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Campaign Logs

Session 184 (): Rescue in the Margreve Played on the 3th of May 2020! Adventurers: Hedrin Toadslayer; Dwerren Sorcerer, lvl 6 (SlothSlow) Nasir Al'Rahka; Khinasi Ranger, Lvl 5 (Clemens) Salin; Sidhewair Wizard, lvl 3 (Rulenoff) Nasir finds himself a small table at the edge of the Cohort's Common Room. He sharpens his quill and readied a small pergament. Although he felt, he was treated unfair by the Cohort since his last mission, he remained calm and came after his duties. It was my first visit to the Margreve. I had heard great stories of this land and was eager to create my own. Well, and I thought given these magical woods, maybe I could finally find myself a  I worked with two members of the Cohort I had not formerly made the acquaintance yet. Hedrin was still a young boy, but he portrayed a sharp mind and quite a lot of wisdome for his few years. Especially wondrous was an aura as calm as the tides of the sea surrounding him. He told us he already had that since birth. Fascinating! Salin on the other hand was a young wizard fresh to the Cohort. I was a bit worried that we were so few and had no close quarter fighter with us, but fortunately our travels were undisturbed by any actual conflict. We headed off to Zobeck, the biggest known city in the Margreve. There Hedrin first made a stop at a shop run by a Minotaur weaver, whom he called his "Mum". Apparently this woman had taken care of him the last half year. After that we headed right to the Gear district. The others seemed really interested in all this machinery and the Gearfolk, but for me honestly it was a bit over my head. The only "machines" I had seen before were warmachines like catapults and these things here were much more intricate. We enter a huge building called the Steamworker's Union. Huge gears crunching all around, there is a big mahagony desk to welcome visitors and lots of Gearfolk scrumbling around. Hedrin appoaches one of them and asks for work, introducing us as Cohort members. Turns out they don't know the Cohort there! And Gearfolk apparently had no jobs for "People with flesh". Fortunately Hedrin was not easily turned away and he was told that we would find a good representative for the Gearfolk at the Arcane Collegium. So we headed there. The Arcane Collegium looked much smaler from the outside, but after walking down a winding staircase and introducing us to a guard, we were led into a huge underground library. Fesel, a red-hatted wizard, took us past some guys trying to keep a huge flying book under control with chains and led us to a small room, where we were introduced to Guildmaster Orlando - the representative of the Gearfolk. He told us a little about his kind: Apparently ancient people, who construct their fellows and are very secretive about their creation. Well, honestly if I was in his place, I had little interest in explaining him the wonders of birth. He didn't believe us, that there was another continent called Cerilia and claimed that fact to be "illogical". Nevertheless he told us that he might come up with a job for us to prove ourselves in a few hours. We should return later. Since we had some time to spare I told my companions of my interest in acquiring a new bow. On a city map we saw the location of the "Order of Arms and Armory" and I guessed, maybe that's the right location to head to. On the way I decided to ask a kobold, who was passing by transporting a huge amount of silver, where he got the ore from. I was quite interested were all that metal for the Gearfolk originated from in this dense forest outside the city walls. The kobold was actually quite rude and only told me that criminals end up in the mines. Hedrin on the other hand was much more useful. He told me that there is a silver mine right underneath the city. We arrived at the "Order of Arms and Armory", where again heavy machinery seemed to be in place. Most people wore goggles to protect themselves against the fumes from all the smithing going on. The woman we approached made rudely clear that they don't sell any bows and that she wouldn't tell me where to find any bowmakers. Honestly, I wonder how she can keep her business up, if she treats every potential customer like that. Hedrin at least was interested in ordering some kind of special axe for 700 gold pieces, which would be sent to his "Mum". After this short and from my point of view disappointing trip we returned to Guildmaster Orlando, who told us of a Town of Vara, where some friends of him lived and he had not heard from them. He described us a blonde Sidhelien woman with a big gemstone necklace, whom he wanted to hear from. He also described us the way to this town, which honestly was very confusing for someone, who entered the Margreve for the first time. We headed of to the direction, we thought would be the right way, but ended up getting terribly lost in the woods. Since we were only three, we were unable to hold watch for the last few hours of the night. This led to quite an unfortunate event sometime a week into our endeavor. I was awoken at night by a wolf liking my face. Turns out the camp was overrun by white wolves, which happily feasted on our horses! The wolves spoke Sylvan and congratulated us on our help with their "hunt". These wolves also told us they knew of Vara, but the town was deserted - and very far away from where we were currently located. They didn't want to lead us there, because the land inbetween was "Evil". Hedrin thought offering to become part of the pack would maybe convince him, but as a result of his offer he was only peed upon by the pack leader. After a few more days of travel and we were back on track - the Northern road to be exact. Most people we ask, don't know about Vara. Hedrin meets old acquaintances of him at an Inn and finally a woman called Sandora knows what we are searching for: The Sidhelien town called "The Living Brook" - as far as I understood it Vara is only the name of the girl - but maybe I am wrong about that. We are also told, that the sentient wolves were probably made more intelligent by Baba Yaga, a witch roaming the forest. I buy myself and Salin a new horse and we continue towards the East. We were told that there are evil things going on in the South. Hedrin tells us, that he remembers a place near to our location, where one was unable to sleep and got completely exhausted in only two days. As we travel we see a giant Mud Elemental - as tall as 4 elephants! - passing the road towards the South in a distance. Hedrin quickly makes a sketch of this creature. As we investigate the trail it left behind, we find quite a bit of gears and later find out it was Gearfolk sent by Orlando, who probably were killed by this enormous thing. I am happy that it didn't notice us! We finally reach a river and make camp. During the evening huge crans come from the river and start munching away at the local flora, but the fortunately leave us alone and return to the river. As we head south along its shore we finally find the Sidhelien town. The houses are built into the trees and a giant beautiful tree surrounded by carved stones is located near the town. It is quiet. Too quiet. I decide to cast a spell, which makes us harder to hear and we stealth in. As I enter the largest of the trees I am attacked by a little girl, which hid in a chest, who hits my head with her comb. I quickly identify her as the Sidhelien Orlando told us about and make clear to her, that we mean no harm. She tells us what happened at her town: She had overslept. It was the time of a ritual to honor the Margreve and everyone was at the beautiful tree. She rushed out of her home as suddenly a dark portal appeared near the tree and everyone there was transformed into skeletons. A high level necromancy skill of some sorts. After that she hid in a chest in her home and didn't come out much until we arrived. Although I had interest in looking around the place – the dead wouldn’t need their belongings anymore -, the others forced me to leave as quickly as possible. We took the girl and took great measures to avoid the region in the South and near the mud creature. A colourful bird, who according to the Sidhelien is called Rainbow Kookoo and brings great luck, comes close to us and is fed by Hedrin. The next day thanks to the bird helping me find the best path, we finally returned to the Northern Road. We traveled through several inns, the most noteworthy being Griffin’s Nest Inn, which is guarded by an actual Griffin tower. We also rested one night at a tower, which apparently belonged to a Cohort member called Cordie. Our new Sidhelien friend was apparently less than pleased about the dust, which covered the place. Apparently, she is a noble woman. Finally, after more than two weeks of Odysee we return to Zobeck and the Arcane Collegium. The Sidhelien ran to hug Guildmaster Orlando, who swiftly places her in the friendzone, claiming he only sent us to save her since she is a valuable asset, but Hedrin whispers the shocked lady that he was indeed very concerned and probably doesn’t want to show it. Orlando offers each one of us a reward. Salin decides to become an apprentice at the Arcane Collegium, Hedrin asks for support for the Cohort and names of noteworthy merchants, who might have an interest in trading with Cerilia. Well and I gain 300 gold pieces, which he counts out pain stakingly slowly. Anyway, even though it took us a while, I personally consider this mission a success! We got the Cohort a good foothold in the region and I got some gold, which maybe one day will be converted in a more valuable bow. This has been written by Nasir Al’Rahka
Session 178 (Mission SPECIAL): Spider-Snake on a Plain Present:     ·         Bronsun Alkellion; Anuirean Wizard, lvl 5 (James D)     ·         Cedrych Brightbough; Sidhelien Rogue, lvl 7 (Adam B)     ·         Glenn Sturgis; Rjurik Cleric, lvl 6 (Spynx)     ·         Kobal; Wood Elf Ranger, lvl 3 (Rulenoff)     ·         Shou; Piney Druid, lvl 4 (Simon D)     ·         Thorkell the Tall; Rjurik Fighter/Barbarian, lvl 6 (Clemens)     ·         Urg; Half Orog Fighter/Barbarian, lvl 5 (Rofl) The party harvested Spider Snake Scales which can be crafted into armour. Any armour crafted from these scales grants the wearer resistance to acid damage. Combat XP 725XP Quest XP 500XP for slaying The Spider Snake RP XP 250XP for good RP Exploration XP 350XP Log XP 175XP to Bronsun Total XP 1,825XP toCedrych, Glenn, Kobal, Shou, Thorkell, and Urg 2,000 XP to Bronsun Renown, Fame, and Infamy Bronsun gains 1 (Madness), The Party gains +1 Status (Margreve) 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. Session 179 (Mission SPECIAL): Of Drakes and Draugr Present: Kazimir Zima; Vos Warlock, lvl 3 (Physh) Lurleen; Firbolg Cleric, lvl 3 (Naomi) Shal Halla; Human Paladin, lvl 1 (Rulenoff) Yaara Mielahoney; Vespidian Bard, lvl 6 (Seraphina Leaf) Every member of the party received 100gp from the Naiad Ninnia. Combat XP 0XP Quest XP 500XP RP XP 600XP Exploration XP 600XP Log XP 175XP to Kazimir Total XP 1,700XP to Lurleen, Shal Halla, and Yaar 1,875XP to Kazimir Renown, Fame, and Infamy +2 Status (Margreve) 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. Session 181 (Mission SPECIAL): Satyrs and Prophecies Present: Hadrian Darkleaf; Cellwair Ranger, lvl 4 (Hazelchan84) Antigone Barleyblaze; Druid Brecht, lvl 3 (Naomi) Freya; Human Barbarian Pregen, lvl 1 (Goregasm) Valamin; Ranger Elf Pregen, lvl 1 (Tinasina) The Cohort rewards each of the remaining party members with 100gp each for their information gathering. Combat XP 0XP Quest XP 500XP RP XP 750XP Exploration XP 750XP Log XP 150XP to Hadrian Total XP 2,000XP to Antigone 2,150XP to Hadrian Renown, Fame, and Infamy +1 Renown (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.
Session 182 (Mission 2D): The Three Crones Present: -Savas Al-Hadar, Khinasi Cleric/Fighter LvL 5/1 ( Physh ) -Orithar Trisk, Half-Orog Wizard LvL 8 ( Hats4Cats ) -Darvius Alandre, Sidhelien Monk LVL 9 ( Darvius ) -Eirena Lightshadow, Rjurik Cleric/Warlock LvL 1/6 ( Depraved Lunatic ) The party are rewarded with 200 old Anuirean gold pieces each for gathering information. Combat XP 0XP Quest XP 500XP RP XP 1,000XP Exploration XP 1,000XP Log XP 250XP to Savas, and Eirena Total XP 2,500XP to Darvius, and Orithar 2,750XP to Savas and Eirena Renown, Fame, and Infamy +5 Renown (Tuornen), +1 Renown (Mad Maeve) 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. Session 183 (Mission SPECIAL): Striking Out Present: Alvah Laurent; Anuirean Sorcerer/Bard, lvl 5 (Depraved Lunatic) Dragomir Black & Nalu the Voiceless, Vos Sorcerer, Dragon lvl 9 (Hats4Cats) Galena Abanâthu; Aasimar(Dwerren) Rogue/Bard, lvl 6 (Zilarrezko) Korak Flomhelm; Dwerren Cleric, lvl 8 (SlothSlow) Roland; Brecht Rogue, lvl 4 (Physh) Soho Jo; Half Elf Warlock, lvl 3 (Rulenoff) Gold Weredragon Template Your Wisdom score increases by 2, and your Strength score by 1. Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. You breath weapon imposes a Dexterity saving throw. You have resistance to fire damage. Functions like a Dragonborn's breath weapon. Reserved Companion. You gain proficiency in the Insight skill. Your fire damage becomes radiant damage against fiends and undead creatures instead. Combat XP 0XP Quest XP 500XP RP XP 825XP Exploration XP 695XP Log XP 150XP to Roland 250XP to Dragomir Total XP 2,020XP to Alvah, Galena, Korak, and Soho 2,170XP to Roland 2,270XP to Dragomir Renown, Fame, and Infamy +1 Renown (Nyssra) 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. Session 184 (Mission SPECIAL): Rescue in the Margreve Present: Hedrin Toadslayer; Dwerren Sorcerer, lvl 6 (SlothSlow) Nasir Al'Rahka; Khinasi Ranger, Lvl 5 (Clemens) Salin; Sidhewair Wizard, lvl 3 (Rulenoff) Guildmaster Orlando bestowed rewards to each of the party members in session. Combat XP 0XP Quest XP 500XP RP XP 750XP Exploration XP 750XP Log XP 175XP to Nasir Total XP 2,000XP to Hedrin, and Salin 2,175XP to Nasir Renown, Fame, and Infamy Hedrin gains +1 Renown (Cohort Arcanum), Everyone gains +2 Renown (Arcane Collegium), +2 Renown (Nariss Larigorn) 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.
Session 187 (Mission Thylea): Estoria and a story for ya. Played on the 8th of May 2020! Present: Hadrian Darkleaf, Ranger Cellwair, 4, Hazelchan84 Antigone Barleyblaze, Druid, Brecht, Level 3, Naomi We decided to start are adventure at the city of Estoria, as we have not ventured there since we first arrived on the continent. We enter the city through The South Gate and immediately headed for the inn, which is called The Dragon's Tooth. Upon entering, we hail the barkeep, asking for drinks. They recognize us as foreigners, and ask if we are the ones of prophecy, Antigone confirmed their suspicions and they quickly get us food and beverage. Antigone asks if there are any books about that we may gain information out of. Short answer: no. We talk with the nearby table, three women in remarkably similar clothing. They tell us that the Horn of Balmytria has been missing for a short time. Hearing this we immediately leave for the reliquary, called the Shrine of the Dragon.  At the Shrine, we are greeted by an elf-like male named Aesop who seemed to be expecting us. He states that the horn was stolen by unknown thieves. Nara sniffs around a bit and discovers that the puddles that were left behind are wine that smell not quite right. Demi, my love, finds a trail leading out of the temple back to the street. Taking our leave, we follow the trail through the city, and out The South Gate. We travel the rest of the day following the trail of wine.  As daylight starts to run out, we are approached by three Harpies. I dismount my stead, Jacque, and slowly take a stand in front of our group. The lead one offers me an apple, I slowly accept. And then she/it kneeled down with hands extended, as if waiting for something. Confused, I offer it the apple, it shakes it’s head no. I think for a moment and then give it my waterskin (knowing I could share with my love). It gladly accepts and they proceed to fly away. Antigone uses magic to detect magic from the apple, it has some sort of evocation magic on it. I suggest we do the same on the wine spots, and it is magical, enchantment magic.  The next morning, we continue following the trail, and come across the start of some old stone pillars. As we reach this, a squirrel comes up and tries to persuade us to leave, when Antigone interacts with it, it bites them, they grab it and it turns into a gnome. The gnome still acts like a squirrel. We decided it was insane and move on to discover a ruined Temple of Sydon. As we approach, some tree roots and vines spring to life and tries to attack us. Nara takes a big chunk out of the first one, taking it down, but another one grabs me and I hack at it with my sickle until it let’s go and disintegrates. We enter the temple foray and discover a large hunched statue of Sydon, holding a large adamantine mirror/shield. The light reflecting from this adamantine shines down a hole that I could fit through bit a human could not. We proceed to follow the wine trail to a bath house room behind the statue. As we edge around the pool, two more vine creatures attack, accompanied by two melty ooze like creatures. We fight, and with every strike at the oozee monsters, arrows melt and my sickle seems to get weaker til I hit it one last time and it disappears and I’m left with just the handle of my sickle( good thing I always keep a spare).  As we follow the trail into the next room. We see the tracks of humanoids and hooved creatures. But before we can follow the trail down the stairs, two of the six-armed statues on the walls come to life. Our party withdraws with me going last to defend in case of attack. The statues slam the door behind us. On our way out, we try to see if there is a weak point in which we would be able to get the adamantine, but my small but mighty frame is not enough to budge it. We return to Estoria, where we report our findings to Aesop. He tells us of Gygans and Goatlings. Gygans are large 6 arm cyclops, that are not very smart but are definitely very strong.  They tend to wield spears shields and javelins. They hardly ever use magic. The Goatlings are medium-sized half man/half goat creatures with goat heads and hides but humanoid torsos. They are reported to be very dangerous in packs, and are quite different from satyrs. We ask Aesop with help hiring people to help us recover the Horn at a later date. We venture to the market place, there we keep inquiring about new armour, weapons, and tales. We come across a helpful merchant named Lydia, who discourages a beggar man from trying to sell a supposedly cursed necklace to us, we offer him our apple and he cheeks a bit then spits it out as he gets turned away. We also wander into what appears to be a blacksmithery. We converse with dwarf there, he seems mighty interested in adamantine. We learn of the myth of the Megapede: that Sydon tried to rape a goddess, who cut off his penis and that turned into the Megapede. We also learned of the mithril forge which lies abandoned. The upper levels are infested with troglydytes and the lower level with fearsome beasts, to include a large three-headed dog and some bird creature.  We head back to Mytros and the Cohort.
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Session 188 (Custom Mission): [Kaevara & the Chik Chik’s] Played on the 8th of May 2020! Present: Sithric Sidhefriend, Hanner Sidhe, Fighter/Rogue, 6, Depraved Lunatic Dragomir Black & Nalu, Half Dragon (not a quarter), Dragon-Sorc, Level 9, Hats4Cats Darvius Alandre, Sidhelien, Monk, Level 9, Darvius Korak Flomhelm, Dwerren, Cleric, Level 8, Sloth Korak’s got me doing some boring things so I'm going to write this up for the Cohort instead. This mission was kinda my idea. We had a last-minute change of plans due to Brognir not showing up to his mission. Like he had put most of the work in so better we wait until he is feeling better, I'm guessing he finally drank too much ale for his own good. Like he always has the same smell as Korak. Everyone met up in Urkenhame for something special I wanted to do. Nalu was busy having fun blasting mountains down with her breath weapon but people turned up. I thought maybe getting Kaevara back in touch with her childhood or at least something she can remember would do her good. Don't think many of Cohort has noticed but even though she appears to be the same since the first day we meet, her abilities over magic keep increasing. I remember when we were back in the Tomb of Morindeep she did have the same level of power over magic as she does now and she keeps getting stronger. It would be kinda scary sometimes to be around her if it wasn't for her heart. She never seems interested in the boring stuff like politics and mind games, more into her own thing. That's what makes her so awesome, she is just herself. But ya can tell sometimes it's like the wheel gets stuck when she is thinking and I don't think any amount of magic or herbs will fix that. It seems like something she has to fix for herself ya know.  The idea was to go down memory lane, well at least the good parts, and if she starts feeling any better. We started asking her if there was anything she would like to do, places to visit. I think it was about to take in because she really couldn't think straight. Outside with Larmedyth I asked where the oldest untouched places of the world are, the Sielwode has a reputation for having some of the oldest Sidhelien lands untouched to time. Some of the party was worried about having a human there but I didn't get any issues last time. Mainly because like I'm basically half-dragon at this point, according to Larmedyth anyways. She asked if we could also stop by and check in on one of her oldest children, Hadrachen named Lorarina. I asked Nalu if she has children out and about. If she does they would be very old by this point as she hasn't been able to get older. I don't think I have ever seen a blue Hadrachen so maybe she doesn't have any?  After speaking we went back and spoke with Kaevara, she seems to have memories of the Sielwode and spoke of a place where you can buy sweets. Aye well that’s all I needed to hear like, may not be much to go on but its at least something she seemed interested in. On the way, we were going to stop by Korak’s family but according to him they are all bastards, well expect Anra his sister. Not sure if he would want me writing that down but too late now like.  Took us a little bit on travel but we arrived in the Sielwode. Our first stop was a marketplace in the trees. A giant owl looking tree watched over the market with glowing blue eyes, I don't think it was alive but Kaerava said it would eat you if it saw you stealing. Best never to bring Roland here. Kaerava found a lovely pie shop that sold the apple pies she wanted. They were lush, Korak even got a blueberry one for Nalu. We ate and enjoyed the view of the trees. She asked if we wanted to see something special and let out a high pitched whistle, sounding like a cross between a bird chirp and a squark. Took some time but soon we were greeted by these bird-like creatures, each with a riding saddle. She called them Chik Chik’s. We all hoped all and started bouncing down from treetop to treetop1. They couldn't fly but they could glide as we made our way down to the base.  We soon saw that we were being followed by a man yelling on the back of other Chik Chiks. We kept going until we reached the bottom of the tree. He had no idea how Kaerava called his creatures away. The man was called Cathal Mac Gille Fhaoslain, he raced em and apparently didn't even know you could call them with a whistle. He didn't seem upset but was interested in seeing how good we're at riding em and invited us down to his little racecourse in the morning. I think he was kind of surprised about how well we were riding them and was talent scouting. We agreed and said we would meet him. Given how Kaerava looked really happy when she was around them. The exposer seemed to be working because she asked if we wanted to see her house. It seems like she remembered she had one in the city and frankly we're all really interested in seeing her house.  The place has small protection in place that she removed as we entered. There we’re fine clothes around the room that Kaevara said she made. They looked very noble and might have mistaken her for a queen. One was enchanted with charming magic that she said she created the clothes herself. The room was small but felt really homely. I did like it when she said this one was one of her homes and the other was the tower. Like was embarrassing at first having her around but she is kinda like a sister at this point. It wouldn't be the same if she wasn't around doing her thing. Why are we getting shown around a Sidhelien woman started barking at us for being inside the house. The barrier around her house was over ten thousand years old and was used at a test for all sages and druids yet none have succeeded. When Keavara showed her how easy it was to remove and reapply it kinda freaked her out. Later we found out she was called Lady Aine Nic Cailin and was one of the Queen of the Sielwode Court. Keavara didn't seem to mind and showed us around some more. We meet Muirín, a teddy bear who Keavara said taught her magic. Was at this point where Darvius was speaking about his monk temple and Keavara seemed really switched on. Speaking in deep philosophy about the traditions that Darvius follows and knew about the temple in the sky that travels around teaching such things. I think we believed the temple from mission 1R is that temple. It was chained to the ground but looked ready to fly at any point. It was really nice to see Kaerava talk this way, like the waters had settled in her head, maybe from being home. They were talking in deep philosophy that I really couldn't keep up with.  We were interrupted with the arrival of the Arch Druid Avoron, and the Queen of the Sielwode and a very very large number of guards. What was surprising is how similar both Kaerava and the Queen looked. Close to twins almost. They spent time just looking at each other, touching the tips of their fingers, and then Kaerava started to cry. She didn't really understand much of what was going on but looked really emotionally draining for her. She gave some of her clothes to the queen as a gift and we headed off to the queen's court. The Arch Druid Avoron and the Queen spoke alone for a while about why me and Nalu napped.  We all know Kaerava was old but how old was she? I can't really write much about what I was told due to making a vow of silence. We were all bound to an oath so writing this is kinda impossible. I think I'm ok saying Kaerava is very old. It was funny watching her take the magic away from the Queen and Court why we're talking and watching the guards take out their weapons because of the squirrel and not because of Kaurava. I really have to be careful so if you want to know more speak with the Cohort Council but really it's not that important. By the end of the meeting, we all agreed that we would be traveling to a place of great importance and again I can't speak of it. I also asked about Larmedylth's child and heard some bad news. I asked if she could send her a letter explaining. Hope she will be ok. But first we had more important business! Chik Chik racing in the morning. Kaerava really liked them so serious stuff aside I came here to have fun and I think this way was better for her head than anything else we did. I asked for the Kindest Chik Chik to ride on. Mainly so it wouldn't be upset with me when I came in last place. I really didn't think I would be good at this. I think Korak got the fastest one out of the group.  We had a professional Chik Chik racer in the group so she could test us. But… Kaerava was in a league of her own, she did even have to try to win, pretty sure she had reached the finish before we got around the first corner. Korak was Darvius was battling it out for 2nd, why me, Sithric, and the pro were battling over our spots. I was pretty much in last place as I expected so I might have taken a “short cut” just so I could beat Darvius. I managed to cut in front of everyone but Korak and take 3rd, and when Darvius took 4th he tackled me off my mount for cheating. I knew he was a competitive type! He can take things too seriously, it's good for him to lose sometimes ya know. Sithric was the only one who lost to the pro and seemed a little set as well. So I promised we could do some practice if we wanted to come to Urkenhame. Cathal Mac Gille Fhaoslain wanted to recruit us but mainly Kaerava. Cathal Raises and sells chik chik’s if anyone is interested although they are not cheap. At least 1000g for a none racing one and who knows how much racing ones would set you back.  Anyways after the fun of the race track we went and did some serious stuff that I can't speak of. It was in a place where I can say. We were in a place with trees though,and I found a symbol of the cohort on the base of one of the tree's roots. Kaerava was getting more and more upset being there and I could tell what was going on was really stressful for her. The Sidhelien, mainly the druid we’re acting more reckless than I thought possible. Wanting to take immediate action. Frankly, I was more worried about Kaerava and her well being during this. I think we were very close to having an old cohort seal broken but lucky we were able to calm the situation down. At this point, Kaerava looked really really sad and it was enough for me to get her out of there. The queen gave us a letter and permission to talk about this with the Cohort Council. When we returned back to the cohort I tried to cheer her up with a wood Squirrel but I think she had had enough and wanted to go home. Well back to her/my/our home in Urkenhame, we picked up Muirín as I think she would appreciate him being around more. Ok the way back we spoke with the council and they pretty much know everything that happened during the mission. The Queen outlined most of it so I guess I'm going to leave it up to them what can be said. But on an off-topic, I think I want to start collecting the moon blades if any of the cohort members get a lead on any of them let me know.  Since returning to Urkenhame Kaerava has seemed ok. Not sure if the mission has done her any good or not at this point. Something I think she seems more awake than normal but really only time will tell. I think though as long as she is happy does it really matter? Hmm, I'm not sure but she did promise to teach me how to Whistle to chik chik’s so I'm going to go find her.  Wonder if Nalu can Whistle… 
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Session 189: Threads of Fate Cedrych Brightbough, Sidhelien, Rogue, 7, Adam Hedrin Toadslayer, Dwerren, Sorc, lvl 6, Sloth Shou, Piney, Druid 4, Simon Soho Jo, half elf, Warlock, Level 4, Rulenoff Cordelia Glitterwytch, Pixie, Sorcerer, Level 1, Serephen Raven Tonks Rowan, Hanner sidhe Warlock 5, Hazelchan84 Mirakesha, Anulrean Fighter 1, Naomi I had been spending quite a bit of time in the Margreve as of late, so when I heard that a group was headed back to dispatch the fearsome Thorn King, I couldn’t ignore the opportunity. We gathered in one of the briefing rooms, as is typical for these things. It has been two years since I joined the Cohort, and my deeds have proven my worth amongst the more senior members. But of the six faces that stared at me from around the table, only two of them did I recognize. I immediately got the impression that the group that had gathered was far too green to handle the task that was laid out before us. But, this was Cordelia’s mission, so I let her lead the charge in her newly diminished form. We were to find Jedza Padak, one of the Spider Crones who inhabits the forest. Evidently, she had struck some deal with the Thorn King, and was using her magic to conceal his location. Fortunately, on a previous mission, a few members of the group had been gifted giant spiders from a *different* Jedza, and these beasts were to lead us to Jedza Padak. The boat ride to Toryova Temylatin was uneventful, and after a few days I found myself outside of Still Tower, the ramshackle structure that Cordelia called home. It was practically bursting with strange creatures; members of the menagerie that Cordelia had gathered about her. I found the whole place quite unbearable, so I was glad that we soon departed for Zobeck. The city was a few days’ ride to the south-west, and the journey there was largely uneventful. We arrived rather late in the evening, and after some discourse with the guards, we were admitted to the city. Cordelia took us to the Silk Scabbard, an establishment of some repute that she was familiar with. The plan was to get food and lodging for the night, but after some brief introductions, I found myself talking business with Tyron, the proprietor. He was looking to sell the Scabbard, and strangely enough I had been musing about investing some of my adventuring gains into an establishment to call my own. On top of that, Tyron mentioned he would attempt to help find a buyer for the Blessed Cherry we had recovered from our previous outing. For a fee, of course. I could tell the man was shrewd, and was happy for his help. As we got into our cups, he produced a strange envelope and handed it to me. It was an invitation to a strange gathering called the Swan Festival. Evidently, it was being organized by some noble members of the Shadow Fey. Tyron warned that the Shadow Fey were an unsavoury bunch, but a powerful faction in the city. In the morning, we set out for the docks. Shou searched for Charleena, the old woman who gave us passage up the river last month. We were headed even further this time, but after some gentle persuasion, she agreed to take us and our mounts to the border of the Mistwallows. Again, she warned us that we were headed into danger, and when she learned we sought out one of the Spider Crones, I feared she would deny us passage. But the old bird is made of sterner stuff, and it wasn’t long before we embarked on her humble riverboat. After a few days sailing, we had arrived at our destination. Charleena gave us a parting gift of cookies she had baked herself using fey honey as a sweetener. I thought it was common knowledge that fey honey had a narcoleptic effect on mortals. But, that didn’t stop half the group from digging in and promptly falling asleep. I suggested we leave them at the shore, but Cordelia insisted that we drag them along. We made good time over the next few days, heading north and deeper into the Mistwallows. The spiders we had brought seemed to know where they were going, and the forest itself seemed to be helping us along. It wasn’t long before we stood before a large, windowless stone tower that was festooned with spider webs. Certainly, this was a lair worthy of a Spider Crone. Hedrin approached and as he went to knock, the doors opened seemingly on their own accord. This trend would continue as we climbed the tower. Inside, Shou finds some tracks in the dust leading to the right. We followed them through another set of doors and up a wooden stairwell. From under a small desk, a swarm of death butterflies erupted, flying panickedly around the room before getting stuck in some webbing near the front door. Our mounts set to work devouring them. We continued our ascent through the tower, passing through a large hall where some sentient moss recorded our names in a guestbook. Around every corner were dense spider webs, thick enough to impede our progress. Most of the group handled them deftly, but Soho Jo was surprisingly clumsy for a sidhelien. On the third floor, we encountered a locked door that would not open for us, but I picked it deftly, and after a good shove it was open. Beyond was a large throne room, and a withered woman was seated on the daias with a familiar face; it looked like Charleena. She identified herself as Jedza Padak, and as she spoke, her body changed before our eyes, gaining arachnid features. She admitted to helping the Thorn King hide himself, but told us she also had the means help us find it. It was up to us to convince her to do so, though. She explained that the Thorn King’s people had historically been marginalized, and were just trying to find a kingdom for themselves. After a few failed attempts, Soho Jo managed to persuade her to aid us in the name of balance. The crone handed Raven something called the Ghost Thread; it was tied to the Thorn King’s lair, and by following it we could find him. As we turned to leave, Jedza Padak told us that she had a visitor in the next room that we may be interested to meet. Evidently the Fateweaver herself, matron of the Cohort Arcanum was visiting the Spider Crone, as she did from time to time. The others were keen to meet her, so they ventured into the room. Inside was a massive sapphire spider playing a harp with hundreds of strings. As she played, a tapestry rolled off the harp, piling up on the floor. The others gawked at the sight, and attempted to glean secrets from the tapestry she wove. While the Fatweaver is surely a being of immense power, I don’t put much stock in prophecy; a man’s fate is his and his alone to decide. We gave our thanks to Jedza Padak for her help and left the tower. It was late, so we camped nearby for the night. In the morning, we began following the Ghost Thread. It took us north and east, and between the thread and our mounts, we made excellent time. We eventually arrived at a large clearing. In the center was a large palace grown from jet-black briars that were native to the Shadow World. Flanking the entrance were two withered humans wreathed in thorns and vines. According to the logs, the thorn king can use these nettles to reanimate dead creatures and bind them to his service. Cordelia approached to parley, and called out for an audience with the Thorn King. The guards seemed to be in no mood to negotiate, and we came to blows. The things were dispatched easily, and there came no alarm from inside the briars, only the rhythmic chanting of hundreds of tiny voices. Again, I raised the concern that half the members of our party would be unable to carry their weight in a fight, but Cordelia insisted on pressing on to try and meet with the Thorn King. Reluctantly, I unwove the matted brambles that constituted  a door, and Cordelia, Shou, Raven, and Hedrin went inside. I wasn’t privy to what happened, but it wasn’t long before the sounds of battle reached my ears. Bow in hand, I fired off a few arrows at a shadowy figure that chased Shou and Raven out of the briars. We managed a successful retreat, but as we left the briar palace behind us, it became clear that something was gravely wrong with Raven. Pale skin, dark eyes, and elongated fangs: I could recognize the signs of vampirism and offered to put the poor wretch out of her misery, but Cordelia would have none of it. Instead, the pixie turned her ire to Shou. Evidently, it was he that had incited the combat inside the briars, and she blamed him for her apprentice’s condition. I had no interest in getting mixed up in their petty squabble, so I was content to let them argue all the way back to Still Tower.
