1. Хронологии

The story so far...

Third Age (TA) > 1 727

  • Chapter 01: Meagre Beginnings

    17th-21st of May, 853 TA

    The Forgetful Faun Inn

    Rain fell from the sky. On a spring morning, on the outskirts of the town of Rivergrounds lies the small and quaint tavern called the “Forgetful Faun Inn” by the roadside. From the south, a small stocky dwarf accompanied by a human can be seen riding on horses making their way towards the front door of the establishment. The door opens, and the guests inside can feel the cold wind blowing from the entrance. Five strangers sit in various corners of the inn, waiting for the arrival of the dwarf. This is Gundren Rockseeker, and he has met all these characters in various situations over the last weeks.

    “Ah, you are all here. Good! Come closer!”

    Gundren and the human walks over to one of the tables, and gestures at the diverse group of people to join him. A pink tiefling named Penny, who was playing on her violin when they entered, comes down from the stage. The old tortle known as Granny, who was sleeping in the corner, follows. A half-elf rogue called Demetrius comes from the shadows without anyone noticing, and another half-elf, Theren, greets Gundren when he approaches. Finally, a large firbolg with green hair comes nervously walking towards the rest of the group, obviously not used to people yet. Her name is Willowbark.

    “So good you all could make it!” he says, as he gestures for the group to sit. He begins explaining what he gathered them for. He tells the party about him and his two brothers, who have made a big discovery in the mountains outside of Phandalin. A great discovery, which could mean great treasures for the group if they help him on his quest. The party seems to be intrigued by this, and agrees to help him. He introduces the rest of the group to his traveling companion Sildar Hallwinter, a member of the Forgeblades who Gundren has known for a while, and has hired to protect him during the task. Gundren seems to be holding the cards close to his chest on this one, and doesn’t want to reveal too much about the task at hand, but he tells them that first they have to help him bring supplies with them down to Ruins of Phandalin. The carriage carrying the shipment should be prepared in the morning, so Gundren and Sildar will travel ahead of the group to prepare for their arrival. 

    As Gundren and Sildar gather their equipment and get ready to set out, a woman suddenly emerges from the kitchen, slamming an ax down at the table. She tells them that she has been told to come along on this assignment, much to the confused looks of the rest of the group. Gundren thinks it over for a few seconds, before exclaiming that he will gladly accept the help. He asks her name, and she introduces herself as Kal. Having been accepted, she goes back to the kitchen, hands in her resignation, and joins the rest of the group so they can introduce themselves. 

    Gundren and Sildar say they will see the party in Phandalin in about four days, barring any hold-ups, and say their goodbyes, and head back out into the rain, mount their horses, and ride away to the south. The group sits looking at each other, and starts introducing themselves, as they will be spending the next weeks together.

    Ambush

    The next morning, the group wakes up in the inn, as Gundren paid for their accommodation. Gathering what little supplies they have, they set out into the cloudy streets of Rivergrounds. The musky smell of the river and waste that flows through the town is almost overwhelming if one haven’t been in town for too long, but the party endures, and heads to the local supplier to retrieve the cart they were hired to bring south. The half-elves ride in the cart, with Granny and Penny taking charge walking in front. Kal and Willowbark walk behind. 

    After a few days' travel, around a bend in the road, they can see something up ahead. Getting closer, they see two horses, riddled with arrows, lying dead in their way. Staying vigilant, a couple of the group approaches the corpses, but they don’t get far before they are ambushed from both sides by arrows! A group of goblins are hiding in the nearby foliage, hoping to catch the party by surprise. After killing a few goblins, some run away, but the party manage to knock one of them unconscious. The party recognizes the horses as those belonging to Gundren and Sildar, so they want to interrogate the captured goblin to find out where they took them.

    When the goblin comes to again, the party starts questioning him, demanding to know where the prisoners are. As the party outnumbers the goblin six to one, he decides it is in his best interest to spill the beans. He tells the party that their leader, Klarg, ordered them to capture a dwarf and a man coming this way. The goblins got to keep the man, but the dwarf was to be taken, along with his belongings, to a fortress hidden deep in the woods. He calls it Cragmaw Castle, where King Grol resides. The goblin also mentions a spider. The black spider. It told the goblins to keep watch for a dwarf with a map. 

    The group decides to take the goblin with them, hoping to use it for negotiations, so they tie him up, much to his protests. The group scours the area. Theren finds drag marks in the ground leading north, and Willowbark and Granny manage to pick up a trail of goblin tracks, along with a couple of larger footprints accompanying them. It looks like Gundren and Sildar were alive when they were taken by the goblins. They take the goblin along, hide the cart by the side of the road, and head north into the forest.

    Reaching the Cave

    As the group make their way through the forest on the narrow path that the goblins used, Willowbark, who comes from the forest, takes charge going first, as she knows what to look for in terms of traps and dangers. They don’t have to travel far before she stops the rest of the group, seeing several traps hidden in front of them. A hole in the ground, concealed by a thin layer of foliage, as well as a few tripwires that lead to rocks and lumber potentially crashing down, have been placed in the path to delay or hinder any pursuers. With Willowbark’s help, they are easily circumvented, and the group manages to reach the base of operations of the goblin tribe. 

    A large cave opening with a stream flowing out of it can be seen in the hilly formation in front of them. Demetrius decides to take a closer look, and tries to sneak up silently to see if he can see any sentinels, but the rocks near the stream are smoother than he first thought, and he manages to slip and fall right into the water. This alerted a couple of goblins on the other side of the bush next to the entrance to take notice of them, so they start firing arrows at the group. They fight back with whatever they have, casting some spells, with Demetrius quickly retreating back to the others. The guards on the outside are dispatched before they manage to alert the ones inside. 

    Not wanting to take the goblin prisoner with them, they decide to tie him up outside. He begs them to let him go, as he doesn’t want the wrath of Klarg to come down on him when he finds out he failed. They ask his name, and he introduces himself as Fiert. They tell him to promise to stay put, and they will let him live. First however is reluctant, but promises that he will stay still. As soon as the group goes to enter the cave however, he tries to break his bonds and run away. Theren finishes him off with a well placed eldritch blast as he tries to escape, taking down the goblin before he can reach cover. Willowbark seems to be a bit saddened by this, but there is not much to do about it now. They decide to stealthily head into the cave to try to rescue Sildar, and learn more about where Gundren was taken.

    Infiltration

    Entering the cave, the group can hear some snarling on the side as they come in. Peering around the corner into an opening, they can see three wolves chained to a metal pole. Willowbark, feeling sympathetic towards the poor beasts decides to try to calm them down to release them. The wolves are cautious at first, but she manages to befriend them, allowing her to release the pole, and the wolves immediately take off into the woods, chains and all. In the back of the room they are in they can see a tunnel leading up, and can barely hear voices beyond. It seems to be too difficult to enter stealthily, so they instead decide to go the main route up the stream.

    As the party ventures further into the cave system, they hear movement above them, but cannot see the source of the noise. Soon after, they suddenly hear a large roar, and see the waterflow picking up. Shortly after a wave of water comes rushing down towards them, almost flushing them completely out of the cave. They do manage to hold on however, using teamwork and grabbing whatever they can take a hold of. Thinking they are safe, another wave suddenly comes rushing down, sweeping out a couple of them. More determined and wet than before, they make their way quickly up the slope, and come face to face with a few goblins. Apparently they had set up a dam to collect water as a safety measure, which the group got a taste of. No matter now, the goblins attack them head on, trying to repel the invaders, but are quickly dealt with. Going further into the room they are in, they can see a large fire, and in front of it, Klarg, the chief bugbear of the goblin-group. He and his wolf enter the battle, but Penny manages to scare the wolf away using some clever vocal work, which angers Klarg, but not enough to keep him alive. He almost manages to take down Demetrius however, only being saved by Granny who was beside him, protecting him. 

    Looking around the room after the bugbear has fallen, Sildar is nowhere to be seen. What they do find however is a large cache of boxes, with the logo of a blue lion on them. Apparently a shipment company, probably a stolen shipment from the same road Sildar and Gundren was attacked on. They take a mental note of it, and venture further into the cave, finding a bridge that goes over the path with the stream. Crossing it, they find a large cave with a few beds and a bunch of goblins. On top of a perch, Sildar is lying badly wounded on the edge, with a mean looking goblin ready to kick him off. They demand that the group leave or they kill the prisoner. Theren tries to convince the goblins that their leader is dead, but the goblins do not believe them, so they go on the offensive. One of the goblins almost takes down Penny, but Theren jumps up and takes him down. After a long and fierce battle the goblins lie dead on the ground, with several of the party members being unconscious as well. They decide to take a rest, using the goblins’ beds to allow the downed members to recover, while they look after Sildar. 

    Dreams and Visions

    Willowbark lies on the ground, turning in her unconscious state, obviously having a terrible nightmare. When she wakes up, she tells the other party members that she saw people, shadows, and got the feeling that someone was messing around inside her head. She describes a massive green eye staring down at her, which creeps the other members of the group out. 

    As Kal rests, she dreams about a snowstorm. Only Kal knows when and where it is, but she can see that she is looking down at someone trying to protect themselves. She hears two voices in her head, one telling her to kill, the other to protect. She decides to listen to the male voice, and spares the person. Waking up, she feels inspired by the experience.

    The next morning, with the party having rested properly, they speak with Sildar about what happened. He tells the party about a black spider that have been heard roaming the area, and that Gundren hired him to protect him before they reach Wave Echo Cave, apparently the place they are supposed to help Gundren with. He overheard some goblins talking about sending him to Cragmaw Castle, as he had a map that led to the cave. But Sildar reveals that he came along not only for Gundren, but also in search of a wizard named Iarno Albrek, a fellow member of the Forgeblades who went missing in the area a few months back. Feeling that they are stuck in the middle of something bigger than they expected, the party gathers their supplies, and carries the crates with the blue lion logo with them back to the cart.

  • Level 2

  • Chapter 02: Arrival at Phandalin

    22nd-23rd of May, 853 TA

    Entering Phandalin

    Getting back to the cart, the party loads up the supplies they found in the goblin cave and head east towards Ruins of PhandalinSildar is looking frustrated with the situation, failing to protect Gundren, so he is not very talkative. The party understands, and lets him be for the most part. As the group sees the sun descend on the western horizon, they decide to make camp for the night, and hopefully reach Phandalin in the morning. Luckily, no goblins or wolves come lumbering out in the night, so they get a good night's sleep.

