest assembled on the docks to answer the mission. We had arranged passage on the Blind Date captained by a man named Nevis. He informed us that the journey to Bleak Holm would not be a long one, and so we set sail. Our first sight of the island was through dense fog, that revealed a rocky coastline and we were forced to take a life boat ashore. The waves were rough but we got ashore without incident. When we docked it was night time, and we could see lights from the town on the cliffs above the shore line. As we made our way onto the island we were greeted by a man who said that we should come and speak to Mother Seiena, so she could prophesize the truth to us. We told him we would return in the morning, that we had urgent business within Bleak Holm. As we walked into the town we noticed many of the villagers acting very strangely as if their minds were in a fog. We found the Pig Oyster Tavern and made our way inside. Soon we were greeted by Elsa, who took us into a back room. We passed her son who had been injured standing up against the cult. She told us that she did not know anything more than that sometimes people would leave with the cult and come back changed, other times they would not come back at all. She also told us about a church on the north side of the island that the cult avoided, and was occupied by a bird woman with Unshalee blood. She did also tell us that the Cultists often rambled about Leviathan in their sleep. Not having much more to go on we decided to make our way to the church. We also discovered that our discussion was spied on by one of the Cult a Brother Bendedict. We warned Elsa to find someplace safe to go, and to bar up the tavern. As we walked through the town we continued to pass more towns people who were walking around in a fog like haze, and the town drunk who tried to start a fight with me but his clumsy attack was almost laughable. When we entered the Church we found the woman she had the head and eyes of a dove, Ansel also determined that the Church was blessed and consecrated. We did not discover much from “Little Dove”, as she was called other than the cultists often gathered around the lake. At the top of the church tower we found a Mural depicting the lake with Coffins and a word scribed into the Mural in a language I did not know one of my companions was able to translate it as “Sleep”. We decided to make our way to the lake and continue our investigation there. At the lake I found many sets of foot prints but some that lead off to the north, as we followed the trail on the other side those same foot prints headed west where we found an old barn. Inside the barn, I tapped on the floor discovering a trap door. The door opened to a 30 foot long ladder down into the darkness. We descended down the ladder, to find a store room filled with fish and other assorted supplies as well as a large stone door. We opened the door to come face to face with four large fishlike men, who had spears. They charged us, we fought and defeated them handily the last remaining one tried to flee but I have become quite swift of foot and he was not able to evade me as I cracked him over the head with my staff. We pressed on, here the room forked to the north and east. To the North I was able to spot something very wrong with the floor, we threw a chair on the spot and discovered it dropped into a 20 foot deep pit. We continued east, there we discovered a statute of Masela (The old god of the Sea). There was also a bucket of blood at the base of the statue. I gazed about the room and noticed several small holes in the room and we heard the sound of buzzing. I started to motion everyone back, but suddenly a swam of small creatures with long vicious beaks flew out of the holes. As we fought them they tried to attach themselves to us and drain our blood, two of the beast got onto me but I was able to swat them off with my martial skill. However, Ansel was not so fortunate as one of them attached to him and took him down nearly draining all the life force out of him. The rest of us fought off the creatures. We had to stabilize Ansel, and find a way to get him out. Ayoda was able to conjure a pully, and we attached ropes to our fallen comrade and strained for several minutes to pull him up to safety. Then we dragged him back to the temple, where Little Dove was convinced to aid us as she used her magics to heal our wounds. Restored from this effort, we returned to where we had just left. As we made our way through the complex we heard loud chanting coming from the rooms to the north, as I listened to the door I heard many many voices, much to many for us to fight on our own. We decided to retreat, and made our way out of the complex. As we ascended above we and made our way back towards the lake we saw dozens of the fish creatures start to emerge from the lake on the opposite side. Realizing that this was an opportunity, we returned once again to the complex. As we entered the room where we heard the chanting we discovered a grisly sight Elsa lay slain on the altar sacrificed in some foul ritual. Finding only a sacrificial dagger in the room we departed. As we traveled east we came to a locked and bared gate, inside we saw three children and called out to them, they answered as well as the voice of a man, and another strange voice from a creature we could not see but knew it was not human. We decided to search for a key. We traveled through the doors that we had not searched yet, we discovered a hallway that went upwards and ended in water magically suspended in the air, obviously the way the fish creatures departed to the shore. We also discovered a giant pool full of blood. As we traveled north we found a magical sigil on the floor, Ayoda told me that it was a magical trap that would go off unless a person with the right protections went through it. Determined to find the key, I told them to stand back as I leapt over the magical sigil, there was an explosion but I managed to dodge most of it’s effects. I discovered a room to the west that was well appointed and on the desk I discovered a key! I went back again triggering the trap, once again avoiding most of the impact. I presented the key to my companions. However, Ansel said that he wished to try something he covered himself with the blood he seemed to falter for a moment as he walked through unharmed past the sigil into the other two rooms, he discovered their armory and another room with a locked chest. The Wizard Conjured a Crowbar, and the chest was pried open revealing a silk robe with an eyeball on it. Poor Ansel, if we could have only known what sacrifice he had payed to obtain that robe…. It was entirely not worth it. However, I am jumping ahead in the report… We soon used the key to unlock the bars and free the two men and three children. We also found the creature who’s voice we had heard earlier. It was a floating disk with many tentacles, two beady eyes, and a mouth. It called itself “Foomf”, and proceeded to tell us all about itself and how it was the best at everything. A strange creature but it seemed harmless enough. We took it with us, we armed the two men and tried to calm the children we decided the best course of action was to get them to the church. Foomf informed us that further east the complex continued and that there were very many dangerous creatures there, I do not know if I believed him at the time, but later when we discovered the true tragedy of this place I have decided he was probably only exaggerating a little bit… We made our way back to the church, on the island we saw many torches and what were obviously search parties looking for us but we managed to avoid their notice and make it back to the temple. We decided it was probably wise to leave this accursed island, now or not at all. I tried to get Little Dove to join us but she refused, Ansel cast a spell on her that I am sure he thought would aid her but it caused her great pain… In the end we had to leave her as she would not come. I inquired of the men if they knew of any boats besides those on the docks, one of them said he had a boat on the east side of the island. We decided to make for the boat. We avoided all the patrols once again, and undocked the boat making our way back to the Blind Date. Captain Nevis was not pleased to see “Foomf” he threaten to kill it, but we convinced the Captain that the Arcanum would find the creature very interesting and that he should allow us to return the creature to the Cohort. He agreed, and we set sail. That night as I meditated on deck I was awoken from my trance by the sounds of conflict. As I gazed about the boat…. I saw Ansel, or what used to be Ansel he was just completing a transformation into one of those fish creatures. It seems the blood he had soaked himself in was cursed, and that those fish creatures we had fought and met in the temple below the island were created from the townsfolk who had willingly coated themselves in the blood. The people we had rescued had told us they had refused to drench themselves in the blood even though the cultists had tried for weeks to convince them. I believe it has to be a willing act, now that I look back on all the evidence we had acquired. I leapt to the defense of the Captain, striking the creature but it’s hide was thick and it was very resilient, it lashed out at me twice its attacks arcing with magical lightening. I took two serious hits, as the rest of the crew and my companions leapt to action. However, before they could stop it the creature gutted and killed the poor captain… We continued our assault on it, seeing that it was outnumbered the creature jumped off the boat and we lost it in the murky waters. Ansel was lost to us in more ways than one it seemed. Our only victory being that we had saved some few of the townsfolk from the same fate or worse, and also this strange Foomf creature, and the Mysterious Robes. Perhaps the Arcanum Libraries have more information on what it is we faced on the island of Bleak Holm. I had hoped that my second mission would have been as successful as my first, but it seems this island may not be able to be saved. If an expedition returns there it should be prepared for heavy opposition, the creature that Ansel turned into was the most dangerous opponent I have yet to face in combat. 
Session 4 (1C): Blood Bath Present:  Ayoval Partum, SlothSlow Darvius Alandre, Darvius Thariun, Kyle H Ansel, NPC played by Zil A document of events written by Ayoval brought to the keeper of logs of the Cohort Arcanum directly.          A forewarning before I go onto describe these events I want to make abundantly clear that this is a threat that should not be ignored for very long considering the cults power and growth potential, further exploration will be dangerous and compensation should be raised to attract more senior members of the Arcanum. Our dear compatriot and accompanying priest Ansel merely wiped some of the cults blood from the pit in the temple on himself and turned into a creature that was able to fight off roughly seven men before killing the captain of the ship and fleeing battered but still strong. With how most of the islanders were acting I am sure most are converted and likely have the power now to just force the rest of the villagers on the island to "convert" by force. With their numbers and aquatic nature it would not seem very hard for these beasts to reach our shores and start converting the populace right under our nose. Those in contact with the cult seem to be in a dazed state as if they have been in the desert for days without water, I am unsure if these people are also the fishmen or just entranced by them, they tend to have the scent of saltwater on them and seem to be slimy from the sea. I am unsure if these people can be saved in a way other than being put to rest, I do know some bit of religion but transmuting humans into fishmen is a league beyond my expertise, at this point I can only recommend euthanization of the afflicted and a exorcism of whatever god or corrupting magic that is afflicting the area. These creatures populate quickly and have a variety of monsters and magical traps at their disposal and should not be taken lightly. As closing to this statement I will give the following advice to future adventurers, DO NOT, rub any blood on yourself, eat any food offered to you, or trust any villager on the island at this point even if they seem friendly, we do not know how many exist that are able to keep their whits about them and are looking to trick us into joining them. Lastly there is a safe place as of now on the island at the old church to the north, I recommend landing on the north of the island and visiting there first next anyone visits, we do not know the safety of the town.         My companions and I decided together to take upon us the task of investigating a cult submitted by a woman named Elsa, we boarded the Blind Date and set off to the small island of Bleak Holm. Upon arrival it was pitch black and many torches and people could be seen moving along the shoreline, we found a nearby dock and landed to see a villager slamming their door shut at the sight of us. We continued forward being interrupted by a pushy man who was trying to get us to join the group at the shore and eat, with our better judgement we decided to instead go to the tavern we were supposed to meet our contact at instead. We then made our way over to the tavern where a woman noticed us and pulled us away to the back room, it turned out to be Elsa our contact, we spoke to her for a bit talking about how they beat her son to bits for not joining the cults and went onto some information about the cult, I wish I had caught more of the conversation but I noticed a man clad in black robes stalking our window and listening to the conversation. This petrified Elsa and we offered to escort her to the church in which she mentioned during our conversation saying that it was the only place where the cult would not wander, she refused the offer due to the bird woman who resided there due to her bias against her kin. We then left her and made our way to the church with the bird woman.      Upon arriving at the church we immediately noticed its state of disrepair and heard a strange singing coming from inside, there was a woman with the features of a bird, white feathers with a few black, and when trying to speak to her we realized that she could only speak the words she has heard recently by miming them, unfortunately due to this we were unable to communicate correctly, I would implore someone who can link minds to go to the island and see if more could be gathered from this woman as she seems like an important source of information. We searched the church more after some fruitless questioning and found a mural depicting the dead being taken to a lake and being buried with caskets along the bottom, with the mural there was a word meaning sleep written along with it. I spoke to the spirit of the mural and asked it questions only receiving vague information due to its limited senses. Seeing that the church had not given us much in the way of information we decided to go to the lake where these cultists were usually gathering, Darvius scouted ahead and found some tracks on the norther side of lake, and during this I found that inside the lake is a source of transmutation which could possibly be part of the way people are turned into fishmen. Following the tracks lead us to an old barn with the dirt on the floor that seemingly had been shifted around. Darvius using his staff found an entrance to a chamber with a long ladder heading down, the group decided to continue down into the depths.     The basement smell was pungent with the scent of fish, a few barrels of them sitting nearby, a large stone door divided us from the next room and after some preparation we opened it. Inside the next room was a group of about 5 fishmen we battled fiercely at the doorway using magic to create a fog obscuring any ranged attacks they may have for us while fighting for the doorway. We ended up winning the battle with little to no injury on our side of the fight. Our group looted the room and I grabbed some documents off of the table which I will need to translate soon. Moving onto the next hallway we found a magical trap that would have dropped anyone walking over it down twenty feet likely breaking a bone in one of our legs had it not been spotted. We continued East into a large room with a statue that had a pot of blood at its feet, not long after entering creatures called stirges that suck the blood of men decided to attack us. There were many of these bugs and managed to fell our priest and mortally wound the others, worrying for his survival we rushed him back to Little Bird to be healed. We needed to persuade her to help us and indeed she did, although I wish now we had not asked for so much, healing us turned more of her feathers black and seemed to take a lot out of her pushing her curse in the wrong direction. I do hope someone with expertise in the matter can eventually aid her. With our newfound strength we went back to the basement of the barn and upon entering further we heard ominous chanting from many creatures, afraid of what they might summon or come after us with the numbers we heard from the room we decided to vacate the building once again to find that they were leaving through the lake. Our party was torn about what to do at this point but ended up going back down after seeing what was possibly the enemies leaving their hideout.      During this trip back down into the basement we found no foes only empty halls where we had killed the fishmen before, only the stirges remained in their place, what we were not ready to see was poor Elsa sacrificed at the altar like some animal, what these beasts are doing must be stopped at all cost. After giving Elsa her last rights we continued searching the eastern part of the complex and we found a jail cell filled with a family and some unknown creature calling its self a flumph? I am sure some at the Arcanum know more of this creature than I, it seems this creature has seen the depths of this cults basement and speaks of other creatures that are down there, someone with the patience to speak to it might glean a bit of important information. The family and creature were locked in cages so in order to save them our party decided to go back to some halls we were at before, there was a magical trap on the ground that Darvius brute forced his way through finding a side room that contained the key to the cages but got quite singed in the process. Our priest wished to explore more of the other rooms down the hall and in order to circumvent the trap covered himself in blood and found some silk cultists robes and handed them over to me worrying about sullying them with the blood. We went back to the cells and freed the inhabitants, worrying for their safety in the dark and with the cultists about we decided it would be best for us to accompany them back to the boat. After some travel we were able to return to the ship without issue and with our escorts safe.      We all rested and thought what was a sure victory was shortly ruined when a creature in the shape of our dear priest was attacking the captain, we all pitched in to help fight the creature off and with its strength it was able to fend off seven men and a flumph. In the battle the captain of the ship was killed and a companion lost to the cult. This is a serious matter that can grow exponentially and seems to be truly evil, any further exploration should be done with great caution and should not be attempted without the proper skill from a party in religion and the arcana. Bring blessings with you and what wards you may find to protect yourself.  Signed,  Ayoval Partum
Session 4 (1C): Out of the Depths Present: Ayoval Partum, SlothSlow Darvius Alandre, Darvius Thariun, Kyle H Ansel, NPC played by Zil The Cohort Arcanum awards the group with 1 Kraken's Booty each for their efforts in both rescuing the townsfolk, and scouting. Monster XP 162XP per character is awarded for defeating the fishmen, the stirges, and chasing off their former comrade. Quest XP 100XP per character for discovering information about the fishmen, and about Leviathan RP XP 50XP per character for good RP Exploration XP 25XP per character for learning about the old church of Masela 25XP per character for discovering the fishmen's hideout. Log XP 150XP to both Darvius Alandre, and Ayoval Partum for excellent logs. Total XP 362XP to Thariun 512XP to both Darvius Alandre, and Ayoval Partum 181XP to Zil for a character of his choosing (please message me to let me know which one). Also 1 Kraken's Booty for that character as well. Renown, Fame, and Infamy Each character is awarded with 1 point of renown with The Cohort Arcanum Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to Thariun for gaining your first level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here.
Session 5: A Helping Hand Those Present for the Mission;  Agatha (Summer) Prudence (Casiope) Diesa Gemfire (Zilarrezko) Tarkus Creed (Thai) Me and my sister set out from the halls of the cohort with two other members towards Waynmuun, to investigate and slay some of the undead that was plaguing the nearby forest, more specifically Newyth. We talked with the Protector and her advisors, (though as awnshegh the two of us were not that warmly welcomed.) After we had asked any questions and settled on any guides or sendoffs the party set out. She also mentions a missing scout party that never reported back to her, and tells us if we find anything to let her know. Diesa having already traversed this road once with different members of the cohort, became our go to guide for where most of these skeletons would be found. So we followed the road until we came upon a large circular, freshwater well, which is where we decided that it would be a good a spot as any to make camp and rest for the night. The first 3 watches go by uneventfully, and I had woken the dwerren fighter for her watch and gone to bed. What we find out as morning comes is not so peaceful. With the morning light we find that one of our members, the hanner sidhe has gone missing from his bedroll. Upon investigating we find that there are small insectoid impressions in the dirt, but they seem to disappear; no tracks coming to or from the campsite. Then my sister pointed out that there was webbing up in the trees. The dwerren climbed up to have a closer look at the webbing. He managed to get some on his way down, and after I had a closer look I recognised the substance. Giant Spiders produced such webbing, and we knew at once what had happened in the night. I spotted the traces along the treetops where the spider had probably dragged the hanner sidhe. We followed it to its lair to find our party member being cocooned up. Deciding time was of the essence we sprung to action. While the fighter distracted the creature me and my sister went over to see how we could help our friend. The distraction proved to be very useful, for we managed to cut him down from its web and start tending to his injuries. The spider was defeated with help from my sister. Unfortunately we were not fast enough to save all of Tarkus Creed, having been a spider’s chew toy had taken its toll, his left arm was all withered and shrivelled up, and we were forced to amputate it. The injury has crushed his spirit, though he proved to be more resilient than I initially took him for and when asked he was willing to go on despite the loss of his arm. In the spider’s web, we find four more, too late for any healing. They were nothing more than shrivelled corpses. Poor fellows. Such a horrible fate. But such is nature. We could not carry their bodies, but we took some of their gear as evidence of their demise. Vowing to be more careful we kept following Diesa on the trail, and we came upon a tree-house, which we found to be a guard post. The guards there were hospitable enough though me and Agatha were still even in such a remote part of the woods were subject to their racism. However none of us were refused the basic necessities, once we have proven we were members of the cohort.  We stayed the night in the safety of the outpost. Setting out in the morning again the party headed west and was forced to slow down when we encountered a dense fog. A quick check with my druidcraft told me the weather was supposed to be sunny and clear. This gave me an uneasy feeling. Diesa assured us that this had happened to the party the last time and that if we kept to the road we could come upon an old toll house they encountered last time, which was allegedly patrolled by the undead, we need only sit and wait for them to come to us. All of us agreed to that plan. When we arrived at the toll house we found it abandoned and relatively untouched though Diesa pointed out that there had been a patrol since the last time she was there and the tracks that we found on top of the walls indicated a skeleton patrol, on average about eight or twelve. I suggested that if we were to wait for the patrol to pass through until we attack that we set up traps, to make our jobs a little easier, and that if we had time I could even prepare a spell to entangle them with as they tried to move in on us. As the rest of us established camp and cleaned up the site a little bit Diesa went out to gather loose stones and rubble to use for our trap, which I helped her set up. Just above the stairs to the second floor, so that we could trigger it and drop it on them. A day passed by and we waited. Tarkus offered to teach the lute, I considered but ultimately turned him down. Even with the loss of his arm he played pleasantly I thought. My sister not so much. She preferred the silence; - It was during my watch that evening that the patrol we were expecting finally arrived. I was out on the wall and noticed them coming from the north. I ducked down and hurried to wake my team. Agatha and Tarkus went out to the wall, and waited for the patrol to come into range to attack. Me and Diesa stayed inside; waiting for them at the stairs and the trap. Three came up the stairs and I released the rocks, which sent them tumbling back down the stairs. Our trap worked great. They kept coming up the stairs, Diesa was waiting for them with her hammer, I with my spell and Agatha and Tarkus were wearing them down as they came in. When they had all made it inside the toll house they came in from the walls and helped us finish off the rest of the skeletons. All in all our plan worked, the stairs in the toll house proved to be a great choke point that we could exploit. Our party killed 9 of the wretched undead, unnatural abominations.. We collected their heads as per the contract stated. But what we also found on them was a small gem fragment, seemingly broken off from a larger one. All the skeletons possessed such a fragment, and after a quick investigation from Tarkus we concluded that this gem was responsible for the skeletons animating in the first place. And that someone was behind their rise. Diesa pointed out that they most likely would send another larger patrol when the one we killed wouldn’t report back, and we all agreed to head back home after we finish our rest. The party camped only once in the woods. During which I had an unusual visit from feykin. Alseids. In the forest approached our camp, and I at first not recognising them woke my sister in case they were hostile, but their leader stepped forward and spoke to me in the ancient tongue of the druids. They had asked what we were doing in the forest and I explained that we were just heading back after killing some undead up northwest. She seemed pleased and said she would offer me a gift. Knowing fey I felt I had no choice but to accept. But I had no idea the alseid would take out an onyx dagger and cut into her chest. She had three hearts. One she cut out and offered to me; I took it in my hands as it beat. “A meal for you.” she had said and I felt my stomach sink. I looked at her once and then back to the heart. A gift of the fey. I ate the heart she had given me. She seemed pleased and they left. When I turned to look at my sister however, blood dripping from my chin she did not look pleased. I woke up the next morning feeling like I had changed. It felt..warm. Our party returned to Waynmuun and reported back to the Protector. Who seemed pleased at the number of skeletons we had slain. We informed her of the missing scouts we had found as well, and retold what we had encountered. I trust she will act appropriately. We received our rewards as promised on our return to the cohort’s halls. For anyone else planning to venture out towards Newyth, I’d advise that the path is dangerous, and should not be traversed at all alone. *A very cursive and flowy signature decorates the end. It reads “Prudence” and slants on the page*
Session 5: A Helping Hand Expedition Members Agatha (Summer) Prudence (Casiope) Diesa Gemfire (Zilarrezko) Tarkus Creed (Thai) Me and Prudence, together with two others from the Cohort were sent out on a mission to slay skeletons and bring their heads back to the Protector. I don’t much like the Protector. She showed very clearly what she thought of our kind. On our first day of travelling we made it as far as to a great well where Tarkus, after a bit of convincing, decided to try out the water. Sadly, it was just fresh water and as I tried to use my magic to trick him into believing it was foul some other kind of magic sent me flying. I don’t much like the well either. In the morning Tarkus was gone, surrounded by footprints looking like those of bugs, but they disappeared suddenly and the only way they could have gone was up. We spotted some spider web up in the trees above us and Diesa climbed up to inspect closer. Prudence inspected the remains on the crowbar Diesa had used to poke at it and recognised it to be from giant spiders. Following the webbing left behind we reached a part of the forest with giant webs, one of which had Tarkus in it, all wrapped up in webbing. The spider seemed to eat on him as we got there and Diesa offered to distract it as we got Tarkus down. She lured the spider away and during that time Prudence hoisted me up to cut Tarkus down. We helped Diesa finish of the spider and then Tarkus awoke, missing his left arm. At least he was alive. The rest of the group wanted to find a patrol to report the spiders to, and sadly we found three very nasty women who disliked me and my Awnshegh sister even more than the lady in the city. We only spent a night there, which was just about as much as I could handle. Finally, we set out to find the spiders and came up on a toll house, a place where Diesa had been before. Prudence and Diesa found traces of skeletons up on the wall and we decided to wait for their return. We made camp and put up traps, sitting around a whole day waiting, a whole wasted day. Finally, that night Prudence wakes us up with the good news; the skeletons were coming. Me and Tarkus started attacking them from the walls while my sister and Diesa met them at the stairs. They were easy to kill, but we decided not to wait for more of them to show up and made our way back to the city.  We had to set up camp one more night in the woods, one more bloody night! I woke up to see these deer women approaching. Their upper bodies were those of women and their lower bodies were deers. My sister seemed to be able to speak to them and suddenly one of them was cutting her own chest open, offering my sister her heart. Why did my stupid sister have to eat it? The next morning her horns had taken the shape of deer antlers and her ears had changed as well. Diesa and Tarkus were very nosey about it, but I made sure to keep them away from her. We arrived back at the city and reported to the Protector. Back with the Cohort we claimed our reward. To anyone making their way into those woods, keep in mind that everything from wells to insects will try to hurt you.
