Eastern Shadows
Summary
Adventure: Eastern Shadows
GM: Jono
Season: ~Spring 824 WK
Night: Starting Monday at 7pm on the 9th of September 2024 at Jono's place (dress warm).
Area: West of Carzala
Level: Low/Medium
Info: Information from players for Jono
House Rules: Jono Quickness and Slowness
Party
| Character name | College / Skills | Race | Player |
|---|---|---|---|
| Ruby | Fire | Human | Kelsie |
| Sonny Holliday | Celestial | Hobbit | Michael M |
| Johann | Wicca | Human | Michael Haycock |
| Dae | Mind | Elf | Gus |
| Thornie | Earth | Dwarf | Michael P |
| Edwin | N/A | Shapechanger | Mark Scofield |
| Astaria | Air | Human | Josie |
| Frigg | Ice | Human | Charles |
Party leader - Sonny & Ruby
Scribe - Dae
Mil Sci - Edwin
Loot - Google Docs of the loot from the adventure.
Loot part 2 - Google Doc of loot from part 2 of the adventure.
- Employer
- Mistress of Shadow (also known as Lulu Till). She is one of the local Guild leaders from Gugnir's Hope. Scouts have reported issue with a new band of Orcs. The guild master's wants more information.
Notes of the Season
"Of Cliffs & Fire Pigs, Hobbits found bliss through Dwarven speech"
| Where bacon lost its way. |
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Having spent the night at the village of Green Goblins, and experiencing their usual 'hospitality' we notice three boats that are going along the river headed to the the cave entrance at the bottom of the hill, and we decide to follow them by taking the path that goes along the river. On the way we pass through their farmlands, and outer defensive structures.
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"Of the Elven gaze, Homecomings turned unwelcome"
| Elves in Gugnir's Hope |
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Early in the morning, the Jester Collective, set out and reaching the grove on the outskirts of a neighborhood where among many others, Dae's Family lives. A crowd of a dozen or so people...on closer count...fourteen, are occupying the front of the family workshop, which never gathers that much attention. On closer inspection, we find it might have something to do with the heavily decorated elves, more beautiful than or traveling water mage , standing there among them. Upon making our way through, Dae's mother takes him aside to let him know those elves, are from Elfheim, and they are looking for my sister, and on a lesser note, probably also Dae, due to readings made from the sky at Elfheim. His mother clarifies to him, upon his insistence, that it's not a biological sister, but a relative.
We leave towards the busy parts of Gingnir's Hope, where we find the streets are more busy than usual, before proceeding further we are seen by some lads of the keep, urge for us to talk to them. They bring tidings of folk looking for us, Dwarves, Elves, and Hobbits. All three part of different groups, and while Sonny is the one the hobbits are looking for, they are unsure of the rest. Weary of finding trouble, or trouble finding us, we decide to skip the village and head towards mistress Lulu, and with our keen perception we see strange movement occurring on the bathhouse, and later also see Thorny's people changing the color of horses (on of them, a rival, throws thorny an object, but he nonchalantly catches it with ease) but we chose to ignore both interactions until we report back to the mistress.
Upon reaching the forest were the Celestials dwell, we find a lot of folk carving pumpkins, and once we're further deep, we come across half a dozen Wiccans. It turns out, currently there are five rangers in Gungnir's Hope, while there are only 3 positions. It seems the elivish court has decided to replace some of the rangers stationed here. Additionally, the elvish court suspects Dae's father from sheltering and hiding dissidents here, al allegation that seems to emanate from an elvish faction from the past, that rased this claims against his family. And on the subject of the elvish court...they are also the ones who requested or summoner Gungnir's Water Mage to go to Elfheim, "I know that in good authority" Lulu states.
We are informed that the group of dwarves looking for the Whimsical Gang, is doing so in regards for things what might have been found by Edwin Sonny & Johann sometime ago under Gungnir's Hope.
Lulu asks Dae if there are any shapeshifters in his family, before ending our meeting and asking us to return at midnight for further instructions, since she has to digest the information we brought her in regards to the situation about the visitors from other planes coming from the caves beneath the cliff.
We decide to head to the Bakery of Sonny's Family, go for some fresh Pies & Buns. Theresa gives us plenty of food, since she sees us so malnourished according to her standards. One of the lads working at at the bakery gives us some sausage rolls to lire the Water Snake, and as a tip Sonny gives him a silver piece.
To kill some time we decide to head to the sheriff, but we spot the elves looking for Dae & his sister and decide to bolt before they see us, rerouting towards the bathhouse, only to be informed along the way, that the Dwarves that are looking for us are at Ruby's Forge currently, Sonny decides to dance with the shadows to find out more about the Dwarves and their motives at the forge, but can only make out "....west.....trade...." from their conversation. He sees them wearing half plates, which usually means they are out to kill somewhere, or that there is violence to be expected, but inside of the forge at least, they are acting respectful. Sonny is not spotted by the Dwarves, but a figure standing in the fire of the forge beckons him but the heat is too strong for Sonny to get closer.
While we are keeping a low profile and awaiting Sonny's return, Ruby is approached in the street and is informed that the Baron wants to speak with her, and soon. Ruby goes there, and the rest of the Quirky Bunch decide to follow. We are intercepted by Caspar, the Baron's son. He is roughly 10 years our elder, and Ruby detects he is not the brightest of stars. He informs us that his father has been asking questions about her merry group of friends, and inquiring about our involvements with robberies. It seems someone is spreading rumors that our crew is involved with the robbery of thousand pieces. And the request to see us, has been put not only due to that, but also to comply with the court of elves demand. Casper is fast to let us know, that his interception is to avoid us showing up, leaving it to be read between the lines how much of this was his idea, and how much was his father's instruction.
With newfound awareness of how many eyes are out looking for us, we decide to skip the village and head northeast, towards puppy town. Where Sonny attempts to DA the name of some species, to find out they are Ork-man, and where Edwin proceeds to show us a bit of how they train their beasts. While waiting there and keeping an eye out towards the forest where the Celestials dwell, we spot the people of influence from the village heading there, probably holding a special meeting to discuss the current affairs storming the village. But...we don't only see the people of influence headed there...we see the elves that are looking for us skulking to spy on the meeting and the mistresses. We discuss a bit of the power dynamics of the town and how the real power is in the had of all the Mistresses. Gugnir's Hope is led by them. We have a supper that still moves, it's a dark substance, which the courageous eater, was rewarded with 4 points of fatigue restoration for their bravery.
Midnight comes, and we must go to meet Lulu, so we ask Edwin's mistress for assistance, and she startles the elves off, so we can proceed with a better chance of being unnoticed. Se gives us a contraption, a pink stone, that Dae's mother actually crafts, it's meant to stop elves, you put it in the ground and there is a high likelihood of them not being able to pass through them. We make our way to the forest, from which we see a purplish light emanating from it. As we get closer and deeper into it, we see a line of people, about a dozen or so there, primarily three of the Celestials, three of the Wiccans, and 3 of the blacksmiths.
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"Of Sylphs and Dryads, take heed; their allure hides treachery under the canopy"
| The sigificance of nutrition. |
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Our training is guided by our Mistresses, and a small mutant dwarf for Dae as his instructor (peculiar one, when darkness falls, she transforms into stone).
Before departing from us, Lady Niccola explains to us, that currently, at night, our spell success chances increase about a tenth (105), while during the day, it’s about a twentieth (5%). At the end of our training, around twenty witches perform a 'Blessing of the Child.' Surprisingly, this blessing even affects Sonny and Dae, who consider themselves the most mature of the group. Dae is disheartened to hear that he still has maybe fifty years to go before he truly grows up. As a result of the blessing, everyone receives a total of 22 points in Wicca to use as a bonus to enhance their chances of success in future endeavors. We are given a task, to follow a lead to the Plane of Earth. Several individuals plan to send some skallywags to take items there for recharging. This area is reasonably populated at this time of year. We are to discover the best way to sneak in and investigate the individuals fencing goods there. There’s a young couple, Mr. and Mrs. Joshua, accompanied by a mysterious third individual. They are set to meet a contact to unload their ill-gotten gains. The Rambling Man, well-versed in earth magic, appears to be leading them. We suspect they have contracted this group for assistance, and we believe he possesses one of the Rain Staffs we are searching for. Legend has it that he was once a doppelganger of a powerful mage who had a horn on his face. The Joshuas are traveling through the Fastness and enter the Plane of Earth via caves near the Green Water Goblins. Our mistresses know of another tunnel that leads to this plane, requiring a 24-hour walk to reach them. The witches provide us with two potions to be used within the week. One potion reduces our endurance but restores twice that amount of fatigue (13 + D), while the other heals all of our endurance.They escort us back to Bluegrass, where we encounter Katarine (or Katrine), the water mage, returning from Seagate. She helps with the turnips and gives each of us a turnip.
While traveling on our cats, still through a high mana zone in the Fastness, Sonny’s feline warns him of something ahead, which he suspects is a tailed spider. As Sonny steps on his cat's tail, the creatures notice us—hybrid scorpion-hobbit creatures.
For our relief, one of the Scorbbits/Hobbpions charges toward the skeletons. Three of the skeletons attack Ruby’s cat, and one moves toward Sonny. Another skeleton chases Ruby, and yet another advances slowly toward Sonny or Thorny. Sonny smashes the left arm of the skeleton that confronted him.
The Scorbbitt that fled has taken Ruby’s cat, rubbing it against the trees in an attempt to lure us into a trap, likely up the rocky hill between two raised areas with a gully in between. “We cann all be friends, you know!... Things don't have to get nasty!” shouts Sonny. Dae senses the source of the wind drawing closer and warns the group.
They offer us some stroggon(?) to eat while sharing information about Dae's uncle and how the elves have taken his sister. A powerful necromancer is heading toward our original path, intent on raising the fallen dwarven spirits. They offer to guide us to where the clay pigeons fall from the sky. Dae notices he has lost a few pounds since arriving with the sylphs. The rest of the party observes Dae flickering and flashing. After a mind check, Sonny realizes Dae is resisting the effects of the dryads. Dae also notices green growths appearing on the rest of us, indicating we are slowly turning green. Despite a failed mind speech check, to attempt to warn the group without alerting the Fae, Dae feels unwell while the others wake up refreshed. He negotiates with the sylphs for the release of his companions, they say he can come back for them, once they have harvested all the salt they need. On a fit of desperation, Dae offers them the salt obtained from the Beaver hermit, from his lake crystal, in exchange for their freedom.
We spend three or four days in the forest, waiting for the dryads’ magic to subside from the party members—except for Dae, whom looks haggard, due to having a bad time waiting for the rest of the Foolish Fellowship to normalize. During this time Dae learns some basic Sylph/Sylphine language since his only interaction were the Sylph. (don't remember rank, so rank 0 it is).
As we travel southward, we spot a group of people about a mile away. The trees are lush and green; spring has evidently reached this place. We’re all quite hungry from the exertion, with sore backs from riding. Using our fireless cookware, we prepare a meal while observing the distant group setting up a fire and a banner.