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Session 186 (Mission 3F):  Stolen Valor Expedition Members Alvah Laurent; Anuirean Sorcerer/Bard, lvl 5 (Depraved Lunatic) Kazimir Zima; Vos Warlock, lvl 4 (Physh) Kobal; Sidhelien Ranger, lvl 4 (Rulenoff) Nasir Al'Rahka; Khinasi Ranger, lvl 5 (Clemens) "Our small group set out for Djafra to meet with a Sultan who was having issues with Orogs on his border.  The journey to that heat-blasted land was uneventful, but as we entered the deadlands of Djafra, I found it very hard to get comfortable.  The heat was oppressive, and I could not stop sweating no matter how little clothing I wore.  We met the Sultan in his palace, and after taking us to an isolated room, he informed us that his staff were not to be trusted, and any communications from our group was for his ears only.  The bounty for the Orogs still stood, but he offered an additional incentive if our group could find a way to open talks between Djafra and the Orog leaders to band together against The Basilisk. On the first day we headed north out of the city towards the woods of el-Deyir.  It was a peaceful day, though all we saw was sand and cracked dry earth.  The second day offered a reprieve from the sun as we entered the forest briefly before heading west into the badlands of The Black Spear Tribes.  We found the Orog encampment, an abandoned castle, but the Orogs were nowhere to be found.  Luckily we found tracks from their departure and followed them northwest, deeper into enemy territory.  The tracks were quite large in number, larger than expected.  It appeared to be a full army traveling, complete with worgs, camels, wagons and the like.  As we moved into our third day of travel, we saw fires in the distance, and as we approached, saw not only tents, but permanent structures erected as well...  an archery range, merchants, even a jousting area and audience stands.  It wasn't just Orogs in the camp, we saw some Gnolls, Humans, Goblins, and even a few Sidhelien.  Kobal and I entered the camp while the rest hid.  We talked to a pair of Orogs who said that "Bugdurash awaits us".  As the other two joined us, the Orogs led us to the jousting area. There, in the main viewing box, was a beautiful red-skinned Half-Orog woman...  I could not help but thing some of her features appeared Sidhelien.  Kobal greeted them, as he spoke Orog, and stated we were prepared to offer gifts for the festival.  He presented a spiked shield which the woman, Bugdurash, gratefully accepted. Having nothing of significance to offer myself, I offered 10 platinum pieces, which she gladly took.  She invited us to enjoy the festival.  As we began to explore, a skeevy looking Gnoll purposefully bumped into Kobal, but ended up on his ass instead.  I began to laugh, and as the gnoll got up he began to threaten me, which caused me to laugh harder.  As the Gnoll began to advance on me, a towering Orog 8-feet tall with a great club wandered over and chased the annoying Gnoll off.  The Orog stated that no fighting was allowed unless sanctioned by Bugdurash. We found a table near a drinking tent and got some ale while we talked.  An occupant at the next table over told us that the festival was a great honor, and that there would be a great sacrifice.  As Kobal approached another Orog to talk, we heard a booming sound and saw smoke swirls coming from the jousting area.  Everyone around us started to cheer and drink.  We learned that when entering the competitions, if you die in the contest, you become part of the great sacrifice...  also, the bottom tiered losers in the competitions would end up as sacrifices as well.  Kobal finally approached Big'Un, the hulking Orog we met earlier, to ask more about the contests.  While they were talking, a Gnoll wandered up and told Big'Un he ain't tough.  A single swing of the Orog's club resulted in a boom and a puff of smoke.   Nearby we found an oddity, a man with the head of a camel.  He spoke Sidhelien, so we were all able to partake in the conversation.  He informs us that there are four competitions in the festival:  Mage Duels, Archery, Jousting, and Swordplay, with the latter two having already been concluded.  After I offered him a small bribe, he also informed us that Bugdurash and the other Orogs were scheming against their master, El-Sheighül.  They were not pleased with his response to The Basilisk raiding their lands.  There was also a rumor that El-Sheighül was here in disguise, planning to enter the Mage Duel and kill Bugdurash outright. We wandered over to the archery contest which was utilizing powerful composite bows with very strong draws.  The contest was designed so that the heavier the draw of the bow, the bigger score multiplier you got for your hits.  There were five levels of bows, and only three of us could use them, and only the two smallest bows at that.  Considering that the bottom tier of competitors would be sacrificed, we decided that we would not enter the competition.  I, however, was not detered and was determined to enter the Mage Duel as a means of impressing Bugdurash and hopefully helping convince her to be open to the idea of talks with Djafra.  We went to talk to a two-headed dog by the jousting arena, who was taking the sign-ups for the mage duels.  The Anuirean in our group elected not to participate, so I was the sole competitor for the games from our group. After signing up, we approached a redheaded Sidhelien woman named Sillavana The Red Bush who was behind the stands.  She informed us that part of the reason The Basilisk was attacking the Orogs territory is that El-Sheighül had been egging The Basilisk on, turning its victims into an undead horde for El-Sheighül's own purposes.  To the south, we found a small stage where a beautiful Sidhelien dancer was performing.  She seemed completely out of place, and was frequently turning down propositions from the various Orogs and Gnolls in the camp.  Alvah recognized her as a famous dancer named Ena Mormenor, a woman who had danced for rulers across the continent, said to have had over 1,000 suitors.  She was a spellcaster herself, and was able to give us insight into how El-Sheighül had managed to stay alive so long.  Apparently he utilized a form of the spell clone, which allowed him to continue his existence after he was slain.  She also informed us that rumor of El-Sheighül being in the Mage Duel was spreading, and many of the arcanists - including herself - were dropping out of the competition.   After talking to her a big, Kobal and I returned to the drinking tent for more all, while Alvah and Nasir went to talk to Qildor, the camel-headed man, again.  A short time later, they joined us at the drinking table.  We made an attempt to find out which mages were still in the competition, but the two-headed dog would not provide the information.  We returned to Ena who informed us that Qildor, Bugdurash, myself, and an Orog named Trougha were the only competitors left.  With Trougha the only one we hadn't met yet, we tracked him down in the stands near the jousting area.  I sat next to him and engaged in small talk.  He was a druid, who was a little too proud of the light cantrip he kept activated on his hand at all times. I did not view him as a threat. Kobal and I stayed behind to watch the jousting, while Nasir and Alvah went to talk to Sillavana again.  After a few days of talking and drinking, it was finally time for the Mage Duel.  I drew the first combat against Trougha.  I was able to defeat him easily.  The second match was between Bugdurash and Qildor, and at the end, Bugdurash was the victor.  I was looking forward to the final bout with Bugdurash, and I felt I had a very real chance of emerging the victor.  As the combat started, Alvah - without my knowledge or permission, tried to cast a spell to assist me.  Bugdurash immediately disqualified me from the competition and claimed herself the victor.  As she walked past me, she offered me a sly smile, then handed a diamond to Alvah to thank her for her assistance. I was livid.  I immediately demanded the gemstone as payment for Alvah's unwelcome meddling.  She refused.  So I challenged her to a duel.  I had the upper hand, but when I got too close to Alvah, she unleashed a powerful shock to my chest that sucked the wind from my lungs.  She ran away, and I again gained the advantage, but I allowed my rage to get the better of me, and as I closed in to finish her off, she hit me with a second blast of electricity that brought me down.  With duels now being open, Nasir chose to duel an Orog.  He won, barely.  As the fights progressed, Kobal sat near Bugdurash and started chatting her up about Djafra.  Bugdurash agreed to be open to talks with Djafra and gave Kobal a piece of her hair to take to the Sultan as a sign of her interest. Finally we entered a group competition against 4 Orogs.  Two were heavily armored, and two of them were spellcasters.  We easily won, and ended up winning over 700 GP due to the side bets we placed.  The next day we started our return to Djafra.  The Sultan was both surprised and pleased at our success in opening talks with the Orogs, rewarding us with a bonus for the achievement. I will not forgive Alvah for her actions that denied me my chance at glory."  - Kazimir Zima
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Session 190 (Mission 2D):  Nasaadi Gets A Sister Expedition Members: Savas Al-Hadar, Khinasi Cleric/Fighter 6 (Physh) Eirena Lightshadow, Rjurik, Cleric/Warlock 7 (Depraved Lunatic) Nils Ullstein, Brecht Paladin/Warlock 4 (Simon) Salin, Rock Gnome Wizard 4 (Rulenoff) Orithar Trisk, Half-Orog Wizard 9 (Hats4Cats) Savas sat in his quarters on the plain couch in front of the fireplace.  Nasaadi played on the floor with some toys, but would occasionally give the odd dirty look to the purple-skinned infant Savas held in his arms.  Savas was sure that eventually Nasaadi would grow curious about the baby, and grow to love her, but right now Nasaadi just didn't like that she was no longer the center of attention.  With the horned infant's feeding completed, Savas handed her off to Eirena to put her down, while Savas went to his writing desk to record the long journey they recently faced.   "Eirena, Orithar and I met in the halls of the cohort to discuss the next phase of our quest to reveal the secret of The Sleeping Duke of Tuornen.  Previously, we had tracked down Mad Maeve to a hidden cave near Bellamie.  She informed us that she did have the answer we sought, but to get it we would have to eliminate her archnemisis, Alkava.  Alkava was a vampire of great power to the north, who was known to be a powerful conjurer as well.  Mad Maeve mentioned that she had 4-5 vases that gave her great powers that would have to be dealt with before we could slay Alkava herself.  Due to the dangerous nature of the mission, we enlisted help from Nils and Salin as well. The journey to Haes in Tournen was uneventful, and unlike my two previous trips to the capital, the Duchess was actually at court this time.  We spoke to her briefly about our plans and got access to the ley lines we needed.  The Duchess did not seemed hopeful that our efforts would bear fruit.  In her defense, this mission had been on the Cohort's books for quite a long time.  The Duchess informed us that Alkava had allegedly abandoned her lair and took her forces West into Rhuobhe, and that she now wanted us to lead her forces to Mad Maeve's lair.  I informed her that our original contract was to seek out the cause of the Duke's odd state, and that performing this act would be a second contract.  She agreed, but we insisted that we finish the first contract before starting a new one.  We left Haes and headed North to confirm the rumor. After two uneventful days, we reached the town near Croakers Norge.  It was completely empty, no signs of life whatsoever.  Near a fenced enclosure with a small hut and a great hall, we found a dock with a lone boat docked there.  On the boat was a large mirror.  The group checked it out without incident, but as soon as I approached, the creature from the painting I took from Mad Maeve's maze - The Shambler - appeared on the mirror's surface and pulled itself into our plane of existence.  It immediately attacked me, and though I deflected its first bite, it wounded me sorely with the second bite.  Our attacks on it, however, proved futile.  Steel, fire, acid, magic... not of it wounded the creature or gave it pause.  It just continued its relentless attacks, and it resisted every magical spell we threw at it.  I attacked the mirror itself with my spiritual hammer, and the creature looked towards the mirror, but then resumed its attacks.  It all seemed for naught as it bore down on Eirena, but as she got knocked near the palisade, the creature recoiled.  Behind her, glowing with light, was the symbol we had seen on the cultists in Ber Dairas.  I immediately drew forth my amulet, and the creature recoiled slightly.  I then blasted it with a Guiding Bolt and the radiant damage stunned the creature and pushed it backwards.   With a plan in place, I summoned Spirit Guardians to keep inflicting radiant damage as I hit it with the amulet, pushing the creature back towards the mirror.  Nils assisted my be hitting it with his warhammer, inflicting additional radiant damage.  The rest of the group focused on trying to find ways to destroy the mirror portal.  Slowly, we drove it back towards the docks.  After Orithar set the boat on fire, Salin grabbed the mirror and dragged it onto the dock and moving it closer to the creature.  Finally, with a final blow, we pushed it back into the portal.  As soon as the portal closed and it reverted back into a mirror, we immediately destroyed it.  I was advised by Orithar that it would be a good idea to avoid mirrors in the future. We continued to investigate the area.  The village seemed cleared out but tools, food, and water had been left behind. It looked like the population took nothing with them.  We find 260 GP worth of mixed coin throughout various buildings.  After a short rest, we proceeded to Alkava's cave to see if the bloodsister has left.  The others waited in the foyer while Eirena and I explored.  The cave was indeed empty, and we found the place where Alkava's four great urns had once rested, but were now gone.  We returned to Haes for a long rest. Avoiding the Duchess, we headed back south to Bellamie.  Along the road we encountered a group of strange frog-like humanoids digging up graves beneath a large tree.  Eirena used Tongues, and we were able to find out they called themselves Grung.  They lived in a nearby pond and were scavaging for money.  Apparently, a human was trying to force them out of their home unless they brought him "big money".  Their pond was located near an "old battle".  One Grung, named L'erp, appeared to be smitten with Eirena, asked her to be their queen.  When Eirena informed him that she was already my queen, the diminuative humanoid challenged me to a duel.  Not wanting to embarrass him in front of his friends by denying his request, I agreed.  Two slaps on the side of his head with my kilij and the fight was over.   I cured his wounds to revive him, and in honor of his bravery I gifted him my balta.  L'erp was very happy with the gift.  Eirena managed to convince them to rebury the bodies once they were done looting, and we promised to come visit them once our business was concluded.  We continued south along the road, and made it to the Bellamie Caves without incident.  We enter the portal, but instead of entering the maze, we are transported directly to Mad Maeve's hut.  She had already heard that Alkava was gone and was very happy.  She had also heard of our battle with The Shambler.  She said the creature is tied to the painting I stole, and that the sign that repelled the creature must be used to destroy it via an ancient and difficult ritual.  Simply returning the painting to where it was found would do nothing.  The creature can move through any mirrors, as they are gateways to the shadow world.  Everytime it returns to our plane of existence, it gets stronger, and the amulet will only do so much. We attempt to make claim on our agreement, but Mad Maeve states that Alkava will soon return to Tuornen with the forces of Rhuobhe at her back.  She was not bothered by this, as she and Rhuobhe get along.  Orithar argues that we technically met the terms of the agreement, but she refuses.  We strike a new deal instead.  I offer 53 unusual Anuirean coins with strange runes I found in Ber Dairas, and she accepted this as partial payment, but said we would need to perform a service as well.  She wanted us to pick up a package for her, directly from Rhuobhe Manslayer himself.  When we argued that we could not safely enter his lands, she offered us an edible concoction that transformed our outer appearance into Sidhelien.  She said the enchantment would last a week or two.   After heading North, then West, we found ourselves at the Gates of Rhuobhe 3 days later.  We spend the night in the barracks, and were treated as honored guests.  One of the soldiers, Mealaven, escorted us the 13 miles to the capital of Rivenrock, where we immediately gained audience with The Manslayer.  After a brief introduction, the Sidhelien ruler left for a big and retrieved the package.  It was a bundle of robes containing an infant with horns and pale purple skin, definitely an Awnshegh of some sort.  The Manslayer informed us that it was our duty to feed and water the child, and to not let it die.  We decline an offer to stay the night and immediately depart for Tuornen.  Orithar checked the child with his lain glass and said he didn't detect anything unusual.  Nils called him a liar, and said the child had a very powerful bloodline.  Orithar said Nils was mistaken. Shortly after leaving Rhuobhe behind, we found a fresh corpse of a noble woman on an ancient battleground site.  I investigated the body and found she died within the last few days from some type of poison.  Signets on her body identified her as a member of house Merrel from a town to the Northeast.  I pick her up and carry her, until we found a farm on the outskirts of the town.  I left the body with them, informing them of what we had found.  The farmer said she had gone missing, and her brother had taking over her rule... a common occurrence in these lands. That night as we made camp, I took the child to lay down in our tent while Eirena stood guard for the camp.  As I was drifting off, I heard Nils come to my tent and offer to take the child. I muttered that we were fine and rolled over with the infant.  Then I heard Nils advancing on the tent, looking up, I saw him preparing to attack.  I stood up quickly, infant in one arm, my clockwork sword in the other.  Nils swung at the child, and I lowered my shoulder to take the hit myself, while striking him in return with my sword.  Eirena jumped in the fray as well, defending the child and I.  Nils swung again and it was a solid strike, and sending me flying prone 10' back out of the tent.  As he advanced, I stood up and fired the sword blade from its hilt, striking Nils in the shoulder and sending him unconscious to the ground.   After checking to ensure the child was unscathed, we tied up Nils and brought him back to consciousness.  He made several weak attempts to defend his actions, and after tiring of his hate filled rhetoric, I gagged him with one of my scarves.  Orithar wanted to kill him on the spot, and while I appreciated his loyalty, I insisted Nils be brought back to the Cohort for trial.  We strapped Nils to Orithar's worg in the morning as we continued marching south.  We passed by the gravesite again, but this time the Grung were buried in the graves, their legs sticking out from the ground.  There was no sign of who slaughtered the little creatures, but it is something I plan on investigating at a later time.   We finally arrive at Mad Maeve's hut and we immediately ask her intentions for the child.  She said that she needed to draw some of its blood for an enchantment, and after that she planned on tossing it into a boiling cauldron.  We informed her that we would allow her to take the blood she needed, but under no circumstances would we allow the child to be killed.  She didn't care one way or the other, so Eirena kept a tight hold on the infant.  Mad Maeve drew some blood and put it in the cauldron, then tossed in the odd Anuerian coins I gave her.  Then she said, "Here it comes."  Immediately treasure started pouring out of the cauldron... coins, statues, goblets, jewelry... until it took on the form of a large golem.  It flowed out of the hut and took up a guard position outside.  Mad Maeve cackled about how she couldn't wait for the next group of treasure seeking adventurers to come calling.  Having completed her task, she offered us the dog that had been running around her hut.  As it turns out, the dog contained the trap spirit and soul of the Sleeping Duke.  Orithar immediately took responsibility for the mutt... er, I mean, Duke. After an uneventful trip northward, we arrived once again in Haes, in the Duchess's throne room.  Orithar presented the dog and informed the Duchess of the Duke's condition.  She said that they would seek a means to restore the Duke, or at least put him out of his misery.  We informed her of Mad Maeve's location to complete the second contract, and I provided her with the key to access the hidden cave.  We also warned her about the gold golem.  After providing the additional information, the Duchess grants us a total reward of 2,100 GP.  After obtaining a proper pair of iron manacles from the Duchess, we secured Nils and proceeded to escort him back to the Cohort for trial. As we sailed towards the Cohort's island on the Krakennauricht, I placed my cloak around Eirena's shoulders as she tried to keep the baby warm.  The look in her eye as she stared at the infant let me know that we were going to be adding another member to our family.  Smiling, I gently began to stroke Eirena's hair.  "She should have a name...  perhaps Juska, or Raija...".  Eirena took her hand in mine, but her eyes never left the baby.  She simply said, "Áine."  Nodding my head, I kissed her gently on her forehead and held her close as we sailed towards home." - Savas Al-Hadar
Session 190: A long time coming. ( Mission 2D ) Attending Adventurers:  -Savas al-Hadar, Khinasi Cleric/Fighter LvL 5/1 ( Physh ) -Orithar Trisk, Half Orog Wizard LvL 8 ( Hats4Cats ) -Salin, Sidhewair Wizard LvL 4 ( Rulenoff ) -Nils Ulstein, Brecht Paladin/Warlock LvL 3/1 ( Simon D. ) -Eirena Lightdhadow, Rjurik Cleric/Warlock LvL 1/6 ( Depraved Lunatic ) We assembled at the Cohort to have another shot at Mission 2D. It has been a long time coming ever since and the conclusion of this mission was shrouded in mystery. We had to get rid of Bloodsister Alkava on Mad Maeve's behalf, but the woman is nearly unbeatable. We discussed several approach methods, but none of it seemed like it was going to be able to solve our issue. -Our first approach was to use brute force to infiltrate and destroy the vases. Breaking the door open, rushing in, finding the vases and smashing them before Alkava can react. -Our second approach was infiltrating the base by joining her cult as a means of getting inside, to get a lay of the temple. -Approach three was trying to get Syndra to help us in that endeavor. Personally I don't want to be any more involved with Syndra than I need to. -The last Approach was going to be trying to lure her out. Maybe abduct all her followers and whatnot. The least popular option, as you can tell. We decided that we would get a lay on the land first before deciding which of these approaches would be best suited for our endeavor. While there was a small discussion about wether or not we should head to Syndra's territory first, heading to Haes and getting necessary access and whatnot was what we decided to do in the end. Our travel to Haes was uninterrupted, the Kraken let us pass without further ado. We had an excellent start to our expedition, as the duchess unlike all the other times was actually in her capital. I guess I shouldn't complain that she isn't complacent like some other nobles I've met, but still, not having to travel to Fort Blackhill was very nice. We talk to her about our plan and worried, as she tells us that Blood Sister Alkava and her followers left for Roubhe Manslayers territory... while at first I was pleasantly surprised, the alliance of the two could make for some troublesome times. However, we don't want to fail our mission on the duchesses word alone, so we decide to venture to Croaker's Norge to investigate ourselves. What we come across is a small, desolate township. Everyone that supposedly lived here has left. They seem to have left in a hurry, as there were only a few little trinkets, a boat and a mirror inside said boat left. Very strange. As Savas and I move closer to the mirror to investigate, we see inside it the reflection of a familiar painting; the one that Savas had taken inside Mad Maeve's maze in the mission prior. While it is unsettling, we let it slide for now, as we wanted to check on the area's enchantments. But we didn't get to investigate, as the painting suddenly sprung to life, an aberration climbing into our world from inside of it. A fight breaks out and we try to work against the creature. It might be impervious to damage, be it magical or physical. We later learn that it is called "The Shambler". It is hideous, has no eyeballs or sockets for said eyeballs. Bleak skin, and it has multiple appendages. The only thing that held it at bay was a familiar sigil- a star with a bonfire in it's midst. Radiant attacks seem to rebuke it as well. Savas had carried an amulet with the sigil, which worked as another repellent. We managed to drive it back from whence it came from, afterwards we smashed the mirror to bits and pieces. We also burnt it and the whole boat for that matter. Though igniting the boat was rather unnecessary in hindsight.  We poke around in the town and find some tools and coins, a total of about 250 gold pieces in silver. We decide that taking a break before we continue on to Mad Maeve would be in our interest, as we were thoroughly exhausted after the encounter with the Shambler. We avoid the Duchess during our time in Haes. After we replenish our power and resources, we get a move on and travel southward, to the Bellamie Caves. The journey is mostly uneventful and filled with banter. One thing of note were some adorable little toadlings called Grung. They were digging around at a roadside grave, collecting coins. With my magic, I am able to talk to them. One of them, L'erp uorg chats with us for a while and while I can't persuade them to bury the corpses back, he does seem to take a liking to me, hugging my leg and inviting me to be his queen. I explained that I was flattered, but that I was already taken. After this, he challenged Savas to a duel. My beloved accepted and with two swings, L'erp uorg was unconcious. I healed him a while later. The Grung tell us that they live by a pond next to the easternmost ancient battlegrounds. They have to collect coins before some human throws them out of their pond. I think to myself that I'm going to come and investigate this matter further once we are finished with this mission. We continue towards the south and eventually make it to the Mad Maeve's abode. She too has heard that Alkava has gone to Roubhe. As we wish to push that we fulfilled our part of the bargain, she denies us the opportunity. Alkava was scheduled to return to Tuornen soon and Tuornen would be torn apart. But Mad Maeve would be unscathed, as she and Roubhe are supposedly old friends. We bicker back and forth for a bit but then ask if we can instead do another service to her in exchange for the information we need. She said that she had something in mind, namely a delivery service. Roubhe had a parcel for her that we had to get. And we accepted, so as to finally be done with this quest. She handed each one of us a strawberry tasting turd, that turned us into sidhelien, so we could pass into Rhuobhe's territory. It was moderately uncomfortable, but it's not like we had a hard time. I guess it's something that needs getting used to, like getting turned into an awnshegh. After a few days of travelling north, we approach the border guard of Tuornen. A guardsman stepped out to intercept us and asks what business we had travelling to Rhuobhe's territory. We explain our situation, while I prepare for the worst. The last time Cohort members wanted to pass here, there seemed to be a huge misunderstanding and a fight broke out. I feared that we would be stopped like that as well, but we were allowed to pass through after we explained that we were here to investigate a lead inside Rhoubhe's territory. We are warmly welcomed in Rhoubhe's territory. A woman named Milavaen was awaiting a party and brought us to the barracks, where food and drink were awaiting us, as well as baths and whatnot. I didn't know if we received this treatment because we had transformed into sidhelien or if we were treated like this because we were involved with Mad Maeve. Whatever it is, Orithar was wary of the hospitality that we were receiving. While I agree that the circumstances certainly seem suspicious, we were outvoted 2 to 3 and thus stayed inside the barracks. Nothing out of the ordinary happened, thankfully. The next day, we are then guided to Rivernrock, Rhuobhe's capital city by Milavaen. The plains and forests of this land are nothing short of wondrous. I have rarely seen something like this, where architecture and nature are harmonizing in such an elegant and subtle way, as if there was no distinction between the two. It reminded me of home... Rivernrock contrasted this slightly, however, as the place we entered seemed somewhat familiar to the human castles I was used to seeing. Nils manages to offen Milavaen, by accidently calling Rhoubhe a she and a baron. I request that he lets me do the talking and apologize for his behaviour on his behalf. We are then brought into the audience chamber of Rhuobhe Manslayer himself. I advance and kneel, stating our business. He seems very aware of why we are here and cuts to the chase. He asks us if we would like to get it ourselves or if he should bring it, we opt with the latter. Our group was on edge and we were on a tight schedule. I did not want to force them to stay here for longer than necessary. He returns with the parcel, it being an infant awnshegh, with pale, purple skin and  horns, rolled up in some robes. It brought out a small cry, after which I embraced it, to calm it down. We are told that we need to "Feed the parcel regularly so it doesn't die", to which I nod and thank the Manslayer for his time and patience. We insist that we are on a tight schedule and should leave once we receive our charge. I have to admit, I was quick to draw similiarities between myself and the child. The poor girl was afflicted with the same bloodline that had plagued me my entire life. While Orithar said that the child had no bloodline, I knew that the blood of Azrai was running rampant in her. I need to find a way to cure her of this. Yes, I was going on and on during our expedition that we are professionals, but I got attached to the child immidiately. We continue our journey and happen upon a corpse on the side of the road. An obviously noble woman, with no obvious wounds, except for a small injection wound on the side of her neck. We later learn from the villagers that her brother took over her rule shortly after her death not even a week ago. A common occurence in noble houses, they said... However, whatever cruel common occurence is present in the nobles intrigues or politics, none of them can be topped by the crimes Nils commited against us on the same night. During his watch, he left my sight for a while. I only heard that he offered to look after the baby on Savas' behalf. Focusing my gaze on the dark of night, I only noticed what was actually going on as I heard a thunderous boom echo from my husbands tent. Nils had attacked Savas. This... -*An assortment of curses and insults directed at Nils are crossed out heavily*- dastard had the gall to attack my husband during our time of rest and I was just about to behead him, as Savas knocked him out. I woke him up to question him after tying him up. He had insisted that killing the child would be a better fate than what Mad Maeve had in store for her. He didn't even give her the chance of survival. Whatever it is he thought, he took the decision on his own without consulting with the group. Not only that, he went ahead and tried to attack the child without considering the possibility that Savas would get in the way. My disgust is immesurable as I write these lines. I can't believe that this man was so ruthless as to attack an innocent child simply because of her bloodline. Orithar lost his calm and threatened to behead Nils then and there, as his crimes against his party members were severe. While I would not have objected to seeing Nils die then and there, I had us stop Orithar. I didn't want my friend to get into trouble for the treason of this filth. Nils was tied up to Orithar's warg and we continue on our journey, our mood however sour and somber. On our way southward to Mad Maeve's abode, we come across the place where we met the grung. As if fate itself was looking to punch me in the got, I saw several frog legs sticking out of where they dug up the graves. My stomach turned and my face grimaced. This world is truly cruel... We make it to Mad Maeve's abode and show her her "parcel". She seemed delighted to see the child and began cackling like the madwoman she is. I question her as to what exactly she intends to do with the child, if she is behind the poor kids bloodline. She tells me that such a thing didn't interest her and that she needed a drop of blood from the child. She would then toss it into the cauldron just to make it suffer. I severely object, to be mocked for growing attached to the child. Kirken have mercy on me, is it wrong to have any sense of empathy in this world?! Savas intervenes and states that her options are to leave the child with us, or that we'll leave with the child. She tells us that this child will only bring us misery, but that she will let us take the child once she has her blood. We agree to this and I let the child go, reluctantly. I can still remember her crying out in pain, it wrenches my heart everytime I think back. But we had then finally finished out part of the deal. Mad Maeve was obligated to spill the beans. To everyone but Orithar's surprise, she tells us that we can have Dalton. While I was looking around the room for a heart or a man, she pointed at the dog that Orithar seemed weirdly attached to. Turns out that the Duke was actually trapped inside the dog the whole time since his supposed death. I guess the tale with the parcel might have some merit to it. Savas asks about the creature that attacked us earlier in our expedition and gets put on the spot as an art thief. The painting that we took from within Mad Maeve's maze was linked to an aberration that traveled through several of these paintings, possibly and was only able to be repelled by these sigils we saw in Binsada. Mad Maeve tells us that while the amulet will be good enough to protect us for now, the creature is going to become stronger each time it enters our world and that the amulet will not be strong enough to rebuke it if this happens too often. I'll have to make sure that Savas avoids mirrors in the future, as the thing is capable of entering our world through them. We take Dalton with us and witness the birth of one of Maeve's strangest machinations: A walking treasure golem. I had to admit that Maeve was either the smallest dragon I have ever seen or that treasure golems are not only a thing that dragons use. In any case, it slithers outside her house and begins to lay in ambush in Maeve's tiny valley. She begins cackling about stupid adventurers, but I stopped listening. I told Nils that he could've ruined this whole endeavor through his ridiculous zealotry. I hope that he'll receive adequate punishment when we return. He was willing to kill this child... I can never forgive that. We return to Haes afterwards, using up the last bits and parts of our rations. We get an audience with the Duchess rather quick and inform her that her Duke has been found and that he was alive and well, as we present her the dog. She must've thought us mad at first, but after a little chat we managed to make her accept that the sleeping duke Dalton Flaertes, her ancestor was trapped in this dog form. She considers putting him out of misery, but Orithar informs her that the duke was rather fond of being alive.  After we check for any sort of animal spy, we discuss specifics regarding Alkava, Mad Maeve and the latters location. We give up the key to the Bellamy Caves portal, tell her how to use it and what to expect. We inform her of the treasure golem that Mad Maeve seems to be incredibly fond of, so her soldiers don't die because they think that they can stock up their savings with some live treasure. We tell her that Mad Maeve has predicted that Alkava and Rhuobhe will likely invade Tuornen rather soon, so that the duchess is able to prepare herself. The last unique party that attempted to deal with this mission witnessed her nearly being assassinated, so we bid her to be careful. She states that she can look after herself, but I can't help but be worried for her. She has a rather hands on approach to things, I can appreciate that. We then ask for manacles so we can hold down Nils until we get back to the Cohort. She agrees to gift us a set, as a sign of thanks. We bid the Duchess farewell and ask her to take care of herself. She assures us that she will be careful and that she will look to the Cohorts more often in the future. Heres hoping that the next quest she puts up isn't a call to arms! Soon after, we return to the Cohort, me with a new family member. All in all, I am glad that we managed to finish this mission. It was a long time coming, but we did it. While I was about to lose hope many times across this expedition, as fate seemed to turn against us, we managed to push through and attain victory. If only Nils wouldn't have commited such heinous crimes against the Cohort, his family. I hope he takes the time he'll spend in the donjons to properly reflect, but with how I see it, he has very little hope of being forgiven this treachery he commited. That is all. -Eirena Lightshadow
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Session 185 (Mission SPECIAL): Turtles, Spiders, and Sewers Oh my! Present: Chikat Stonehaven; Dwerren Cleric, lvl 3 (Hazelchan84) Lurleen; Firbolg Cleric, lvl 4 (Naomi) Thorkell; Rjurik, Barbarian/Fighter, lvl 6 (Clemens) Yaara Mielahoney; Vespidian Bard, lvl 7 (Seraphina Leaf) The party receive 50gp for saving the giant turtle, and 250gp for savings the citizens of Zobeck Combat XP 288XP Quest XP 500XP RP XP 500XP Exploration XP 500XP Log XP 150XP to Lurleen Total XP 1,788XP to Chikat, Thorkell and Yaara 1,938XP to Lurleen Renown, Fame, and Infamy +2 Renown (Zobeck), +2 Renown (Ophinoa), +2 Renown (Solas) 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. Session 186 (Mission 3F): Stolen Valor Present: Alvah Laurent; Anuirean Sorcerer/Bard, lvl 5 (Depraved Lunatic) Kazimir Zima; Vos Warlock, lvl 4 (Physh) Kobal; Sidhelien Ranger, lvl 4 (Rulenoff) Nasir Al'Rahka; Khinasi Ranger, lvl 5 (Clemens) 600gp was awarded to the party from Sultan Jabari bin Sukkan Combat XP 150XP Quest XP 500XP RP XP 650XP 250XP to Kazimir Zima Exploration XP 700XP Log XP 150XP to Kazimir Zima Total XP 2,000XP to Alvah, Kobal, and Nasir 2,400XP to Kazimimr Zima Renown, Fame, and Infamy +2 Renown (Jabari) 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. Session 187 (Mission Thylea): Estoria and a story for ya. Present: Hadrian Darkleaf, Ranger Cellwair, 4, Hazelchan84 Antigone Barleyblaze, Druid, Brecht, Level 3, Naomi 100gp each for bringing valuable information to The Cohort (tax free). Combat XP 150XP Quest XP 250XP RP XP 625XP Exploration XP 675XP Log XP 150XP to Hadrian Total XP 1,700XP to Antigone 1,850XP to Hadrian Renown, Fame, and Infamy +1 Renown (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. Session 188 (Mission SPECIAL): Kaevara and the Chik Chiks Present: Sithric Sidhefriend, Hanner Sidhe, Fighter/Rogue, 6, Depraved Lunatic Dragomir Black & Nalu, Half Dragon (not a quarter), Dragon-Sorc, Level 9, Hats4Cats Darvius Alandre, Sidhelien, Monk, Level 9, Darvius Korak Flomhelm, Dwerren, Cleric, Level 8, Sloth Combat XP 0XP Quest XP 500XP RP XP 1,250XP Exploration XP 750XP Log XP 250XP to Dragomir Total XP 2,500XP to Sithric, Darvius, and Korak 2,750XP to Dragomir Renown, Fame, and Infamy +2 Renown (Sielewode) 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.
Session 189 (Mission SPECIAL): Threads of Fate Present: Cedrych Brightbough, Sidhelien, Rogue, 7, Adam Hedrin Toadslayer, Dwerren, Sorc, lvl 6, Sloth Shou, Piney, Druid 4, Simon Soho Jo, half elf, Warlock, Level 4, Rulenoff Cordelia Glitterwytch, Pixie, Sorcerer, Level 1, Serephen Raven Tonks Rowan, Hanner sidhe Warlock 5, Hazelchan84 Mirakesha, Anulrean Fighter 1, Naomi Shou: While bells beg, two wisemen become one and new leaders for all. Soho: When the day comes that the mark of the one becomes the mark of many, an overheard conversation shall usher forth an era of harmony and a change of leadership. Cordie: The day the darkness rises once more, a suspicious accident shall mark a country's doom. Raven: When the time comes that summer ends, the elder sister shall bring an age of sin. Hedrin: There comes a day when the wind freezes water, a betrayal shall bring forth the dawn of evil and a cursed age. Mirakesha: It shall be when tolls scream, two brothers battle and behold the return of the Way. Cedrych: The Red Thread of Fate (Love). Vampire Template Undead Type: The creature’s type changes to undead (shapechanger). Undead creatures don’t breathe, and don’t need to sleep. You are agelessly beautiful. Evil Nature: All Vampires are slowly manipulated by the powers of The Vampire (Britter Kalt). At the beginning of every session the player must make a DC10 Charisma Saving throw, or move their alignment one step towards Lawful Evil. This may eventually result in the character becomming an NPC villain. If their vampirism is cured their alignment is returned to normal. A character who achieves a natural Charisma Saving Throw of +9 or greater is able to permanently overcome their evil nature, and may even be able to resist commands from The Vampire (Britter Kalt) himself (see Child of The Vampire below). Ability Scores: Your Strength, Dexterity, and Constitution scores are changed to 18; they cannot be increased by any means short of magic, +2 Charisma (Can go above 20, but only if it pushes you above 20 at the time you receive the template) Darkvision: 120 ft. as per the PHB. Damage Resistance: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. Shadowless: A vampire casts no shadows and shows no reflection in a mirror. Regeneration: The Vampire regains 10 Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the Vampire takes radiant damage, or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn. Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Bite : Melee Weapon Attack: Strength + Proficiency Bonus to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the Vampire, Incapacitated, or Restrained. Hit: (1d6 + Str) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Vampire regains Hit Points equal to that amount. The reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0. Claws: Melee Weapon Attack: Strength + Proficiency to hit, reach 5 ft., one creature. Hit:  (2d4 + Str) slashing damage. The Vampire can grapple the target (escape DC 8 + Proficiency + Str). Children of the Night (1/Long Rest): The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a Bonus Action. Charm. The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC (8 + Proficiency Bonus + Cha) Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Shapechanger: If the vampire isn't in sun light or running water, it can use its action to Polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form . While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any Actions, speak, or manipulate Objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a Hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Misty Escape: When it drops to 0 Hit Points outside its Resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of Falling Unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 Hit Points in mist form, it can't revert to its vampire form, and it must reach its Resting place within 2 hours or be destroyed. Once in its Resting place, it reverts to its vampire form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its Resting place with 0 Hit Points, it regains 1 hit point. Vampire Weaknesses: The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is Incapacitated in its Resting place, the vampire is Paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks. The damage from a Vampire's weaknesses cannot be prevented by ordinary means. Child of The Vampire: The Vampire (Britter Kalt) has complete control and domination over all vampires. Any creature that is a vampire is effectively under a permanent Dominate Monster spell. This link cannot be broken by any normal means. If The Vampire dies the creature returns to its normal state, but immediately ages as normal potentially killing, or even turning the creature to dust. If the vampirism is removed by other means the character instead returns to the age they were when they received the curse. Additionally the Vampire that transformed you into an undead also has this same control, though their death does not effect your vampirism. Hunted: Vampires are widely hunted, and there are vampire hunters dedicated to killing them. Your character will likely be under attack as long as they live (unlive?). Combat XP 147XP Quest XP 250XP RP XP 1,000XP Exploration XP 1,000XP Log XP 250XP to Cedrych Total XP 2,397 to Hedrin, Shou, Soho, Cordelia, Raven, and Mirakesha 2,647 to Cedrych Renown, Fame, and Infamy N/A 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. Session 190 (Mission 2D): Nasaadi Gets A Sister Present: Savas Al-Hadar, Khinasi Cleric/Fighter 6 (Physh) Eirena Lightshadow, Rjurik, Cleric/Warlock 7 (Depraved Lunatic) Nils Ullstein, Brecht Paladin/Warlock 4 (Simon) Salin, Rock Gnome Wizard 4 (Rulenoff) Orithar Trisk, Half-Orog Wizard 9 (Hats4Cats) The party received a total of 2,100gp before taxes from Duchess Laela Flaertes. There will be a trial for Nils following the events of this session. Combat XP 0XP Quest XP 1,000XP RP XP 1,500XP Exploration XP 500XP Log XP 300XP to Eirena and Savas Total XP 3,000XP to Nils, Salin, and Orithar 3,300XP to Eirena and Savas Renown, Fame, and Infamy +3 Renown (Tuornen) for everyone. -5 Renown (Cohort Arcanum) for Nils. 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.
Session 185 (Mission SPECIAL) Log: We began where most journeys begin.  On a boat.  We were traveling from the cohort to the Margreve to explore and possibly gain some renown.  Each of us had our own motivations.  Personally, I traveled to check on my new God, the Sun Dragon (you have to earn the right to say his name).  We landed outside of the bear peoples village and made out way to the west.  We traveled overland towards Rose's Inn.  Along the way, we saw a giant jewel encrusted bug.  We made the wise decision to keep our distance.  We made the rest of the journey without incident. Upon arrival at Rose's Inn, we were immediately greeted by Rose who was concerned that we would not be coming back to visit.  We assured her that we had every intention of visiting her as often as possible and her face lit up.  We played several games of tag before being treated to dinner and mead by Nninia.  She told us the terrible news that the Sun Dragon had been kidnapped in their weakness!  We got all of the information that we could from her, including a hint that the Shadow Fey had been active near Zobrek.   We departed in the morning and caught our ship from the port where we left it.  Some kind words and we were granted passage to Zobrek.  The journey was uneventful and several of us helped the sailors out along the way.   We arrived in Zobrek and immediately began searching for a translator as literally none of us spoke Midgardian.  We found a rude wizard in a tavern who agreed to help us for an exorbitant price.  We reluctantly agreed and tried to approach the Guild master for information, both about the kidnappings and a leg.  We were unsuccessful and left empty handed.  Asking around we were rudely directed to the Captian (probably, we never got an official rank) of the guard who gave us a job: find a giant turtle.  Thinking how hard can it be we accepted at a reasonable rate.  We traveled west along the rode for several days and encountered several minor issues including a pick pocket.  On the end of the second night, we discovered a freshly buried mound which we dug up to discover a man wearing the coat of arms of Zobrek.  We reburied him and vowed to let the guard know where he was.  We followed the nearby giant tracks south and ultimately stumbled upon a shackled giant turtle.  The turtle wanted water.  It took a while but eventually we were able to free the turtle and ride it back to the city.  When we arrived back at the city, the turtle led us to an abandoned mansion.  The guard refused us entry.  They claimed that we did not have the proper authority or just cause to enter.  Not wanting to break the law, we headed back to the spot where we found the turtle.  At that spot we saw several suspicious things.  Firstly, there were several Shadow Fey Goblin tracks.  Everyone said there were no such thing but this was definitive proof!  In addition, there was an obscene amount of spider webs.  We followed the new trail back to the city, into a sewer, and back out to the same mansion as before. Still not wanting to break the law, we told the captain who agreed to send a few guards to check it out and agreed to let us accompany them, though we were to wait outside.  While the guards were inside, we heard the sounds of battle.  We entered to see a red vampiric mist attacking the guards.  We rushed to their aid and after a fearsome and deadly battle, we were able to overcome the mist.  Unfortunately, the guards were not as lucky as us and they had lost several fighters.   Inside the room, there were several creature sized mounds of spider webs.  We opened each of them freeing many people including my god, the Sun Dragon.  They agreed to allow me to become their cleric and priestess and granted me some of their vast magic.  We were handsomely rewarded for all of out efforts and we returned to the cohort. On the way back, I spent many hours preaching the wonders of the Sun God to everyones delight (they were so happy they kept working!).  I also spent time working on my book: The Sun Dragon and I: How I learned the Meaning of Pure which I intended to one day be a holy text.  Thus ended this adventure, only time will tell what the next has in store. Lurleen 
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Session 195 (Special/Thylea): We Got the Horn! Played on the 15th of May 2020!  Present: Phage; Vos Cleric/Monk, lvl 6 (Kristen B)  Hadrian Darkleaf; Cellwair Ranger, lvl 5 (Hazelchan84) We Brief at the cohort, we hired Sotonius, a centaur, and Stogrur, a bugbear, to aid on our mission to find the Horn of Balmytria. Phage assesses they capabilities, they seem like a rough folk, we also discuss their payment. Before we embark on our adventure, we ask Kalliope about any knowledge she may have regarding Goatlings, she states that silver weapons may be beneficial to us. I purchase 2 quivers of silvered arrows, one for me and one for Demi, and a silvered sickle. We head out. We reach the ruined temple of Sydon, where we last tracked the horn, in less than a day. When we approach the Squirrel-Gnome is still there. As we move further in No Vine or ooze creatures attack. But when we pass the bath house area, the statues of Gygans have resumed their positions. I tell the others we need to be on High alert here as this is where we turned last time. As we approach the two statues again spring to life and attack, this time with our two fighter allies in melee range. Demi and I shoot arrows trying to aid. Soon they fall, crumbling to broken stone pieces. We cautiously head down the stairs and down a long Hall that opens into a green oasis, underground. There we see several Goatlings chasing Captured girls. we ask the Goatlings for the Horn but they refuse, mentioning someone named Manos. We attack and call the women into action against the Goatlings. Our hires are felled and healled, Stogrur flees back past us. We are assisted by the Females, as well as two male Satyrs and a Dryad, that seemed to be held here also. It takes some time, but we finish off the Goatlings, although a few of the Women were harmed in the Fray. Our aids introduce themselves as Natalia (the Dryad), Loreus (the more talkative Satyr), and Idaeon (the other satyr). The women also introduce themselves, but I couldn’t really tell who was who. They told us of a Gygan Named Manos that resides in this place, how he has the Horn, about his companions, and how they came to be there. We Hatch a plan to stab the Gygan in the eye while he lays sleeping, I would take the lead. I borrow the shield from Demi, and Loreus offers me the Use of his Blade, a Mythrial shortsword named Evengelia.  I accept and offer him the use of my silvered sickle in case we runn into trouble. We plot our entrance as we encourage the women to escape to the outside. The Dryad, Natalia, casts a spell that makes our steps and armor soundless and we stealthily move into position outside the Gygan’s door. Its locked, but Loreus is able to pick the lock. I enter and the woman in the bed exits quietly, I go to move the weapons out of range from the side of the bed and Phage enters to help me. We move all six javelins, leaving the Shields, successfully. I whisper to the others to get ready, and I pounce, stabbing Manos in his eye, ripping the Sword back out, and Grabbing the Horn. Manos wakes with a Roar, yelling about who in there and who is taking his horn. We all start to book it out of there, with the Centaur grabbing me and Demi riding on Nara. When Manos bellows again, our Centaur friend answers “Nobody”, we keep running though with Manos stumbling in an attempt to follow and yelling about how “Nobody stole the horn from Manos!” We make it out without being caught and Phage grabs the Squirrel-Gnome and ties him to her Mule. We make it safely back to Mythros after parting ways with our new Friends (although Loreus forgot his Sword). When we return, we intrust the Horn to the Safes of the Cohort, handing it off to The Redeemer. Before she parts with us, she asks if we wish to drink from the horn, we decline, saying we should do so with the Group and with the Oracle.  About a week later Phage un curses the Squirrel-Gnome. The Gnome is named Herkus and he is a Druid. He asked how he could repay such Great heros. We ask for his ability to teach us at a later date. I also have a talk with Demi about going to meet her parents to that we can adhere to the customs of this Continent.        