    The next day, making their last push towards their destination, they can see a settlement in the distance. Passing over a hill they overlook the quaint little village of Phandalin. The settlement seems to be built on top of an older settlement that was here long ago, as they can see remnants of stone foundations where the buildings used to be. Most of the buildings now are made of wood, and they can see a large collapsed mansion to the east of the village. As they descend down the hill and get a clearer look, they see a building with a logo of a blue lion above the door, seemingly the same as the one they found on the crates. The party quickly head towards the shop Barthen’s Provisions and drop off the goods they were hired to deliver. After this, they take the boxes they found and deliver them to the blue lion, which apparently goes by the name Lionshield Coster, a merchant company based in Elvenbridge. The woman behind the counter, Linene Graywind, seems to be happy to see her shipment finally arriving safely, and gives the party a fitting reward of a few gold coins for delivering it to her. The party picks up a few supplies at the same time, and heads back into town to explore.

    Finding Lodgings

    Demetrius in the meantime has been looking for lodgings, and finds the only place to sleep in town, Stonehill Inn. He approaches the innkeeper Toblen and his wife Trilena, and requests lodgings for him and his 5 companions. Much to the surprise and dismay of both the innkeeper and the party, both Granny and Willowbark say they prefer to sleep outside in the open air. Regardless, the Stonehills have available rooms so those who prefer to sleep indoors have a place to stay. 

    As the sun is setting, the party decides to just take a rest in the inn whilst they think of their next move, but Sildar is determined to look around the town for answers. The party orders a few drinks for themselves, while Kal asks if she can cook in the kitchen for the evening. As she is new in town, Toblen is hesitant to allow it, but when Kal offers to pay to do it, he cannot say no, so she starts making food. Willowbark and Granny try their hand at playing a little music, but the performance is lackluster. Penny sees this as an opportunity to offer to play for the inn in order to get free lodgings for herself.

    In the kitchen, while Kal is making some food for guests, she talks a bit with Trilena, who asks if the party has encountered the “Redbrands”. Having just arrived, she says they have not, and asks who they are. Trilena explains that a group of soldiers arrived about a month ago, and basically took over the village. They take what they want, and several people have gone missing or been murdered when they tried to speak up, and the mayor won’t do anything. It’s especially clear that they don’t take kindly to newcomers. Kal asks where they are holed up, and Trilena says she doesn’t know exactly, but she has seen them around the Sleepy Giant Tap House.

    Meanwhile, the half-elves have decided to go talk to some dwarven prospectors in the back of the inn, to see what they know of Cragmaw Castle, but the only “castle” they know about is the run down manor to the east of the village, which is from long ago from before the village was rebuilt. They’ve heard of Cragmaw Castle of course, but have no idea where it is. They have however heard about Wave Echo Cave, but are adamant that it is only a myth. Not getting more information from them, they move on to an old man sitting in the corner, asking the same. He tells them there’s no castles in the area, but asks if they want to hear a rumor; the cleric who tends to the Shrine of Luck recently left for a few days, and came back exhausted and wounded. Maybe something to check into. 

    As the party is minding their business, a trio of people enter the tavern. All of them are wearing red cloaks. The whole inn goes quiet, as the locals seem on edge by the sudden appearance of these ruffians entering, but they quietly go over to a table and sit down, with Trilena bringing over a few drinks for them.

    Kal eventually comes out with her food, and tells the party what Trilena told her about the Redbrands that have invaded the town. As the party has huddled together as to not speak too loud, one of the redbrands takes notice, and comes walking over. Theren tries to throw him off by pretending they were talking about something else, but the redbrand is not having it and tells the group that they have to leave town the next morning. Willowbark tries to reason with him, but he just tells her to be quiet, making derogatory remarks about her kind. Theren tries to ask what the redbrands are doing in town, but this just agitates the redbrand, telling them they better keep quiet or they will regret it. He reminds them to leave town tomorrow, or face punishment, and returns to his group.

    Trilena walks over with some more drinks, and tells the party she’s not sure where they sleep, but she is frustrated with them not paying for anything, and hopes someone can do something about them soon.

    Getting Caught Up

    The next morning, Toblen tells the party that Sildar went to talk to the mayor as soon as he woke up, so the party decides to go explore the town, not taking the redbrand threat too seriously. Granny sees a few kids running around in the street, so she decides to give theme some cookies as a treat, which they gladly accept. Heading over to the town hall, the party notice a bounty board on the outside, with the promise of a reward of 100 gp to anyone who can take care of the orcs that have been roaming the countryside, and seems to be holed up somewhere near Wyvern Tor. 

    Eventually, Sildar comes walking out of the town hall, after having spoken to the mayor. He greets the party, and shares what he has learned of the area. Concerning goblins, they seem to be a major problem, as they keep disrupting shipments and so the mayor has issued a 500 gp reward for dealing with them. Sildar has confirmed that Cragmaw Castle is their base of operations, but they do not know where it is, only that it is hidden to the forest in the north.

    Willowbark, Penny and Granny go looking for sheep, as they want to say hi. On the outskirts of town they find a pen with some sheeps in them, so they spend some time there. Next to the sheep lives an old half-elf called Daran Edermath, well over a hundred years old. He used to be an adventurer, and spent a lot of time on the Western Coast. At first he seems to only be a kooky old man, but he has some surprising insight. For instance, he mentions that the Redbrands are probably holed up under the ruins of Tresendar Manor, the collapsed one to the east, and that their leader is called “Glasstaff”. He also mentions to the group that there are rumors of undead roaming around Old Owl Well, an old watchtower to the north-east. He suspects dangerous magic is the cause, and hopes the party can check it out if they are in the area. Penny thanks him for the information by playing him a song on her flute, which he greatly appreciates.

    Back in the village, Kal has gone off alone to try to learn about the abandoned manor to the east. During her walk, she encounters the innkeeper’s son, Pip. He wants to play with Kal, which she does for a bit, and this leads to him revealing to her that his friend Carp told him that he found a secret tunnel in the woods south of the manor, and that he was almost captured by the redbrands when he did. He also overheard the redbrands talking about a guy called Glasstaff. Kal takes a mental note of this, and heads to the Shrine of Luck, where they agreed to meet up.

    The Shrine of Luck

    As Kal waits at the shrine, the rest of the group meet her there. The shrine is being looked after by a female elf in white robes, who approaches the party and asks if they’re willing to give a contribution. She asks if they are going to be in the area for a while, and if they are going to the north east. Apparently there resides a Banshee called Agatha just outside the ruins of Covenlet who could be willing to answer any question posed by someone who manages to flatter her. The elf is trying to find the location of a certain spellbook belonging to a legendary mage named Bowgentle. The party thinks they might find their way into that area, so they agree to help. The elf introduces herself as Sister Garaele, and gives them a jeweled silver comb, in the hopes that it might help in swaying the banshee. She warns the party that they should not be rude to the banshee, as she is quite powerful. Willowbark asks if Garaele has a map of the area, which she does, but it’s just a crudely drawn map that she herself has made, but as she is just staying in town she has no use for it, so she sells it to the party for 1 gp.

    Just as the map is handed over, four men in dirty red robes come up behind them, and demand that the party gives up their equipment and leave town immediately, as they didn’t heed their warnings from before. The party is unwilling to hand over anything, as they are outnumbering the redbrands, but they seem to not be intimidated by this. Penny throws a few insults at them, which causes them to go on the offense, and attacks the party. Luckily, the party dispatches three of them without much issue, while the last one tries to run away, but the party knocks him out before he manages to escape. Willowbark quickly uses her druidic powers to have vines come from the ground to restrain him, so that the party can interrogate him about the redbrand dealings in town.

  • Harbin Wester

    As Willowbark is focusing on holding the Redbrand in her vines, the rest of the party approaches to restrain him further. Before they manage to tie him up, the mayor, Harbin Wester, comes running out of the town hall yelling at the party for attacking the Redbrands. When the party points out that they were just defending themselves, the mayor is not having any of it, as he is worried that the Redbrands will take vengeance on the townsfolk as a response to this “unnecessary aggression” from the party. The mayor admits they don’t have any town guards, so it was easy for the Redbrands to take over. There was a wizard that was in town a few months ago, but the mayor tells the party he disappeared, and the town fears that the Redbrands killed him so he could not interfere. A few townfolks comes over, and the mayor tells them to take the Redbrand prisoner into the cell in the town hall, so Willowbark releases him from her grasp, and he is carried away. Theren asks if the mayor has a map of the area, but he either doesn’t have one or doesn’t want to give one to the party, presumably due to being angry at the group. Distraught, the mayor eventually goes back to the town hall to deal with the prisoner.

    Sister Garaele comes out of hiding, and thanks the party for dealing with the ruffians, and casts a healing spell on the whole group. She mentions that she thinks that someone will have to deal with the Redbrands now, and not so subtly hints that the party are the perfect ones to do it. In either case, she gives them a blessing and wishes them luck, as she retreats to the shrine again. The party takes a short breather near the sheep that Penny is so fond of, with Kal giving a candy to Demetrius. During the rest, the party decides that they should go to the mansion to take care of the Redbrands.

    The Mansion

    Heading up towards the ruin of what once was Tresendar Manor, the party can see several footsteps leading up to it, which shows it is not as derelict as it would first appear. Coming up to the ruin itself, they see that there is no way that the mansion holds any hidden inhabitants, as the roof has collapsed, and the whole building is in a sorry state. They do however find a lot of footprints leading to the rear of the manor. Following the trails, the group finds a semi-hidden door that leads down into the basement. Not wanting to go in blind, the party decides to split up, with Willowbark, Grannyand Penny staying near the entrance, watching for Redbrands who might wonder where their friends have gone, whilst Theren, Demetrius and Kal return to the town hall to talk to the prisoner.

    Walking into the town hall, the mayor demands to know how it went, as since they returned they must have already defeated the redbrands, but the party tells him they need more information before going forwards with the assault. The mayor reluctantly leads the party down into the old dungeon the town hall was built upon, and in front of them, in one of the cells, sits a beat up, tired Redbrand. He looks up at the party, and doesn’t seem interested in talking. The mayor stays back, letting the trio take charge.

    Interrogating the Redbrand

    Fie goes in swinging, saying if he talks, they won’t kill him. The Redbrand doesn’t seem to believe them. He simply wants to be released, that’s the price for giving information about his group. He doesn’t really care about the Redbrands, he just wants to live. Kal asks if they release him if he will change his ways for the better. The prisoner gives an unconvincing and seemingly insincere yes to this. Theren responds that he will need to pay his debt by helping the town. Again, the Redbrand doesn’t seem to bite on this, instead asking for better accommodations in his imprisonment. They look back at the mayor who gives a short nervous nod. He tells the party there are about 10 Redbrands in the mansion, but he is not completely sure. When Kal asks if he even knows how to count, he responds in turn that he does. It’s just that they are not all at the mansion all the time. He does reveal that there are two entrances, one at the back, the other in the forested area south of it.