Session 5 (1E): A Helping Hand Present: Agatha (Summer) Prudence (Casiope) Diesa Gemfire (Zilarrezko) Tarkus Creed (Thai) Rhiana Waynmuun, The Protector of the Coulladaraight rewards the party with 360 silver leaves as a reward for defeating 9 of the skeletons plaguing her lands. She also has generously paid The Cohort's tax, and offered up a bonus of 5 golden flowers per person for the rest of the party's achievements. Additionally she has given the group an additional 60 silver leaves for defeating the giant spider that lurked in her woods, and honestly reporting on the event. The party is free to keep the rest of the loot they received during the mission. Monster XP 82XP per character is awarded for defeating the skeletons, and the giant spider. Quest XP 100XP per character for defeating the skeletons, and discovering that someone is behind their appearance! RP XP 150XP per character for great RP! Exploration XP 25XP per character for marking the location of the well. 25XP per character for marking the location of the tollhouse. Log XP 150XP to Diesa, Prudence, and Agatha for excellent logs. Total XP 382XP to Tarkus Creed 532XP to both Prudence, Diesa Gemfire and Agatha Renown, Fame, and Infamy Each character is awarded with 1 point of renown in Coullabhie. Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining your first level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here. On one final note I just want to say great work to everyone on all of the logs so far! I've actually been granting way more bonus XP for logs than I originally thought I would be! The logs have consistently been extremely high quality, and I will continue to give out tons of bonus XP as long as they stay that way. ^-^
Session 5: Newyth 2 02/10/2019 Anno Domini Participants; Agatha, Awnshegh Sorcerer (Summer) Diesa Gemfire, Dwerren Fighter (Zilarrezko) Prudence, Awnshegh Druid (Lena C) Tarkus Creed, Hanner-Sidhe Bard (Thai) Field Report on the Expedition of 1st of Talienir (1524 HC) to Newyth, Coullabie Submitted to the Duty Sergeant, Grand Hall of the Cohort Arcanum Report Prepared by Diesa Gemfire, Junior Associate of the Cohort The Company of myself and fellow associates Tarkus Creed and the sisters Agatha and Prudence assembled to follow up on the matter of patron Rhiana Waynmuun and the skeletons in Newyth. See also the Field Reports of 3rd Sarimere, being the previous expedition on this matter. The journey to the Couladaraight was made by way of ship, river barge and caravan and passed without incident. Upon arrival in the Seat of Coullabie our company was ushered into a private meeting with the patron and her chancellor. During this meeting the chancellor made a number of disparaging remarks towards Agatha and Prudence for being Awnshegh and towards the Cohort in general for allowing them. Whereupon her highness Rhiana drastically censured her councilor by means of a magick sealing his mouth and dismissed him from the meeting. This behaviour represents a severe departure from the dynamic observed during the previous expedition. Perhaps the Protector is becoming more comfortable in her role and flexing her power or perhaps the behaviour in Court is more theatrical than expected. Sans chancellor the meeting continued and we were informed that more patrols had been dispatched to investigate the temple to Kreisha located previously and the hidden sanctum beneath it. None of those patrols had reported back. Additionally the company made enquiries to materiel and support, namely for another batch of the Goodberry and whether the local mercenary Siora 'the Eagle' was available to guide the expedition as she had the previous one. However the Protector became irate at the mention of the Eagle, informing us that Siora had been charged with theft by the chancellor and had been imprisoned in the donjon. Further the Protector seemed irritated at the idea of using a guide at all and began to make her own aspersions towards the Cohort until Prudence stepped in to assure the patron that she was wise in the ways of the woods and the company would not require a guide afterall. Having been mollified, Rhiana passed over a pouch of 8 squirrel-delivered good berries that had been prepared by the Arch-Druid and then closed the meeting. Striking out westward the Company followed the road to Newyth, though it is still little more than a dirt path in truth. There was no incident during our travel. When it came time to make camp I was able to recall the direction of the ancient freshwater cistern from the previous expedition (See cartography notes) and the company elected to rest there. While replenishing water skins however there came a thunderclap with suddenness and ferocity that Agatha was knocked off her feet. After several moments of cautious observation nothing further occured following the sound and so the company returned to the treeline to rest. I do not believe this is related to the events of the night but I cannot state for sure. Creed took the first watch during the night but was found to be missing at the end of the fourth watch when I roused the company. A search of the immediate area failed to locate him however the signs of a large insect were discovered in the earth near his bedroll and there was an unusual substance in the tree branches above. After retrieving a sample it was identified as webbing from a giant spider and it was surmised he must have been attacked and abducted as prey by such a creature although none had been spotted here the previous month. More of this webbing formed a crude trail through the tree canopy and following this trail lead to a lair of the beasts. There were three in the vicinity but they behaved as solitary creatures rather than a pack, each having their own individual web-nest strung between the trees and bushes. The largest was over 60 feet across and the spider maintaining it as large as a draft horse while the other two spotted were more akin to large wolves or small ponies in size. This largest web also held five humanoid figures encased within, one of which was Creed who was being consumed when we arrived. Time being short I moved to an anchor point of the spider's web and cut it down attracting the beast's attention while Agathata and Prudence moved to the vacated nest to cut Tarkus free. Once he was down Agatha moved to support me and we were able to kill the spider while Prudence attended to him. As hoped the other spiders kept to themselves and did not interfere. Any future members of the cohort encountering giant spiders should take note of the following; the beasts are surprisingly quiet and stealthy for their massive size. They are able to navigate their homes with surprising speed. They are capable of producing silk in such abundance and strength that they can throw a web to restrain a person in the middle of a fight. And their bites deliver a very potent poison that is also capable of rendering complete paralysis in their victim. Creed survived but his left arm had been withered to the bone by the spider and the rot was setting in. It had to be cut away to stem mortal infection. When revived he set about adapting to his maiming with commendable calmness and was determined to return to our purpose. An inspection of the other four people in the web revealed no other survivors but all were Sidhelien wearing the colours of Coullabie, one of the missing patrols. The company policed their equipment and effects, the amount of which indicated they had likely met their fate awake and fighting. After which we attempted to return eastward to the road. However in the haste to find Tarkus the trail had been lost and it took the rest of the day to find it again finally coming across a watch house slung between tree branches just before sundown. Using the sounding horn recovered from the patrol the company requested aid from local militia and delivered our news. They proved suspicious of us, particularly the Awnshegh again but relented when the company produced our cohort badges. Even still there was much tension as we retired with them for the night and they were keen to see us gone in the morning after taking a tax from the items we had recovered. Following the road the company struck westwards again and crossed into Newyth on the third day of the expedition. Soon afterwards company encountered the unnatural fog that permeates the land now and slowed the pace of march to ensure we would not lose the road. At a crossroads we took the north west path in the direction of the old battleground, the most likely origin of the skeletons and came upon the old toll house by the late afternoon. Inspection of the site showed that it had been visited several times by the undead. The equipment found there on the last expedition had been removed and tracks had been left by skeletal feet patrolling the walls. Therefore the company enacted a plan to encamp on the upper floor of the toll house and ambush the next patrol, which based on the tracks Prudence estimated to be carried out by between 8 and 12 members. A swing trap was constructed and a number of rocks gathered for use in a fight with skeletons. No action was seen that night however. The next day we passed in waiting, having agreed to give three days to the plan before moving on but the enemy patrol arrived during watches that night. Thanks to company's preparedness the fight went smoothly despite being outnumbered by 9 to 4. As hoped the skeletons were not particularly intelligent and took the most direct route as soon as they were alerted to our presence. They crowded the stairway to reach us creating a single and very effective choke point. Prudence's trap destroyed three of them instantly and the rest were dispatched one at a time until they were all destroyed. Inspecting the remains Tarkus discovered each skeleton had possessed a small shard of purple gem or crystal and each shard resonated with magic from the school of necromancy. No doubt a part of the process that had animated them and something we had missed on the previous expedition. The skeleton's other equipment was so badly degraded and rusted that it would not even melt down for good scrap. Company buried it and smashed the bones to powder, saving the skulls, and made best effort to disguise our use of the toll house as an ambush site to preserve its future use. If the discovery of the unknown guild or cult beneath the old battle site did confirm it, these crystal shards must that the explanation for the trouble in Newyth given by Court of Coullabie - that they are the unrestful spirits from the massacred human settlers 150 years ago - is incorrect. Some one or some organisation is doing this on purpose. Carrying this news and weighing the possibility that a larger patrol and better lead patrol would respond to the absence of the one we had dispatched our Company elected to return to Waynmuun. Pace was slow while in the fog so as to not lose the road but picked up beyond its borders again. Company still had to spend a further night in the forest and chose a site away from the Well where we had encountered the spider. That night seemed to pass without incident* (A mark indicated information had been redacted by the author at this point and given confidentially to the sergeant only) Company arrived at Waynmuun in the afternoon and were debriefed by Protector Rhiana and her Chancellor again. After acknowledging receipt of the skulls and our news the Protector ordered the chancellor to raise the realms banners and make ready for a possible war. The Protector concluded, and based on the current information I must agree that is reasonable, that the events in the east represented an incursion into Coullabie and the Couladaraight from the Vampire's Hold. Following the meeting the company dismissed to recreation before making the return journey to the Cohort. Another expedition into Newyth and into the sanctum under the battle site to find confirmation or new documentation may prove to be a useful and profitable reconnaissance action.
Session 6 (1C): Cultists 05/10/2019 – Fast Tracked for Approval. Log Created by  Orithar Trisk. Unable to provide an exact date.   Spring II 1524HC  Request : Offical Caladener, Reason : Reports.  Expedition Orithar Trisk, Half-Orog: Confirmed (Hats4Cats) Teresa Eirwen, Human: Confirmed (Serephen) Korak Flomhelm, Dwalf: Confirmed. (SlothSlow) Inventory of Note: One bottle of Fish-man blood. Reason: Testing. One Bottle of Dead Villager Blood. Reason: Testing. One White Feather: Reason Magical. Request: Personal affect. Reason: New quill. One parchment Sketch of Curse Symbol. Reason: Curse Removal Research. Life Report Dead: 9 innocent. 14 combatants. Injured: 5 villagers. 1 Agent. Missing 2 villagers, 1 fishman combatant. Report: Headed out in boat. Strong winds, minimal waves. Arrived offshore. Captain unhappy, warns of blood and food problems? No fish-people on ship, it is the smell. Tested rowboat for structural integrity. Successful, damaged leg in test. Rowed boat to shore. See group of humans chanting on beach. Seem happy, chant not magical, they like the word leviathan. Greeted by a fisherwoman. Name Arlinda. Displeased. Incoherent. Runs into shack location: beach. Locks door. Agent States, I Cannot enter, I do not hold "permission". Row back to ship, collect a crew member. Translates.  Expressive Concerned about dazed villagers. Offer Arlinda place in ship. Smells of fish. Captain will disapprove.  Place her in rowboat. She leaves, Enter the shack. Look around, nothing. Still, do not hold permission. Greeted by Ansel why examining shack. Confirmed member of the Cohort Arcanum. Wanted to talk, alone. We Refused. Ansel walks back to chanting. Disposition: Friendly. Fellow agents explain. Confirmed Traitor. Refuse to extradite off-island, reason: Captain.   Explored Village. Villagers dazed. Not mentally acute. Unable to correct problem. Entered Village inn. Inn Keeper wife called Pieter. Husband called Noeva, he's injured. Has daughters Griselda 15 & Gretchen 18. Nothing notable. Promise removal of them from island. Reason: Safety. Take both to shore. Gretchen seizes when placed in rowboat. Blood is pressing against veins, trying to return to shore. Griselda not effected. Found tattoo on Gretchen tongue. Magical. Unable to remove with knife. Reason: unclear. Gretchen carried to church. Gretchen seizes. Body breaking. Unstable. Child locked to island. Magic leash? Let sister carry her home. Eighty-percentage chance of survival. Hear singing from church. Investigate building. See a bird, little dove, half man. It repeats words. It is sad, tears of pain. Gives me its hand. My Leg heals.  Little dove changes. Bird size grows. Over five hundred precent size increase. it screams. We run outside. Little dove still grows. Bird flys to village. Drops White feather, breaks downa villagers house, steals two villagers in talons. Villagers are displeased. Little dove Leaves Island. East direction. Church is cleared and safe. Successful. Walking back, notice villager giving out water. Water comes from different location than inn. Two water sources. One well is Tainted, creating dazed villagers. Examine villager, skin pulls off. Fishman not human. Small differences. Arrow effective. Fishman dead. Seal tainted water well. Gather villagers, keep them in Inn. Arm villagers with weapons, create ambush. Nightfall. Ansel knocks, wants to join the drinking. Sits down, We fire first, he sounds a Horn for help. Memories of home. Fishman attack inn. Surrounded. Hard fight. Many die. Pieter strong fighter. Recruitment recommendation is given. Clean up after battle. Cult confirm dead but One escaped. Pieter unwilling to let me fix Gretchen. Offered Tongue removal. Tongue confirmed magic curse. Teresa is aware of symbol. Made sketch. Many Dead. Village unconfirmed safe. Mission completed. Returning home.  
Session 6 (1C): The End of Ansel  Orithar, Hats4Cats Teresa, Serephen Korak, SlothSlow Korak writes one log for the Arcanum and sends another in his native language back to his clan.     A note only to his clan Well I am finally part of the Arcanum proper on missions, I promise I will find strong warriors to aid us, if only our damn ancestors were not so lazy with the marriage rituals we would not be in this circumstance. These damn Orog from the Spiderfell must be slain if our ancestors have any hope of living a peaceful life. Our group was only three strong this time and wish we had more for this battle to be honest, we may have gotten away with less of those poor townsfolk laying in the tavern. As for my party members there was Orithar a half Orog for all things! It took all my will to not speak against this creature, we are putting our trust in the Arcanum. If they see this creature fit to venture out under their banner well then I will give him a chance, and prove himself he did, although he is a bit strange. The other one, Teresa a human woman seemed to have a way about her of a seasoned warrior, speaking to the towns people they seemed in awe of her deeds. I hope one day I can hear these tales for myself as what I have seen from her will put weight behind the story. Both are very capable fighters and the half Orog if he turns out to be useful may provide us other ways to defeat the Unkai.  The Arcanum makes us write a retelling of the events, I don't understand why I can not just tell the story to one of the book sniffers, anyways thought I would give you the long and short as well. Stay safe.     Beginning of the public log to the Arcanum items in ( ) are additions to the clan     Notes of Importance Fishmen use an illusion to seem as a townsperson, do not drink water offered by them and look for anything they are holding or carrying unnaturally moving through one another. They use some sort of slime to get ahold of your weapon when you attack their shield, try using a grease on your weapons before fighting. They have a weapon with a mechanical clamp that will hold you in place, beware of being captured by this horrid device. The bird woman is no longer in the church and has flown off after transforming into massive beast.  The girl Gretchen must be of importance to the cult, she can not leave the island or enter the church. She was also spared when the fishmen could have easily killed her like the others in the brawl.  Well we boarded The Blind Date (which is quite a name for a ship, I might steal it for a bar back home) and headed on our way to Bleak Holm. My companions were quite quiet along the way making for a peaceful trip, but it would have been nice to know who I would be risking my life with. After the Orog jumping off the boat and nearly breaking his ankle we landed on the shore and were greeted by a woman speaking a language none of us were familiar with, realizing our blunder of not having any who spoke the local tong we signaled to the ship to get one who could. After he arrived the local woman was able to converse with us and after learning her story we did not receive any more useful information from her than what was posted in the logs. She seemed terrified of her situiation and of the cult so we sent the poor woman back to the ship to be taken back with us. Then the strangest thing happened, Ansel once companion of the Arcanum then turned into a fishman on the boat approached us in human form! He seemed to speak unnaturally and asked us to join the group of cultists chanting in Deep Speech, and immediately refused saying maybe another time. We debated for some time what to do next, deciding it unwise to take the entire group in open combat. Eventually we decided to head north and scout the remainder of the island.  On our way north we came across the small tavern mentioned in the original posting and decided to step in to take a look, Teresa spoke one of the bartenders languages and conversed about the on goings since our last visit. The quest poster who was the step mother of the woman was strewn up with her guts laid to bare as a warning to the others to not cross the cult. We talked about their personal lives and asked if they would leave the island with us. Not willing to leave her home she decided to stay, her worry for her daughters safety allowed her to use better judgement and to send them away with us to get out of the clutches of the cult. We decided to head to the shore to send them to safety our translator once again arriving in the boat to take them. The strangest thing though, when Gretchen the eldest daughter tried to get into the boat immense pain shot across her, screaming an writhing she clawed her way back to the shore. We found a marking on her tong that seemed magical to my eye, although I could not notice what school of magic it was from. The Orog was certain it was a curse and I would not disagree with him on this matter. Still wishing to aid these girls we took them to the church which has consecrated grounds, we walked no closer than 100ft from the church when the girl once again started writhing in pain. The Orog at this point had asked to cut the girl to take samples more times than I have fingers, understandably the other sister left in anger at this and headed back to the town.  Since we had traveled all the way to the church we had decided to visit the bird woman known as Little Dove. The church was in quite a disrepair as noted before in a log and there sat singing the bird woman. We made basic talk with the creature although its language was basic in just repeating what was said. Noticing Our Orog was injured from jumping off the boat the creature offered help. Once giving aid she writhed in pain as the last of her white feathers disappeared and she pointed outside. Not knowing what was going on I dragged her out of the building thinking she was in the same situation as the child when suddenly she started growing into a massive bird flying away and scooping up two of the villagers. We went back inside of the church to investigate and Orog found a white feather, I think this may be important when dealing with this creature and maybe restoring her. In any case it should be checked out by those competent to decipher its properties. I can give my hand at Identifying it and it held a dwemor of abjuration magic which I think is likely healing.  We then returned to the town to see the aftermath of the bird to find a house torn to bits and many people brought out of their stupor. The barkeep was outside and greeted us with harsh words about the treatment of her children. After explaining the situation and her being understanding she calmed down. I investigated the folk who snapped out of the stupor finding out that they had taken drink from the cultists before they were in their condition. Enraged at this the barkeep closed up the well. And soon battered the local man who was part of the cult and would carry the water to drink, the bartender still in raged pummeled the man and soon revealed him to be a fishman, the fight was over before it began though as Teresa put a shot right through its skull. (A damn fine shot if I may say, I would like to adventure with this one more often) The townspeople were all in shock at the sight, we told them all to go to the tavern and gather up those in a stupor to protect them. We found during the commotion another man serving water who was also revealed to be a fishman, once again we made short work of him then continued to the bar after hiding the bodies. The townspeople were scared and we had no choice but to fight at this point, the townsfolk know what they are and have killed one of them. We bide our time watching as night fell waiting for any signs of the fishmen. Ansel once companion of the Arcanum appeared before the door, uneasy about the notion but worried to kill a possible companion I invited him in for a drink so that I may possibly see if there was any remnants of humanity left in him as we spoke. Unfortunately there was no way to convey this message to my members as the drawing of Teresa's bow set off an unfortunate chain of events. Ansel blew a warhorn and shifted into his new form, he managed to pound through my armor and shield and nearly kill me (in that moment I was worried I would soon be heading to Moradin) when I woke up to Teresa's hand upon me casting healing magic in the meantime Ansel had been slain and other creatures were pouring into the tavern. Sadly many of the townfolk died, unprepared for battle and not much of fighters but they fought valiantly for having next to no training. The fishmen eventually fell but at a great cost, I still believe that this was just a forward party as there was not the power you would expect from a cult leader of this size. The girl with the tong mark said she was spared by one of these creatures, I am certain now something evil grips this poor girl, we must make it a point to cure her of this affliction as it appears to be linked with the cult. We said our woes and goodbyes and after blessing the bodies in hopes of restoring them in the afterlife we went back to the ship and made our departure from the shore. 
Session 6 (1C): The End of Ansell Present: Orithar, Hats4Cats Teresa, Serephen Korak, SlothSlow Even though the party have not completed the mission, The Kallanon has decided to reward them amply for their great efforts in erradicating this cult from Bleak Holm. The party is rewarded with 60 gold pieces, 300 emerald quarters, and 9 silver moons. As this reward comes directly from The Cohort no tax is necessary. Monster XP 216XP per character is awarded for defeating the bulk of the fishmen Quest XP 200XP per character for your valiant stand at the Pig's Oyster, closing off the well, and saving many of the villagers. 100XP per character for discovery and research on Griselda's cursed tongue. RP XP 150XP per character for great RP! Exploration XP 0XP (no new locations discovered) Log XP 150XP to Orithar, and Korak for excellent logs. Total XP 666XP to Teresa 816XP to both Orithar, and Korak Renown, Fame, and Infamy Each character is awarded with 5 points of renown on Bleak Holm Isle Each character is awarded with 1 point of infamy from Beauty Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining your first level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not.
Session 7 The Beholder and the Queen of Witches   Mission 1E Date Posted:  Winter Solstice, 1523 HC The Great Protector of the Couladaraight, Rhiana Waynmuun humbly requests the assistance of The Cohort Arcanum. Recently the ancient sidhelien woods have seen a higher than usual number of undead in the province of Newyth. It would appear some remnants of The Newyth Massacre have begun to stir, and skeletons roam the lands. Her highness is offering 40 silver leaves (SL) per head of a skeleton brought back to her men. Adventurers must be willing to subject themselves to a Zone of Truth when returning the skulls.   Participants Darvius Alandre Ayoval “Ayoda” Partum Orithar Trisk The day found me back in the lands of my birth, in the Newyth Province before the Great Protector Rhiana Waynmuun. There I was with fellow Cohort members Ayoda, and Orithar. Ayoda I knew from our previous ventures, but Orithar was new to the Cohort and unknown to me a Half Oorog Wizard? He was a measured man who seemed to not understand some of the basic courtesies of life, but he has still a keen intelligence, if a unique one. Rhiana offered to let us take a prisoner of the Sidhelien called the Eagle with us, for a chance at redemption. Through druidic magic she was bound to Ayoda, such that if she tried to leave us it would cause her great pain. Still she had traveled with the last group from the Cohort in these lands and would be a valuable guide. Soon we were on our way, we stopped for the night at an old well in the forest. The well itself glowed with an intense green light that illuminated the entire area, it seems that the magical ley lines in the area were very active this evening. We bedded down for the night, on my watch I detected a giant spider lurking about our camp. We chased it off with a few well placed arrows, and returned to rest. Later in the night we heard many figures coming towards the well, and we all dispersed to hide in the brush. A woman of fire red hair came from the woods with several goats. She walked with an ethereal grace and came to the well chanting something in a language I did not understand. Though we were hidden I could have sworn she made eye contact with each of us. The goats went one by one into the waters, when they reemerged, they were half goat half man. At this point the woman’s mouth opened much larger than a normal person could, and she ate two of the goats. As she did so her belly swelled as if she was now pregnant. She slowly departed, the Eagle told us that the woman was just saw was the “Queen of Witches”, and we were lucky to be alive. In the morning we each found a horn within our satchels engraved to appear as a goat’s horn. Each a pair appearing bound to the other with magic. My horn bound to the one Orithar carried. In the morning we continued, we stayed the next night at an old Toll house surrounded by a dense fog, and the next day we were on the old battlefield, as we traversed the battle field we disturbed a creature from the water that emerged and attacked us, it struck Orithar which caused him to become diseased so that he had to remain in water or his flesh would start to erode away. He put some of the water from the well he had taken the other night on the wound, and it cured the disease. The creature, we drove off from our concerted efforts, though it was quite resistant to our blows. We soon found ourselves at the entrance to the temple that the previous Cohort members had found. Using the same blood ritual we opened the door. As we stepped down inside the building to the pool of blood, a Sidhelien woman in black robes emerged from the pool. My first instinct was to attack, but Orithar and Ayoval seemed more inclined to discussion. She introduced herself as Countess Elizabeth ruler of the province of Ruport, a servant of the Vampire in that realm. She then said she wished to introduce us to her Master and descended down the stairs we discussed for several moments… Wizards always wanting to analyze everything. I should have struck her down. Finally, I descended down the stairs. The sight that awaited me terrified me as few others ever have, a large floating creature with one central eye, a mouth of razor-sharp teeth, and many eye stalks coming out of its round body awaited me. At seeing this I ran back up the stairs and told the others to flee! We had come face to face with the legendary Beholder, a creature that was said to have laid waste to entire provinces, it was now alive and returned to our world. We fled back to through the forest and found a hillside to camp. That night Elizabeth came back to us with a dozen animated skeletons, seeing the danger my plan was to dash off into the forest a circle around them as the wizards used their magic. However, to my dismay the wizards surrendered immediately and were disarmed. I eluded the skeletons and tracked them back to the temple. As they descended down I summoned all my training to move as silently as possible down the stairs. Through some great fortune I was able to inch past the Beholder, Mimics, and Skeletons unseen. I found my companions with the necromancer in the bottom level before a door she was encouraging them to go through, promising to give them their weapons when they did so. Figuring this was a trap to turn them into skeletons or worse. I struck leaping from the stairs onto the woman striking her down, and then assaulting the two skeletons at her sides. I managed to strike one of them nearly shattering it and landing a solid blow on her. However, my Wizardly companions without their equipment were crippled, and the Eagle fled by turning into a mist…The other skeletons in the room struck at me, and the necromancer as well. I was seriously injured, but pressed on striking down two of the skeletons. Ayoval did manage to cast one spell, but by then the fight was over. We soon found ourselves with few options than to go through the door the necromancer bade us enter. We soon found ourselves in another section of the complex with provisions, the undead seemingly unable to follow us. I believe the necromancer wished us to go into this area and defile it so that she and her minions could enter.  We were determined to find another way. We spent the night recuperating from our injuries and pressed on. The next room we entered had two sarcophagi one dedicated to the gold of the sun one to the goddess of the moon, on the other side of the room magical energy erupted effectively sealing us away from the rest of the room. Inside the Sarcophagi we found two mirrors, one of the sun and one of the moon, with these two items Orithar and I stood opposite each other and through some magic inside the mirrors we were able to reflect the magical energy and pass through the force of the ley line. We continued on to find another room with what seemed to be a pit filled with the same energy and a bridge crossing the expanse. There were holes in the room that shot out air which threatened to toss one into the energy. As I traversed the pit warry of the wind blasts, several glowing orbs emerged from the well of magic. However, they did not interfere with my crossing Ayoda said they were eyes of the gods? We soon found ourselves in a maze, we encountered a room with water and a strange black ooze which we avoided. We could feel fresh air from where the water came in but we resolved to search for a safer way out than possible drowning. As we walked the tunnels, we did find a magical sigil in the floor, but could not discern its use, so we continued through the maze with many twists and turns. Orithar for some reason got out ahead of me and with his large feet triggered a trip wire! Suddenly, a giant boulder was hurling down the hallway at us and we all started to run for our lives. Ayoda and the Eagle started to fall behind, as I rounded the corner I threw off my gear and used my step of the wind skill to reach Ayoda and assist him the rest of the way, as I turned back to look for the Eagle all that remained of her was her mangled body she had been crushed by the boulder. Investigating the area where the boulder came from, we found a small crawl space. We crouched down and began to crawl for some distance. Orithar almost got stuck in several places but managed to squeeze through. Eventually we found ourselves outside the mist in the forest. I camouflaged the exit as best I could, and then subtly marked some of the trees in the area with various woodland sigils and noted the area so we could find it again if needed. Figuring out our relative position we found ourselves back at the well once again. However, this time the magic that was around it was gone. The next morning, we decided to try and track the Queen of Witches, to possibly enlist her aid… Several days later, as we had nearly decided to turn around and go back we strangely found ourselves in a different part of the woods. We entered a glade with standing stones and surrounded by magical energy at the center of the Glade was the Queen of Witches, a full nine months pregnant. Ayoda spoke to her for several minutes, as Orithar and I discussed all that we had witnessed in the last week. Ayoda told us that the Queen was getting ready to give birth and invited us to bear witness to the birth of her Daughter. We stayed and witnessed the birth of her daughter. As the child lay on the ground it swiftly grew in moments to a fully-grown woman, who looked exactly like her mother. As she stepped towards us she was friendly enough, and we shared with her all we had experienced recently. She gifted Ayoda a seed saying that if he wished to call on her to plant the seed in the ground and sprinkle his blood on the seed and she would come. We spent a bit more time in the Glade, but decided it was time for us to return to the Cohort with our report. She was sad to see us leave but bade one of her fae lights to guide us out, as we followed the light the world seemed to shift, and suddenly we were at the Gates to the Cohort Arcanum…. We had failed in our mission to stop the necromancer, but had experienced and discovered so much the journey felt like a success.