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"Of Perilous Skies & Unheeded Advice; the Crimson Descent "
| A series of reasonable decisions and their consequences |
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The crew found themselves lurking in the tall grass, nestled between the river and a not so distant hill. The grass bearing the markings of recent grazing, likely from a herd of hundreds of creatures. Suddenly, Sonny's companion, the little creature of darkness, emerges from his backpack, dragging along his unconscious cat. While checking this, he also notices some leaves falling from himself, and tries to Detect Arcana on himself, which results in "For the next three months, you are not a tree". Johann , focused on the goblin group, notices big figures among them, "there might be more than just goblins there". Being roughly at one mile from both groups ourselves, and those groups a wee short of a mile apart. wee see that from the hilltop, another group has gathered. Edwin leads us safely towards them, a journey that will take about two hours. As we approach, Thorny grants everyone the Strength of Stone (Rank 10), with an extended duration for Johann , Sony, and Dae. Dae Links the party with Mind Speech (rank 4) and Force Shield on himself. We stumble upon some ancient Runic writing, which Thorny examines. He interprets it as a grand invitation from noble figures, beckoning adventurers to share in food and fellowship before a great battle. After we successfully and uneventfully descend from the hill, we make our way to the camp, an elf appears from the trees, inviting us to join their gathering. He is adorned with three bows, and half a dozen of variety trinkets. We warn him about the approaching group. Once we are seen by the rest of his companions, a couple amongst their midst, gives knowing glances to each other. From deep bellow, a pit clearly of magical origin, a glowing fire crackles. Stone steps lead down to it, where the sizzling of an unfamiliar six-legged creature—a strange land-mule hybrid—fills the air. Thorny and Sonny examine it without hesitation. “The Green Water Goblins have warned us of your arrival and your intent to assist,” the elf explains. They’ve been in heated discussion for hours, concerned about the Goblins’ advance toward the cliff where they perform hand rituals. This area is heavily infested with Goblins, and they aim to enhance their weapons and other items."We know we can enchant some items, lowering the requirements to use them"
We share what we know about the goblin paste and Sonny warns them of the dark creatures lurking above the cliffs.
We discuss the wonders of Seagate, a place known for its wealth and guilds. While for them Seagate is a place that steals people's money, and needlessly form guilds. “You’re a creature of fire; have you been involved with these guilds? Do you like it?” They ask Ruby. Meanwhile Johann & Sonny contemplate and discuss flying to the Green Goblin Village to acquire more of their paste. Finally deciding to pursue this route.
While in flight, they suddenly feel a chilling wind and lose sight of the ground. Johann decides to descend, but a griffon swoops down, snatching him from his blanket. Sonny attempts to grab Johanns but fails, plummeting himself as Johanns struggles against the griffon’s grasp.
The griffon, clenching Johann tightly, dives towards the ground. Sonny follows, crashing into something unseen in the darkness. Johann manages to grasp an object that falls beside him. As Sonny tries to fly away, sufferint some bone dislocation due to the heavy wight pulling him down (too much cheese) he loses control and they both fall from the shadowy depths. Sonny somewhat stabilizes as he nears the treetops, realizing Johann is holding onto his ankle. He braces for a landing, softening his fall by landing on Johan.
As they momentarily believe they’re safe, a goblin arrow strikes Sonny, sending him plummeting. In a swift motion, he pulls out a potion and manages to land in a way that allows him to drink it. More arrows thud into the trees around them, prompting Johann to conjure a wall of thorns for protection. He lifts Sonny and dashes away.
The group of six campers, including the couple and the elf, have a few scouts nearby. Edwin senses a large number of goblins lurking across the countryside.
Johann carries Sonny toward a foul smell detected by the bat, guessing it must lead to the Green Water Goblin Village. Sonny spots about twenty goblins up ahead. Emerging from the trees, they see four main goblin groups crouching near the lake, while to their left, an ogre rides a rhinoceros, conversing with other ogres and orcs.
Upon reaching the village, they warn of the massive goblin force nearby, along with the griffon. The monks exclaim, “Oh no, that’s really bad,” upon seeing Sonny, and offer to regenerate him. Though they cannot heal his leg, they suggest taking him to the cliff ritual for assistance.
The travelers offer them some paste to aid their efforts. Edwin inquires about sacrificing an eye for a quiver, while Ruby considers tossing a foot in exchange for chainmail. Dae, in a desperate act for his armor, starts bleeding out despite everyone’s attempts, warnings, and pleads to stop him. "They know nothing, they just haven't tried, I'm sure that if I stop at the right time, nothing can go wrong, I will prove them wrong...this armor is going to be the stuff of legends" Dae thinks to himself. Thorny, Edwin, and Ruby hear distant thunder rumbling in the skies. Thorny listens closely, feeling the presence of his ancestors. Dae’s eyes glow faintly, and he senses the energies around him, alarming his companions, both new and old. “130 orcs and goblins are approaching!” he announces. The travelers suggest retreating to a nearby farmland to camp for safety. The Elf, warns Ruby in private, that in three moons, Dae will face a grim fate, transforming into a dark creature of depravity. They advise her to abandon her companion to avoid this doom. “We’re going to find a man on the Plane of Earth who can recharge items. There’s also a sect of vampire elves that might reverse Dae’s foolishness—if you wish to seek their mercy,” He adds. Edwin sends a message inquiring about Sonny’s condition, while Johann begins to reply but stops, realizing the bat is too tired to deliver it. The Green Water Goblins gather and produce a large pile, offering Sonny and Johann earplugs and nose plugs to endure the pungent magic. They dive into the heap and then take to the skies toward their comrades. A few creatures fly toward them but quickly veer off at the foul scent. Below, they see a waterfall leaking red.
The noxious odor assaults their senses, overwhelming them as they continue their journey.
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"Of Grounded Safety & Distant Traders; The Hammering of a Deal"
| Plane of Earth and new business opportunities |
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The party is being compelled by the warnings from the Elf, to venture towards the Earth Plane before Dawn, for terrible things are foretold to happen to their in-house elf, Dae. And Thus, in agreement, the party leaders, Ruby & Sonny, decide to direct us there. Albeit the Squad of Mates are concerned for their friend Dae, they are no longer concerned by the state of their cats, for Edwin has made sure to check on them and assist them on their recovery after the tense journey.
The Elf reveals that he, Dae, will lose strength each dawn and fears his family will disinherit him. He hints that the Elfheim might have been searching for him to stop this from having happened.If he turns to stone at dawn, he might delay his fate—but if he dies in the Fastness, he will remain trapped, and his friends will need to rescue him, he also mentions that Dae staying in the Earth plane might delay his ill fate. Dae refutes this as nonesense, that Elfheim was just trying to stop him from being, and I quote "awesome", "the stuff of legends". The Elf emphasizes that mere Earth Armor won’t disguise them, detailing its protections, and proceeds to warn us about the dangerous traders we are meeting, and about the stone men leading these camps, they are long and lanky creatures. "They might want to get your, or sell information about you...or neither. They might take you as hostages if they find out you're part of the Seagate's Adventurer's Guild".
During the night, Dae studies his companions, experimenting with limited precognition and documenting the effects of their mana points for each of them, abusing his disproportionate current magical aptitude, and casting Limited precognition for "Control Person on my friend, through these mana points" to see how feeble their resistances are and point them out for them, he makes sketches of their anatomy for mana points and hands each one of them, at the bottom it the reminder "Do not lose this, and show it only to someone you trust, fix it".
The party replies they are there to trade and seek good fortune. They approach a deep ravine (from 400 to 800 feet wide depending on the part) with several tents (about half a dozen) on one side of it, and fresh smoke in the air. A large sled made of wood or stone sits idle nearby, with gaunt humans speaking a troll-like language. They inform us on that troll-like launguage that this is their camp, and to not offend them. They ask us if we're from Alussia, and "if you're going to brawl, no weapons please"
The party learns of the trader known as the Rambling Man, who promises to safeguard their interests and has clay jars that can send messages if broken. He informs us that the giant earthworm will last another four to six years, allowing for somewhat stable passage to find him. The Rambling Man beckons us to follow him into a tent, which once we set foot inside, we discovered it's much larger inside than out, "I obtained it from the Bazaar in the Plane of Air" he tells us once he notices our very expected surprise, the tent being about 15 foot on each side from the outside, yet about 45 feet on each side from ...well...inside.. We talk about negotiations, and reach a potential settlemete of 100 cattle per month for 10 All Storage gems of medium quality, we're given a sample of a low quality one, and he states that his medium quality ones, are twice to thrice as good as a low quality one, and that he will be hiring people to protect the cattle, at least on his half of the transport. We're also said that there will be a bonus if the deal is successful on the first three consecutive months. They negotiate for various magical items, Items the party gave where the Empty Goblin Bomb, The Potion of Diamond Skin, and the Enchanted Snake Quiver. ADHD Scribe Note note: Unclear if we traded only for the rain staff, or rain staff and the stack of Flocks. |
"Of Dark Tunnels and Doubt; Welcome to the Jungle"
| Taking the scenery route |
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We find our adventurers right after having successfully traded for the Rain Staff. The Rambling Man still offers to buy Thornie to send him to the mines, a place "all Dwarf yearn for and are more than happy to go to", at least according to him. We make a very limited precognition through Dae, of what will happen once we're on the way to the mines. "Thornie will be hassle free down there, but Ruby...she sets a trap which leads to her bleeding...Edwin and his dogs start growling, him starting to change his shape...". We promptly reject, selling Thornie was ridiculous, but, we were considering going as a full party.
For some reason, the Rambling Man starts enunciating that Ruby's mom was a great woman. And makes a brief retell of his experience meeting her.
We have Strength of Stone of the eleventh rank cast on us
One devilry imp and two undead attack us, first aiming for Dae. Thornie Succumbs to the Fear effect and gets frozen(legs wont move), Johann follows suit.