    He also tells them about this supposed “Glasstaff”. He says he is pretty powerful, and wields a magic glass staff to direct his magic, as he is a fairly competent spellcaster. He hasn’t heard the name Iarno, but the party suspects there might be a connection here. What the Redbrand tells them is that Glasstaff is quite the silver tongue, as he can easily convince you to do his bidding. The Redbrand makes it clear that Glasstaff didn’t hire them to control the town, but the Black Spider did, and he has sent bugbears to help maintain control if the Redbrands falter. In either case, Glasstaff is rarely outside of his study, as he only comes out to eat and give orders to the others. He doesn’t think they have anyone that actively keeps watch, but they might have someone looking for their missing people if they are gone too long. Finally, he mentions that there is a creature of some sort in the bottom of the base, a horrible creature with a big eye that protects the southern entrance, and all the men are disturbed by it, but Glasstaff insists that it should be left in peace. In the back of the room while all this is happening, the mayor is huffing and puffing, obviously being frustrated or even a little scared about the whole situation. He tells the party he wants this whole ordeal over with.

    Into the Keep

    Kal, Theren and Demetrius returns to the rear of the mansion, and can easily spot Penny and Granny cloud gazing, whilst Willowbark is chasing after a butterfly. The returning trio thinks about how they were supposed to hide, but as no Redbrand is attacking them, it’s probably fine. They tell the others about what the prisoner told them, and discuss back and forth what they should do. Kal thinks it would be unwise to go through the forest entrance, as it could mean an extra fight with the eye monster, which they all agree to. As there are no guards that can be seen, they take the front entrance instead. Kal makes sure to keep in the rear of the group due to her armor making her less able to sneak around than the others.

    Inside the door, down some stairs, they come across a large room with a big pool of water on the other side. Willowbark decides to take a look into the pool, and finds a getaway bag of sorts, containing fresh clothes, a healing potion and a potion of invisibility. Looking further through the room at the barrels to the south, they realize that this is the Redbrands food supply. Suddenly, most of the group realize they are not alone, as a figure comes walking out of an adjoining room, followed by a couple of Redbrands. They apparently heard commotion outside and so comes out fighting. 

    They seem to be competent fighters, more so than the ones the group fought in the streets. Using everything the party has at their disposal, the battle goes their way. Demetrius, being quick with his rapier, gets in a few good hits, before running to Granny who was a bit taken aback by the sudden commotion. Penny plays her music helping people fight better, while attacking what she can. At one point, one of the Redbrands throws a dagger at Kal, but misses. When Kal turns around to grab the dagger, it disappears, and reappears in the Redbrands sheath. After the battle is won and the Redbrands lie bleeding on the floor, they search them, finding some valuables and weapons, with Demetrius claiming the Sheath of Returning. While the rest of the group searches, Willowbark gathers the bodies to hide, and to do a ritual of respect for the dead.

    The Nothic

    To the south, the group discovers a hidden door, which they decide to go through first, after noticing that the hallway to the north has a trap door in the floor. Beyond is a short hallway that leads into a bigger cavern with a ravine running down the middle. Willowbark is scared they will meet the eye monster the prisoner described, but it seems rather quiet. Using her firbolg magic she senses necromantic energy at the bottom of the ravine. 

    Demetrius and Kal notice movement in the darkness. They feel like they are being watched, and suddenly, both Willowbark and Kal can hear voices inside their heads.

    “There is no reason to be afraid. I do not want to hurt you. Why are you here?”

    The voice extends to the rest of the group as well. The creature tells the party that the Redbrands have captured it and is keeping it as a prisoner. The creature just wants to be free and eat, but when they ask what it eats, it does not answer. 

    Demetrius and Willowbark feel that the creature is speaking truthfully, as it doesn’t seem to want to hurt them, otherwise it would have attacked. They get a sensation that the creature is animalistic in nature, not good or evil. It promises that if they help free it, it will show them where the prisoners are being kept. The creature eventually emerges, a horrible spiked body with a large singular eye, and sharp teeth. It seems to try to read the party members, but not everyone is as easy to read as others. 

    The being takes them back through the secret door, through the entrance hall with the water reservoir, and to the hallway in the north. When the party makes a point of avoiding the trap door in the floor, it seems to be displeased somehow. When they cross the floor, they peer into the opening in the doors, and can see skeletons on the other side. They figure they are probably very hard of hearing, so the party should be able to sneak through, but not long after the doors open, the skeletons turn towards them, with weapons raised. Three more Redbrands from an adjoining room join the battle. 

    Element of Surprise

    Willowbark wild shapes into a wolf, and the rest of the party quickly dispatches the skeletons and the Redbrands, apart from one, who manages to escape through a door to the north. The party tries to follow, but when they enter, he is gone. The party realizes the Redbrands probably know now that they are coming. 

    In the room where the Redbrands came from they find three prisoners, a woman and her two children. She is dehydrated and starving, and thanks the party profusely for helping her. The party gives her some of their supplies, and she explains that the Redbrands murdered her husband in the streets for defying them, which the party heard about, before abducting the woman and her children. The party decides to lead the woman and her children safely to the outside, and then returns to look where the Redbrand escapee went.

    Willowbark, in her wolf form, has heightened senses, and can smell the stench of the Redbrand on a nearby hidden door, which the party passes through. The creature they found within follows behind, and the party can sense something trying to penetrate their minds once more. They grow more distrusting towards the creature, but as it has not attacked them yet, they leave it be. 

    Taking out the Rest

    The party crosses the chasm, and which leads down to two stairways further down into the depths. They decide to take the bottom stairs, and can hear that the Redbrands and some other deeper voices are preparing for the party's intrusion behind a door below. Seeing that the element of surprise is lost, they decide to surround them on both sides, so half the party go through the door to the north, while the other remains on the south. They kick open the doors almost simultaneously, and can see a few bugbears within, as well as some Redbrands. They were seemingly in the middle of a card game, before the escapee came running and warned them. 

    During the ensuing battle, the creature joins the battle and tries to help the party, but they can’t  shake the feeling of being watched. They grow even more distrustful of it, and Theren decides to take matters into his own hand before the creature gets a chance to hurt the party. Suddenly, a bugbear screams at the creature, “TRAITOR!” as it is trying to claw at him, and tosses it to the side before smashing its head in with a mace. From behind the southern group, a couple of more bugbears join the fray, and the party can see a small figure running away from the room. When the bugbears and remaining Redbrands lie dead on the ground, the party decides to look for the figure that came running out of the adjoining room. 

    Droop

    When they get back to the cave, they can see the small figure passed out in the ravine. The party is cautious, as they sensed a necromantic energy at the bottom of the ravine, but notice quickly that it just is a cold sensation, and doesn’t hurt them. They drag the figure out of the ravine, and find it to be a goblin. 

    Waiting for the goblin to regain consciousness, the party takes a look into the ravine, and finds what appears to be a chest half hidden beneath one of the bridges in a nook. They take it out and look through it, finding a magnificent sword that emits light, which Kal recognizes as the “Longsword of Twilight”, owned by Lennek Mercier, who supposedly fell when the orcs invaded these lands around 500 years ago. The sword was never seen again. They also find some potions of healing, and a spell scroll, as well as some gemstones and silver, and, perhaps most interestingly, a tarot card with the symbol of Shehemis on it.

    With only the wizard remaining, the party decides to take a short rest, surprised that he hasn’t emerged to check on the commotion. Theren theorizes that he is just waiting for the right moment. Suddenly, the goblin awakens, and acts hysterical from being surrounded by strangers that he thinks will kill him. The party manages to calm him down, and he introduces himself as Droop. He says that he is working with the bugbears against his will, that he really doesn’t want to be here, and that he is sorry if he caused the party harm, after the party members assure him that his captors are dead. The party asks if he knows anything that can help them defeat the wizard, and he replies that he doesn’t know much, but he knows that the wizard has a secret hallway leading out of his chambers, and points it out. The party gives him some food, and Willowbark tells him about a place he can go and be safe, if he just waits for them at the entrance, so that they can deal with Glasstaff first. He is grateful for this, and scuttles out to the exit.

    The Wizard

    Once more, the party tries to make a pincer move to take their enemy from both sides, both the normal entrance and the secret one. When the main entrance is breached, they can see a small rat inside, that looks curiously at the party, before trying to run away. They hear movement on the door within, presumably Glasstaff noticing that he is cornered, and so they kick open the door once more, with the other half of the party cutting off his escape. Inside they see a wizard with graying hair and a staff made of what looks like glass. He stares at the party members who surround him, looking annoyed at the situation. The party members take turns attacking him before he has a chance to fight back, and they get a few good hits in, but suddenly he grabs Kal by the armor and shocks her with his magic, before teleporting to the doorway and starts running away. 

    The party follows him, with Penny, Demetrius and Theren taking charge, almost reaching up to him. Glasstaff suddenly turns around at his pursuers, looks at the two half-elves curiously, before casting a spell towards them. Both Theren and Penny slumps over, asleep, but Demetrius is unaffected. Granny and Kal shakes the sleeping members awake, and as Glasstaff is about to round the corner to freedom, he is caught up to by the pursuers, and knocked out. 

    Glasstaff Unmasked

    Having defeated the Redbrands and now their leader, they tie him up, and bring him back to the cavern area, before deciding to search his quarters. Within, they find a few books on various subjects, but most interestingly is Glasstaffs journal describing something called the Forge of Spells, which apparently can enchant items at will. There are also a bunch of notes about Phandelver, which is apparently what the village was called before it was destroyed and rebuilt. Kal takes note of some notes mentioning a mace called Lightbringer, rumored to be in Wave Echo Cave, as it was lost around the same time as the cave was lost. The notes also mention a wizard named “Mormesk”. Finally, they find a letter that appears to be from Glasstaff’s master, signed with the symbol of a black spider.

    Lord Albrek

    My spies in Rivergrounds tell me that strangers are due to arrive in Phandalin. They could be working for the dwarves. Capture them if you can, kill them if you must, but don’t allow them to upset our plans. See that any dwarven maps in their possession are delivered to me with haste. I’m counting on you, Iarno. Don’t disappoint me.

    To no one’s surprise, it is revealed that Glasstaff is Iarno Albrek, the member of the Forgeblades that Sildar Hallwinter was here to look for. They pick him up, along with his valuables, and take him to the town hall. When they get outside, Droop is fidgeting nervously, looking over at the village, knowing that they would probably attack him if they could see him. Willowbark takes Droop to the side, and tells him about a communitythat he can go to where he will be safe. She teaches him a secret hand signal, gives him a few rations, and sends him on his way. Droop gives her a tearful hug in return, having never been treated with such kindness before, before running off into the night.

    Returning to the village with the Redbrands dead, and their leader captured, the mayor is overjoyed at how the party handled the crisis, and gladly takes in Glasstaff and throws him into one of the cells. Returning to the inn, with Demetrius declaring loudly that the Redbrand terror is over, and their leader has been captured, Toblen is overjoyed and declares that they all get to stay for free, and breakfast is on them, much to the cheers of the patrons of the inn. Willowbark and Granny still decide to sleep outside.