Session 7 (1E): The Beholder, and Queen of Witches Present: Darvius Alandre Ayoval “Ayoda” Partum Orithar Tusk Rhiana Waynmuun, The Protector of the Coulladaraight rewards the party with 120 silver leaves for destroying the skeletons, and 30 golden flowers for discovering information on the necromancer plaguing her lands. Monster XP 58XP per character for defeating skeletons, and chasing off the giant spider. The zombie you chased off is still menacing the lands however. Quest XP 100XP per character for discovering more information about Countess Elizabeth, and her master. 25XP per character for learning about the magical properties of the well RP XP 100XP per character for good RP! Exploration XP 25XP per character for traveling into the feywilds, and meeting The Queen of Witches. Log XP 150XP to Darvius for an excellent log. 150XP to Orithar Tusk for an excellent log. 150XP to Ayoval “Ayoda” Partum for an excellent log. Total XP 458XP to Darvius Alandre, Ayoval “Ayoda” Partum and Orithar Tusk Renown, Fame, and Infamy Each character is awarded with 1 point of renown with The Queen of Witches Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining your first level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here.
Report for Head of Research: Dated Winter Solstice, 1523 HC   Expedition Orithar Trisk, Darvius Alandre Ayoval “Ayoda” Partum   Inventory of Note: Item: Four Goat Horns. Reason Magical; Item: Small Sample of Blood. Reason : Used for Magic Teleport. Item: Silver Mirror & Golden Mirror. Reason : Reflect pure Mebhaighl   Item: Small Human Bone. Reason : History Research. Battlefield Analysis. Item: Oorog Skin Sample Reason : Research   Ritual: Sidhelien Connection. Ingredients . A seed. Unable to verify origin of seed. Hand signs. Speech. Focus point.   Method : Apply focus point to neck of subject. Give seed to owner. Permission from both parties required. Owner Eats Seed. Seed destroyed. Thorns tattoo appear Subjects neck. Creates bond. Thorns tattoo, unknown plant. Description, Spikes red with yellow tips. Plant black. Colours may match plant. Could just be tattoo. Unable to confirm. Results : Subject retains will, movement. Has no physical improvements. No detriments. Subject cannot harm owner. Even if desired. Trigger range 100 feet. Subject triggers at 101 feet. Trigger inflicts pain. Pain increases with distant. Screams like stabbing. No physical damage. No marks. On Subject death, No tattoo. Removal Instant. Duration unknown. Application : Prisoners. Transporting individuals. Pets. Worker. Guides. Torturer technique. Capture missions. Recommendations : Acquire knowledge from man. Must be in their house. Unwilling to share. Expand spells range. Tie bond to object not flesh. Stronger.   Object of interest: Well of Mebhaighl Stone shaped well. Location on map. Size: 50 to 100 feet. Shape: circle, round. Depth: 5 feet. Water: Pure, Tasteless. Aura Mebhaighl. Layline location: Possible. Produces light, colour: green. Pleasant. Water: minimal curing properties. Ayoda holds sample. Request: Acquire. Reason: Testing. Removed Disease.  Skin samples provided. Soaked feet in water. No change in feet. Water tasts bitter. Goat submerged in well. Chant preformed. Total time five minutes. Goat became half man. Walked on two feet. Rebirth. Language unknown. Four in total. Two Goatman were eaten. Did not chew. Taste unknown. Goatman didn’t resist. Witch became pregnant. Ball of light present. Colour Golden. Attracted to well. They appear Magical, Nothing inside. Can cause blindness. Float in air. No threat. Assumption: Arrived with Witch. Magic aura disbursed within two days. On return, Well normal. No signs of magic. Disappointment. Recommendations: Transformation possible, unpredictable. Study required. Interested in under well floor. Break open. Possible ley line bleed or fault. Seems stable. No threat.  Runes of Necromancy: Blue inscription. Pattern confirmed Necromantic. Shape, interlocking circles. Symbol creates flow. Like hole in floor, water spins down. Catching energy, tunnelling to a point. Reason: rebirth.  Location old battlefield. Bone supply plenty. Sample acquired. Guard present. Symbols harmless.   Found reference. Explain pattern points. Book of Note “Plantation to cultivation; intermediate augmentation principles.” Explains Principle. Concept has been expanded. Impressive. Should be studied & removed. Recommendation: Scholar should be captured. Made to explain. Wider reaching results. If not removed. Skeleton will animate. Infused. Will not have sentience. Puppet. Useful for general tasks. Reduce burned on labour. Carrying. Downside; unpleasant. Principle used for urgent crop growth. Situation: under siege. Long-term use, unadvised .  Container of Fluid Metal container. Size: 10 feet, Depth 5 feet. Symbols etched into side. Power markings. Unable to record. Looked movable. Candles around, Room had purpose. Saw connection. Believe important. Contents: Blood. Source: humans. Sample taken. Sample used for tracking. Worth risk. Observation: Individual raised from blood. Transport or bath. Unconfirmed. Assumed Transport.  Recommendation: Destruction, Consumption unadvised. Blood not useful as ink. No magical properties detected. Container and room layout important.   Fey & Witch Unable to remember. Eyes in fog. Light sources hurt head. Details blurry. Saw eating. A mask. Her mother. Fire hair. Impressive. Unclear. White haze. Disconnected. Broken from path. My apologies.   Code 8b I ate twice during mission. Once with eagle. Once with Ayoda . Good food. Passed the salt to eagle. Did not use. Watch her eat, did not add salt. Food better with salt. Eagle disagreed. Ayoda ate food with salt.  
Session 7 (1E): The Beholder and The Queen of Witches Those present:  Ayoda Darvius  Orithar     "A foreword to the Arcanum, in this document I will include my drawing of the landscape of the exit/entrance to the crypt we escaped from. I will say it is extremely important that all information about this exit and perhaps any information past us being forced into the crypt be redacted from the public logs. The Countess wanted us to open the casket in that tomb for a reason, and if there are the eyes of gods watching over it and if she serves The Beholder NOTHING good can come of whatever slumbers being disturbed. That hole is a way to circumvent the watchful eye of the gods and the Baroness or others with ill intent will surely use it to their advantage. I ask that any who seek this information be put under a zone of truth to see their motive. The mirrors we have taken from the tomb to get past the miasma should stay in the Arcanums protection so none with ill intent can get into the tomb without them. I will also leave one of the linked horns with the Arcanum if I am ever missing or killed so you may find the one responsible." Notes of importance Grab some magic well water on your way to the tomb, it has properties that may help with certain diseases that the undead afflict.  There is a back way into the temple aside from the front entrance it is dangerous and ask the Arcanum for the way if your intentions are just. The Queen of The Witches seemed friendly enough while speaking her tongue of Sylvan and can not speak our common tongue, it may be possible that future queens will have their own personality and may be less inviting. Be cautious when dealing with her.  Always bring along bludgeoning weapons as the Countesses skeletons seem quite weak to them.      After a bit of a trip our party arrived at Newyth Province and met the young lady protector of the realm Rhiana. We made our greetings with her, Orithar seeming to be confused with the custom. We gave our word to her that we would aid her in slaying the undead, truly disgusting creatures that violate the very nature of spirits. I worried for our party as although Darvius is a skilled fighter I have witnessed before Orithar and I are not as sturdy. I had read about the woman called The Eagle who went along with another party on an earlier mission and so I asked for her assistance. She was considered a prisoner for stealing, and worried for her situation I asked if she served us well on our mission if she could have her freedom. This was agreed upon and she was bound to me using some strange magic, I wish this had not been the case as it would not truly prove anything if she were to aid us. Luckily though she was quite skilled at navigating to the tomb due to her past adventures and was able to get us there quite swiftly.      It took us two nights to get to our destination and the first was quite memorable, we had just gotten to a magic pool that leaked some of the ley line, when trying to speak to the spirit inside the well it forcefully rejected me luckily not causing me much pain aside from a hard landing. Interested in its properties I decided to fill my waterskin with the pools water to test later. We spent some time discussing watches and went to rest. During the night a spider had come to harass us and with a few shots from the party it was quickly shooed away. What was truly interesting that night was the one we had seen. A tall woman with hair of red ember followed by some half men half goats and some seemingly normal goats walked forward chanting "you will become a man'' in Sylvan. The four goats walked into the pool and out came four more goatmen, two of them had become a meal and suddenly the woman became pregnant and walked away. We all tried to sleep after seeing such a sight but were quite restless, Eagle had let us known that the woman was Called the Queen of the witches. The next day we continued to some ruins and had some bad weather during the night, nothing else out of the ordinary aside from this.      Continuing onto the task at hand we came across the battlefield where undead were reportedly being raised from, almost immediately we found marks for necromancy magic. We wished to continue to the tomb and came across a small pond of water we needed to cross, one of us slipped into the water and a creature came out undead and quite disgusting looking. During the fight Orithar took a blow from the creature and we managed to scare it off for the time being. Orithar was quite in trouble though, his skin was drying up quickly and looked very uncomfortable. I thought to douse him with the water from the well just as a shot in the dark in hopes of helping him. Magnificently it worked! We found the entrance to the tomb and conducted the blood ritual to open up the tomb.      Once inside we found a woman coming out of a pool of blood she cordially greeted us and invited us to her manor, finding out she was Countess Elizabeth of Ruport. At the time I was uncertain what the woman was capable of as she just seemingly used great magic to travel a distance, so I decided to engage in negotiation instead of battle right away. She spoke of her master and wished for us to meet him, Darvius was the first one to follow her down the stairs, upon seeing him and hearing the name The Beholder Darvius decided to flee the room before more was said. The rest of our group followed him out. We all hoofed it back to where we came from and after tiring and resting for the night we were assailed by the Countess once again. She gave us an option to give up or be taken forcefully, when trying to talk Darvius sprinted into the bushes saying later he wished to flank and attack the woman. With a set of skeleton archers and an arrow whizzing past my head I willing gave myself up, not wanting to become a pin cushion. We were taken into custody after all our gear was taken, we were eventually dragged into the depths of the tomb and shown to a door surrounded by magic sconces. We talked for a moment about her sending us down and aiding her when suddenly Darvius appeared and attacked the woman. The Eagle decided to vacate the fight with some strange spell and we attacked the Countesses forces for a moment taking out a few skeletons when she landed a mighty blow on Darvius destroying his fighting spirit.      We were sent inside of the Tomb we would soon find out, with a task of opening a coffin inside, we found a bridge with two coffins on either side. We found that they had belonged to the sun and moon gods priests. Inside of the coffin we found two mirrors that let us go through a thick miasma of lay line power deeper into the tomb. We happened upon a large room which Orithar discovered had wind traps and likely would send you into a pit of the lay line miasma if you were to miss step. When Darvius walked across the bridge orbs began to appear that I discovered to be the eyes of the gods. I do not wish to know what would happen if one were evil when they looked upon you. We continued further into the tomb leaving the sacred place and once again being in a shrine to evil. A winding maze stood in front of us and we found in a room a large black sludge substance and a small river with the smell of fresh air coming out unsure if we would be able to make it out through this we decided to continue on. Further in we found a boulder seemingly set for a trap and found nothing of it. We continued down some halls and once again found a boulder, unfortunately this one was coming right for us, we all ran to get away from this massive ball of death but unfortunately the Eagle was not fast enough to outrun it. I will spare the details of the scene it was not pretty, but this would have been avoided if she had not been selfish and fled combat on her own with her strange mist spell. Behind where the boulder once was we found a hole and managed to escape the tomb. I shiver when I think of what would have come if we were to open the casket for the Countess. Now free and looking for a way to defeat the Countess and her hoard we decided to put mutual enemies against one another, we decided to seek out the Queen of Witches. A few days travel to the east and nearly about to give up on the journey we were brought into some strange fay world and were met by the Queen. I spoke to her a bit in Sylvan, I warned her of the danger to the west that lied in the undead and The Beholder, how they were tainting the lands. She told me she could do nothing for us at the moment but her daughter could help us possibly and invited us to watch the birth. We agreed to stay and partake in this once in a lifetime spectacle. The woman gave birth (Ayoval would go on in detail) after the child was born the mother quickly shriveled into dust and just as fast the child grew into a woman exactly resembling the mother. This one was able to speak in our common tongue and vowed to help us with the undead problem if they were ever to make their way onto her lands. I was given an item that would provide aid if this situation were to ever arise. We spoke for a moment longer about the threat and I gave her a gift of one of my masks that she ate, we decided to not stay much longer as she was a fey and it seems ill advised to stay long in their realm even if they do seem friendly. She had a small spirit lead us out of the forest and suddenly we were back at the Arcanum. I will likely never be able to top a story such as this one and am glad that we now have a friend at least with this generation of the Queen of Witches. Signed, Ayoval Partum      
Session 8: Strange Bedfellows Those present: Teresa Eirwen (Serephen) Tarkus Creed (Thai) Rob Boss (Depraved Lunatic) Agatha (Summer) Prudence (Lena C.) Having gotten antsy just sitting in the halls of the cohort arcanum a few of us set out to tackle one of the first missions stapled to the board and see if we could gather the information requested. We travelled down to the Barony of Roesone, where our quest was to begin. The town of Gravesford sat on the eastern side of the Gher River; we were to meet with a person named Gowan to get the specifics of the information requested. Deciding that it was probably for the best to name the human in our party, Teresa, who could speak the language of the locals as well we headed to the Reluctant Pig. Upon entering we find a local knight, Sir Pelatin (I have not bothered myself on the spelling of that *the next word is scratched out* name) He is loud and authoritative, violent and racist, and having heard of his reputation by a townswoman we asked for directions I decided that I’d much rather avoid the man’s slurs and hid as a spider on my sister’s shoulder. After a brief but tense exchange of words (having to point out to Rob why it wasn’t a good idea to talk back to men like this, Rob has clearly not been to the outside world much) we finally get to ask for Gowan who came out of the kitchen to tell us more of the mission’s terms. Gowan explained that the Baroness has been rumoured to have taken on a lover out of wedlock. We are given a letter, an invitation to an audience with the Baroness though the party had doubts about it. Tarkus Creed identified the seal on it belonging to one Lord Saxon.  It was becoming increasingly clear to us that this mission might not be the best suited for the current party’s standing, seeing that half was non-human. An awnshegh, a hanner-shidhe and an alseid were anything but discreet. Nevertheless we agreed to travel to the capital of Proudglaive and see for ourselves if we want to tackle this mission or go explore the Barony a little instead. On the road south we made camp. The first few watches went by uneventfully, but then we got woken by Teresa; after she noticed a number of small creatures lurking in the bushes. Just after everyone had gotten out of bed they attacked, Teresa having been ready for them shoots two in the head swiftly, and we crush the rest of them, Rob with his mace, Agatha with her spells. I chase down the runners. Ever since my body has changed I can run so fast. I’m still getting used to it. After the fight the creatures were identified as green kobolds, in service to a green dragon most likely. Teresa informed us they did not belong here, and instead should be found in Spiderfell. She also thought that Lord Thoeren would be willing to pay us for the slaying of these monsters if we provided him with evidence; but after learning he lived further up north than Gravesford the party agreed that it would be something we could do as we made our way back. We did find a very interesting looking glass like dagger - I’m not sure it’s really made of glass though.. By next afternoon we arrived in Proudglaive. Having no real local knowledge and having been treated poorly, to say the least as an awnshegh by the rest of society I decided that maybe hiding my alseid half would be beneficial. Tarkus wanted to find an inn he could perform his songs in and then potentially ask around about our mission we headed to the nearest inn, The Raging Boar. Outside a guard stopped and told us that awnshegh are not welcome here, and shouldn’t be walking around freely. He handed us two leather collars. We explained that we were members of the cohort arcanum but he insisted it would cause us less trouble if we wore them. Agatha cut hers up straight away. She’s so hot headed sometimes. I, although uneasily put the one I was given on and we headed into the inn. Not long after we sat down a nobleman noticed my unusual self and told me in the Sylvan tongue that I shouldn’t hide what I am, and that I certainly shouldn’t wear a collar, as my kind was sacred in Proudglaive and illegal to bind in such a manner. At first I threw the collar down happily on the table, much to the amusement of my party and the happiness of Agatha at another thing she could shred. What happened next however I could not have predicted. People started noticing what I was. The owner of the inn bowed down before me. I started feeling very uncomfortable. (Bless Teresa and Tarkus for translating for me) She renamed her inn ‘The Alseid’s Prudence’ in my honour, even though I insisted she shouldn’t. People started leaving money for me, and they said prayers as they passed by. The crowd felt suffocating all of a sudden. Tarkus took full opportunity of our situation and asked for a room, the best suite of course and wine and fruit. It all happened so fast I didn’t even notice my sister leaving. I needed room to breathe so I went upstairs, and asked my companions to find my sister. The party reconvened in my new room and a plan was discussed. With my newfound status as a revered creature I could most certainly ask for an audience with the Baroness. But I felt overwhelmed and looked to Agatha for comfort, who had turned away from me; - *most of this page is crumpled as if it was held tightly, and the rest of the page is torn away* *on a clean sheet of paper* The party decided it would be best to leave, breathe and come back to revisit this mission together, possibly with more suited members at our sides. *A very cursive and flowy signature decorates the end. It reads “Prudence”*
Session 8: Strange Bedfellows Expedition Members: Teresa Eirwen (Serephen) Tarkus Creed (Thai) Rob Boss (Depraved Lunatic) Agatha (Summer) Prudence (Lena C.) Apparently we couldn’t get our mission on the board this time, but we had to travel to Graveford to talk to some man named Gowan to even know what we were supposed to do. We travelled by boat together with Tarkus and two others we had not met before, Rob and Teresa, both humans. We get to the barony of Roesone and are instantly stared at by some women outside of Graveford. They warn us about a nasty old lord currently in the tavern where we are supposed to meet Gowan. We decide to go there anyway and have a lovely meeting with this ale-throwing old grump. Rude and nasty. Neither me nor Prudence spoke the language, but the rest of the group were told of our mission; to find out if the baroness had taken a lover, which I thought was a rather stupid mission to give. Why had no one tried to ask her first? After a bit of talking back and forth, realising the mission would require a lot of stealth and finesse, we were unsure if we could actually pull it off. In the end we decided to at least go and give the place a look. It took us a while to get to the capital and during our first night camping we were attacked by little kobolds. Teresa said they could be servants of green dragon. Thankfully we killed them all so they would not be able to report back. We reached the capital, Proudglaive. I don’t very much like that place. A guard spoke to us, referred to us as slaves, making us wear collars. I of course shredded mine to pieces straight away but good girl Prudence wore her. She did not wear it for long however as some man in robes, once again speaking a language I don’t know, telling Prudence that her deer kind is sacred and when people starts releasing this she is bowed to and prayed to like there was no tomorrow. I’m happy she is not seen as a monster there, but sad that now I am the only one of us… It got to much and I left. Teresa came to get me a while later and we all gathered in the room Prudence had been given, in the inn that was now named after her. Great. The party had found out that Prudence, being the holy deer she now was, could easily get an audience with the Baroness. We decide to return to the cohort and gather again to continue with our mission.
Session 9: Presphine request. Friends on the road: Drago Black Two Dwalfs (Diesa,  Korak ) A guy whos face I didnt seen once. You reckon he burnt? I bet he's burnt. (Hunter) Aye, this me log for the boss man. I went on a mission for Presphine. She asked me to get her some flowers and a book. Why this book, aye don’t know but it's black and gold with a skull. Ya think they would make magic books look less obvious like. There's plenty of books in the library. We aren’t even allowed to look at it once we find it but she going to let me off washing vails if I help. Gets me out of these walls for a change, going crazy inside here. Apparently there a giant wolf in the area we’re going. The size of a boat! A BOAT!. I wanted to see it but the dwarfs didn’t want to. Must be scared of dogs or summit, I’ve seen loads of wolfs, they like me. Did I mention it was the size of a boat?   We took a boat over, it was so boring. Captain was nice tho, she gave me a warning about the wine and if she caught ma fingers on it, I wouldn’t be getting em back. We reached land alright. Found a small inn along the way. There was a local lord in there but he was crazy. Lied about me casting spells, wanted to ring me by ma neck. I don’t even know how to cast spells, I just blow me own horn. Dwarf lady didn’t believe but she brought me a beer. Think she warming up to me. We’re headed up a mountain after a good kip. Some kind of monastery, it meant to be at the top. On the way up we got ambushed by a dog-like man called Knolls? Three of em. Took an arrow right in ma arm. Got a new scar to show off now around the halls. Found another one of them Gnolls, but it died when I tried to talk to it. I don’t know, looked really sick anyways doubt it was me. Them dwarfs are scary strong like when fighting. You reckon their dating? Seemed close, they shared a tent during the night. Didn’t want to share with me. Must be dating. We got up to the top and found a huge hall with a draw bridge entrance. The book was just lying clear as day next to a dead man. I check him over to make sure he was alright and found a silver necklace on him. Some religious symbol for a god. I wasn’t allowed to pick up the book, but soon as the dwarf did A giant body of skeletons chased us. Its had load of heads! And arm! And was trying to kill me! I didn't stick around to watch like. Got out of there soon aye could. On the last night the strangest things happen like. A lady, only wearing a potato sack came to us during the night. She was sooo pretty had to rub ma eyes twice. Said she be looking for her husband and his book but I didn’t tell her we had it. Said its full of scary stories that come true when you read it. I think there a double meaning to this like, doubt she was telling us the truth. Half elf lady, aye hope I see her again. Bet she liked me. I wanna read that book now. I’ll go ask Presphine if I can help her with it. Aye I know she will. 