Sonny is still fears Dae and wants a promise of not being murdered
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"Of a Friendly Village & Unfriendly Relatives, The siege on the Green Goblins"
| Don't hit the Goblin! |
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Hidden by the cover or night in the paddies in front of the Green Goblin Village, the adventurers are assailed by the pungent scent of battle and burnt flesh. In dire need of a plan, for both assisting their friends and getting inside the village, they discuss, longer than they should, but as long as they must. An attempt to form a mind-speech with Sonny and the Green Goblins yielded uncertain results, a language barrier was on our way, yet we press on. After much deliberation, they settled on a strategy, through the use of mana, Sonny and Johann will conjure walls of Light and Thorns, followed by a Dazzling distraction courtesy of Ruby, Dae will attempt to control one enemy, whilst Edwin will set his hounds on the goblins, and the rest will be ready for support for contingencies. As the Light wall shimmers into existence, a wave of relief washes over them; the Thorns wall, however, fails to get that nutritious boost from mana, and doesn't initially come to be, helping them keep their morale grounded. Ruby’s Dazzle is a resounding success, momentarily disorienting our foes. In a swift maneuver, we gain control of an ogre, and Edwin delivers a decisive blow, sending it crashing down with a torrent arrows. Albeit Sadly, it was the same Ogre that was controlled. The hounds, directed by the BeastMaster Edwin, charge into the fray, pairing off against the goblins. One goblin falls under the brave teeth of the dogs, while another lies severely wounded. In a moment of sheer panic, a goblin charges through Sonny's Light wall, with hopes to escape this chaotic scene unfolding near him...but only to meet its end, by the enlightened judgment of the wall. Seeing this, the goblins on the other side of the wall start taking their distance from it, for their companions demise, was enough of a warning for even the most feeble of minds. Seeing this chaotic scene, the Green Goblins on the walls of the village, shoot down arrows to the already felled Ogre, was it hatred? was it fear? Or was the Ogre not dead? No time to dabble on these questions. Advancing further towards the palisade, another Light wall rises, as well as the first Thorn wall, successfully creating a hallway to safeguard them from the perilous assailants. Our control of yet another orc proves fruitful as it slays a goblin next to it, causing another nearby goblins to scatter in fear, for the sight of their comrade's brutal end alongside the betrayal, has instilled terror, and it retreats towards the paddies into the night. Just after a couple of heartbeats since their plan started, Ruby self-isolated on one of the sides, engaging a massive orc, only to end up receiving a heavy blow, stunning her in place. Luckily, Thornie valiantly comes through, assisting her with a potion, for if she kept stunned, what would go down would bring down their morale forevermore. The half-foots perception yet again prove to be keen, for Sonny perceives the goblins tinkering with spherical devices, their intentions troubling. Are these goblin bombs? Their familiarity with them sent a chill down their spines. These fears are realized when they launch an attack, luckily, goblin precision has never been renowned, and their first bombardment fails to hit the mark. The goblin assailants are immediately rewarded by the green goblins via a shower of arrows, dwindling their forces further. As the chaos unfolds, a haunting howl is heard from the darkened woods. hastily beheading the fallen ogre, claiming its three-horned head as a grim trophy, and begin their ascent up the palisade, the adventurers our efforts are met with varied success. Suddenly, a couple of shaman (either large orcs, or just ogres) mounted on wolves, emerges from the paddies where they had once sought refuge. They unleash a volley of unnatural fire arrows upon the adventurers, but Ruby's protective magic mitigates the fire damage. In the ensuing scramble, Ruby struggles to climb the palisade; Edwin heroically tosses his dogs to safety, while Dae attempts to throw Ruby but fails, causing further bruises and annoyance on Ruby. Another round of goblin bombs detonates, causing chaos once more, their aim growing sharper with each throw, yet, not sharp enough....yet. Sonny erects another wall of light to shield the party from behind, giving some respite while trying to climb the palisade and walls. The Green Goblins continue their relentless assault with arrows, striking at the assailants. Then, from the shadows, undead orcs materialize, preying on those yet to scale the palisade, targeting Edwin and Ruby, whom are at the rearguard of those yet to be successful climbers. A fierce melee ensues as both of them join forces against a resilient zombie that has managed to cross Sonny's light wall. Our party finds itself torn between aiding the fight and helping others up the wall. Meanwhile the Shamans throws their own unnatural fire arrows at the party. After a few heartbeats on the melee with the zombies, and two successful bombings from the Goblin bombs (damaging the party, and the walls), the shaman's fire arrows are spent, and they retreat, slinking back into the cover of the paddies. The green Goblins throw jars of a strange, viscous substance to those still struggling on the wall, "break the tongue juice over your heads and you will be able to climb", someone manages to speak in common. Finally making it inside the village, and Sonny and Johann are requested to assist with their defenses, for the disruption of thorn and light walls seemed effective both in damage, and cutting contact between enemy groups. A Rock Orc, with eyes glowing red, as steadfast embers, is seen by Dae, running through the battlefield towards Ruby. Ruby sees this Orc passing through walls until reaching her and attempts to fell her. She screams"I am being attacked by a spectral thing". Dae, in a flash of instinct, dashes from the walls, but Sonny misreads the urgency, a misreading which was aided by seeing blood eyes in Dae, believing Dae is intent on harming Ruby. Considering Ruby's words, and his teachings, Dae tries a counterspell on the area where Ruby is fighting, and its successful. After the perils inside the village are dealt with, but the outside assault still somewhat alive, but succesfully detracted, they bring the party to their shamans, whom murmurs reassurances, claiming Dae is merely in a transitional phase. Then the elf that has been traveling with the merchants speaks to the shamans in a dark tongue. The shamans become surprised, and get on a slight defensive posture. They warn that as long as he resists temptation, his journey across the continent is inevitable. The Daegun, seekers of elven artifacts, may soon cross paths with him, if he chooses to. Or he may join a circle of mages. But regardless of how this transition continues, he will be falling away from their company unless this is stopped. There are words spoken, about Dae's forefathers, one of his grandparents, about 25000 years ago. A Dark aligned elf with death aspect. |
"Of Cold Skin & Voyages through Darkness, a path towards Trials or Tribulations"
| Elves in the Dark |
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The Green Goblin Village is quiet now, or at least as quiet as you’d expect after successfully thwarting a siege. The priests promise to take us to the High Priest, as soon as they deal with the wounded, which we do our best to help tending to as well, especially Dae. Ruby shares a potion with Johann and Edwin to alleviate the drain they had suffered from the battle. Meanwhile, Sonny assists setting up further starlight walls.
After midnight, once the priests have enough leeway to assist us in the name of the friendship that the adventurers have established by coming to their aid in their times of need, one of the priests leads them, and says “Since you have a shadow aligned caster with you, we should travel with Shadow Form cast upon us. Also, you should be prepared to present a sacrifice of value to you.”
Ruby’s sister, Glory, offers to accompany through the portal, but they refuse. She offers to stay behind and watch over the elf and the couple. The priest wakes two more priests, and together they lead us up a hill, toward the heart of the village. There, amidst the shadows, lies a sunken building—a place where the villagers gather for celebrations. We believe the goblins might have built their village on the remains of an ancient dwarven hold. A quarter of an hour latter, they open a dark cold shimmering portal, through which a crisp air seeps through.
Edwin, in the spirit of improving his reaction, requests that someone carry his bow and weapon, for he plans to shape change. Once in his beast form, he distinguishes a strange fungal forest ahead, shrouded in a purple fog. The fog seems to move, and there looking are whispers of tentacles stirring within (or are those coming from where the waves crashed?). The road they travel upon, oddly seems dwarven in origin, the stonework solid and ancient. After half an hour of travel, the priest informs them that they must ascend the hills and likely drive the creatures and robbers that plague the proximity of the portal we are headed to. As they proceed on course, the forest flanks on one side, and the sea stretches out behind. A strange, ominous presence follows them, a tentacle beast, no doubt.
They hear a tapping from the hill ahead. Sonny, ever sharp, deduces that it’s likely someone using a cane. The priest grows tense, saying it’s not a wanderer but that tapping indicates that these people are likely in light armor, and some form of weaponry. The tapping grows louder, and the priest urges us to move west, towards the forest, to avoid the beast lurking near the swamp.
A few minutes after retaking the path, Edwin’s dogs catch the scent of something strange on the path ahead. Not long after the adventurers start climbing a hill, At the top they should find the portal according to the priest, “we’re halfway there” he says to Ruby, whom wanted a heads up in case she wanted to prepare some spells.
Sonny Strikes an undead in front of him with a mighty blow, making a moan of the trampled undead to resonate through that part of the hill.
Sonny, with his boldness, after seeing the Ice creature focus attacks on Dae, attempts to parley with the beast. "There are five elves coming from that direction. Attack them, not us. We are friends." The creature hesitates but doesn’t fully relent. It grabs Sonny, demanding to know where the elves are. Sonny keeps talking, calling the creature the most powerful dark being I’ve seen in my life. This distraction gives us a brief window, allowing most of them to reposition towards where the priest is making the portal ritual
We are greeted by three bald women dressed in yellow robes. "Greetings goddess" Sony says to one of the women there. They blush. “Your drentchness looks good on you" they say. The priest with us says something on a foreign language and bows to them, and says everyone should bow except as well Ruby. "Keep your men in check " one of the bald women says to Ruby. "You keep them as entertainment, now I understand"
Requesting further options, they tell of an elf that came to them for assistance in guidance, although this was hundreds of seasons ago. Sonny detects arcana regarding “goddess that impacts”, his answer is something on the lines of “seasonal, sun god, sun queen, lord of lights”.
(Self-Scribe Note: Consider rewriting bellow)
The priestesses in this temple are only interested in talking to Ruby, they inquire her why she travels with us, and she informs that they are a crew, and that the hobbit thinks he is in charge, and that Edwin is kind of new to the group. The buns they ate earlier helped the Draining the party suffered, except for the cursed elf. In addition Ruby and Sonny get an Ablative reinforcement on their armor of 3 points against draining.
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"Of Sands & New Companions, Puzzled by the Mongoose."
| The things we do for our friends |
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The first thing the priestess did to help with the upcoming trials, was to take care of the injuries that Sonny had sustained a few days back while saving Johan. Alongside that, she offers to bring us to a couple of members of the elven courts, which currently, are in their jail. While heading to their training quarters, the priest from the Green Goblin Village there, offers assistance when hearing that the adventurers were in dire need to contact Gugnir’s hope regarding the deal with the Cows & the Rambling Man. “In two days, if not earlier, I will be heading back to my Village, I am willing to pass a message to someone if you’d like, perhaps to your sister?” he says referring to Glory, Ruby’s sister. Amongst the many tasks the adventurers recall, is helping Mr Beaver… but the time for that has passed, and they are concerned for him. Another one is informing about the Thompsons & the Rambling man. Also about staffs and hobbits, will they meet the fire hobbits and trade in their Rain Staffs?. There was also a message from the Coven of Mind Mages being sent to them in the coming days.
The message for Dae is as follows, at least superficially:
A priestess approaches them and ask “I understand you are the ones going to the trial” . Then leads them to where several big large ponds can be seen, where there are giant lily pads. This is where she has set her camp, she informs them that her mistress has gone ahead to prepare the way.
After some time, at night, a human woman, in her 50s or 60, approaches them “You are the people traveling to the trials, is it so?” she approaches one of the ponds, taking some of the water from it into the waterskin, which also calls out a mongoose out of the pond.
Through the time spent on the camp, she informs them of puzzles to get into the doors, and how these puzzles will vary depending on the moon’s phase, and suggest them to, once able to get through a door, to make sure it’s closed behind them.
After all her advice has been given the adventurers request for a set of red gloves, which she lends and requests to handle them with care, and not to forget to return them.
Traveling through the night, with occasional Clouds and Showers, once at place, they have to wait for dawn for the pyramids to reveal themselves, so she lends us again the box, leaves her assistant with them, and lends us the mongoose, so they can petrify Dae, and revert it. Sudden wash of eat comes, and they see miles and miles of sand with occasional patches of ‘something’, as dawn comes, we see a strange building far away rising from between the dunes. Sunny casts shadow wings on the company, while Johann does his carpet trick, and Astaria casts Feather Fall as well.
The hallways towards the pyramid seem to be huge, about 80 feet wide and tall.
After successfully flying into the pyramid, apparently avoiding the surveillance of the statues due to not touching the sands due to the flight, they come across a number of human and hobbit shaped creatures in the shadows, and Astaria notices a small, about 3 feet tall, small tornado, creeping towards the rest of the party.
Edwin, once further inside of the pyramid, asks his dogs if they sense orcs. They affirm, and indicate the direction.
Once the rest of the party comes in, Astaria feels the air flowing freely in this room, the air feels particularly good here. Meanwhile, Edwins dogs grow restless, feeling that Orcs have been everywhere here. Sonny Detects Arcana on the statues “last magic to impact upon statue” “preservation. Does it on another one “can you animate” “yes”. On another one “What is your trigger”, he gets no discernable answer.
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"Of Ice & Riddles, The fruits of their labour"
"Of Birds & Satyress, A profane toll for the vane."
| Portcullis |
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The adventurers decide to wait until daylight and set up four watches to rest, Frigg & Sonny first, followed by Dae & Johan, then Astaria & Ruby, and finally, Edwin with his four loyal hounds & Blunder Foot. During the third watch, a snuffling sound is heard, suggesting something medium-sized is lurking nearby. Ruby uses her infra vision, while Astaria lights a torch in case they need to shift from the campsite. They discover four relatively large hogs. Astaria shouts to warn the group, but Frigg and Sonny are too exhausted from the previous battles and events to wake up. When the hogs, which seem to have holes in them, notice the flaming sword in Ruby's hand, they turn and walk away. Johann casts a thorn wall to ensure a safe rest for the night for the group.
After returning to sleep, Ruby hears strange paw sounds from outside the thorn wall.
Once the adventurers rested up, they scavenged for some fruit, and Dae brought a waxy honeycomb as well.
On the pond/lake there are about fifty lily pads and a large chorus of frogs in the morning. Sonny found a reed boat. Which appears intact, but without ores, which seem to have drifted away. It measures eight feet long and six feet wide.
Once the group starts making their way towards the tower (Sonny, Blunder Foot , Dae, and Frigg with flying with Johan, the rest on the boat), some of them spotted a large humanoid figure walking toward the pond's edge on their end when the figure noticed them, moving closer and closer. The figure wore makeshift garments and slippers, with contractions on its toes. Dae notices a large eye on its face and a turban with a half-dozen humanoid skulls on its chest plate.
The island is covered in dew and mist, with dense undergrowth and a large tower at its center. The creature,now having arrived on the shore after our adventurers, performs an odd dance, which Dae associates with shamanic rituals—perhaps summoning a hero or a magical warrior, or something unrelated.