  • Level 3

  • The Most Important Meal of the Day

    The next morning, they all wake up feeling well rested after the intense skirmish at the Tresendor Manor. When the people who slept in the inn go to get breakfast, they are greeted by the happy faces of Toblen and his wife who are very grateful that they no longer have to live under the terror of the Redbrands. Granny and Willowbark eventually wakes up, after some sheep came over to check what they were doing on their turf. 

    As they sit around the table eating breakfast, Penny takes a closer look at the tarot card they found in the nothic’s chest. She can see a weak shimmer on it, like there's something special about it, and the symbol of Shehemis, although weak, is clearly visible on the card, but she cannot sense any magic coming from it, although it is unyielding when she tries to rip it. Theren tries to examine it but he can’t discern anything either. It’s probably enchanted, but they don’t know why someone would do it.

    After breakfast, the party heads out into Ruins of Phandalin to gather some more information and pick up more supplies. Granny decides to go to the Lionshield Coster and inquire about a woodcarving set, so that she can make arrows in the field. As luck would have it, she has one set available, which has been gathering dust, but as the lady behind the counter can see how much Granny wants it, she tries to upsell her on the price. Granny relents, and pays for the set, just happy to have it.

    Getting Answers

    Demetrius and Kal meet up with Theren, and they all decide they want to go and interrogate “Glasstaff". Reaching the town hall, the mayor properly thanks them for getting rid of the Redbrands, and leads them down into the prison area where Iarno is waiting. They start questioning him, and the first thing they want to know is where Cragmaw Castle is, but Glasstaff tells them, like everyone else it seems, that he doesn’t know where it is located. He does however willingly tell them that his master is The Black Spider, and that he is looking for Wave Echo Cave, because it contains something of great importance to him. Suddenly, in the middle of talking, Iarno seems to lose his words, and starts slurring, before eventually coming to, breathing heavily, suddenly claiming he was under a spell, and that he has done nothing wrong. All three of them see through the facade, and Iarno nonchalantly says “oh well, worth a shot”. They pressure him further about the Black Spider, and he confirms that he is a Drow, an ancient race of elves that are all but extinct. He mentions that he can wait in the cell if he has to, but the Black Spider has promised to free him, as he is under his protection, and laughs as the party walks away.

    When the trio returns upstairs to the main hall, they pressure the mayor about the lack of protection of Phandalin. He goes on the defensive, telling them that he has only been mayor for a few months, as they have an election every year so that the mayor isn’t corrupted. He admits that he has been lax on the protection, but he insists that it is not his fault. The reasoning for this is that although Phandalin is technically in the territory of what is now known as Hold of Khuz'Dhan, historically, Phandalin, or at least the town it was built upon, was a part of The Bridgeheart Kingdom, so either Elvenbridge or Khuzunzan is responsible for sending guards, but neither have decided who is responsible. Kal suggests that he sort this out sooner rather than later, lest another force comes in and takes over the town again. Harbin takes her word seriously, as she is quite imposing if she wants to, and decides to send a message to both cities, demanding that they sort it out.

    While walking through the streets of the village, Willowbark is suddenly approached by the woman they rescued from the Redbrands, Mirna. She thanks her once again for the help, as they thought they were going to die in that dungeon. Willowbark is just happy to have helped an innocent soul, but Mirna insists that they deserve some sort of reward. She tells Willowbark that when she was a teenager, she and her family lived in the village of Thundertree, which lay not far from Rivergrounds. Something bad happened about 15 years ago, forcing them to flee from the town. Most of the refugees settled in Rivergrounds, but some branched outwards towards other settlements. Mirna and her family eventually moved from Rivergrounds to Phandalin when it was rebuilt a few years ago. She tells Willowbark that when they lived in Thundertree they had a shop, and in the rush of the event had to leave everything behind. She knows that they had an old family heirloom, a beautiful emerald necklace, that was hidden beneath some shelves. If Willowbark and her group ever find themselves in the area, she is free to take it as a reward. Willowbark on the other hand pledges to return the necklace to her, and won’t take no for an answer. Mirna is grateful for this, but makes it clear that it is theirs to keep if they so wish.

    Doing Recon

    Afterwards, the group meet back up in the inn to have some lunch, and as they sit there eating their food and talking about what they have learned, Sildar comes walking in through the door, bloodied and filthy. He tells the party that he has been cleaning up the bodies in the manor along with some volunteers, and confirms that the threat has been neutralized. They tell Sildar that they want to find Gundren, which he is glad to hear, but he is unsure where to start. He suggests that the party widen their search and ask around town for anyone who knows something. They decide to split up, with Granny and Theren checking out the miner’s exchange, Penny and Demetrius will check out the Sleeping Giant Tap House that the Redbrands used to get drunk at, while Kal and Willowbark will check out the Alderleaf farm.

    In the Miner’s exchange, they meet a bunch of dwarves who have returned from the mountains to sell their precious stones they have found. The lady behind the counter, Halia, asks if it’s true that they cleared out the Redbrands, to which they confirm. Without a word, she takes out a coin purse containing 50 gp as a reward for saving the town. When asked about Cragmaw Castle, she too says she knows not where it is, but she has heard of a wandering druid that might know something. After some thinking, she remembers his name is Reidoth.

    Penny and Demetrius goes to the Sleeping Giant Tap House, and finds a dwarven woman closing down shop. She doesn’t really want to talk to the duo, as she was more or less forced by the Redbrands to keep them satisfied with drinks, and now that they’re gone, she’s moving on. Disappointed in the dead end, they head back to the inn.

    Willowbark and Kal talk to a middle aged halfling woman named Qelline, who owns the Alderleaf farm, and her son, Carp. Willowbark is very impressed by her cows, and Qelline offers her a sample, to which she gladly accepts. It is the best milk that Willowbark has tasted in a long time. Qelline is happy to provide, but can sense that the duo is after something. They tell her they’re looking for Cragmaw Castle as a friend of theirs was kidnapped by the goblins who reside there. She tells them she knows not where it is, but she is very good friends with a wandering druid named Reidoth. When asked where they can find this druid, she tells them he recently returned to Thundertree, and confirms what Willowbark has heard about it being faced with a sickness around 15 years ago. If anyone would know where what you’re looking for is, it would be him, she says. Kal and Willowbark thanks for the help, and gives a silver to her son, Carp, for being such a good sport.

    Kal takes Willowbark to the stables to show her a horse so that she can turn into one if they need it. They meet the stableboy, Tim, who seems to be quite the character, condescendingly pointing at the stable when the pair ask politely where they can find the horses. They don’t know if he is rude or simple, but no matter, they head inside the stable, and Willowbark is very happy to meet the horse, and now feels confident that she can change into one if needed. 

    Deciding the Course of Action

    Afterwards, the whole group meet back at the tavern to compare notes, and they realize that the best course of action would be to head to Thundertree to find this supposed Reidoth that might know where Gundren is being held. Not wanting to waste any time, they go one last time to pick up whatever supplies they might need, with Kal going to the general store to pick up assorted spices to make the food less mundane, while also going to the Lionshield Coster to sell her old morningstar, now using the Longsword of Twilight instead.

    As the party sets out in the evening, they take one last look back at the village, knowing they will return eventually, but first they have to save their dwarven benefactor from certain death, and stop this supposed drow menace that is the Black Spider.

  • Chapter 05: Journey to Thundertree

    24th-27th of May, 853 TA

    A Presence in the Night

    The party, after gathering their belongings and saying their goodbyes for now, start the long walk north towards the Ruins of Thundertree, to hopefully get some answers, and to find some long lost heirlooms. As nightfall is beginning to come creeping in, the group decides after about an hour of walking that it is best to make camp for the night. Theren and Demetrius are not really fond of sleeping outside, but they make do when they have to, but it is clear they are both already missing civilization.

    The next morning, the party continues their trek, reaching the fork in the road that leads west towards the main road, and east towards Khuzunzan, the party decides they want to take the scenic route, and instead head straight north, through the grasslands and forests, and hopefully far away from any prying eyes that the Black Spider have sent out. After a long day's trek, it’s time to make camp once more. As they do, Kal goes a bit further away from the rest of the group, and starts praying to her god, asking them when she can return home. Willowbark overhears this, and asks her what that was about. Kal tells her she has been put on a journey, and wonders when it is over. Willowbark asks her what her god is called, and Kal simply replies that he is an annoying bastard, much to the horror of Willowbark, who has nothing but respect for her deity.

    During the night, as the party keeps watch so as to not be ambushed by wildlife or what's worse, Willowbark and Demetrius both notice a figure, standing in the distance, watching over them. As it is pitch black, it is impossible to get any details, but as it is standing against the horizon, they notice that the figure is cloaked. Demetrius tries to cautiously move closer, but as soon as he gets too close, the figure simply disappears. Hoping it is nothing dangerous, Demetrius tries to calm Willowbark down by asking her about her drinking habits, explaining that wine is the “milk of the gods”, and that she must try it, but Willowbark is satisfied with a cup of warm or cold milk.  He also tries to explain to her the logistics of government, but this is far beyond Willowbark’s comprehension.

    On Kal’s watch, as she watches over the night sky, and sees a thunderstorm in the distance, she suddenly hears the sound of something big moving over the forest, almost like it’s sailing past in the air. Unsure of what it is, and since it moved past them, she tries to distract herself by making some goodies over the fire.

    The next morning, the party discusses what they saw and heard throughout the night, and theorizes what it may have been. Penny is sure that it is a dragon, while the others are not so confident with that. Granny tells her that she shouldn’t worry about things she can’t control. In the meantime, Theren has walked over to where Willowbark and Demetrius saw the figure, and can see footprints on the ground, and they apparently were bare feet. What is more peculiar is the fact that no footprints lead to or from the location, almost as if the figure appeared and disappeared by magic. The party gets a chill down their spine with the thought of someone watching them, but tries to put it to the back of their minds.

    The Hunting Party

    As the party continues traveling, Willowbark can hear distinct voices coming from the area in front of them. They think nothing of it, but suddenly, from behind a few bushes, a group of hobgoblins come walking out. They seem as surprised to face the party as the party is to face them, but it is clear that they were looking for them. They spring into action, attacking, but are no match for the party who easily takes care of them. They leave one alive, the one who seemed to be the leader of the group, and demand that he tells them where Cragmaw Castle is. He is not swayed, saying that he would rather the party kill him than face the wrath of King Grol. Penny stands over him, and tries to tickle torture him, but it is ineffective. Not wanting to execute an unarmed prisoner, Kal demands that he walk away from them, and if he turns around before 10 minutes have passed, they will strike him down. He takes the party up on the offer, and leaves the area, unarmed and embarrassed. The party searches the remaining hobgoblins, and finds a crudely drawn picture of what appears to be Penny, with the writing underneath saying “25 gold pieces for this one - The Black Spider”. Penny is shocked and appalled that she is not worth more than 25 gp, but pockets the drawing, being fond of the attention. 