Session 9: Special Mission from Presphine Excerpt from the journal of Hunter Leyton. Had an interesting request from Diesa who was seeking help with collecting a book and herbs. He also recruited Drago and Korak. As my first "mission" for the Cohort, figured I had to start somewhere. After some useless talking, we finally removed the "child" Draggo from the room and got to discuss the mission. We were to go collect a book from an old monastery, The Rapid Retreat Castle; said book was generally black in color with a skull on the front cover. We were instructed not to open the book whatsoever, and Diesa purchased a belt and a padlock to keep it sealed. On the side, if we found any brazenberry, taproot, or white lilly, we were to bring them back as well. Both the monastery and the herbs were on Mount Acorn, located in the province of the Hag. As a warning, Presphine described this massive wolf, apparently the size of a sailing ship, which was apparently also in the area. Thankfully, we never found it. Presphine arranged for a ship for us to travel to the Cooling Bay, north/northeast of the guild hall. The boat ride was quite uneventful, but I was allowed some peace at the top of the crow's nest. We made arrangements to meet the boat back at the cooling bay as they left for a little trading. Once on land, we went east and discovered the Wild Wolf Inn. It was decent and the local baron was a patron on the night we arrived. The inn had a special room for adventurers, which we used for the night. Mostly boring of a night, there was foreign trader that some of the other party members could communicate with. They purchased a supposedly pricey bottle of wine. Sealing the room we were given for the night, we had a decent sleep before the trek up the mountain the next day. After a decent breakfast, we set off for Mount Acorn. The path up was not too difficulty to transverse....at first. A few gnolls were waiting for us. Taking cover on the parallel path, we quickly dispatched them. We ended with a few scratches and some extra supplies. I managed to find some tracks counting at least 10 in total but the three we killed were the only ones combat worthy. Continuing our journey, we found several gnolls along the way, each were so sick they couldn't lift their weapon. We put them out of their misery....or at least the ones that still were moving. We were warned of the effects of the book we were after, and I can only assume that the book was the source of the diseases. Continuing up the mountain side, we found a winding river. Unfortunately, all bridges were either burned or washed away. Thankfully, and with a little help of some basic magic, we knew there wasn't a storm coming for another day. Night fell as we reached the monastery, and with the looming storm, it was pitch black, and only two of our party could see in the dark - I was not one of them. With a little help from my brief druid studies, I could turn torches on/off at a distance. Rather quickly, we found the monastery's draw bridge down. Another of the diseased/cursed bodies was waiting for us on the bridge, but as we approached, it stood up and began to walk towards us. As we all had some sort of ranged ability, I kicked it off the side of the bridge and watched as it stumbled down the side of the cliff. Inside of the monastery, another pair of corpses - neither of which stood back up, but one of them had the book we were after, sitting on the ground. Diesa bound it and placed it in a sack to bring back. Immediately after, a mound of bodies started crawling towards us. Korok presented his holy symbol as we escaped from the monastery. To whoever reads this, someone needs to put that mound of corpses down for good. Finding a good campsite, we camped for the night. During one of the later shifts, a very graceful half-elf found our campsite. She was requesting to have the book claiming that her husband had it. Confirming our suspicions - or at least mine - she described the book as having the ability to make "scary stories" come to life. We kept the book a secret, but after confirming the description of her husband, we can at least say we didn't find him. Which is both good and bad. Hopefully, he didn't become undead or join the mound of corpses. The next day, we returned to the bay, reunited with the ship and returned home. We never found the ship-sized wolf, and hopefully never will. I wonder if Preshipine will finally tell us why this book is important, and hopefully we can keep it bound.
Session 9: Practical Herbalism and Applied B ibliothecography 12/10/2019 Anno Domini Participants; Diesa Gemfire, Dwerren Fighter (Zilarrezko) Dragomir Black, Human ? (Hats4Cats) Conor Layton, Human Rogue (Link S) Korak Flomhelm, Dwerren Cleric (SlothSlow) Field Report on the Expedition to the Acorn Mountain, 18th of Talienir (1524 HC) Submitted to Duty Sergeant, Grand Hall of the Cohort Arcanum CC: Councilor Presphine, Grand Hall of the Cohort Arcanum Report prepared by Diesa Gemfire, Junior Associate of the Cohort The company of volunteers assembled, totaling four members including myself. There were no other members. Ever. Following the pre-expedition briefing occurring within chambers at the Halls company's objective were determined thusly; Acquire the tome requested by Presphine, a dangerous manual of magics described as a black bound book with a macabre skull decoration on its cover. The book is held at a monastery attached to the Castle known as Rapid Retreat, a redoubt constructed atop the Acorn Mountain a short ways into the Hag's Domain. The monks of the monastery were due to deliver the tome to Presphine but had not done so, learn the reason for this or the fate of the monks. The Acorn Mountain and surrounds are rich in valuable herbs, therefore collect requested alchemical reagents; White Lilly, Brazenberry and Taproot from the area. Avoid any contact with The Hag or The Wolf of Wolfsgaard if possible. The company proceeded to board the chartered ship and set sail towards the Cooling Bay. This journey occurred safely without any event of note. However it is worth mentioning that Sea Captain Leila is a former adventurer of considerable experience and campionable nature, one could learn much from spending time with her and her stories. The ship put us on shore at the cooling estuary, approximately 40 miles east-south-east, two days march, from our destination. The first day of march had good weather and we were undisturbed, by the evening the company reached the border area between Grabentod, Wolfsgaard and the Hag's Demesne. Investigating signs of civilisation we came upon a road house named the Wild Wolf Inn. The establishment is quite well appointed for its location, its patronage seemed cosmopolitan, used to adventurering types and was even patronised by Baron Ironfoot of Cooling Bay during our visit. Sadly Associate Black earned the ire of the Baron, playing some sort of magical trick on the man that made him irate enough to threaten hanging the boy as an Awnsheigh. I was able to placate the Baron by administering corporal punishment and verbal chastisement in lieu of a trip to the gallows. Further enquiries at the Inn put us in touch with a Khinasi trader by the name of Ahmed. I had hoped the merchant may have news or information on the Monks but he had not visited them. He did however give us news that Wolfsgaard had gone quiet of late, neither he nor merchants he knew braving the trip through the Wolf's lair had encountered any of the usual residents. This hopefully bore well for us as we would be traversing the border foothills. Also note to any other adventurers seeking Elishéva's bounty in the Harrowmarsh - Ahmed is a friend of hers and requests that she be given his regards. In the morning the company proceeded on the next day of march. Weather was again good for travel, though Associate Layton's spell determined there would be a storm the next day, and proceeded without incident - even managing to gather some reagent on the way - until we located the mountain path. As Presphine described it was hard to miss. Whatever engineers constructed this ancient road knew their business, hardly any weeds had taken root between its stones despite being left unmaintained for several decades at least. On said road Korak located tracks of some form of humanoid and Hunter detected a slip of rock ahead, alerting us that we were not alone. Taking a side route along higher ground the company attempted to approach strangers and learn more. They showed themselves to be Gnolls and their hostile intentions, immediately shooting hunter through the side as he crested a rise. Korak quickly provided healing through his Gift from Moradin. The company then split, Hunter and Black staying on the rise, attacking our assailants with bow and spell while myself and Korak moved closer from cover to cover. The Gnolls were not very intelligent, two of three tumbling from the cliffs in their thirst to shoot - killing one outright. Korak slaying the other at the base of the rocks and myself the other. The Gnolls possessed interesting equipment. Arms, armor and camping equipment was professionally constructed to a standard that is beyond the ability of any Gnoll. Their shields bore the heraldry of the Hag. Following the battle, hunter determined extra information from examination of tracks in the area. The total number of the 'patrol' had been 10, 3 we had slain. 2 headed north, following the road up the mountain. 5 headed west through another side path, though 2 returned from that direction and headed to the north as well. Continuing north ourselves, the company encountered a fast moving swollen mountain stream across the path. There was evidence that there had been a bridge, it could have been swept away but as we found another bridge that had clearly been sabotaged this one likely was as well. We also encountered a gnoll. It was heavily diseased however, barely able to breath and covered in flies and tics. The smell was terrible. Using a spell of comprehension, Black was able to hear it's last rambling words and it mentioned having seen a book matching the description given by Presphine. Given her warnings that attempting to read the book was deadly, all those of us with sense speculated that this was the gnoll's fate. We threw oil and a light over it to cleanse the disease and did so with a second gnoll we found, already dead, further on the path. By nightfall the company reached our objective. Locating what must be the Rapid Retreat Castle, across a wide chasm spanned by a stone bridge near the summit. The drawbridge was down, there were no lights, no smoke or any sound indicating inhabitation. We spotted a body, human, laying by the gate. At our approach the body rose up and attacked. Undead. It was not like the skeletons I had faced previously, those could easily be shattered. This creature had an uncanny fortitude, even after being tossed 20 feet to smash on the rocks below the bridge it got up and tried to climb back. All our rocks and arrows thrown did little to phase it, only the radiant forge-fire cast by Korak was able to finish it. Within the castle all signs pointed to a pitched battle. Corpses were everywhere in the courtyard, wearing armor and holding weapons, covered in wounds. Each that we passed was given a dash to the fire too in case it had ideas of rising again. To the north east a great pile of the dead had been made, by who we could not begin to guess. The gnolls? It would seem unlikely. At the centre of the courtyard however lay a slain man bearing a pendant of silver crescent moon, Ruornil's symbol. He wore chain and had been holding an axe - next to him; the tome. When we approached it the pile showed itself to be a nightmarish amalgamation as it rose and shambled towards us. I quickly secured our prize and gave the order to retreat rather than engage. Korak called on the name of Moradin and Turned the thing, aiding our escape. Afterwards we got to as safe a distance as possible back down the road before having to making camp for the night. We were disturbed during watches, not by chasing corpses however. A young woman approached us, giving her name as Avani - after the old Goddess. She wore only a sack cloth but was achingly beautiful - the plain potato bag somehow chastely but emphatically emphasising a lithe and pleasing shape beneath. When she smiled she added more warmth and light to our campsite than a bonfire ever could and spoke sidhelian to us with such a mellifluous voice. And when I suspected elven heritage the coy blush she gave as she swept her lustrous raven hair to show the subtle point to her ears was (some ink has spilled here) I suspect, in fact I am certain, she is supernatural. A fey being? The hag in a glamour? Avani herself perhaps. Whatever the case the story she gave was utterly incongruous. Claiming to have been captured, rather than simply eaten (or worse) by the gnolls and managing to slip away from them before finding us. And yet was uninterested in any offers of help - I offered a bedskin, blanket, food, proper clothing, even a place by the fire and an escort back to civilisation. She took not even a ration. She asked if we had been further up the mountain, claiming to be searching for her husband and specifically a book. Our book. Since she was so suspicious and certainly not telling us plainly we did not reveal that we had it, but told her there was nothing but death up the mountain. She seemed to accept that but nevertheless warned that the book contained 'bad tales' and that reading it would make them come true, and then departed from our camp. Afterward myself and Korak stood the rest of the watches til morning but she did not reappear. The company safely made it back down the mountain before the storm came and passed the next day travelling west-north-west along the hills and gathering more white lilly, brazenberry and taproot until reaching the Wild Wolf again and from there went on to meet up with Captain Leila again, bringing our expedition to an end.
Session 10 (1H): Sheep and Goblins Expedition Members: Takumir, Human fighter, level 1 (Lunatic) Hedrin, Dwerren sorcerer, level 1 (SlothSlow) Siegfried Morton, Human cleric, level 1 (Hats4Cats) Ingund, Human barbarian, level 1 (Serephen) Key items: Anvil-shaped key - Abandoned temple to Moradin in Westriet(?) Items sold: 1 set of stag antlers, 3 average quality scimitars, 3 average quality light crossbows. This mission took several odd turns. Started out meeting the Herzog at the capital of Grevesmühl. He told us the goblins were a being a problem in the East, told us about a guy who'd had a run-in with them and lived, might have some useful advice for us. Codacht, up in Trie. Was real uncertain about a couple of the group. The old man Siegfried seems strong but he has trouble walking, and his mind seems addled. And the Dwerren boy Hedrin looks sickly, like he wouldn't last a night on the road if the weather turned. We set out, following the guide of the old man, that might have been out first mistake. Seems none of us thought to check the route to Trie, or to remember that the mission request called out Westriet as the location hit most by the goblin attacks. What should have been a quick trip to the North-East from the capital, following the roads, ended up as a blind amble to the South-East. First night on the road, after my watch we all woke up to the boy scream. Looked over to see him with an arrow stuck in his chest. We got the boy patched up and all stayed down but the arrows stopped. Found some tracks from a pair of creatures, gnolls the boy called them. Must have fled once we were awake, didn't wanna take their chances with the rest of us. Second night we were more on edge, set up a pit trap near our camp. All that happened was a stag got caught in it, broke its legs. We put it down and cut what we could from it. Got its antlers, which I intended to sell once we got back, and a good bit of meat. Eventually we ran into a tiny village, Wachtauchericht, with an impressive ring of standing stones nearby and some weird, friendly sheep. Didn't think much of it to start, the village folk seemed to think they were usual enough. A woman there helped correct our mistake, told us we were far, far south of where we should have gone. We stuck around for a bit as the woman who helped us mentioned her daughter was injured, couldn't move her legs, and hoped Siegfried could help with his holy magics. He felt that if he rested and prayed for a week here he'd be able to do something, and I think the old guy woulda felt bad about leaving without doing anything. The kid felt the same and though Takumir voted we get out of there and back to our mission as soon as we could, I don't think it's cause he didn't wanna help. Think more likely he felt pained seeing the girl in her state. We decided to stay. Few nights into our stay and a few drinks into the night I got real curious about that stone circle. One of the locals said to avoid it at night, said fey spirits visit it and best not to disturb them. I'd never seen a fey spirit. Poked my head out of the inn and saw some bright light, like a firefly, but bigger. Thing lit up the whole stone circle while it was just dancing around. The kid took one look and scarpered right back into the inn, wanted nothing to do with it. I watched a bit longer and some lady walked right up to it, hands wreathed in flames, took this ball of light and just swallowed it whole. Then the song started. Felt mesmerising, like it was trying to draw me closer. I'd heard the tales of sirens, never thought to find one on land. I pulled myself back and was heading back to the inn when one of those sheep started pulling at me, bleating like it wanted something. Took a whole minute thinking about it, but something about this sheep had me curious. I dunno how I tried to explain it at the time, but it seemed smart. Smart like a person almost. I followed it into the dark, Takumir followed in case anything happened. Something happened. I met the woman with fire on her hands. She was petting the sheep, but it didn't burn. She invited me closer, I went. She offered me a hand. Soon as I tried to take it I had to duck out the way as I felt the heat. Crazy spirit nearly burnt me to ash right there on the spot! She came up and looked into my eyes and... she was so pretty. Weirdly pretty. I couldn't see anything else. Turned and ran though, Takumir kept yelling to do that. Straight after that he said the spirit or whatever left in a big flash of light and fire. I couldn't see her anymore, but I still couldn't see anything else either. Back in the inn the others took a look at my eyes, when I noticed the oddest thing. I could see. I could see myself, see the others checking my eyes. Didn't know what to make of it, (still don't). Thought maybe I'd come out of my body, like my spirit escaped, but I could still feel. Was more like I could see through someone else's eyes. The sheep's eyes. Spent the next few days figuring out how to walk and fight when I could see my own back. Easier to see people sneaking up on me in a way, kinda depends on the sheep not getting distracted though. The villagers weren't too happy to part with a sheep, said this one was special, but if it was the only way I could see they let me buy her from them. Siegfried eventually managed to cure the girl, her and her mother were in tears with gratitude, gave him a sheepskin tent as thanks, a very nice gift. We travelled back up North, met a bunch of Dwerren on the road. One called himself "Old Ironbeard", told us something interesting. He hears that up the mountains between Westriet and Tyrtep is an ancient, abandoned temple to Moradin, full of lost gold and treasure. Thing is nobody knows exactly where, or what happened there, or why nobody who's gone looking for it has come back. He gave us a key that should open it, told us to share the tale if we ever found it. Definitely sounds worth checking out. We eventually made it up to Westriet, and saw a fire along t he road as it got dark. We got closer and saw a ruined caravan, bodies all around and a lone girl, weeping among the ruin. Takumir ran to her, and as he did we saw him disappear into the ground. The "girl" dropped whatever magic disguise they had, revealing them to be a goblin shaman. A bunch more goblins popped out and the boy got shot to pieces. I called Siegfried to help the others, tried to rush the goblins to draw their fire. Was ready to dodge through the shots until I got caught by the shaman's magic and took all those arrows straight on. Surprised I didn't die looking back. Seems Siegfried helped the boy with his magic, and he used some trick to put a bunch of the goblins to sleep. I turned to rush the shaman but he fled. We managed to save Takumir, turns out the fall was nasty and he'd been hurt pretty bad, but none of us died here. We'd heard the goblins had been acting smart, but didn't know what that meant. For anyone taking on this mission after us trust nothing you see on the roads around Westriet, keep your eyes peeled for traps at all times and be sure you're ready for foul magics. We camped out for the night after dealing with the bodies, thought to track the goblins a bit in the morning, find where they'd got to to help the next group. In the night I heard a sound, slithering, scraping, hissing. Before I could react a massive snake head poked its way into our camp, had a look around and then went back into the darkness. Never seen a snake so big in my life. Never seen much of anything that size, like if a whole tree dropped down and started slithering around. Hedrin says it was still out there after my watch, called it a Titanoboa, seemed to think it shouldn't be this far North. If it's moved this far out maybe something's going on where they normally live? Something to keep an eye on. We followed the goblin tracks East to an old campsite, but found no tracks leaving. Something weird about that area, the grass is far longer than it should be for such a well-travelled area. Couldn't figure out what was going on, but it wasn't an illusion or pitfall at least. Must be some clue there. We headed back though, claimed our gold for killing 3 goblins, and I need to start thinking of a name for my new friend. A seeing eye sheep.
Session 9 (Player Mission): Bad Books and Beautiful Ladies Adventurers: Korak; SlothSlow Diesa; Zilarrezko Dragomir; Hats4Cats Conor; Link S A log written to the Arcanum with notes in (...) only added to the version sent back home.  A foreword to those reading, if you find bodies with flies, mites, and other small creatures in an unnatural number upon a corpse it would be best you burn it as it could be what is causing the corpses of the dead to move as we have seen.     With how my first mission with the Arcanum went I was not certain I would even come close to how strange the encounters were on that day, I find myself wondering how close I have been to deaths embrace in these past few weeks. Praise Moradin that I still am here to write this bloody log. Things did not start off well, for some reason the Arcanum decided to pull wild children into its ranks. We attempted to speak to Presphine and were successful in learning what needed to be completed, get some creepy book with a skull we should not open, and find some herbs for potions. After rounding up the young ones we head off in the waters towards our destination. The trip was actually quite pleasant the members of the ship made for some fine company although the bastards called me short one too many times. We bid our farewells as they were going to do some trading in the area and left us to our task.      We traveled about two days in the direction of our destination, some old monastery where the book was residing. Just before the second night we happened upon a bustling tavern with many patrons and comfortable dining. Dragomir ran off to speak to some noble man offering him some dagger, we eventually had to intervene with whatever the boy was doing as he nearly got himself hung. Before heading to sleep we had spoken to a trader named Ahmed about the possible threats ahead, he had not ventured the area much and could not offer much advice. Although he did carry very fine wine that I got a bottle of, probably got ripped off but the taste of it was worth the price in my opinion. He Also mentioned someone named Elisheva and how the bitch owed him some coin. I stopped listening to the story around this point as dealing with the child was quite the task. We rested up peacefully and moved on the next morning.      After more travel we came across a rocky pass in some hills, two of us noticed some tracks and some dirt falling in the hills nearby we snuck up the nearby pass to see what may be assailing us. Dragomir peaked his head over trying to get information and was shot down by many arrows. After healing the man up we turned the tide of battle taking the fight to them. (Diesa a dwarf woman of the same abnormal complexion as me hit one of the damn creatures so hard I thought a thunder storm was rolling in definitely worth looking at to assist our cause, the other two fought valiantly as well though for the boy I would not take him as is currently, perhaps in ten years or so when he learns how the world works.) We found out these creatures were called gnolls some hound man who fight like cowards. The things had some decent loot on them one of which being a longbow that I decided to hold onto. After dealing with this we moved forward into the hills further.     Along the way we found rough terrain and spent some time scaling past it, to our surprise we found a gnoll lying there half dead covered in petulance after it passed speaking to the boy we decided to burn it so that whatever was effecting it could not spread in the lands we continued further and scaled a destroyed bridge, further in we found more dead gnolls with the same affliction and decided it would be best to burn the bodies as well. Further in we found a temple with a large drawbridge and noticed a body upon it. After getting closer it suddenly stood up, with quick thinking Dragomir shoved it down off the ledge. After this the creature was quite useless trying to shamble up the wall and we just shot down upon it to finish it. Further inside we saw more bodies and a book lying in the center of the courtyard, past it was a pile of bodies with the same flies and pests around it. One of the others went near the book and the pile of bodies started shambling towards us. Blessed is Moridin though! Channeling his power towards the enemies they ran in fear of my holy symbol and we were able to leave safely while they ran in the other direction. When we thought we were a safe distance away we decided to take a rest nearby.     In the night a strange beautiful woman (in human and elven standards) approached me and started bombarding me with questions, unsure what someone in a potato sack would be doing out here of all places really unsettled me. I avoided her questions and persuaded her to allow me to wake my allies. She was very adamant about the book we had in our possession but with our better judgement decided to skirt the topic of the book. She introduced herself as Avani the same name as the god of all things. We eventually got her to leave the camp and in the morn made our way back towards the Arcanum. There our new mage friend was happy to receive her book and flowers, I just hope she is as generous with the potions as we were with the amount of flowers we brought back for her to use. 
Session 8 (1A): Strange Bedfellows Present: Teresa Eirwen (Serephen) Tarkus Creed (Thai) Rob Boss (Depraved Lunatic) Agatha (Summer) Prudence (Lena C.) The party made good effort into opening their investigation, but as of yet have not earned any reward. They are however free to keep the coin, and items they received during their travels. Do not forget about The Cohort's tax of 10% however. Monster XP 27XP per character for defeating the kobolds. Quest XP 100XP per character for finding an alternative way to get into The Baroness' halls. 100XP per character for talking to Gowan, receiving the letter, and discovering the quests' true nature. RP XP 150XP per character for stellar RP! Absolutely fantastic 50XP extra to Prudence. Exploration XP 25XP per character for discovering The Green Dragon's presence in the Spiderfell. Log XP 150XP to Prudence, and Agatha for excellent logs. Total XP 402XP to Teresa Eirwen, Tarkus Creed, and Rob Boss. 552XP to Agatha 602XP to Prudence Renown, Fame, and Infamy Each character other than Prudence is awarded with 3 points of renown in Roesone. Prudence is awarded with 10 points of renown in Roesone. Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining a level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here. Session 9 (Special): Practical Herbalism and Applied Bibliothecography Present: Diesa Gemfire, Dwerren Fighter (Zilarrezko) Dragomir Black, Vos Warlock (Hats4Cats) Conor Layton, Brecht Fighter (Link S) Korak Flomhelm, Dwerren Cleric (SlothSlow) Presphine awards the party with 20 gold pieces per person for completing her request. She also gives the party 2 health potions for the herbs they gathered (as well as the other trouble). She has already paid The Cohort's tax for these items (though not for anything else you might have found during your journey). Monster XP 60XP per character for defeating the gnolls, and zombies Quest XP 100XP per character for bringing the manual back safely. 100XP per character for gathering herbs. 100XP to Diesa for organizing, and completing the mission. RP XP 100XP per character for good RP Exploration XP 50XP per character for discovering the Rapid Retreat Castle. 25XP per character for discovering the Wild Wolf Inn, and marking it on the map 25XP per character for discovering the Acorn Mountain, and marking it on the map Log XP 150XP to Dragomir Black, Korak, and Hunter Leyton, for good logs. 200XP to Diesa Gemfire for a superb log Total XP 610XP for Dragomir, Korak, and Hunter 760XP for Diesa Gemfire Renown, Fame, and Infamy Each character other than Diesa is awarded with 1 point of renown with The Cohort Arcanum Diesa is awarded with 2 points of renown with The Cohort Arcanum. Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining a level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here. Session 10 (1H): Sheep and Goblins Present: Takumir, Brecht fighter, level 1 (Lunatic) Hedrin, Dwerren sorcerer, level 1 (SlothSlow) Siegfried Morton, Brecht cleric, level 1 (Hats4Cats) Ingund, Rjurik? barbarian, level 1 (Serephen) The Kallanon declares the stone key an important item . If something happens to the person carrying it then The Cohort will collect it to be passed onto someone else in the guild. The herzog awards the party with 3 kraken's booties as a reward for defeating the goblins. He has graciously already paid The Cohort's tax, and offered 1 additional booty as a thank you for bringing him information on the snake. So 4 kraken's booties in total. Monster XP 78XP per character for defeating the goblins, and chasing away the rest of them. As well as chasing off the gnolls. 25XP per character for surviving the encounter with the titanoboa. Quest XP 20XP per character for defeating some goblins. RP XP 150XP per character for great RP! Exploration XP 25XP for discovering Wachtauchericht, marking it on the map, and marking the standing stones. 25XP for discovering information on a lost temple of Moradin. 15XP for discovering a roadside rest spot, and marking it on the map. 25XP for discovering the odd grass around the old goblin camp, and marking it on the map. Log XP 150XP to Ingund for a wonderful log. 100XP to Hedrin for his log. Total XP 363XP for Takumir, and Siegfried. 463XP for Hedrin 513XP for Ingund (assuming she wants to keep Ingund, and get her approved). Renown, Fame, and Infamy Each character is awarded with 1 point of renown in Grevesmühl. Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining a level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here.