The danger proves real, since only Ed seemed able to successfully remove a chunk of the portcullis, allowing for a small gap to pass through. When Ruby attempts to hold the broken piece, she experiences a strange sensation of the world becoming dimmer, with her vision blurring for a while.
Suddenly, a voice, belonging to an authoritative woman, comes from behind them in the mist, greeting the adventurers, and asking the elf to please step away from herself and whoever comes with her. She invites them to talk or hide in the mist. As the group approaches, they find six women in yellow robes, who introduce themselves as servants of the Golden Circle. They warn the party that the last people that left their temple were pursued by an ogre.
“Next time you chose to sleep, take your amulets of protection off, we can come talk to you on your sleep, and discuss with you on your sleep” “we are the servants of the GOLDEN CIRCLE”
Two of the six women fade away, and a third, perspiring, also disappears, “I will visit you when it’s dark, good luck” “we can’t see what you see, we’re not really here” . She mentions the presence of creatures like minotaurs, kelpies, or djinns.
Now with the mist gone, four balconies, bent in unnatural ways, reveal themselves at about 90-100 feet away. Astaria casts Feather Fall while Sonny uses Walk Unseen and attempts to climb the tower. Upon reaching the top, he sees layers of curtains and drapes between him and the interior. He spots people dancing in the distance and hears music through the shimmering curtains. He returns and throws down a rope. Inside the tower, the walls are adorned with relief artwork. Dae detects many happy minds, perhaps the musicians. From the balcony, the party sees a large pond surrounded by wild and carefully nurtured trees, with huts on one side. The pond, which looks more like a lake from here, is serene, with mystic wind chimes chiming faintly in the distance. Sonny detects arcana the magical nature of the curtains, confirming they are preserved remnants of living things. Johann passes through about five curtains, but when he looks back, the party is no longer behind him. He returns out of confusion, and from the balcony, he spots smaller balconies further up—about 60 feet above. Sonny climbs higher and notices small holes in the tower's side, likely pigeonholes. He avoids them, but further up, he spots small bones sticking out of the brick, as though the bricks were made from improperly ground bones. Reaching a balcony, he leaps across, only to find the edges are barbed. Inside, the curtains are a deep purple lavender color, and the tower’s doors are intricately designed with wooden frames and glass panels. A stone statue stared at them from above. Below, the cyclops continues to place dream catchers around the area. Birds fly from below and land on the balcony, waiting expectantly. Astaria feeds them and converses with them. “Good you speak to us, like the other interesting girl, a long time ago”. The birds mention “Sheisa”(?) at the top of the tower and refer to her as someone who no longer has friends, only balconies, since her former friends are now balconies. They also confirm that there are many residents in the tower, including a man who still resides there. After much debate with the pigeons, Sonny picks the lock, and Edwin barges in, followed by Dae. Inside, they find a sleeping chamber and a study, with an unusually tall (about 6 feet high) and beautiful satyress working at a bench filled with alchemical instruments. She looks startled but offers the adventurers potions to help them on their journey, mentioning that the gem they seek is at the top of the tower. She explains that the woman at the top was cursed by her stepmother for her vanity, causing terrible markings that drive others mad. The satyress came here for her own trial, which she completed long ago, and now she resides here occasionally for experiments and to assist the cursed woman upstairs.
The satyr gives potions to Ruby and Sonny, for they were highly affected by the magics on the portcullis. After drinking them, Sonny becomes hairier and so does Ruby. Ruby regains her normal mana flow. She also lends them a wooden framed mirror to use when interacting with the cursed woman, as she avoids seeing her own reflection.
“Master Cobbler is what people used to call me before I took residency here” she answers when Frigg asks for her name. Before they leave, the satyr casts a lesser enchantment on Frigg and Astaria. Frigg casts Cold Protection rank 4 on the party, and they are given a special lens to help avoid the taints on the floor. The satyress provides directions (Left Right left left right) for navigating the maze, asking the group to promise not to harm the cursed woman. As they make their way through, they encounter ghostly figures and hear the goblin's “up up up” as Ed climbs to retrieve the gem from the pond. He successfully obtains the gem and descends with Feather Fall. The party pulls him to safety, but sinister creatures lurk nearby, keeping their distance. Back on the ground, the satyress is surprised they returned unscathed, telling them stories of treasure hunters who got lost in the maze. When asked for guidance, she mentions a crypt entrance near the planted fruit trees, warning the hobbit to be cautious of a trap on the portcullis. Sonny casts Fly on those who can’t fly, and the group flies toward the orchard. They encounter tall women in plate armor carrying large swords. The hobbit disarms the traps, and they descend into a stairway leading to wooden doors. |
"Of Sarcophagi & Sacrilege , the wish of a Tomb Raider"
| New totally harmless friend |
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Edwin, with the help of two others from the party, musters the strength to push open the heavy wooden door. The structure inside is made of well-crafted stone, and the walls and doors are adorned with old lanterns. Edwin continues with his dogs by his side, walking cautiously. Upon lighting the dusty torches inside, they reveal further stairs leading down. To the left and right are staircases, both descending to an oval room with furniture scattered about. An archway with double doors, marked with strange symbols and keyholes, lies ahead. Edwin’s dog halts about a third of the way down the stairs, noticing something unusual. One of the dogs communicated with him, the step had moved, which is why it stopped and just sat on it. Sonny, guided by the hands of fate, deactivates hidden pins under the stairs to avoid triggering a trap. Once in the ground level of the oval room, they notice that the door ahead has scales etched into it. Some of the keyholes look like traps, and once their old torch burns out, they light a new one. Suddenly, the door bursts open to reveal a large courtyard, where the sound of flowing water fills what formerly was just silence.
The courtyard is lit by what appears to be sunlight, with sandstone pillars and columns. The space is ornately designed, complete with statues, walkways, and markings. But a foul stench fills the air. “There is a bad smell there, of a terrible creature, cow head and horns” says one of the dogs, retreating behind Edwin. A large humanoid scorpion, carrying a bucket or round object, rounds the corner and freezes when it sees the door open. Alarmed at seeing the adventurers, it turns to flee.
Edwin hears the sound of claws scuttling away and decides to track what they assumed was minotaur’s movements, trying to identify the door it may frequent in the courtyard. Frigg looks up and realizes the courtyard is about 60 feet high. A clanging noise emanates from the direction the scorpion went, followed by the sound of something opening.
The doors are marked with pictograms depicting Jackals,a Chimera, a Mummy, a Minotaur emerging from an open door, and finally, a woman holding a bouquet of snakes. Looking back at the door they came through, Edwin notices slots carved into burial grounds, cleverly concealing hidden mechanisms. Next to a mummy’s display, there are mechanisms inside some nearby pots. Astaria attempts to pull the two large round handles, which start to swing open, causing the levers to creak. As the door opens, a foul odor floods through, confirming to Astaria’s keen senses—”this is a crypt”. Sonny, again led by the hand of fate, indicates the correct lever for Ruby to pull, and as the door opens further, blue smoke begins to swirl down from above, slowly solidifying. The adventurers quickly rushed through before the smoke fully materialized.
Inside, a large, square throne room, with something atop the throne catching and reflecting the light from the torch, and from outside the door, which suddenly also shut behind them. A desiccated corpse is draped in fine wrappings beside two sets of old armor and weapons. Three pillars support an odd-looking book, and several ornate sarcophagi are scattered throughout the room, which was taller than what it was wide.
Studying back towards the entrance, Dae saw a pictogram depicting a husband and wife wearing foreign garments, holding a book between them.
With the additional light, they realize the sarcophagi are carved directly into the stone, not merely placed against it. Edwin examines the room through the recently obtained gem, and sees a path emerge, which the group decides to follow.
As Edwin walks 15 feet in, he notices that the coins begin to trail towards the sandier areas. Once the path leads him in front of the throne, the guard to the left tightens his grip on his spear, and Blunderfoot grabs Frigg’s leg as everyone prepares for potential danger. Edwin attempts to grab the book bound by iron chains but feels a sharp pain as blood seeps through his gloves. He struggles to pull it free, but as the guard begins to regain mobility, Ruby casts fire, destroying the mummified remains in a burst of flames. Edwin proceeds further down the path, while Ruby and Dae continue to guide him. Meanwhile, Astaria and Frigg spot something that looks like a spider at first, but on closer inspection, it's a group of dark, beetle-like creatures climbing down toward Edwin. The creatures move whenever Edwin halts. The group realizes there are at least a dozen of these creatures. Edwin sends his bat to grab the red gloves, while he studies the pictograms on the sarcophagi. It looks like an accounting system, possibly scales. They tie two sticks together to help retrieve the gloves, which the bat couldn’t manage on its own. In frustration, Edwin musters his strength, shifts the sarcophagus open, and finds a mummy holding an incredibly square object wrapped in reeds. The mummy is preserved in fine cloth and adorned with beautiful, decorative weapon-like objects. Upon removing the book, the reeds dissolve into dust, revealing a book with an ebony glow to it. The leaves are a strange metallic color, hard to discern in the dim light. The beetle-like creatures moved like cold-blooded killers, colder than the stone itself. On their way back with the book, Edwin triggered a dart trap that heavily injured his knee, causing him to black out from the shock. Frigg and Astaria rushed to help him, while Johann grabbed the book. Johann smolders as he handles the book, but even after setting it down, the heat lingers. Edwin’s injury looked awful, the metal dart which grafted through his feet embedded itself in his knee, reducing his mobility.(Minus to AG and MD), (-1 to Agi and TMR) Astaria removes the dart and notices it begins to wiggle in her hand before she throws it into the sand. Meanwhile, Frigg and Ruby work to extinguish Johan’s fire, which had nearly evaporated his blood. Dae uses a healing cantrip to help fix the gloves which tore when Edwin transformed, while Ruby cleans the book, attempting to restore it to its former glory, or as close to it as her ability allows. Blunderfoot, startled, leaps into Astaria’s arms as she catches the torch. Between Astaria’s herbs and Johan’s healing paste, they manage to stabilize Edwin’s condition. As they inspect the doors, Astaria notices a slightly translucent, fairly-attractive man standing in the shadows. He appears tanned and exudes an air of elegance. He greets them with, “Greetings, adventurers. You have done well.” Astaria introduces the group, and the man explains, “I was once a prince, imprisoned by my evil cousins. They trapped me in the book you found. Since you’ve freed me, I believe I owe you something in return, so what can I do for you lady?” He kneels and produces a flower from thin air. Astaria feels a surge of air magic coursing through her. The group discusses what to request of him, and Ruby uses her gem to confirm the man’s trustworthiness. “There is another trial,” he says, “the Trial through the Mushroom Lands. The gem will guide you on the right path, though it is not always the most obvious one. There are three special mushrooms there that can remove any foul magic. If you wish, I can guide you.” Looking through the gem, the group discovers the hidden exit that the translucent man spoke about, it leads to a cliff, positioned midway between the Green Goblin Village and the Minotaur cave. Still nighttime, they realize they are back in the Fastness. The creature warns them that the cave is guarded by creatures with bat wings—gargoyles.
Before descending the cliff, the party receives renewed buffs & Spells: After some time, they discover a cave, and as they venture deeper, Astaria casts Vapor Breathing. |
"Of Mistrusts & Travel Weariness, The Burden of Help Ungiven "
| B&B, Books & Blood |
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( Information only Sonny knows at the beginning of this part of the story, he learns through a Detect Arcana that the gem they obtained is affected by ‘revelation’ magic, in addition to that, he learns that Ruby is subjected to a charm effect based on the translucent man)
Sonny Detects Arcana on the red gloves explains the "nature of the magic on the gloves" and cryptically mentions "virginity."
Ruby inquires about the name of the man, and he responds, introducing himself as “Quilian” (Quilis?).
"This tunnel leads to the mushroom trial" Quilis says. "I will remain here, generally in this area.