    The group keeps walking, regularly looking east into the forest, hoping to not encounter another group of hobgoblins before they reach Thundertree. After a while, they decide to camp for another night, realizing that they must be more than halfway there, as they can barely make out the light of the nearby town of Rivergrounds.

    The next day, not long after they have started walking, they trek next to a large rock formation with some trees. Thinking nothing of it, the party calmly makes their way through the formation, but Willowbark suddenly hears the crack of a branch being broken, and sees movement in her periphery. She realizes that she is about to be ambushed, but doesn’t have time to warn the others before a group of goblins suddenly starts firing arrows at them. 

    The battle is once again over fairly quickly, with each party member taking care of dispatching the goblins, Granny finally having gotten used to real combat, and Theren keeping to the back watching the flanks. Willowbark, in an unusual show of force, manages to almost liquify two of the goblins with a spell. As she stands there looking at what she has done, the battle rages around her, and eventually dies down, but the rest of the party clearly notices that she is shaken by the event. 

    As the party searches the goblins, Willowbark takes the two she killed to the side, and gives them a proper burial, collecting rocks, sticks and flowers, and makes a small prayer to her god, asking for forgiveness for what she has done. Kal tries to comfort her, saying it was either her or them, but somehow it is not helping. Willowbark is quiet for the rest of the walk, and when the sun starts laying low on the horizon, they can see the outskirts of what myst be Thundertree in front of them.

    Thundertree

    The road in front of them is overgrown with grass and plants, and there is an odd sensation in the area. A smell that doesn’t belong, a feeling on the skin like the very air is toxic. Almost like there is a sickness lying over the place. Willowbark tells the others that she recognizes this feeling, but doesn’t elaborate. Going a bit further, the party sees a sign that someone has placed near the path, blocking the way into the town.

    “DANGER! Plant monsters AND zombies! Turn back now!”

    Penny, appearing oblivious to the sign, walks straight past it and heads into town, with the rest following, asking why she just ignored the sign without hesitation. Penny tries to blow it off like she didn’t see it, but the party notices something is off about her.

    Walking down the road, they see an overgrown town with a large tower near the center of it. A few of the buildings seem to be intact, but many have collapsed or deteriorated to the point that it is never going to be habitable again. The party can see that the traversable part of the town is just a small part of what once was Thundertree, but most of the city has already been overgrown by dark looking plants that don't look too inviting. Demetrius and Granny both notice a particular house which seems to be well maintained, as it has an intact roof, windows, and it is not overgrown. 

    The party decides the best course of action is to stealthily move towards the house, as they know not what dangers loom in the area. Kal is having a hard time sneaking, as her armor clatters and is heavy, making her much more noisy than the rest of the group. Willowbark uses a spell that makes it easier for her to sneak, and the party manages to get through Thundertree unscathed, but they see a few plantlike beings on the way, well camouflaged among the foliage, and not moving. 

    Reidoth

    Reaching the house, Penny carefully knocks on the door, after they see that it is locked. They hear movement coming from the other side, and a voice asking who it is in a careful manner. They ask for shelter, saying they are looking for a druid named Reidoth. The door suddenly opens, and an old, scrawny, tattooed man greets them. He says they found him, and tells the party to quickly come inside. 

    Safely under shelter, the party asks why Reidoth is doing here all by himself, and he tells them that he is trying to maintain the balance by cleaning up whatever he can. Then he asks why they’re looking for him. They tell him that their friend has been kidnapped by a group of goblins, and that they’re holed up in Cragmaw Castle, and have been told that he might know the way there. He confirms that he indeed knows where the goblins are holed up, and is happy to show them the way there, asking for a map. Theren brings out the map they got from Sister Garaele, and the druid, while also remarking on the crudeness of the map, marks the general area where the castle is located. 

    Willowbark, having noticed a familiarity in the sickness that plagues the town, asks Reidoth about it, and what could be causing it. Reidoth tells them that there have been several areas that have been plagued by this, and it started happening 40 or 50 years ago as far as he can tell, most recently here in Thundertree about 15 years ago. WIllowbark is concerned by this, and reveals that she thinks that it is spreading once more, this time to the forest where she comes from, and that she is looking for a way to stop it. Reidoth tells her that he sadly knows not the cause or the cure, but there is another issue that the party can help with rectifying. A young green dragon has made the nearby tower the party saw coming in its lair, and Reidoth would love for the party to chase it away or kill it, as its mere presence causes the area to be unbalanced, even more so than the sickness. 

    The party is not exactly jumping on the opportunity to attack a dragon as they barely have started their journey, but Reidoth promises that if they manage to chase away the dragon he will give them his bag of holding, and if they manage to kill it and bring him proof, he will throw in something extra. The party seems intrigued by this, as a bag of holding would make life much easier for them, and accepts. Willowbark, wanting to find the emerald necklace, asks if he knows where the old alchemy shop is, and he gives her the directions, warning of the dangers lurking in the area, both what he calls twig blights and zombies.

    As it is getting late, the party asks Reidoth if it is okay to rest in his house for the evening, which he is fine with, but warns that it might be a bit cramped. Considering the alternative is sleeping outside with various monsters trying to kill, the party is fine with this, and spends the rest of the evening discussing how they will approach the dragon and clear the town. As a thank you for letting them stay, Penny gives Reidoth the drawing of Penny she took from the hobgoblins, which he hangs on the wall.

  • Making a Plan

    The next morning, the party wakes up a bit earlier than usual, to prepare properly for the day's events. Over breakfast, they talk about how they are going to approach the dragon, with Willowbark and Penny wanting to see if they can negotiate with it first. The rest of the party is unsure if that will work, considering dragons are known to be cunning and generally hostile, so at the first sign of trouble, they will have to fight back.

    Theren and Demetrius want to recon the area that leads up to the dragons tower, in order to minimize the chance of them being discovered on the way there. As they stealthily move their way up the hill from Reidoths house, they see more of the twig blights that Reidoth described hiding in the bushes near the tower, but also all over the town, among the buildings, but curiously, they seem to leave the duo alone for now. Theren theorizes that they only react to disturbances when they get too close. Hopefully he’s correct so that they don’t have to worry about them for now.

    As they reach the threshold of the tower, they can see a couple of dead giant spiders just outside the entrance, who seems to have been killed by something that didn’t leave a wound. When they go closer to examine them, there is a strong odor of rotten eggs or decayed fish, which they both recognize as sulfur. There are a few cracks in the tower wall that allows them to peer inside at the roof, but they see nothing. They do however hear a heavy rumble of something big breathing heavily inside. Demetrius thinks the dragon must be resting, so they hurry back to the rest of the party.

    Meanwhile, Willowbark doesn’t understand what Penny is talking about when she says that dragons are like cats, and fits inside towers like cats do in boxes. It’s a whole thing, and Granny tries to mediate the discussion, but they are interrupted by Theren and Demetrius returning. They tell the rest of the group what they found, and they confirm that there probably is a dragon within. 

    Kal wants to go through what they should tell the dragon, and wants the group to be prepared by practicing what they’re going to say. Willowbark comes up with an idea of asking the dragon to move to Cragmaw Castle instead of the tower. It’s further away from civilization, so it won’t be bothered by bothersome adventurers invading their home, and they get help from the dragon to take out the goblins who reside there and save Gundren, so it’s a win-win. The party thinks this is a good idea, and decide that Willowbark and Penny should be the ones to talk to the dragon, while the rest of the party stay back, prepared to intervene if things get too difficult. 

    Demetrius and Theren leads the party through the town up to the tower, being careful to avoid the twig blights they spotted on their reconnaissance. Kal’s armor isn’t doing her any favors, but they get through seemingly undetected. When they reach the tower, the rest of the party also notice the smell, but Demetrius cannot hear the breathing anymore, which makes him concerned. They decide to still move forward with the plan, so they stealthily open the door and venture inside.

    Venomfang

    After checking out the two rooms that were in the entrance hall of the tower, satisfied that it is clear, they open the large double doors leading into the tower proper. Inside, they can see a large circular room with what appeared to once have been a spiral staircase leading to the top of the tower, but it has long since collapsed, leaving a big pile of rubble in the center of the room. The walls are covered in a thick growth, and as the party peers around they see no dragon or movement. The group decides to call out to the dragon, in case it is hiding.

    Suddenly, they notice movements above them, near the wall, as the camouflaged dragon appears from among the vines and climbs down, approaching the party and looming over Willowbark and Penny. Although young, it is still an imposing figure.

    “Visitors? I haven’t gotten visitors in all my time here. Why have you intruded into my lair? Don’t you know it is dangerous to provoke a dragon?”

    The party bows to the dragon, trying to be as respectful as they can, but Kal is standing back ready for anything to happen. The dragon introduces itself as Venomfang, and demands to know why the party has disturbed him. They tell him that his presence here is an imbalance in nature, and that they were hoping that he could move to some place better. Venomfang reveals that he would love to do that, but he has been exiled by his half-sister, who tried to kill him. If the party can kill her instead, he will move as requested. Willowbark asks the dragon to show them on the map where her lair is located, and Venomfang asks her to come closer so that he can show her. Willowbark approaches, having fallen into the trap, and the rest of the party notice that Venomfang suddenly begins drawing in breath. 

    Willowbark, being ready to have him show her on the map where his half-sister lives, suddenly realizes what a grave mistake she has made, and only sees a torrent of green poison flowing straight at her from the dragon's jaws. Theren immediately goes on the offensive, trying to attack the dragon in retribution and drag its attention away from the firbolg lying unconscious in front of it, but Granny, Demetrius and Kal quickly tries, and succeeds in talking down the dragon from its rage. Venomfang falters, and seemingly begins to listen to what they have to say. They convince him that Cragmaw Castle is the dragon's best option, as he will have allies that can help him in the long run. 

    Venomfang ponders the suggestion of the party, while Kal quickly heals Willowbark, waking her up, but he eventually agrees to the terms, and says that he will meet the party at Cragmaw Castle in 7 days. He apparently already knows where it is located, as he quickly takes flight and perches on the ceiling, waiting for the party to leave him and his horde alone. Penny longingly looks at the gold and silver strewn across the ruined floor, but follows the rest of the party.

    When the party returns to Reidoth and tells them their deal with Venomfang, to which he is obviously very disappointed with, he tells them that they cannot trust the dragon’s word, as it will try to betray them the moment it sees that the party is of no use to him. Not having held their side of the bargain yet, Reidoth refuses to give them the Bag of Holding, but if they manage to permanently move him, or even better kill him, he will be waiting with the reward. Since Cragmaw Castle is in the middle of the forest, and they really don’t want to move through the sickness that plagues the woods, they decide to insead go pick up some horses in Rivergrounds to hopefully speed up the journey east. 