Session 11: I now pronounce you... Those present for the mission: Teresa Eirwen (Serephen) Tarkus Creed (Thai) Rob Boss (Depraved Lunatic) Agatha (Summer) Prudence (Lena C.) Hobbin Rood (Andrew Z.) I’m not sure how or where to start this log. I guess it started with the decision that me and some fellow members of the Cohort came to; which was to go back to the Barony of Roesone, and with my newfound ‘status’ acquire the required information to complete the mission set on the Board of Fate by a man named Gowan. So we did. Went back with hopes that it would be a quiet and quick endeavour. In short it wasn’t. Upon reaching the castle we started noticing how a crowd was gathering behind the party and how the guards seemed to have recognised me as we approached. It seemed that since last I was in Roesone word of what I was got out among the folk of Proudglaive. Tarkus had asked for a place we could rest from our travels and they brought us straight to the Baroness’ room. This got us straight to where we needed to go, and the party was eager to start investigating the room for any sign or evidence that the Baroness was secretly keeping a lover. Sure enough Agatha finds a note, “I've placed the necklace in the goblin caves. Everyone should believe she is dead now.” This worried us greatly. We had so many questions. Was someone looking to take the Baroness? Had we stumbled into something way bigger than any of us? We find a box as well, with a necklace for a woman, and the Baroness’ handwriting “Love you sweety.” The situation seemed to get more complicated by the second. Some letters are recovered; written by the mayor or Proudglaive Michael Agnelie who is very much in love with the Baroness.  The mayor seemed to be too obvious, and too out of place to actually be who we are looking for. This was quickly becoming a situation where I thought that the party may not be suitable after all to follow up on this mission but we were in the middle of it now and in no position to just leave.  When we felt like we had gathered what information we could, we decided a meeting with the Baroness herself was in order. To make sure nothing was amiss with her Rob offered to cast a spell that would detect magic on her of any kind. The guard led us into the great hall, announced my presence to everyone present. I could already feel my stomach turn. But I knew my sister was beside me and we walked in, Tarkus playing a tune behind me. When we reached the dais the Baroness fell on both her knees and bowed down before me. The Baroness! I wouldn’t have thought in my wildest dreams that one day a Baroness bows down just because of what I am. I could practically feel the eyes of the room burn the back of my neck so I requested a private audience with the Baroness for me and the party. We were joined by Lord Saxton and a maid as she poured us drinks. We began talking and the Baroness asked if she could...admire my alseid self. I reluctantly agreed but it was cut short when the maid bumped into the Baroness. This seemed suspicious enough, but was made even more so when the maid just moments later spilled wine on me. (I noticed her peeking in on our conversation once she was asked to leave)  Since we learned that Lord Saxton was the quests original investor we thought it best that he should not hear the conversation we were about to have, and so disguising it under ‘girl talk’ we asked the men to leave. After some confrontation and some clarification we learned that the Baroness has indeed taken a lover, and that the previous note we found was referring to their way of making sure her lover was not sought after by her family. It was unbecoming of a noble such as the Baroness to take on a common girl as a wife. Suspecting Lord Saxton would have used his information for his personal gain, I offered that if I could help the Baroness with her love I would. She mentioned that if I were to declare their union, no one would have any real qualms.  Upon reentering the main hall I called attention to myself. I declared that, love should not be impeded by anything, and that I blessed the union of Noeva and Marlae. At this point I took their hands and joined them. Something happened, I’m not sure what but a crown of antlers appeared around their heads, and a ring of vines around their ring fingers. (I must ask Liri when I see her again.) I was so scared of standing up there. And then my heart jumped into my throat as the Baroness announced I was now the new Countess Abbatour. Lord Saxton’s title. I couldn’t breathe. The roar of the crowd was too loud in my ear for a moment and I thought I’d faint. The next few minutes were a blur to me, there were so many colours and flashing sparks of magic in celebration. I found myself at a table with my companions, cheering for me, and for the couple just made public. They were all made Lords and Ladies of my court. My court!? They were holding a festival in my honour. My head spun. I welcomed the few days of rest we got while they set up the tents and the area just outside the city. Tarkus and Rob went to check on the little girl they had healed in my name, she was well thank the gods. I met her and her mother at the festival, they were lovely, and Agatha seemed very eager to invite them to work in our new estate. Bardenhold. My companions entered the tourneys, Rob and Teresa the warrior’s bouts, Agatha and Tarkus the mage’s duels. I abstained but got asked to call final verdicts. Rob won his bouts, and Teresa hers until they were made to face each other. Both of them were so valiant, but Rob was triumphant, then he was made to face last year’s champion, the Baroness, who was swift and fast in taking Rob out and keeping her title as champion. The mage’s duels ended up facing Agatha against Tarkus, both ending up unconscious on the floor. I called it a tie. We returned home. I still can’t believe all of that happened in a matter of a few days. It all feels like a dream, and I should wake any second.
Session 11: I now pronounce you... Expedition Members: Teresa Eirwen (Serephen) Tarkus Creed (Thai) Rob Boss (Depraved Lunatic) Agatha (Summer) Prudence (Lena C.) Hobbin Rood (Andrew Z.) We were once again back in Proudglaive and this time we intended to meet the Baroness to see what these rumours were all about. After a bit of discussion we decide to not announce ourselves, as Prudence is rather… famous in the city now. We are greeted by a guard who brings us inside and into the room of the Baroness herself! Apparently she worshiped my sister as much as anyone else in that city. Well inside the bedroom we snoop around, and I find a note that read “I’ve placed the necklace in the goblin caves. Everyone should believe she is dead now.” That message worried us to say the least. Had we stumbled into someone bigger than we thought. At a different table we wound a little box with a necklace thinking it could have something to do with the previous note. Along with the necklace was a small note written in the hand of the Baroness. “Love you, sweety”  We also found the Baroness’ armour, sword and shield, which we left where they were, after breaking the closet a little to get it open. Along with her clothes in her unlocked closets we found letters, one being a love letter from the mayor of Proudglaive. It felt too obvious to be anything but planted for us to find. She really seemed to be hiding something. We request an audience with the baroness herself and are show into a room with her and Lord Saxton, the one who had requested the mission in the first place. As the Baroness admires Prudence the maid server us drinks actually bumps into the Baroness herself, and the same maid spills wine on Prudence just moments later. Something fishy was going on. We decided it was better if we could speak to the Baroness alone and suggest a girl’s talk. This is when we find out everything! After many misunderstandings and lies she finally admits to having a lover… the maid! As she should not marry a commoner nor someone of the same gender. Prudence offers to bless their union, as she is worshiped no one would object. It was a wonderful ceremony with a lot of magic and as a thank you, Prudence is pronounced Countess of Abbatuor! And the rest of us gets the titles of Lords and Ladies! We stick around for the festival which we travel to with the caravan going there. We meet little Emily again, the girl Tarkus and Rob healed in the name of Prudence. She and her mother are moving into the castle! She is so adorable! All but Prudence participate in the tournament taking place; Rob and Teresa in the non magical one and me and Tarkus in the magical one. Rob reaches the final but loses to the Baroness who is the champion. Me and Tarkus end in a tie, mostly because I was put to sleep and my sister didn’t want to anger me, I think. It was all in all a wonderful trip this time, but whoever comes here next should really look into Lord Saxton for betraying his Baroness and to make sure he doesn’t do anything stupid now that Prudence got his title.
Session 12 17 October 2019 Mission 1 C The Tide rises and then Falls! Cohort Arcanum Members on Mission Darvius Ingund Lambert Orithar Victory! I do not like leaving a task unfinished, and ever since my last mission to the Bleak Isles, it has long been on my mind. Even with the last group from the Cohort traveling there and defeating many of the strange fish people, I knew that we were far from done with this Isle and it’s troubles. When word reached the Cohort that the dead were coming back to life in the Isle, I knew that it was time to return. Having developed a friendship with the half man Orithar, I invited him to join me and my call was also answered by Lambert a priest, and Ingund a fierce blind barbarian who sees through the eyes of a sheep. After landing on the island we were greeted by Noeva who tells us that two of the towns folk Heidi and Hubert had returned to the town after perishing in the fish people attack. That their son Otto had his parents returned. We soon met the three of them, and they invited us to dinner. Some fish was prepared and we ate the food, all seemed well enough but Lambert and Ingund kept staring at them as they ate, I thought it was quite rude but later they told me that when Heidi and Hubert ate, they did not swallow the food it just dissolved in their mouths. Very strange, but hardly criminal.  Lambert could not detect any disease or poison on them so we agreed our next step would be to explore the under ground complex. With my directions we soon found ourselves in the Underground chambers. There were signs that someone had been down there within the last week. We went into the unexplored section of the complex after checking to make sure the rest of it was empty. When we explored the chambers, we found a room covered in sticky slime, with four chests. We also discovered a room filled with decomposing body parts with holes in the wall, creatures swarming in the holes, we did not enter. We also discovered an altar with the symbol of the Beholder.  Orithar touched the altar and suddenly everything in the room became black, except for a large central eye in the room and many eyes surrounding us. The Beholder said he had not been expecting us, but instead it’s servants. Little did it know that in it’s pride he had given us a valuable clue. He recognized me for interfering with his plans in the past, and threatened to destroy us if we continued to meddle. Much as I suspected he could not actually affect us as this was just an illusion, and we soon found ourselves back in the Altar room. As we continued to explore the complex, we came to a room filled with coffins. As I lifted the lid of one of the Coffin’s suddenly five zombies emerged from the coffins. A battle was soon joined the conflict was fierce and Ingund kept hacking at the zombies with her axes, as she did their body parts would continue to attack us. I was struck several times, and many of the others were also injured. However, we finally stood victorious, but battered and injured. We resolved to spend the night resting in the Inn and regain our strength. The next morning we went to the old temple in the north, finding it no longer consecrated and the roof torn off. We also went to the lake to gather water to bring to Heidi and Hubert, to examine them again. However, at the lake I found tracks near the entrance to the complex and they headed towards the west and the beach, calling the others we followed them to the beach where they vanished into the waves! We had just missed the beholder’s servants as we rested at the Inn. Frustrated, but not dissuaded we returned to the complex, after checking on Heidi and Hubert once again we could not discern anything else about them. This time when we descended, we found a room with a glove and boots. Using a flask of oil, and coffin lids to step on Ingund got to the first chest and lifted the lid and a loud alarm sounded.  Suggesting she use the glove and boots she went to the other chests and the glove and boots did not stick to the floor. Though they showed no signs of magic. The other three chests were locked as the ground discussed how best to open the chests; I remembered the Key we had obtained on the last mission that opened the cells. I had brought it just in case, we tried the key and it worked! Inside the chests we found a Diamond worth 50 gold, a Longsword of great quality made of a black shiny metal, and five thousand emerald quarters. Not discovering anything else in the complex we resolved to set an ambush for the servant of the beholder. We would rest during the day and keep watch at night, we soon settled into the routine and a week passed. As if on que, we heard movement in the woods. I went to investigate sticking my head out the door of the barn we had set up inside. Outside I saw two of the fish people preparing an ambush for us. I signaled the others and stepped outside one of the fish people cast a spell on me. However, my Sidhelien constitution fought of the spell evidently fish people did not know Sidhelien are immune to sleep magics. I charged her and managed to land two blows on the priestess. However, she was formidable, and my blows did not have much effect. Orithar steps out and switches places with the priestess’ companion with a magical spell, leaving Lambert and Ingund to deal  with the creature and Orithar and myself against the priestess. She proves to be a difficult foe, summoning a spectral sword behind me suddenly I was fending off blows from the front and the back. Calming myself and focusing my Ki, I continue my assault the battle rages back and forth. I am nearly struck down by her magical scepter but Orithar saves me with a magical spell! I am starting to really appreciate his combat sense and magic, we make a good team. Once Ingund dispatches the other fish man, she soon joins us one of her axes stuck to the shield of the fishman with more of that sticky substance. However, just as victory for us is looking promising Heidi and Hubert arrive from the forest. Their shapes quiver and melt and soon where they once stood were green oozes with a skull in the center. Just as Ingund scores a killing blow in the priestess one of the oozes goes into her mouth and she stands back up! The fight continues, as Lambert rushes forward using his healing magics to heal myself and Ingund. We manage to strike her down again and then destroy the other ooze before it can make it to another body. The day is ours! The priestess did reveal herself to be a priestess of the Leviathan, that means that the Leviathan and the Beholder are working together for some nefarious task no doubt. On the priestess we find a holy symbol silver with an eye in it, and her silver scepter. We inform Noeva of all that transpired, she is surprised and saddened. However, I believe the threat to this island is subdued at least for a time. Noeva’s daughter is still marked by the Beholder, but without the power to remove curses I do not know that there is much we can do for her. I count today I great victory for the Cohort. I suggested to Noeva that the town work to collapse the complex of the fishmen and fill it in with dirt and gravel. I pray they do so swiftly. With that we return to the Cohort and file our reports!
Session 10 (1H): Oh Sheep!  Adventurers  Hedrin: SlothSlow Takumir: Lunatic Siegfried: Hats4Cats Ingund: Serephine  A small note appears for the logs followed by a more well written parcel pinned to it.      "This is a note  log written by Hedrin! There was a big scary lady named Ingun, a nice old guy Sieg and the one who wants to go fast  impaitent one Tak. We went the wrong way. I should have payed more attention like Exaban tells me to. We met a nice lady and her daughter who fell off of the shep. One night I was sitting waiting for the sun to come up then everything went dark, I woke up with Sieg over me saying we were attacked. There was no one there tho. We stayed in a house with other people, Ingun went outside one night and was getting bit by sheep. I scared it away with woof sounds and she tryed to follow it. There was a pretty lady in some stones she tried to touch Ingun and everything went on fire. Tak ran after her and Ingun was blind from looking at the lady. She made friends with a shep who she could see from? We met some other Dwerren heading north, they were kind of mean to me. Gave the old man a key to a gods place. Went firther north and found a burning cart. Tak saw a little girl crying and ran for her. He fell into a pit like the ones I made for the others. Oh ya we caught a deer with my hole one night it tasted good. After that things went dark again, old man was there over me again. Goblins were hurting Ingun so I made them go to sleep and the other ones ran away. Was smart of them I was going to make them sleep as well. We slept one night after burning the dead people and found a Titanoba.  Hedrin's writing style completely does a 180 at this point.       The Titanoba is the largest common snake you will find in our lands. Its head alone is large enough on average to swallow a small child whole and are considered to be very dangerous. The strange thing is they are usually found south where the climate is much colder than where we were, the Titanoba should have a hard time getting around in this cool air especially during the night hours we found it. Some other predator must be forcing this creature out of its natural habitat.  Resuming normal writing     After that we went back home when we did not find any more goblins. -Hedrin" An Addendum not added.     "It seems I need to teach the boy how to properly write outside of taking notes of creatures and spells, the boy had no magic episodes during this adventure. I was correct in assuming that stress would allow him to better control his natural power inside of him, his recent training has gone quite well and he is on his way to overcoming this sickness. Though I worry I have no other thoughts on how to cure him and nor do the other mages I have spoken to on the topic. I may need to ask the assistance of the other Arcanum members to find me fresh minds on the topic from other lands. Anyways let me explain what the boy was saying in his scribbles.      Sigfried led the others in the incorrect direction, not realizing they were to head to the northern coast along the lake they went much further east to the ocean coast and happened upon a small village. On the way during their journey they were ambushed by what the others have told me were Kobolds, quite an annoying creature to deal with, glad the boy is alive though that could have ended badly. Once in the town they met a woman and her injured child who was paralyzed and they decided to stay a week to heal the girl, quite respectable of them, they were warned not to go outside during the night. Ingund forsaking this word of advice did so anyways and ended up getting tangled up with a fey who nearly killed her but replaced her eyesight with that of a sheep. What a strange turn of events I wish I had the time to study this woman's condition but alas I am quite stumped with other things.      After their rest Sigfried was able to cure the girl and was thanked by the mother with a tent. They decided not to go back home empty handed and went further north. Along the way they met Ironbeard and from what I have heard of him, he is quite the respectable Dwerren. After their night of drinking they were gifted a key to the temple of Moradin. It seems one named Korak is in quite a fuss organizing something to return this monastery to the rightful owners. They continued north looking for goblins and indeed they did, Takumir blindsided by an obvious trap ran to a little girl crying in the center of a road surrounded by bodies. An illusive pitfall trap caught the boy and the rest were left to fend for themselves. The creatures attacked Hedrin and he was once again knocked out. Sigfried brought him back from the brink and the boy quite excellently used the spell sleep to knock out three goblins. The rest cowered off leaving the party to fetch Takumir and heal him. After this they decided to rest and found the Titanoba the boy described quite well and were lucky enough to avoid it during the night. They searched the next day for more goblins but were unsuccessful and returned home. I am quite proud of the boy for handling himself so well, though I am worried about what he has seen on the road, his night murmurs seem to have gotten a little worse. The stress may be good for his body but what of his mind? He needs to strengthen his magic well or he will perish from it."
Session 13: Grave Losses and Dark Dealings Adventurers present: Siegfried Morton ( Hats4Cats ) Ayoda "Ayoval" Partum ( Sloth ) R.I.P Brjuurn Fireforge ( Beorn ) Shango Bayu ( Lunatic ) This expedition did... not go so well. It started fairly normal. We meet up with local royalty for mission briefing, go out to deal with the mission. But on our way to the Tomb, we encountered quite a lot of anomalies. First of all, the water of the Magical Well, I was told by Ayoda that it has healing properties and to fill my Waterskin to the brim with it. Then, during the second watch, my watch time, trees began to uproot and move about. They circled our camp but did not interact with us otherwise. Slightly confused and mildly discomforted, I began finishing my watch until Ayoda took over. However, the next anomaly came as quickly as the dawn. My whole equipment and weaponry got replaced by an exact copy of it! I cannot tell you how this could have happened, but I just feel it. They feel and swing the exact same way as usual, but this feeling that they really aren't the same remains. After a while, I got used to it. After all, a blade is a blade and a blade has one purpose. It also seems like Bjuurn's Equipment got copied. He wasn't as quick to get used to it but eventually, he too accepted the fact that these new weapons are his to wield. Siegfried and Ayoda, however, were unaffected. Anyway, we continue our journey towards the tomb. On our way there, we decide to rest in a toll house known to Ayoda, where we would be safe from outside dangers. That's what he told us. And there is truth to that, I must admit. We were safe from outside dangers. Little did we know, that the toll house itself is the danger. We get woken up by Bjuurn during his watch, to find ourselves staring into the eyes inside the walls. Yes, as it appears, to me at least, the toll house is a mimic. We disappeared from there quickly, to rest up until dawn arrives. We grabbed our stuff from the toll house mimic thingy and pressed onwards to the tomb. We arrive at the tomb during the late evening and venture inside. The tomb was more of a wet cavern than anything and the sigils and markings on the ground made me incredibly uneasy. Ayoda informed me that those markings are probably necromantic drawings, so it would be best not to stay inside of them for too long. Well, I deftly moved away from those, towards dry tiles... or so I thought. I slipped and landed on all fours in the water. And as if the embarrassment from falling wasn't enough, we got ambushed by an amalgamation of a Zombie and an Aberration from the Shadow Realm. Just great. Bjuurn helps me get up and I release my pent up frustration on the zombiefic creature. My strike was true and I managed to wound the beast, but I couldn't cut as deep as I had Imagined I had. Shortly after, the monstrosity entered some sort of untouchable state. I believe they call that ethereal? Bjuurn and I attempted to strike the creature, but our blades passed through it effortlessly. I was already considering to back away, but the beast had rematerialized by then. After another bout of combat, Bjuurn and I strike this grotesque monster down. Goodness, how can something so unbelievably hideous even exist? After the adrenaline that fueled me died down, I felt something burning me from the inside out. Apparently the creature had left some sort of slime on me that was churning me up from my bones. The magical water from the Well came in incredibly handy at this point and my pain was soon after quelled. We decide to take another rest before venturing deeper, as our party had taken some damage in that fight. We come across a former campsite with battered, but serviceable tents. I had a pretty bad feeling about this resting place, but I didn't let it get in the way of using this incredibly convenient camping site. Turns out my guts were to be trusted, after all. During Siegfried's watch, he heard the howling of wolves. A howl of pain. We went to investigate as a group and encountered a Vampire Spawn, an incredibly dangerous foe, as it turns out. Siegfried and I decide to turn tail and run as soon as we recognized the danger. Bjuurn attempted to intimidate the Vampire Spawn by screaming vigorously, but it was not impressed at all. Ayoda cast another one of his spells, but he too took off soon, but too late. While Bjuurn and Ayoda retreat, it seems like Ayoda tripped or something. I couldn't tell from the distance, but his death by the Vampire Spawn soon followed. It turned Ayoda into one of its own kind and then gave chase to Bjuurn, who eventually made it to the stream Siegfried and I were hiding behind, as Ayoda told us that they are deathly afraid of flowing water. After a restless night, we decide to give up on the whole tomb idea and instead explore an underground tunnel system. Above the entrance to said system, we found and befriended a hunter who goes by the name of Pregenus Regenus. After a brief chat, we went inside to explore these tunnels together. It turns out bringing Pregenus with us was quite a clever Idea. Not long after we enter the tunnel, we get trapped behind iron bars that led into a former prison cell. He stayed far enough behind us to not get trapped and quickly discovered a way to free Siegfried, Bjuurn and me from our predicament. We continue to go even deeper into the systems and stop by a large room filled with 6 sarcophagi. The room entrance and the sarcophagi had runes written in Karamhul written on it. Sadly, none of us was able to identify their meaning and we pressed onward. But after venturing for a while longer, Siegfried activated a calamity. To be more precise, a trap he triggered first made water flow towards us rapidly. Our group backtracked our way towards the tunnel entrance, however, Pregenus got squashed under a boulder and fell unconscious. Bjuurn probably felt too bad to leave him behind after our previous companion had already passed away and dragged him along in our desperate escape. We made one wrong turn, which nearly cost us our lives, but after a few more minutes of struggling and running, we make it out alive, crawling towards the surface. I swear, this old man is way more physically capable than he lets on. After we finish our escapade and catch our breath, we head back to inform Lady Waynmuun about the trials we have endured. The travel back wasn't as eventful as the rest of our journey, so at least something went pretty normal, for once. Once we've finished briefing Lady Waynmuun about the situation and rest for a week, we head out again to quench our thirst for exploring, by going to the harrow marshes, the home of the feared Hydra. However, once we arrived, it doesn't take us long to notice that us finding something noteworthy there is highly improbable. We returned to the Arcanum shortly after. Pregenus parted ways with us somewhere in-between. This was a highly anomalous and quite tragic journey, the kind of which I hopefully won't have to relive. -Signed, Shango Bayu
Session 14: The Shortest Caravan Journey Ever Cast: Hunter Layton [Link S] Korak Flomhelm [Sloth] Diesa Gemfire [Zil] Dragomir "Drago" Black [Hats4Cats] Takumir [Lunatic] Excerpt from journal of Hunter Layton: As usual, we set sail through the Black Ice Bay. Landing in Daugren, the boat ride was not eventful. Once we arrived, we split up while the captain did some trading, or at least I separated from the party while they visited family. We were tasked with finding the Temple of Moradin...and killing any goblins we found along the way, and I wanted to get any possible information on the temple location. Unfortunately, I couldn't find much out anything we didn't already know. The goblin activity was increasing for unknown reasons, and were beginning to group together, and the temple was basically a myth at this point. Nonetheless, we went from our little side stop up to Westriet. This time, Drago split from the party for a short time and acquired a contract to guard a caravan. All of us questioned where he got this contract, and it turned out from the Alchemist's Guild. We actually almost lost the contract when an argument broke out. The party decided it best to simply buy a few drinks and go ahead and rest for the night. I believe it was Takumir that apologized and got us the contract. The caravan was set to head out in two days. I used the time to explore at least a part of the city, and didn't really mind the others. I think most of us were sight seeing or working for day. Two days from arrival, we began traveling with the caravan. We arrived to a crossroad that had a line of bushes blocking our path. We predicted it and sprung the trap the goblins had placed for us. The combat lasted a little longer than I had liked but we had killed most of them. Their leader, a goblin shaman was one of the two who managed to remove themselves from the combat. Korak and I chased him down and ended his mischief for good. Waste of arrows to be honest. We regrouped and learned the rest of the party managed to take down an ogre - I wondered what was shaking the ground that much. The other goblin that had managed to run away had a hand-axe in his head. We expected him to fall, but after an hour of tracking, we turned back to regroup again. Most of the civilian guards were killed in the battle; we held a little funeral for them. The caravan leader, Lisa Goldcoin, decided they were going to turn around. Probably for the best. The journey did not end there though. We split from the caravan to follow the tracks and our captured goblin's directions to a series of caves southeast of the crossroads. We heard an army moving about those caves and decided to kill off our guide and run for it. We made it back without running into anymore scouts. It was obvious that we five would not survive that battle. The caravan had a camp waiting for us, we pitched our tents and settled in for the night. During the night, a large pack of cats...yes cats....decided to join us for a moment. We fed a few and befriended them, but they left as suddenly as they came. What is up with these strange nights out here? Anyways, I think we all know what happens next. To all members of the cohort reading this, we have found a hive of goblins. Until we can build a force to take them out, stay clear of the area.