Session 196 (Special Mission): The Gang Tries To Make A Potion Expedition Members: Brognir Bronzehelm; Dwerren Fighter/Babarian, lvl6 (Kristen B) Dragomir Black; Vos Sorcerer, lvl 9 (Hats4Cats) Gork Wolfborn; Half-Orog Fighter, lvl 5 (Clemens) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Saorise Auliffe; Aasimar Sorcerer/Paladin, lvl 5 (Serephen) Savas Al-Hadar; Khinasi Cleric/Fighter, lvl 7 (Physh) Sithric Sidhefriend; Hanner Sidhe Fighter/Rogue, lvl 6 (Depraved Lunatic) Savas finished laying Áine down for a nap. She had been extremely fussy the last few hours, but after her latest feeding she finally drifted off to sleep.  Savas closed his yes for a moment and enjoyed the silence of the room.  Eirena and Nasaadi were off playing, so now was the perfect time to write his mission report.  After preparing some chai, he sat down at his desk, lit some frankincense, and put pen to paper. "My friend Brognir sought assistance with a quest handed to him by the Cohort Council.  As part of his reparations for helping release Solaria, he was tasks with freeing the souls of the members who died in the Battle of Solaria from their prison in the Realm of Death.  The chances for success were not good, but I have a lot of respect for Brognir, and I would not let him go alone.  As much as it pained us, Brognir asked that Eirena not come... he was not comfortable having both parents coming on such a dangerous mission.  He did not want the guilt of orphaned children on his conscience.  I was not alone in wanting to support my Dwerren friend, as we had five others join as well, all seasoned Cohort members. As Brognir briefed us on the mission, some of the members - especially Drago - started fidgeting and complaining about the lack of planning and preparation.  I tried to tell them that Khirdai loves challenges, and that the glory would just be that much greater, but they would not be swayed.  They were spooked by a legend that no one who goes to the Isle of Ghosts ever returns...  allegedly.  There were also rumors that one group of people did just that, but they did so via the Isle of Serpents, a land ruled by a powerful Awnshegh named The Serpent, which was rumored to be just as dangerous.  Brognir also mentioned he found a recipe for a potion that could help protect us in the Realm of the Dead, but he did not have the ingredients.  After much discussion, we decided to consult with the Oracle in Ariya. It was good to return to the lands of my people.  Being the Spring, the weather was warm but not too hot... that didn't stop several of my companions from complaining about the "unbearable heat".  Their idea of comfortable is being in a God forsaken frozen waste wearing stinking animal pelts for warmth.  Regardless, I was able to get us an audience with the Oracle, and not having any other appropriate gifts to give, I presented her with my scrying horn; a gazelle antler  encrusted with lapis lazuli with an obsidian orb mounted in the larger end.  The Oracle seemed quite pleased with the gift, and in return she presented me with a single apple.  "Eat it," she stated "and it will server you well."  After a series of questions, she informed us that there was no magic or curses at work that prevented people from returning from the Isle of Ghosts, it was simply that no one survived long enough to leave.  I asked the Oracles if the assembled group was powerful enough to have a chance of surviving the Isle, and she responded positively.  Brognir mentions the potion ingredients he needed, and she gave us information on where to find them.  One of them, Oylander Seeds, could be found right in the palace gardens!  After Sithric, our rogue, hemmed and hawed about pilfering from the royal garden, I finally lost my patience and obtained the seeds myself.  It was no hard task, and I doubt most of my companions are aware of my criminal past.  Having obtained the seeds, we moved on.  We headed to the market, and quickly found a merchant that was selling Popper's Rye, another potion ingredient but one that was much more common than the other requirements.  I attempted to haggle, but I fear my lack of skill caused us to pay more than they were worth.  It was embarrassing, but I did warn my companions before my attempt that this was not my strong suit.  Unable to find the rest of the ingredients on our own, Brognir sought out a guide to help us find - and negotiate for - the rest of what we needed.  He asked a guard, and he pointed us to a well-known merchant named Bahira el-Serai, who could be found in her purple and white tent in the marketplace.  It was easy enough to find, and as we discussed what we needed, she informed us that she had one of the items we needed - Dew of Tylon - on hand.  She originally asked 100 GP, but Saorise managed to haggled her down to 92 GP if she also told us where we could find the final ingredient, Ogre's Milk.  Bahira el-Serai pointed us to an alchemist shop across the street from her tent. As we entered, we found a rather large and muscular man working behind the counter.  He himself did not have any in stock, but he knew where to get some. In exchange for the potion recipe, he told us there was a magic-wielding Ogress who had taken over the ruins of a town called Ahmim along the Sentura Beach.  Her spouse and children had already been killed and she was alone.  Furthermore, she was wreaking havoc in the area, and the crown had a bounty on her head.  After visiting the Oracle again to gain access to the 3rd circle of magic, we headed East out of the city on the main road.  On the third day we finally reached the village mid-day.  It was abandoned, but as soon as we entered, the Ogress came out to meet us.  We tried to negotiate with her to obtain the milk without violence, but she refused, growing more threatening as we refused to leave. Finally, as she produced all four of her arms wielding great clubs, I hefted my shield and screamed "KHIRDAI", and the battle ensued.  Poor Saorise took the brunt of the damage and fell in battle, but the rest of us easily slew the Ogress.  After Saorise's wounds were tended to, Brognir obtained the milk (don't ask) and severed her head as proof of the bounty kill.  We searched the huts and buildings in the village and managed to find 127 GP worth of silver coins, as well as general supplies such as rope, water, smoked fish, etc.  We returned on Ariya without incident and collected a 900 Golden Stallion bounty for the Ogress's head. Our next stop was the docks to find someone who would give us passage to the Isle of Serpents.  Though we could not find any souls brave enough there, one of the ship captains informed us that there was a fishing village on a small island south of Mairada that we may be able to find passage.  We paid him 50 GP, and he took us to the village.  Asking around, we again found most would not venture to that Isle, until we spoke to an old fisherwoman who agreed to take us - and bring us back - for 90 Gold Stallions.  We asked her to ask her neighbors if there was anyone who had been there before that we could talk to.  Later she pointed us to an old Maestian who had visited the Isle of Serpents.  He said that there's only one ship that sails to the Isle of Ghosts.  It docks in Masetium, owned by Captain Knucklebones, and is rumored to be a ghost ship.  Captain Knucklebones collects gold from travelers as his treasure was stolen, and now he and his crew are cursed to wander the seas forever until every last coin is reclaimed.  We were also told that Captain Knucklebones is not in Masetium right now, having passed there about a month ago.  The long delay since his last visit suggests that he has currently sailed far north, with his return being anywhere from a few weeks to a few months.  We bought a key of bone from the old man.  He stated that if we were in the right area, it would attract the attention of the captain and his ship.  The key had been stolen from Captain Knucklebones, and he will find whoever currently possesses it. Having gotten the information we needed, we returned to the Cohort.  Although we had an alchemist in the group, he was not confident he could create such an advanced potion.  So we sought out our local expert, Persephone.  After reviewing the recipe, she informed us that the ingredients were enough to make doses for a group of seven people. She wasn't sure how long it would last... at least a couple of days, perhaps a little over a week.  Allegedly, the potion would make us appear dead, and thus, non-threatening to the ghosts on the isle.  More intelligent undead, however, may see through the ruse. With all of the preparations taken care of, we spent the rest of the day in the common room drinking and talking.  Brognir promised payment to any who survived the mission after he had collected coin from The White Witch." Finishing the sentence, Savas heard the door open.  A broad smile was on Nasaadi's face...  a less frequent occurrence since she started being jealous of Áine.  Savas and Eirena had hopped spending some one on one time with her would help the transition and acceptance of her new sister.  As Nasaadi ran towards him, Savas stood up and lifted her into the air.  Returning her smile, Savas carried her towards the cabinet to get her a snack.
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Session 196 (Special Mission): Isle of Ghost or Isle of the Serpent, or Ghost, or Serpent, or Ghost, or Serpent.   Played on 15th March 2020 Expedition Members: Brognir Bronzehelm; Dwerren Fighter/Babarian, lvl6 (Kristen B) Dragomir Black; Vos Sorcerer, lvl 9 (Hats4Cats) Gork Wolfborn; Half-Orog Fighter, lvl 5 (Clemens) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Saorise Auliffe; Aasimar Sorcerer/Paladin, lvl 5 (Serephen) Savas Al-Hadar; Khinasi Cleric/Fighter, lvl 7 (Physh) Sithric Sidhefriend; Hanner Sidhe Fighter/Rogue, lvl 6 (Depraved Lunatic) Blueberry stains cover the parchment.  It's nice being back at my tower like. I wasn't looking forward to this mission in the slightest but not just because it's the scary isle where no one can return from. When we gathered in the halls of the cohort without Nalu, it felt so much like before when I was waiting to go out to the battle against Solaria. Brognir kept talking about its “his” mission and he doesn't have time but I don't think he understands. This mission really isn't about him, it's about the ones that died and now can't move on, I'm not surprised that no one else who attended the battle turned up by choice. Not sure if Brognir cares more about himself or the ones trapped in the fire. I wouldn't have turned up if it wasn't for Korak asking me to.. But I'm scared about what we will see when we find them.  The meeting did not fill me with confidence like I have gone on my share of improv missions but I really expected more. Like a solid plan of how we get there and back without just hoping it goes well. Like he can throw his life away if he wants but im not letting Korak or any of the others just walk in without a hope. We know that to get the cohort members we have to travel through the isle of ghosts, a place where spirits go when they die. Spirits that don't take kindly to the living, I'm not sure how many would be there but I'm going to guess it's more than a city of people. If they attacked no matter how strong we are I doubt they would have been much we could have done. After hearing Brognirs approach I went to find Leana Stillborn, she was busy having a meeting but she heard me out at least. Apparently the cohort has no record of anyone ever returning back from the isle, and the only lead we have is someone in the isle of serpents know of a way to travel there and back. But that place is inhabited by creatures with snakeheads and human bodies. They really like their slaves so even going there is less dangerous but at least it is something. It was pretty clear at this point that we had to start somewhere, we had a potion recipe that made the less intelligent undead not notice you. Though explaining that just because I can make basic potions doesn't mean I can craft everything at will took longer than I thought. Anyways. Saorise knew of an Oracle that might be able to help as she lived in Ariya, close to the isle of ghosts. Been a while since I had gone down south but the heat! Ahhh I'm too used to Drachenward weather, cold and raining not this sand and dust.  We arrived at Ariya and went to visit the Orcale who was sleeping. Took a little time but we waited in the heat and after her nap she wanted to see us. O god the questions! So many questions. I was just thinking about Nalu the whole time and wondering what she was doing. Not sure if she even likes the sands of Ariya so …. She shrugged. Not really sure if we learned much that we didn't already know but we did get the seeds from the garden thanks to Savas help. The main thing we did learn is that there is nothing that just blocks you from returning from the isle of ghosts; it is more than anyone who goes there just dies. I'm going to guess it's from thousands and thousands of spirits. The potion btw needed a few ingredients, Popper's Rye, Oylander Seeds, Dew of Tylon and Ogre's Milk. The Oylander seeds were found in the garden but there rest we went to the market to buy.  I stayed with Korak during all this. The sun was too hot and we still had that crazy mummy lady after us, though not heard anything from there in some time. If we are lucky the sultana might have already dealt with her, might just be my optimistic thinking. They spend gold on getting the Popper Rye or was it the dew Tylon. I can't remember but they spend close to 100 gold pieces on a really common thing. Sithric did tell me the story of them talking in his tongue in front of the merchant about haggling and then the merchant spoke back to them in the same tongue. I couldn't stop laughing. Must have a sight to see. Some good did come out of this, after seeing this woman went across and spoke with another man about some other ingredients and got a lead of a Female Ogre. There was a bounty from the city on one that had been plaguing the lands, we took a quick trip to the guardhouse and got magic access so we could hunt the bounty.  None of us brought mounts because we thought we were going to the isle so walking it was! If you travel along the east road out the city of Ariya you will find guard housing that you can stop and enjoy a peaceful night. Just thinking about the heat is making me glad to be back here. Took us three days to get to Aḫmīm Village where the Orog was. Really not much to stay, she was just in pain from the loss and everything, I stayed out of it why the others killed her and took the milk. They did find some gold in the village, not like anyone there would be needing it anymore. We went back to the palace and turned the bounty in. I kept the milk cold so it would last longer and that was everything we needed for the potion. We just needed someone to make it. Trying to explain to everyone just because I’ve done some light potion work before doesn't mean I can make every potion. I haven't even practiced in like a year at this point! Presephine is who they want. Though we still had the issue of finding a way to get to the isle, not like anyone is willing to go there, even worse I doubt they would stick around. We did hear that there are some that live in the Mairada isles that trade with the inhabitants of the isle of the serpent, they at least are able to speak with them without getting killed so would be our best bet. When we arrived we met a nice old lady who was willing to take her over at first but then she said she knew others who did trading but didn't want to say names. I asked if she just let them know we are willing to pay for information if they would be willing to speak with us.  More Blueberry muffin crumbs cover the parchment.  We waited until the night and we were greeted by an old man with tattoos and long silver hair, one of the Maestians. A dying race that got greedy when the cities were collapsing, most of them died when trying to get their gold, and after they kinda lost everything. Sad story really.  He was willing to talk to us for coin and we learned that the only boat he knew that he had heard sails to the isle of ghost was one that was captained by Captain Knucklebones. This is a ghost ship some of the cohort members have run into from time to time. He sails around looking for the gold that was stolen from his treasure. However the man had a skeleton bone key that the captain really wants. Like he turns up all the time looking for it. So we paid him enough gold that he and his family and live in good health for the rest of his life for the key and took a ride back to the cohort.  It was really nice seeing Presephine again. She was more than happy to help make the potions, seven of them total. The potion will make it so we cant be seen by the mindless spirits of the isle, though won't last too long, a couple of days at most. She seemed in better spirits just that season is hard for her ya know. Did get to speak with Korak about the white witch. He is heading over there with Brognir as we speak, not really sure what his relationship is with her, he said just a friend but I think he is not telling me something. I did get to speak with Soarise, she has been staying at a fort with this new goddess which is kinda interesting. Apparently she is a really nice person and said she would introduce me and Nalu of course. So we are about to head over there just waiting on Nalu. Hmm, wonder if Keavara would like to come for a little journey might be nice for us to get outside for a bit. We spoke at length about all kinds of things, it was nice just relaxing and knowing the calm before the storm. Anyways I'm heading out thinking Nalu is ready. I guess all that is left is to go free members. I am hoping to go help Brognir next time, even if I am scared but just encase something goes wrong and I can't help I am going to detail all the information I know on the next step. This is what I had gathered before the mission, Brognir was able to help and add to it. Some of this I got from Brognir, other bits are from logs and Shlar... when we were talking. If I'm not there I hope it helps you bring the souls back.   Green Eyed Monster: In her life she went by the name Parsee, and was originally just a quiet farmer's daughter. Once a sidhelien woman, this demon sits on the bridge that is the only way to cross The River of Souls. Her husband ultimately cheated on her, and she murdered the woman that he slept with in cold blood before doing the same to her husband.  From there she went a jealous rampage, ultimately becoming envious of everyone around her; even in completely irrational ways. She became a notorious murderer who was said to have killed over 1,000 innocent people, and many more who were guilty of crimes not worth the judgement of death. When she died she traversed to the realm of the gods, but she was so envious of their glory that she attacked them in her madness. It was said that she actually managed to to leave a scar on Haelyn's cheek, and for her crime she was punished to sit on The Bridge that is No Longer Crossed. Since then she has become full of jealousy, and despair. Her demonic green eyed soul now lives there in lonely misery, just desiring true love and acceptance. She's extremely dangerous, and will even become enraged in envy of others' misery. Considering she is already dead, and has passed onto the world of the departed killing her is exceptionally difficult. Supposedly if her soul can finally be soothed she will be allowed to cross back into the realm of the gods, and the bridge will be much easier to cross. However most do not know that her original home and village was located somewhere on the isle of Ghosts. If it can be found you might be able to find some object there which would let you treat with her, or at least distract her long enough so you could pass. The Ferry Man.  If you want to avoid the bridge there's a skeletal ferryman who can take you across instead. His toll however is a small gold coin made out of a piece of your soul. Some rumors say that if you take the ferry, and a fishing rod with you it's possible to save those who have recently died. It's said you need an item important to the soul of the person you are trying to save as bait. It's also said some evil spirits will try to take advantage of this so that they might return to the world.The river is full of the souls of the dead, and they will attempt to drag anyone who falls in the water to the afterlife with them. Waterwalk, flight, levitate, and other similar spells do not work over the river of the dead. There's a force that pulls everyone down. Even normal boats sink. What the ferryman did to his boat to make it stay afloat is uncertain. Solaria The primordials did not just leave their captured souls unguarded. Solaria's will likely be creatures of fire and flame. It's said that items used to cast spells go to this realm to pass on as well. Some rumours say that there's is a large room of untold treasures somewhere down there. She said the Fate Weaver gifted a Black Book, that is to those that watch over dead, and it has in it the names of everyone that’s ever died, and that it’s on The Isle of Ghosts. Drago & Nalu
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Session 194 (Mission Special): Work Hard, Party Harder Present: Cordelia Glitterwytch - Level 2, Pixie Sorcerer (Serephen) Hedrin Toadslayer - Level 6, Dwerren Sorcerer (SlothSlow) Orithar Trisk - Level 8, Half-Orog Wizard (Hats4Cats) Kobal - Level 4, Sidhelien Ranger (Rulenoff) (Cordie’s log is submitted on a ridiculously tiny piece of parchment. It is suspiciously smaller than what you’d expect, even for a pixie… It takes some doing to enlarge it enough to be properly read.) This whole Thorn King business is taking way longer than I thought it would. Thankfully this time I got a totally different group than the last bunch. I explained the situation to them, again, with the new details of the last outing. The briars said some weird things, so I asked the Margreve how it felt about them. It shrugged, as forests tend to do. The boy said he knew a woman who was a friend of the Margreve as well, and it might tell her more. I think he just wanted to see her again. Maybe he likes her. The green one also wanted a new thumb, he misplaced his old one. I won’t be trusting him with any of my thumbs. The boy said some guildmaster in Zobeck could make thumbs. I’ll commission him to make an army of thumbs. Then no-one will stop me. We went to the Arcane Collegium and spoke to someone who was saying that the people we were looking for weren’t there. I think there was some talk about gears and thumbs, I stopped paying attention because a flower appeared and spoke to me, Their name was Sugarpuff and they’d been looking for me, because I was invited to a party. A fey party. They told me where to go, said it was happening soon and then had to go. So naturally I convinced the group that going to this party was the best course of action. Because it was. We stayed in the city a bit while the green one ordered a thumb, then we hired the mysterious old lady who is totally not a monstrous spider crone in disguise to sail us down near the Mistwallows to start searching for the party. She wasn’t going herself, too busy with old woman things, like sailing and being a monstrous spider crone. She dropped us off near the Statue of Night. Was a big statue stuck in a waterfall that looked like it was crying. Maybe it was crying because there was a secret cave behind it and it was too big to get in and see the fun stuff inside. We went to see if that was where the party was. It was not. Inside was very pretty except for the obnoxiously large skeleton with bones denser than dragons. It was lying in a magic circle with the Cohort symbol on it. Last time people messed with things they didn’t understand that had the Cohort symbol on it something horrible was released, and I wasn’t going to repeat that in the Margreve. I’m not being the next of that one person that released the Void Dragon here. We found some tiny footprints and followed them. Eventually we found the party. The green one had some vials of frost to pay our entry. I need to carry more fun things on me I can use to pay for stuff. A weird guy welcomed us and sold us some magic hay. Spiders and worgs even eat it, so it’s gotta be pretty magic. His name was Raphael Antiago, and he’s been all over the place, even to Cerilia, which is weird for people in the Margreve. We all went in and split up to look around. I was speaking with some very nice fey dragons, Maire and Fial, that looked like giant Mynnirs, when the boy and the other one came over. We got some scrolls which are hopefully of some really fun spells, but then the green one who was now a very strong looking lady came over yelling for me really angrily. She couldn’t find me, but Sugarpuff told her that I was hiding in a chest at the chest game. She played the game until she won some mimics and a fancy axe and then calmed down even though I wasn’t in any of the chests. I guess she likes playing games. I played the game and won a nice ring. The boy played and won a box with a table inside it. Apparently the green one ate some cheese that made her strong, and was very unhappy about it. They blamed me for some reason, like I handed them the cheese and convinced them to eat it. I didn’t even get the chance to, it would have been really funny. We found a fairy selling toys, the others bought some. I thought about buying one for apprentice to cheer her up after becoming a bloodsucking undead horror, but being such a great witch doesn’t pay a lot. Not in gold anyway. There was a strange guy selling all sorts of fun masks that make you look like someone or something different. The boy bought a giant mask, and I bought one that looked like another me in case I need to not be a pixie for some reason. Then a weird creature told us to come on his stage and what was once once will now be twice and what was once twice will be once. It made perfect sense to me, so I showed the others that standing there made a copy of yourself. The green one stepped up and was twice, but the other one was a he, not a she. She counted backwards from 2 and disappeared. We traded one green one for another. I think we watched the female green one die, didn’t even get to be buried, like Ratdelia. We ate some snakes that wanted to be eaten, I touched snakes that didn’t want to be touched (I asked permission first so it was okay), bought a magic hat and the other one played a game against some children and lost, that was really funny. They gave him some candy but he didn’t want it so he gave it to me. I like candy, but I might give it to someone else, I’m pretty generous like that. Turns out the green one was talking to a red one while we were doing that, getting his fortune told. She told him that his future was full of despair and darkness cause he hangs out with shadows. She said my future was uncertain and chaotic, not that I actually have a future, which sounds like a lot of fun, I can’t wait for it. The fortune teller was able to tell us a bit about Catchweed, mainly a time and place he’ll be alone so we can talk to him. I won’t say when it is in case someone sneaks out there and does something stupid, like trying to murder him. Honestly too many people in the Cohort think murder is the answer to everything, it’s kind of disturbing. Speaking of murder plots, the big thing, the reason for the party turned out that the two fey queens I’ve met were getting married! The ceremony was supposed to bring peace to the Fey Lords, and unite them or something. Baba Yaga offered them some wine, but it was bad wine and they both fell unconscious. She found it pretty funny, but nobody else did. I had an even better prank to counter though. I asked the big king guy if my ring would help, he said maybe, so I wished for both of them to be restored. My ring broke, but the fey queens came back again and thanked me a lot. Imagining the look on Baba Yaga’s face… that’s funny. The queens gave us all strands of their hair so we can find them again, and I need to think of something I want so they can repay me. I could have had a lot of fun with that ring, but I can always find ways to have fun. I can’t always find fey queens that want to help me out and give me stuff. Maybe I should become a fey queen. I wonder what I’d be queen of… Queen of witches is taken… I’d have to think about it. Either way, the couple gave birth to a new fey lord, a little girl. She doesn’t have a name or domain yet, but if she needs something she knows who to ask now.
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Session 198 ( Special Mission ): Captain Roland's Redemption Expedition Members: Roland, Brecht Rogue 4 (Physh) Rendi Theocus, Pixie Druid 1, (Hazelchan84) Soho Jo, Hanner Sidhe/Gold Weredragon Warlock 4 (Rulenoff) Takumir Jachral, Brecht Fighter 3 (Depraved Lunatic) Roland sat on the roof of one of the Cohort buildings in the warm spring air.  He had a board across his lap upon which he balanced his writing kit and parchment as he penned the log for his first mission as a leader.  "I put out word around the Cohort that I was looking for assistance in doing the quest that the Drachenward Queen gave me... Retrieving a nut from a tree didn't sound that difficult, but I didn't know anything about the Feywild.  I'd done some research and came up with a plan - sort of - but I needed assistance in case we ran into any troubles.  After purchasing a grappling hook, some chains, rope, and a block and tackle, I went to the common room to meet the team.  It wasn't much.  A really freaky half-dragon/sidhelien looking guy, another Brecht, and a Pixie.  I kind of lucked out on the latter, with us having to go to the Feywild and all.  I briefed them on the mission:  Travel to the Drachentree to obtain a branch, and then to a fey portal to enter the Feywild. We took a boat to Kopingdal in Hjolvar, as that was the closest port to where the Drachentree was.  We were ready to go, so immediately left the city heading southwest towards the Tarlhass mountains.  The first two days were peaceful, alone in the woods except for the various wildlife.  During my watch on the third day after making camp, I saw a crystalline humanoid enter the camp and sit by the fire.  It didn't appear to be making any menacing moves towards the tents, so I quietly woke everyone up and we approached it together.  It appeared wounded, and as it sat near the fire, the wounds slowly seemed to heal.  I tried communicating with it while the rest went back to their tents, but I made no progress.  At the end of my shift I woke Takumir to watch it, and I hit the bedroll.  When I awoke in the morning, Rendi said that it was responding to Draconic.  It couldn't talk, but could basically answer yes or no questions by nodding or shaking its head.  It appeared it wanted help with something to the Southwest.  Since we were heading that way anyways, it agreed to come with us. On the fourth day, we make to the old troll cave where the Drachentree was.  Crys, as Rendi was calling the crystalline creature, refused to approach so stayed with the horses.  We found clockwork guards standing watch at the entrance, and they presented their weapons as we approached.  I held up my hands and said we wanted to speak to whoever was in charge.  One of them made a bell-like sound, and a short time later two women came out, members of a Moon Cult that other Cohort members had relocated from the Temple of the Moon.  I explained our purpose, and they agreed to let us in.  Inside we found other cultists relaxing, eating, and dancing.  There was another crystalline creature chained and being tortured, with cultists chipping and scraping away parts of its body.  They said that they used the material to build their clockwork guards. Eventually, we made it to the cavern where the Drachentree was located.  It spoke Draconic too, so Rendi translated for us.  We asked it for a branch and explained our quest.  The tree asked the cult leader if we were trustworthy, and she said that it was the Cohort who helped them relocate here.  The tree offered a small branch willingly, though when asked, it said it needed nothing in return.  We quickly left, though the cultists wanted us to stay, and we returned to the horses.  Crys was upset when we told him that we were not strong enough to take on the cult, and he left us heading Northeast.  We moved away from the cave and made camp. On the firth day we started back out towards Kopingdal.  As we moved through a grove in the forest we came upon a Dwerren woman named Barhuisie Warchest.  She was carrying a large cask of "Dwerren Holy Water" (beer) on her back.  She was a craftsman who was headed to the cave at the request of the cult.  She stopped to share with us, and when she first heard of our expedition to the Feywild wanted to join us...  but as we continued to talk with her, she changed her mind and resumed her original journey. On the sixth day, we spotted dancing lights off in the distance.  I scouted ahead while the rest of the group stayed behind.  I saw a group of pixies playing some kind of game... they looked to be enjoying themselves very much.  I was excited to tell Rendi about it, but when I did, he said he preferred to avoid them.  So I led the group around the pixies and we continued on. The next day was uneventful, but as we traveled on the eigth day we encountered a small pond and stream.  We went about refilling our water skins when we noticed bubbles in the water like something was surfacing.  We took defensive positions and waited.  We heard a voice in our head, but I couldn't understand it.  Suddenly, a large purple and green octopus emerged from the water.  Again, it talked in our minds asking why were were taking its water.  Soho tried wordplay to convince the Gargoctopus that we weren't really taking the water, this irritated Takumir.  Finally the Gargoctopus demanded payment.  I tossed 3 GP at it, and it demanded the same from each other member.  Rendi paid 10 GP for the rest of the group, and the creature said we could have all the water we wanted.  We continued to refill our skins and water the horses when Takumir and Soho started arguing.  Takumir shoved Soho into the water and the argument started escalating.  I tried to intervene, but they wouldn't listen.  Finally Gargoctopus bellowed in all of our heads to stop arguing and we sullenly left.   We arrived at the city that evening.  We found that drinking the water gave us telepathy, so I tried using my new found abilities to pick up some women.  They got all creeped out and called the guard, who came looking for a witch.  I managed to talk my way out of it, but decided that I'd hold off playing that game while we remained in the city. The next day we leave to sail to the city of Aulbrunn.  Due to the low magic availability in this area, we needed to seek access to the local ley line.  We head to the palace to meet with Landgraf Adler.  After hearing we were Cohort, not planning on causing trouble, and we only had one member that needed access to the 2nd circle, he granted us access.  Once he saw Rendi, he became very interested in the Pixie.  At first he appeared wary, mentioning something about Pixies eating babies.  But as they talked, the Landgraf seemed to get more comfortable with him.  We concluded our business and left the city heading West by Northwest.  By the end of the first day on the second leg of the trip we reached Wasser's Reach.  Mid-day we saw smoke in the distance along with what appeared to be palisades.  We approached and found it to be a well-entrenched goblin camp.  We chose to give it wide birth, though Takumir was interested in returning if we had time.  We traveled for a bit more until we found a small ruin where we made camp. The next day we reached the stone arch of the Fey Portal.  As we approached we were met by a group of Alseids who asked us our reason for being there.  I explained my story, and then they asked what the acorn would be used for.  I had no idea... the queen didn't mention anything about it, but one of the others covered by saying they were sure it was to be used in the defense and for the benefit of Urkenhame.  After that, they allowed us to pass.  We presented the branch, and as it opened the portal, it transformed into an ever-burning torch, which I gave to Takumir. We are transported to the Feywild.  It was beautiful.  Even though he'd never been there before, Rendi seemed to know where to go. We found a path that we all felt was the right way.  We traveled for an unknown amount...  the sun never seemed to change position, so it was impossible to tell how far we walked, but eventually everyone but Rendi grew weary.  We made camp to get some rest.  During Rendi's watch, he spied a nine-tailed fox came down the path.  Rendi woke me up and we went out to greet it.  Rendi spoke Sylvan to it and translated for me.  The fox said its name was Mi, and after a bit it transformed into a fox-humanoid hybrid.  I explained we were looking for a fey named Fhiele, and after offering her the branch and a water skin of the telepathy water, she agrees to lead us.  After a short while we arrive at another grove with a giant tree at its center.  A man named Christian Rosewater approached.  I once again tried to explain my story, but he did not seem interested.  Mi tells him about what we gave her and he appeared very interested in the telepathy water.  We tell him we have more and he seems pleased.  He talks to Rendi for a bit, then turns to go talk to Fhiele.  She looks over to us so I wave, and she waves back.  I go over and introduce us and explain my need of the acorn.  Fhiele asks the group if I should have the acorn, and Rendi immediately replies with "Yes".  She asks about the water, and we give her the last three water skins we had saved.  Mi immediately takes a drink of the water and starts running around asking everyone what they thought about her.  She came to me and I immediately started to worry.  She was so pretty... and I didn't mind if she knew that, but then I started thinking OTHER things because she was so pretty.  So then I started to panic... and then I started thinking of MORE things I'd like to do with Mi...  Thankfully, she just said "Thought so." and moved on. So Fhiele gives me the Acorn of the Aereneh.  Didn't seem special.  Looked like any other acorn I've seen, but, whatever.  If this keeps my head attached to my neck, so be it.  Then, Fhiele and Christian start getting into this weird discussion where one minute they are telling us NOT to touch the giant tree, and then telling us the next minute that it is OKAY to touch the tree.  I started wondering what the big deal was, and every time they said it was okay to touch the tree I found myself a little closer to it.  Finally, when I was right next to the tree, I couldn't help it.  I gently reached out and touched my hand to its bark. I saw a beautiful woman, the most beautiful woman I had ever seen!  She seemed to be as tall as most human women, but  it was clear from the feathers entwined in her hair, her long delicate ears, and the gossamer wings on her back that she was fey.  A court of Pixies flew about her in attendance.  Her long hair wheat colored hair went all the way down to her knees, complimented by the cyan colored feathers that crested her head.  Her delicate alabaster skin was wrapped in a gown of white, blue and gold so delicate that I thought a breeze may cause it to fall apart, yet still solid enough to keep my prying eyes from seeing more than I should.  As I looked on, she turned to me and said "Release me...".  I knew something was wrong.  Why would a creature so beautiful, so perfect, be imprisoned?  I tried to pull my hand away, but as I did, the woman's eyes crackled with power and I felt a bolt of energy surge from the tree into my body, knocking me to the ground and forcing me to lose consciousness.  When I came to, Christian told me that was the Fey Empress Titanya, a primordial.  While she was capable of great kindness, she was equally capable of great cruelty, hence the imprisonment.  I felt sad for her, but there was nothing we could do.  As we prepared to leave, the fey asked us to stay and play with them.  Fhiele mentioned that time was weird here, that when we returned to our realm it may be 100 years in the future or past from when we left.  We explained my deadline on completing the task, and they said to follow Mi if we wanted to return home.  Mi suddenly changed back into fox form and darted off, with the four of us hot on her heels.  As we ran, I found shortcuts and ways around obstacles to avoid being slowed down.  Takumir just put his head down and ran, never slowing down, and inspiring the rest of us to keep up.  Soho kept an eye on Mi to make sure we didn't lose sight of her, and helped predict her path so we could close the distance.  Rendi tried to be intimidating by shouting at any creatures we saw as he rode on my shoulder, but somehow not only was a pixie not intimidating, but I think some of the creatures harassed us out of spite. Regardless, we soon found ourselves back in our realm with no recollection of exactly how we transitioned there.  We were greeted by the Alseid once again, and they informed us we had been gone for 7 suns.  We rested there, as it was late, and the next day headed out for an uneventful return to Aulbrunn.  We spent a quiet night in the city, and the next day boarded a ship for Urkenhame to complete my quest. P.S., Takumir kept calling me 'Captain' during the mission.  I liked it.  Has a nice ring to it, 'Captain Roland'.  Going to stick with it.  Need to buy a cool hat."