    Return to Rivergrounds

    The party says their goodbyes to Reidoth, and carefully make their way through Thundertree. Before departing, they head to the alchemist shop that Reidoth pointed out, and after searching it finds an old wooden box with a beautiful emerald necklace within. The heirloom that Mirna told them about. Willowbark places her in her pouch, and the group heads west towards the road. Leaving the cursed town, the party can feel the air clear and it gets easier to breathe. They don’t get long however until a swarm of stirges come flying out of the bushes, trying to feed on the blood of the party members, but they are easily dispatched, with Granny harvesting some of the parts of the stirges. 

    As the party eventually reaches Rivergrounds, the sun has fallen below the horizon, and night has come. Most of the shops are closed, so the party decides to just procure some horses before settling in at the Forgetful Faun Inn again. They approach the stableboy that is working with the horses, and when he turns around, it’s Tim. Or at least an exact copy of Tim, which they met in Phandalin. They ask him why he moved to Rivergrounds so quickly, but he seems confused by the questioning. Kal approaches the owner of the stables, Margerie, but she is equally confused, as Tim has worked with her for a few months at least. The party at first thinks that there might be some mix-up or that they’re misremembering, but decide to leave it be, as they have more important work at hand. They procure six horses, one extra large one to carry Granny’s weight, and bring them to the other side of the town to the inn.

    In the Inn, Penny once again makes a deal with the innkeeper to get free lodgings by entertaining for the evening. Willowbark wants to join as well, but Penny makes her show how good she is, but sadly she is not up to Penny’s standards, so Penny decides to play alone instead. A little disappointed by this, Willowbark goes to talk to some of the cows roaming outside the city instead. Kal is profusely welcomed back to the inn, as the innkeeper Tim (no relation to the stableboy) was looking forward to having her back, and he asks her if she is back for good, but she has to disappoint him that she’s only staying for the night. She is however willing to cook for the evening, which gives her free lodgings as well. 

    After a long day faced with dragons, stirges and apparent copies of people, the party finishes off with some entertainment, good food, and deep conversation with the nearby cows, before settling in for the night, to prepare for the long journey to Cragmaw Castle.

  • Chapter 07: Orcish Encounters

    29th-31st of May, 853 TA

    Setting Out

    The next morning, when the party has been well rested, they decide to not waste any time, as they have already spent a day to get to Rivergrounds, and set out with their horses. To save on time, they decide to not go by road, which would be safer, but go straight through the grasslands they went through on the way north, realizing that it might be more dangerous, but faster. Kal says her goodbyes to Tim, who begs her to reconsider, but she once more has to disappoint him. He tells her that if ever she gets tired of adventuring, she will have the best room available and a job. She thanks him, and gives him a handshake, before returning to the rest of the party.

    Setting out of the town and heading south, they push the horses to their maximum gallop, as they have to hurry in order to make their appointment with Venomfang. During the ride down south, they discuss whether they should take care of some of the disturbances they have been told about along the way, specifically the orcish invaders that roam near Wyvern Tor, the undead presence at Old Owl Well, and to maybe help Sister Garaele with Agatha. As they’re not sure that they will make everything, they decide to head to Wyvern Tor first, as it is the furthest away, and take it from there.

    Towards the end of the first day of travel, as if fate destined it to happen, they come across a group of orcs that appear to be looking for something or someone. Willowbark wants to move past in peace, as they haven’t spotted them yet, but Kal tells her that orcs are ruthless warriors, who terrorize the local population. She thinks it is peculiar that orcs venture this far south from the Thax'ning Tribes, and hopes it isn’t a vanguard for a full on invasion. The rest of the party is split on what to do, but they eventually agree that it is better to stop the menace before someone innocent comes into their way. 

    Catching the orcs by surprise, they are easily defeated, and can no longer harm innocents. Willowbark does her usual burial ritual, wandering around gathering sticks and stones to make an offering to her god. One particular rock seems to be… “special”. Willowbark can’t explain it, but decides to keep it for herself. Returning to the orc she can see that Penny, with the help of Granny, harvests some of the blood from the orcs, thinking it might come in handy.

    The Lucky Stone

    After a couple of days travel, the party decides that it is important that they name the horses they have purchased. Demetrius decides to name his mount Puck, Willowbark’s is called SpeedTheren goes with WildfireThunder belongs to Kal, Penny names her Diamond, with Granny naming hers Henry the Ate. When asked where she came up with that name, Granny simply responds that she thinks it sounds “neat”.

    Willowbark sits down to try to figure out what is so special about the rock she found. She can tell that it is magical, but is unsure what it does. Giving up, she approaches Theren, as he has the ability to identify magic items. After spending some minutes doing his ritual, he reveals that she has found a Stone of Healing, a rather rare find in nature. As it has to be thrown at someone in order for them to heal, it seems to mostly be useless, but she keeps it anyway, just in case. 

    Wyvern Tor

    Three days after setting out of Rivergrounds, rushing towards their destination, they eventually reach Wyvern Tor, the general area where the mayor of Phandalin mentioned that the orcs were holed up. Having seen first hand that the orcs are roaming the general area around Ruins of Phandalin, they want to put a stop to it before it spirals out of control. The party spends a few hours searching for where they might be located, with them eventually finding a lone orc keeping watch near the mouth of a cave, next to a river. 

    Not wanting to be overwhelmed by the orcish forces, they want to be careful, taking them by surprise once again. After going through some options, they decide that since Penny can disguise herself, and Demetrius being the stealthiest of the group, she will don the form of an Orc, distracting the orc guarding the cave, while Demetrius sneaks up behind him to take him out. 

    Penny, looking like one of the orcs that the party killed a couple of days back, approaches the sentry in a very obvious manner, hoping to draw his attention. The sentry is very cautious at first, but as Penny managed to nearly perfectly replicate the look of the orc, he lowers his guard, allowing Demetrius to stealthily approach him from behind. With a quick stab in the neck with his dagger, the orc keels over, bleeding out, without making a sound. 

    The party wants to take a look at what they are facing, and so Demetrius sneaks into the cave to spy on the orcs. Within, he can see that there is a large group of orcs, as well as what looks like an ogre among them. Seeing that they would be outnumbered if they took on the orcs head on, Demetrius retreats to the party so they can make a plan that gives them the edge. They all decide that the narrow cave opening provides them with a perfect bottleneck, allowing them to focus on one enemy at a time.

    Penny, still in her orc-form, enters the cave, and tells them that she needs help with something, and then walks out, hoping a couple will follow. They do, and as Penny waits by the river, the rest of the party has huddled around the opening, out of sight, to ambush the approaching orc. As it walks out, they almost manage to take it out in time, but before it dies, it manages to shout out a warning to the others in the cave. No matter, the trap has been sprung, and the party has used the cave against the orcs, as they one by one push themselves through the opening, being taken out one at a time. 

    As the great ogre falls over, bleeding from a wound in the neck, the remaining orcs retreat further into the cave, terrified. The party waits a bit for them to come out, but when they do not, they decide to venture in. There, by the campfire the orcs had set up, three of the orcs have dropped their weapons and hold up their hands in surrender. Kal, visibly disappointed by this as she hoped to finish them off, circle the orcs with her party. The orcs begs them to leave them alive, but the party wants answers for why they are so far south. The orcs mention that they are looking for a key that the leader of their tribe sent them to retrieve. When asked what kind of key, one of the orcs produces a crude drawing of what appears to be a circle with some parts missing. The orcs say that they have been told that the key may be in Wave Echo Cave, but they haven’t been able to locate it yet. 

    Satisfied that they have gotten whatever they can out of the orcs, Kal does her best to be intimidating, and demands that the orcs return north, and never to return, to which the orcs agree. Willowbark tries to copy Kal, as she finds her to be very intriguing. Before they leave, the orcs go to pick up their dropped weapons, but the party stops them, demanding that they make their way unarmed. The orcs asks how they will defend themselves, to which Granny replies that they better stay out of sight. The orcs share a look, before running away.

    Making Camp

    As nightfall has arrived once more, the party decides to just rest in the cave until morning, and continue onwards to Cragmaw Castle the next day. The party harvest whatever they can of the fallen orcs and ogre, with Penny skinning the hands of the ogre, hoping to maybe make a useful magic item from it. The party gives her weird looks.

    Willowbark and Kal collect some rocks from the river to do the burial ritual that Kal has seen Willowbark do a few times now. She asks her about it, and why she does it. Willowbark simply responds that she thinks all life is valuable, and so it should be honored. She doesn’t want to kill anything, but if she is forced to do so, she wants to honor them in her own way. Kal has a much more pragmatic view of life and death, and says it is a natural thing, everything dies in the end, but she likes the idea behind WIllowbarks philosophy, so she decides to join Willowbark honoring the orcs that they killed. 

    Before the party goes to sleep, they retrieve their horses from the nearby woods they hid them in, bringing them closer to the cave. Just in case, they also decide to keep watch by the cave entrance just in case some patrolling orcs return from their nearby raiding, but none return.

  • Level 4

  • Chapter 08: Into the Jaded Wilds

    1st-3rd of June, 853 TA

    Haste to the Woods

    When the group wakes up the next morning, not having any unwelcome orcs approaching in the night, they have a quick breakfast to prepare for the day, before setting out north-west towards the Jaded Wilds, and Cragmaw Castle. Looking a their crudely drawn map, they realize that they are not far from where Old Owl Well is supposed to be, but considering how much time they have already spent getting to where they are now, they realize they have to wait until later to check that out, hoping that nothing too dire will come of it being ignored for now. 

    The party gathers their horses, and sets out towards the ruins of Covenlet, as Agatha's lair has been described to be near there. Considering it is right in the path they are taking, it shouldn’t be too much of a distraction. The group luckily doesn’t encounter any dangerous orcs or wandering hobgoblins, so they feel confident that they should reach their destination before nightfall. To the east they can see the peaks of The Iron Hills  over the horizon, and to the west the large grasslands and hills that hide Ruins of Phandalin. In front of them, they eventually come across some ruins that the path to Khuzunzan runs straight through. They have reached Covenlet. Following the directions of Sister Garaele, they head northwest into the woods towards the banshee. Granny knows from experience that banshees are dangerous creatures, and have a very short temper, so the party should be careful with how they approach her. 

    The Banshee

    As they reach the threshold of the forest proper, the horses appear to be agitated by something, and the party can sense a cold feeling lingering in the air. There is a powerful undead presence here, and the feeling of dread is prevalent. After looking around for a while, with the darkness of night slowly creeping in, they eventually come across a thick growth where they can barely make out what appears to be a makeshift house of sorts made out of an old massive tree trunk. The party decides to leave the horses outside, as to not spook them too much, and venture into the growth. Penetrating the threshold, they are face to face with the lair of the banshee, and can see a weak light coming from within. 

    Kal and Penny slowly walk forward, while WillowbarkGrannyDemetrius and Theren keep watch on the outside. Entering the “house” Kal and Penny can see a lone candle lit on a table, with a chest in the corner. Suddenly, the air grows cold, and the candle flickers out, before a new light can be seen appearing in the middle of the room. The spectral image of an elven woman with wild hair and dead eyes hover in front of them. She introduces herself as Agatha, and demands to know why they have entered her home.