Session 14 19/10/2019 Anno Domini Participants; Diesa Gemfire, Dwerren Fighter (Zilarrezko) Dragomir Black, Human Bard? (Hats4Cats) 'Hunter' Layton, Human Ranger (Link S) Korak Flomhelm, Dwerren Cleric (SlothSlow) Takumir, Human Fighter (Depraved Lunaric) Field Report on the Expedition to Westriet, 10th of Roelir (1524 HC) Submitted to Duty Sergeant, Grand Hall of the Cohort Arcanum Report prepared by Diesa Gemfire, Junior Associate of the Cohort The company assembled under the request of fellow associate Korak Flomhelm to investigate the rumours of a hidden or abandonned temple to Moradin in north-eastern Grevesmühl; also the area in which reports of increased and organised goblin raids have arisen. Our discovery is that these two are not unrelated. After boarding the ship bound for Grevesmühl the company first disembarked after a couple days of uneventful sailing in the city of Daugren, the realm's capital and also my birthplace. Associate Layton departed to gather information in his own way while I and the rest proceeded to my family's home in city's Dwarf Quarter. As my father and elder brother work for the King's Mission and my mother the Dwerren Merchant Commisary we were able to learn some things over dinner. There had been no new information on the goblin attacks other than that they continued but there was a reputation of folly surrounding the rumours of the temple. The originator, and provider of the old stone key to the previous expedition, (see reports dated 19th Talienir, 1524 HC) 'Old Ironbeard' was considered somewhat unreliable after many failed attempts to find his quest. It was assumed he had only passed it on to save face. Unrelated but also noteworthy; news is spreading out of the east that many of the tribes in the Gnollfells have been united under an individual known as 'Bloodrider' who has taken the title of Khan. They are also said to be wielding a weapon of power called the 'Virgin Slayer'. Later in the day the company returned to the docks where Hunter corroborated our information on Old Ironbeard from his own sources and we reboarded the ship, bound now for the city of Trie in Westriet. Korak was still determined to search for the temple but given the sparsity of information on it and the lack of faith our sources had in its existence the company forumalted a plan to accompany an eastward bound caravan. That way we would still be searching a portion of the area while also potentially assisting in the matter of the goblin raids in the area should our escortees come under attack. To this end Associate Black, immitating Hunter, set off to establish some contacts and came back with a potential lead for a caravan job. We were to go to the Hayside District outside the city walls and meet a woman called Lisa Goldcoin in the Silver Inn; a lively establishment of the sort frequented both by the well-to-do as well as more illicit elements. In Black's eternal confidence exuberance to be helpful he had declined to fully brief the rest of the company on exact nature of the information and so when they meeting began by the patron asking if we were 'from the guild' and Black answering in the affirmative I became concerned that we were inadvertently signing up for a criminal enterprise. However this misunderstanding was eventually rectified. Ms. Lisa Goldcoin turned out not to be a smuggler or racketeer but is a supplier for alchemists and herbalists while Black is actually a member of a Guild, the Guild of Alchemists. After a bottle of wine and seeing our Cohort badges she was happy to have us on their escort. Her caravan was organised with a number of other traders to take advantage of the unusual quiet in Wolfgaard (see also field reports dated 18th Talienir, 1524); head east, pass through the mountains and skirt the edges of the Wolf's domain around to Grabentod, thereby bypassing the sea routes and the need to cut the Captains in on the profits. Company signed on as far as the pass into Wolfgaard and departed Trie with the Caravan two days later. Other than an unseasonable rainstorm during the second day, believed to have been caused the Kraken and blown inland, our journey along the roads proceeded without any incident of note until the 5th day. During that afternoon the caravan came a to crossroads near the border of the provinces of Westriet and Tyrtep (see map annotations) where a line of thorn bushes blocked the east road. Their placement seemed incredibly suspicious and so our company moved to the van with a small number of guards for backup, while the bulk of them and Black kept watch at the rear. Our suspicions were confirmed on approach, the bushes had been an illusion and behind them a platoon of Ccrossbowgoblins waited behind spiked barricades. Taking cover quickly behind the rise anchoring the goblin left flank their volley was foiled and we ended up in a melee atop it and spotting their shaman there. The shaman took an arrow from Hunter and ran, with Hunter in close persuit and followed by Korak. Myself and Takumir faced off against the eight remaining enemy on our side. These goblins were well trained in small unit tactics, they moved incredibly quickly to take position and surround us, taking full advantage. Certainly dangerous in a pack, individually they are still quite weak however and soon began to fall. Finally breaking when our backup made it onto the rise. Only one espcaded though, and that despite taking a hatchet in the back. During this an ogre holding a palanquin on its back bearing four more crossbowgoblins had been able to lurk near the roadside and sprang to attack the caravan when the barricade dropped their illusion. The Guards formed up to take it on and even managed to slay the ogre and most of its riders with the help of Black's spells. It cost them greatly though as 8 of the guard were slain in that fight. However if the barricade ruse had been fully successful the entire guard would have been caught up in the crossbow fire when they went to clear the bushes, leaving the train and its civilians at the mercy of those beasts. Hunter and Korak returned with the body of the goblin shaman but Black also managed to catch a goblin alive. Through his spell of comprehension we were able to interrogate the so-called 'Mr Grumpy' and learn about the raiders. According to what was translated, the dead shaman was the only one it knew had been able to employ magic but there were also 'many many' goblins dwelling in a large cavern system further east. They were lead by a 'big boss' - literally big, the goblin believed or atleast bragged that this boss would be able to crush a human without the aid of tools. The caverns had belonged to 'little men' which sounded like a possible description of Dwerren. Pressing for further description it told us there was worked stone and a statue of a dwerren with raised hammer that was 'bad', goblins that went near it were killed. This began to sound like a possibility for our missing Temple of Moradin. It was also mentioned that there was a large snake that seemed to dwell in the place too. Finally we managed to prise out the rough location and some nearby local landmarks; A 'funny shaped rock' (the shape was phallic) followed by a 'two-headed tree'. During our interrogation Ms Goldcoin consulted with her fellow merchants and they had concluded that after facing so many losses it was unsafe to continue and they would have to head back to Trie, while our company wanted to go on and confirm what the captured goblin had told us. In the end we decided to remain with the caravan to help bury the dead and then find a suitable campsite before parting ways in the morning, bidding the caravan take head of the ogre and news of our discovery to the authorities back in Trie. There was a very strange incident during that night and at first I thought I was hallucinating it, the attack on the caravan had brought some unpleasant memories back to me, but the others all saw it too. A herd of cats, mostly house cats but also some large specimens the size of a dog, had entered the caravan's campsite and usurped the warmth of the guard's night fire and they were unsure what to do. My mother always said cats were 'Moradin's precious little bastards' and many Dwerren - or atleast those that I know consider them auspicious so I suggested giving them some food and leaving them alone. I shared a ration with one, petted it for goodluck and retired for the night. The herd moved on shortly before dawn. The next day we parted ways with the caravan as planned and struck out eastward, going east-north-east under the guidance of our goblin captive and sure enough after another day of travel noticed the first of its described landmarks, the phallic rock. We hunkered down, trying to remain undetected by any passing patrols as moved past the second landmark and soon came within sight of the caves. There were several different entrances in the rock face, and each one had atleast one goblin on guard when we approached. We were unable to get close enough for a more detailed reconnoiter however as we were spotted. One of them signalled with a horn alerting the guards and the rest of their nest. Given their numbers and organisation the company fell back rather than risk an assualt on them while alert and ready for one. We also did not want to give the enemy time to realise that we were not the van of an approaching army and come out to persue us so we decided it was best to return and share their location before that happened. See attached map notes. I put an end to our prisoner to deny the enemy as much as possible and then we hastened back west. The company returned to Trie after another few days of journey that thankfully passed without noteworthy event, brining our expedition to a close.
Session 11 (1A): I now pronounce you... Present: Teresa Eirwen (Serephen) Tarkus Creed (Thai) Rob Boss (Depraved Lunatic) Agatha (Summer) Prudence (Lena C.) Hobbin Rood (Andrew Z.) The Baroness of Roesone, Marlae Roesone is extremely grateful for the work of The Cohort in this endeavor. The Alseid known as Prudence has officially been granted the title of Countess of Abbatuor! The other members of the group have received the title of Lord or Lady of Abbatuor (their choice). All character receive a signet ring for their new house as well as papers to prove their legitimacy. Feel free to make your own coat of arms here ! Produce and Agatha do not forget to pick a new name for your house! Additionally the group has been granted a reward of 600 golden crowns to be divided amongst them as sign of the Baroness' gratitude. The Baroness has already paid The Cohort's tax. In honour of the group's triumphs at the tournament the victors have also been granted the following: Lord Robert Bossouri has been granted a fine Khinasi warhorse complete with chain barding! Lady Agatha, sister of the great Countess Prudence, and hanner-alseid has been granted a key to the Royal Library of Avanil. While not literally a key, this silver necklace grants the wearer the right to access the libraries at the Royal College of Sorcery in The Imperial City of Avanil. Lord Tarkus also receives a key. Note these keys do not grant access to the restricted sections of the library or college. Monster XP: 0XP Quest XP 450XP for successfully bringing the quest to a conclusion in an unexpected, and creative fashion! Great work on assisting the Baroness! RP XP 400XP for wonderful RP, and an overall terrific session! Exploration XP 50XP for marking Countess Prudence's new domain! Log XP 200XP to Prudence for an amazing log! 150XP to Agatha for a terrific log! Total XP 900XP to Teresa Eirwen, Tarkus Creed, Rob Boss, and Hobbin Rood (assuming Andrew Z. gets his character approved) 1100XP to Prudence 1050XP to Agatha Renown, Fame, and Infamy Every party member gains 3 points of renown in the Barony of Roesone. Agatha Receives an additional 2 points of renown for being the sister of Countess Prudence, and another 2 for her placement in the mage's tournament (total of 7 points). She also receives 1 point of fame in all of Anuire for her success in the mage's tourney. Tarkus also receives 1 point of fame in Anuire for his placement in the mage's tournament. Robert receives an additional 2 points of fame in Anuire for his placement in the martial competition. Prudence receives another 7 points of renown in Roesone to compliment her new title (another 10 in total). Additionally she receives 3 points of fame across all of Anuire as stories of a sacred alseid begin to spread like wildfire across the lands (for better or for worse). Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining a level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here. Session 12 (1C): The Tide rises and then Falls! Present: Darvius Ingund Lambert Orithar The Kallanon rewards the group with a total of 400gp (100gp per person) for defeating the last of the fishmen, and whatever monstrosities they created. He declares the scepter that the party looted off of their spellcaster as an important item . Because the party are receiving their reward directly from The Cohort Arcanum no taxes are due. Monster XP: 380XP per person for defeating the fishmen, monstrosities, and zombies. As well as for overcoming their lair's various traps. Quest XP 250XP for completing the mission! RP XP 100XP for good RP! Exploration XP 0XP Log XP 150XP to Darvius for a fantastic log! Total XP 730XP for Ingund, Lambert, and Orithar 880XP for Darivus Renown, Fame, and Infamy -All characters receive 5 points of renown on Bleak Holm Isle, 1 point of fame in Brecht lands, and 5 points of infamy with Beauty. Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining a level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here. Session 13 (1E): Grave Losses and Dark Dealings Present: Siegfried Morton (Hats4Cats) Ayoda "Ayoval" Partum (Sloth) [Deceased] Brjuurn Fireforge (Beorn) Shango Bayu (Lunatic) The Great Protector of the Couladaraight, Rhiana Waynmuun gives the group 40 silver leaves for defeating the odd zombie creature protecting the tomb. She also grants an additional 10 silver leaves to be sent to Ayoda's next of kin. Taxes on all of these rewards are still owed. Monster XP: 25XP per person for defeating the odd zombie Quest XP 25XP per person RP XP 75XP per person for good RP. Exploration XP 50XP for discovering Fara's smuggling hut. Log XP 50XP to Shango Bayu for a great log (less XP given than I normally would considering the total XP for this mission). Total XP 175XP to Siegfried Morton, Brjuurn Fireforge (if Beorn wants to get his character approved) 175XP to SlothSlow for his next character 225XP to Shangu Bayu Renown, Fame, and Infamy -None Passes Each player (except for Beorn who received a warning) receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining a level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here. Session 14 (1H): The Shortest Caravan Journey Ever Present: Hunter Layton (Link S.) Korak Flomhelm (Sloth) Diesa Gemfire (Zil) Dragomir "Drago" Black (Hats4Cats) Takumir (Lunatic) The great Herzog Shaemes Karlburgher keeps his word, and rewards the party with 16 kraken's booties for the goblin heads, 50 for the ogre head, and very graciously also awards the group with an additional 50 for the head of the shaman for a total of 116 kraken's booties. Tax is still owed to The Cohort for this reward. Monster XP: 193XP is awarded to each character for defeating the goblins, ogre, and shaman. Quest XP 200XP per character for finding the goblin caves, and defeating a portion of their forces. RP XP 150XP per person for great RP! 50XP extra to Diesa for bringing her family into the story! Exploration XP 150XP per person for discovering the goblin caves (and potentially the temple you were looking for). Log XP 150XP to Hunter Layton for an excellent log. 150XP to Diesa Gemfire for a wonderful log. 150XP to Korak for a great log! Total XP 693XP to Dragomir "Drago" Black, and Takumir. 843XP to Hunter Layton, and Korak Flomhelm. 893XP to Diesa Gemfire Renown, Fame, and Infamy -Every character receives 1 point of renown in Grevesmühl. Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining a level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here.
Session 15: The Goblin Hideout Raid Present Adventurers: Diesa Gemfire ( Zil ) Prudence Duskhart ( Casiope ) Agatha Duskhart ( Summer ) Darvius Alandre ( Darvius ) Shango Bayu ( Lunatic ) Items Sold: The eye of a very strange and very dangerous creature. Quick Recap: We assembled some volunteers and got a little aid from the Herzog in Daugren We met a Knight of the House Wyvern, who accompanied us There were barely any goblins at their presumed hideout We bested an extremely dangerous creature and had to retreat, as we spent a lot of recources Our group was headed towards the presumed goblin hideout to finally end this menace. Our first stop was at Daugren, to ask the Herzog of Grevesmühl for any aid he could lend us. He lent us two of his guards, Stalvahn and Eisha. But we felt like we needed more. Not because we doubted their capabilities, we just wished to prevent the goblins from escaping. In Daugren we managed to convince two caravan guards, Belinda and Eldred, to join our cause. We promised them all a fair share of the spoils from our expedition. Once we were certain that we wouldn't be finding any additional assistance in Daugren, we moved on towards Trie, as it is much close to the presumed hideout than Daugren. Once our group arrived in Trie, we tried to hire some people for our course again, but were intercepted by a somewhat renowned sailor who called himself "The Berry Blackbeard" or "The Blackberrybeard". I can't remember, he talked in a pretty heavy Brecht accent. Anyhow, he offered us to join him to raid the Kraken's door for more treasures. Tempted to have him and our crew on his side, we offered him to join him, if he were to help us with our goblin problem first. We negotiated for a while, but ultimately our group decided against assisting the sailor, as he also seemed to have a reputation to be a bit... off. We looked for more capable people in the Silver Inn, but the people with potential were either already spoken for or had a greater cause waiting for them. Diesa attempted to sway some by calling people towards "The Chicken Gate" in Trie at 9 am the next day. We then were recommended a place, where we would be able to find able-bodied fighters. The man told us its name was the Rusty Bucket, so we went there, after passing several precautions. We witnessed a duel to the death while talking to the man's contact there. While negotiating, Agatha wished to tend to the fallen fighter's wounds before he would bleed out but was promptly stopped by the victor. Not shortly after a duel ensued and was won by Agatha, "The Destroyer". We won a little bit of coin and were approached by a Wyvern Knight called Dietric, who was smitten with Agatha's performance and glamour. After a bit of back and forth due to the language barrier, which I helped break, we swayed him to join our cause, to prove himself of Agatha's attention. We left the Rusty Bucket shortly after receiving a meal and returned to the Silver Inn, to rest for the night. The next day we went towards the Chicken Gate, to see who wished to come with us, also to meet up with our newest ally, Dietric and his wyvern, which he named after Agatha. Surely enough, Agatha and Diesa were allowed to ride on the magnificent creature, but it wasn't long until the people who wished to join our cause arrived. They were 4, 2 men and 2 women, probably couples or married couples. Anyhow, now that we were a group of 14, we went on to the presumed hideout to end this menace once and for all. On our way there, during the night, we noticed that a goblin scout seems to have spotted us. At least Darvius did, he spent a lot of his night hunting after that goblin, but it outpaced him, apparently. Once we arrived at our spot of interest, we prepared a few blockades and barricades to hide behind, in case some goblin crossbowmen decided to rain bolts upon them. After scouting around the mountain we have found that these entrances seem to be the only exits as well, but we can't be sure about this yet. We left 7 of our volunteers behind, so that they would be able to catch any stragglers. We entered the cave in the northmost entrance, minding our step and keeping our eyes peeled for traps. What we didn't expect to see though was this strange creature with a glowing eye, that almost completely mimiced a stalagmite on the roof, by which we got caught off guard. Needless to say, the battle that ensued was one of attrition. We spent almost all of our resources on defeating this opponent and staying alive. Diesa and I especially had a hard time against this foe, but together with Dietric our party managed to best this miscreant as well. We cut it's eye off, as it seemed valuable, but we didn't know at the time if it even was valuable. Afterward, during our retreat, Agatha decided to accept Dietric's proposal to receive her hand in marriage. Guess that's the first time I've witnessed someone getting engaged. Dietric was acceptive of Agatha's adventuring career and told her that he would be waiting for her, until she decides to settle down. The whole ordeal was incredibly adorable. That is all there is to say about this expedition. We would wish to pursue this mission at another time, but for now we will have to leave it be. We don't know if the goblins have swapped hideouts or not, but all adventurers travelling in the area of Westriett should keep their eyes open. - Signed, Shango Bayu
Session 14 (Special): Caravan Adventures Party Members:  Diesa Gemfire, (Zilarrezko) Dragomir Black, (Hats4Cats) 'Hunter' Layton, (Link S) Korak Flomhelm, (SlothSlow) Takumir, (Depraved Lunaric) The usual log written to his companions back home and to the Arcanum items in (...) are to his home only.      ("Some of the others found a key to a temple of Moradin and I had decided to take it upon myself to find this hold and reclaim it in his name. I left a note and some answered to the call. The hot headed boy Takumir, our shadowy but reliable friend Hunter, the wild child who proved himself on this day, and the fierce Diesa. These ones all seemed quite useful this time around and will be keeping an eye on them to see where their training takes them.")     We made our leave to Grevesmuhl and found our way to Daugren. Upon our arrival Hunter left on his own to find information about our journey while the rest of us followed Diesa to her home to visit her family. Unfortunately here us Dwerren are not among the highest class and do not live in the greatest conditions. We met Diesa's mother, Silde and had a little bit of a conversation about the area seeing if she had any information about the goblins for us. Unfortunately she only knew about some Gnoll known as Bloodrider uniting the tribes. I can see this becoming an issue in the future and would recommend dealing with this sooner than later. Hunter came back and confirmed our information and also the whispers that Ironbeard was not a very reliable source.       Unknowing exactly where the temple was hidden we decided to accompany a caravan, given the goblins in the general area of where the temple is supposed to be I thought it possible the little bastards had an idea where it was. Our group decided to go to Trie and try to find someone to take us up on our offer to be an escort. If goblins attacked us we could get some information and also help with the goblin issue at the same time, a win win for everyone. When arriving in the city Drago mockingly impersonated Hunter pulling his shirt over his head and acted like a fool wandered off to get more information. Surprisingly he came back with a note and was told to meet a woman at the silver in. Of course everyone was skeptical at what information this boy could gather and why it was sending us to the shady area of town, most of us were expecting knives to our throats in a back alley. We went into the tavern and were shown to a back room where Ms. Goldcoin was awaiting us, after speaking to her in Low Brecht Diesa and the boy got into an argument about the validity of his writ, worried that it may be forged and how he even got documentation from the Guild of Alchemists. Goldcoin did not like our bickering and told us the deal was off and so we continued wandering around the tavern for awhile. Diesa and the boy spoke to one another and rectified the argument.      Now understanding the situation Diesa purchased some apology spirits from the bar and we went to speak to Goldcoin once again (Though I did not know a damn word they were saying and was just there to look pretty). This time with explaining the situation and showing we would be useful in protecting the caravan. After being accepted we learned the caravan would leave in two days time, we prepared one day and I decided to pick up some coin working at a jewelers guild for a day (I think I did some of my finest work there, I may go back and see if I can get a letter of recommendation for other work.) After a few days rest we assembled with the caravan to depart on our soon to be short journey. Although he is not straightforward with his ways the boy Drago can be useful if he puts his mind to it as this caravan was quite large and surely a big target for the little green plague.     Our first leg of the journey was uneventful aside from the massive storm said to be carried by the Kraken, I would not want to be stuck in that while out at sea. We rested after this harsh weather and continued on a little wetter than when we started. After drying off and resting for one more night we continued our journey. On some crossroads we happened upon a large line of bushes that seemed unnatural in placement how perfectly they crossed the road. A few of us proceeded forward and unsurprisingly the bushes disappeared and were lined with goblins. The others took for cover while I decided to take a defensive stance and block most of the arrows coming at me. Most of the others climbed up a small cliff and fought up there while I tried to provide support from down below. The others cleaned up the enemy quite well on the hill when I noticed their caster trying to flee. Hesitant to go alone I decided to help my allies finish off the rest of the little buggers and provide support for them. Hunter decided to go and chase down their mage and I went along with him to help track the bastard. We eventually caught up to it and with how rude it had been to us I struck it down. We returned back to the caravan to find even more dead goblins and guards at the back of the caravan and heard the boy had quite the hand in taking them down. (I think I may begin to train this one and temper his wild attitude, he may become a valiant warrior.) We came out this day victorious but not without some losses from the guard.     The others found a goblin alive and decided to interrogate it, they noted that they were kept in some caves to the north the description of which seemed likely to be the cave I was looking for, the temple of Moradin! (As a cleric of Moradin it is of utmost importance that these evil creatures be purged from his domain and the area be cleansed.) They gave a rough description of where it was located and how his big bad boss was going to kill us, the usual rhetoric by these weak goblins. Now although we were triumphant in the battle it did not come without cost, may of the guard were dead and their losses were to be mourned. I made a plaque at the crossroads commemorating them and their valor in combat. And we rested for the night once again with the caravan not wanting to leave it to the wolves in the night after losing so many guards. In the night we were assailed by adorable little creatures who wanted to warm themselves by the fire and take some of our rations. After this peaceful night with our new companions they left and we packed up and decided to confirm the stories of the goblin and check out the caves. Upon arrival we were spotted quite easily due to the boy not holding his tongue and saw a few goblin figures dash into the cavern. We decided to leave this venture for another day since we were tired from our journey. We also found scales from that possible Titanoba the Dwerren child saw on another expedition. Well after all this commotion we decided it would be best to head back home and get some rest after our long journey.       (I have heard some others hope to clear out the caverns and I wish to join them although I need to partake in spirits as my clerical duty requires me on the day in memoriam for those who have perished serving Moradin.)