Session 198 (Special Mission): Where Trees Talk Played on the 17th of May 2020!  Roland, Brecht Rogue 4, Physh  Soho Jo, Half Elf & Gold WereDragon Warlock 4, Rulenoff  Takumir Jachral, Brecht Fighter 3, Depraved Lunatic Rendi Theocus, Pixie Druid 1, Hazelchan84  We start our mission at the cohort. The end goal is the acorn but in order to get to the Feywild we apparently need a branch from the Drachentree. We set out to Kopingdal by boat. Upon arrival we stock up and head out toward the Drachentree. I lead the charge, fliting back and forth between sitting on rolands shoulder and making sure we are heading in the right direction. Our third night camping a crystalline person, that I later decide to call Crys, comes up to our campfire and passes out during first watch. Apparently, it woke up some time on second shift for when I rise for my shift, it is sitting up trying to warm itself by the fire. Takumir said he had gotten no response out of it, so I try to talk to it. It seems to understand Draconic, and does not mean us any harm, it just wants to sit by the campfire. I talk to it a bit, but it does not speak, only responding with head nods, shakes, and shrugs. I wake Soho up for his shift and fall back asleep. In the morning, we wake up to multiple campfires, which I stay wary of. The group asks questions and I try my best to get answers from the creature. It appears to need help and points Southwest, the way we were heading. We decide it will accompany us for the time being. Later that day, we make it to the cave, Crys waits outside with our mounts. Outside, two clockwork guards stand ready to defend. I speak to them and one makes the sound of a bell tolling. We wait to see what happens and two women, wearing matching outfits but of different statures, ask us what we need and lead us to the Drachentree. On our way in, we see Crystalline creatures similar to Crys being tortures and picked apart. These moon cultists seem like bad juju. Any ways we get to the tree and it speaks Draconic. As the only one in our group with knowledge of that language, I act as interpreter and kindly ask for a small branch so that we may pass into the Feywilds. When the Queen, which apparently was the shorter lady, agrees, the Tree gifts us a small branch which Roland takes into his possession. I ask if it would like anything in return the tree stated that there is nothing, we can do for it. We ask the tree about the Crystalline creatures, the creatures harrass it, for its healing fire, and drink its sap. Unable to do anything about the situation at the moment, we head out. Chys leaves when we tell him we cannot help at this time. We head back toward Kopingdal and, along the way, meet a lady Dwerren by the name of Barhuisie Warchest. She is a craftsman seeking to work with the cultists, but my companions are interested in the case of Dwerren holy water, or beer, that she carries. She stops, shares some with the party, and asks where we may be heading. We tell her Roland's Tale of Woe and she seems interested in tagging along with us, as she appears interested in the acorn, but upon hearing more of the plan, changes her mind and we part ways. The next day, we come by some dancing lights. When Roland goes to investigate, he discovers that they are fellow pixies playing chase. I tell the others we should avoid them for we may get pulled into their game and not complete the task at hand. Right before we get to where we are headed, we go to fill our waterskins in a nearby pond with a stream attached. As the others bend to gather water, the bubbles of some creature surface. Everyone backs up, and then we hear a voice in our heads. It belongs to a very large purple and green octopus. It says it is the Gargoctopus and that we are taking its water. It seeks payment. Roland offers 3 gold and I offer ten for the rest of us. Then it says we can take as much water as we want. The water seems to give us mindreading capabilities, but this causes strife. Takumir and Soho start arguing, and Takumir pushes Soho into the water. When they continue arguing, I consider calling the Gargoctopus  back but then, The Gargoctopus emerges and ends their argument.  When we arrive at the city, we find a tavern to spend the evening at. Here Roland makes many uneasy by using the Mind reading water to hit on women. The guards come looking for a witch, and Roland convinces them that that is ridiculous, so they leave us alone. In the morning we set sail for the city of Aulbrunn. When we get there, someone says we need magic access, so we stop by to see the Landgraf Alder. The Landgraf was very interested in me though I did not like the way he stared, but he granted us access, so there's that. So anyways, we head into Wasser’s Reach, where we pass a goblin encampment and make camp at some ruins for the night.    I guide the group to the portal the next morning, there we find some beautiful elven deer women, I think theyre called Aliesads. They guard the portal and ask why we seek enterance. We tell them the tale and they allow us to pass, tho when we do the branch from the Drachentree transforms into an everburning torch, which Roland gives to Takumir.  Upon entrance, I feel energized and I feel the connection to this place. I decide which path to take and when the party starts looking tired I suggest we stop to make camp and I manage to sleep for like an hour and then im up up up keeping watch. Then a beautiful big white multitailed Fox comes down the path.im the only one awake so I wake Roland, as its his mission, and he said something about foxes. We go talk to the fox, or well I talk to the fox and thentranslate for a little bit till the fox thinks to ask what languages do my companions speak, but that was after she turned into a pretty, humanoid lady. We ask if she could take us to Fhiele. She says she can so I go get the other two up and we set off. By the way, the fox lady said we could call her Mi. She decided she wanted something in return for helping us, Takumir gives her his torch and flask of mind-reader water. She leads us to a big beautiful tree, where we meet Christian Rosewater and explain our situation. He says they would need some thing in return and expresses interest in the mind-reader water also. We offer them the rest of the water we have and then he talks to Fhiele. I tell Fheile that Roland should totally have an acorn from the tree. The Fey test the mind-reader water and upon verification give Roland an acorn. Then there was a bit where they were very confusing about not touching the tree and totally touching the tree. They say this quite a few times and I am tempted but Roland does it first and then gets blown back and knocked out, so I decided against trying that. Christian heals Roland and then we leave, chasing after Mi in Fox form. I yell at people to get out of our way. Then suddenly, we are back in the real world. The deer-lady says it’s been seven sun’s since we went through the portal. We decide to make camp and sleep for the night. We then head back to Aulbrunn and set sail for Urkenhame, where we give the acorn to the queen there and Roland is cleared of his death sentence. As promised, Roland pays us each a portion of his 100 go and he hands me 25gp extra for being so helpful and an awesome interpreter. Anyway it was an overall successful, if long, mission. Also I think that I need to learn Brecht, or at least more human languages. Rendi Theocus, the Greatest interpreter ever
Session 197: All Hail the Duchess I Guess? ( Mission SPECIAL ) Attendance: -Shou, Piney Druid LvL 5 ( Simon D. ) -Cedrych Brightbough, Sidhelien Rogue LvL 8 ( Adam B. ) -Darvius Alandre, Sidhelien Monk LvL 9 ( Darvius ) -Glenn Sturgis, Rjurik Cleric LvL 6 ( Spynx ) -Salin, Sidhewair Wizard LvL 5 ( Rulenoff ) -Alvah Laurent, Anuirean Sorcerer/Bard LvL 1/5 ( Depraved Lunatic ) Very well, Cedrych gathered us all under his wing for lucrative business. He had attained a special cherry that coould repair ones soul and he was intent on selling it to the Magian. While I didn't understand at the time why exactly he wanted to talk to the Magian specifically, I still came with. Discerning by the last time he went on a mission, not speaking in a direct manner got 2 Thirds of his group incarcerated, so I took it upon myself to negotiate with Vos people without knowing their language. I really need to get started on learning more languages. We discuss the plan in the Cohort sideroom. Thinking that it would be best to speak to Elisheva personally, so that we may ask questions in a more direct manner, we head towards Bin Sada, to meet the cat lady. In there, we are welcomed by a sight most barbaric indeed. Slavefights in a pit! I have to admit, the bard was definitely my favourite. Sadly, she lost after a close call, but was healed immidiately by the... no, she was healed by Glenn. The dolt jumped into the pits to heal the two himself. I guess the healers there appreciate getting to keep their spells. After the fights ends, Elisheva is finally done tending to her daughter and we meet in the Cat's Cradle to have a chat about business. Cedrych takes it away, since he was the one sending letters back and forth with the woman. In the mean time, a very well built dragon catches my eye. I recognize it as an alehouse dragon, but I have to admit I let my tongue loose a little to much and it took offense to my words. I bought it a few beers to calm it down and then continue listening in on the conversation. Cedrych and Elisheva barter around her part of the share. At first, the woman requests 10% of all proceeds, however, Cedrych manages to negotiate a lighter share of 7.5% of the proceeds. Seeing as in the end, our party did not wish to attain that much gold, any percentage cut was favourable. After the bartering ends, Elisheva tells us all the information she has regarding the Magian. -He's from the Margreve and used to be married to a woman named Yaga. -They had a child together, kidnapped by insects in the Margreve. This child is Lyla, the girl that the Cohort saved not too long ago, as it turns out. After finishing the business aspect of things, Glenn manages to bribe the Alehouse Dragon Cidro to join us in the journey, with Cookies and 80 gallons of beer. I felt pity for the animal that had to carry those, but oh well. We rest at the Cat's Cradle for the night and then travel to Pipryet in the Magian's domain. Just as I had heard, the crude labour was indeed attended to by undead, namely skeletons. I can see why they would be prefered, as Zombies would stink horribly, making the quality of life terrible. Together with our Khinasi translator Rashida, I approach one of the citizens, asking for directions towards some taverns, as well as what she knew about travelling to Castle Amber and the Magian. We decide to rest in the more luxurious of the two taverns in this city, the Clumsy Magpie. I have to admit, the wonderful scent of Pie that filled my noses was positively alluring. Cedrych, the paranoid dolt that he is, warned us that magpie was common jargon for thieves and that we should be careful during our sleep. While I agree that foresight is better than hindsight... come on. This is a tavern, no one would go there if they would regularly be stolen from. Since Alehouse dragons are said to bring luck to the taverns they travel to, we were allowed to stay, drink and eat for free for our stay, in an attempt to convince Cidro to stay. He was tempted to stay, to be sure, but Glenn's luscious cookies and the remaining 60 gallons of beer managed to convince him otherwise. At least he made us quite some profit. We travel to Castle Amber at dawn, with a rather calm journey. We stumble upon farmers on daytime. While they looked like they were of noble origin, it escaped me that most of the citizens here did so, because they were all upperclass workers. If I ever settle down, I will have to seriously consider residing here. During the night, 3 flaming human skulls with green, spectral hands adress us in a non-verbal manner. It seems that they were looking to collect a toll or something, stretching their ghastly hands towards us. Cedrych offers 10 gp of business expenses and the flameskulls take off, leaving us to our own devices. We are undisturbed for the rest of our journey and find ourselves at the doorstep to Castle Amber. The front gate opens itself up as we come closer, revealing a gigantic chessfield, with a man on the other side of it, an apparition built to resemble the Magian, with blueish grey skin and ravenblack hair. The man invites us to a game of Ghoul Chess, a variant of chess, in which you would take over your opponents pieces. You could place them back into the field on any spot, instead of moving one of your pieces. An interesting concept, that could make for a very fast or an incredibly slow twist on this ancient game. We were asked to take the places of some pieces, Glenn and Darvius took the places of the knights, Cedrych played the black bishop, Salin became the queen, Shou took on the mantle of King and yours truly reinforced our foundation as a rook. As the game began, we felt that we could take influence on the game in a multitude of ways, depending on the players of the pieces. However, only Shou had to use his ability, as it made for a quick and decisive win against the apparition, which vanished into thin air.  The doors behind the apparition were locked, but Darvius and Cedrych open them up, allowing us to pass inside. A ghost awaits us, asking us if we wanted to take part in the pit fights. We declined and asked how to get through to the Magian. It involved going through the corridor of death, but we all didn't really feel like dying today. A ghostwolf leads us through a "secret" passage and warns us to be careful of falling asleep. I think it might have tried to trick us though, as I didn't feel anything trying to bog my mind, nor did the others. The next challenge took form as a room of mirrors. If you looked inside them, you would age and a clone would emerge, killing you and taking your place. Well, none of us were interested in being replaced it seems, so we all hinder our sight and crawl through the room, guided by the railing. So far so good. The next and last deed was to go through the room of death. We were to close our eyes and hold the creatures tail. While our magical abilities were limited, no one was able to hold onto, not even Darvius and his monk hands. But yours truly had a plan, as I had been gifted not only with a sorcerous bloodline, but the magical ability to change my appearance at will, even to the form of fangs and claws, which were capable of holding onto ethereal beings like this. It was all for naught however, as the wolf was an illusion. But the group of true professionals that we are, we guess the coinflip correctly and follow the wolf to the correct door. Rougish rouge Cedrych collapsed under the pressure though and his lockpicks cracked, leaving the door locked. Thanks to Darvius, we are however unhindered by this and manage to make it outside of the maze of whatever the hell that was supposed to be. We enter a large garden and are greeted by the sweet smell of liberty. Not only did we feel the mebhaigl return to our body, we were also breathing in fresh air, instead of the rotten remains of food. I immidiately cast several spells on myself, including prestidigitating the stench off my clothes and using Tongues, so I can actually fulfill my role in this group.  We venture through the garden, exploring what was able to be seen by the naked eye, until we were stopped by three ents, emerging from the woods once we had reached a fountain in the middle of the garden. They inquired who we were, what we were doing here and if we were here to cause harm. We explain our cause and the ents warm up to us, telling us where to find the heads of this castle and the Magian. The Amber family was running businesses here it seems and we figured that heading to them first was the way to get to the magian. The ents share one last piece of information with us, before retreating to the woods... "Listen well. The organ drowns out the screams." With this ominous piece of advice, we enter the chapel to the north of the fountain, to look for the amber family. The din of an organ bangs against our eardrums as we enter, bordering on the point of being unbearable. We were told that we would find the Amber family in this chapel, so we began looking. We head westward first, lockpicking the doors to the sleeping chambers, I'd presume. While we unlocked the first one no problem, Darvius and Cedrych get blasted by lightning when they try opening the other one. I could see that Cedrych was itching to open the chests inside there, but he manages to restrain himself, after which we head to the northern part of the chapel, to continue our investigation. We took a quick detour upstairs, to take a look at the organ but find nothing of note. We stop close to the sarcophagus in the northern part of the chapel and Glenn makes out some screaming inside. After he informs us of this, we open the sarcophagus and dig out it's contents thanks to Shou's magic, unearthing Madeleine Amber, apparently reigning duchess of this area. She told us that not only is her brother is the son of a female dog, she also tells us that he tried to bury her alive in that place. While I didn't question why exactly she was still alive if she was buried for a long time, we quickly agree to help her out of her predicament by murdering her brother. In exchange, we ask her that she leads us to the Magian. Killing her brother was no real trouble. The fat man was not expecting to be stabbed by a sidhelien rogue in his own bedchambers while smoking a cigar and his life ends rather miserably. Lady Madeleine opens up a secret passage to the dungeons and we go in there, to see the Magian. We meet him after walking a considerable distance. I swear, this place is gigantic. If I manage to make it as far as the Magian, I should consider building a castle like his. The Magian is surprised to see us and offends his great great granddaughter, who leaves after being offended. We talk for a little bit about our business endeavor and chat with him while we're at it. After he mentions his homeland and his daughter, Darvius speaks her name out, getting choked by the Magian. He asked him how he dared utter her name and I quickly tell him that it was the Cohort who saved her and that she was safe. He lets Darvius go and seems much friendlier towards us. Well, as friendly as very important lords get, I believe. He requests that we keep Lyla safe, which we agree to. I can't put my finger on if he meant us or those who saved her, but didn't get to ask. We get down to business, he asks how much we want for the cherry. While I manage to increase the profit of our mission by more than 10%, attaining a selling price of 35000 gold pieces, I am quickly silenced by our party after the Magian mentions that he could offer us magical items, stating that the gold rewards was simply "A rash woman speaking." I will not detail the names I called each one of my comrades in my head. After some back and forth and bartering, everyone in the party receives their own fair share of loot: -Darvius attains a piece of ragged clothing, which would make him harder to hit every once in a while. -Glenn is awarded with a shield made of the scales of the silver dragon, Larmedylth the Kind, which allows him to shield his allies from danger. -Salin obtains a staff which will make it easier for him to control hostile spellcasters. -Shou is gifted a scroll which will make it easier to concentrate on harder spells. -Cedrych receives 12000 GP in cash, for himself and the three others who had a share in the cherry, but were not able to make it for this expedition. And yours truly is now the proud owner of a ruby dagger, infused with the power of Glainne. We are also gifted 9 red coins. He tells us that "When death comes, I will come to pay you as per our arrangement." I think this is payment for the Cohort regarding keeping Lyla safe. Let's hope it isn't something that I'll regret later. I believe learning Midgardian might be important for me, so that I can help with keeping Lyla safe, but it will have to wait for my language course. After we are ready to go, the Magian gives the Cherry to Cedrych, so that he may give it to Lyla once she comes to the Cohort. Or to bring it to her directly. Oh dear. We depart from our newfound "friend" and inform Lady Madeleine that she is the Magian's 6th favourite relative, to which she responds with confusion. We ask for a hefty sum for killing her brother and leave with 500 Gold pieces each. We all leave content with our rewards and with one angered anuirean bard. In any case, that is everything for now. -Alvah Laurent
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Session 193 (Mission SPECIAL):  Establishing a Foothold in Zobeck Present: Lurleen, Firbolg Cleric, Level 4, Naomi Thorkell the Tall, Rjurik Barbarian/Fighter Lvl 6, Clemens Chikat Stonehaven, dwerren cleric 4, Hazelchan84 75gp each from Knight Captain Rónait for finding information on the Necromancer. Combat XP 116XP Quest XP 350XP RP XP 500XP Exploration XP 750XP Log XP 171XP to Thorkell Total XP 1,716XP to Lurleen, and Chikat 1,887XP to Thorkell Renown, Fame, and Infamy +1 Renown (Zobeck) 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. Session 194 (Mission SPECIAL): Work Hard, Party Harder Present: Cordelia Glitterwytch         - Level 2, Pixie Sorcerer (Serephen) Hedrin Toadslayer             - Level 6, Dwerren Sorcerer (SlothSlow) Orithar Trisk                      - Level 8, Half-Orog Wizard (Hats4Cats) Kobal                                - Level 4, Sidhelien Ranger (Rulenoff) The party received many rewards during the session. Combat XP 0XP Quest XP 500XP RP XP 1,250XP Exploration XP 500XP Log XP 200XP to Cordie Total XP 2,250XP to Hedrin, Orithar, and Kobal 2,450XP to Cordie Renown, Fame, and Infamy +5 Renown (Fey Lords), -5 Renown (Baba Yaga) 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. Session 195 (Mission SPECIAL / Thylea): We Got the Horn Present: Phage; Vos Cleric/Monk, lvl 6 (Kristen B) Hadrian Darkleaf; Cellwair Ranger, lvl 5 (Hazelchan84) Combat XP 426XP Quest XP 750XP RP XP 500XP Exploration XP 500XP Log XP 150XP to Hadrian Total XP 2,176XP to Phage 2,326XP to Hadrian Renown, Fame, and Infamy +1 Thylea 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.
Session 196 (Mission SPECIAL): The Gang Tries to Make a Potion Present: Brognir Bronzehelm; Dwerren Fighter/Babarian, lvl6 (Kristen B) Dragomir Black; Vos Sorcerer, lvl 9 (Hats4Cats) Gork Wolfborn; Half-Orog Fighter, lvl 5 (Clemens) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Saorise Auliffe; Aasimar Sorcerer/Paladin, lvl 5 (Serephen) Savas Al-Hadar; Khinasi Cleric/Fighter, lvl 7 (Physh) Sithric Sidhefriend; Hanner Sidhe Fighter/Rogue, lvl 6 (Depraved Lunatic) Combat XP 223XP for slaying the Ogress. Quest XP 500XP RP XP 350XP Exploration XP 800XP Log XP 175XP to Savas, and Dragomir Total XP 1,873XP to Brognir, Gork, Korak, Saorise, and Sithric 2,048XP to Savas, and Dragomir Renown, Fame, and Infamy +1 Renown (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. Session 197 (Mission SPECIAL): All Hail the Duchess? Present: -Shou, Piney Druid LvL 5 ( Simon D. ) -Cedrych Brightbough, Sidhelien Rogue LvL 8 ( Adam B. ) -Darvius Alandre, Sidhelien Monk LvL 9 ( Darvius ) -Glenn Sturgis, Rjurik Cleric LvL 6 ( Spynx ) -Salin, Sidhewair Wizard LvL 5 ( Rulenoff ) -Alvah Laurent, Anuirean Sorcerer/Bard LvL 1/5 ( Depraved Lunatic ) The party got a variety of rewards in their trade with The Magian. Splits were already resolved. Don't forget your Cohort taxes! Combat XP 200XP for winning at Ghoul Chess Quest XP 750XP RP XP 500XP Exploration XP 750XP Log XP 200XP to Alvah Total XP 2,200XP to 2,400XP to Alvah Renown, Fame, and Infamy +2 Renown (Magian) 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. Session 198 (Mission SPECIAL): Captain Roland's Redemption Present: Roland, Brecht Rogue 4 (Physh) Rendi Theocus, Pixie Druid 1, (Hazelchan84) Soho Jo, Hanner Sidhe/Gold Weredragon Warlock 4 (Rulenoff) Takumir Jachral, Brecht Fighter 3 (Depraved Lunatic) Combat XP 0XP Quest XP 500XP RP XP 1,500XP Exploration XP 250XP Log XP 250XP to Roland Total XP 2,250XP to Rendi, Soho, and Takumir 2,500XP to Roland Renown, Fame, and Infamy +3 Renown (Drachenward), except for Roland who has his infamy in Drachenward removed (some individuals might still hold grudges). 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.
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Session 193 (Special Mission): Establishing a foothold in Zobeck Played on the 14th of May 2020! Adventurers: Chikat Stonehaven; Dwerren Cleric, lvl 4 (Hazelchan84) Lurleen; Firbolg Cleric, lvl 4 (Naomi) Thorkell; Rjurik Barbarian/Fighter, lvl 6 (Clemens) Thorkell sits down in a quiet place at the Cohort and starts writing his report while drinking from his mead keg. He isn't very concentrated and dozes of quite frequently or is happy when someone gives him an opportunity to procrastinate, e.g. by drinking with him and exchanging stories. But the smiles don't come easily to him as usual. Something seems to be bothering him... I decided to return to the Margreve in hopes to get closer with some gearfolk in the future. Establishing a foothold for the Cohort is probably the best way to advance in this case. So Lurleen and Chikat with whom I had been there before, successfully destroying a Shadow Fey, where willing to join me. We set off to Zobeck and found a translator in the Sidhelien Suibhne after a few days (!) searching the docks. She was willing to help us for 20 gp per day. We first headed to the Griffin Tower, since they gave us the former quest of searching for the turtle, but there was no work found over here this time. Hence Lurleen wanted to go to her God Solas, the Sun Dragon. Honestly, a God, who is has to be rescued by his believers from some random evil Fey, does not seem much like a God to me... Anyway we left Suibhne behind and headed of on the Northern Road. We only knew the name of the tavern, where the Sun Dragon resided, and a village full of bearfolk nearby. We headed out and moved through a few taverns until we approached a tavern, which made aware to us how far the target actually was. Additionally we were informed of a necromancer, who terrorized the region nearby. We were told that the Lord Tyrans Glory - owl knights - would possibly be interested in this case. They had an encampment near Zobeck. We passed Cordie's tower and found the encampment and were allowed to enter. Lurleen seemed very interested in getting along with any kind of ridable bird creature - like the owls - he met. I honestly don't understand his obsession with befriending them, when they obviously belong to owners unwilling to let them go. Anyhow Captain Ronait of the Lord Tyrans Glory warned us that the necromancer might be to much to handle - we went anyway. We moved through the forest and found that any wildlife abandoned the area. We had heard from Cohort members that in this area one was unable to sleep well, hence we decided to move as hastily as possible. Fortunately we quickly found a small entrance into the ground, guarded by two clay creatures, which themselves had bones and skeletons within them. I approached with the intention to speak, but was immediatly attacked. These clay creatures were hard to handle and I was only able to slay one before the Sidhelien necromancer and 3 ghouls came from the entrance and my party ran. Knowing that only death and no honorable at that would await me, I turned as well. We fled back to the Lord Tyrans Glory. We tried to convince them to support us with slaying the necromancer, but they feared he would be to strong. We were tested by the owl knights regarding our fighting power, but told that in the end an attack against the necromancer would be futile, since we lacked capabilities against such a strong magician. Hence we returned to Zobeck. In Zobeck we decided to look into old Stauss Manor and learned that there was quite a bit of history and politics around it. It belonged to the former king of Zobeck and therefore had a bad taste with it and stood empty for a long time. The council of Zobeck - Ondli Firedrake, Guildmaster Orlando, Lector and Consul Radovar Streck, Sir Jorun Haclav, Quetelmak, Melancha Vendemic, Kekolina of the Derry Mine, Myzi I, Lady Wintesla Marack, Halsen Hrovitz, and Selena Harbeck. - had different interests. Some want to claim it for themselves. Here I see a great opportunity for the Cohort to enter the city as a third party. We decided to meet Kekolina of the council to get her vote and she asked us to do a favor, e.g. clearing out problems within her mine. I believe getting on the good side of the council might give the Cohort the ability to get a great asset within Zobeck. Your sincerely, Thorkell
Session 203 (Special Mission/Thylea): Destiny Awaits Played on the 22nd of May 2020!  Phage; Vos Cleric/Monk, lvl 6 (Kristen B)  Zolis Ulmokina; Khinasi Fighter, lvl 5 (Lordgenome)  Nerolia; Thylea Centaur Bard, lvl 1 (Hazelchan84) I arrived very early to the meeting for my first journey with the Cohort, I was so very excited. I must have gone off in a daydream and fell asleep because the next thing I knew, Zolis, an older Khinasi gentleman, was waking me. I greet them and apologize, we head off through the city of Mytros, with Zolis asking about the stonework and bronze city. Phage tells me of our plans, to head to Estoria to start seeking out the Mithral forge and the Dwerren that may help us on our journey. So, we head out for Estoria, traveling through the old woods and skirting the mountains.  We arrive late at night and stay the night at the closest inn, the Satyr and the Horse. In the morning, Phage asked the kind old inn keep where we might find the Dwerren of the copper mines. She states that our best bet would be Volkan over in Volkan’s Hall. The Hall is a marvelously fortified building adorned with weapons and armour on the inside. Phage introduces herself as the Haunted One and Questions the Dwerren manning the Fire there about the Mithral Forge. Volkan says that the forge was once used to create weapons for the gods and the dragonlords in years past, but is now infested with beasts, mainly troglodytes (who are dumb and sensitive to sunlight) and a large 3 headed monster. He offers to man the forge for us after we clear it out and gives us some directions of follow the North Road and Up the river. Apparently if we clear the caves and make it to the forge a Remarkable female salamander that lives in the lava there will be able to relight the Mithral forge. We witness a sacrifice and some things about some necklaces. We stay one more night and venture out. On our journey, we come across a large bridge that has been well maintained though it appears to have been around a long time. When we get about halfway across it, a herd of my fellow centaurs' approach and I take the lead to talk with them. They were attacked by trogs, and two of their compatriots were captured. They hand me a horn to blow after we find the two, named Lia and Apostolis. We head to the Great falls of Arkelon and after a night of listening to the screaming and cackling of creatures far off, we come to the Falls. They are Massive and beautiful and idyllic. We find the pathway onto a narrow ledge near the waterfall. We move fairly stealthily when we come across a large group of Troglodytes. We edge back along the cliffs edge avoiding massive damage while beating them to a pulp with a whirlwind of spiritual energy, halberd strikes, and vicious mockery, plus any arrows I manage to land. Upon victory, we venture down the dark corridor, when the smell of burning flesh hits us. We find the body of a centuar burning ofer a fire, and nearby in a rickety wooden cage, a large female centaur stands to greet us. It is Lia, with the unfortunate Apostolis on the pit. Phage and I put out the fire and Lia lead us down another hall to the troglodyte king. He bumbles some stuff to us, while Lia calmly walks forward and cuts off his head. We search the room, finding a book of riddles, the king’s crown, a golden scepter, a mithrial ingot. I pack it all in my backpack and Phage takes the king’s head, as well. We head outside and I blow the Horn given to me by the centaur herd. They arrive shortly after, weeping at the sight of Apostolis, and celebrating the life of Lia. They reward each of us with a potion, made with their, blessed by sydon, blood. They say it will grant heroism. I ask the name of their herd so I might call upon them again, Herd of Grígora is what they wish to be called. They allow me to keep the horn- “horn of the herd of Grígora”. From there we take our leave heading to Estoria, then Mytros. In Mytros, we grab some items that need identifying, as well as Cohort members: Hadrian Darkleaf, Dragonslayer Demi, and their wolf Nara. Then we head out to the cavern of the oracle.  Versi, the Oracle, identifies the items. The Crown from the Trog King is a Circlet of Intellect (Requires Attunement Your Intelligence score is 19 while you wear this circlet. It has no effect on you if your Intelligence is already 19 or higher without it.) and the Golden Lyre is the Golden Lyre of Kyrah (+1 hit, +2 damage magic shortbow. Deals thunder damage, requires attunement, can't use ammunition, doesn't need ammunition). She tells us that the lyre needs to go to someone musically inclined as well as versed in magic, and my ears perked up, I may need to talk to the famed Sabiha about utilizing this Lyre. Versi also tells Zolis his Prophecy and past.Versi tells him that he was a dragon lord in the past andthat they were once lovers. She kisses Zolis and before our eyes he becomes young again( in his 20s). Zolis is blessed as the Vanished One, fated to assemble his armor, hatch a dragon egg and ride a dragon. On a journey to Estoria, for glory and for the matter Athand we have two of the foreigners from faraway lands.  We travel across the mountains and up the river For an adventure awaits us at the Great falls of Arkelon But, first we meet large brethern, who are missing some members They give us a horn to blow, to call them after battle We hear the cries at night, forbearance all the harder When we find the trail that tracks through the water Stealthily we find our way walking under water When suddenly a swarm appears, and our path is all the harder We take some blows, but suddenly our path is all the clearer We venture for the and smell the stench of burning flesh And sadly one of those searched for is toasted But alas, Lia the brave is still with us  We take the head of the Trog king, Taking his finery too Riddles we see and thinking we do til finally Return her to the Herd we do A horn to keep and new friend to make  On to Versi and now the Vanished one is back to Twenty-two.
Session 205 (Solaria Fallout): [Suicide Squad] Played on the 23rd of May 2020! Present: Brognir Bronzehelm; Dwerren Fighter/Barbarian, lvl 6 (Kristen B) Dragomir Black; Vos Sorcerer, lvl 9 (Hats4Cats) Kobal; Sidhelien Ranger, lvl 5 (Rulenoff) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Sithric Sidhefriend; Hanner Sidhe Fighter/Rogue, lvl 6 (Depraved Lunatic) Aye now I’m back at my tower I will write another log. Lets me start off by saying like no one wanted to go on this mission, I didn't want to go on this mission, Korak didn't want to, only Brognir wanted to but because and he didn't have a choice. We really struggled to get anyone to come on this mission and I think if it wasn't for Korak being here I doubt anyone would have shown up.  We all grouped at my tower for the start of the mission. Nalu was in a really happy mood still, she doesn't seem to have much fear about her these days and seems more relaxed. Aye, I like to think I have a little to do with this, she has been out to see so much of the world since traveling with me and not just hiding away from “that one”. We met with Larmendyth where she got Korak Acorn. Not only can it be used to access ley lines temporarily, but it can be planted to make a tree among other really cool effects that I’m going to leave out of the log and leave it up to Larmendyth if she wants to tell ya, especially for Shedlien. But one of the properties was for every short period we can avoid leylines access. Keavara joked about how even she had died in that place before. Larmendyth told me last week that she knows very little about the place… Like I'm going to have words with her because like her version of very little is not the same as me.  To get over to the isle was a strange experience. We started off by waiting with the key we received from the last mission and waited for Captain knucklebones to arrive. He turned up and didn't say a word, he walked up and took the key right from my hand, we took out our gold, and he took the pieces that he wanted. After that we just stayed on the ship, kinda hoping we’re just headed to the right area. During the journey Kobal kept us informed where we were heading. He knew where we were right in the middle of the ocean. Inside the ship, there was fresh food, water but it and really nice living quarters as we traveled. Like not only that but the ship was growing these things. Like growing the barrels of water and food! The captain never made port and only raided ships until we ended up at the isle of the serpent. At the isle of the serpent we made port and others arrived at the ship and gave him a special coin. Not sure it was one of these treasures but had it marked on it. They went inside and started to take some of the barrels and food out of the ship. It seems like he does trading with the isle in exchange for his gold. We stayed on the ship and after what feels like an age we pulled heading towards the isle of ghosts.  We didn't expect to see anyone alive on the isle but again as the ship pulled into the bay a couple of boats arrived. These look like natives to the isle but they didn't have to give the captain any gold to take barrels. We made it off the ship and onto the isle. When we arrived on the shore we ran into the natives, a little girl came up and started poking me, thinking she was checking if I was real. We couldn't speak the language they spoke but as we talked someone approached who spoke Anuirean. He said his name was Richard Black, he had blonde hair and spoke really posh like. I've seen his kind before, like thinking there better than most so ya just got to tickle their belly ya know.   He said he was with a group and got shipwrecked about three years ago and has been stuck here since. He has spent his time researching the natives to live on the isle and even learned their language. He even wrote a book on the isle. He talked about their culture, how there used to have a whole civilization here before the fall. Made of the stone and metal but now they just live in mud huts and have basic stone tools. They told stories of Parsee and due to these stories they are no longer able to practice marriage. They kinda just like to share?  Anyways as we approached the village from the beach shore we saw a bunch of stone rocks with blood arranged in a certain way. They are areas you can travel on the isle without the spirits getting to you but they are few and far between. The villagers have made wards to keep them out. When we got to the village we had to drink this fluid to keep out spirits, I didn't know what it was but when I drank it wasn't good. Freakin snake piss! Urghh. But it did remove spirits from Korak and the others. I don't think they like me but Korak had like a boar in him. Kobal managed to have a dragon aspect in him. Ya got to be careful there so many spirits and if they get a hold of you for too long you won't be you any longer. It was already on the isle so it was like we released anything, just that it like found a new home in Kobal for a while.  We spoke at length with Richard Black he was the second son of the ruler of House Diemed but in the end Korak told him all about his home and how it was destroyed by Avanil, Medoere, and Roesone's. Korak said that Roesone might be able to aid him but I don't know why if they invaded as well. He has been thinking that everything was fine and someone was coming to rescue him but with his news, he wanted to take the risk with the captain. I think he will be alright, got a smart head on him ya know. He gave us a lead on some ruins, I asked which is the biggest one around and pointed us in the right direction. We decided it was best to just head into the ruins, most of the portals to get into the shadow realm or fey wilds verge on a strong leyline point. So we thought it best just to follow ya know and see what we find. There is something really nice about this island like it's really peaceful but at the same time not, kinda hard to explain. At least I can say I was here, but if you wanna come here for some reason make sure to brew that potion. These spirits can really get everywhere.  We arrived at the ruins which were at the top of a high pyramid, thanks to my dragon sight I could see something moving near the top. When we got up there a spirit of a huge dragon appeared, Silver told me that one dragon died long ago but I didn't expect this. The spirit was crying in pain but we saw a small doll made of hay resting at the top. Thankfully Korak was able to pick it up and it weighs a tonne. When he did tho we saw the spirit fly right into the hay doll. As we moved away from the temple the spirit poked it head out and pointed, this was in the direction I wanted to go.  We arrived at what looked like two archways, one of them was destroyed and in pieces but the other was easily big enough to walk through. The place has a strong connection to the leylines. When I looked into the magic I could see the bridge and the water and something else but could get a good look at it. We got ourselves ready, and drank the potions, soon as we did the arch looked different to us glowing and walked through to the otherside.  We arrived on a bridge that was way over one hundred feet above water. The water looked really strange. In the center of the bridge was a woman that was surrounded by green eyes and flame. Even worse, the gate we came through was closed, we were trapped. As we approached we asked if she was the one they call Parsee. She seemed a little unstable, she was jealous that we were able to cross the bridge and she couldn't. Soon as we approached we talked. We're dead, there is no exit, no moving forward. I felt hopeless this was only a one way trip. We spoke with Parsee but it was like walking on eggshells. She spoke of the one who stole her husband from her, Larmendyth. It was her that destroyed the other arch. With the other arch destroyed there was no crossing back. I have spoken with Larmendyth about magic that could do this and I know she knows. But I didn't think she would use it. I’m guessing the  As we got closer the spirit of the dragon from the doll jumped right into Parsee and she changed into the form of an emerald dragon. Larmendyth knew we were coming here so Korak showed her the acorn to Parsee. So like we kinda just said that we came there to help Parsee out, that or she would have killed us. Lucky Parsee knew how to use the acorn but we still had souls to free. She seemed to get worked up again at the thought of people giving themselves up for others, really ironic the only people who would come on this mission are the ones that would make her jealous. We never asked who put her on the bridge, but I’m sure once she died this was maybe this was Healyn work, better not tell the church then.  We told Parsee she can come with us. She did something to the otherside of the bridge in a spark of green flame and we ran on through. We saw one of Solaria servants trapped in an emerald fire, we took the brief moment we had to split the party. I took to the air and scounted the west why everyone else took the east. I didn't see anything but was able to catch up with the others soon after thanks to the speed. We couldn't see any souls but found the book over a really unnatural flame and it weighed a tonne. I helped Korak and he grabbed the book out of the fire, lucky my scales were about to protect him. It was too heavy to carry but when I called out for magic the acorn reacted and just like that we bypassed the leylines. I was able to carry the book with magic so we didn't get weighed down. We forgot to look north! The barrier didn't have much longer left on it but we found the soul jars. Everyone started smashing them, with the souls free we ran back to the bridge. Parsee was waiting and used the acorn to free herself and us from the bridge back to the realm. The fire creature broke free with us and started burning the land around it, I mean how long it can last before the spirits get it who knows. But we got the book, freed the souls and Parsee was kind enough to drop us off at the cohort. She got issues like but seemed ok. She asked where we could find Silver.. I didn't want to say so I said Nalu might know.. I'm not wrong. Frankly I was surprised how confident I sounded. Anyways I'm heading up to Urkenhame as we maybe I can get some answers and why is there two of em!
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Session 204: Lyla Finds The Demon's Root! Present: Lyla - Level 1, Half-Fey Sorcerer (Serephen) Hedrin Toadslayer - Level 7, Dwerren Sorcerer (SlothSlow) Orithar Trisk - Level 8, Half-Orog Wizard (Hats4Cats) Cedrych Brightbough - Level 8, Sidhelien Rogue (Adam B.) Shou - Level 5, Piney Druid (Simon D.) Glenn Sturgis - Level 6, Rjurik Cleric (Spynx) (Lyla’s log is somewhat hard to read, between spelling mistakes, generally poor handwriting and crayon drawings here and there.) Some people came and took me away to the Kohord, with the people that woke me up! I joined, so I can go on adven chj tures too! The ones that took me back wanted to go back to Margreve an find Demon’s Root. I know lots about Demon’s Root, so I was a lot of help. The sheelen was really weird, he gave me a cherry. It’s really pretty. I’m sposed to only eat it if my soul is sad? The people didn’t make a lot of sens. I hope they’re more smart in the forest. They wanted to go to Zobeck, I said Levoca was closer to Demon’s Root. I heard lots about it there. We went there and saw Anna. She was happy I was having fun, but got angry at the others when I said I was helping find Demon’s Root. Orfar gave me magic rods that point at Mandray. I led the way, the sheelen and the piney helped a bit. We found a Weeping Willow, a big red tree with a face. I was real sleepy so I sleeped near the friendly tree. It was nice. We walked like 2 more days, my feet hurt, but I didn’t even complane! We found another Weeping Willow and slept there, but the tree woke me up when was still dark. Something was rustling levees, coming close. The sheelen went in the dark to find it. He came back with a Loo Lonu Lunur Lunarchidna (In someone else’s handwriting) . I fought it was weird, but didn’t rember why. It said lots of things about the moon, like its gonna open and something will come out. It wants Demon’s Root too. I rembered that sheelen don’t like these cause they’re mean and burn their stuff and fight them lots. I tried to tell the sheelen that cus it was weird he was so nice to it, but he didn’t listen to me! He ignored me even though I knew something important! Then he tried to shoot it and it ran off. He tried to follow it, but I sleeped some more. I had a dream about the moon spiders and rembered that they can see in the dark, and dont need eyes. I told the sheelen in the morning and he was real angry. I think he was awake all night. We thought the moon spider was following us but you can’t see them in light, only dark. The magic rods pointed us at Lost Heart’s Copse. It’s full of ghosts and really scary. I told the others and they got scared, we went to Incot instead to see the minitors. We had to walk all night, I was so tired. The minitors were angry cus the moon spider followed us to them, we had to talk to chief Thagod. He said it was fine, and the piney and heddin could go see the wise woman. I went to sleep. The piney took out a cookie that smelled like my bee friends! He didn’t let me have it though. I really wanted it. I want it now. We kept walking. The piney killed a sheep and burned it. I dunno why, I think he just likes killing things… Lots of the Kohord people do. They followed some deer feet to some flowers. They were pretty, I wanted to go and smell them, but the sheelen got there first and one tried to grab him. He got free but then everyone killed the flower. Orfar was the only one that didn’t. He said we could just go, it couldn’t chase us. He doesn’t seem bad. Glen argued that killing the flower was good. I think he likes killing too much. I don’t like it. The next day I found a cave. The magic rods said the mandray was inside. Moon Drawn Cave. It has scary stuff inside, but maybe the fowntan of yooth. Heddin asked if there were bees here, but he doesn’t know much about bees. We went in and saw a sheelen woman. She got scared of us and asked why we came. I said we were on a mission for Demon’s Root! She said we would die and big, scary thing attacked us. I couldn’t see it but Orfar said where it was. I tried casting my magic on it to make it bright and it worked! But I don’t think it liked being bright, it hit me and everything hurt a lot and I went to sleep. Heddin woke me up with a poshun, but I got scared and became small to fly away. Then a weird man came out of a door and made the fighting stop. He said he was the Moon King, and the scary thing was his pet and the woman was a ilooshon. I said we were looking for mandray and he said he didn’t know they were in his home. He didn’t want any though, so I said we could give him something he wants to let us look! The piney gave him all the cookies and the sheelen gave him a poshun. We looked around and orfar found a mandray. Glen made it quiet so it couldn’t scream and Orfar picked it and fought it until it went to sleep, and then ate it so his soul could be happy. He gave me lots and lots of gold for helping and then we went back. It was really scary at some parts, and all the walking was really boring, but some parts were really fun. I like the Kohord!