    Kal and Penny quickly act courteous, careful not to anger the spirit, and tells her that they were sent by a cleric for guidance, and that they brought her a gift in hopes that it can appease her. Penny takes out the silver comb Sister Garaele gave them. The banshee looks down at the two mortals, before snatching the comb out of Penny’s hands. 

    “This is a beautiful gift. Ask your question, if I can answer, I will give a truthful response”

    Kal wastes no time and tells Agatha that they are looking for the spellbook belonging to the mage Bowgentle, and if she knows where it is. Agatha, in the middle of admiring her new silver comb, replies that she indeed knows of the spellbook, but that she traded it to Tsernoth, a necromancer, in the city of Ilysnor, but that was more than a hundred years ago. She doesn't know what happened with the book after that. Kal and Penny thanks Agatha for her generosity, and quietly but quickly retreat to the waiting party members outside, before they all retreat back to their horses.

    Through the Woods

    Having the information they were sent to get, they take a note of what they learned from the banshee. No-one in the party recognizes the name Tsernoth or the city of Ilysnor, so they think that it might be on a different continent entirely. When they return to their horses, they are severely agitated so the party finds it best to move on quick, away from the dark energy prevalent in the area. They decide to head straight towards Cragmaw Castle, having gotten a fairly accurate description of the road there from Covenlet by Reidoth.

    The party doesn’t get far before the horses need to rest, so they decide to make camp for the night, as they are far enough away from Agatha to not feel her influence any more. They decide to keep watch for approaching dangers, and on Willowbark and Penny’s watch, Willowbark hears some snarling in the darkness just outside the light of their campfire. Coming out of the shadows, a group of wolves approach, looking hungry. Willowbark decides to wild shape into wolf form, in order to talk the wolves down, but they demand to be fed. Willowbark suggests that they can have some of their food, but they need some for themselves as well. The wolves are not convinced by this, and as more wolves come out of the darkness, they are surrounded, so they attack the party, hoping to eat them instead.

    Penny quickly warns the rest of the party members that were sleeping, and the group defends themselves around the campfire. Even though they are awoken rudely in the night, the party is competent enough at this point that a bunch of wolves shouldn’t be too much of a worry. As the last wolf falls and the rest scatter into the dark, the party tries to calm themselves down and go to sleep. Penny harvest the pelts of a few of the fallen wolves, hoping to use it for clothing or sell it, much to the horror of Willowbark who again does her burial ritual to appease her god, saddened by the fact that she didn’t manage to talk the wolves down.

    Trolls

    The next morning, after no more beasts come lurking in the night, the party continues onwards towards the castle. Willowbark tries to convince the horses to move faster, but as the forest is thick, they don’t feel confident or safe moving faster than the party can walk, lest they hurt themselves. Willowbark understands, and thanks the horses anyway for bringing them to the forest so quickly. 

    As the party makes their way through a pass in the forest, with tall cliffs coming from both sides forcing them to cut through it or be delayed, they can suddenly hear the footfalls of something big ahead of them. Now wanting to engage something they don’t know what is, Demetrius decides to try to stealthily sneak up to whatever lurks ahead of them. The party can see him disappearing among the trees, and after a couple of minutes, they suddenly what a loud roar, the cracking of trees and smashing of stone, as Demetrius comes running back through the woods towards the party, blood streaming down the side of his face, shouting “TROLLS!”. Behind him a large green troll comes lumbering through the forest, straight towards the party.

    The group quickly springs into action, sending their horses back where they came from to stay out of danger, and engage the troll. Theren, having learned a bit in his travels, knows for a fact that trolls have the ability to heal, and tells the party to use fire, as it inhibits the regeneration. The troll is a fierce foe, perhaps the strongest the party have faced so far. At one point, Granny manages to cut off the arm of the troll, which continues to act on its own, as the troll tries to put it back in place. They seem to be hard to kill. 

    Just as the party feels the battle is in their favor, another troll can be heard running through the woods towards the party, but it is too late. They manage to take down the troll that attacked first, and then the other troll before it even manages to reach the party, with Granny using her longbow, Theren, Penny, Kal and Dandelion firing magic at it, while Demetrius finishes off the first troll with his daggers. 

    As the trolls have regenerative abilities, they figure that by harvesting the blood of the trolls, they might get some cheap healing potions out of it. They use their waterskins and manage to fill up five of them with troll blood, to use later. After gathering the horses again, the party crosses the pass and emerges on the other side, being careful not to agitate any more trolls that might be lurking in the area. They travel a couple more hours, before setting camp for the night, knowing they must be close to the castle.

    The Castle

    The next morning, they quickly gather their stuff and make breakfast, not wanting to waste more time than they already have, as they have a meeting they cannot be late for. Knowing they should be close, most of the day is spent trying to locate where the castle is, and in the afternoon manage to find a clearing with a large castle in the middle of it. They have reached their destination, and on time.

    Not wanting to barge straight in and endanger Gundren, they wait a bit to do some recon on the area, watching if there is any movement. They don’t have to wait long, as on the southern wall there is a door, and a goblin comes walking out, relieving himself next to the stairs, before returning back inside. Demetrius and Willowbark decide to sneak into the castle to get a closer look, so Demetrius is turned invisible by Penny, while Willowbark wild shapes into a rat.

    Infiltration

    They decide the best course of action would be to go through the front, and so they sneakily head into the main entrance, as the doors there are torn down. Inside it is very dark, and Demetrius must rely on his darkvision in order to navigate safely. Willowbark in rat form can see that the area leading further into the castle straight ahead of the entrance is trapped, and desperately tries to warn Demetrius who almost triggers the trap, but is stopped by the squeaking of Willowbark. They decide to instead head north through a side tunnel, as they can hear a great commotion behind the south door. 

    Entering the door to the north, they find the storage room of the goblins, containing whatever the goblins have raided in the area from unlucky travelers. Demetrius notices something shiny behind one of the barrels, and finds a sword and some chainmail, recognizing the sword as the same one Sildar carried when they first met him in the Forgetful Faun Inn as it carries the symbol of the Forgeblades on it. He takes a note of it, hoping to grab it on the way back.

    Going further into the castle, they come across a couple of goblins in the middle of a prayer to a deity neither Willowbark or Demetrius recognizes, but they are almost discovered as they had to open the door to enter the shrine. Luckily the goblins are not smart enough to make the connection, probably thinking it is just the wind. The castle seems to be riddled with goblins, so they have to plan their approach carefully when they are to storm it. South of the shrine, both Willowbark and Demetrius can smell something weird, almost like it belongs to a creature, but they cannot see anything in the dark chamber, other than an unlit brazier and figures sculpted into the walls. 

    Not wanting to push their luck too far, they retreat the way they came, distracting the goblins in order to open the door again, with Demetrius grabbing the sword on the way out, reaching the party waiting in the forest just as the invisibility expires. They tell the party what they saw and smelled, and realize they have to be stealthy in order to catch the goblins by surprise. 

    As Venomfang has yet to make an appearance as he promised, they look around for him, but he is nowhere to be seen. Granny decides to use her ranger ability to try to sense if he is nearby. Focusing on the surrounding forest, she gets the distinct feeling that a dragon is indeed nearby, and fairly close.

  • Chapter 09: Rumble at Cragmaw

    3rd-4th of June, 853 TA

    Breaching the Castle Walls

    Realizing that Venomfang has most likely abandoned their deal or at the very least plans to backstab them, the party realizes they have no choice now: they have to take on Cragmaw Castle alone. They examine the sword that belongs to Sildar that Demetrius grabbed, with Willowbark examining it. She determines that it is not magical, but probably an heirloom, or at least very valuable to Sildar, so they should return it to him. Now the party has to decide, do they go through the front doors, or sneak in through the back. Having done some recon of the castle, they know of at least two entrances, but there may be more. 

    While the party talks about tactics, Willowbark glances up into the sky, and can see a shadow swooping behind some clouds, before disappearing. She thinks it might be the dragon, but it isn’t moving closer to them, so no point dwelling on it. Demetrius, having been inside, thinks that the smartest would be to go through the side entrance, where they saw the goblin appear, as they are probably watching the front carefully, considering the traps. The party agrees, and so decide to sneak up to the side, hoping to catch the goblins by surprise.

    When they approach the wall and stairs leading up to the side entrance, they can hear a great commotion inside, with the sound of cutlery hitting plates, as well as smell a whiff of some sort of food, and think that they might be walking into the kitchen. As the door is locked, Demetrius uses his lockpicking skills to open it, and lets the party in. Penny enters first, and can see that she is standing in a dark hallway, but luckily, no goblins wait for them. To her left, they can hear the sounds of the commotion through a closed door, indicating a large group of goblins are just beyond. 

    Skulking Around in the Dark

    Seeing as the hallway is poorly lit, Willowbark and Kal, who are the only members without darkvision, hold on to the closest party members to be guided through the darkness. The remaining party members can see that they are surrounded by collapsed walls and roofs. In front of them there is some cloth covering a hallway, so they decide to go through there first. On the other side they are in what once was an old tower in the castle, with a camouflaged opening to the outside north of them. Penny takes a listen at the only door in the room, and thinks she can hear a faint movement, but cannot tell what it is. 

    Demetrius checks the door for traps, and finds that it should be safe, and carefully opens it, leading into another hallway. To the south, beyond another curtain, Demetrius can tell that there are a few creatures that sound bigger than goblins, and to the east, through the door, Willowbark can hear a couple of individuals speaking elvish and discussing a deal, and haggling about price. They determine that it is most likely the king and the Black Spider talking about Gundren, so they realize they have to hurry. Not wanting the creatures behind the curtain to interfere, they decide to take them out first, and decide to do the classic pincer move of attacking them from both sides, with Demetrius, Granny and Penny doubling back, while Theren, Willowbark and Kal taking the north.

    Not wanting the large goblin gathering to interfere with the conflict just yet, Penny uses her bardic creation powers to summon a stone block that blocks the door right by the entrance, hindering it from opening. Feeling confident that they have the element of surprise, they position themselves and get ready for the signal, as they use Sending to communicate with each other. Demetrius, starting to get impatient, suddenly kicks open the door to attack before everyone is in place.

    Luckily, the three hobgoblins lying on the other side of the door, resting, were unprepared for the sudden emergence of the party and are caught by surprise, allowing them to easily be taken down. The party tries to be as careful and silent as they can, so that the Black Spider doesn’t know of their incursion. They kill two of the hobgoblins, but knock out the last one. Hoping to interrogate him later, they tie him up where he lay and search the room, picking up whatever valuables they can find.