Session Log 15 and 16 Goblins, Wyverns, Ogres, and Mothers Oh my…. Session 15 Diesa Gemfire ( Zil ) Prudence Duskhart ( Casiope ) Agatha Duskhart ( Summer ) Darvius Alandre ( Darvius ) Shango Bayu ( Lunatic ) Session 16 Diesa GemFire Prudence Duskhart Agatha Dusckhart Darvius Alandre Tarkus Creed Zolis This task took many unusual turns that we could not foresee. I will let the log speak for itself. The original group gathered in Lord Hurzog’s throne room. We informed him of our intent to clear his land of the goblin and Ogre menace. He gave to us two of his guards. Belinda and Eldryed. They did not factor much into this mission, but they were with us.  The group wished to find more people to go with us, as the force we expect to fight was said to be large.  When we arrived in Trie we went to Hayside, to a tavern. There we met Old Berry Blackbeard who tried to recruit us to go to the Kraken’s lair to steal its “Booty”. We politely declined, after a brief negotiation, he did give us each a Kraken Booty coin which he claimed came from the lair. We disposed of them later, fearing they were cursed. Shango may have held onto his I am uncertain. Not finding any volunteers at this tavern, on the advice of a man named Turnip we headed to the Rusty Bucket. There we asked after a man named Liessen, we were escorted to a secret stair and soon found us inside an illegal fighting arena. The champion of the arena Bandersnatch defeated his opponent, who was left to die bloody on the ground. Agatha decides to descend into the pit to treat the fallen man. Bandersnatch turns on her angrily, and much to everyone’s surprise Agatha challenges him to a duel. He quickly rushes her cutting her within an inch of her life, as her magic sustains her by a thread she drops the arena in darkness. Soon we hear the Bandersnatch shout that he concedes. Those who bet on the match collect their winnings, as Agatha emerges from the pit a man in plate armor comes up and kneels before her requesting her hand in marriage. He introduces himself as Dietric Wyvern. He is convinced to join us to prove his worthiness to the Lady Agatha. Diesa words to recruit more volunteers. In the morning, we gather at the Chicken gate. Our party, 2 guards from Hurzog’s Hold, 4 people from Trie, our party… Then their was Dietric, and his Wyvern. It turns out he is one of the Wyvern Riders, and a lord in his own right. After some of our group take turns riding his Wyvern, he continues to try to impress Agatha. Although, he has a gentle and kind demeanor. He also gifted Agatha with a book that allowed her to learn Low Brekt. We continued our journey setting watch; our camp was spied on twice by goblins. However, in the darkness I was unable to follow their trail. When we arrived at the cavern we searched the hillside for any other exits, not finding any we set up barricades outside the cave. With Dietric with us and a lantern bearer we entered the cave. It seemed mostly empty until we came to a cavern with goblin skeletons.. We cautiously approached looking down to the skeletons. When suddenly I was hoisted into the air by a long tentacle. Looking up one of the Stalagmites had come to life with a giant eye, and a hungry mouth lined with teeth. It lashed out with it’s other tentacles towards the others. The battle was long and fraught with Disa and Dietric ended up near it’s mouth fighting it in melee, I was grabbed twice but managed to back up and catch it with some arrows. Agatha’s magic, did the most damage to it as Detric finished it off with his longsword. We were spent, and decided to retreat and regroup. Returning to the Cohort, we gathered some more members and set back off a week later. Detric once again met us outside the Chicken gate as well as our other fellows, and we set off. During the first night on my watch we were visited by Detric’s Mother Katherine Wyvern, on her much larger Wyvern. She was not happy with Detric’s choices, at meeting Agatha. She departed and later that night after Detric decided to invest his bloodline into Agatha, he departed to speak with his mother. This was the first time I had witnessed a bloodline being passed, to another. Later that night Detric returned he and his Wyvern wounded. He stated he had worked it out with his mother… The next night once again on my watch Katherine arrived on her Wyvern, as I observed from the bushes she drew out her Halberd and cut the head of her Wyvern off, she then approached where Agatha and Detric were sleeping and reached out to him, suddenly her form collapsed as she invested her bloodline into her son… When the camp awoke Detric was distraught and departed with his mother’s armor. The group went to work cleaning and skinning the large dead wyvern, no need for it to go to waste. When Detric returned we departed for the cavern once again. Similarly we set up our outpost outside the cavern and we entered. There we found stairs going deeper into an ancient temple with magical doors. Diesa evidently had a key to the doors. We moved the camp to inside the cavern and we descended. Tarkus used his unseen servant to open the doors leading out of the chamber and Diesa used Detric’s helmet to lure out a host of crossbow shots. We waited inside the room as a goblin poked his head in and we cleaved it off. Soon, the battle was joined Diesa and Dietric taking the front line blocking the doorway. We fought back and forth through the doorway, Diesa and Dietric both taking the brunt of their attacks and Prudence’s magic keeping them healed. Soon a large sound came out of another room as a Large Ogre came crashing through attached to it were goblins in a backpack on it’s back. Detric lunged forward with his longsword, slashing a deep wound across the Ogre’s chest as the poison on his blade turned the Ogre’s blood to jelly it collapsed. Suddenly the Goblins took out something from their pouches and attacked with a terrible ferocity. We weathered their attacks, and when the drug wore off they were stunned by the after affects. We went in to make short work of them. However, from out of the back room where Agatha had placed a large globe of magical darkness emerged a giant goblin with a great sword, he charged Detric and ran him through slaying him.  Tarkus rushed forward calling for a retreat, as we began to back up he unleashed a thunder wave knocking the large goblin down. Agatha seeing Detric on the ground rushed forward in a fury and unleashed her magic point blank into the goblin’s face slaying him. Prudence tried to heal Detric but it was too late… He was gone. In the chaos, one of the goblin’s fled I started to chase after it but goblins are fast when they are frightened, and I did not wish to be lead into an ambush so he escaped. Agatha carried Detric’s body above, we could hear the sounds of weeping as we searched the goblin’s lair. All the goblins had various items about them and I found a similar keep to the one Diesa carried, which I placed in my pouch. I searched the rest of the lair and soon found a room with a large chest, Diesa and Zolis joined me in the room, and we discovered the key to the chest in one of the nearby tents. Inside, the chest was a trapped vial of magical fireball, which we kept and a hoard of Kraken’s Booty! We began to lug the chest back where to our surprise we found Detric very much alive, and Agatha with scales starting to cover her skin. She revealed to us she had made a deal with a creature that had whispered to her that it would save Detric, if she bound herself to it. She agreed…. She named the creature as Explicita Defilus… An ominous name to be certain. Detric lived, the goblin force defeated, we began to prepare to leave back to the Arcanum. Farewells were spoken and promises of reuniting and we soon found ourselves returned to the Arcanum, much wealthier and much changed from the experience, some of us more than others. As a note the temple complex descends much deeper into the ground. Any Arcanum group wishing to go will require one of the keys Diesa and I possess, as we locked the ancient door behind us.   Signed, Darvius Alandre
Session 15 (Mission 1H): The Wyvern and the Roper Expedition Members Agatha (Summer) Prudence (Lena C.) Darvius Alandre (Darvius) Shango Bayu (Depraved Lunatic) Diesa Gemfire (Zilarrezko) What I would call the most unbelievable, amazing and most heartbreaking adventure of my life began in Daugren, Grevesmühl. Me, my sister and some other members of the Cohort had decide to take on the mission of clearing out goblins and ogres in northeastern Grevesmühl per request of Herzog Shaemes Karlburgher, as they had been pestering his lands. Diesa had been there before and seemed very eager to take as much reinforcement with us as we could find. The Herzog offered us two guards of his own, but told us that that was all he could give us, so we decided to look elsewhere for more volunteers. We managed to find another two guards to come with us in a tavern, but no more. The party decided to move on to Trie keep looking. In Trie we went to the slightly more shady area of the city, coming up on a tavern where we are greeted by Captain Berry Blackbeard. He claimed to have stolen treasure from the Kraken, tossing us a coin each as proof. He also offered us to come with him to retrieve more of the treasure. We declined as stealing from the Kraken seems like a stupid idea and Blackbeard didn’t seem too… sane. No one was willing to join our party from that tavern, but we got pointed to another place where we could find some volunteers, at the Rusty Bucket. The first thing I noticed as we were lead down to the secret area was the fighting pit! I knew it would be a good idea to look for some illegal fighters to join us. While the others in the party talked to Liessen, the owner of these fighters, me and my sister watched the fight. The winner, Bandersnatch slayed his opponent and Prudence wanted to save him so badly, but due to her now having deer legs, climbing down the ladder to the pit was not a good idea for her. I climbed down in her stead and started to heal the fallen fighter, only to be yelled at by the champion, Bandersnatch. I should have known that he would not appreciate having his opponent saved and we ended up in a duel of our own. He was a great fighter and it took all my best moves and spells to not fall to his attacks. I managed to just push through and ended up defeating the champion! My companions referred to me as Agatha the Destroyer. A lady brought me into a small room and healed me, cleaned me up and did my makeup and hair. As I returned out, sitting with my sister at an empty table, a knight came over and kneeled with his signet ring in his hand. As I don’t speak low Brecht or any other common language with this man Shango translated and it turned out that he wanted my hand in marriage after seeing my performance. Little did I know what this man would come to mean to me. I said I would consider his proposal if he proved himself by helping us with our mission, and so we recruited Dietric Wyvern. The next day we meet up with our new party members, ending up a larger company of 14 people… and a wyvern! Dietric had brought his wyvern, whom he confusingly enough named Agatha in my honor. (He later changed her name to Akka per my request.) Oh! And I knew this was her name as he gave me a special book, I opened it and after quite a bit of headache I had learned Low Brecht! Just like that! The magic was amazing, before it turned to dust in my hands. The first thing I did was of course to ask for a ride on this majestic beast and it was an amazing flight. Diesa got to ride the wyvern as well. Then we made our way towards the location where the goblins were believed to come from. While we camped the first night Darvius sensed a goblin during his watch, but didn’t manage to catch it. At least we knew they were still there. Reaching the cave we put up our barricades and left half of the party, more specifically the guards, outside while the rest moved in. There were no goblins, but we found signs of goblins, goblin skeletons! In the ceiling was a large creature with tentacles, who I later was told is known as a roper. It was an intense fight but we eventually managed to kill it. Dietric turned out to be a great fighter, not to mention a very kind and caring man. I accepted his proposal! Sadly, the story does not end that happily as we decided to stay in Trie for a week to rest up before we continued to look for the goblins. It was a lovely week that I spent to get to know my new fiance. Session 16 (Mission 1H): Till Death do us part Expedition Members Agatha (Summer) Prudence (Lena C.) Darvius Alandre (Darvius) Diesa Gemfire (Zilarrezko) Tarkus Creed (Thai) Zolis Ulmokina (Lordgenome) As planned we spent a week resting. Sadly Shango had to leave us but was replaced by two other members from the Cohort who wanted to join our mission. We headed straight to the campsite from last time. That night we were woken up to the sight of a hugh wyvern and a tall lady in armour. It was Katherine Wyvern, my mother-in-law to be. Opposite to Dietric, she did anything but love me, but softened up a little when she heard about me being the sister to, and a lady of Countess Prudence’s court. She left and Dietric asked me if I wanted to spite his mother. I had no idea what would come next. He offered me his bloodline, giving me long life and a divine aura. When the ceremony was over Dietric left to talk to his mother, returning injured. I had accepted his offer, not knowing what it really meant to be given someone’s bloodline. That I would come to learn the hard way the next night we camped. I was not awake, but Darvius told us how Katherine returned and after dismounting her wyvern she cut it’s neck, thus killing it. I woke up when she approached Detric as I was resting close by. She was saying something over Dietric and suddenly she turned to dust, her armour falling to the ground. When Dietric gave me is bloodline apparently it meant he himself lost it. His mother could not stand the thought of that and decided to give her bloodline to her son. It didn’t kill Dietric as he is 26 years old, but she was over 200 years old, so when she lost the blessing of a long life she turned to dust. Dietric was beyond himself and gathered what was left of his mother, returning to the capital. We harvested the scales of the dead wyvern and I took one to give to Dietric as a memory of his mother and her wyvern. The next morning he returned and he said he would have to leave me for a while as soon as we had finished our mission. We made it back to the cave entrance and headed inside, leaving the guards and barricades outside again. Prudence scouted ahead as a spider and found a door that she lead us to when she returned to her normal form to report. It appeared to be magical as it opened and closed by itself with a key that was left behind by the goblins. After moving the barricades and guards to that door we decided to head down the stairs. We ended up in a small room with one door and Diesa had this brilliant idea to stick Dietric’s helmet out to see if they were waiting for us. It was instantly shot at by many, many goblins. We decided to fight from that little room, Dietric and Diesa taking the frontline and soon we made good work of the goblins, and even an ogre. Then it happened. There was a goblin, unlike any other, that struck Dietric down… killing him. Prudence tried to save him, but there was nothing she could do. He was already dead. I was lost. I tried to give him his bloodline back but it did nothing for him. It think the rest of the party scouted the corridors for more goblins and treasure. I brought him upstairs to Akka, but she couldn’t do anything for him either. That’s when I heard it, a hissing voice in my head. It introduced itself as Explictica Defilus and she offered to bring him back in exchange for my servitude as one of her snake priestesses. I accepted and Dietric came back to life. It was the last thing I could do after all the kindness and love he had shown me. I tried to give his bloodline back, but he refused and I stomped away in anger. We returned to the Cohort. As I sit writing this I see the scales on my arms that appeared when the snake woman brought Dietric back. Despite this I’ve been told that I am pretty by several people, which is many, many more than have ever told me that before. I have a lot of questions about this new blessing… or curse.
Session 15: (Mission 1H) The Wyvern and the Roper Diesa Gemfire ( Zilarrezko ) Prudence Duskhart ( Lena C ) Agatha Duskhart ( Summer ) Darvius Alandre ( Darvius ) Shango Bayu ( Depraved Lunatic ) A group was gathered with the goal of eradicating goblins from a cave in Grevesmuhl. The party met with Herzog Shaemes Karlburgher, in hopes of garnering aid, and he sent along two of his guards, Stolvahn and Eisha. The group had after taken liberty to gather any volunteers to aid us, and two more fighters joined on. I saw and heard their laughter and sneering at me even though I did not understand what they were saying I gather it wasn’t pleasant.  The party then moved on from Daugren to Trie in hopes of finding even more help. At this point I was getting a little nervous, Diesa wanted to recruit around 12 people, and I began to wonder just how many goblins we would have to face. Our first port of call in Trie was the Silver Inn where we encountered a man calling himself Old Berry Blackbeard, wanting to recruit us to his crew to go and raid the Kraken’s lair. We declined. One of his crew, a man named Turnip did turn us towards the Rusty Bucket where we could potentially recruit more fighters for our own endeavours, so we headed out. We found the Rusty Bucket to be home to an illegal fighting pit and walked in to see a man get cut down. Seeing nobody rushed in to help him I sent my sister, since the pit was 15 feet deep and I could not get down or up ladders with my hooves. This seemed to anger the victor who challenged my sister to a fight, and would surely have cut her down were it not for her..shadows. She emerged victorious which caught the attention of a certain young man in the tavern, watching the fight. He approached my sister in his full plate armour, knelt down and held a signet ring towards her. I was in shock! Shango translated what he was saying to us, and my jaw dropped again when he told us he was proposing marriage to my sister! I’ve never seen Agatha blush so much. She told him that before she decided, he’ll have to prove his own fighting prowess to her by accompanying us to the goblin caves. He happily agreed. He told us his name was Dietric Wyvern and that’s when I recognised the signet ring he was holding. The Wyvern house trains wyverns for war. This was incredible!  Our group of volunteers and us met up at the Chicken gate in Trie and we got to see Dietric’s Wyvern, whom he renamed Agatha! He seemed so sweet and awkward around her. She got to ride the Wyvern too, and couldn’t stop talking about it on the road. Then we finally made it to the infamous goblin caves, and the party looked to Diesa for she explored them before and would know best where to set up barricades. We left the volunteers outside to catch any runaways and entered the caves. As we are going a stalactite from the ceiling grows tendrils and a mouth and attacks us, grabbing Darvius and eventually Dietric and Diesa too. We kill it with some difficulty for its hide was tough expending a lot of our resources in the process. Our only reward is the eye which after extraction still blinked.  But seeing Dietric strike down the creature made Agatha more confident, and she accepted his marriage proposal! MY SISTER GOT ENGAGED!  We agreed to rest and reconvene with some reinforcements in a week’s time to find the goblins we came to kill originally.
Session 16: (Mission 1H) Till Death Do Us Part Diesa Gemfire (Zilarrezko) Prudence Duskhart (Lena C) Agatha Dusckhart (Summer) Darvius Alandre (Darvius) Tarkus Creed (Thai) Zolis (Lordgenome) The group reconvened. We set off again. Back to the goblin caves. On our way, Dietric’s mother Katherine Wyvern found us, and seemed very displeased with her son’s choice for a bride. They argued, though she seemed to accept that Agatha was a Lady, Lady of my Court. That night Dietric invested his bloodline into Agatha, making her glow in a heavenly light. He went off to talk with his mother after, and returned with wounds. Most likely the results of an argument. The second night camping was also eventful, for Katherine returned. She cut the head of her wyvern off, and performed the same ritual on her son, turning to dust herself. It was then we found out that when a bloodline is invested the original bearer loses it. This distressed Agatha greatly, for I am sure she would not have accepted it if she knew. I cannot help but feel guilty also, for encouraging her.  Dietric returned his mother’s belongings to his home, but did not want to leave Agatha in danger. Then we advanced in the caves a second time.  This time looking at the ceiling as well as the floor we found goblin tracks, and that they evacuated just 30 minutes before we arrived. Following them to a stone carved entrance to some temple we decided to set up new barricades there and the party advanced. Suspecting a trap we had Tarkus’ unseen servant open the door, and a volley of crossbow bolts landed on the stairs.  A fight ensued. Dietric and Diesa took point at the front, and I summoned my healing spirit to aid them, and heal their wounds as they got them. The fight dragged on, and a loud crash could be heard. An ogre made its way up to the doorway with four goblins on his back. Dietric sliced him through.  The fight continued, and I began to think the goblin numbers were endless. When their numbers began to dwindle Dietric advanced out into the corridor, only to be taken from behind by a larger more vicious goblin. I saw him fall. I felt my heart fall. Agatha. He couldn’t die, not after what happened. I rushed in to heal him but I was too late..I couldn’t save him.  Agatha, seeing him slain flew into a rage and unleashed a great volley of magic into the goblin that slew him, obliterating its face.  We wept, as Diesa and Darvius explored the first floor of this gods forsaken temple we wept. Agatha most of all. She had seemed so taken with him, how he held no prejudice against what she was, how Tarkus could tell from the first look on his face how much in love he seemed.  A heavy silence fell on our shoulders. And then he moved. Dietric stirred and sat up and breathed again! I was so shocked I can barely write it now. I looked to my sister in confusion and joy, noticing how she looked at me. Puffy eyes from crying, and scales...there were suddenly scales on her arms. I asked her what happened, and she told me that this voice offered to bring him back. Bring him back if she was willing to serve it. The entity called itself Explitica Dephilus. I am happy that my sister’s fiance returned, but I have great concern for my sister.  Offering Dietric a place in my home should he need it we promised we’d reunite soon, and headed back to the halls of the Cohort Arcanum, different than before.
Session 17. Sightseeing to Drachenward Hunter, Korak, Drago & Lordy Rob Aye just be writing this up for the boss man. I got sent over to Trie to go looking for knolls, hairy dog like creatures, not very friendly. Had one shoot me in the arm before, still got the scar. Pretty sure it's like a thousand miles away and I couldn't be bothered to walk so we went looking for some horses.  We found a lady who was willing to give us some. I looked at that contract for him, seemed alright like but if we are over fourteen days we have to pay an extra 2 gold 5 silver. Seemed far. We got away and you wouldnt believe the things I saw during the travel!. First, we saw the body of a dead drake. It was HUGE. Head had been sliced clean off. Body had been picked clean tho, took a small bone to remember it.  The next rest stop we put our head down in a forest. Some snake creatures like men with four women woke us up wanting one of our horses, something to do with expecting dollhouse? Didn't seem the type to wanted to play but said we can either give up a horse or make a bond with him. I'm not bonding with any of em, so gave em my horse.  It was alright tho, Korak let me ride with him, he warm anyways and gave me time to think, something Preshpine says I need to do more of. The next stop we ended up in the woods. The wolf lives here, during the night we got to see it! Well, I couldn't see it but Korak was telling me he saw the Wolf! Its head was as big as the drake and its smallest tooth was bigger than me. Apparently other wolfs were sniffing around us, smelling me like. You know what, I don't wanna see a wolf, I'm good, I left the drake bone for em maybe they wanted it? We lived but I don't reckon anyone should be sleeping in that forest-like. Not without any treats anyways. The third night we were inside the forest of the hag, it was too quiet tho, like unnaturally quiet. Think she is playing with the ley lines around the area, can't be sure tho. The fourth night brought a mermaid next to camp, she was lovely had a splashy tail and wanted one of us to go to over her. She seems nice, put on a firework show for her but she didn't want to talk. She liked rob tho, think she might be sweet on him.  The fifth night was quiet. On the sixth night, we ran into an old man fishing. At this point we we're inside Drachenward. This was late at night and the old man kept trying to give us tea. I got a really bad feeling, im not sure why but he was faking being weak. Said his name was Oleg. He was sitting at a cave. We got away quicky, I dont want to see him again. We finally arrived at the knoll location. Hunter went off to go scout ahead. I knew he would get himself in trouble as I saw him running back being chased by knoll. Lucky I was keeping an eye on him and made an image of that drake to scare em off. We made a plan to set up a couple of traps around the area. I still had my shovel from Miss Gemfire. Korak was better with it than me and made a small pitfall. I covered it up with an illusion. We even added some spikes.  Hunter brought em back to our trap and Lordy Rob was on daisy ready to charge at em. I'm not good with the fighting like the others but we got three in total into our trap thanks to Rob n Hunter. They're not really smart, the gnoll I mean. The others chased the rest of em down why they made me get the horse. I'm not a stable boy you know! Was laughing at Korak tho as he can't run very fast trying to catch up with the others. We able to kill nine in total with the Warg. We kept one alive so I could have a little chat. I was able to know there are seven of them left at the camp, sitting on a bunch of gold from the raiding. Their thousands of them over in the gnoll land ran by their leader. They only here to do raiding and don't really have a goal. So clearing em out for good isn't a bad idea. The rest of the group needed some rest tho so we went looking for somewhere where we could stay.  After awhile we found a path that came out of nowhere. A small city as we entered something silver came flying down from the sky. 
Session 17: Sightseeing to Drachenward Adventurer's from the Arcanum: -Hunter Layton ( Link S. ) -Korak Flomhelm ( Sloth ) -Dragomir Black ( Hats4Cats ) -Lord Robert "Rob Boss" Bossouri ( Lunatic ) Attained Loot: 9 Longbows ( Defective ) 9 Spears  ( Defective ) Discovered Locations: -Urkenhame Our Group began the journey in Trie, where we rented additional horses, as we were travelling quite a long distance to Drachenward. It didn't take us long to reach the crossroads where combat with the goblins from a few months ago had been waged. We payed a short tribute to the fallen and then went on our way.  We came across an old campsite with a slain, gigantic wyvern lying there, with it's head cut off cleanly. The one cutting it must have been an expert with surgical precision. The wyvern was also skinned, but not so expertly as the decapitation, as multiple people appear to have been working on it. We didn't wish to linger too long and searched for another campsite. During the night's watch, we were approached by followers of Explicita Defilus, who threatened to kill us unless we offered a tribute of one horse. We tried to negotiate and offered them a hefty amount of our rations, but they were insisting on the horse. We let it go, lest we be attacked by this not incapable looking group of people. The rest of the night went by rather calmly. The next night we encountered a mermaid inside a lake near our campsite. We tried to communicate with it, but it simply waved us over, to which we didn't wish to comply. She appeared to become bore of this soon enough, as she left without a trace. The night after the previous one, we once again had an encounter in the night, but with something far more terrifiying than anything before this. A wolf, a giant wolf, which Korak described as multiple stories tall. Apparently, we barely were larger than one of its teeth. Korak was shaking and he certainly doesn't strike me as one that is easily shook. There were also some smaller wolves, which were close enough to sniff at us, but they were nothing compared to that mighty creature. It left after a while, after which we resumed our watches and rested for the night. As dawn came upon us, we had finally reached our destination of Drachenward, where we immiadiately set out to hunt for goblins. We had been able to locate some tracks during the day, but what we did find in the end was a hut close to a lake, with an old fisherman called Oleg fishing. He seemed incredibly suspicious, so we didn't stay long, but he repeatedly offered us some tea, that Drago swore was not ordinary tea.  Shortly after, we found what we were looking for, atleast Hunter did. He found and lured a horde of gnolls with him. Since we were pretty unprepared for it, Drago quickly scared them by conjuring an illusion of a large drake at the lake. The gnolls quickly turned tail and ran. The next day was spent preparing the battlefield to fight and kill them off to complete our mission. We dug a pitfall trap that Drago covered with an illusion and a tripwire trap. We devised a plan for when the gnoll's came and went to our positions. The battle went by rather quickly. Hunter lured the gnolls into our traps, killing a warg, his rider and an additional gnoll inside the pit trap. The remaining 6 tried to escape, but Hunter and I ran them down. They tried to turn the tables on us, but we eventually bested them. We tracked where they came from, to discover that there were additional gnolls with a lot of loot in their camp. Having expended a lot of resources however, we decided that we should find a safe place close by to restock and resettle. Loose tracks led us towards a safe haven, a city called Urkenhame that is under the protection of Larmedyth, the Kind. Once we entered the city, we were confronted by her dragonship, Larmedyth herself...
Session 18. Silver and Shadow Me, Hunter, Korak, Lordy Rob & Fletcher  On arrival, I was greeted by a silver dragon Larmedylth, the Kind. She didn't like me very much at first, was talking all kinds of crazy nonsense. Well, she was kinda small for a dragon tho. Apparently, she had recently been killed by a red one but they don't die? Just become smaller and get reborn. I mean why fight if they can't die? She had a really long name like but I just called her Silver. She sent a guide over called Fletch, he seemed really popular around the town. I let him ride my horse, I'm still not very good at it. Silver went and told the whole town I'm some kind of black sheep. She liked Korak tho must be a dwalfen thing. We stay for the week. I tried my best to help out around the town, cleaning, doing manual labor but no one really cared. I did try to improve my reputation but silver really spread messages about me. A week passed, everyone else seems to be having fun.  We left to go see the gnoll encampment with fletch help but the gnolls had picked up their stuff and left. We should have followed em sooner like but o well. I got stuck on watch with fletcher as we slept at their old camp, he alright but was actually doing watch duty! Didn't want to talk or have fun. I didn't notice until fletch had woken up the other members, a ghost-like figure was approaching the encampment.  It looked sad and was beckoning us towards it. Everyone was so scared but I thought it was ok. I got them to follow it and led us to the coldest area I've been, unnatural so. There was a frozen body on the ground holding a cup that had traces of Giant Purple worm poison. We wrapped the body up and took it back to the village.  The elders seem of the city really didn't seem happy. Wanting to keep it under wraps, they paid us one hundred gold coins to keep our mouths shut, a waste of money really. As we rested we heard the sounds of a mad silver. She wasn't happy. We ran out and found her mad with rage. Hunter and Rob were able to tell her what happened and Fletcher backed them up. The body was of someone special, I can't remember her name something to do with dragons and wood I think. They were using the body to try and undo the protective magic around the city. Apparently Silver keeps a shadow portal nearby. I want one myself. SIlver kept it open as we entered with the help of the old druid still loyal to her. O yeah and Silver is just a little girl. I like her more like that, less intimidating. My head feels safer.  We entered the shadow realm. It kinda nice in there, everything feels more exciting. We went passed a line of pure magic. I wasn't paying attention and an illusion of myself that I had up ran into it. It kind of became "real" but with red horns and some other changes and ran off into the distance. I'm not really sure what happened but the old man yelled at me, said we can deal with it later. Anyways finally found the council trying to undo the magic with their ritual. They had the corpse of that lady floating in the middle of a circle. The party started blasting and slashing. I tried my best to keep up but was just trying to not cause too much trouble. I was able to help get the corpse out of the spell why everyone was fighting disturbing the magic. You should have seen em fight, Rob and Korak were throwing bolts of fire or something at em with ghost weapons. Hunter has firing arrows at insane ranges and fletch was tracking the invisible. The old druid did well too, he was a spider. The fight went on for ages but in the end, we were able to kill the council. We left the shadow realm and met back up with Silver. I think I might be growing on her. She nice enough but still watches me too much. We brought the corpse of that lady to her and she opened up her chest and took one of her hearts and placed it inside the dead lady. Silver is a necromancer! She brought her back to life in front of all of us and didn't try and hide it. The lady seemed alright tho but we didn't get a chance to speak as we were already running late to get back. We dropped off the borrowed horses and returned home. Can't wait to see silver again, wonder if she would take me into the skys?