Session 201: The Trial of Nils Ullstein (Special) Attendees Nils Ullstein, Brecht Paladin/Warlock (Simon D) Orithar Trisk, Half Orog Wizard (Hats4Cats) Eirena Lightshadow, Rjurik Cleric/Warlock (Depraved Lunatic) The Kallanon (Stephen) Leana Stillborne (Elee) Proceedings This is the official record by Melvin Scriptkeeper for the Trial of Nils Ullstein. Nils was hauled back to the Cohort to face charges after attempting to kill an Awnshegh child during the mission to wake The Sleeping Duke of Tuornen and injuring Savas Al-Hadar during the attempt.  Two members of the mission served as witnesses and some members of the council were present to hear their testimony including the Kallanon and Leana Stillborne, the Scarlet Devil. The trial began with Eirena and Orithar providing testimony regarding the actions of one Nils Ullstein. During the night it was alleged that without warning he attacked Savas when he stood in the way of Nils slaying the child they were transporting from the lands of Rhoubhe Manslayer to the Mad Maeve in order to secure her aid in waking The Sleeping Duke. This was contested by the accused and after discussion all three Cohort member present on the mission were placed under a Spell of Truth. Let the record show that none contested this. Nils provide honest testimony that his intention was to slay the child and that no harm was meant to Savas. Eirena rightly chastised Nils for not anticipating that Savas would seek to protect his charge from an assailant to ensure the success of the mission even at the cost of harm to himself. Orithar accurse Nils of acting to gain the bloodline of the child which was denied by Nils – he acted to prevent it from falling into the hands of the Mad Maeve. Leanna Stillborn questioned Nils about why the child should die just for being Awnshegh. Nils contended that unlike Eirena who was able to defy this curse, the child in possession of such strong bloodline would have been left in the hands of the Mad Maeve and this power could have been used for great ill.   Orithar raised his concern about the mission being compromised by Nils’ actions the implication of this on the reputation of the Cohort. Nils argued that by serving two known enemies of the Duchess in order to accomplish their task – should this be discovered –may be far more damaging than failing the mission itself. The Mad Maeve spoke of Rhoubhe being an ally and of his plans to overthrow the rightful ruler of the lands of Tuornen in an upcoming war. Nils contended that doing a favour for them was working directly against the ruler of these lands and potentially against the safety of the people of Tuornen. The means of solving the mission acted against the interest of the mission giver. Nils called Orithar’s character into question. He is known to serve the interest of the Lady Syndra in addition to that of the Cohort leaving him with conflicted loyalties. During the conclusion of the mission he revealed that he suspected the dog at the Mad Maeve’s side was actually the missing Duke from his prior visit but neglected to share any of this line of thinking with the party which may have circumvented the need retrieve the Awnshegh child in the first place. In addition, when asked about the bloodline the child carried, he was dishonest about his findings using the Laen Glass. The Kallanon spoke harshly here stating that if Orithar continues to act in this way then “you have no place in the Cohort”. The Kallanon inquired as to why Nils did not air his concerns about delivering the child into the hands of the Maeve with the party. Nils tried to use the works of the Kallanon from the Solaria Trial against him in that “members of the Cohort should not follow blindly” and was reprimanded for this. Nils stated that he raised concern about delivering the child into the hands of the Maeve but no others took issue with this, so he saw fit to take matters into his own hands. The Maeve planned to slay the child, and this was only prevented by Eirena and Savas securing the childs safety after a Monster had been summoned using its blood. However, they never voiced this intention on the road back from Rhoubhe. Nils had reason to suspect if the Maeve had demanded the life of the child it would have been forfeit (and the bloodline) to the cause of completing the mission. This was the outcome he sought to prevent as it would sow further seeds of chaos within the lands of Tuornen. The Kallanon criticized the party for their lack of cooperation and engaging in acts of foolishness.   “In the future a vote must be held when a decision is made while on a mission and the outcome recorded. All member of the party must commit to a course of action – none may abstain. Cohort members will be held accountable for their choices should the outcome prove damaging to its reputation. The duty of the Cohort member is to oppose evil whenever we can but above all else oppose the primordials.” The punishment was decreed – Orithar and Nils were to work together to destroy the creature that the Mad Maeve had summoned into this world using the blood of the Awnshegh. If possible, a formal posting to the Board of Fate would be provided by the Duchess of Tuornen but even lacking this the mission must be completed. Orithar refused to work with Nils in completing this task. Until this task is completed both will suffer a loss of reputation within the Cohort. Following rendering of the verdict those present stood, stomped twice with their left feet and saluted the Kallanon as he left the trial chambers. 
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Session 202 (Mission 3N): Cultural Faux Pax Expedition Members: Takumir Jachral, Brecht Fighter 4 (Depraved Lunatic) Kazimir Zima, Vos Warlock 4 (Physh) Rulenoff, Anuirean Paladin 1 (Rulenoff) Nasir Al-Rahka, Khinasi Ranger 5 (Clemens) Kazamir sat in his spartan quarters on a large pillow in the corner of the room.  A writing board was laid across his lap, upon which was balanced his inkwell and quill.  Feeling the pull of the Cold Rider at the back of his mind, he took a moment to center himself.  The requirement was to write logs that were truthful, and he did not want his patron influencing his words.  After 10 minutes of sitting in silence, he slowly picked up the quill and began to write. "We gathered in the common room to discuss a bounty offered by Jasmina bint Chalina el-Darenda in Ariya.  The caravanserai mistress was having issues with thieves stealing from her treasure stores.  She specifically had requested a native speaker, so I was pleased to have Nasir as part of the group.  We did not deliberate long, and soon set sail.  On our voyage to Ariya, we spied a great Kraken destroying two large ships in the distance and pulling them down into the dark depths of the sea.  Our Captain ignored their cries for help and raced away from the scene.  Some of the crew and passengers were thankful for the retreat, others were dismayed we did not try to help any possible survivors.  Such is life.  Those that are strong enough survive, the rest do not. After arriving in Ariya, we asked a local guard for the location of the caravanserai.  He gave us directions to an encampment a little more than a day's ride west of the city.  Afterwards we headed to the palace to gain the ley line access that I would need.  We talked briefly to a finely dressed dressed man who in turn took us to the Oracle.  She was a waif of a girl, barely a woman, who seemed lost in her own thoughts.  Before we could announce why we were there, she stated that she had already granted us access.  It appears that she was, indeed, a proper seer.  We rode west making good time before camping for the night.  As the sun set, we spied lights flickering in the distance to the Northwest.  We were actually close enough to smell the food cooking at the caravanseri, and it definitely smelled better than the hard tack we were dining on. The next day we make it to the caravanserai.  It was a large and well built structure, easily defensible, consisting of multiple stories with an open interior courtyard.  It was easy enough to find the mistress, as Jasmina bint Chalina el-Darenda was just inside the main courtyard.  After stabling the mounts and securing our gear, she took us to a small secret room to discuss the matter privately.  Jasmina stated that she's had a hard time finding the thief.  Something, she claimed, wasn't quite right.  Her valuables were stored in an underground area behind multiple locked gates and watched by her guards.  But even under constant watch, gold still went missing.  Sometimes as little as 150 Gold Stallions, once as much as 6,000.  The thefts had started a few moons ago, and have gone on unabated.  Only two people had access to the key for the locks to the treasure: herself, and her assistant Haaroon.  Even Haaroon had to ask permission to borrow the key when he needed to get gold to pay employee wages.  All of the locks were expertly crafted and would be difficult to bypass, especially with guards standing watch.  All of the thefts occurred at night.  While she had lost count as to how many occurred, she estimated it was at least 15 robberies.  She took is down to inspect the area.  There were no signs of secret doors in the areas where the treasures were stored.  The only thing that stuck out from the norm was that a servant named Rafeeq had gone missing about a month and a half ago, the same night the thief accidentally activated a trap, leaving some of his or her blood behind at the scene.  The thefts had continued after that, however, with the last heist being just 2 days before our arrival.  With no other leads, we began to investigate the disappearance of Rafeeq to see if it was related.  We discovered that he was in a relationship with a servant named Sajjjiyya.  We caught up to her and she stated that the last time she saw him was that night a month and a half ago.  They had a fight.  Rafeeq had asked her to get married go away with him, with Sajjiyya telling him that she could not and would not leave the caravanserai.  During the argument, Rafeeq hit her, something she claimed he had never done before.  She also mentioned Rafeeq was not happy with the pay they received, but had never before talked about leaving.  She stated that he was also good friends with the stable master, and that the night he left the only thing he took was a set of clothes and his dagger.  No food or drink was taken, and he even left behind his shoes. We returned to the stables to talk to the stable master.  He said Rafeeq ahd told him that he was angry with Sajjiyya.  They were to have a child and Sajjiyya had terminated the pregnancy without his knowledge.  She allegedly had used a stolen flower, a rare and valuable purple siphium.  The flora was easily worth 150 Gold Stallions, well outside the ability for the servant girl to purchase.  We did remember seeing purple flowers in the secure area downstairs when we toured with Jasmina.  The night Rafeeq went missing, there were no mounts unaccounted for.  He said he had seen Rafeeq return to the tent that he and Sajjiyya shared, and that someone had greeted him at the entrance.  Finally, the stable master told us that there was a herbalist named Hamda in the caravanserai, and that Rafeeq's tent was on the roof, closest to the stairs. We visited Hamda to ask about the purple siphium and Sajjjiyya.  Hamda claims that she hadn't given Sajjiyya any, and that the girl had told Hamda the pregnancy failed on its own.  We took a look in their tent.  It was neat and tidy, with no signs of any mens clothes.  After searching the tent, I found a small leather sack hidden inside a pillow.  Opening the pouch, if found the ground powder of the purple siphium. That evening, Nasir kept a watch on Sajjiyya while the rest of us split up to guard the two storage areas where the gold was located.  It was a quiet watch, and nothing was disturbed when it was checked in the morning.  We continued this for another seven nights with no sign of the thief, and nothing being stolen.  We caught up to a small urchin that worked for the stable master during the day.  When we asked him about Rafeeq, the boy said that Rafeeq was drunk the night he disappeared and had gone into one of the storerooms where the alcohol was stored.  After showing us the room, we began to search and discovered a secret door leading to a small room.  Inside was a trapdoor in the floor and a ladder leaning against the wall.  Opening the trap door, and lowering the ladder down, we descended to find a small chest, some of the gold, and the body of what we assumed was Rafeeq.  It was dressed in servants clothes and had a small needle protruding from its side, surrounded by black bile.  We fetched Jasmina to show her what we had found.  She confirmed that the needle, and the poison, were from the trap that was activated a month or so ago.  We asked her to help us keep the stable master and Sajjiyya separated while we questioned them.  We talked to Sajjiyya first, confronting her about the powder we found in her tent. She denied stealing it, claiming she harvested it herself from the hills, and was taking is as a form of birth control.  She also admitted that Rafeeq returned to the tent, and during the second argument, she told him he should kill himself and shoved him out of the tent. We tracked down the woman who lived in the tent next to them, Yaasmeena, and she confirmed Sajjiyya's story.  We also confirmed with Hamda that the flower, while rare, could be found relatively close by if someone was lucky enough.  Finally, we went to talk to the stable master, who was flustered by a task recently given to him by Jasmina to keep him busy.  He refused to talk to us, so we sought Jasmina's permission to search his room.  Unfortunately, it turned up nothing.  This both disappointed Jasmina, and infuriated the stable master.  As a last resort, I used suggestion on both of them to tell us everything they knew about the robberies, and both failed to produce anything we didn't already know. This put us in a very bad light with Jasmina, compounding a cultural misstep we made when we did not present a gift to our hostess upon our arrival.  Jasmina said that we would be paid a small reward of 75 Gold Stallions each for finding Rafeeq's body and some of the gold, but she was not pleased with the overall outcome." - Kasimir Zima
Session 206 (Special Mission): Queens of the Ooze Age Expedition Members:  Eirena Lightshadow; Rjurik Cleric/Warlock, lvl 8 (Depraved Lunatic) Hen; Awnshegh Fighter, lvl 4 (Hazelchan84) Salin; Sidhewair Wizard, lvl 5 (Rulenoff) Savas Al-Hadar; Khinasi Cleric/Fighter, lvl 7 (Physh) Savas sat alone in the common room, drinking chai and eating from a cheese plate as his writing kit sat before him, untouched.  The last couple of weeks had been tense between himself and Eirena.  Things had been going so well during the entire course of their relationship, that they had never really had a fight until recently.  Savas was frustrated both by how big of a deal Eirena was making of the issue, as well as her inability to think logically and see things in a reasonable manner.  The more he thought about it, the more frustrated he got.  Gnawing on another piece of ackawi, he sighed heavily and picked up his pen, looking for any excuse to get his mind off it.  His level of agitation was apparent in his log, as the normally eloquent prose of Savas was instead replaced by short terse sentences. "We met to discuss aiding Hen is getting information related to her recently acquired ooze condition.  She heard rumor that a Mad Lich was locked away in the sewers of Daugren who may have the key to removing the affliction from her.  We departed for Daugren at once.  Upon arriving in the city, we sought out any bounties in the sewers that would give us a reason to seek ley line access rather than giving away our true intent.  After talking with a guardswoman who was desperately in need of a bath, we obtained a bounty on oozes that were infesting the sewers.  We were advised of creatures named Otyughs who were docile and used for refuse cleaning.  Though they looked monstrous, they were harmless and should not be harmed.  We met with a haughty priestess of Ruornil at the palace.  She led us to an area, and to earn ley line access, insisted that the group prostrate ourselves before her goddess.  The rest of the party complied, I refused.  I lie down before no one other than Khirdai and my wife.  After leaving that arrogant wretch, we headed immediately to the sewers.  We walked for a bit before encountering a noble woman dressed in fine clothes...  walking through the sewer as if it was nothing.  She was not in the mood to talk, so we moved on.  A short time later, we encountered the Otyughs.  The were inquisitive, and started to follow us around, but we ditched them with a tossed ration. After turning another corner, we found an alcove secured by a locked rusty gate.  I produced my tools and quickly opened the lock.  It was the first time I had used them since joining the cohort.  Thankfully, none of my companions asked any questions.  Once inside the alcove, I quickly found a secret door, but could not activate the release as it was behind a block of stone.  Several of us tried and failed.  Finally, Hen reached back, and turning her hand partially into ooze, was able to open the door.  It revealed stairs going down that led to a raised dais with a pair of double doors and another finely dressed woman standing watch. Hen explains her mission, and the woman says that she can help teach her, but she must enter alone, the rest of us had to wait here.  They both transitioned into ooze form and slid under the door.  Some time later Hen returned and we returned to the surface.  She said she had made some allies, but it would be impossible to remove the condition without extremely powerful magic.  We decide that with the mission on hold for now, we would venture to the Temple of Moradin to do some exploring. On our first day heading north, we run into a 'paper drake'.  It was literally made of paper and covered with inscriptions.  It could understand draconic, but could not speak.  Instead, words would appear on its pages.  It later switched to Sidhelien so we could all converse.  It said it was created by a powerful mage, one strong enough to possibly help Hen.  It agrees to take us to the mage, who after being asked by Eirena, also confirms the mage is Explicita Defilus who is currently residing in the Temple of Moradin.  It also mentioned that there was a very great monster in the temple, with many 'snake heads and bodies'.  On the third day of travel, a pear of Pegasi arrived to destroy the paper drake, saying it was involved in killing some of their kind.  They began to attack." There is a large ink blot on the page at this point, clearly the pen had rested on the paper a long time while Savas thought what to write next. "It was a simple decision, really.  Pegasi are good celestial creatures.  They would not attack the drake if it wasn't for a good reason.  Not to mention that the drake itself wasn't really a living creature, but just a magical construct.  I immediately joined the Pegasi in the attack while the other refused to act.  The drake immediately took flight, and the Pegasi gave chase.  After the drake got away, the Pegasi returned and chastised the others for not aiding.  We argued, Eirena was upset feeling that we should have defended the paper drake and that we may have incurred the wrath of the mage.  She was acting as if I had just kicked a stray dog we had taken in.  It made no sense! Regardless, the rest of the party no longer wanted to visit the mage, so after much more discussion we decided to go hunt goblins.  On the fifth day of the expedition heading into the mountains to the east, we found goblin tracks and began to follow.  As we followed a creek running through the hills, a large demon approached looking like a cockroach with two scorpion tails.  It begins to speak to Eirena and Hen in Infernal, with Eirena translating for the rest of the group.  Vuzzok, the demon, made an offer to make the goblins leave without us having to do anything.  The demon was a servant of Akyishigal, a general in service to The Gorgon.  I immediately replied that we do not seek to owe favors to servants of the Gorgon.  There is some terse discussion then the demon attacked.  As we began to wound it, swarms of cockroaches flew out from its body to attack myself, Hen and Salin.  We eventually drop the demon, as well as the swarms.  I manage to harvest some of Vuzzok's poison before leaving the area.  The next day we find the goblin fortress.  Built into the side of a cliff, it was well defended.  Under cover of night, Eirena managed to get us close enough to Thunderstep the two of us onto the ledge and into the middle of the goblins, while Hen and Salin attacked from below as they made their way to rope ladders along the cliff.  It was a glorious fight.  The goblins, initially, weren't much of a challenge, but they had great numbers.  Salin dropped a good many of them with a fireball, Eirena dropped more with her own flame spell, and I and my spiritual scimitar mowed down even more.  We fought through three full waves before we started hearing heavy and choreographed marching coming from the east along the ridge.  Goblin commanders, leading elite squads of goblins, took formation and began firing volleys at us in  mass.  Eirena was struck down, but I managed to take cover behind the shield that Eirena had built for me and get close enough to wipe almost all of them out with my spirit guardians.  They started to retreat, but we heard even more footsteps and war horns in the distance.  We decided to make a tactical retreat.  We had dealt them a harsh blow, and with the fortress now annotated on the map, we could prepare a more thorough assault.  I picked up my precious Eirena, and carried her to safety." Savas stared at the last sentence for a long time.  "...my precious Eirena..."  The love of his life.  Why was he making himself miserable over this?  The issue with the drake made perfect sense to him, but he had never given proper consideration to Eirena's feelings.  She had a habit of being more emotional and less logical than him, but that didn't necessarily mean she was wrong.  In fact, that he never even attempted to understand her feelings on this made him feel VERY wrong.  Savas continued to sit on the common room, staring at the last line of the log, unsure of what to do next.
Session 206: In Pursuit of Battle ( Mission SPECIAL ) Attending Adventurers:  -Savas Al-Hadar, Khinasi Cleric/Fighter LvL 6/1 ( Physh ) -HeN, Awnshegh Fighter LvL 4 ( Hazelchan84 ) -Salin, Sidhewair Wizard LvL 5 ( Rulenoff ) -Eirena Lightshadow, Rjurik Cleric/Warlock LvL 1/7 ( Depraved Lunatic ) After putting Nasaadi to bed, Eirena decided that it's high time for her to do her Cohortly duty of writing up a log. A lot had happened and she wasn't going to let herself get complacent with this. She grabs her stash of parchment paper, as well as her inkpen, of sidhelien make, a memento of her home. A small dip into the inkbottle was all it took to cover the tip in the dark blue liquid. As she brought the pen to the paper, she began to write... "We assembled at the Cohort to assist HeN in a personal quest. She had been corrupted by Bloodsister Alkava and turned into an ooze and she wishes to put an end to this. Since I felt drawn to this cause myself, as I had gone through a similiar experience, I grabbed Savas and sat myself down with Salin and HeN. We discussed the exact plan and as I didn't want to limit HeN's agency, I ask her what her plan was. Though I must admit, her plan needed a lot of polish if you'd ask me: -Essentially, we will go to the sewers in Daugren, to find a lich known as the Mad Mage, who supposedly was responsible for creating these oozes in the first place. He is presumably locked up in the sewers and our goal is to speak to him to deoozify HeN. Do you see what the issue is with that? Without a powerful item or similiar service as leverage, I can only see two ways this lich is going to help us, namely either freeing him or doing him a favor that will aid in freeing him. I am however a firm believer of the phrase "If it works, don't fix it." and Daugren seems to be getting along just fine without having a lich roaming about freely. Upon further inquiry HeN didn't have an answer for me. Well, the things you do for the Cohort, eh? We travel to Daugren without further incident, leaving our mounts at home as we expect to be travelling the sewers for a long time. Didn't prevent me from bringing Bella the VI. with us, who waited for us at the closest tavern. Paid a little silver to find a place for her to stay, hoping that she would last longer than her earlier sisters, which isn't the hardest thing in the world, I'd say. But I digress. From my past experience, I know that rulers are not happy to give out access to the leylines freely, as evidenced by my mission to rescue Phage. While we hadn't done something as freeing an aspect of Solaria in Daugren, I'm sure that that act was not unheard of, so we had to get creative. I suggest that we find a bounty in the sewers so the ruler here has a reason to give us magic access and we quickly make our way towards the local guard house. The place looks a little worn out and gloomy, but pales in comparison to the stationed guard, who we later learned was named Helga.  I didn't want to offend her, so I kept my inquiries business only, but she seemed very depressed. At such a level that you wonder why she isn't sleeping in her bed and taking a break. Anyways, we get our bounty and are directed to the castle to receive leyline access. The guard knight there talks to us briefly, asking us to state our business. After we tell him our supposed cause, he gets a priest of Ruornil to speak to us. We have a short chat in which she prompts us to convert to her god multiple times. By Kirken was she annoying. She even forced us to prostrate ourselves in front of her god to receive access into the leylines. ( Forced meaning that we won't receive access without praying. ) Savas declines, stating that he only kneels in front of Kirken and myself, Salin and I accept the prayer begrudginly, laying down face down in front of some holy tree or something. We quickly get it over with and are told that we should see her again if we need help, but I just wanted her to be gone and nodded. After we finished handling the formalities, we begin our perilous descent into the sewers. We were informed of trash eating monsters named Otyughs, which are basically walking, beige colored mouth's with tentacles and hooves. Killing them is a severe crime and had someone hanging already, so once we came across some, we made sure that they'd leave us alone. I tossed some rations around and they seemed to like the snack. We make our way past them and venture deeper into the sewers, until an alcove to our left piques our interest. Savas proved to have a handy skillset and despite his usual clumsiness picked the locks into the alcoves without much issue. I won't judge him for it, a mans gotta do what a mans gotta do, right? We spot a weirdly angled stone in the wall and try to  pull at it. While we all take a try with my dagger, HeN suddenly remembers that she is indeed an ooze and effortless liquifies her hand to activate the mechanism, opening a pathway downstairs, which we then quickly tumble down. Once there, it isn't long until we spot a woman in suspicously ornate clothing. "Sister, you aren't supposed to bring outsiders here!" is what she proclaimed, however after seeing HeN's dumbfounded expression, she seemed to ease up and introduced HeN into the way of how things go here. A sanctuary for oozes. Savas, Salin and I have to entertain ourselves for a while. Salin went through his spellbook, Savas grasped my hand and I took his invitation to lean against his shoulders, relaxing and humming a song. It's a song about one of my favourite childhood fairytales, of a great bear, so great and strong that he conquered the whole Icemarch on his own, which is why no one goes there, unless they can prove themselves to be strong enough to withstand the cold. Or so the story goes.  Time passes and right as I was about to take a nap, Hen and her well dressed Ooze friend reemerge from the door, marking out time to leave. I guess we will have to use our magic access for things that isn't ooze killing. What a sad situation indeed. We make our way to the surface once more. Hen shares with us that the Mad Mage is locked somewhere the ooze ladies don't know and not only that, it appears that there is no cure to her condition, which means that indeed of being able to escape her affliction, she would be forced to live with it. Atleast she gets to keep her sanity while affected by this. We decide that we will do some light exploring in the direction of the temple of Moradin that is located towards the northern border of Grevesmühl. We hadn't heard anything from it in a long time, so perhaps Explicita Defilus, who we heard took residence there a year or so ago, might've moved on. Sadly we were wrong. A drake made of folded paper descended next to us. Expecting it to talk, I cast Tongues, but instead of speaking, it makes words appear on its wings. I admit, I was stricken with the construct, but speaking with it is not only very fun, it's like a child almost. It doesn't know alot and needs to be taught words like "adorable" or "cute". It didn't even know what is like to be pet! We speak with it about HeN's affliction and it tells us that there might be a powerful mage further north which might be able to help us with that. Now, I already had my suspicion and asked it who this mage was. After I told it that I thought Explicita Defilus, it told us that my guess was correct and we decide to make course northwards, to the temple of Moradin directly this time. A day later, two pegasi descend from the skies and I once again cast Tongues. They react negatively to it, but after we talk to them briefly, they let it go. They told us that Parchy, the nickname we had quickly come up with for the paper drake, was a servant to the evil Explicita Defilus and must be destroyed. Poor Parchy made itself big and roared, on paper. It was one of the cutest things I've ever seen, and you see alot of cute things when you raise a toddler. The Pegasi prompt us to stand aside and let them kill Parchy. I paused. They wanted to destroy this innocent construct? I was already rather attached to Parchy and unwilling to let the Pegasi do as they please, especially considering that helping Parchy was the logical thing to do, since we wanted to be in Explicita Defilus' good graces if we are to ask her for help regarding Hen. But the rest of the party seemed indifferent and Savas... he asked me to stand aside. At first I was feeling indifferent, but I was baffled that he would be on the Pegasi's side. Sure, they are good natured creatures, but not only did I think was this not the correct path to go, my feelings yelled for me to step in for Parchy. As the Pegasi charged, I stood aside, so our party wouldn't have to step in for my selfishness. They try to attack Parchy and give it a a few kicks. Then, Savas fires a radiant bolt at the construct, to my bewilderment. Parchy escapes unharmed mostly, as it was significantly faster than the Pegasi. The Pegasi return after a while and ask us why we didn't help them. I reply that we were asked to step aside. Not only that, but how would we be able to impact a battle hundreds of feet in the air. I don't know if they believed my reasoning or not, but they leave afterwards. We have discussion about what just happened and how to proc- No, that's not right. Savas and I argued about the way we treated Parchy. He voiced that Pegasi wouldn't attack the drake if it hadn't done something evil, but I argued that it would not benefit us to attack the construct of a mage that we are asking for help. Though that was just a catalyst to channel my actual thoughts about this matter through. I had simply grown fond of the drake and seeing Savas hurt Parchy made my heart ache. We go on for a little longer then discuss our next steps with the party. I swallowed my frustrations and after a bit of back of forth, we decide that we are going to route some goblins in the mountains. I believed that not only where the goblins in this area already killed, I thought that they wouldn't be worth our time. But alas, I was outvoted and we ventured into the mountains, looking for goblin tracks. It takes us a while, but we ultimately find some. Numerous, perhaps the previous expedition hadn't gotten rid of all of them? We come across a very hideous looking bug named Vuzzok, who seemed interested in our ventures. It inquires what we came here for in Infernal, a language I learned from Orithar quite some time ago. HeN and I converse with Vuzzok, who wants us to leave the goblins alone,  to make the goblins in these mountains pledge themselves to his master Akyishigal, a renowned general of the Gorgon. Now, isn't that wonderful, a small little army for the Gorgon to wield, in exchange for us leaving the perimeter. While I am trying my hardest to translate in an objective manner, I grow tired of this bug the more we speak. Thankfully, it grows tired of negotiating with us and reveals it's true colours, as it begins attacking us. The timing couldn't be more perfect, I was looking for something to vent my frustrations on anyway. Battle ensues and I use one of Kirken's most recent boons, taking to the air with feathery wings of pure white. Using them to strike in tandem with my blade, I dart around Vuzzok and strike at multiple angles. Salin fires burst after burst at Vuzzok, incinerating his armor and flesh. Savas and his spectral blade take multiple swings at the creature, HeN smacking it from the other side with her weapon. Swarms of insects swarm out of Vuzzok, ailing my companions. But between Salin's unrelenting bolts of fire and our melee effort, the bug proves to be a less than stellar foe. I descent, freed of any negativity and ready to squish some goblins, going along the parties vote. Savas manages to harvest some of Vuzzok's poison and we move on. In the cover of night, we happen upon goblin fortifications. A ton of those tiny critters were laying ready on a cliff, standing guard. As I was able to see much further than the rest of the party and conversely the goblins, I inform them of the enemies formation and we formulate a quick plan. Savas and I would draw their attention to us, teleporting on top of the cliff together and making a stand there. Salin and Hen would follow us up, once Savas lights his shield, with fire and bolts. And the plan was actually executed rather well! For the most part... Savas and I land in the midst of these goblins and begin hacking our way through the tiny critters, as more and more goblins swarmed out of every opening of the cliffside. On the far end of the cliff, I saw a group of goblin archers assembling, which translated into a very difficult situation for the Cohort's clumsiest couple. Their arrows were so numerous that I couldn't get my shield up in time, bringing me down on one knee nearly. After obliterating 2 waves of goblins in tandem with Salin, the archers focused their attention on me. As my vitality threatened to give in, I used yet another gift of Kirken to shield me from the onslaught, manifesting a chilly sphere of ice around me, giving me some additional time to breathe easy. A voice in my head whispered "Misplay", as I had immobilized myself inside this icecube, which was about to dissolve. But delaying the inevitable might have saved my life. A life, that flashed before my eyes as more and more arrows penetrated the slits and cracks in my armor. I remember seeing Vosrai, teaching me how to swing a sword properly. I recalled the moment of Savas abduction, followed by the reversal of his affliction. Playing with Nasaadi and the first time she called me mama. Holding Áine in my arms after saving her from the Mad Maeve. As my conciousness faded, panic surged through my body. However, my companions had saved me from death this time. I awoke to Savas carrying me in his arms, like a princess in distress. While I didn't look at him, I followed my first instinct and clung tighter to him. I remembered our quarrel from a few days prior and felt a sharp sting in my heart. I selfishly chastized him for complying with the Pegasi, without even stopping to think about why he decided to go against Parchy... I had acted rash and irrational, like a child that lost her new toy. It's a good thing that nothing terrible came out of it, because thinking back, I wouldn't know what I'd do if this argument did actually cause a distraction for not only Savas, but the party as well. That is all. -Eirena Lightshadow." Reading through the last few pages of her essay, Eirena's expression turned into a scowl. She had been treating Savas unfairly ever since their return. Even if she had been angry at him for attacking Parchy, holding a grudge this long was nothing short of childish. She got up to make sure that her children are fast asleep and changed into her regular attire. Stepping out of their shared room, Eirena made off in the search of Savas. It was time that they talked this through, and she was going to make it happen no matter what.
Session 200: Internet Issues [Canceled] Present: Hats4Cats / Dragomir Hazelchan84 / Chikat Serephen / Cordie SlothSlow / Korak My internet went out during this session and we didn't end up being able to play. Each character receives 2000 bonus XP, or half that amount if the character was played in another session during the week. Each character also receives 100gp. The Trial of Nils Present: Nils Ullstein, Brecht Paladin/Warlock (Simon D) Orithar Trisk, Half Orog Wizard (Hats4Cats) Eirena Lightshadow, Rjurik Cleric/Warlock (Depraved Lunatic) The Kallanon (Stephen) Leana Stillborne (Elee) Nils and Orithar both received -5 Cohort renown (Nils' renown has already been marked off the spreadsheet, but Orithar's needs to be updated). This negative renown is to be recovered if they complete their respective missions. As a result of the trial is was decided that Nils and Orithar will both have to embark on separate missions. Orithar: Orithar's mission is to discover the place of this creature created by Mad Meave. He must find the best path to get to it, and convey this information to Nils. Nils: Nil's mission is to destroy the creature created by Mad Meave. Both characters are free to profit off of this mission by addressing Duchess Laela Flaertes. Though they are expected to keep The Cohort's involvement in this creature's creation confidential. Session 202 (Mission 3N): Cultural Faux Pax Present: Takumir Jachral, Brecht Fighter 4 (Depraved Lunatic) Kazimir Zima, Vos Warlock 4 (Physh) Rulenoff, Anuirean Paladin 1 (Rulenoff) Nasir Al-Rahka, Khinasi Ranger 5 (Clemens) Each member of the party receives 75 golden stallions Combat XP 0XP Quest XP 250XP RP XP 1000XP Exploration XP 500XP Log XP 200XP to Kazimir Zima Total XP 1,750XP toTakmir, Rulenoff, and Nasir 1,950XP to Kazimir Zima Renown, Fame, and Infamy N/A 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. Session 203 (Mission Special Mission/Thylea): Destiny Awaits Present: Phage; Vos Cleric/Monk, lvl 6 (Kristen B)  Zolis Ulmokina; Khinasi Fighter, lvl 5 (Lordgenome)  Nerolia; Thylea Centaur Bard, lvl 1 (Hazelchan84) The party found some treasure in the cave of the troglodytes. Combat XP 416XP per person for killing Troglodytes Quest XP 350XP RP XP 850XP Exploration XP 600XP Log XP 200XP to Nerolia Total XP 2,216XP to Phage, and Zolis 2,416XP to Nerolia Renown, Fame, and Infamy 1 Fame (Thylea) 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.
Session 204 (Mission SPECIAL): Lyla Finds the Demon's Root Present: Lyla - Level 1, Half-Fey Sorcerer (Serephen) Hedrin Toadslayer - Level 7, Dwerren Sorcerer (SlothSlow) Orithar Trisk - Level 8, Half-Orog Wizard (Hats4Cats) Cedrych Brightbough - Level 8, Sidhelien Rogue (Adam B.) Shou - Level 5, Piney Druid (Simon D.) Glenn Sturgis - Level 6, Rjurik Cleric (Spynx) Orithar had one of his failed death saving throws healed. Combat XP 126XP for not dying Quest XP 700XP RP XP 250XP Exploration XP 750XP Log XP 175XP to Lyla Total XP 1,826XP to Hedrin, Orithar, Cedrych, Shou, and Glenn 2,001XP to Lyla Renown, Fame, and Infamy N/A 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. Session 205 (Solaria Fallout): Suicide Squad Present: Brognir Bronzehelm; Dwerren Fighter/Barbarian, lvl 6 (Kristen B) Dragomir Black; Vos Sorcerer, lvl 9 (Hats4Cats) Kobal; Sidhelien Ranger, lvl 5 (Rulenoff) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Sithric Sidhefriend; Hanner Sidhe Fighter/Rogue, lvl 6 (Depraved Lunatic) Whilst the mission was a success, a Primordial Servant was released out into the world! This creature of fire must be destroyed! Combat XP 500XP Quest XP 1,000XP RP XP 500XP Exploration XP 750XP Log XP 250XP to Dragomir Total XP 2,750XP to Brognir, Kobal, Korak, and Sithric 3,000XP to Dragomir Renown, Fame, and Infamy Brognir has his lost Cohort renown restored. Korak receives 15 of the spent renown with Hjolvar if he returns the armour he borrowed from them. Everyone except for Brognir receive +1 Cohort Renown (this is net gain, releasing the servant cut into this). 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. Session 206 (Mission SPECIAL): Queens of the Ooze Age Present: Eirena Lightshadow; Rjurik Cleric/Warlock, lvl 8 (Depraved Lunatic) Hen; Awnshegh Fighter, lvl 4 (Hazelchan84) Salin; Sidhewair Wizard, lvl 5 (Rulenoff) Savas Al-Hadar; Khinasi Cleric/Fighter, lvl 7 (Physh) The party receive 50 kraken's booties (25gp) each for killing goblins in Grevesmuhl. Combat XP 475XP Quest XP 350XP RP XP 350XP Exploration XP 750XP Log XP 225XP to Savas, and Eirena Total XP 1,925XP to Hen, and Salin 2,150XP to Savas and Eirena Renown, Fame, and Infamy 1 Renown (Grevesmuhl) 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.