“If…or when… you chose to go through the trial, you must reach the center of the caves, where you will find three mushrooms: an ancient one, a young one, and one in its prime. Solve their riddles to proceed.” The cave entrance where the adventurers are currently, is at approximately 200 feet above the river. From here they can see to the west many houses are burnt down, with parts of the walls and palisades being rebuilt on the Green Goblin Village. After gliding down and landing on a bed of tall reeds, they make their way to a main road, struggling through 15 feet of dense vegetation for two hours.
After some time, they encounter a woman with a snake-like head, dressed in sandals, long pants, a wide-brimmed hat, leather armor, and a staff. She appears surprised as they stumble upon her. Sonny Detects Arcana to discern her nature "Shiraz" (snake people who live between the planes of shadows and fire), tries again to detect if she is of a particular college “celestial”
"Greetings, humans, hobbits, and elves," she says, introducing herself as Shirazza. She reveals that she came to Alussia seeking help for her village, which needs heroes. "I also wish to enslave some... oh, like that one" she points at our goblin friend, Blunderfoot.
She asks Ruby, “Have you encountered any particularly handsome individuals of your race, with a deceptive aura? I ask because there’s a demonic taint about you.”
"Are you all right, or do you need rescuing from these people?" she whispers to Sonny. Later, towards the end of the day, they arrive at the edge of Green Goblin Village, where goblins recognize them from afar. A few older goblins approach and greet them more formally, mentioning that they are to be introduced to the new chieftain. Once they get inside the walls, they see that several goblins are still being embalmed.
“Many have died” one goblin explains. “We’ve had three war-chiefs this week alone.”
After discussing the help they need to get back to the temple of the Golden Circle, the group is led to three priests, noticeably older than when they last met them. The priests have always been human, not goblin, which makes their sudden aging even more concerning due to the implications of it. “I need to return to the Sun Temple” one of the priests says, the same priest that took them there last time. After a hot meal, he leads them through the Shadow Plane, using it as a shortcut to the Sun Temple. The priestess at the Sun Temple greets them. “I see you’ve returned, mostly successful” she says. She offers food for the men while the women, Ruby & Blunderfoot, are taken aside to tell her their story.
Apparently, dark creatures tried to lead them to a different location between the first and second trial, where many adventurers are tempted to face dangerous creatures guarding treasures.
Meanwhile, Johann performs a tarot reading on Ruby’s armor “There is a powerful creature on the book of thought that you can pull out, and if you manage to defeat him he will grant you a boon, if you manage to do so, we might use the creature’s blood with Dae the creature to release him from his curse” Ruby asks for help in removing her charm.
The priestess offers to assist her in relieving Dae’s burden at dawn. The group prepares, having a hearty breakfast of Lilipads before dawn. Then, Ruby is knocked out and bound with stone-red snakes. Their skin turns ashen, and the snakes drain Ruby until she goes pasty in color and pale. Then they bite Dae, who protests, "I do not consent", which is important in elven society, well, at least according to Dae.
“I’ll only explain this once” the priestess begins, referring on what they must do to prepare to face the demon from the Book of Thought, but Ruby interrupts, so the priestess adds “I won’t explain” and gets up to leave, and does so. One of the other priestesses provided powerful leeches to drain the creature’s blood once it's debilitated. Remembering the amulet issue under the tower, they remove their amulets and go back to sleep. At dawn, sunlight bathes all of them except Dae, who appears to be evaporating and condensing until he stabilizes (effect of the ritual with Ruby’s blood).
After four hours of sleep, they wake up on the shore of an island and feel the need to relieve themselves. They notice a group of around three dozen women, mostly human, hobbit, and elven, wearing red.
After giving them a curated version of the events thus far, she advises them “Watch out for the lycanthropes; they’re not what they seem”. When inquired about what sort of relationship they have between them, they answer “We're friendly covens similar to ours, such as the Golden Circle Temple you are in currently” she adds. “We have an offer for Dae” says one of the women. “We need someone in his condition. We can use a free elf like him for our coven. An elf free of the reach of Elfheim. He could join our coven for a period of time.” To which Dae doesn’t reply immediately, having conflicting feelings and urges. Turning to Sonny, she offers cryptic advice: “There are a couple of items you could borrow, but if you ask for them, they’ll be denied. However, we can tell you where they are. If you bathe in lavender and adopt a different stride, an old woman who guards them won’t recognize you. She will mistake you for a human priestess. The dagger you seek is in a wooden box under a pile of ash in the heart beneath the stone. It's in a bone box and can harm Dae or any creature from the Book of Thought.” “The other item is a menacing creature that’s been living in the temple. It’s invisible and sheds its skin when cornered. Find it, corner it, wrestle it to the ground, it will shed it’s skin which can be used to create a cloak of invisibility .” She warns, “The creature in the Book of Thought is a dangerous succubus. You could avoid her by putting nettles on your pants to avoid getting trapped. ” Johann offers to make a perfume to repel her as a counter offfer. She also suggests, “You could castrate one of your servants to prevent the succubus’s influence.” “There are two things the succubus desires: either the sacrifice of one of your males or freedom from the book and the pit.” |
"Of Blood & Ice, A Gift of Death"
| Formerly awesome, still not handsome. |
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After much deliberation regarding how to approach and plan on getting the blood from the creature locked in the book, they came to the realization that the blood they had been seeking was likely Quilian’s all along.
On their journey east, while searching for the cave entrance on the cliff, they noticed the goblin camps and defenses had been relaxed. Goblins were either sleeping or intoxicated, grateful for a brief respite from the daily assaults on their settlement.
Ruby bluntly asked him for a vial of his blood, which he gladly obliged. She proceeded to extract the blood with success, she obtained it without issue or harm (rolled 03). Quilian shared that he was interested in conducting mushroom tests with them, as there was a treasure he desired, but anything else could be theirs if they helped him. He also mentioned running into a snake woman who seemed to be seeking slaves from this land. Around 3 p.m., they returned to the Green Goblin Village. After midnight, the priest took them through the Shadowlands once more, reaching the Sun Temple of the Golden Circle. The ritual, which would take about an hour, was to be performed at the top of a cliff where a snowstorm was brewing. Dae would have to be restrained for at least the first ten minutes. They were introduced to a group of fighting monks. The ritual required Dae to be naked, and creatures would emerge from the cursed, poisoned blood in him. Ruby asked for potions to replenish her magical power, to which the priestess responded that they usually had them, but they bathed in them.
Blunderfoot, with a grin, said to Sonny, “I’m not interested in cheap heroes, only the real deal.” As the ritual began, five creatures appeared. The adventurers fought to protect the priestess and the monks, while Dae, tied to the altar, cursed his fate. He had begun this journey trying to protect others, yet now he couldn’t even partake in the battle.
After about ten minutes, another set of creatures appeared, this time they adventurers were more prepared, surrounded by starlight walls cast by Sonny, making it harder for the group to reach the priestess and disturb the ritual.
After about twenty minutes, with no new threats appearing, four more creatures emerged.
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"Of Seagate & Blue Grass, Their side of the story and what's to come"
| Covering Distance |
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After returning from the Temple of the Sun, the adventurers traveled all the way to Seagate to do the loot split. Once that was dealt with, they located Kathryn, the cheese enchantress and water mage-in-training to take some time to reconnect with her. She’s noticeably stronger from her recent training and is eager to see her old friends, especially Johann. She shares that some individuals have attempted to abduct her, including a goblin accompanied by three orcs. She also asks if they have any "time nuts" and offers the group healing waters and other potions, all freshly made over the past two days (15 rank 6 Waters of Healing, and 15 rank 10 Waters of Strength).
A representative of Vance, the Master of Bats, arrives, stating that Vance wishes to meet with the adventurers and warns them of a dwarf trying to abduct Sonny. They spend the afternoon eating, drinking, and gossiping while observing the many people around, many adorned with amulets.
Inside the tower, they find wooden doors leading to uncomfortable stairs. After climbing to the top, they’re greeted by a human woman who invites them in and informs them that their host will see them shortly. She mentions, “You must be Sonny,” and hands him a letter for his mistress. Taking the chance to inquire more about the goings on Seagate, apparently, hobbits from the guild mounted a raid and abducted one of the dwarves, which prompted retaliation against the hobbits. Ruby, growing frustrated with the lengthy conversation, tells them “Shut up and go to sleep.” The group is provided with strange blankets that make a sloshing sound. Sonny uses Detect Arcana on them and learns they have a magical divination effect, with the eastern ones seemingly infected by “plaits of light”.
Before departing before dawn the apprentice explains that Erklick is one of the princes from the Shadowlands, and he can return them to the guild for a price (ransom) if they get stuck in the Shadowlands.
Upon arriving in Bluegrass, Castor, in charge of the healing turnips and garlic, mistakes Ruby for one of the dancers of the Black Tower in the Fastness. A young elf woman was also seen looking for Dae, but didn’t leave her name. Johann and Ruby try swimming in a pool to reach the mistresses, but they struggle, injuring themselves with water in their lungs and scuffing rocks on the way. Fortunately, the rest of the group helps guide them to safety.
After a while, half a dozen mistresses and masters arrive. One of the mistresses, a witch not affiliated with Johann, leads them down a bright stony path to hear their side of the story, or as she calls it ”misdeeds”. They note that a tarot reading performed before Dae’s curse was lifted revealed six deals, one of which was not beneficial to them. These deals include:
The mistresses and masters request the adventurers resolve the situation with the elves to earn the back support of the elven Rangers. When asked about the Beaver, they explain he is currently working on magic involving salt and pearls and has been offered the guidance of the adventurers to clear his pond of invading necromancers. The adventurers are advised to resolve the elf situation, after which they will be guiding the freed Rangers to help with the cow trade. They are also told that the Rambling Man holds information about traders and powerful individuals controlling the hill. The Mistresses have offered powerful items in need of access to these individuals to recharge these items. Apparently, the group controlling the hill values dancing and holds noble titles. The adventurers are even offered/requested to consider training intensively for twelve weeks to learn how to dance. They are also instructed/suggested to take a pack of cows as a goodwill gesture in their trade with the Rambling man, and trading in for information.
Mistress Alice, the missing person, is believed to have been taken by a faction in Elfheim, not Elfheim itself. The group suspects she was taken to the Delf, where mind mages and water mages are being captured to distort readings and mislead others. Likely to Dark elf's ruin in the desert, dark waters to an island, south of the elvish islands.
Sonny presents the letter from Vance, the Master of Bats, to the mistresses.
To deal with the mushroom cave and the Incubus, they provide the adventurers with green and blue twisting carrying bags, filled with vapor-breathing potions, and scrolls containing nine Feather Falling spells (with a very short duration).
The mistresses also suggest postponing dealings with vampires and the Lich on the hill until the adventurers are strong enough. They offer to train them in swimming and drowning techniques and provide a rite of command for the Rangers once the elf situation is resolved. They provide a scroll of repeating counterspells “Once you start you jump to stop casting counterspells in the fastness” “Maybe if you jump with your feet while having hands on the ground”, else they cast endlessly till fatigue runs out. The adventurers are then informed that Ruby’s mother wishes to speak with them, and the holidays are expecting them for lunch. Ruby expresses interest in learning to boil people’s blood via spellcraft. Furthermore, in the next 18 months, the group is tasked with retrieving Aquelina and escorting her through portals to islands south of their current location to create a wave of life, an elemental force of nature that will need protection. The mistresses and masters seem to be building something more than just temporary solutions at this location. There is also another mountain with a pool of permanence, and once the adventurers have the potions, they will be given a way through the desert to reach it. Ruby’s mother, the holidays, and the elves remain top priorities for the adventurers.
"Of Homecomings & Skin Rearing, A disruption in the cattle industry."
Upon entering the forge, they are greeted by two lifelike statues of elves, frozen in the exact moment they were about to step inside. Around a dozen apprentices, roughed up from their work, chatter among themselves, some sharing stories. Ruby startles them when they suddenly hear her ask, “What’s going on here?”