Session 17: Sightseeing to Drachenward Party: Hunter Layton (me), Korak Flomhelm (Sloth), Dragomir Black (Hats4Cats), Lord Robert "Rob Boss" Bossouri (Lunatic) As usual, we begin with a boat ride to Trie. Once there, we rented a few additional horses for the long trek ahead. That was the end of the usual business. We arrived to the Crossroads and stumbled upon a dead wyvern - its head was cut cleanly off and only the skeleton remained. We were told that a previous caravan had passed through a week ago. I wonder if they had anything to do with this... Anyways, we found a nice campsite to settle for the night. During the night, a group of followers of Explicita Defilus approached and demanded we were trespassing. To avoid a fight, we gave them one of our horses. We trekked on the next day. This time, a mermaid was in the lake next to our camp, trying to trick one of us to follow her. Ignoring her, she left and the night went on its usual business. By this time, we had made to the forest. Yes, it was the forest with the wolf the size of the sailing boat. We had heard it was not as active as usual but kept our guard up anyways. During the night, it managed to find us. The size description is true. I could only see the head and one of its paws, but the paw alone was about the size of two horses. Korak threw up a silence around us which protected us against its thunderous howl. Under no circumstances should anyone dare to face that beast on their own. You need a small army to take it down. The next day we managed to finally arrive to Drachenward and begun our original mission: hunting gnolls. Their tracks were everywhere, but we managed to track them....to a hut next to a lake. Fishing, at night, was an old man that did not seem like a man in the slightlest. He kept trying to offer us tea, and thankfully, none of us were stupid enough to try it. We left quickly and found a gnoll camp, or at least I did as Rob was in the least stealthy of armor possible....why did we bring him again? Regardless, he proved useful the next day as we set the traps and baited the gnolls. The battle went somewhat quickly and even Drago was useful with his illusions. Rob unleashed his warhorse, Daisy (a male horse btw), and we killed all of them including their warg. After though we needed rest and I stumbled upon tracks of regular people leading nowhere. We followed and passed through a veil to find a city...and a silver dragon that landed immediately in front of us, Larmedyth the Kind.
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Discovered Locations: -Shadow Realm Urkenhame?   After a little back and forth with Larmedyth, our group was granted entry to Urkenhame. A man named Fletch was assigned as our guide. We decided to rest up here before we return for the gnoll camp, as we had to use a lot of spells to fight the gnolls in the woods. We presented the warg head and gnoll heads to the Soldaten-Council, which said that they will notify the Arcanum of our deeds.  During our time there, Hunter and I learned some basic Djurik to be able to communicate our needs with the other residents. Drago had developed some sort of bad reputation because of something "Dark" lurking within him, which he tried his best to remedy during our time there, but to no avail.  After taking a week to regenerate and rejuvenate, we went back to the woods to look for the gnoll camp, which we found to be deserted. Sadly enough, they seem to have run off and taken all their belongings with them. No matter, they will probably be hunted down soon. We went on to our nights watch duty but were awoken yet again, as a ghost approached us. I can't say I wasn't wary of the intentions of the ghosts, but we followed it, after a short stalemate of us watching it and the ghost waving for us to come with her. After about an hour or so, we approached an incredibly frigid campsite with the body of a dead woman. We found out that she is of Drachenward, but that's all we could figure out in this short time. Drago commented that the cup she was holding had a very dangerous poison in it. Somebody really wanted her dead. We wrapped the body in linen and the sorts and brought it back to the Village. Fletch arranged a quick meeting with the Soldaten Council. We brought them the Body of the woman, as we did not know the traditional rites of burial around here. Strangely enough, they seemed suspiciously displeased about the whole ordeal. They even paid us all to be silent on the matter. During our nights rest, we were alarmed to hear a loud shriek, which must have belonged to Larmedyth. We got up and dressed to move out and figure out, what this was about. Apparently, the body we brought back belonged to someone incredibly special. According to Larmedyth, the Council sought to undo the protective magic around Urkenhame, essentially dooming every inhabitant and possibly Larmedyth herself. We were led to the Standing Stones, where Larmedyth opened a portal to the Shadow realm for us, to stop the Council from achieving their disgusting goals. In there, we had to travel through a warped version of Urkenhame. Even an incredibly powerful fog of magic was blocking our passage. We had to crawl under it as to not get hurt in any way by it. Drago lost control of his illusion by lack of attendance. The Illusion became corporeal and formed into a twisted version of Drago. The Druid Poul, who was with us too in that endeavor, told us to move on and deal with it later. The boy should really be taught a bit of patience, he'll get himself into even more trouble at this rate. A few moments later, we found the Council conducting their perverse Rituals using the body of our priority target, corrupting the very magic that flowed around us. We intervened immediately. The battle was long and exhausting. Their mage blinded us and attempted to fool us by changing into Drago, but Hunter and Korak were not so easily fooled. Korak made their cleric's death swift. I fired a lot of my resources on their bowlady, but we managed to slay these evildoers in due time. Without the old druid, we might not have made it through. We returned from the Shadow realm with the body of the woman used to conduct those rites. Larmedyth cut open both her and the womens chest and placed one of her own hearts into the woman, who was revived as a result. I used the last bits of my healing magic to help the two regenerate their wounds quickly.  We sadly did not get a chance to talk to the women, as we were already running late enough. We returned our additional horses and paid for the one that we had lost, before returning to the Arcanum. -Signed, Lord Robert Bossouri  
Session 15 23/10/2019 Participants; Agatha Duskhart, Answeigh Sorcerer (Summer) Davrius Alandre, Sidhelien Monk (Darvius) Diesa Gemfire, Dwerren Fighter (Zilarrezko) Prudence Duskhart, Alseid Druid (Lena) Shango Bayu, Human Monk (Depraved) Field Report on the Expedition to Westriet, 15th of Haelynir (1524 HC) Submitted to Duty Sergeant, Grand Hall of the Cohort Arcanum Report prepared by Diesa Gemfire, Junior Associate of the Cohort I met up with and joined the company after their landing in Daugren as I had been spending time there at home with my family. News of their and partiuclarly Prudences arrival had spread quickly so they were not difficult to find. The company had assembled to assault goblin forces holding up in the caves discovered on previous expedition (See Expedition Logs 10th of Roelir 1524), the suspected site of a lost temple to moradin, and put a permanent end to their raiding. To that end there was a brief audience with the Herzog of Grevesmühl, Shaemes Karlburgher, wherein the company enquired after any additional support as investing the cave complex properly required more manpower than a 5-person adventuring company. The Herzog was reluctant to provide much but he did attach two of his household guard, Stalvahn and Eisha, to our company and gave us permission to raise and arm further volunteers in his domain for our purpose. The company recruited two more in Daugren from among laid off caravneer guards, Belinda and Eldred, and then took passage to Trie hoping to find further additons before setting off on the road to the caves. In Trie the company visited the Silver Inn, Hayside district. We were unable to locate any recruits there, the clientele that night being mostly local sailors and foreign traders. However we were given a tip from a sailor by name of Turnip to find an establishment called the Rusty Bucket and speak to a man called Liessen if we were looking for fighting men. Also a renowned seacaptain known as Old Berry Blackbeard tried to recruit our company on a madcap scheme to steal the Kraken's treasure - claiming to have sailed to the Krakenstaur, defeated a bunch of 'fishmen' and made off with a haul of gold, he was now looking to return with a larger crew. I dismissed the idea, no one has ever returned from the Krakenstaur before but his regular crew backed him up. In the end we moved on to find the Rusty Bucket, leaving our volunteers to take room at the inn. The Bucket turned out to be hidden below the flagstones of an unassuming alley and was the site of some undeclared pit fighting and gambling. Indeed as we were approaching Liessen to talk one such fight came to a conclusion and the loser lay in the sand bleeding out. Agatha lowered herself into the pit to try to save him but the victor took it as a challenge and they got into a new bout. This pit fighter, stage name of Bandersnatch was quick and viscious. His attacks came so fast it was hard to keep track but Agatha's tricks and magics won out and he ended up forfeiting. During my conversation afterward with Liessen, the owner and operator of the establishment, he did not actually use the words 'slave' or 'bondage' but his manner of speech and attitude lead me to believe this was the situation with his fighters. Wanting nothing to do with any slavery we excused ourselves at the earliest opporunity, particularly before Lady Agatha 'the Destroyer' could be made to sign anything. It was not a total loss however. Agatha's victory attracted the attention of a nobleman - Dietric, a wyvern rider of the great House Wyvern no less, who joined our company. For the rest of the evening I visited a couple of public houses by Trie's Chicken Gate to try and drum up any further support before we departed in the morning. Four more volunteers joined us at the Chicken Gate by the 9th bell, giving our company a total complement of 14, plus a Wyvern. Dietric had brought his. It was certainly the sweetest giant flying poison-spewing reptile that I had ever met and as obedient as any warhorse and perhaps atleast as clever as a good hunting hound. The others were less well equipped, but being that their job wouldn't be to get involved in the main fighting it was adequate- atleast after giving them a couple of proper spears. With that we set out to the caves. It was a three day journey, camping for two nights on the road and arriving around midday of the third. It was a relatively peaceful march, I suspect that wyvern scared away most potential trouble. Though during each night camping Darvius said we were spied upon by atleast one goblin. He tried to give chase but as we discovered before the little beasts are excellent runners when they need to be and he was given the slip. At the caves we arrived to find them seeming unguarded. No warhorn sounded and no goblins guarded the entrances so we took our time to cut stakes in the forest and rope them together to form some barricades before setting up. Still no goblins emerged so we scouted around the area for any alternate entrances, exits or hiding places they might be using but found none. With nothing else but to go in the company entered the northerly most entrance, it wasn't the main one but I wanted to be sure to eliminate the goblins being able to use it like sally port. Inside we moved cautiously, escorted by Dietric and Stalvahn bearing a lamp. After a couple of minutes we came across a couple of goblin sized skeletons splayed on the floor in the far chamber, where passages merged into another beyond. When we got close to examine them one of the large stalactites in the roof came alive- opening an enormous eye and a horrifying mouth of razor teeth. It extended a number of long appendages that tried to grab and drag any creature within reach up to it. The creature itself was hard to harm through its rocky carapace, and far enough up on the roof that our melee weapons were unable to reach without also putting ourselves in danger of its vicious bite. Each time we hacked off its tentacles the creature seemed able to simply regrow them after a few moments to no ill effect. Though we did win it was a terrible battle; myself, Darvius, Dietric and Shango took a number of wounds in the fight falling from its grasp or being bitten trying to reach the thing to hit it. Expending much of Prudence's healing power to keep us up. Once dead the thing came unstuck from the roof and crashed to the floor. Its giant eye rolled out, seemingly made of glass - and still blinking, and when it did so the corpse turned to ooze and dust. Whatever the creature was, some on the company have taken to calling it a 'Roper', it was clearly some magical creation. Perhaps one of the hag's things? However with the toll it had taken on our combat team we opted to turn back, making out for Trie to regroup before returning for the goblin menace. Session 16 24/10/2019 Participants; Agatha Duskhart, Answeigh Sorcerer (Summer) Davrius Alandre, Sidhelien Monk (Darvius) Diesa Gemfire, Dwerren Fighter (Zilarrezko) Prudence Duskhart, Alseid Druid (Lena) Tarkus Creed, Hanner-Sidhe Bard (Depraved) Zolis Ulmokina, Human Fighter (Lordgenome) Field Report on the Expedition to Westriet, 17th of Roelir (1524 HC) Submitted to Duty Sergeant, Grand Hall of the Cohort Arcanum Report prepared by Diesa Gemfire, Junior Associate of the Cohort Continuing from previous report, Shango Bayu left the company to return to the Cohort with news as well as the Eye of the Roper. The rest of us remained in lodgings at Trie recuperating for a couple of days until joined by reinforcements; Tarkus Creed and new associate Zolis Ulmokina. On the morning after the company reassembled with our volunteers and struck out eastward again, retracing our steps towards the mountains and the goblin hold. Unlike the previous outing our outward journey was not so uneventful this time. At the end of the first day of march while at camp for the night we were roused by a collosal flying creature landing nearby. The company hid fearing the worst but it turned out not to be a dragon. Instead a wyvern riden by another knight like our volunteer Dietric, who had recently become engaged with Associate Agatha. The rider was Katherine Wyvern, his mother. She wanted him to return home but they came to arguing, though she seemed somewhat mollified to learn he was working with the Cohort on business for Grevesmuhl she got especially heated when she learned of his recent engagement, to an Awnsheigh no less. Eventually she left and as the company were trying to resume our nights rest Dietric surprised us by performing a ceremony of investiture on Agatha, giving her the blessing of long life that the Wyvern line enjoyed declaring it would force his mother to accept the pairs marriage when the time came. During the following day Dietric left the company temporarily to inform his mother of what he had done and we continued on our journey with the promise that he would meet us later. It was late in the afternoon when he returned as we were finding a place to camp for our second night when he returned. He and his wyvern were both obvious injured and bloody from a fight, it seemed Katherine Wyvern hadn't quite been so accepting. However she too reportedly made a return during the night, according to Darvius who was on watch at the time she landed a short distance from the company's camp and then decapitated her own mount with a halberd before entering the camp to find Dietric. As the rest of us were rousing she stepped over her sleeping son and was able to say a few words before turning to dust before our eyes. Dietric explained to us that when he had invested Agatha with longevity he had sacrificed her own, his mother therefore must have relented after her initial anger and decided to give her longevity to him. As she was already over 230 years old she was unabled to continue living without the Bloodline. Understandably distraut Dietric left us again to talk to his family and older sister, who would presumably now inherit head of the House. He rendezvoused with the company again just as we made it to the cave entrances and joined us as we entered them. As before we made no sightings of any goblins outside awaiting our arrival and found none of them within the caves either. We took the southern entrance this time and explored the passages in that section as they wound around, cautious of any more ropers, traps or ambushes. All we found was a still burning camp fire and a hide tent. The trackers examined the ground and detected signs that there had been goblins in this area, as recently as a half hour before our arrival. They had headed towards a small crevice leading deeper into the rock which none of us could squeeze through. Prudence however used her power of wildshaping to assume the form of a house spider and easily able to enter the tiny passageway and scout ahead. After several minutes she returned to inform us that she had explored many passages and caverns and seen no goblins but had discovered the only other way that was not back outside was a paved area where a large carved stone door led to a staircase below. We located this stone doorway, it was clearly Dwerren in constrcution, we had found the Temple for sure. The old anvil key even caused the doors to open and close. Quite loudly. The goblins did not emerge to attack us immediately however so we moved our field fortifications to the outside of this area and then the combat team descended. In the room below magical torches lit as we entered, it was about thity feet wide and perhaps sixty long, with a pair of large stone doors to the south opposite the staircase. The company stacked up on either side of the double door and used Tarkus' magical Invisible Servant to open the doors. Beyond there was a ten foot wide corridor running east-west with another pair of doors opposite the ones we had just opened. The invisible servant opened those as well and there was silence. Borrowing Dietric's helm I peaked it into view of the corridor on the end of my hammer's haft, prompting a barrage of crossbow bolts from the goblin defenders. A lone goblin crept into our room to investigate and was promptly dispatched, marking the start of the battle. From the east and west scitimar wielding goblins poured into the corridor. Myself and Dietric held the doorway as a chokepoint against them while Tarkus' invisible servant played tug of war trying to keep the opposite doorway closed and prevent the crossbowgoblins from firing on us continuously, though they still managed a few volleys. Through my recenly learned arcane shield and the crucial help of Prudence's healing magic we were abled to withstand their fire however. Another Ogre also made an appearence with another bunch of goblin riders but a devestating gut strike from Dietric's wyvern-poisoned blade quickly brought it down and then the numbers assailing us soon began to dwindle. A few powerful thunderous spells from Tarkus that shook the goblins to literal pieces in the confined corridor brought the enemy to the point of routing but at a command from must have been their 'big boss' each remaining goblin plucked a vial from their belts and drank it. Whatever elixir it was sent them into a frenzy, they frothed at the mouth and attacked with reckless ferocity but the company manged to hold out and after a few moments the gambit had failed. When the effect wore off the goblins staggered around in a daze and we were even more easily able to cut them down, spilling out into the corridor to put an end to them. It was then their commander joined the fray, whether trying to make a last stand or force an opening to flee I cannot say. He lept on Dietric who was nearest to where he had been lurking and ran than man straight through. Seeing this Agatha chased the beast down and slew him with a searing bolt of energy that pulped his face and bounced down the corridor taking out another remaining goblin. The leader was a strange beast, he looked much like his goblin fellows except had a reddish tinge to his flesh and was over twice their height and three times the width. After the leader and Dietric fell we quickly cut down the few remaining goblins, though a single one managed to flee deeper into the temple we gathered to see if we could save him. Prudence's magic wouldnt work and Agatha tried to reinvest him with the bloodline but alas nothing worked. He was dead. After a few moments to mourn him I left Agatha in the company of her sister and Tarkus for comfort while the rest of us checked the area for any other stragglers or potential ambushers. We found only empty rooms, though one of which contained the skeleton of truly enormous snake and another, a worship hall judging by the symbol of moradin carved into the floor. Where the goblins had tents and sleeping rolls. In a side room their commander had set up, having a grander tent. There we found an enormous chest, careful examination showed it to be trapped but when unlocked with a key found in the tent it did not go off. I disarmed it and we found inside a horde of golden krakens. Taking the chest we returned to the others and were shocked to find Dietric shakily standing up. (A stamp here marks redacted information given in confidence and redacted from the public log at the authors request) ... thinking of the giant snake bones therefore we quickly packed up our spoils and left for Trie, closing up the temple behind us with and taking both anvil keys.
Session 18: Silver and Shadow *takes place immediately at the end of session 17* The dragon immediately questioned why we were in the city. We answered truthfully: we were there seeking a safe haven. Some of us got hit more than others. Drago's little "raven" was immediately shot down by the dragon's ice breath. A great reason why not to piss off a dragon - even if it is one that's been reborn and still regrowing to its full height. We were given a guide, Fletch, that also was our translator. We given a night's sleep and than brought to the council. From the get go, there was just something....off about them. We were allowed to rest up a week - and we gladly took it. During the week, Drago tried to prove his usefulness - something he's already demonstrated (and probably why there hasn't been a hunting accident  involving him yet). Some of us at least attempted to learn some of the language. Basic words/phrases only though. What happened next was the most unexpected. We left to the gnoll encampment we had minimized, expecting to find more of the gnolls but found nothing. During the night, a wraith? a ghost? something showed up. Out of my best judgement, we followed it. As we followed it, the air got significantly colder. We arrived to a partially frozen camp that was completely ransacked. On the ground, a frozen corpse was grasping on to a tea cup. No, not the same tea......maybe. Anyways, Drago's Alchemy Guild training let him identify the remains of the liquid as a highly potent poison. We wrapped up the corpse and went immediately back to the city. Once back, the council was ordered and we brought the corpse to them. We were given 100 gp a piece to say quiet.....against the dragon? Hell no. They bought the deception and we took the money. As we were just settling in for the night, a horrible screech echoed throughout the city. We rushed out to the see the dragon landing. Arriving to the landing, turned out the dragon was being summoned. One of the elder druids expressed concerns that the council was hiding something.....again, 100gp to stay silent to a dragon? We told them everything. In a fury, the dragon left to destroy the council. A moment later, the dragon returned saying that they had ran for it. We were flown over to the scene. Searching the place, we found a hatch leading outside of the city. We followed them to some sort of ancient pillars that housed a portal to the shadow world. The dragon opened the portal and both Fletch and the druid came with us to begin a new hunt. Tracking the council, we found them attempting to break the illusion barrier to the city. Should mention that along the way, Drago went through some raw magic and created an evil clone of himself. We had a fight that was mostly a slaughter. We didn't take much of a beating, but we killed every single one of them. Even the annoying invisibility bastard. So glad Fletch's senses were so attuned. Also, I HATE COLOR SPRAY. We left the shadow world as quickly as possible afterwards. We returned victorious, rested and set out for Trie. We returned the horses and went home.
Session 15 (1H): The Wyvern and the Roper Present: Agatha (Summer) Prudence (Lena C.) Darvius Alandre (Darvius) Shango Bayu (Depraved Lunatic) Diesa Gemfire (Zilarrezko) Aside from the eye of the roper the party did not receive any special rewards for this session. Monster XP 150XP per character for defeating the roper. 150XP to Agatha for winning her fight in the fighting pits. Quest XP 50XP for recruiting allies 50XP for investigating the goblins' layer. RP XP 350XP for absolutely wonderful RP. Exploration XP 0XP for exploration Log XP 150XP to everyone for excellent logs. Total XP 600XP to everyone except Agatha 750XP to Agatha Renown, Fame, and Infamy Every character receives 1 point of Renown in Grevesmühl. Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining a level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here. Session 16 (1H): T ill death do us part Present: Agatha (Summer) Prudence (Lena C.) Darvius Alandre (Darvius) Diesa Gemfire (Zilarrezko) Tarkus Creed (Thai) Zolis Ulmokina (Lordgenome) The Herzog awards the party with 614 kraken's booties for defeating the goblin horde! Additionally the party finds another 600 kraken's booties worth of coin in the treasure they looted from the goblins! Notably there still seems to be quite a bit of treasure missing! Regardless the party gains a total of 1,214 kraken's booties! Finally the party find 16 crossbows, 16 shortbows, 100 arrows, 100 bolts, 32 shortswords, 1 greatclub (defective quality), a suit of halfplate, a greatsword of good quality, and 2 javelins on the goblins and their leader. Monster XP 310XP per character for defeating the goblins. Quest XP 500XP per character for completing quest 1H! Great work! RP XP 350XP for great RP! 100XP extra for Agatha! Exploration XP 50XP for confirming the existence of the temple of Moradin. Log XP 150XP for Darvius, Agatha, Prudence, and Diesa Total XP 1,210XP for Zolis, and Tarkus 1,360XP for Darvius, Prudence, and Diesa 1,460XP for Agatha Renown, Fame, and Infamy Every character receives 2 points of fame, and 5 points of renown in Grevesmühl for storming the goblin stronghold! Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining a level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here. Session 17 (1I): Sightseeing to Drachenward Present: Hunter Layton (Link S.) Korak Flomhelm (SlothSlow) Dragomir Black (Hats4Cats) Lord Robert "Rob Boss" Bossouri (Depraved Lunatic) The party are awarded a total of 440 golds for their accomplishments in defeating the gnolls. Monster XP 125XP each for defeating gnolls Quest XP 100XP per person for defeating some of the gnoll raiders. RP XP 150XP per character for good RP. Exploration XP 300XP for discovering the hidden city of Urkenhame. Log XP 150XP to Drago, Rob, and Hunter for great logs! Total XP 675XP to Korak 825XP to Drago, Rob, and Hunter. Renown, Fame, and Infamy Each member receives 1 point of renown in Drachenward. Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining a level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here. Session 18 (1I): Silver and Shadow Present: Hunter Layton (Link S.) Korak Flomhelm (SlothSlow) Dragomir Black (Hats4Cats) Lord Robert "Rob Boss" Bossouri (Depraved Lunatic) Fletch (Lena C.) Queen Freya Drachen awards each member of the party with 400 golds for their efforts in saving the city of Urkenhame. Every member of the group is also given the title of Housecarl of Drachenward assuming they wish to accept. Additionally the party find the following on the dead members of the council: A great quality Greataxe Hide armour Chain shirt Shield Mace A great quality longbow 13 ever oak arrows (ironwood) shortsword quarterstaff Holy Symbol of Larmedylth, the Kind (a necklace with a dragon wing made of silver) 4 daggers A signet ring with dual chasing blue fish worth 50gp. Monster XP 200XP per person for defeating the Soldaten Council. Quest XP 500XP per person for saving the city of Urkenhame! RP XP 200XP per person for great RP! Exploration XP None Log XP 150XP to Drago, Rob, and Hunter for great logs! Total XP 900XP to Korak, and Fletch (or Lena's new characer) 1050XP to Drago, Rob, and Hunter Renown, Fame, and Infamy Every character receives 10 points of renown, and 2 points of fame in Drachenward Passes Each player receives 0.1 Bronze Passes (When you get to 1 you receive 1 full Bronze Pass). Other Notes Congrats to those of you gaining a level up! You can find full information on leveling up here . Remember it takes 24 days (or more if multiclassing) to level up! This is one week in real world time. Also keep in mind players are free to play in more than one session each real world week, but their characters are not. You can find the weekly downtime thread to start your level up here.