1. Journals

TTTB 08 - Where It All Began

April 30, 2023

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Notable quotes

"For the record, I think you would have made a great king."

- Kierra Starr to Ara Nailo during the initial moments of the prison break.



Falkenwrath Keep 2 - Electric Boogaloo

Falkenwrath Keep

In the week since their incarceration, the party feverishly brainstormed strategies while confined within Falkenrath Keep's oppressive walls. The keep, an imposing structure that had risen to prominence following the disappearance of Avacyn, housed a sinister history that whispered through the corridors. Once a sponsored prison under the auspices of the Righteous Synagogue, devoted followers of the Archangel Theriel, it had transformed into a stronghold under the watchful eye of the enigmatic Falkenrath.

Within the confines of their captivity, secrets began to reveal themselves. Henk, engaging in a clandestine conversation with Tog, received a cryptic warning about a certain individual named Grum, referred to as a sandstrider. Tog, having suffered a loss in a previous altercation with Grum, sought Henk's aid in retrieving the pelt of a creature named Fluffy, in exchange for his assistance in facilitating Henk's escape.


Elsewhere, Red and Peregrin approached Tucklin, the crazed old dwarf from Presh, only to witness Red succumbing to an inexplicable compulsion to dig into the earth. Ara, on the other hand, sought to unravel the intricate web of cliques that dominated the keep's different levels. In a meeting with Turok, Ara agreed to help impress the formidable Zurik, in exchange for information on the dangers that lay beneath the surface.

Turok revealed fragments of knowledge, speaking of the prison's stratified levels—Level 1, Basement 1 (B1), Basement 2 (B2), and the treacherous depths of Basement 3 (B3). The dragonborn Zurik, burdened with warnings of the Ashscale, a now-extinct and violent tribe of black dragonborns, sensed a foreboding presence in the figure of Modrath Ashscale. The notorious Dragonborn leader of B2, Modrath's arrival in the courtyard commanded fear and respect, his intentions veiled in darkness. The party soon discovered that the anti-magic cuffs, designed to neutralize magical abilities, held limited power over dragonborns.

In their journey through the prison's hierarchy, they encountered a motley crew of inmates. Tog Fang, a solitary figure in B1, possessed formidable strength and often clashed with individuals in B2. Grum, an orc known for instigating fights, found his match in Modrath's piercing gaze. Tucklin, underestimated due to his role as a janitor, held crucial access to B2 and whispered rumors of the keep's insidious plans to delve deeper into the mountains.

Among the denizens of B2, Frederick, donning an eerie crow's mask, swiftly arrived to administer aid when fights erupted. Nazimbo, plagued by an uncontrollable tremor and surrounded by whispers of voodoo, mourned the loss of his face. Zegra, shrouded in mystery beneath an eyepatch that occasionally emitted an ethereal glow, seemed to exist on the precipice of madness. And in the perilous depths of B3, where life teetered on the edge of extinction, a darkness awaited those who dared venture there.


Meanwhile, Peregrin sought a conversation with the Tucklin, hoping to forge a connection where suspicion had taken root. Tucklin, harboring a deep dislike for the party, met Peregrin's words with a clenched fist striking the bard's nose. However, a moment of reconciliation emerged as Peregrin acknowledged Tucklin's role in eradicating the blue death from the slums, expressing gratitude for the sacrifice made. Tucklin, cautiously listened to Peregrin's proposition, realizing that together they could usurp Calsitro's control and lead the way forward.


Red, her hands bloodied and nails damaged from her relentless digging, caught the attention of Ara. A conversation ensued, unraveling the truth behind Red's peculiar behavior. It became apparent that Red had been concealing her actions, feigning the need to dig a hole to hide her belongings. Curiosity led Ara to inquire about Red's encounter with Alberus, the mysterious figure who seemed to guide her in battle. Shadows that emanated from Red during fights piqued Ara's interest, their presence at odds with the nature of wood elves. Red, placing her trust in Alberus, explained that he was a benevolent force, protecting her from the encroaching darkness and granting her newfound fighting prowess.

As the conversation continued, the mention of a crystal, seemingly artificially grown, ignited Peregrin's curiosity. The possibility of the crystal possessing magical properties beyond the natural world intrigued him. In a daring move, Henk seized an opportunity, swallowing a colossal chunk of the crystal, hoping to unlock hidden abilities or insights. It was then that Henk revealed a secret of his Bloodrune Tribe—a connection to spiritual weapons that granted wielders the ability to sense their direction.

Inspired by Henk's revelation, Red attempted to tap into her connection to Alberus. Shadowy wisps appeared in her vision, leading her towards the canteen and downstairs. Determined to follow their ethereal guidance, Red tried to stealthily maneuver around the guards, though not without suffering a brutal assault. Henk, caught up in the exploration of his own spiritual connection, inadvertently ventured into memories of his mother. But a commanding, shadowy entity abruptly halted his journey, forcefully casting him out.