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Session 212 (Mission 3L): Making friends for Thinnie Played on 29th May 2020 Party Members: Dragomir & Nalu, Half Dragon, Sorcerer, level 9, Hats4Cats Darvius Alandre, Sidhelien, Monk, Level 9, Darvius Jannis the Red, Human, Fighter, level 7, Physh Kobal, Sidhelien, Ranger, level 5, Rulenoff I can't believe I gave up going to the margreve for this, my body is killing after being in the saddle for soooo long! See Nalu gets it easy because she doesn't walk anywhere but horses suck! I mean most of this was just boring traveling so won't bore you with all that. The idea was to go meet with Thinnie as she wants to make friends with the moon cultists I met before. We got on really well last time, Larmendyth and Nalu both seem to get on really well and they were really nice. The two I remember were Queen Ghaelach and Lady Aingeal, so we kinda thought this wasn't going to be a big issue. Thinnie has a kind heart so who wouldn't want to be friends with her.  We arrived at the city and got attacked pretty quickly by some Gnolls, seems like Gak Gak really doesn't like us, even worse he is sending others out to attack us. We kept one alive and bought it back to Thinnie. Why we were there, I checked Thinnies throne chair and it was flowing with magic, like all the leylines pin themselves under the chair, Petty cool if you ask me.  Anyways I thought given how Thinnie wanted to make friends with them we should bring Thinnie with us to met em. Of course, the goblins didn't like that idea and the only way I could bring her would be on Rosie. Rosie is so slow but I still thought it would be a good idea given that was the mission but everyone else thought it would take too long. We left really just hoping our good relations with them from last time will keep up. I mean Darvius and Jannie were both there and sometimes even Rjurik people just know who I am, so we were pretty confident about things. That night we a scorpion tried to attack Kobal but strangely enough after we killed it, it just turned into dust and disappeared. Right at that time a creature made of rock and stone came by and walked all over out camp site, we didn't think anything of it but soon it became a problem. We ran into it all the way along the road as we headed to the moon cultists.  When we arrived at the cultist things didn't go well, frankly, they acted like they didn't even know us or cared. Like all about making an army now for some reason and not just celebrating the moon. I dont know, they definitely weren't the same people I met last time. I mean this time they only let us in if we were interested in joining so no free invites I guess. Queen Ghaelach talked about how they are making an army to fight against the Gorgon for a great war or something but that all the way down south so can the goblins are beneath them. See they definitely all gone strange because last time anyone could join up and there was all sorts with em but now. So frankly I don't know how we make two people friends without having met. So at that point, we were kinda done, not really much else to do. Kinda wishes she was at least a bit open to talking but maybe this army has gone to her head.  Darvius wanted to follow the rock thing was it was heading in the direction of the temple. Took a few more days but yea.. It was. We arrived late afternoon and it was lying in a pile of stones. O yeah during the day it is nothing but stones and only wake up at night. Jannie got caught after we told him not to go near the temple door. O yeah that fire creature from the Isle of Ghosts showed up and was helping the rock creature. Janni got himself trapped and ended  So like he ended up getting trapped inside and opening the temple right after we told him about it. I have no idea how he was able to escape, going to put that one down to the fate weaver as they just talked with each other. I did help get him away from the little fire spirits with a spell but how he made it that far. During the night they just banged on the door for ages. They hardly did any damage to it though, like a scratch.  At this point we just we’re heading back to the cohort to tell them that primordial servants are attacking the temple. During the night we were faced by an assassin who just appeared and disappeared telling us to leave. Really wasn't the assassin that was the problem just more of where we were. Plus at this point we really hadn't done anything just been witnesses to stuff like important stuff for the cohort but really wasn't anything we could do. So we decided to head back and just report in, I was tired at this point anyways. When we got close to the city we found a lake with mind-reading water and guess what I could read Nalu mind. I would have said the water was broken but it's just that she is special. So at this point, he headed all the way back to Thinnie so she could at least hear Gak Gak's mind. Even better is her ability to just learn whatever you show her sooo easy. So at least now she should just be able to do it at will. We ran into some Alsaids on the way they didn't say a word to Nalu. No one ever does, kinda sad. I don't know why everyone told them everything we had done at this point, it was weird but I did try to see if they had any plants on them that might cure poison given who was attacking us but they didn't. We arrived back and gave her the water. I mean Gak Gak was reading our minds so it didn't work but at least he won't be able to hide his thoughts forever now Thinnie knows how to do it. But yeah Gak Gak will read your mind but at least we know this now so might be useful. O and Gak Gak is a servant of Solaria just so the Council knows. He is working with her for power. Not sure how much longer Thinnie will have if she keeps hanging around him. We were able to free some of the prisoners he was holding. Honesty I don't know why Thinnie likes him so much, he likes killing, and torture. I mean she likes goblins but I don't understand why she does, maybe its just the way they look. I don't see anything they have in common and especially with Gak Gak. Afterward, we left and traveled all the way back, again. At least something good came of this. We were able to learn and tell the cohort council that primordial servants are making a move on the temple. I mean it's going to take them some time but we can now start making preparations to remove them and send em back. But if I'm going to travel around soo much again and I really going to need to learn to fly like Nalu.  Drago & Nalu
Session 214: Diplomacy & Duergar Brognir Bronzehelm; Dwerren Fighter/Barbarian, lvl 6 (Kristen B) Cedrych Brightbough; Sidhelien Rogue, lvl 8 (Adam B) Galena Abanathu; Aasimar (Dwerren) Rogue/Bard, lvl 7 (Zilarrezko) Glenn Sturgis; Rjurik Cleric, lvl 7 (Spynx) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Medi Eirwen; Alseid Ranger, lvl 7 (Serephen) It has been a while since I’ve put quill to paper. Things have been very busy as of late. I have been trying to muster a group of Cohort members strong enough to take on the Vampire; there’s quite a large reward on offer, and it would alleviate pressure on the Sielwode as well. Korak was willing to lend his hammer against the Vampire, but he insisted on conducting a more diplomatic mission first. We would treat with the Overthane of Mur-Kilad, a dwerren kingdom that was controlled by the Gorgon. Since this too would benefit Lady Galanohel, I decided to tag along. The group that Korak had assembled to conduct diplomacy was surprisingly brutish; three dwerren, Glenndolyn, myself, and Medi Eirwen. She had come out of retirement to see this mission through, at the behest of her sister. Korak got us off to a bit of a rocky start. Thankfully, Galena was there to steer us in the right direction. She had been born in Mur Kilad, and had a great deal to say about the place. None of it was good. The dwerren of Mur Kilad were essentially prisoners in her eyes. They were doing whatever they needed to do to survive, even if it meant allying with the Gorgon and goblins. She did not seem particularly optimistic at our chance of success. The plan was simple enough. We would head to Roseone, Baruk Azhik, and the Sielwode. All three nations recognized the threat the Gorgon poses to the realm. With the help of these allies, we hoped to convince the Overthane of Mur-Kilad to renounce his allegiance to the Gorgon and throw in his lot with the Sielwode instead. Galena astutely pointed out that the Gorgon, and by extension Mur-Kilad, was winning the war already. Their armies had already breached the boundaries of the Sielwode. And given that none of these would-be allies raised a finger when Mur Kilad first fell to the Gorgon, she was convinced the Overthane would require concrete assurances to even entertain the thought of switching sides. Since we were not privy to what the leaders may be willing to contribute, we set off to ask. We arrived first in Roseone. I knew that many of the senior Cohort members had quite a bit of history with this place, and Medi easily acquired an audience with the new self-proclaimed Empress. The humans had been squabbling again, as is their wont, and a half-dozen would be Emperors and Empresses had sprung up seemingly overnight. Medi asked that we be allowed to speak with the Empress in private, and we were taken to a private hall that adjoined the throne room. There, Medi explained the situation in the Sielwode and how we intended to bring Mur Kilad into the fold. Predictably, the Empress was not particularly swayed by the plight of the Sidhelien or Dwerren; she seems confident that her forces could hold their own against the Gorgon. Nonetheless, she may be willing to assist provided that not too much was asked of her. In particular, Medi asks if she would be willing to allow refugees from Mur-Kilad to relocate to some of the Empress’ newly acquired territory in the Chimaeron. Provided the exact details could be ironed out and a formal agreement reached, she seemed willing to assist in this way. We spent a few nights in Roseone waiting for a ship to take us north to Baruk-Azhik. Upon arrival, we headed for the capital. This place was Korak’s homeland, and once again we had no difficulty meeting with the leader here. Overthane Grimm Graybeard was a bit more forthcoming than the Empress; he was in a close alliance with Lady Galanohel of the Sielwode and they had shared council before requesting the Cohort’s assistance. The Overthane mentioned that his forces are spread thin dealing with Kiergard and the Vampire to the North and East, and that wasn’t much he personally could do to assist Lady Galanohel. Korak asked if perhaps he was in possession of any artifacts, scripts, or relics that rightfully belonged to Mur-Kilad, perhaps something that could be returned as a gesture of good faith. The Overthane stated that even if he did have something like that in his possession, it would very likely be necessary for the war effort. We turned discussion to Mur-Kilad itself. Overthane Graybeard doesn’t know Overthane Thurinson personally, but knew his father and judged him to be a good man. He had fought against the Gorgon initially, but was slain by goblins. His son now does what he must to protect his people at any cost, even if that means allying with the mortal enemy of his people. Overthane Graybeard also told us of a secret way to get into the city; there is a network of tunnels that empties out in northern Fallen Rock. He advised us to follow the souls of the dead. Our last audience was with Lady Galanohel in the Sielwode. Medi informed her of the negotiations we had begun with the Empress on her behalf. Lady Galanohel said that she would reach out to the Empress to try and formalize details. Her hope was that if we could turn Mur Kilad, all the bordering nations would fall in on the goblins of Markazor: the sidhelien of the Sielwode and Tuarhievel, as well as the humans of Mhoried. Separated from the Gorgon’s supply line, the Goblin nation would be crushed, alleviating pressure on the Sielwode and her allies. I asked her if she was part of the “Group of Friends” that had put the bounty out on the Vampire, and she acknowledged having a small part of it. But more importantly, she seemed to think that the destruction of the Vampire could be used as a bargaining chip in negotiations with Mur Kilad. She shared what knowledge she had of the dwerren domain. The Overthane was constructing devices that suppress the latent magical energy of the land, although to what end she could not say. She also told us of the duergar, dwerren who had been corrupted by the Shadow and worked hand in hand with the Gorgon and the true dwerren of Mur Kilad. Finally, she offered us eight blood-red crystals. They were Sidhe Criostail and would allow a spellcaster to ignore restrictions placed on the ley in an area. I had heard only rumours of these crystals, and I knew their worth. For the Lady to give so many to us showed how truly dire her situation was. With that, we take our leave of Lady Galanohel and set out to the north. We made good time through the forests of the Sielwode, thanks to Medi, camping near the border to Mur Kilad on our first day. In the morning, we slowed our travel to more easily avoid the roaming patrols of the occupying armies. I took the lead once we passed into the dwerren lands, leading our group around patrols of armed goblins and dwerren. The journey was thankfully uneventful, and after another few days travel we arrived in the foothills of Fallen Rock. Near the mountains, we stumbled onto a large campsite filled with well provisioned tents. However, there were no occupants to be found. As we poked about, the sun set, and dozens of ghostly dwerren revealed themselves. One woman in particular catches our eye, and leaves the camp headed north. We followed her to a cave, not far from the camp. She entered and began to mine one of the large stones in the cave. As she did, armor manifested on her form. When we tried to pass, she turned to bar our way. Negotiation was fruitless, and so we turned to my favourite type of diplomacy. Some of the others let this wraith grip their minds with fear, but I struck the spirit down with silvered arrows. Her form evaporated into the air, leaving behind her weapon. It was an ethereal purple axe that none of us could grasp, and so we left it and pressed further into the cave. As we went deeper, we heard the sounds of fighting. A group of a dozen or so small mushroom men emerged from a tunnel, fleeing from something. We took up arms again to assist them against giant green ants. These insects didn’t put up much of a fight, and I put another few notches on my bow, even catching the last ant as it tried to flee. The mushroom men spoke Sylvan and identified themselves as Wirbeln. We asked them about Mur Kilad, and they told us that dwerren or duergar occasionally use the tunnels, passing through the colossal ant hive to the west. One of the Wirbeln guided us to the entrance, but recoiled in fear when he saw the ethereal axe of the spirit we dispatched. He explains that the axe must be removed or the ghost will return. Galena used mage hand and was able to get rid of the thing, throwing it into a nearby tree. We spent the night in a safe place with the Wirbeln, with another ghostly dwerren watching over us. This one, they said, was no trouble unless you tried to speak with it. In the morning we regrouped and entered into the hive. We could see dozens of the large ants crowding the tunnels. It would be difficult, if not impossible, to sneak past them without a fight. As we debated what to do, an ant the size of an elephant appeared and began barking orders at the smaller working drones. Galena cast comprehend languages and translated “Hurry. They’re going to be here soon.” Right on cue, we heard dwerren voices from the far side of the hive. A group of four duergar approached the queen and spoke to her, making an offering of a bound dwerren they had with them. She accepted the gift and consumed its brain, allowing the others to pass without issue. We quickly fell back to lay an ambush for these duergar. As we lay in wait, they seemed to suspect something was amiss. Just then, one of the Wirbeln from before appeared and spoke to them, setting them at ease. As they approached the entrance of the cave, we sprung the trap. Glenn paralyzed one of them while Galena, Medi, and I struck from afar. Brognir and Korak stepped into melee to prevent them from fleeing. Most of the duregar fell without much issue, but the captain seemed to be made of sterner stuff. He doubled in size and shouted taunts in a rough language as we fought. Soon enough he too was defeated. We kept one of the duergar alive to interrogate, and perhaps to offer to the ant queen for safe passage. The rest, we stripped of their valuables. With that, we had to return to the Cohort as our time was running short.
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Session 210 (Mission 3P): Lyla Saves The Festival! Present: Lyla          - Level 2, Half-Fey Sorcerer (Serephen) Hedrin Toadslayer - Level 7, Dwerren Sorcerer (SlothSlow) Rulenoff          - Level 2, Anuirean Paladin (Rulenoff) Sithric Sidhefriend - Level 7, Hanner Sidhe Fighter/Rogue (Depraved Lunatic) (Lyla seems to have been helped with her log this time by someone who’s a little more practiced at writing.) I was walking around the Cohort and found some people talking about a festival. I wanted to go to a festival, so I went with them! They said someone asked Cohort members to come and make the festival more fun, but they didn’t really talk much about what we needed or where we were going, we just went! It took a long, long time to get there, a place called The Burrows. None of the Cohort people had been there before, so we had to find the village on our own. We found The Burrows and the group needed me to help them find the village, Kelrana’s Run. I led everyone really, really well and found some really pretty flowers! I started getting bored of all the walking when we found an even more boring person called Norbin. He spoke Sidhelien but said nobody else does, they speak their own language. None of us spoke it, but the others said someone at the village probably would. Norbin gave us directions and talked about potatoes a lot. He gave us some for dinner, but they weren’t very nice… They didn’t put any honey on them at all. Bleh. We followed the directions and went left when we found trees with laughing faces. I had to remember which one was left, but Anna taught me while I was staying at Levoca, so we didn’t go the wrong way! When we found Kelrana’s Run the others tried to talk to the people, but they spoke a funny language and they didn’t know what we were saying. The others got a bit panicked, like they didn’t think of this. Maybe they should have asked if anyone at the Cohort could talk this language that would come with us to help. We found a little girl who had to ride a sheep and they thought that was the person who gave us the mission. She couldn’t understand us either. We tried all the languages we knew and when I spoke Midgardian her sheep said hi! So I said hi to it! I asked if it could talk to the small people and it said yes, so I asked if it could help us talk to them, then it threw the girl on the ground and started trying to bite her. I told it to stop and some people chased it off. The sheep is really weird. It said it was here to make more sheep, by biting them? Is that how baby sheep are made? The people looked upset with us, so we went to find the sheep again and asked if anyone else in the village spoke a language we knew. It said one of the kids spoke Sylvan! So I went to talk to her. She said the girl who hired us was stinky because she couldn’t walk. None of them will talk to her. They’re really mean. I asked her if anyone spoke Sidhelien and she said her father did, but he went into the forest and hadn’t come back. We thought maybe something bad happened to him. We asked the sheep if it knew about the man who went in the forest, it said he went there to stop the sheep, but he got made to disappear. It said it would take us to where he disappeared so we followed it into the woods. It took us to a strange place with lots of tall stones and a big stone in the middle with lots of funny letters on it. There was a person all wrapped up in wool. It looked comfy, but maybe hard to breathe. Sheep said that his soul had gone to the Feywild. It could send us there to get him but it’d have to make us sheep first. The others didn’t really want to be sheep and they were talking about what to do. While they talked I started touching all the funny letters and they all lit up! I kept doing it and it got more and more light, until a big pretty colourful light appeared! The others said it was a portal. Sheep was upset that we didn’t need his help so he ran away. I think someone was asking if we should go in, but I wasn’t paying attention, I was too busy going to touch the big portal light. The portal took us all to a really, really pretty place. The forest felt happy there! We went looking for the druid person, and after a while we found a weird little creature sitting on a rock by a lake. I recognised it from stories told back home. Its name was Gryzwald, and people always said not to trust it, cause it’s quite bad. He lives in the Margreve, but he told us that we were in the Margreve! The forest lives in the Feywild too. It asked us for help killing someone called Cordelia, one of the people that woke me up from the honey sleep, and that he was the one who sent Sheep into the village to make more sheep. I think he needed the sheep as food? Or to help him fight Cordelia? His voice hurt my ears a bit so it was hard to listen all the time. He called for his friend and a snake bigger than the whole entire Cohort came out of the lake! I wasn’t scared though. It spit out a lady which was the man we were looking for, but the snake could only keep ladies in its belly. Gryzwald wasn’t happy about that.  We tried arguing with Gryzwald cause we didn’t want to help him hurt people, but we couldn’t kill him, cause he said he’d just come back and be angry with us. I asked why the snake listened to Gryzwald when it’s way, way bigger than him and it said he promised it two stags for helping him. Hedrin said Gryzwald already ate a stag cause it tricked some people into killing it for him once. The snake got real mad that he ate it himself and broke his promise so it ate him and then went away. We took the lady who was kind of a ghost and started to go back. I got really sleepy, but the others wanted to keep going, which was really hard and nobody even said “Good job Lyla” for running all the way back even though I was awake for ages. I didn’t complain though! Much. On the way back we saw a weird cat person. A Nichy. They’re fey that can see the future, but they sometimes lie about the future, and they say things really confusingly, like riddles. I asked it if Gryzwald would always come back forever and ever, and it said “Always is the forest, always is the trees, always is the fungus.” I think that means Gryzwald is always? He has fungus on him. We could take the mushrooms off him, maybe that would make him stop? The Nichy said us being there was interesting cause it didn’t think that we would be. We were unexpected. We eventually made it back to the portal and put the ghost back in the body. The lady came back to life and we told her what happened. She said to call her Mellora, and she actually let us rest. The group wanted us to walk all the way back to the village without sleeping! They’re crazy! We got back to the village and found the little girl on the sheep, Rosbyn Appleblossom. I asked in Midgardian to check and the sheep smiled, so it was the same sheep. Mellora took Rosbyn off the sheep and took Sheep away to talk to it. We worked really, really hard to put on a good show. Hedrin had a mask that made him look like a scary giant, and we all took turns pretending to fight it. I always pretend to fight scary monsters with my magic, so I was good at this. Everyone was really happy and cheered for us! And the other kids came to play with Rosbyn and talk to her because she got nice people like us to come to the village. I tried to show off by turning small, but the kids just tried to swat me. I think I need to figure out how to turn bigger, not smaller. Mellora appeared and thanked us for the show, and said she was going away with Sheep. She let him turn her into a sheep and they both left, so Sheep wouldn’t turn anyone else into a sheep. As thanks for the mission, Rosbyn told us some secrets. She said there were some people near the village that learned a weird spell that can make people old really, really fast. They’re using it on dragons so they can get their mommy back! She’s called Tivamt (An addendum is added here “Presumably Tiamat”) and they’re staying in some ruin. The ruin might have lots of gold in it, and it’s East of the village. She also talked about a trickster girl that walks along the roads sometimes. If you meet her she’ll say she’s been kidnapped and ask for help, and lead you to the people that kidnapped her so you kill them. But then she’ll find another group and tell THEM she’s been kidnapped and lead them to you to kill you. And THEN she’ll find ANOTHER group and tell them the same thing! So you should be careful and not believe her. She also told us that some animals called Hippogriffs live near the village, and you can maybe make friends with them! I really wanted to go, I liked the sound of having more friends, but the others said we had more important things to do… The last of her secrets was that sometimes magic letters that nobody can read appear on the door of the town hall. She thinks it’s ghosts, which sounds really spooky, but I think the others were scared, cause they didn’t want to stay. They said the Tivamt people were a big problem and we had to find them. So we went East. We walked for days and it was really, really boring. I wanted to stay and have fun at the festival some more, but I wasn’t allowed. After a long time we found a cave with some footprints at it. We went inside and had a look around. There were some skeletons that came out of the water inside, but we fought them and beat them! We kept looking around and didn’t really find anything, but then a big monster made of rocks appeared and started hitting Sithric really hard! I got scared and ran away, but Hedrin was running way faster. I turned small and hid in his pocket and just stayed there until he ran all the way out of the cave, and everyone followed us out. After that we came back to the Cohort to tell people where to find the Tivamt cult in The Burrows. Even though we didn’t find any people in that cave. Mission done!
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Session 213 (Mission SPECIAL): Teesa Is Strong Tomato Present: Cordelia Glitterwytch - Level 4, Pixie Sorcerer (Serephen) Orithar Trisk - Level 8, Half Orog Wizard (Hats4Cats) Hen          - Level 5, Awnshegh Fighter (Hazelchan84) Takumir Jachral - Level 4, Brecht Fighter (Depraved Lunatic) (Cordie’s log is sent to the Cohort as a letter to save her travelling back herself. As soon as the envelope is opened an explosion of glitter surrounds the poor proofreader and their office. It will likely take weeks to get rid of it all.) Another group came to try helping with the Thorn King. I think lots of them get put off when they find out there’s no huge gold reward for them. Oh well. I got Orithina turned up, as well as some new people, colour-changer and little red. I explained the mission to them for the 5 millionth time so they understood things. They need to understand. I did ask if they wanted to have a look about the city first, not at all because I wanted some new books to read, but Orithina was really grumpy about “Rrr no distractions Cordelia, I’m very serious, grrr.”. Plus I don’t actually have any gold to buy new books. On our way to the city a really strange person. Like a girl, but a lizard as well. She was very cute, but Orithina didn’t seem to think so. Her name was Teesa, and she said I had an interesting spirit, right before she turned into another me. Then she turned into the colour-changer, and little red. I already liked Teesa. She asked if we wanted to join her tribe, but when asked how many were in her tribe she said “Just Teesa…”. I made her a counter-offer: To join my tribe. I offered her a place at my tower, but she chose to follow the group on our mission instead for the time being. The whole time I was trying to talk Orithina was just glaring at me and grumbling something about “Rrrr Cordelia what did I say about distractions I’m so grumpy rrrrr”. It was honestly quite distracting. Teesa explained that she’s a Vas’ya, but there are no other Vas’ya. All of her tribe are gone now. She seemed pretty excited to see Zobeck when we got there, so hopefully that distracted her from sad thoughts. We were heading to the port to find a boat when we noticed some shady people following us really un-sneakily. I was about to go back and tell them off for hiding so poorly but they just brushed me off. Very rude. I was a bit suspicious since I’ve never been followed by shady people in Zobeck before, so I sat on Teesa’s shoulder the rest of the way. Apparently the people started following us again. I found a very nice captain lady who offered to help us for 50 gold since we were helping the Margreve. The group had 50 gold. She wasn’t going to leave for a couple of days though. She called Teesa a slave, and said her kind used to be captured by Shadow Fey and sold, but now they’re all dead. If these Shadow Fey keep thinking they can just do whatever they like I’m going to have to have words with them. We went to stay at the Seven Bells, because if we went to the Silk Scabbard again, Tyron probably would have just kidnapped Teesa and thanked us for helping to advance his position or something, acting like we did that intentionally to help him. Nobles are stupid like that. Orithina set up some alarm magic and we all made sure to sleep near Teesa to keep her safe. We got woken up in the night by Floof screaming. A shadow fey had appeared in our room, without even using the door or the window. Little red burst in and tried to flail at him but he got stabbed and fell over. Then he stabbed Teesa and she went all rigid like she wouldn’t be able to move. I was so angry, but I didn’t have anything that would hurt him really bad, so I levitated him and created a bright light. He seemed to prefer the dark so I thought it might help. I think he got scared because he disappeared and reappeared outside, still floating. Nobody could get the window open in time before he disappeared again and went out of my magic’s range. Teesa couldn’t move or talk, but Orithina said she was really scared. I tried my best to tell her she was safe with us and the bad person was gone. They really were gone, they didn’t come back and we got to rest, but we had to find a new place to sleep. We spent the whole next day being as confusing as possible. First Teesa was Floof, then I was Cordie, then colour-changer was Cordie, me, Teesa and little red were nothing and Orithina was still Orithina, but they met us later at a different inn. It must have worked because even we were confused and didn’t know where we were staying, and we were able to sleep and get on the boat without being attacked. Teesa was very curious that none of us had tails, saying it must be very lonely. And I guess it is? Am I lonely? Lots of people live at my tower but are they really friends? Are they tails? Floof’s people need help, a friend would help him. I’ll try being more of a friend, more of a tail. This is my tribe after all, I need to look after them. I should make sure to fix my tower more, make it a nicer place to stay. Is this what responsibility feels like? It feels weird, not sure I like it. We landed near Misthollow Village, South of the Mistwallows and followed the Ghostthread to Catchweed’s palace. It rained really heavily on the way, but Teesa found us a safe, dry path, ignored by the rain. I’d seen this before and nothing bad happened, so I thanked the Margreve and we kept going. We moved fast and got there the day before the date given by the red orog lady, I think. There was a new body patrolling the grounds, a gigantic skeleton controlled by the thorns. Orithina recalled the giant that got killed by the Void Dragon, thought maybe this was him. Or what was left of him anyway. We camped out and waited, and eventually saw a person leave the city alone and go to one of the burial mounds. We moved in and I became Cordie in case he thought I was a trickster or something, and tried to talk to him. He was very angry, and really annoying. I tried telling him he didn’t need to destroy things anymore, that people do respect his people now, that I could find them a safe place to live, that I was there to help, that the angry piney and others would come and take revenge on him. I tried saying basically everything I could think of, but he was stuck on thinking that he was the strongest thing in the Margreve, that nobody could possibly challenge him or beat him, so he didn’t need my help, or want it, and he had to keep destroying and killing for revenge. I even offered to show him how strong we were to demonstrate, that’s how out of options he put me that I suggested fighting… but he said we were too weak and didn’t let us prove otherwise. After all, he has vampires and a huge army of briars and undead puppets besides. Finally I did something I didn’t even think would work. I asked the Margreve to help me show him, change his mind. There was no Margreve there, I didn’t expect a reply, but the giant skeleton started to move. It attacked us. Was this the way? Stop his biggest puppet and he’d hear us out? I didn’t get a chance to find out, Orithina summoned a bigger, spikier Orithina and Catchweed ran to fetch his army, shouting that we bring curses and dark magics. I’m not working with demons ever again. We did burn away the thorns and the skeleton fell still, but the whole entire army was coming now, so we had to go. I didn’t feel much like leading anymore. I tried to do things my way, but it didn’t work. It looked like fighting and killing was the only way, but I didn’t want to fight and kill them all. The Margreve doesn’t care about what they’re doing. If people didn’t want the briars to kill them then they shouldn’t have killed the briars, right? I mean I don’t totally agree, but at least I understand. I had one last thought left: To find the wife of the giant that got killed, Lady Núibhgrustrir, and tell her what we’d found. Teesa seemed to know her, and took on her spirit to show, before she led the way there. On the way I spoke with George, Teesa’s frog friend. He was very sad, apparently he’s always been like that and requires many pets according to Teesa. The pets seemed to help. Eventually we found Lady Núibhgrustrir, and she scolded Teesa for bringing strangers to her. I fluttered up and explained the whole situation, about the Thorn King, speaking to him and about her husband’s remains. She said she might go get them back herself, I’m pretty sure she could manage it, she seems strong. I was still not feeling good, and she didn’t have much advice to give me. She just explained how the briars had been persecuted by basically every other race in the Margreve before, so no wonder they’re so angry. When I told her that really I just want to help the Margreve regrow, she said that the barrier was confusing it so it couldn’t reach into that area, but if it had a way through… She gave me a bag of seeds and said that if I plant them on the burial mounds it will grow there and be able to fix itself. I asked if the Margreve could use the Ghostthread to get by the barrier like I had, and apparently it can. I had the way to help fix it the whole time! But we still learned more about the briars, the Thorn King and found the remains of Lord Téinmcheòmeá. Or his old remains anyway, he’s a baby now. Sort of. It’s complicated. Orithina made some friends, but he didn’t want to take George with him as his tail, even though they have a very similar face. I guess he wouldn’t like looking into a mirror that often. I actually was in a good enough mood that I thanked everyone and told them that they were good people for helping. They got really confused by that, as though doing good deeds isn’t something good people do? I dunno, I think they were a bit confused in general by everything at that point. I brought Teesa and George back to my tower and gave the Ghostthread to the Margreve. I won’t say exactly where, so Catchweed can do whatever. For now. But if he hurts my tribe I might destroy him. Or destroy his tribe and leave him alive. People that live for revenge can’t really complain when other people take some back on them, it’s just part of their life and they have to accept that.
Session 213: Teesa is a Strong Tomato ( Mission SPECIAL ) Expedition Captain:  -Cordelia "Cordie" Glitterwytch, Pixie Sorcerer LvL 4 ( Serephen ) Expedition Members: -Orithar Trisk, Half-Orog Wizard LvL 8 ( Hats4Cats ) -HeN, Awnshegh Fighter LvL 5 ( Hazelchan84 ) -Takumir Jachral, Brecht Fighter LvL 4 ( Depraved Lunatic ) Expedition Goal: -Healing the area in Torova Temylatin where the Voiddragon was awoken by a previous party. So, our group gathers in Cordie's Tower in Torova Temylatin. The Margreve was plagued by weeds, namely the Thorn King, who was using his Mebhaigl in an irresponsible way, causing confusion amongst the Margreve. Said confusion made it difficult for the Margreve's roots to find it's way to the spot where the Void dragon had ravaged the Margreve. We were here to fix that. We get a brief mission briefing. Cordie had secured an opportunity to speak to the Thorn King without being disturbed and suggested that we see him at the adequate time. For a moment we discuss heading into the city for shopping, but Orithar interjects, stating that it would cause a huge distraction. We agree, reaffirm our goal of this expedition and head out of Cordie's tower.  Speaking of distractions, just as we are about to head into the nearby brewery for a nights rest, an adorable girl...chameleon... Vas'ya named Teesa springs out of the woods. She explains to us that she is the last of her kind. She grows attached to us and we quickly form a new tribe. Declaring that the tribe needs to stick together, we take her along the ride, much to Orithar's dismay. He's a little grumpy fellow as I've noticed, but I'm sure that theres got to be some sort of compassion inside of him, considering he threw himself in front of an aspect of the void dragon to save his party. He's pretty reliable at the very least. We get inside the city and we notice that we are being pursued by two hooded figures, presumably shadow fey, which ran away quickly upon being detected. They were tailing us on our way to the docks, where we looked for a captain to take us to the Misthollow village, which should be rather close to the meeting point where we could confront the Thorn King. Sadly, the captain doesn't set sail for a few days, which forces us to find accomodations within the city. She also refers to Teesa as our slave, which upon further inquiry unveils the reason why two shadowy figures were tailing us in the first place: Shadow fey used to capture and sell Vas'ya as slaves, but all the Vas'ya are gone by now. It seems our stalkers wanted to capture our newest companion, but we would have none of it. We quickly look to find accomodations and find what we were looking for in the Seven Bells. Orithar places some Alarm spells in the bedrooms, I block the door by sleeping against it and the rest sleeps in one room as precaution. Turns out, we were wise to take these, as we are assaulted during the night. I heard a ruckus come from the ladies bedroom and found a cloaked figure inside the room, trying to attack my companions. I took a swing with my glaive, wounding and distracting him. Well, atleast for one attack, as the guy knocked me out cold with one stab of his poisoned dagger. Ich hasse Assassinen. I wake up on top of one of the beds come dawn. Teesa seemed to be in similiarly rough shape as I was, I learn later that she was stabbed as well. Good thing the poor girl wasn't gone with the hooded figure. My companions managed to force him to escape without causing further harm. Good thing they were there to cover my lackluster performance. On the day after, we are on high alert. We report the incidents to the guards, who inform us that these incidents have been happening alot recently and that we should be careful. They had one of the Shadow fey captured once, but they managed to escape. With Teesa being their prime target, we make sure to hide her as one of us, so that we aren't being detected but... the adorable dolt was making herself very obvious. Well, atleast she kept our morale up. I mean, who can feel down when theres someone telling you to be a strong tomato? We decide to be sneaky tomatos however and stay in another tavern, after making a meticulous plan to invisibly enter the room Cordie rented in her Cellwair form inside of another tavern. While I feel slightly bad for tricking the owners, I guess telling them would put us at risk, so we all sneak inside and manage to catch some sleep. I felt proper fatigued however, as I slept in my armor to be battleready at a moments notice. Thankfully I didn't have to endure this exhaustion for too long, as our next few nights went by peacefully and we get to Misthallow Village via boat, for 5 platinum pieces. Orithar took it upon himself to pay for all of us, which I greatly appreciate. My biggest payout has been 25 gold pieces I got from Roland back in his redemption mission and I still need to save for so much stuff... Ich schweif' ab. Following Cordie's Ghostthread to find the Thorn King's Location, we make good time and manage to arrive at his city before the due date. We lay in wait behind the massive mounds that surround his city of thorns and twigs. And as soon as dawn arrives, we spot a single figure head to one of the months in the northeast. We make our way over there, making sure to avoid the definitely unforgettable giant that was wandering around the city, with a gigantic club in his hands. He was entangled in vines, which seemed to hold him together and animate his skeletal body. Theres no way I was taking that one on head on, without support, especially with my fighting style. We make our way to the Thorn King and Cordie, being the only one that speaks the local language, converses with him, updating us on the state of affairs every now and then. In summary, the Thorn King wanted his people, the briarfolk to be recognized by the other races of Torova Temylatin. They are laughed at and had to suffer greatly, which he doesn't approve of. Cordie and our group attempt to reason with him, with a variety of different offers that would be enticing to anyone, except for this Sturkopf. We try to goad him into a fight, but he is the level of snob that thinks everyone is beneath him, so that fails too. He says that he has nothing to fear, as he had vampires and undead under his command, pointing to the giant skeleton with a club. Teesa transformed into an exact copy, as far as I could tell. Honestly, even if it was an illusion, it kind of put me at ease. After all our persuasion attemps fail, Cordie tries playing her final trump card: Asking the Margreve for help. And the Margreve's idea of help was to make the giant skeleton attack us. I have to admit I was proper scared and swung my weapon at it in an attempt to have any sort of impact. I did hit it twice, but Cordie, Hen and Orithar completely annihilated the skeleton with demon summoning, fire and a proper beating with two warhammers. Sadly, the Thorn King seemed appalled to Orithar's Demon Summoning and ran back into his city, tail between his legs, to call for aid. Seeing that the odds were about to turn against us, we moved away from the city, looking for a solution to this seemingly unsolvable puzzle. Cordie asks if we could look for the wife of the giant lord who got killed during the void dragon incident and Teesa transforms into her, following the path to her soul.  During our journey, we learn more about Teesa's animal companion, George the Frog. We learn that George is... to put it bluntly, extremely depressed. He has been this way as long as he could remember. Teesa saved him a while back when George was about to end all things by jumping off a cliff. She tells us that George requires many pets, as he asks us to throw him off a cliff. After Cordie pets him for a bit, he postpones the throwing off a cliff, seemingly content. After a day if travel, we come across a small clearing, in it's middle a huge table with a banquet, I think. The giant lady asks us to explain why we came here and we tell her our troubles with the Thorn King and him preventing the Margreve from healing. While she isn't able to provide us with the answer to how we would deal with him, she does give us a little something to help the Margreve heal. Someone called the Spider Crone had created a barrier around this patch of Torova Temylatin, preventing the Margreve from rooting into the area and confusing it. Trust me, the Margreve sure as heck wasn't as confused as I was from that explanation. The Giant lady hands us a bag of seeds, which we were to place behind the barrier, so the Margreve could find it's way inside the barrier to heal. Having left behind a bunch of briarfolk on high alert however, Cordie wasn't too keen on returning to that clearing, to plant these seeds. She asks wether giving the Margreve the Ghostthread would suffice and the giant lady agrees to this. We get informed as to why exactly the briarfolk were so incredibly angry and angsty. To be fair, after being killed and persecuted by literally everyone else, I too would be in a sour mood. But acting in this way isn't going to change that. It's just going to make you look childish. And these children are playing a dangerous game. Now that we found the way to help the Margreve heal, Cordie give the Ghostthread to it and completes our quest. Quite the pleasant journey I have to admit, even though I was more or less just a passenger. But everything is an experience. And to put this experience to good use, I will have to train hard enough to keep up. Cordie notes down the location of the Briarfolk city, Orithar refuses to have George accompany him and Cordie, Teesa and George return to their tower 2 days away from Zobeck. I have to admit, this was one of the more fun expeditions I had. I hope the next margreve adventure is going to be just as entertaining. -Takumir Jachral
Session 210 (Mission 3P): Lyla Saves the Festival! Present: Lyla          - Level 2, Half-Fey Sorcerer (Serephen) Hedrin Toadslayer - Level 7, Dwerren Sorcerer (SlothSlow) Rulenoff          - Level 2, Anuirean Paladin (Rulenoff) Sithric Sidhefriend - Level 7, Hanner Sidhe Fighter/Rogue (Depraved Lunatic) The party received 5 "silver moons" from Rosbyn Appleblossom. They provide nourishment for 5 days each. It would appear a bit of halfling luck rubbed off on your group! Each party member receives 100gp from The Cohort Arcanum as well. Combat XP 111XP Quest XP 750XP RP XP 1000XP Exploration XP 750XP Log XP 225XP for Lyla Total XP 2,611XP to Hedrin, Rulenoff, and Sithric 2,836XP to Lyla Renown, Fame, and Infamy +1 Cohort Renown per person for doing a mission purely based on good will with no promise of a reward. +1 Cohort Renown per person for bringing back valuable information relevant to 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. Session 212 (Mission 3L): Making Friends for Thinnie Present: Dragomir & Nalu, Half Dragon, Sorcerer, level 9, Hats4Cats Darvius Alandre, Sidhelien, Monk, Level 9, Darvius Jannis the Red, Human, Fighter, level 7, Physh Kobal, Sidhelien, Ranger, level 5, Rulenoff Each party member receives 100gp from The Cohort Arcanum. They also receive an additional 100gp each from Thinnie. Combat XP 250XP Quest XP 500XP RP XP 1,000XP Exploration XP 500XP Log XP 175XP for Dragomir Total XP 2,250XP to Darvius, Jannis, and Kobal 2,425XP to Dragomir Renown, Fame, and Infamy +1 Cohort Renown for bringing valuable information back to The Cohort Arcanum. +5 Renown (Urga_Zai), +2 Infamy (Gak Gak) 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. Session 213 (Mission SPECIAL): Teesa is a Strong Tomato Present: Cordelia Glitterwytch - Level 4, Pixie Sorcerer (Serephen) Orithar Trisk - Level 8, Half Orog Wizard (Hats4Cats) Hen          - Level 5, Awnshegh Fighter (Hazelchan84) Takumir Jachral - Level 4, Brecht Fighter (Depraved Lunatic) Combat XP 350XP Quest XP 500XP RP XP 750XP Exploration XP 750XP Log XP 225XP to Cordie, and Takumir Total XP 2,350XP to Orithar, and Hen 2,575XP to Cordie and Takumir Renown, Fame, and Infamy +1 Status (Margreve) for everyone! 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.