Ruby’s mother soon appears and wraps her in a tight hug. “I see trouble has followed you”, eyeing the elves hunting the group. “Do you know about your brother? One of the gypsies(Scribe note: not sure if I misheard) said you've been associating with the incubus—your eldest brother has gone into the Fastness to rescue you.”
As they talk, they head down the stairs, where they encounter the baron’s mistress, accompanied by several guards. She informs them that one of the sheriffs was injured by a mind mage dressed in red. Ruby’s mother, offering a necklace to Ruby, hesitates before retracting it. “Maybe you don’t need this after all,” she mutters, but ends up giving it to her regardless.
Soon, a group of twelve elves arrives at the forge, presenting an order to arrest Dae and take him to Alfheim. Ruby’s family invites the Holidays to join them in the forge. Johann speculates that Dae’s sister might be a Wild Elf. Sonny’s mother takes the letter they received in Bluegrass and meets with the elves. After a brief discussion, she returns, saying they will divinate Dae for half an hour. During the divination, the elves appear genuinely surprised.
As the adventurers prepare to leave, hobbits and dwarves appear, heading west toward the game. A theatrical scene unfolds in the town square, where more than 400 people are gathered, some performing tricks with talking geese, others juggling, and even a few large horned bovines.
At Dae’s home, six new elven faces, bringing the total number of elves in the area to around 30. None of them have taken off their shoes. After a tense few minutes, Dae’s mother arrives, asserting her authority and sending the elves away. She warns Dae that three dangerous elves from Seagate are hunting the party, intending to kill them and bury their heads in high-mana zones. She also advises Dae to wear his father's amulet until they (who are they? Dae is too afraid to ask) return from Alfheim, which will be within the year.
The rangers suggest visiting the witches to address Ruby’s demonic incubus influence. In a matter of minutes, they remove the incubus’s grip on Ruby and provide the group with shape-changing magical tools and skins for their cow transportation.
A hobbit suddenly appears from the shadows, introducing himself as “Bombi,” one of the king’s rapiers. Nine other hobbits emerge alongside him. Bombi declares, “I’ll stay here and deal with these elves.”
Carson, a detective from the Number 1 Detective Agency, arrives with shadowy wings. He reveals that their mothers have hired them to cover their tracks and informs them that Dae is currently untraceable, though the rest of the group is. Carson hands over a large sum of money—around 100,000 silver pennies—for the cows and other repayments the group must do. The detectives will handle the finances from here on out, since the goof troop declines being responsible for such a sum.
At the camp, goblin corpses in skull leather armor are scattered around. After an hour of preparation, the elves and hobbits announce that the cattle, in lots of 20, will be taken the next morning.
A few days later, the group arrives at an intersection between rivers and hills, near Ridger’s Keep. A dwarvish bridge stands there, and one of the rapiers mentions they managed to kill two of the elves. The shortest elf remains alive, vowing revenge on the adventurers. They also killed 11 hobbits. These elves are anti-elf supremacy and believe Dae is pursuing such an agenda
Edwin spots a cluster of unmoving clouds in the distance, which they suspect are connected to the flying castle where the chimera once resided.
They rest near some pins and a makeshift bakery by the hills, which the adventurers suspect is a former fire hobbit camp. The next day, they prepare to travel to the Plane of Earth with the strength of stone spell cast on them by the rangers.
At the Rambling Man’s camp, they- discuss the price for the cattle, four medium-grade (branch linked, holding up to 6 mana) or two good-quality gems (8-9 mana, fully transferable), the Mana leaking of the gems is about one per week, and you need to spend two fatigue to put in one point of mana in them. Ruby mentions the noble elves on the hill, and the Rambling Man agrees to discuss it further when they aren’t in the company of others. Dae brings up the Ogre Magi’s three-horned head, and the Rambling Man agrees to process it, for a fee of about 5000 SP if the result is of average quality since they are providing the raw material. But first things first—there’s the matter of the cattle. On the way back through the tunnel, the goblins make a foolish attempt to toss bits of fire around, trying to bring the fire to where they stopped the pig. Eventually, the group secures the passage, ready to continue their journey
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"Of the Selfless Incubus & the Oppressive Shirazza, Commotions on the Hillside"
| Told you he was harmless |
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It's nighttime, and they set camp where the fire hobbits had previously rested.
Edwin notices a static cloud bank lingering between two cliff ranges in the valley. The rangers announce that their mission is to return to Gugnirs Hope but stop by Beaver Pond and the Hobbit town on the cliffs along the way. They offer the adventurers the choice between "Strength of Stone" (rank 11) or "Armors of Earth" (rank 6) for protection.
This is the first time the group climbs the hill from the south side, where they see more fruit trees than from the other direction. Sonny uses his "Detect Arcana" ability to study the ripe fruit, discovering its magical effects—boosted stamina. When he asks about other plants, the avocado trees seem to provide similar results.
As they trek up the hill, there are small gullies that cause them to lose sight of Sonny, who leads the group, every now and then. After about half an hour, they reach the top and find small ponds surrounded by reeds and wailing flowers, emitting deep, harmonic sounds. Soon after, they spot a rhinoceros statue. Continuing their search, they finally locate the bull statue with the ring in its nose.
The party approaches cautiously, and Ruby greets the women inside with a cheerful "Hellooooooo!" The women, startled and on alert, seem to recognize Ruby. Gumberbell, a halfling, explains that they’ve been hunted by a snake woman who uses poison and strange magic to transport/kidnap her victims. Last they saw Quillian, the incubus, who was helping them, he got injured by the Shirazza. The women recognize the adventurers from Gugnirs Hope and explain that Quillian placed the dolls to protect them. There are 11 dolls in total, and two were sent to their village for safety.
As Ruby moves toward the cave entrance to tie a ribbon, she accidentally triggers a trap—a bomb goes off, causing her to dive backward but still take some damage. The women confirm that this is the work of the Shirazza woman. After Ruby lights a torch for better visibility, the oil from the device begins to spread, but thanks to her flame resistance, she avoids any serious harm. She also notices several other similar devices hidden nearby.
The women explain that every time they try to venture deeper into the cave, they fall asleep, unsure of the reasons why.
Edwin shoots an arrow at one of the egg traps, triggering a chain reaction of explosions. Four bombs go off, and about nine small, four-inch snakes crawl toward the entrance. Sonny uses his "Detect Arcana" to figure out whether the snakes are creatures of light or darkness, then casts a wall of light to block them. On his second attempt, he fails, and one of the dark creatures that rose from his feet intercepts one of the snakes. Johann collects some of the gunk left behind by the snakes, which they stash in Edwin's backpack. Sonny and Ruby have used Feather Fall scrolls, the former to descend the hill to the cave's entrance, the latter, just in case they needed to jump of the cliff due to the bombs While waiting for Quillian, the group notices five groups skulking in the grass, apparently hunting each other. A shadowy figure with a large straw hat—similar to the ogres and the snake woman—appears climbing the cliff. A fireball launches from the grass, narrowly missing the figure, who retreats into the cave. Sonny tries to use "Detect Arcana" to identify the figure but fails due to the distance.
About half an hour later, a rope is lowered into the cave, and Quillian descends. He announces that he has a new task for them: to rescue a group of people hiding in the caves and bring them to safety, the safety of their own hometown, Gugnir's Hope, since the Shirazza is less likely to stir trouble there. Sonny asks, "What’s in it for us?"
A javelin suddenly ricochets into the cave, aimed at the party. Quilian denies any involvement with planting seedlings, though it seems possible the nine kidnapped women may have been seeded by him.
Quilian casts a rank 15 Feather Fall spell on the group, despite Ruby's reluctance.
They climb up the cliff, while Quillian takes the chivalrous task fending off the Shirazza
The adventurers head north, toward the distant lights of Gugnirs Hope. As they approach, they feel a strange coldness coming from the direction of Beaver Pond. Edwin scouts for campsites nearby and finds several options. They camp for a few hours, since dawn was about to strike already, resting until around 10-11 AM.
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"Of Crouching Assassin & Hidden Whale, let the auction begin."
| There's a Whale lot going on |
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After brief discussions with the Fire Hobbits, the adventurers make their way back to Gugnir's Hope, encountering no further surprises outside the town. However, as is often the case with their homecomings, they are caught off guard once they enter the town. A massive whale rests in the town center, perched on top of an enormous wagon. Locals claim, “they’re teaching people how to skin it and harvest its blubber.”
Upon spotting the rag tag gang that usually entourages her son, and the subject himself, Ms Holiday says that "A short ranger, with a bow crafted from rarified(clarified?) ash and a green cloak, has been looking for you lot".
The adventurers head to Ruby's mother’s office, where they find her having a bowl of soup. "They’ve scammed us over in the Plane of Fire" she tells them, explaining how assassins from that realm have been kidnapping people for leverage. She warns Ruby to be cautious, advising her to send a warning two days before completing her training, adding, "And I expect you to pass the first time". Ruby's mother reveals that the people gathered in the courtyard are mercenaries from the Plane of Fire, whom they’re considering hiring. As they leave Gugnir's Hope they see dark clouds and fog forming and rolling off the hills, becoming dim and dreary. The mistresses says that one of the witches is doing weird things, that she may have been possessed by some magic or whatnot… Their journey takes them back to the island through the misty ponds of Bluegrass. Home to a group of cannibals that seem to yet become aware of their presence in the island and are still oblivious to the training facilities secretly built on the island. These reclusive people, likely castaways, reside on the far side of the beach, living in isolation. The cannibals have connections to pirates, sooner or later, they’ll uncover the truth, and someone will have to deal with the situation—potentially the trainees themselves, hopefully other trainees, and not these adventurers.
Twelve weeks pass on the island as the adventurers complete this leg of their training.
Meanwhile, Ruby receives an urgent message from her mother. It seems the elven assassin hunting them has escalated things—now dropping whales on people and terrorizing the town.The Baroness, in the meantime, writes a stern letter to Ruby’s mother, expressing disappointment with Ruby’s progress. The Baroness insists that Ruby needs to apply herself more seriously. As a result, Ruby is sent to town to meet with her mother. There, Ruby receives a scolding and is told to stop disagreeing with her trainers, a reprimand that stings more than she expected. Johan, meanwhile, has managed to brew three potions from his herbalist training, though they where brewed for training purposes, these potions provide a +4 boost to two attributes for six hours. Edwin, on the other hand, forms a bond with an island hawk, though the bird isn't too keen on traveling by water, complicating their plans somewhat, so it remains on the island, waiting for his return.
The Masters equip the adventurers with disguises to help them return to town unnoticed.
Sonny is given a flat cheese board, which, when flipped over (and only by him), reveals a hidden compartment with a set of enchanted thief’s tools. These tools are 15% more effective than normal, though their enchantment will diminish with time. Their primary strength lies in disarming traps, making them perfect for Sonny's skill set. Ruby and Edwin receive a magical chess set. When they play, it grants them three ranks in Military Scientist, and for the next three months it will give them insights on Military Science. While their base skill level (BC) remains the same, they gain insights and abilities up to three ranks beyond their current military scientist level, giving them an edge during their training. Johan, ever the keen observer, discovers that three enchanted moles have taken residence beneath the enchanted garden. The creatures are unlike any ordinary moles, and everyone is impressed with Johan's find. In recognition of his discovery, the Masters give him a set of stirring sticks, cryptic in their purpose. They tell him not to worry about what they do now but that he will figure it out on his own in due time. Sonny, eager to test his tools, uses Detect Arcana (DA) on his them, confirming they are indeed “very good thieves' tools.” He also is very curious about Johan’s stirring sticks, and offers to Detect Arcana on them, uncovering their nature of enchantment, enhancement. Using these stirring sticks while in High mana zones will double the duration of the imbibing (not shelf life) of what he stirs.