Peregrin, our audacious hero, finds himself in a most peculiar situation. Accosting one of Tucklin's lackeys, Gruflan, in the most undignified of moments, Peregrin's boldness knows no bounds. As the unfortunate lackey tries to compose himself, Peregrin cunningly extracts information. Gruflan, burdened with knowledge, reveals Tucklin's clandestine plan for escape.

Guided by this newfound knowledge, Peregrin embarks on a perilous journey through the labyrinthine prison. The path from B1 to B2 lies concealed within the treacherous stairs, guarded relentlessly by watchful sentinels. B2, a realm shrouded in fear and restraint, grants little freedom to its inhabitants. Confiscated equipment, coveted by Tucklin alone, remains a tantalizing mystery.

Whispers echo through the cold, damp corridors, recounting the ill-fated tales of those who dared to flee. B3, the dreadful abyss where desperate souls met their untimely demise. Yet, the secret tunnel being carved deep into the heart of B2 holds a tantalizing enigma. Reluctantly, Gruflan veils its true purpose, hinting at an underlying motive unknown to all.

In this desperate quest for freedom, Ara, a valiant companion, approaches Tucklin once more, offering their aid. However, the enigmatic Tucklin demands unwavering loyalty without divulging the specifics of their audacious plan. A stroke of fortune favors Ara's razor sharp instincts kick in, revealing Tucklin's true intentions—to set them up as mere pawns in a twisted game. But Tucklin knows, that Ara knows, and the two set up an uneasy alliance.


Amidst the shadows, alliances form and crumble, each party aware of the transitory nature of their partnership. Red, driven by curiosity, engages Tucklin in a conversation about the enigmatic Xanaphia Birel. A name that stirs Tucklin's ire and fuels his disdain. Yet, begrudgingly, he admits to her power and acknowledges the inquisition about betrayal.

Red, thirsting for answers, delves into the intricate web of Xanaphia's actions. In the days leading up to the rebellion, she seemed no different from any other, until a crucial moment when she vanished without a trace. Grandmother Birel, her aged guardian, claimed that urgent matters consumed her attention. Tucklin, shrewd as ever, discerns Red's significance, for the urgency lies not in the rebellion, but in the person standing before him.

Basement Dwellers

Falkenwrath Keep
As the dawn of Day 8 breaks, an ear-piercing alarm fills the air, jolting the prison's inhabitants during their courtyard free time. Amidst the chaos, five figures emerge from the depths of B2, commanding an eerie reverence that leaves others scurrying away in fear. Morgrath Ashscale, a formidable presence, assesses the field before retreating to a corner, flanked by his loyal lackeys.

Nazimbo Igani, his face concealed by bandages, trembles uncontrollably, his hands perpetually drawn to his wrapped visage as he seeks solace in a secluded corner. Zegra, an enigmatic soul, nonchalantly tosses an apple in the air, perched atop a tree branch, casting a friendly wave in our direction. Frederick, donning the haunting guise of a plague doctor, kneels in fervent prayer, his masked countenance a testament to his unwavering devotion. Lastly, Grummsh Sandstrider bursts through the gates with an air of murderous enthusiasm.

Amidst this gathering, Zurick, the Stormfist Scourge, approaches Morgrath. Circling him like a predator, Morgrath greets Zurick with reverence, saluting him as the heralded Stormfist Scourge. He presents a newspaper clipping showcasing their infamous exploits in Presh, acknowledging Zurick's renown. Morgrath's desire echoes that of all Dragonborns — to join the esteemed Norrixus clan in the southern lands.

Impressed by Zurick's presence, Morgrath reluctantly divulges vital information. B2 harbors the Eradicators, a deadly squadron of magical spearmen, as well as the guard captain, a colossal sentry, the head wizard, and the head warden. Each level is governed by a control room, housing a master key. Zurick's charisma manages to glean these crucial details from the revered Morgrath.

Meanwhile, Red approaches Zegra, overhearing her muttered soliloquy. With an air of confidence, Zegra reassures to someone unseen that she has matters under control, cryptically referring to a hidden object of significance. Despite her cryptic nature, Zegra exudes an unsettling familiarity, reminiscent of Stanford. While she possesses the visage of a human, her essence resonates with a profound enigma. She reveals her presence within the prison as a deliberate choice, challenging the authorities to apprehend her.

Seeking answers, Red engages Zegra in an arm-wrestling contest, a ploy to extract information about her plan. Zegra, unyielding, asserts her superiority, berating Red for belonging to an "inferior race" and demanding respect. A surge of primal anger courses through Red's veins, an uncharacteristic display of fury that leads them to claw the nearby tree in frustration. In this heated exchange, Zegra's demeanor falters momentarily upon learning of Red's Birel lineage, prompting her to discreetly order a background check on the family name.

"Alright team, let's run a check on the name BIrel, that seems familiar. No shot, that's her? The one who took down...alright."