Session 214 (Mission 3J): Diplomacy & Duergar Present: Brognir Bronzehelm; Dwerren Fighter/Barbarian, lvl 6 (Kristen B) Cedrych Brightbough; Sidhelien Rogue, lvl 8 (Adam B) Galena Abanathu; Aasimar (Dwerren) Rogue/Bard, lvl 7 (Zilarrezko) Glenn Sturgis; Rjurik Cleric, lvl 7 (Spynx) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Medi Eirwen; Alseid Ranger, lvl 7 (Serephen) Every member of the party receives 250gp for their efforts. Combat XP 483XP Quest XP 750XP RP XP 750XP Exploration XP 1,000XP Log XP 225XP to Cedrych Total XP 2,983XP to Brognir, Galena, Glenn, Korak, and Medi 3,208XP to Cedrych Renown, Fame, and Infamy +3 Renown (Sielewode), +5 Renown (Wirbeln Fungi) 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.
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Session 218 (3J): Discovery of Durizzeahilda's Hammer Played on the 4th of June 2020! Expedition Members: Alvah Laurent, Anuirean Sorcerer/Bard, lvl 6 (Depraved Lunatic) Mirza Kadir el-Djafara, Khinasi Cleric, lvl 1 (Physh) Shou, Piney Druid, lvl 5 (Simon D) Grian Veles, Pixie Warlock/Druid, lvl 5 (Kristen B) Medi Eirwen, Alseid Ranger, lvl 7 (Serephen) Nubby Oddling, Cellwair Rouge, lvl 3 (Hats4Cats) A lone figure sat in the corner of his spartan quarters kneeling before a small shrine upon which was centered a small statue depicting a setting sun.  He was dressed in fine robes that were meticulously cleaned and maintained.  As the man knelt before the symbol of Avani, he spoke quietly, barely above a whisper. "Avani, yolculuğuma aydınlanmanla rehberlik edin.  Tüm eksik bilgiler bulunmalıdır.  Bilgi karanlığa karşı ışıktır.  Bilgi, ateş gibi, hem yararlı hem de tehlikelidir; bilgiyi kötüye kullananlara karşı korumalıyız.  Tehlikeli bilgiye erişim, gösterilmiş kararlılık, disiplin ve öz denetim yoluyla kazanılmalıdır.  Bilgelik ve anlayış aramaya gayret edeceğim.  Bilgi tüm kalıcı gücün köküdür.  Avani'nin ışığı övülecek." As he mutters his prayer, a eagle shaped mark on his forehead begins to glow brightly, fading as he finishes his invocation.  Sitting for a few more moments in silence, the figure finally stands and casts prestidigitation to clean the dust from his robes.  Making his way to a spartan writing desk, he takes a seat.  Taking his pen carefully in hand, he dips it into the inkwell and begins to write his first Cohort mission log. "Queen Isaelie Galonohel of the Sielwode sent word to the Cohort Arcanum requesting assistance with a darkness that has befallen her people.  The Queen's lands have been assaulted and invaded by Dwerren and Goblin forces in league with a creature known as The Gorgon.  She requested those well versed in the intricacies of diplomacy in hopes of parlaying a truce with the Dwerren, as well as more martial inclined members to deal with the persistent Goblin incursions. Seeing a posting on the board for a Cohort band forming to deal with the latter, I made my way to the common room at the appointed time to seek inclusion in the venture. The mission briefing was succinct, as the goal was fairly straight forward.  Kill Goblins, collect ears, reap reward... though at a single Golden Flower per Goblin, it was not much of a reward.  Still, it was not about the money for me as much as it was an opportunity to travel to the Sielwode to see the Sidhelien.  Aside from my trip to the Cohort, I had never left my native land of Djafra, and I had seen but a handful of the Sidhelien before.  I was eager to experience their culture first hand.  The group was fairly diverse and large in number, and though we lacked any experienced warriors in our troupe, I was confident that we would be victorious against even a large Goblin patrol.  The travel to Llewhoellen was rather uneventful, and I spent much of my time to myself concentrating on my arcane studies.  I need to remind myself in the future that I should aspire to get to know my companions better, and not spend all of my time in study. Words cannot express the inner excitement and giddiness I experienced upon entering the Sielwode.  It was extremely rare for humans to be allowed admittance, and I must admit that the dark forest canopy and the glares of the natives did give it an imposing feel.  Yet the beauty of the untamed forest, the buildings that complimented the landscape rather than detract from it, and the ethereal beauty of the Sidhelien was greater than I could have imagined.  We made our way to the palace, a regal place immersed in natural beauty, only to be told by the Sidhelien guards that the Queen was not present.  Instead, we were to surrender our weapons and submit to blindfolds so we could be taken to her.  Some of the group grumbled, but complied anyway.  All except for the Cellwair.  Nubby, as he is called, instead left our company to go in search of pipe weed.  It was difficult to ascertain the length of time and distance that we traveled, but it was not long before our blindfolds were removed and we found ourselves in an ancient grove.   A tall pulchritudinous tree was at the center of the grove, and though I did not ask, it was evident it was held in great importance by the local culture.  The Emerald Queen herself was seated on a throne at the edge of the grove.  She was breathtaking, even by Sidhelien standards, with long hair the color of umber, and dark eyes that were both inviting and perilous at the same time.  We made our humble request for access to the local ley lines, which she readily granted.  When asked where our efforts would best be suited, she mentioned Dwarf's Hold, a parcel of flatland under the control of the Gorgon to the north of her kingdom.  There, she stated, was a lost Dwerren city called Durizzeahilda's Hammer.  If we could find this Dwerren hold, the Queen claimed, she could use it as a bargaining chip in dealing with the Dwerren of Mur-Kilad, who had sided with the Gorgon.  With the expedition changing from a Goblin hunt to a search for a lost ancient Dwerren ruin, I was eager to get underway and count myself as one of the members who discovered this hidden fragment of antiquity.  I did, however, need to inform my companions that my name was Kadir, as they had been calling me Mizra since we left the Cohort Arcanum.  I gently informed them that Mizra was my title, and that my name was Kadir el-Djafara.  They politely acknowledge the mistake, and proceeded to refer to me as Kadir for the rest of the trip. After returning to Llewhoellen, we reunited with Nubby - who had acquried some fine Sidhelien Tillweed - and left heading northward, directly through the Mur-Kilad controlled region known as Ghyllwn.  Our intrepid Asleid Ranger led the way while Shou foraged for food to augment our hardtack rations.  We managed to evade any Dwerren patrols and made camp that evening.  During our last watch, we were awakened by the sounds of something stampeding through the foliage.  I started to don my chain mail as quickly as I could while the rest of the group prepared the camp for possible attack.  Just as I finished securing the last buckle, Sadakat warned me of a trio of terror birds that had emerged at the edge of the campfire light.  The green feathered creatures moved as swift as lightening, using their large serrated beaks to terrible effect.  They hunted like wolves, utilizing pack tactics to try to separate one of us for their evening meal. The primary target of interest was Nubby.  We quickly brought down one of the creatures, which caused the other two to make one last attempt to abscond with Nubby.  Having failed in their attempts, they both fled into the woods as we shot fire and arrows into their wake.  The one we did manage to bring down was butchered and filleted, and we enjoyed the beast with our hardtack for breakfast.  The taste was a bit gamey, but not unpleasant.  Much like ostrich steaks I had eaten back home in Djafra.  On our second day of travel, we camped just shy of the border of the Sielwode.  We carefully picked a camp that gave us an advantageous position no matter which direction an attacker may have come from, or so we thought.  During the first watch, during which Sadakat and I stood guard, a giant hornet - easily the size of two horses - swooped down from above and immediately killed our mule.  It swiftly attacked Medi and then, gathering our pack animal in its legs, flew off before any of us could react.  Shou checked Medi's wound and found that she had been injected with sacs filled with maggot-like creatures.  Luckily, Shou managed to remove the infestation completely with his skilled hands.  Despite fervent protest from Medi, Shou elected to keep one of the maggots in the vain hope of taming it as a future mount. With the demise of our pack animal, our daily progress was vastly slowed.  We entered Dwarf's Hold without incident, setting our sites on a pair of distant twin peaks.  It was only the second day after our encounter with the great hornet that the larva Shou harvested from Medi died, dashing any hopes he had of a flying mount.  After two days of traversing the flat plains of Dwarf's Hold we finally reached the base of the eastern peak.  It wasn't long before we spied an encampment off in the distance.  Staying low, we carefully approached and observed the fortification.  It was on an elevated plateau next to a river.  A single bridge, guarded by a pair of watch towers, was the only route to the fort.  The towers and walls were crudely built with logs and mud, yet still served as an effective barrier to assault.  A large host of Goblins could be seen along the walls and in the towers.  We discussed briefly mounting an attack from a distance, using fire to set the fort ablaze, but fortunately it didn't take long for the group to see the folly of that effort.  Instead we decided to lay an ambush for a Goblin patrol, hoping to capture one of the creatures to interrogate and extract more information about the encampment. After digging a 10' pit in the road and laying down some snare traps, we hid in the foliage until a patrol came upon us.  As the lead Goblin fell into the pit, breaking its leg, we emerged from cover to quickly take down the remaining Goblins.  After unsuccessfully trying to get the Goblin in the pit to cooperate, Medi put it out of its misery and we instead questioned one of the Goblins that had been put to sleep.  Tongues and Zone of Truth was utilized to conduct the inquiry, though the only useful information we managed to extract is that the fort had some kind of storm caster present, whether it was divine or arcane based - or even what race it was - remained unknown.  Alvah dispatched the remaining Goblin as we noticed unnatural storm clouds begin to form and move towards us from the North.  Medi downed a suspicious looking owl that was flying overhead that simply vanished into thin air when it was struck, clearly some magi's familiar.  We fled westward, pushing ourselves to the point of exhaustion, to stay ahead of the squall. The next day we decided to return to the river, which I suddenly recalled was named after Hilda, a famous Overthegna of Durizzeahilda's Hammer.  We follow the river to the northeast, taking great care to give the Goblin fort wide berth.  As we reached the border between Dwarf's Hold and Stone's End, we came upon a bridge of Dwerren make. Making our way across and up sets of stairs, we found a pair of huge stone doors adorned with Dwerren runes.  Above the doors, a clock like fixture was present, with a slowly moving clock hand made of stone.  We did not see any means of opening the doors, so we took a position in cover to observe any Goblins coming or going from the entrance.  We waited until dusk with no success, and began to search the area for other clues.  Back on the bridge, we found a similar fixture to the one above the door.  When we forcibly moved the clock hand to match the one above the door, the great stone portals opened wide. As we entered, another stone bridge lay before us spanning a large underground chasm.  On either side was gigantic statues.  I immediately recognized them from my research into Dwerrens during my time in the Temple of Avani back in Djafra.  The one on the left was of Overthegna Durizzeahilda Metalspine, and on the right was her husband Overthane Grookeg Onyxview.  To the east and west of the doors were cavern tunnels running deeper into the cave.  We initially began to cross the bridge, strange pink torches lighting up as we traversed the platform (I distinctly remember reading that pink was the Overthegna's favorite color).  As the torches lit, we heard sounds coming from the cavern tunnels.  Ahead of us, a pair of phantasmal Dwerren stood guard and warned us to leave.  They rebuffed repeated efforts on our part to entreat entry, warning us of death if we did not retreat.  Before turning back, one of the group asked who was welcome in their great halls, and they replied 'Only those who serve the house of Metalspine are welcome."  We made it back to the great entryway and decided to investigate the tunnels instead. Shou transformed himself into a spider and stood watch at the mouth of the western tunnel, while the rest of us made our way as subtly as we could to the east.  Alvah had cast invisibility on herself and I, but it could not mask the sound of my armor as we entered a cavern filled with Goblins and tents.  The Goblins here were not like the warriors we faced near the fort...  these were women, children and the infirm.  Though they had makeshift weapons, we knew they posed no real threat.  Unfortunately, one of the Goblins heard Alvah whispering to one of the other group members and struck out with a knife, scoring a minor wound on our Bard.  As soon as the Goblin realized that someone was there, the entire cavern erupted into screaming as the Goblins ran for their lives.  We headed back out to the west and found another group of Goblins who looked to be no better off than the ones to the east.  An argument ensued between the group on the best course of action to take.  One side, led by Alvah, wanted to slaughter all of the Goblins for any evil acts they might commit in the future.  The other side, led by Medi, refused to take part in the slaughter of potentially innocent lives, especially ones we deemed as no threat.  We finally reached the end of the debate and cast our votes, reaching a tie between the two camps of thought.  Alvah sneaks into one of the camps where she spies what appears to be the Goblin leader.  Hidden by her invisibility spell, Alvah talks to the leader who assumes that Alvah is a ghost.  The Goblin Chieftess exclaimed 'Leave us, we live in peace, we do not disturb you, ghost!  We live in peace!  We do not serve the Gorgon.'  After Alvah returns and relays the information to the group, we unanimously decide to leave the creatures be... well, aside from Nubby who - for some unknown reason - still wanted to slaughter the poor beasts.  Despite Nubby's protest, we leave the city and ready ourselves for our return to Siellaghriod. Before we can embark on the return trip, however, Nubby begins to lobby the group to continue northward into the Gorgon's territory.  The group immediately pointed out the stupidity of that plan, but Nubby remained insistent, claiming no one from the Cohort had ever been to those lands before and that we would be the first.  He managed to sway some of the members to his side, while the rest of the group decided to humor him just so they didn't have to argue anymore.  Regardless of the reason, Nubby won and we ventured what we believed was about 2 miles into the Gorgon's territory.  At first, as we crossed over, I felt a twinge of excitement on possibly being one of the first Cohort members in the Gorgon's lands, but it was short lived.  The terrain didn't look much different than the area on the other side of the border, no darkened evil skies, no rampaging patrols of monstrous creatures.  All in all, it was a fairly boring, and short, excursion.  After reaching the two mile mark we retreated to Dwarf's Hold, and using water breathing provided by Shou, utilized the river to get us back to the border of the Sielwode. As we entered the Sielwode, we came upon a mesmerizingly beautiful woman in the water.  She was not clothed, so I politely averted my gaze.  I did not get a very good look at her, but from the glimpse I did manage she appeared to be almost Sidhelien in appearance, but her skin was pale blue with soft features and hair that ran down her shoulders and back like a waterfall.  She informed us that she was generally unhappy with the fortifications and buildings that The Gorgon's forces were constructing in the area, claiming that the magic in the area was negatively affected by the unnatural structures.  To aid us in our return to Siellaghriod, she summoned forth a blue pixie to guide us back to the Sidhelien city.  The pixie identified herself as Sugar Plum, and quickly led us back to the Emerald Queen's capital.  Upon our arrival, Sugar Plum said goodbye and muttered 'You all tasted good!'  It was at that time we noticed we all had small bite marks over our exposed flesh where the little fae had been nibbling on us throughout the trip.  Once again standing before the regal Emerald Queen, we present the 18 Goblin ears we acquired for the bounty, as well as divulged the locations of both the Goblin fort and Durizzeahilda's Hammer.  We also informed her of the presence of the storm sorcerer with the Goblins.  She seemed pleased, or as pleased as she ever would be with non-Sidheliens, and informed us that she would send our reward for our accomplishments to the Cohort Arcanum.  All in all, it was an amazingly enlightening experience.  Beautiful fae creatures, a wondrous Sidhelien city, mortal combat, monstrous creatures, and a lost Dwerren city.  I could not have hoped for a better first mission with the Cohort Arcanum.  I have much to ponder on. - Mizra Kadir el-Djafara, Associate, Cohort Arcanum" Sprinkling the pages with pounce to dry the ink, Kadir blew the powdered cuttlefish bone from the document and carefully rolled it up neatly.  Taking a stick of sealing wax and a candle, he sealed the scroll and marked it with his signet ring.  Setting the scroll to the side to be turned in later, Kadir stood and left the small room, heading to the common room for his evening meal before prayer.
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Session 223 (2H/2Z): [Glenn and Sithric are banned from talking] Played on the 7th of June 2020! Present: Cedrych Brightbough; Sidhelien Rogue, lvl 8 (Adam B) Darvius Alandre; Sidhelien Monk, lvl 9 (Darvius) Dragomir & Nalu; Half Drago, Sorcerer, lvl 9 (Hats4Cats) Glenn Sturgis; Rjurik Cleric, lvl 7 (Spynx) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Nils Ullstein; Brecht Paladin/Warlock, lvl 5 (Simon D) Savas Al-Hadar; Khinasi Cleric/Fighter, lvl 7 (Physh) Sithric Sidhefriend; Hanner Sidhe Fighter/Rogue, lvl 7 (Depraved Lunatic) Alright well, this mission didn't go as expected, like just sending the letters to different cohort members so they are all available at the same time is a nightmare on its own let alone trying to adventure in a big group. This is one of the biggest parties the cohort has sent out for a mission outside of like full armies and mainly because we thought we only had one go at it. So what we were expecting was to arrive in Innishiere, hop across the shadow world to the portal leading inside the temple as it was like five hundred feet away. Grab what we need, jump back, and then spend our time trying to find a way out of the shadow world. Turns out like we spent all our time trying to find how to get in the temple. So if you don't wanna read about walking back and forth again like my last log probs best I give ya the long a short of it. We found the portal into the temple and to get back into the shadow world you need to use the portal found by Orithar and Eriena in Mispera lands. You will need to follow the lights to a bridge and head south.  Strange that even in the shadow world the leylines don't follow free well not strange more concerning towards what has control over them. I have been in that realm quite often. Larmendyth trained me there and I often peer into the realm, like I have seen spirits and shadows move. Creatures that almost look like they're looking back at me but the realm has never looked like it did. Why in Innishiere, it was hard to see clearly, like distorted. This is the first time I have seen this behavior and really didn't understand what it meant until we moved inside.  Before we entered the shadow we stopped off at Fort of Last Hope. I saw a Blue Hadrachen but Nalu didn't want to speak with them, it could have been a lovely reunion. Glenn got a candle off Mispera for the fight to come. "Light this in your time of greatest need. It will not bring death, but it will help.” In Innishiere we tried our best to hide our arrival, Cedrych spoke in secret with the Fairy princess and we made the choice to enter the shadow world from the tavern to hide our present fully. Like if we knew that five hundred feet in the shadow worlds can be hours of travel we might have picked a different option. Though at least it's like a learning point, plus watching the blood hit the floor, I think I get how it works, it's a ripple through the leyline that creates a dent that creates an opening. Aye, this gives me an idea when I get back to my tower! The shadow realm isn't scary, I've been here often in Urkenhame, it's stillness is more discomforting than anything else. There are plenty of shadows inside but it's nothing but a void, however, some buildings do show inside why others don't. Maybe the buildings that show inside are ones that block the flow, honestly, I can't remember if I saw any of the Sidhelien buildings but when we entered there was nothing but void. Maybe a few stones but that's kinda it. Maybe the buildings that show in the shadow realm are the ones that block the flow of magic. So human cities may even destroy the realm itself to the point that it cannot form. Blocking the flow of the Mebhaighl. I think I can test this by peering beyond but I don't have the time.  O yeah, the mission. Right, so we walked and walked. Got to a bridge and some members who can't fly started dropping bricks all over the place. I bet that bridge is a human structure on the material plane. I wonder what would happen if it was removed. Anyways some creature popped out that we defeated. We did get a staff but they all voted to give it away later well except for me. After this, we walked and found another house thing. I'm so tired so walking back and forth like maybe if I was flying all the time it wouldn't be so bad, Nalu has it so easy. When we entered the house I checked to see if there was an activity of ley lines merging and I could tell something was happening. I told the party that there was a portal here even though I wasn't sure, but it was almost like they were listening to something different. Anyways we found something inside that only Sithric and Glenn could speak too, not the voices you really want upfront. I have no idea what was said but they believed whoever was inside and we left. Glenn even gave the creature a card with his details that belong to him. I'm pretty sure having items like that make scrying magic and such a lot easier to use. I hope he doesn't end up regretting that choice. Turned out this was the place we were looking for but there were too many of us to sit down and have a conversation about it so we kinda just had to trust the judgment of the members. Also, we really didn't want to sleep inside this place so we were rushing.  We saw huge swarms of bats fly over and then an even bigger bat later on. This was the vampire heading to the place we just were. Like unless you're directly fighting something it's really not worth having more than five members traveling. Everything becomes so much harder to deal with. Stealthing, hiding, traveling, like if you can't tell I wasn't enjoying this, like far too stressful. Although there was something good coming from this. As we walked even more we did find a spectral dragon guarding over a portal. Nalu was scared, bless he. It turns out there is a vampire Dragon guarding the shadow portal into the vampire castle. Nalu was scared but he wasn't an issue, he seemed very agreeable. So then we did more walking! We made it back to the bridge and killed a creature that was on one of the lights. Didn't really do much but light a different way over to the portal in Mispera realm. On the way, the light led to a desecrated temple of Laramie. I had read about this place in the logs, from one member called Orithar so I didn't go anywhere near it. I start walking away, I'm not taking Nalu anywhere near that creature but Sithric eventfully caught up with me and told me everyone in the group wanted to make a deal with her for information. Like, let it be known on record that I was the only one who voted not to deal with her. Even Darvius wanted to. Well, Cedrych now has that disease that bleeds your lips and makes them red. He gave away the one thing we got from the mission and his bloodline. She told Cedrych that the place we came from was the place we were looking for. The direction she gave were left here. Follow the lights at Syndras. That will take you toward Mispera. Pretty sure that means Syndra knows of Mispera’s. If you head south from his secret base, you'll find the portal to his castle. So we got to walk all the way back there again! Like last month all I did was walk back and forth for Thinnie and now this again, I really need to find out how to grow dragon wings. I'm not an athlete like everyone else in the group. We got back to the shadowmancer cave and it was surrounded by bats, our frustrations were so high at this point we were close to just voting to suicide in. So then we walked all the way back to the portal in Mispera lands. I think I'm going on holiday to the Margreve for abit, it always sounds so much more fun over there. Like poor Nalu been too embarrassed to ask to eat things as we traveled so I've got to make up for the lost time.  Drago & Nalu
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Session 223 (2H/2Z): [Glenn and Sithric are banned from talking] Played on the 7th of June 2020! Present: Cedrych Brightbough; Sidhelien Rogue, lvl 8 (Adam B) Darvius Alandre; Sidhelien Monk, lvl 9 (Darvius) Dragomir & Nalu; Half Drago, Sorcerer, lvl 9 (Hats4Cats) Glenn Sturgis; Rjurik Cleric, lvl 7 (Spynx) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Nils Ullstein; Brecht Paladin/Warlock, lvl 5 (Simon D) Savas Al-Hadar; Khinasi Cleric/Fighter, lvl 7 (Physh) Sithric Sidhefriend; Hanner Sidhe Fighter/Rogue, lvl 7 (Depraved Lunatic) The writing of the log was noticeably stiff compared to the typically graceful flow of Savas' penmanship.  Though most of the damage he suffered during the mission had been healed by magic, he was still sore and recuperating as the wrote the mission log during the voyage back to the Cohort. "Our mission was a dangerous one.  One that some said was a one-way trip, a suicide mission.  The potential to face The Vampire - who many felt we could not stand against - was high.  Still, it needed to be done.  Our goal was to travel to Innishire and traverse the Shadow Realm to access a temple there that had been sealed off by The Vampire himself.  Inside this tomb, we were told, was the key to bringing down The Vampire once and for all.  The Cohort called together some of its most powerful members, and I was happy to join.  It was a large party, atypical of most Cohort expeditions, but given the goal and odds, everyone was thankful for the extra swords. We spent some time gathering items and information that we would require in order to be successful.  After our last stop with the Fairy Princess, we got to work, entering the shadow veil from a tavern.  This was my second trip to this world, so I was a bit better prepared for what we were to experience than the others.  As always, Drago was whining the majority of the time we were there.  We initially found ourselves in a great chamber shrouded by shadows and fog.  It was hard to determine where we needed to go, so we simply picked a direction and started marching.  It always seems like time stands still in the shadow world, but I do not think it was long before we came across a decrepit stone bridge spanning a great chasm. Whether or not the bridge would support our weight was questionable, so Darvius sprang across it with a rope that we then used to assist our crossing.  As I was traversing the gorge, some of the stones on the bridge wiggled loose and fell... we never did hear them hit bottom.  Everything was going fine until Nils decided to ride his damn horse across the bridge.  The weight of rider and mount proved too great, and more of the bridge broke off and fell, awakening something at the bottom as we heard it hiss and growl as it started to rise from the fog below.  We quickly took defensive positions with Korak and I in the front by the chasm and the rest of the party behind us. Six large hulking shadows appeared, three on either side of the bridge, and a gigantic skeletal mage wreathed in green fire appeared on the bridge.  The archers loosed their arrows as I summoned the spirits of the Binsada to engage the three phantoms before me.  The shades were incredibly durable, with neither arrow, sword nor axe felling them easily.  They began to attack Korak and I while the skeletal magi sent a cone of shadows towards some of the other party members.  Suddenly, everything went pitch black as the shadows and mage summoned magical darkness around them.  I cast sanctuary and began a tactical retreat towards where the group was, while Korak turned and ran away.  The darkness was brief, however, as Glenn summoned a large beam of sunlight that split through the shadows and illuminated the darkness.  I continued to engage the shadows with my sanctuary up, keeping them occupied while the archers and spell casters took them down.  Korak hesitated, but eventually re-engaged the other three shadows.  Once the six shades were dealt with, we easily took down the giant mage. After our battle was won, the four pillars at the mouths of the bridge light up with a pale luminescence.  To my surprise, when party members touched their torches and lanterns to it, the magical light transferred itself to the new sources.  Armed with what Glenn labeled as Laramie's Light, we continued on into a maze of shadows and fog.  Cedrych and I led the party and encountered a pair of room that were teeming with shadow swarms, visible only in the Laramie's Light we had acquired from the bridge.  Drago's fireball made quick work of one room, while Darvius used his Crescent Sword of the Moon and I utilized spirit guardians the clear the other.  Korak was noticeably absent from these fights as he was, for some reasons, at the rear of the formation.  I found it highly strange as in my travels I have always found Korak to be a strong and fearless soldier.  Perhaps something about this realm was affecting him vastly more than the rest of the group.  Radiant damage was highly effective against the creatures in this realm.  We finally came upon another room where a dark creature stood, calling itself "The Shadowmancer".  It claimed that this was its territory and The Vampire was nowhere near here.  It told us to depart immediately.  I voiced my doubts as to the veracity of the creature's claims, but Glenn loudly pronounced that he believed the creature and the group majority decided to look elsewhere.  Glenn even gave the creature a card with the Cohort's contact information on it if it were to ever need our services.  With my protests falling on deaf ears, I followed the rest of the party. As we continued on outside the maze, we heard a large flock of bats heading our way.  We took cover in a ruined tower and Korak cast silence to hide us from their echo location.  The bats were huge, the size of two horses, and several hundred - if not a thousand - of them flew over our heads towards the maze we had just left.  The group decided that wherever the bats had come from, that's where The Vampire must be, so we headed out after they passed.  As we continued on we came upon a large chamber inside of which was a spectral dragon.  We spoke to it briefly, during which it took a corporeal form and we saw it for what it truly was, a Vampire Dragon.  As if vampires or dragons themselves weren't already a big enough of a threat.  Though it served The Vampire and guarded the portal to The Vampire's castle, the creature let us retreat without attacking us. As we returned to the bridge, we found another shadow creature on the far side of the bridge.  It appeared to be feeding upon Laramie's Light.  We engaged and quickly took the creature down.  Once it was killed, the fourth light rekindled itself.  The next location we came upon was the desecrated temple of Laramie that Eirena and I had visited before.  As we entered, I saw Syndra at the back.  Since Sithric and I had dealt with her before, we stepped forward to parlay with the demonic creature in hopes of getting information on where the portal to the temple was located.  After much back and forth, we offered her a staff we took from the giant skeletal mage as well as all of the bloodline from Cedrych in exchange for information.  As it turns out, we had already found the place we were looking for, and The Vampire himself!  It was the "Shadowmancer" that the party gladly took at his word and left...  after giving him our card.  After some reconnaissance and discussion, it was decided that returning at this time wouldn't be prudent.  The Vampire had his guard up - since the party told him at least part of our plan - and his defenses now were too strong.  Instead we took the directions that Syndra gave us - combined with what we learned exploring - and made notes so that potentially another expedition could be mounted later to complete our goal.   Drago, as expected, has washed his hands of any further attempts to complete the mission.  The rest of the group, however, was strong in our resolve to return and secure the means to rid Cerilia of The Vampire once and for all. Savas Al-Hadar Associate Member, Cohort Arcanum"
Session 221 (Mission SPECIAL): Apprentice Leads The Way Present: Cordelia Glitterwytch - Level 5, Pixie Sorcerer (Serephen) Raven Tonks Rowan - Level 5, Hanner Sidhe/Vampire Warlock (Hazelchan84) Orithar Trisk - Level 8, Half Orog Wizard (Hats4Cats) Eirena Lightshadow - Level 8, Rjurik Cleric/Warlock (Depraved Lunatic) (In an unusual twist Cordie’s latest log contains no tricks, no traps and has actually been written at a slightly more reasonable size, though still pixie-sized. This doesn’t stop the proofreaders from suspecting it and checking it carefully before opening and reading it though, as if she has a reputation or something.) I knew my apprentice had been trying to look into that Shadow Fey ball, the Swan Festival, but finding people was tricky. Now that I was done with fixing the Margreve damage, I figured I’d lend her a hat with this, like a mentor is supposed to do. I think. I’ve never had a mentor before, I’m kind of just making it up as I go. We got a couple of others joined in and I let Raven explain the mission: The shadow fey are holding a festival at some point, we believed we held an invitation. We had to find out when and where it was happening, go there and see what happened. Her main interest was to find a way to not die in the sun, because that’s a thing she does now. I suggested we check at the Shadow Fey Exchange in the city, they’d probably know more about it. We headed to Zobeck, as we do, except this time we waited for sunset and travelled at night. Night travel is weird, since I can’t see, but I travelled that road enough times that we made it all the way there by morning, and found a place to stay. Raven paid to sleep in the basement, everyone else had rooms. Instead of wasting the day I flew to the Shadow Fey Exchange to see when they were open, and what they said. I asked a person for directions and they said it was a really dangerous place, we might be taken as slaves if we went there.  They live in a really weird building in the market district with no doors, but a pair of trees moved aside when I got close. A lady came out wearing not much, kind of reminded me of Nulliira. Might have been Nulliira, I don’t really remember, I think my pixie brain still doesn’t remember everything super clearly from when I was a slightly bigger pixie. The lady said that the invitation we have isn’t actually an invitation, we need to be on the guest list to get in. And we’re not on the list, not even me. Only people with high standing among Shadow Fey get on the list. When I got back I saw the ex-demon lady was still up. She said she’d been to the bookstore I took her to before, which I thought was a bit silly since she definitely didn’t speak the language. On the way she ran into a gang of Shadow Fey riding beasts through the streets, chasing down shadow beasts and hunting them. People who got in the way got hurt. Sistora was also being bullied by a pair of Shadow Fey, sounds like they think they own the place. We’ll see about that. When everyone was awake we made a plan. Raven thought maybe the Queen of Night and Magic might be able to tell us some things about the Shadow Fey, or just get us into the festival without playing their game. Ex-demon mentioned that Sistora said she heard the Shadow Fey talking about assassinating some priest at the temple of Perun and Khors in the city. I recalled hearing that Shadow Fey status works by nobles challenging other nobles to duels, or duping them with tricks. Some don’t play that game though and just kill people to win status. Maybe this was their plan? Raven decided on a plan to stake out that temple and maybe assassinate them back to take their status while they’re trying to earn more themselves. I approved of her way of thinking, that sounded like it’d be funny. Around the temple district a priest came at us shouting for help. Seems they were already here. He lead us to the temple of the sun god. The Shadow Fey kindly pinned a note to the door with a dagger.   “Let it be known to all who come here: the charter of the Temple of Perun and Khors is revoked by order of the Ambassador Thelamandrine. None may enter, visit, chant, keep vigil, or worship here unless and until the priesthood conforms to the new practices. Those who violate this order are subject to summary execution or removal by the forces of the Realm. By his hand, His Excellency Glaninin Thelamandrine, Hidden Ambassador-In-Extraordinary of the Winter Court to the Fey City of Zobeck” This Thelemandrine guy sounds super pretentious. By the time I’m done I’ll knock a few words off his stupid title. We burst into the temple and see about a dozen thugs messing the place up, a statue giving off sunlight but covered in weird moving shadows that blocked it and kept it dim. Also there was one important-looking Shadow Fey on top of a big, evil-looking dog: a Hound of the Night. We stepped up and a big fight followed. I tried out some new magic to mess with them. Have you ever watched someone fight in slow-motion? Very funny, highly recommend it. Especially if you get them to try and run away, then people just walk casually up behind them and catch them anyway. Amazing. We dealt with the assassin and their thugs pretty well, saved the priest’s life. Think his name was Oleg Khandarc. The priest was real thankful since he wasn’t dead. Didn’t give us gold, but gave us a whole bunch of information as a thanks. Said that the Shadow Fey used to own Zobeck and the Fey had a pact with some Stross family. The Stross were a bunch of tyrants though so the pact got broken, some nobles got killed and the people took the city. He started on about how he fears the Moonlit King has returned. Apparently some Cohort members have met him. They’re lucky to be alive. I mean most Cohort members are, considering what we get up to, but them specifically in this context. The noble that ordered the hit on this priest, Ambassador Thelamandrine, can be found at the Winter’s Kiss. Apparently it’s hard to find, but some spells and animals can help you find it. Possibly the Margreve as well, if it wants to. The Shadow Fey had a bunch of weird gold on them and 4 black gemstones with the crest of the Moonlit King on them. Apparently these are tokens of status for the Shadow Fey. If we kill any and claim them, that gives us higher status. Course then Shadow Fey might come at us to kill us to gain status. It’s a dangerous game, and not one I’d normally play, but I’m up for knocking them down a peg just for acting like nobody can challenge them. I shared this with Raven who had to wait outside because the statue was still spooking her with its sunlight. Speaking of the statue the priest kept trying to clear the shadows off it, but was struggling so I got an idea and offered to help him get rid of them. I grabbed them all and put them over Raven like a shroud, figuring if these were strong enough to block the sun from the statue maybe they’d block the actual sun. We got a few Shadow Fey rumors since we’re clearly opposing them. The Dwerren at the White Rose Brewery have been having issues. A whole batch of their beer had gone sour and they’re real mad about it. Note for future: If you want to seriously anger Dwerren as part of a prank, mess with their alcohol. The Shadow Fey say that the Dwerren had insulted them and their rightful rule, so until they get an apology all future batches of beer will meet the same fate. Recently an assassin tried to kill the mayor. When it failed he turned himself in and hanged himself so they couldn’t make him talk. They made him talk anyway. Priest magic. He said that he owed a debt to a Fey overlord, which threatened his children if he didn’t obey. Problem is that his children have gone missing now. His name was Snorri, but the priest wasn’t sure where he lived, so investigating that we’d have to go to the guard or, ideally, someone more competent. A bard has recently appeared and gained a lot of fans and followers. Nobody really knows much about them, not even their name or what they look like, but people are convinced that they’re amazing. After they perform the night breaks out into a massive fight and leaves loads of people injured, even guards. Sounds like someone using fey charm to sow chaos, which I can appreciate, but might be more funny to mess up their scheme in return. We left the temple and passed by the Shadow Fey Exchange to ask about the opals. The same lady came out, I guess she doesn’t sleep or something. She told us that just having the opals on us is how it works, we don’t need to trade them in or anything. She seemed curious about us, I think she wants to see what happens if she just lets us keep going and doesn’t try to trick us or kill us. Maybe she’ll regret that later, I dunno, depends on who she sides with when things progress. Really should remember to ask her name next time. Either way, we went back to the inn to rest cause people were bleeding quite a lot. It was very distracting. Mainly for Raven I imagine. We also took a moment to play around with the shadows. They protect her from the sun but burn up themselves when exposed. We think they’ll last a total of 3 days, and they can be stored away when not being used. When people weren’t bleeding quite so much Raven suggested we check out the brewery and try to learn more about what’s happened there, so we could have a headstart on investigating it more later. We headed that way and met the person in charge: Hostabelle Rubyshoulder. Raven told her we’re there to investigate and help. The Dwerren seemed wary, she definitely wanted the help, but thought we might be Shadow Fey. I helped out by introducing Raven as the apprentice to the great with of the tower East of the city. Turns out she had heard of me, which is good, and it seemed to help make us seem more credible. I’m surprised that actually worked. She led us to the storage room and we had a look around. We detected traces of magic cast a while ago. Conjuration and Abjuration. So someone most likely teleported in and cast some sort of spell on the barrel to spoil it. It’s not a lasting curse though, so if the Dwerren made a new batch they’d have to come back in and do it again, which would make it really easy bait for a trap.  With that done we headed back to the tower to think and plan. Raven did well and her mission was a success. We found out lots about the Shadow Fey, Raven found a way to protect herself from the sun even though we’ll run out and need to find more, and we even got some gold. She’s learning well, might even be able to get her own tower at some point. Though I’d feel weird if she left, I’ve gotten used to having her around. Is that how it’d feel to miss someone? So many new experiences lately, I’m not sure if it’s the transformation causing it. Suppose it doesn’t matter, we’ll just see how things go, as usual.
