Everlife Merchant District
We arrive at Everlife. As we head towards the Spire, we pass by the Guildhall, to make sure it is still standing, and happily, it is still standing. We will need the records in the Guildhall to know which warehouses we will need to travel to collect wares.
On the way we are attacked by an undead creature that seems to hate Berdyn with an unwavering passion. Codex realizes that they have just met a Revenant. We defeat the undead creature, but that is only going to be temporary. Revenants come back twenty-four hours after they have been defeated. 10am is going to be a dangerous time going forward.
The Revenant spoke draconic. It seems that whatever body it was using, it was not his original body.
Everlife Noble District
We reach the Noble district in the center of Everlife. We go to the Khan’s and deliver Farvir, then stable the wagon and horses. Karsi explains that Tyronnius attacked the Spire after the prison was overrun. Most prison people went to Spire to bolster them, and Tyronnius felt worried. Lamprecht and Dragonscales were wiped out, though it is possible Lamprecht joined Tyronnius when he fled.
The Kingdom of the Tiger fought Tyronnius and defeated the gang, driving Tyronnius out of the city, but the Tigers lost several people in the fight.
We head to the Tower and speak to Michael. There are 50 people remaining, find out that Alyth and Vasha died when the prison was overrun, and only 25 people made it to the spire. Uhurak stayed in the prison, and may be still alive, but is in the “Death Row” section at the bottom level of the Prison.
We consult what to do. We should get people out of the city, but according to an Augury the Flame of Pelor does not want to be moved. That means that Michael and Albrect will stay behind, as well as a handful of guardians, to keep the Flame safe.
Codex learns more about the Revenant. It seems that they have a specific hatred of a specific thing, and it tracks it down unerringly. It possesses bodies of the dead, and can only be permanently destroyed by a Wish spell. It’s going to be following us for a long, long time.
Berdyn and Bale inspect the Lord’s Manor, now that Tyronnius and his gang are gone. They find out that Lady Alegan has been dead for a long time, and that there is a long abandoned nursery for a baby girl in the manor. They also found a letter from Hooks in the Lord’s private quarters, telling him “the package” was beyond his grasp. It is possible the package was his daughter. It was never made public that they had a daughter.
This is confirmed with a second letter from Lady Elynbrigge-Morley to the Lord, explaining that she was unable to protect their daughter when “they took her” – from the shaking writing it was likely she wrote it on her deathbed.
Also the letter says that the daughter wasn’t her blood, just the blood of the Lord. This was an illegitimate daughter, but still the legal heir.
They also found a silver rattle in a hidden cache. Codex magically identifies it as an item linked to Jacquette Alegan, the daughter of Pyyrhos Alegan. When her name is spoken the rattle holder hears her heartbeat. This is likely a proof of life so that Lord Alegan knows that his daughter is still alive.
Finally, Berdyn and Bale found a hidden shrine to Vecna in the Lord’s Bedchamber. This is a really bad sign, but it is possible that he built the shrine unwillingly, due to the hostage situation. Or it is possible he is involved in the conspiracy of whatever it is Vecna is planning.
Finally there was a secret passage out of the manor and out of the city, but it is infested with undead and would need to be cleared to be useful.
Everlife Merchant District
We leave the Noble’s district and return to the Guildhall in the Merchant District. We find a secret passage to the sewers of Everlife in the guildhall (likely used for smuggling), but it seems a needlessly dangerous place to go.
We search the guildhall, and in the Guildmaster office we find the ledger that has the list of warehouses and generally what supplies they contain. While there we decide to steal from the Guildmaster’s various safes, and in the process we are surprised by a Wraith attack. It comes from the sewers below, passing through the walls. It seems to avoid the outside, but the Guildhall has few windows. Sunlight is lethal to a wraith. It’s touch causes damage that is only healable with a long rest, and it is difficult to damage. However, we manage to defeat it.
The upper level of the Guild hall contains some visitor quarters, and we see that there is the corpse of a dead urchin that came in from one of the few windows on the top floor. It is likely the Wraith killed him.
The safes in the guild hall contain the King of Neprekeh’s Death Mask, and a masterpiece painting from a famous Elven artist. All very illegal, all very valuable.
Everlife Noble District
We return to the Tower and do some discussion. We find out that Octavio is doing something strange with his gang at the mansion of Sabre Khaludz. There are strange purple lights and wailing and chanting happening at night.
So, Berdyn and Codex sneak over to the mansion. Berdyn watches them after climbing the privacy wall. Octavio’s people are chanting in Abyssal and there is a sickly purple light, the same light that came from the Mirror back when we secured the healing herb shipment that Vestian had sent to SouthSpire.
Then Berdyn sees a horrible demon appear inside, huge, winged, vulture-like. It screeches, and eats one of Octavio’s people!
We retreat back to the Spire and tell the group. The demon, after some research, is called a Vrock. It has a stunning shriek and poisonous aura. It can fly and it loves to eat human flesh. Their poison are spores that land around them, and poison the area and can affect water quality and how arable soil is. The spores can only be neutralized by holy water. It is a literal blight, and must be destroyed.
We rest the night, and will head out tomorrow to get the supplies, and then in the evening fight Octavio, his men, and the demon.