Intriguingly, Zegra proposes an offer to Red: if they can orchestrate a confrontation between Henk and Gruumsh, she promises access to a hidden realm of knowledge. She alludes to the potential for invaluable data collection, subtly tapping her eyepatch as a symbol of untapped intelligence.

In the midst of this intricate web of alliances and secrets, Peregrin finds himself engaged in a conversation with Nazimbo. The shamanistic origins of Nazimbo's tribe become evident, with their ritualistic practices that straddle the delicate boundary between life and death. Peregrin perceives that Nazimbo, having ventured to the other side numerous times, seeks to retrieve his lost face—an enigmatic request indeed.

Nazimbo reveals that Frederick wears a mask, not a face. Nazimbo's keen senses guide them to the knowledge that his face lies two levels below their current surroundings. Driven by an unwavering determination, Nazimbo expresses a willingness to do anything to reclaim his visage. Recognizing an opportunity for alliance, Peregrin and the others plan to trigger a significant event that very night, with the hope of enlisting Nazimbo's aid.

Curiously, Nazimbo casts his gaze upon Red, sensing a kindred spirit beneath their masked facade, perhaps recognizing the blursed item that conceals their true nature. Nazimbo's own race remains an enigma, for he has modified his own body in ways that defy easy classification. His encounters with the other side of the veil lend an air of mystique to his character.

In an extraordinary act of trust, Peregrin allows Nazimbo to render him unconscious, granting him a glimpse into the realm beyond life. But was promptly stopped by an arrow shot from a guard.

Meanwhile, Gruumsh relentlessly assaults Frederick, driven by a relentless fury. The group intervenes, with Henk trying to reason with Gruumsh and Red biting him, Zurick managed to incapacitate Gruumsh with a mighty blow. Frederick, burdened by past misdeeds, seeks redemption and fears succumbing to the darkness that dwells within. Henk and Tog stand by, waiting for Gruumsh to awaken, seizing the opportunity to propose a collaboration.

Amidst the unfolding events, a peculiar revelation comes to light—Red's teeth have regrown, an inexplicable phenomenon that leaves everyone baffled.

In a clandestine conversation, Zegra confides in Red, revealing her true purpose within the prison—to gather vital information for her superiors. When Red inquires if she is affiliated with the Dawn Knights in Oskary, Zegra scoffs at the notion, dismissing them as mere losers with whom they have crossed paths before. Zegra's true quest lies in unearthing hidden treasures within the mountain, particularly a storage room concealed within the basement walls. Fidgeting with her hand, Zegra reveals her singular focus on this precious relic of old.

Sensing an opportunity for data collection, Zegra implores Red to act as a distraction, diverting the guards' attention long enough for her to complete her mission. The mysterious solitary figure in B2 entices her, serving as a crucial piece in her intricate puzzle.

Meanwhile, Zurick engages Morgrath in conversation, discovering their preparation for the utilization of their formidable breath weapons. Zurick's impressive feats have caught Morgrath's attention, further solidifying their alliance.

In a pivotal moment, Tucklin summons Ara and entrusts them with crucial details of the grand plan. Each individual room must be locked, and the guards must be prevented from activating the panic button. Tucklin's hope rests upon the group's ability to remove their bracelets, which can be found in the possession of the B1 guard. The plan takes shape—a daring escape involving Ara stealing the cell keys, accompanied by Zurick, while freeing everyone and retrieving the cuff keys. Descending to B2, they aim to secure the master key, unlocking the confiscated treasures within the storage area and showers.

Prison Break

Falkenwrath Keep

In the depths of B1, Ara mustered his stealth and cunning to slip out of his cell using the key secretly provided by Starr. With a watchful eye, he spotted Starr and swiftly incapacitated a nearby guard. The duo seized the keys, unlocking the cells of Henk and Zurik, granting them their long-awaited freedom.

As the next round of patrols commenced, Ara and Henk took advantage of the guards' vulnerable moment, launching a surprise attack. Starr attempted to cast a silence spell to stifle any potential alarm, but unfortunately, it fell short of completely muffling the noise. One of the guard mages managed to send out a message, alerting their comrades to the disturbance.

However, at that moment, Kalash and Turok, who had managed to escape their own cells by melting the bars with their fiery breath, emerged from the shadows. Their swift and powerful attacks swiftly dispatched the patrol, thwarting their attempt to raise the alarm.

In a stroke of quick thinking, Ara and Starr concocted a convincing lie, fooling the remaining guards into believing it was a false alarm. The situation temporarily diffused, allowing them to proceed with their escape.

As the group made their way down to B2, Starr took it upon herself to divert attention above ground, creating further chaos and distractions. Before parting ways, Starr offered a sincere apology to Ara, expressing regret for stealing his ring and setting off the chain of events. She acknowledged Ara's innate qualities and believed he would have made a great king.

With their paths diverging, Ara and the other escapees ventured deeper into the depths of their confinement, while Starr took on the role of a diversionary force, ensuring their escape would not be easily traced.