Session 216 (Mission 3N): Lyla Solves A Mystery! Present: Lyla - Level 3, Half-Fey Sorcerer (Serephen) Nasir Al’Rahka - Level 5, Khinasi Ranger (Clemens) Rulenoff - Level 3, Anuirean Paladin (Rulenoff) Olorin - Level 1, Sidhelien Wizard (champ4life88) I got to go on another mission this month! I found a group talking about a place where someone was stealing lots of gold. They said the mission would just be staying at that place, so not much walking. I hate missions with lots of walking, so this sounded good! First we had to buy a present for the lady in charge, and she’d give us a present back. The guy leading us bought a couple of bottles of something called Sìthiche Milis, they say it means Sweet Fairy. It sounds nice, but I wasn’t allowed to have any. We got to a weird place where there was no grass or water or even dirt, just lots and lots and lots of sand. And it was so hot! It was hard to breathe or even think. How do people live there? We had to go talk to the king there to ask to be allowed to cast magic. Apparently in this place people can control things like that, so you can’t just do magic just because you have it. It doesn’t make much sense to me, how do you control something like that? Doesn’t their Margreve stop them? With all this sand  I guess they don’t have a Margreve. That’s really sad. Cerilia is a bit of a sad country. We went to a huge palace and there was a girl pretending to be a fish. She’s not actually a fish though. She’s an oracle, whatever that is! Nasee gave her one of the bottles and she took it even though she doesn’t like it. She gave us permission to do magics. She doesn’t know anything about the thief. Or she does but she wouldn’t tell us. That’d spoil the fun if she did, it was our mission! After that we walked a long way in the sun. I thought I was going to die, like I was being cooked, but we made it to a place eventually. Rulov said we shouldn’t all go in, so he didn’t come in, but then he did come in. He said it was to confuse the thief. If I was the thief then it definitely worked. The lady in charge talked a language I don’t know, but Nasee did. Apparently she called me a child, and asked why they brought me. If I wasn’t so tired from all the walking and the hot sun I would have told her off! Nasee gave her the bottle and gave him some scrolls, then we got to go to bed. The night wasn’t as hot, but it was still really hard to sleep. If I wasn’t so tired I woulda been up all night. In the morning I got to have honey for breakfast so maybe this place isn’t so bad! Ororn looked at the papers and said they were magic that would let us understand the weird language there. I used mine and the people made sense! They would last for 8 days so we got to work. We went to see the lady, she was talking to another lady about locks. We wanted to talk to her in secret so she took us to the baths. The water felt really nice, but then she grabbed me and attacked me, scrubbing my ears and making sure I was all clean! I didn’t expect her to be so mean!  She said that the thefts were different now. The thief used to only take gold from the basement, but now they were taking things all over the place, from every room except one with cold iron in it. She said the thief must be really good cause they even steal camels, which are these weird-looking horses they have there, without even opening the big front gate or leaving footprints. She doesn’t know who they’re selling them to either, cause she hasn’t heard anything about people suddenly having lots of camels they didn’t have before. She thinks her guards work for the thief, but she keeps changing them and it keeps happening, and they don’t see anything. Maybe her guards just aren’t very smart. The thief was taking less at a time, but very often. After the bath we got to go in another room where you put water on hot coal and the room fills with steam. It was super hot again, but it was kind of fun blowing the steam around. The others thought someone might listen to us through a secret hole, so they looked for one. They found a hidden hole under the coal bucket and took out a packet of some weird sugar. After the steam we went and looked at a secret door where one of the thieves was found before. Rulov said the sugar might be magic so I tried some. I dunno about magic, but it just tasted weird, like it had been in the steam room too long and wasn’t good anymore. So we went to see the lady again and ask about the sugar. She called it moon sugar and looked at the others funny when I said they let me try it. I think they were in trouble. I felt really, really good though! I was so ready to solve the mystery. We went to the cold iron room to see why it wasn’t stolen from. The lady said cold iron was a fancy metal her smith can make. It looked like normal metal to me. I was running around looking for secret doors when I started thinking maybe cold iron was colder than other metals. Something cold would have felt really nice, so I touched one of the knives but it hurt! It was like when you touch a plant with thorns. I ran out of the room and complained, but nobody else believed me. They were talking about it being the moon sugar, because it didn’t hurt any of them. I thought maybe the thief was like me, and the cold iron hurt them which is why they didn’t take it. I even remembered that some fey don’t like cold iron. The lady looked at me funny and asked the others if they brought a fey to her home. I said I didn’t know my parents. I don’t really like to think about that. But they finally started thinking the thief might be fey, so I had a good idea actually. We had more of a look around while we thought about how to trap the thief. The lady said that the place was built on some old ruins, especially the basement. So we went to have a look there. It was really spooky down there, with very fancy coffins there. They had some weird language on them that nobody could read. Someone said it was Maestian. They had some magic on them to protect them, except one that looked like nobody used it. The guard said we weren’t allowed to open it. I didn’t wanna upset the ghosts so we left it alone. There was a well down here, I made a bucket sparkly and dropped it down to see. It was really, really deep, and went so far that I couldn’t see the light anymore. No thieves down there! There was a big room full of lots of fires and people working hard. I asked one if she saw anything weird and she said there were weird lights sometimes, but then she had to go back to work. We thought maybe we should see these lights,  so we went to bed early so we could be awake at night. It was impossible to sleep in the daytime heat! Eventually night came. Nasee and Rulov went in the basement. I didn’t want to, but not because I was scared of the ghosts! I watched the camels with Ororn. In the night I saw a camel disappear, and a pink, sparkly light appeared by where it was. I ran over to see, but it started to fly off until I called to it in the fey language. It stopped and a pixie came out to say “Shh, we’re being sneaky”. I asked if I could come be sneaky too, and they let me follow. I told Ororn with magic that I was following someone and then turned into a bee and flew off with the cloud.  They took me a long way away, but it didn’t take too long. There were some baths with loads of strange fey having fun and resting. They said it was the Fey hot springs. There were also loads of camels and a huge pile of food and other stuff. The pixies said that someone invited them to steal stuff. Her name was Khaalida, but she wasn’t a fey, she was a person. The pixies went in to steal stuff and make Khaalida invisible so she could steal things too. The pixies didn’t need to eat the food or sell the camels or anything, they just wanted to have fun and laugh at people. I told them that it would be really, really funny if Khaalida got caught, cause she’d try to tell everyone it was pixies who did it, but nobody would believe her, just like they didn’t believe me when I tried to tell them that. The pixies got really excited and said they could put all the stuff in her tent for everyone to find, and I suggested putting the camels somewhere strange, like in the basement or up on the roof. They loved the idea so much that they gathered everyone up to take it all right there. We flew back and the pixies put the stuff in Khaalida’s tent while she was sleeping. I went down to the ground floor and turned back from being a bee so I could tell the lady that I saw Khaalida being suspicious. She went to the tent with some guards and they were really angry. Khaalida got in so much trouble, they took her downstairs in manacles. The rest of the group came in the front gate shouting about something, but they got real confused when they saw Khaalida being taken away and me there. They said that they’d chased the pink lights because they thought I was in trouble, but before they got to the springs they saw the huge cloud of pixies coming back so they thought everyone else was in trouble. I told them secretly about the pixies and how they were just a distraction. Khaalida was the real thief. They didn’t look like they believed me, especially when she said that she didn’t do it. Well obviously you don’t admit it when you do something wrong, you’ll get in trouble! The lady asked where the stolen gold was, but the pixies never said anything about that. We had a look in Khaalida’s tent, but didn’t find it. We went to check where she worked, in the kitchens. The cook there said she was one of the bakers. When they make bad bread they put it in a basket to bring to a church of Avani in a town called Al-Hatara to give to the poor, and Khaalida had made lots of bad bread lately. I said maybe she was hiding the gold in the bread, so we broke open some of the bad ones to see. One had some gold coins in it! Nasee took that to the thief to question her, but apparently she still didn’t say anything. We told the lady and she was really pleased with us for doing a good job! We went with her caravan to the town the next day but it looked like everyone had run away from it. Maybe the whole town was working with Khaalida and heard about her getting caught. We didn’t go after them, which I was happy with because it was really hot and I’d already done lots to help. I really didn’t want to walk a long way after them. Instead we just went home. Apparently I’m good at catching thieves and solving mysteries! I’m a pretty great adventurer!
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Session 216 (Mission 3N): Lyla Solves A Mystery! Present: Nasir Al'Rahka, Khinasi, Ranger Lvl 5, Clemens Lyla, Half-Fey, Sorcerer, Level 3, Serephen Olorin, High Sidhelien, Wizard, Level 1,  champ4life88 Rulenoff, Anuirean, Paladin, Level 3, Rulenoff Jasmina bint Chalina el-Darenda rewards the party with 750 golden stallions. Combat XP 0XP Quest XP 850XP RP XP 850XP Exploration XP 850XP Log XP 275XP to Lyla Total XP 2,550XP to Nasir, Olorin, and Rulenoff 2,825XP to Lyla Renown, Fame, and Infamy +2 Renown (Ariya), +5 Renown (Jasmina bint Chalina el-Darenda) 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. Session 218 (Mission 3J): Discovery of Durizzeahilda's Hammer Present: Alvah Laurent, Anuirean Sorcerer/Bard, lvl 6 (Depraved Lunatic) Mirza Kadir el-Djafara, Khinasi Cleric, lvl 1 (Physh) Shou, Piney Druid, lvl 5 (Simon D) Grian Veles, Pixie Warlock/Druid, lvl 5 (Kristen B) Medi Eirwen, Alseid Ranger, lvl 7 (Serephen) Nubby Oddling, Cellwair Rouge, lvl 3 (Hats4Cats) The are rewarded with 120 golden flowers each. Combat XP 145XP Quest XP 500XP RP XP 500XP Exploration XP 1,000XP Log XP 275XP to Mirza 150XP to Shou Total XP 2,145XP to Alvah, Grian, Medi, and Nubby 2,295XP to Shou 2,420XP to Mirza Renown, Fame, and Infamy +3 Renown (Sielewode) 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. Session 221 (Mission SPECIAL): Apprentice Leads The Way Present: Cordelia Glitterwytch - Level 5, Pixie Sorcerer (Serephen) Raven Tonks Rowan - Level 5, Hanner Sidhe/Vampire Warlock (Hazelchan84) Orithar Trisk - Level 8, Half Orog Wizard (Hats4Cats) Eirena Lightshadow - Level 8, Rjurik Cleric/Warlock (Depraved Lunatic) Combat XP 550XP Quest XP 500XP RP XP 500XP Exploration XP 750XP Log XP 275XP to Cordie Total XP 2,300XP to Raven, Orithar, and Eirena 2,575XP to Cordie Renown, Fame, and Infamy +1 Status (Shadow Fey) 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. Session 223 (Mission 2H/2Z): Glenn and Sithric are banned from talking Present: Cedrych Brightbough; Sidhelien Rogue, lvl 8 (Adam B) Darvius Alandre; Sidhelien Monk, lvl 9 (Darvius) Dragomir & Nalu; Half Drago, Sorcerer, lvl 9 (Hats4Cats) Glenn Sturgis; Rjurik Cleric, lvl 7 (Spynx) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Nils Ullstein; Brecht Paladin/Warlock, lvl 5 (Simon D) Savas Al-Hadar; Khinasi Cleric/Fighter, lvl 7 (Physh) Sithric Sidhefriend; Hanner Sidhe Fighter/Rogue, lvl 7 (Depraved Lunatic) Rhiana Waynmuun rewards the party with 1,200 golden flowers for at least bringing back some useful information. Combat XP 950XP Quest XP 750XP RP XP 650XP Exploration XP 1,500XP Log XP 275XP to Savas, and Dragomir Total XP 3,850XP to Cedrych, Darvius, Glenn, Korak, Nils, and Sithric 4,125XP to Savas and Dragomir Renown, Fame, and Infamy +25 Infamy (The Vampire) 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.
Session 218: Discovery of Durizzeahilda's Hammer Alvah Laurent; Anuirean Sorcerer/Bard, lvl 6 (Depraved Lunatic) Grian; Pixie Warlock, lvl 1 (Kristen B) Medi Eirwen; Alseid Ranger, lvl 7 (Serephen) Mirza Kadir el-Djafara; Khinasi Cleric, lvl 1 (Physh) Nubby Oddling; Cellwair Rogue, lvl 3 (Hats4Cats) Shou; Piney Druid, lvl 5 (Simon D) Unfamiliar with the method of inscribing words to parchment Shou returns to the common room to tell the tale of their latest mission to any member of the cohort who will listen. "We journey to the forest of the Sielwode to aid in their defense against the forces of the Gorgon. I have never met a Cellwair before. He like to breathe smoke. Puffff puff. We arrive and request an audience with the Queen Isaelie Galonohel of the Sielwode. Blinded we are led to a grove. I ask the name of the elder tree but is was not granted. We approach the throne to offer our aid and are given the ley in return. The Queen directed us towards Dwarf’s Hold to seek the lost city known as “Durizzeahilda’s Hammer” so she may return this to the Dwerren serving the Gorgon. Medi, an Asleid and knowledgeable guide leads us north. Clip-clop clip-clop. I gather food for those who cannot eat the sun. We make our burrows for the night. In the darkness we are awoken by strange noises. Green feathered beasts flock to Nubby thirsting for blood. One is felled and the rest take flight into the night. Chomp chomps. We burn and eat the strange bird, although not in accordance with the old ways. We continue north reaching the edge of the Forrest. We burrow again to rest. Once more we are awoken by an attacker in the night who flies off with one of our beasts of burden. Buzz Buzz. Medi was injured by the creature. I inspect the wound and see its spawn seeded within. I extract the maggots with my sickle and keep one in my waterskin to learn more about the creatures. It feeds on flesh although it seems it may prefer it to be living, in accordance with the old ways. The rest of its brethren are laid to rest on the rocks below by Medi’s hooves. Squish squish. The maggot dies despite my careful tending. We enter Dwarf’s Holding and soon find a large encampment of Goblin and Dwerren beside the River Hilda. We lay in wait and ambush a patrol to learn more from the captives. Despite Alvah’s silver Tongues none of the Goblin know much of worth except that a “Stormcaster” resides with then. Their fear of the Gorgon outmatches their fear of death. I notice an owl spying on us during the daylight. Medi destroys this false creature with an arrow. A storm builds on the horizon. We gather our harvest of ears be fleeing into the night, pushing until we find shelter from the building tempest. Crack, boom. We find the victims of the night’s storms during our travels the next day. Kadir, once Mirza, suspects the lost city of the Dwerren must be along the river. We carefully make our way north again following the river beyond the encampment of Goblins. We travel for two days nearing Stone’s End before finding the entrance to the Dwerren burrows flanked by two large statues of their kind. I notice tracks of Goblin-kind coming and going from the warren. The door itself is barred to us. I go to speak to the inhabitants of the river but before I can complete my ritual the door is opened by the others. Crrrreak. We enter the burrow and find a large bridge flanked by more statues before us – Kadir knew them by name. We hear Goblins from the tunnels flanking the entrance. We proceed forward but our way is barred by spectral Dwerren who will only let those with Metalspines pass. The Goblin’s have noticed the pink glow from the bridge. Screech screech. We decide to scout their warrens – Alvah and Kadir move eastward while I guard the westward tunnel in the body of a spider. The Goblins are elderly, women and children. The party debates the danger they may pose and if they should be killed for the sins of their people. Alvah returns to learn more and is mistaken for a spectre.  Their leader claims in fear that they do not serve the Gorgon and have kept their side of the bargain not to enter the City. Once this is learned we leave, turning the gears to open the doors once more. Grind grind. We ventured further north at Nubby’s insistence so we could be sure to have entered the territory of the Gorgon. It seemed no different than any other land. Using my newfound gift to breath water like air we floated downriver back into the Sielwode avoiding the Goblin patrols. Whoooosh whoooosh. As we re-entered the forest a spirit of the river greeted us. She claimed the magic of these lands was being strangled by the unnatural constructions that disrupt the flow of Mebhaighl. Not all know how to live within nature as the Sidhelien do. She offered us a guide to aid in our return to Siellaghriod. We make good time following the pixie “Sugar Plum” and avoid the Gorgon’s patrols. The pixie takes her own toll and samples our flesh without notice as we journey. Chomp chomp. We return to the Queen and present our harvest. We share in our discovery of the Goblin encampment and Durizzeahilda’s Hammer. We were suitably rewarded for our endeavors. Clink clink." Shou places a waterskin on the table of the Cohort containing the dried husk of a large maggot. The outside of the waterskin has been impaled with many fine nails in the rough approximation of a hedgehog. This will serve as their log.  (OCC Sorry for the late entry)
Session 224 (Mission 3K): Blood Magic for Dummies Present: Fenris Nathair; Sidhelien Druid/Barbarian, lvl 5 (Hats4Cats) Lyla; Half-Fey Sorcerer, lvl 4 (Serephen) Yaara Mielahoney; Vespidian Bard, lvl 7 (Seraphina Leaf) Zolis Ulmokina; Khinasi Fighter, lvl 5 (LordGenome) Heeding the call of the Board of Fate, members of the Cohort assemble as usual but Fenris and I are suprised to find ourselves accompanied by what appears to be a 2 year old child and a large Bee like creature. They seem lucid enough so we head out—never a dull day with this bunch. After, introducing ourselves, we discussed the mission and set sail to The Free City of Zobek. Fenris insists on babysiting Lyla while I and Yaara head to the Blackened Fish in search of information of Lucca Angelt, High Priestess of Lada. The friendly barkeep, Amos, directs us to the Temple of Lada in the Temple District. Fenris takes this time to buy sweets with which to bribe Lyla. As a father myself, I respect the cunning of his ploy—however shortsighted. We arrive at the temple which is bustling with worshippers. It is larger and busier than the surrounding temples. Lyla and Yaara introduce themselves to the high priestess and offer the groups services. Lada   (Baldur) is the goddess of Women, Centaurs, Elves, Children – Charm, Healing, Nobility, Strength, Sun. She tells us to track down Master Diviner Rudwin at the Arcane Collegium. We find Rudwin at the Coolegium, he has had a vision of despair and destruction at the hand of a rogue member of the Sanguine Dawn, a group of blood mages. We are charged to investigate the Hamlet of Incot in hopes of saving it or at least stopping the Rogue Bloodmage Eagehrt. We struggle to find directions to the hamlet and set of somewhat blindly into the forest. We know Incot is loacted to the east of Zobeck, and north of Wedon village. We head to the docks to hire a boat to Grandfather's Tears, Charlene, a ferrywoman, claims to have foresaw our arrival and the trouble with Incot. She guides us south down the river and   drops us off at Whitsle Hollow, a village comprised of stationary wagons. After a few peaceful days of travel thought the forest, we arrive at Incot Hamlet, a very small and self-sufficient village that sits eerily silent. The village, normally occupied by Minotaurs seems completely empty and a foul stench hangs in the air. Fenris inspects the source of the smell and encounters two dead bodies in one of the huts. The rest of us split up and search the town and discover that each hut contains one or two human corpses in their beds along a pouch with a few gold pieces. Some of the huts are empty altogether.   Lyla discovers a few sets of tracks and we follow them south out of the village. We encounter a humanoid shaped tree with a sword plunged deep into where its heart would be Zolis pulls the sword out with much effort and Lyla, Fenris and then Yaara each utter a healing word closing the trees wound. We then come across a plaque attached to a tree with Midguardian writing: "Here lies (the rest is purposefully scratched off).” We emerge from the thicket and round the corner to the sound of the cries of young children and encounter a MASSIVE owlbear! After a quick but dangerous fight, we fell the beast. One of the children tosses us a 5 gold pieces and demand we take them to Wedon village immediately. Before we can object, the children set off into the forest. Their names are Chairo, her sister Rhosyn and their clothes look too big and are missing shoes. Chairo strike I and Yaara as unearthly, calm and logical compared to the other children. She seems to leave no footprints behind and radiates powerful magic. Fenris, who has ventured out to search for his horse, gets separated from the group but we stick with the children, confident he’ll be able to track us. We each attempt to stall, question, and persuade Chairo but she is committed to reach Wedon Village. I for one, begin to fear for whatever he has in store for the villagers. Along the path, we come across an unconscious Fenris, his horse, and a group a of Shadowfey. A Shadowfey noblewomen and her battle weary warriors had ambushed him in the woods and she accuses us of being in league with Eagehrt, the Bloodmage. In exchange for freeing Fenris she asks that we swear an oath to kill Eagehrt. I offer to take the oath but the rest of the party is distrustful of the shadowfey, and refuse. They allow us to leave with Fenris (but not his horse). We follow Chairo and the children back towards Wedon village and encounter Eagehrt. He kills a villager or two as a show of force and requests we find Collybiscus root for him, located in the surrounding forest.   In order to summon the Shadowfey, Fenris wanders into the wood alone and the noblemwoman appears. I forget her name but her and Fenris seemed to have a certainly electricity between them. She offeres us a piece of Collybiscus root covered in sleep poison to use against Eagehrt and promises to help us deal with Eagehrt in return for our oath. We return to Wedon and Lily gives Eagehrt the poisoned root. He falls unconcoius upon touching it but his guards attack in retaliation. I manage to kill four of his men before realizing they were regenerating at the cost of innocent villager lives. My comrades use their abilities to turn into a bee, an ape, and a hyena except for and I, of course, get knocked out by several critical strikes. We manage to escape return to the Shadowfey who kill Eagehrt and give each of us a black opal. Turns out Chairo was being possessed by the Aspect of the Margreeve, I should have seen that one coming. Oh well. Zolis
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Session 229 (Mission 2H/2Z): [I hate the shadowrealm] Played on the 12th of June 2020! Present: Cedrych Brightbough; Sidhelien Rogue, lvl 8 (Adam B) Darvius Alandre; Sidhelien Monk, lvl 9 (Darvius) Dragomir Black; Vos Sorcerer, lvl 10 (Hats4Cats) Glenn Sturgis; Rjurik Cleric, lvl 7 (Spynx) Kazimir Zima; Vos Warlock, lvl 5 (Physh) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Nils Ullstein; Brecht Paladin/Warlock, lvl 5 (Simon D) Aye, this mission we really didn't do anything but fight like. We started going to see Mispera who explained that word is we have attracted the attention of the vampire and he is keeping an eye on us. Well, I think mainly Glenn and Sithric but we can't be too careful. Like so we went back to the cohort and got aid from Preshine who had some scrolls lying around. Each one was 250g so we ended up spending almost 2000 gold just on the scrolls. Kinda expensive just to do the mission. We rested before heading out the next day.  We passed a group of Unicorns on the way to the portal back into the shadow world. We didn't want to trouble them so we went on our way. We found the portal guarded by a familiar, it wasn't too difficult to knock it out but we didn't have anything to deal with like a box or something. Glenn used his lantern to open the portal back up but lost the light, lucky I still have mine.  Inside the shadow world we traveled back to Syndras and made sure to avoid the place. However when we got to the bridge something was waiting for us. Was a dragon made of shadow that used some kind of negative energy? I don't think it wanted a real fight, it was more just trying to see if it could grab one of us easy. It kept on flying up and down trying to take one of us out. It really didn't like the daylight though so if you ever see it best like to use something like that. We got clear like but really it just was avoiding getting injured. As I said, it wasn't taking any real risks but then again i don't want to be caught bleeding out in this place. We made it to the shadowmancer where we tried a really simple plan that went crazy really quickly. Me and Darvius made the old throw a rock at the guard plan but everyone else just ran into them as they were chasing us down. This fight went on for ages though worth noting that the shadow creatures really hate any form of strong light down there. The shadows got melted by Koraks Sunshine thing. We killed so many bats like but after the bats, shadows, this dog that I kept in the air for who knows how long all that was left was the shadowmancer. We know it takes the vampire-like ten minutes to get here if he is at this castle but our time ran out pretty quickly as we could hear way more bats on their way. Cedrych almost wasn't willing to leave, Darvius got banished back to the normal world so I followed him back to check he was alright like.  Aye so really what we learnt was he is going to be way more prepared for us next time and stuff in the shadow realm doesn't like the light. Also, Shadows dain ya strength and you really don't want to die in there. Shadow dragon hurts like crazy, the vampire can move really quickly… not even sure if we could defeat everything that we would have the time to get in and out anyways. O yeah, the shadowmancer can summon creatures to fight and Cedrych lost A ALOT of money. So best to avoid him like around the cohort. He shot a Glainne arrow and it went flying by. O the shadowmancer can banish you out of the shadow world, even Darvius. And lastly, Korak likes to make sure we don't get flanked.  Dragomir & Nalu
Session 229 (Mission 2H/2Z): Drago Hates The Shadow Realm Played on the 12th of June 2020! Present: Cedrych Brightbough; Sidhelien Rogue, lvl 8 (Adam B) Darvius Alandre; Sidhelien Monk, lvl 9 (Darvius) Glenn Sturgis; Rjurik Cleric, lvl 7 (Spynx) Kazimir Zima; Vos Warlock, lvl 5 (Physh) Korak Flomhelm; Dwerren Cleric, lvl 9 (SlothSlow) Nils Ullstein; Brecht Paladin/Warlock, lvl 5 (Simon D) The first few lines of the log are written in Vos, but all the lines have been crossed out.  The author then begins the log again in Sidhelien. "We met in the Cohort to take on a creature known as the Shadowmancer.  A previous expedition failed to take him down, and now those members are at risk.  As some of the original members could not make themselves available for this follow up raid, I have offered my services to assist.  An opportunity to experience the realm of the Cold Rider is not one I could pass up, perhaps I shall gain insight in how to best resist the temptations of Azrai.  Before departing, I spent every last coin I had on a tattoo from Korak, to be used to raise me if I should fall in battle.  Glenn handed out "cookies".  They were pleasant.  Cedrych mentioned something about "business cards" before taking some from Glenn without his knowledge.  One of the party offers me a cloak that will allow me to transform into a water elemental. The group headed to Mispera to ask about the local portal.  She informed us that while blood is typically the activating reagent to open the portal, something called Laramie's Light - which they obtained on the previous assault - may work also.  After much discussion, we obtain non-detection spells to hide our approach to the Shadowmancer's lair.  That evening, I beseeched the Cold Rider to guide us and keep us safe in the Shadow Realm, he did not answer.  He never does when I try to talk to him.  He only talks when he wants something.   We return to the coast near Mispera, moving stealthily inland towards the portal.  During our 14 mile hike the first day, we spotted a group of unicorns in the distance.  We elected to not make contact.  We made camp without a fire to avoid attention.  The next day we traveled another 14 miles before stopping short of the portal to camp for the night.  The next day, Drago and Cedrych headed out to scout the portal ahead of the rest of the group.  They notice a small bat, a familiar, guarding the altar.  Cedrych knocks it out with a blunted arrow. We approach the altar.  Cendrych takes a vial and drips blood onto it without effect.  Glen then produces a lantern with a strange pale light, and the portal to the Shadow Realm opens.  At this point, an extended debate ensues over what to do with the bat.  Some of the members are quite distraught over it.  Some want to leave it, others want to kill it.  I suggest that it is probably out of telepathy range of its master, and that we could simply bind its wings so that its master isn't alerted to its death, and so it also cannot fly to warn him when it regains consciousness.  I am ignored. We go through the portal.  Drago begins to hem and haw over closing the portal behind us... not that it really matters, as no one knows how to do it anyway.  After another useless discussion, we ride off cautiously to the east.  After a while we come upon a large temple.  We do not stop.  Several members seem at ill-ease there.  We change course and continue to follow lights until we come upon a bridge over a great chasm.  As soon as we began to cross, a large shadow dragon appeared from the darkness.  I am no coward, but the mere sight of the beast filled me with terror.  I did not flee, but I could not bring myself to close the distance between myself and the dragon.  It did not matter, it swooped down before me on the bridge and let loose some form of breath weapon.  I lost consciousness.   I come to a short time later.  There is daylight covering the bridge, the dragon is retreating.  I try to attack, but it stays outside my range.  It dives back down and unleashes its breath on Nils and Korak.  Nils goes down.  Eventually the dragon is wounded enough that it retreats into the darkness.  We wait cautiously for its return, healing the wounded, and then continue on. Eventually we make it to a large area outside the Shadowmancer's fortress.  The plan was for Darvius and Drago to cause a distraction to attract the large swarms of bats present.  The rest of us would then join the fight.  Darvius tried to draw them away, but they raise an alarm.  Cedrych steps out of cover and the protection of the silence bubble erected by Korak and attacks the bats.  Full battle ensues. As we fought back the bats, swarms of shadows begin to arrive.  They are immediately decimated by Korak's blazing holy fire.  I tried taking on a swarm of bats, but they were too powerful.  I go down.  When I come to, Korak is engaged by bats on all sides.  In the confusion, I don't have time to see the other party members.  I transform into a water elemental and begin aiding Korak. We eventually turn the tide.  I see Nils had gone down again.  Drago was keeping some kind of scorpion dog creature held at bay with telekinesis.  I don't know where Darvius or Cedrych are.  As we destroy the last of the beasts, the Shadowmancer flees into his base.  Before we can destroy the scorpion beast, it kills Nils and takes me down again.  When I come to, everyone is rushing for the Shadowmancer's fortress.  As we approach the entrance, we hear reinforcements of bats coming from the East.  With most of our magic spent, and the party heavily wounded, we make a tactical retreat. We failed in our objective, though we struck a serious blow to the Shadowmancer's defenses.  Another attempt must be made. Kazimir Zima"
Session 231 (Special Mission): This Is Not What I Signed Up For Played on the 14th of June 2020! Present: Cordelia Glitterwytch; Pixie Sorcerer, lvl 5 (Serephen) Eirena Lightshadow; Rjurik Cleric/Warlock, lvl 8 (Depraved Lunatic) Hedrin Toadslayer; Dwerren Sorcerer, lvl 7 (SlothSlow) Orithar Trisk; Half-Orog Wizard, lvl 9, (Hats4Cats) Raven Tonks Rowan; Hanner Sidhe/Vampire Warlock, lvl 5 (Hazelchan84) Savas Al-Hadar; Khinasi Cleric/Fighter, lvl 7 (Physh) Savas sat in the tavern portion of the inn they were staying in Zobreck.  Due to the events that unfolded, he wanted to make sure that he recorded his log while his memory was still fresh.  It was late, they had just gotten back to the inn from the ball.  Savas was seated in a quiet corner.  The barmaid brought him his third wine, which he uncharacteristically downed half of immediately.  Taking a deep sigh, he put pen to paper. "In deference to my lovely wife, Eirena, I have elected to attend the Shadow Fey Ball in Zobreck, instead of facing down the Shadowmancer in the Shadow Realm.  I have been spending much time on the road away from her, and with our recent troubles, I could not bring myself to deny her my attendance at something she clearly cared about.  After meeting up with Cordie and the rest of the attendees at Cordie's tower, we headed out for Zobreck.  As we traveled, we encountered a strange little creature, the size of a pixie, dressed in gem studded armor with leathery bat-like wings.  He started screaming "out of the way!" as he closed in on us.  Most of the party politely stepped aside, but Orithar stood his ground and the funny little creature, for whatever reason, plowed right into him.  After giving a rather perturbed look, the creature went around the Half-Orog and continued on his way.  As we neared the Rivensky Brewery where we were going to spend the night, Orithar began to cough up some blood, but told us it was nothing to worry about." A spot of blood mars the page here, a common occurrence ever since Savas' lips began to occasionally bleed after meeting Syndra. "We arrive in the city the next day.  Hedrin stops off to pick up a handle he had previously commissioned, while I picked up a standard shield.  I had not originally brought one thinking that I would have no use for it at a ball, but I was informed at Cordie's that there may be some martial contests at the event.  That evening, we headed to the Citadel district where we are blocked by a pair of city guards.  Raven handed the guards her invitation to the ball, and they promptly informed us that the ball is not for another two days.  I'm assuming no one actually read the invitation... With time on our hands, we spent the next day... clothes shopping.  Orithar originally planned to go off shopping on his own, but after some well-placed subtly veiled threats from Cordie about her picking out an outfit for him, Orithar thought it wiser to come with us.  We head to a shop called the Spiderweaver and meet its proprietress, Zarla, a known acquaintance of Hedrin.  Once we inform her of what we are looking for, she snaps her fingers and clockwork spiders begin to measure us and spin clothing. I decided to be adventurous and, instead of the traditional clothing of my homeland, go with something in the local style.  Having heard of some of the decadent and obscene fashions popular here, I asked for something simple and conservative.  The spiders produced for me a handsome robe of purple and black, complete with a shemagh that for some reason also wrapped around the face, leaving only my eyes exposed.  As it would fit over my armor, I thought this was a fine outfit.  The others, for some reason, thought it was amusing. Raven opted for a dark purple and black ball gown.  I thought it was a bit racy, but it appeared to be modest by local standards.  Hedrin already had purchased suitable attire from Zarla previously, so Eirena asked for a simple tabard and cape to go with her armor.  I had not thought of that previously...  it definitely afforded better movement than the robe I had acquired.  I decided to follow my wife's example and also go with a cloak and tabard. Then came Orithar... The Half-Orog grumbled through most of the process, and finally left it up to the imagination of Zarla and her spiders.  They produced a purple loincloth and some silk armbands for the mage.  I thought she was joking, but Orithar seemed fine with... well, I can't very well call it an outfit.  I've used hand clothes that had more material in them.  Finally, Cordie requested a dress in the style of pixie queens.  I was thankful, due to my previous experiences with Cordie, I thought she may have gone with something provocative... but the dress she chose was respectfully proper.  We spent the next few days sightseeing and hanging out at the tavern.  On the appointed day of the ball, we returned to the Citadel. As we approached, we saw two large shadow creatures standing near a door, which was adorned with two large lions engraved on them.  As we move past the entrance and into the foyer, we are greeted by what appears to be a Sidhelien, but as we observe more closely appears to be shadow fey.  As she takes our names, I introduce myself as Eirena's husband.  She seemed disappointed, though at the time I had no idea why.  She went on about how divorce services were available if I should want to avail myself of them.  What kind of place is this? She catches sight of Orithar in his ridiculous outfit, and immediately moves past me referring to the mage as "a fine piece of meat."  She inquires about his marital status, and seemed very chipper when he responded that he was not married.  As she finished taking our names, she suggested we talk to a woman - Ballaena Dhunnane - sitting behind a large desk in a room to the north.  She also tells us to "mind the lizard." As we head up the north corridor, Orithar gets accosted by a male shadow fey.  The creature was blatantly flirting with him, saying he heard Orithar was "fair game".  Orithar politely declines and we enter the chamber.  Ballaena, seated behind a desk on a large balcony, greeted Eirena and I by name.  She talked about the contests that Cordie alluded to earlier and I eagerly signed up.  Perhaps this ball will be more interested than just dancing, drinking, and debauchery!  It was not long, however, before Ballaena started hitting on Orithar.  She invited him up to the balcony with her.  After he arrives next to her, she invites Orithar to escort her to another ball in the future, one better than this one.  Orithar accepts. At this point, the group begins to split up.  Raven went off in search of some companionship and Cordie remained in the main hall while the rest traveled to the north to a grand hall where they were serving the food.  A serving girl came by and I inquired about a platter of various cheeses, eagerly looking forward to possibly discovering new types and flavors.  My lovely Eirena asked for a salad.  Hedrin sat down at another table next to a woman with heavy armor, a horned helmet, and a thorned whip.  I would later come to know that her name was Phyrra Coloara. I don't know exactly what Hedrin was telling her, but as I was about halfway through my cheese plate, Phyrra stood up, strode over to where Orithar was standing and cracked a thorn covered whip she had removed from her belt.  As all eyes drew upon them, Phyrra exclaimed her intention to marry him!  As Orithar stood flabbergasted, Phyrra challenged him to a duel, calling in question his personal strength.  Of course, the weak willed Orog fell for it, and agreed, with the stakes being if Phyrra won he would marry her, and if Orithar won, she would be his servant. We gathered in the main hall for the commencement of the duel.  Many of the humans and shadow fey in attendance watched with great curiousity.  They start the duel, and Phyrra unleashed a flurry of whip attacks.  Orithar cast haste and tried to close the distance, but she kept him at bay with the whip.  Phyrra gains the upper hand, whittling Orithar down while not showing any signs of slowing herself.  Orithar desperately tried to Banish her to give himself some breathing room, but she resists.  As Orithar tried to recover from the failed spell, she struck him another three times.  Finally, Orithar successfully banishes her, much to the anger of the crowd.  They immediately began to boo him.  After downing a potion and casting a couple of spells, Orithar returns her to the room.  What few wounds she previously had were fully healed.  Meanwhile, Orithar was still sorely wounded. Using a combination of Blink and Mirror Image, Orithar managed to avoid most of her blows as he starts to whittle her down.  Phyrra lashes out with her whip, wrapping it around the mage's neck in what was surely the final blow in the fight... but it was a mirror image!  Orithar responds by striking her down with his axe.  He stood victorious.  Despite his victory, the crowd was not pleased.  They called into question his bravery and honor, saying that he showed weakness by using potions and spending so much time evading her rather than attacking.  Orithar begins to argue with them.  I try to tell him that arguing is useless, but it falls on deaf ears. With the duel over, Eirena and I returned to the great hall to partake in dancing.  She was as light and graceful as a hawk floating in the desert breeze.  I was as coordinated and graceful as an umber hulk trying to shake a pixie's hand.  After stepping on her feet several times, all of a sudden, everyone changed partners!  My Eirena went off into the arms of another man, as a dark shadow fey woman slid into mine.  She pressed herself uncomfortably close to my body, smiling with wicked intent.  She played with my beard.  At one point, she put her hand on my ass.  She asked me if my wife was a sharing woman.  Knowing Eirena to be a very giving person, I informed her that yes, my wife was always happy to share what she had with others.  Why would I not, I had seen my wife share food with young urchins in the city, offer supplies to fellow Cohort members who couldn't afford to properly equip themselves.  Eirena was always happy to share.  It was an odd conversation to have considering what she was doing with her hands.  But then she asked if I'd be interested in sleeping with her and Eirena!  I immediately declined, and thankfully, we changed partners again.   As I danced with my new partner, I saw that Eirena was now dancing with the shadow fey that had just left me.  She was glaring at me, but I didn't know why.  I rebuffed the harlot's advances, I remained faithful to her, and now I was being glared at???  After the dance finished, Eirena informed me that the shadow fey told her that I WANTED to bed them both!  I quickly argued my case, and thankfully, Eirena believed me.   As we started to return to our table, we heard screams coming from the south in the main chamber.  We rushed down the corridor and as I entered, I saw a lone archer on a balcony firing upon Lady Vendemic, who was currently being protected by the half-naked Orithar.  We, with assistance from Ballaena, quickly take the assassin down.  I later learned there was a second archer that had made their escape.  Orithar tried to heal Lady Vendemic with a healer's kit to no avail, but with the light of Kirdai I was able to restore her completely.  At that point, the Lady asked us to escort her home to ensure her safety.  The rest of the party joins us, with Raven having another woman - named Shurri - in tow.   Upon our arrival at her home, Lady Vendemic awarded each of us 25 GP for our efforts in saving her life.  The party split up after that, but Eirena and I followed Cordie to visit a local lord she knew to get permission to investigate the assassination attempt.  Cordie's fear, which I shared, was that the response would be for the humans to declare war on the shadow fey without getting to the bottom of who the assassin's were and who sent them.  He grants us permission, and we go back inside the citadel to talk to Ballaena.  She mentioned several ongoing conspiracies in the city, including one involving the kobolds in Zobreck, but in the end she thought it was the Moonlit King who was behind the attempt. We have a meeting later with the city counsel to bear testimony to the events that transpired.  We hope to convince them to not take any rash actions until the truth is uncovered, offering the services of the Cohort to assist with the investigation. All I know is that I'm glad I survived the event with my honor intact.  I would rather face the Shadowmancer on my own wielding nothing but a table leg than dance with another shadow fey... Savas Al-Hadar Associate Member, Cohort Arcanum"