As their training progressed, some of the group achieved new milestones, reaching journeymen status.
While being briefed and updated on the elven assassin issue, they are told of an opportunity of a potent greater enchantment waiting to be cast—if they manage to acquire two high-quality black pearls and two high-quality white pearls per person, she will be able to perform it. The pearls must be plucked from the sea, a task easier said than done. The cost? An undisclosed amount at this point.
A farmer comes to see Mr. Sonny Holiday with a curious tale. A dark pig, one that walks on two legs,has been appearing on his farm, seeking Sonny. The pig sometimes brings gifts, such as reeds, which are known to come from north of Candlestorm Farm. The farmer insists that Sonny is the one the pig is seeking, and that the gifts are meant as a way of contacting Sonny for him. With an eerie sense of mystery, the farmer adds, “I know the third secret, the one hidden beneath the stairs…”,speaking in dark speech, a language he seems to know only a little, adding further intrigue to the situation. Sonny now finds himself with an unexpected link to a strange and possibly dangerous source.
The Masters instruct the group, "In the morning, we’d like you to go to the embassy and tune this tuning fork to locate the assassin and deal with him". The town is bustling with a mix of cowboys and saffron-robed people, a scene both familiar and unusual.
The Rapiers are trying to draw him out by auctioning off items once owned by his companions, which he has attempted to burgle several times. They also mention that he might be an E&E, which complicates matters further. “We can make you immune to the poison,” they offer, “except for the elf, whose constitution seems weak.”
The next day, they are given an execution order from the Baron’s Mistress, Cathryn. While the divination takes place, the Rapiers head off to the town's more lively spots, indulging in hobbit-like revelry. Johann and Edwin stay at the auction house, watching as the item is divinated. Ruby, Sonny, and Dae make their way to the embassy, though Dae’s disguise quickly starts to deteriorate. His appearance becomes more grotesque, drooling and bow-legged, as the magic of his disguise unravels.
At the embassy, they are made to wait until an elderly woman greets them. After handing over their letter of introduction, they are soon met by a woman in a toga, pants, and belt. She wears three large bracers on each of her forearms, quite chunky and distinctive.
The group regroups at the auction house, and they decide to call a Chandler to mark up the cloak for tracking. For 200 silver pieces, the Chandler marks a piece of wire that is sewn into a seam on the cloak, and they record it in their tracking book.
Once the divination on the cape is complete, they ask the diviner about the location of the effect. The diviner informs them that it will be wherever they were at the same time the previous day. When asked about the disjunction spell, he confirms it will prevent the effects from triggering, giving them a strategic edge. A Rank 3 disjunction is successfully cast on the trap.
Meanwhile, Johann consults his tarot cards, attempting to predict when the elf assassin will appear at the auction house. Ruby and Johann decide to seek out Kathryn, the water mage, but on their way, they encounter a bloodied woman emerging from an alley. Ruby notices the woman’s severe injuries, she’s been raked by a large feline. As the air moves, Ruby catches a distinct cat smell coming from the alley. Just as a young woman leaps over to help the injured woman, the monstrous feline strikes.
Later, Kathryn, accompanied by two other women and a young man who recites moving poetry, meets up with the adventurers. When she sees Johan, she rushes to him and hugs him warmly, which he reciprocates. The young man, as it turns out, is from the Duke’s court. Ruby and Johann fill Kathryn in on the latest developments, and after some divination, she reassures them that it should be safe to have dinner. As they relax and prepare for the next steps, Dae’s danger sense suddenly goes off. The plan is put into action, and it goes off perfectly. They slay the defenseless assassin. The elf assassin’s shoes are revealed to have a shocking effect on non-elves—handling them causes one’s bones to jellify. The auctioneer offers to divinate the assassin’s items for them, thanking them for not destroying the facilities. However, he notes that 180 silver pieces will be required to replace the cashmere carpet. The party casts a Clean cantrip to tidy up the mess, and the blood in the room coalesces into a floating ball, taking on an elvish form before it flies toward Dae. Ruby quickly interposes herself with her shield to protect her companions. The assassin's malice and commitment was still present, even after death.
Ruby realizes that with the cloak, she can likely track where the rest of the assassin's belongings are. Edwin uses the assassin’s cloak to teleport to the location where the elf was the previous day. He arrives at what seems to be a cottage in Seagate, where a chest is likely to have been moved. Forty minutes later, with the help of a Chandler, they find Edwin and head back to the chest.
Inside the chest: |
| Why big cities are a hassle and Gugnir's Hope is actually quite quiet |
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After Sonny detects arcana on the mysterious items obtained from the elven assassin, the adventurers decide to carouse through Seagate, taking in the sights and enjoying the city’s lively atmosphere. Eventually, they join the Rapiers and venture toward a strange location deep within the city, specifically, Old Seagate, where rumors speak of bizarre rituals involving sea creatures, used for its eerie activities. Upon reaching their destination, they discover the body of someone who appears to have been devoured by an unsettling creature, “Was it a whale, a shark, or something else entirely?”. The crowd spectating the event is quite varied, and many of the hobbit acquaintances & relatives of Sonny inquire about how much does he want for the elf. They hear rumours about a Dwarf that can detect gold veins. Among the people from the crowd interacting with them, there is Donk, a dwarf whose instinct tells him that they are adventurers, and so he tries to convince them to fight down below, he offers to sponsor them to do so, which they reject. The adventurers witness a curious spectacle, a hobbit fighting wasps in a cage for a full hour. However, when the cage eventually breaks, chaos erupts. A few of the wasps escape and, upon stinging individuals, begin to petrify them. The scene quickly spirals out of control, but just as the adventurers are standing on the sidelines to allow people to escape, they spot something far more disturbing, a spectral ogre, seemingly escaping the scene unnoticed.
Sonny, DAs on a fairy and discovers that the last magic cast on it was entrapment. This revelation sends the party into motion, as they now understand the ogre was likely part of a larger, more sinister plot.
The party proceeds to climb down a steep wall, where they intercept an ogre whose body is a grotesque sight, with hundreds of fairy legs sticking out from it. The Rapiers, however, did not partake in battle, for it was time to have a snack, some Hobbits are more flexible than others in these traditions, the Rapiers are traditionalists.
The Rapiers decide, however, that the best course of action is to not erase the traces of their deeds as initially planned. The situation has grown more complicated, and the crimes that surround them are far more severe. They will report the situation to the authorities, despite the risks. The loot from the battle includes a magic shield and a magic spear. After a brief discussion, the adventurers choose the shield, while the Rapiers claim the spear for themselves. The shield makes all Fatigue Blows to Endurance Blows when it has a weapon spell cast on it. The city guards counterspell the Dae Doppelganger and the party is awarded a 500 SP reward, which they use to purchase gifts. They also receive exoneration for any crimes committed that night. Once they regroup with Kathryn, she warns them of something strange happening at the bay to the north, a massive white shape has been spotted about thirty miles from the coast,
While roaming through Seagate, the adventurers are on the lookout for presents for the Mistresses at Gugnir’s Hope. During their search, they come across a strange scene a large paw print. A dark little creature approaches Sonny, speaking cryptically. It warns that they should leave Seagate, and that it has hidden two small coffers at the bottom of Sonny’s pack one with silver and the other with gold.
As they leave the city by flight, Dae momentarily loses track of the group. When he catches up with them, they notice he is bleeding a strange, blue, gooey liquid, on his part, Dae notices something else, two pairs of wings popping out of a white cloud, trailing behind them. The party makes their way back to the guild, after a perilous landing by Dae, almost killing him and Johann, they head to the guild to get the tracking checked and counterspelled. Once counterspelled they are confronted by a bizarre shark-infested, six-legged fish that emerges from Dae’s body. Upon finally returning to Gugnir’s Hope with Kathryn and two Kings Rapiers in tow, the adventurers prepare for their next challenge. They immediately attempt to use the wishbone they’ve acquired, but no results come. No whales in the vicinity, Gugnir’s Hope has plans for the bathhouse, intending to hold a consecration ritual to rebalance the elements. They suspect that more supernatural manifestations are likely, and the adventurers will need to be prepared for a more than likely battle. |
"Of Twigs & Charcoal, The river of incarceration"
| Get him some clay for goodness sake |
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The ritual to balance the elements in Gugnir’s Hope is delayed, for the whole whale situation needs to be resolved, to mitigate the risk of additional stress and worries for interruptions while performing it. The party receives four potions from the herbalist that increase the WILL attribute (for rank hours), and are cast Strength of Stone (at rank 15).
After using the bone again, something is detected to the north. They request C/K-athryn to perform a reading for them "I see a ghostly white ship at sea, and people pulling a whale from a white net. It’s in your future".
The Celestial Mistress asks if they’d like help gathering branches on the way to the pond. She asks them to pick her up at her barn in the morning, where she summons large black mounts. Ruby freezes in fear, while Sonny hides behind the mistress, for some reason, Dae seems unaffected by these creatures.
They move on to the timenut area, where she speaks of a celestial tree that provides twigs capable of storing spells. A few miles away, there's also a fire element tree that, with some charcoal, can do the same for fire spells. She doesn’t know a safe path to the fire tree but suggests Ruby inform her Mistress and other fire mages about it.
While discussing different things, the party is told that salted weapons will deal an additional hazard to the Shirazza lady.
While heading along the river, they spot a small carrel holding prisoners. But feel it’s not the right moment to attempt to free them, waiting for nightfall is the plan they chose,
Since they have time to spare till nightfall, they head to the celestial tree, guided by the Mistress, who warns that this can only be done once a year. The group can collect five twigs from each tree, and Sonny imprints some magic onto them, Rank 5 Shadow Wings, Rank 9 Starlight, and Rank 9 Darkness. One of the twigs combines both Wall of Light and Wall of Darkness—this one is given to Sunny.
Next they head to the well for Ruby to perform the log and water ritual. She manages to perform it without attracting the attention of the Sandsprites. However, on the way out, Johann falls to the bottom. On a second attempt, he injures his hand on the chains. The Celestial Mistress mentions that Dae will need to speak with the unicorn, hinting that since he seems to have yet to kill with a weapon, it'd be of his interest to interact with him. They go to the ENTs to try and fix the hand of Johann, the ENT there is an earth mage, more knowledgeable than the ones from GH. -Amulet he can add theet to. Seems that is the treasure lost for Sonny, somewhere in the fastness. You throw it down to the ground and concentrate your fatigue on the ground (1 point) and it will give smokeless fire. Sonny detects a hidden creatures, at the same time we see the guard The hidden creatures was an impo, once combat starts, spiders appear to assist te guard and the imp. One pulse latter a shaman with an earth elemental come out of the carrole, carrell, The Elemental says that he will not fight for 3 boxes of magical clay, When Sonny kills one of the spider,s he sees a snake like thing whipping creatures. Johann notices that where the spiders goes to, it’s full of sand, Like a dessert They go to the Ent’s forest, to try and get help to heal Johann’s hand. The Ent here is an earth mage, more skilled than the ones from Gugnir’s hope.
When inquiring about his lost treasure, Sonny is told It turns out there’s an amulet he can add teeth to—likely his lost treasure, somewhere in the Fastness.
After all is said and done at the Ent’s place, night is about to fall, so it’s time to head back, and try to save the prisoners down by the river. Once they are close enough, Sonny detects hidden creatures at the same time that the group spots a guard.
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"Of Stubbornness & Fatality, Quick! A potion for the Herbalist!"
| Death will come for us all |
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The battle intensifies as Hobbits, humans, and goblins manage to escape captivity amidst the chaos. Mistress Lulu, in the midst of the combat, unleashes Black Fire upon the massive Shirazz (snake lady), bringing her crashing down, albeit also exposing Ruby to unfriendly fire. As soon as the beast falls, the spiders and the other shaman vanish, leaving only the sleeping shaman behind.
With the battle over, the party moves to free the remaining captives in the river. Just as they’re about to begin, Edwin and Dae spot a shimmering white object descending from the sky at breakneck speed—it's the Chimera, that blasted cursed and stubborn Chimera terrorizing the skies in the Fastness!
A goblin communicates with the elemental, negotiating for a safe hole to rest in. As tome passers and they feel it's safe enough, they head to the grove, where a grove child greets them and says to Ruby, “The foxes have warned us you were coming.”
As they descend into the well, they are greeted by an intense brightness, and the desert surroundings begin to shift. Edwin notices a herd of gazelles moving west, and to the east, hills surrounded by some sort of mist.
Ruby asks Sue-Lee for insight into why the Chimera is so obsessed with Johann. Sue-Lee explains "You dealt the killing blow to the creature beneath the water, and the Chimera believes you stole its victory. It now seeks to overcome you, believing that by killing Johann, it will claim the Mantle of the Lake."
Mistress Lulu reminds them that they had planned to gather clay for the earth elemental. Sue-Lee suggests they bathe and clean their gear before heading to the mines to avoid (or reduce chance of) detection by the Minotaurs.
A dwarf named Roger briefly talks with the group. A pack of white spiritual wolves is summoned to accompany them on their journey south. After a little over an hour, they arrive at the mines, with their memories of the journey feeling hazy and no signs of fatigue. Mistress Lulu casts Witch Sight on Edwin and Ruby. Johann discovers strange mushrooms that amplify light and other attributes. The group collects five buckets of magical clay, and after almost getting caught by the minotaurs due to a clumsy Elf whom we shall not name, they end up returning to the Earth Elemental in the river, and they are told that three of the buckets will be needed for trade.
Edwin then loots the body of the fallen shaman. As he handles the shaman's belts, he is stung by something hidden within. The cloak is made of feathers, infused with enchantments likely related to slaying creatures (Cloak, “type of enchantment” “protection”.
Lulu also asks the group to gather timenuts from the grass, which they do, collecting a total of 54 in various quantities. Finally, they head back to Gugnir’s Hope, preparing for the next leg of their journey. The following morning, they are to head south towards the Islands of Adventure. |
"Of Life at Sea & Stowaways, a Knife in the Dark"
| I miss the grasslands | |
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The journeymen of the guild gather the Nutty Bunch and escort them to the mistresses and masters that are organizing the voyage, and will be traveling with them. The journey will be made by a diverse group, including elf rangers, hobbits with their tasty treats, guards courtesy of the Duke, and rugged cowboys. Among the passengers are also Ruby’s mother, several members of the smithy, three of Ruby’s siblings, Kathryn the water mage, and Cathryn, the baron’s Mistress.
The group travels to Seagate on flying carpets, to then set sail to SeaCroft by ship, with a small boat following alongside. A discussion takes place about bombs, the ones they are expected to place on this mission, which turn out to be designed to harm only undead creatures. The bombs should be safe for the party (a.k.a. the living), though possibly not for Dae, or so it’s hinted at. There are nine of these bombs, and detonating just one creates a 500-yard blast radius. If multiple bombs detonate together, the effect, and area of influence, expands. “The bomb briefly reanimates undead, causing them to suffer the consequences of prolonged exposure to daylight”(?).
Sonny is sent to the kitchen, while one of the mistresses works on improving the group's stealth. He is informed that the cook is under suspicion (not properly kosher?). Sonny offers the cook a strange pie containing wriggling black creatures he found in the kitchen (the pie, not the creatures). Twenty minutes later, the cook expands, eventually growing to the size of eight people. A loud explosion and a foul odor follow. From the cook’s enlarged form, four dark creatures emerge with a message for Sonny: “The cook intends to poison people”.
Ruby, Edwin, and Johann have their boots altered to reduce the noise they make.
They are instructed to take Johann's flying carpet through the canals. They’ll encounter the undead sisters,creatures with snakelike hair (gorgons), whose presence is much more difficult to handle than that of their living counterparts, if they decide to reach the city through the skies. Glory had already been sent ahead to liaise with the scouts.
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“Expect to encounter townspeople, larger numbers of undead, pirates, and slavers along the way”.
A total of six companions or support is sent alongside the nutty bunch to the shore. A dwarf casts Rune Shield on them (with special greaves), and the group is granted Shadowform at rank 18 (38 points of defense). They also receive Strength of Stone at rank 16 (17 endurance), Waters of Strength at rank 4, and either a rank 6 enchanted weapon or a weapon of flames.
Upon reaching the shore, Glory arrives with an elderly woman who greets them warmly. “Greetings, Mr. Holiday. I’m pleased you’ve come. Your cooking is well known”. She warns them of the ghostly sisters and the dangers of taking the quick route through the skies. Instead, she suggests a path revealed by the local crocodiles, whom she befriended by feeding them goats. Someone appears to be blessing these crocodiles, perhaps an inhabitant of the caves.
After some time, Mistress Lulu sends two dwarves with beautifully braided beards to deliver instructions. “The day after tomorrow, we’ll arrive at the city after dark, around 9 o’clock. We’ll have about an hour and a half to get into position, and the other operations will begin at 9 to provide a distraction”. The group heads to the hideout, led by the advanced (both in age and skill) scout. The dwarves bring a timer with them. After roughly an hour, they discover a spiral staircase leading to a hiding hole where two hobbits and a dwarf are waiting.
“Are you from Gugnir’s Hope or Superstitious Mountain?” one of them asks. “You can call me Bridget. I’ll give you a tour.”
The hideout is carved from Dwarvish stonework, with a large carpet winding through the place. The carpet has a peculiar magical effect, which Sonny identifies as “Stored Terrors”. The rest of the goop troop makes a silent prayer in their head for Sonny’s whimsical friends not to make the carpet act up…
Note: During the downtime whilst travelling in the sea, Johann performs a divination to determine if anyone in the group possesses the Mantle of Water. The result indicates that no one does. However, then another divination reveals that the mantle is currently held by a sky being.
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"Of Forgotten a Forgotten City & Eerie tunes, A Goof Troupe's recount of their endeavours."
| Well, it came for me. |
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Staring towards the city from the lookout, they saw buildings of sandstone, large avenue streets, and scattered waterways strewn over the place. First thing over the morning some sort of sandstorm scrubs the place clean and blows out from the city in clouds. By 11 o'clock in the morning, a small group arrives from the ship, heading to their hideaway. The party consists of three dwarves, half a dozen sailors, and a few of their mistresses and masters. One of the dwarves inquires about a feast, to which Sonny replies that it will be a victory feast, but that will happen after the fact. These individuals were brought here to cast magic on the party. After some haggling for food, it’s discussed that two more ships have arrived safely, and the four other groups, each handling different tasks, are already in place. Later that afternoon, buffs are cast on the group: Strength of Stone, Shadowforms, and a unique enchantment that allows a single magic roll to be rerolled if failed.
The group is set to travel to the Forgotten City to trigger the bombs, they are offered to have Weapon of Flames or Enchant Weapon (Both at Rank 6)to provide more power to the group.
Glory warns the group of necromancers in the area, and advises them not to bring their cats as the risk of death for them is too high.
Drawing closer, they see a massive portcullis with holes and a shimmering wall of light, which after Sonny DA’s it, “Magical effect of shimmering light: Ward” and “Spell contained in the ward:Bound speech”. Once on the other side stands a figure atop three corpses. Sonny uses DA again, to identify the figure as a wight. As the three carpets land, the figure sniffs the air and looks toward them. The guards suggest that the party trigger the ward and be ready for anything. One of the dwarves proposes tunneling through the wall, and soon the group is marching through the newly created hole. The party arrives at the middle of a large cross-shaped cathedral, with a set of crushed doors nearby. Green crystalline vegetation clings to the structure, holding something aloft. They feel a flapping from above. An eight foot woman is playing an organ, while a massive purple gem, about eight feet tall, stands at the center of the floor. Floating magical… energy?... things? come from the organ, landing in the gem. The cross-shaped cathedral also holds a swirling void leading to a well-lit desert, where skeletons and zombies stand in ranks, wearing ancient armor with crosses on them. After a few tense moments (pulses), Sonny detonates the bombs, nearly bringing down Dae and Edwin along with the undead. The purple gem remains glowing. Edwin fires a barrage of arrows, striking an svelte goth-like elf. Meanwhile, Dae fails to cast a spell, but stubbornly tries again, only to be interrupted by a necromancer. After breaking free, Dae is drained of his endurance by another necromancer, leading to his demise, a clear example of how previous successes gave birth to a deadly level of arrogance on this member of the goof troop. Ruby shatters the purple gem, causing the giant elf to react angrily, speaking words none of them can understand. Dae, after passing, watches Ruby crack his skull with a longsword. The dwarves throw bombs, taking out two more necromancers. The necromancer (???) bard, once enslaved and controlled by necromantic magic, is freed by the party, and . A bomb is tossed into the Thorn wall Johann had cast earlier, and the party removes their earplugs, which had protected them from the necromantic bard’s mind control. Dae’s spirit is contacted by a voice trying to release the blood magic from his body, but he refuses, albeit reluctantly, oh, how shameful of the elves! Edwin’s left arm is petrified by a bolt from the golems summoned by the elf near the gate. The group retreats as only the elf with golems and the bard remain, the last necromancers defeated. The wiccans, guards, and dwarves leave with part of the group, while Johann prepares his carpet, and Edwin and Ruby loot the wight. Though the wight resists the magic, they manage to obtain some spoils. The party escapes the ruins safely. Looking back from the crest of the hill, they see smoke rising from the town. The three ships on the shoreline seem well-guarded. Mistress Lulu expresses pride in Sonny for emerging unscathed from the ordeal and compares him to the elf and shapeshifter, who had been less effective. The group is awarded 5000 rewards for training or spells. Dae is revived at the guild, and the party celebrates at Gugnir’s Hope, where they are introduced to their “Dweebs.” Six months of downtime are expected before the next season begins, (with two months between the end of this adventure and the start of the next season). |
Buffs & Mil Sci
Long Term (assumed always on)
| Magic (caster) | Rk | Effects | Duration | Da | Ed | Jo | Ru | So | Th | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Greater Ench. | here's hoping | + to Res, Mag, Com, and S&S. | Var | |||||||||||||
| Fire Protection (Ru) | 6 | vs normal fire | 7 hrs | |||||||||||||
| Fire Armour (Ru) | 6 | 28 pt ablative vs magical fire | 7 hrs | |||||||||||||
| Self Only | ||||||||||||||||
| Purification (Dae) | 5 | 5 pts of MR. 1 pt MA | 24 hrs | ? | ||||||||||||
Short Term
| Magic (caster) | Rk | Effects | Duration | Da | Ed | Jo | Ru | So | Th |
|---|---|---|---|---|---|---|---|---|---|
| Shadow Wings (So) | 6 | 36 mph, 126 miles range | 3.5 hrs | ||||||
| Walking Unseen (So,Jo) | 6 | 7 hrs | |||||||
| Weapon of Flames (Ru) | 7 | +8 SC, +5 Dam, +8 dam vs undead, cold, water | 12 min | ||||||
| Mind Speech (Da) | 4 | Range 70ft - One primary target plus 5 other targets | 50 mins | ||||||
Misc
- Herbalist Lunch/Broth
- ...
Watch Order
| 8pm | 9pm | 10pm | 11pm | 12am | 1am | 2am | 3am | 4am | 5am | 6am | 7am |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Edwin + Dogs | Jo | Dae | Edwin + Dogs | ||||||||
| Sonny | Thornie | Ruby | |||||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
... |
Double File
... |
Single File
... |
Significant Items & Loot
Loot
-Ogre Magi Head, 3 Horns
-Gem with Revelation magic (unsure if to be returned)
-Book of Thought (unsure of what happens to it until end of Seasons/Adventure)
Items Traded
Traded In
- Staff of Rain
Traded Out
- Empty Goblin Bomb
- The Potion of Diamond Skin
- Enchanted Snake Quiver