    An Unexpected Prisoner

    Noticing another door to the south, they listen at the door, and can hear something very large breathing from within. Curious as to why whatever is inside didn’t come to help since it surely must have heard the commotion in the room, the party decides to carefully open the door. Willowbark takes a listen, and recognizes the distinct breathing to be that of an owlbear. Not wanting to hurt it, she tries talking to it through the door, but it just growls at her, being obviously scared. She keeps trying to talk to it, hoping to make it promise not to hurt the party. She decides to go for it, and the party clears a path to the outside for it, keeping the door they came in through open. 

    Willowbark carefully opens the door, and can see a starving, hurt owlbear being held in captivity in the dark room within. It blinks a few times at the light coming from Kal’s sword, before running straight past them to freedom. The party can hear its footfalls slowly grow weaker as it heads north out of the castle. As the owlbear is free, the party enters the room, and finds it mostly empty, with broken glass all over the floor, as well as the furniture being broken. Up near the roof however, on a shelf, they can see a chest. Granny climbs up and retrieves it. Inside they find some gold, an old potion of healing, as well as a couple of spell scrolls, one of them being revivify, which Kal takes.

    Having taken care of the potential reinforcement, as well as having blocked off the large goblin group, the party feels confident that they can try to save Gundren, so they congregate near the door leading into the eastern room. Penny uses disguise self on herself to look like what appeared to be the hobgoblin captain they knocked out, and enters, while the rest of the party stays out of sight. Inside she can see a fierce older bugbear in plate armor, presumably King Grol, talking to a Drow. They are accompanied by a couple of hobgoblins, as well as the leader's wolf which snarls at Penny as she enters. On the bed she can see a dwarf, Gundren, and he does not appear to be conscious. Trying to distract the enemy and give her party an opening, she talks over to one of the windows and mumbles something, trying to sound like a hobgoblin. Then the rest of the party runs in and attacks.

    The Drow

    The king immediately goes on the defensive, sending his wolf to attack Penny as he now sees through her disguise, while the drow tries to escape by running through a door near the back of the room. The two bugbears who were sitting playing cards tries to defend themselves, but they are easily overwhelmed by the party. The king however manages to hold off for a surprising amount of time, almost managing to take out Penny before Willowbark saves her, but he too succumbs in the end.

    Having defeated the king, the party quickly realizes that the drow walked into a dead end, and tells her in elvish to come out. Penny asks Kal to heal Gundren, which she does, and takes him away from the door where the drow entered. He thanks Kal for helping him, and sits back, waiting for the drow to come back out.

    Eventually, realizing that she has no way out, she emerges with her hands up, indicating that she is peaceful. They question her, asking if she is the Black Spider, but she just laughs at them. She just works for him, and she says it with a hint of pride in her voice. The party questions her about who she is and what she and her master wants. She introduces herself as Zelya, and says that she wants “freedom”. The party asks her to elaborate, and she does.

    “All we want is for everyone to be free. That is what my master is working towards. A free society, free from the influence of the gods. Free from magic. If magic disappeared, then everyone would be truly free to be themselves.”

    Theren points out that if the world is rid of magic that would mean that her master, whom he presumes is a magic user, would also be without magic. She just laughs at him, and says he doesn’t understand. She is doing this for her people. While this is happening, Penny is rummaging through the king’s belongings, and finds a bronze ring with a shield on it, and takes it for herself.

    As Zelya finishes speaking, she gives a glare at Gundren, and takes a hand up to her back, which the party notices, and runs to grab her as she makes a leap towards Gundren, saying that he cannot be allowed to live. They try to hold her back, with Gundren cowering against the wall, but the drow is surprisingly strong, managing to wrestle herself free, and stabs Gundren several times in the neck. Granny comes up from behind and uses the blunt side of her ax to try to knock her out, but she immediately keels over, and transforms into a pale, indistinguishable monstrosity. Theren recognizes this as a doppelganger.

    Kal immediately runs over to Gundren to heal him, managing to close the wounds and bring him back once more. Willowbark searches the corpse of the doppelganger, and finds a ring, which Theren identifies as a band of loyalty, worn by spies who do not want to be captured by the enemy.

    Safe At Last

    Gundren is extremely relieved to be saved by the party, and says he doesn’t remember much since the attack on the road to Ruins of Phandalin, saying he has been in and out of consciousness since then, but remembers that the drow, or doppelganger, was asking for the map, but the king wanted more money as he realized the importance of it. Gundren then ask how long it has been, and when they tell him that it has been a couple of weeks, he starts stressing out, saying they have no time to waste. He jumps to his feet, being reinvigorated by the healing, and starts looking for his map. The party helps him, and Demetrius eventually finds it underneath the bed of the king, as well as some healing potions and a bunch of gold and silver.

    Gundren sits the group down at the nearby table, and explains that Wave Echo Cave contains a great power, the Forge of Spells, which greatly enhances the process of making magic items. It apparently was lost over 400 years ago, but he and his brothers have found it again, and want to put it back into commission. The party tells him that they have been told that The Black Spider are looking for something of great importance in the cave, and after meeting the orcs and learning that they too looked for something in the cave they are beginning to think that the forge itself is secondary to all this.

    The party decides to take a short breather to regain some stamina, before clearing out the rest of the castle. They ask Gundren to remain in the king’s chambers, as they don’t want to lose him again, to which he happily obliges. Willowbark summons an owl familiar to keep him company and warn the party if he is in danger.

    They spend the rest of the day clearing out the castle of whatever dangers remain, and as they have already taken out the king and come from within, they have the element of surprise on their side. Reaching the center room where Demetrius and Willowbark sensed the weird smell, they are ambushed by a grick, which was camouflaged in the stone walls, and severely hurt Granny, but not enough to take her down. After defeating it and the three goblins who heard the commotion from the shrine, they search the room, and find a magical statue hidden in the unlit brazier, which allows them to cast augury once per person. Kal, looking at the murals, recognizes several of the gods, among them AdeaIlene and Shehemis, indicating that the original builders of the castle were not goblins.

    The party fights their way through the castle, clearing it room by room, and in the end, all that remains is the room with all the commotion. Managing to catch them by surprise, they find that the remaining goblins are having a feast, with a large rotund goblin holding the feast. With a well placed shatter, Kal manages to take out most of them, with the remaining goblins being taken out as they desperately try to make their way through the door to the back that Penny had blocked. 

    Now the Loot

    Having taken out every enemy in the castle, they search every nook and cranny, finding a bunch of gold, some weapons, a magical compass, as well as a barrel containing a very fine dwarven brandy. They decide to gather it all to take with them, but decide to sleep in the castle for the evening. Gundren asks why they cannot just leave, and the party explains to them that they made a deal with a green dragon  to help them clear out the castle, and as it has not appeared, they fear that it will attack them the moment they step outside. Not wanting to be a meal, Gundren agrees that sleeping in the castle for the night will be the best course of action, allowing the party to regain their strength.

    During the night, Kal sneaks out to the hobgoblin captain that they captured, and silently slits his throat, so that he cannot escape or attack the party in return, but she tells nobody of this. The rest of the party have already forgotten the hobgoblin in the midst of all the commotion. 

    In the morning, Penny is searching the king’s chambers once more, waking Willowbark, who asks her what she is looking for. Penny tells her that she is looking for her flute, and when Willowbark asks her why it would be here, she tells her that her mentor Morgan took it when he disappeared, and she had a desperate hope that he had been here. Sadly, she finds nothing.

    An Expected Betrayal

    The party, still seeing no sign of Venomfang, decides that they have overstayed their welcome, and begins gathering their loot to head to the horses which they hid in the forest south of the castle. As they exit the front doors, careful not to trigger the trap in the entrance hall, they can see some horses approaching, with a band of returning hobgoblins riding them. They can see that the party is not of their group, so they demand to see the king. Kal takes charge and tells them that they have killed the king, and it is in all of their best interest to just turn around and leave, as they have killed enough already.

    The hobgoblins discuss amongst themselves, looking nervously at the party holding their loot, but wisely come to the realization that this is not a battle they are guaranteed to win, so they take Kal up on her offer, and turn around to leave. As they do, a large green dragon comes crashing down to the ground, cutting off their escape, before it kills the hobgoblins and their mounts with its breath weapon. Venomfang turns to the party.

    “Thank you so much for clearing out my new lair, but I am afraid that I cannot let you leave alive. I’d rather not have to worry about you returning to finish me off later.”

  • Chapter 10: To Kill a Venomfang

    4th-9th of June, 853 TA

    Fighting the Dragon

    Taking flight, Venomfang approaches the party, hoping to take them out with its venomous breath. Flying over and striking a couple of the party members, he does manage to hurt them quite a bit, but not enough to take anyone down. They have grown too strong to be mere pushovers for him. The party on the other hand does everything they can to keep the dragon at bay and not get too close, and luckily for the party, the will of the dragon is weaker than they feared, causing the dragon to be forced away by their repelling spells.

    Feeling overconfident, the party spreads out in order to have more control of the battlefield, but Penny makes a fatal mistake, trying to hide near some of the trees on the outskirts of the battlefield. Venomfang gets a window of opportunity where he manages to resist the spells of the party, and sees the lone tiefling trying to hide from him. Leaping down from the skies, the dragon strikes Penny with his claws and bites her, causing her to go unconscious. Bleeding, hurt and outnumbered, Venomfang sees an opportunity to hurt the party, grabs her and tries to fly off.

    Suddenly realizing the gravity of the situation, the party starts panicking. Desperate to save their friend who is being carried away by the dragon, they try to attack it, hoping to bring it down before he manages to escape, but the arrows of Granny and Demetrius, and the spells of Kal and Theren don’t take hold. Seeing as the dragon is hurt and carrying Penny, it cannot easily fly as high as it normally can, so it barely flies above the treetops. Thinking quickly, Willowbark tries to make the trees tangle the dragon, to stop its escape. The branches swoop up, trying to grab hold of Venomfang, and it looks bleak at first, before a single vine grabs its foot, which allows the rest of the vines to take hold of the body. Theren finishes it off with a well placed eldritch blast, causing the dragon  to drop Penny as it sharply exhales what little breath it had left in its lungs, who falls to the ground, close to death. Kal runs over to heal her, with Granny cradling her in her arms, happy to have her friend survive.

    Harvesting the Corpse

    As the dragon lies dead on the ground among the trees, Willowbark tries to make yet another small offering to honor the dragon. Gathering some twigs and branches, she crafts a small effigy of a dragon. At least it looks like a dragon. If you twist your head to the side and squint. But it is good enough for the purpose. She places it next to the corpse, and then goes to check on Penny to see how she is doing.

    The group has defeated their enemy with no casualties, so the party sits down on the ground to take a breather, calming themselves, before turning their attention towards the dragon's corpse lying peacefully in the grass. Realizing that the body could contain valuable treasures that may come in handy for the journey to come, they decide to harvest the corpse of the dragon, taking the easiest bits first, before moving on to the more dangerous parts. Granny looks over the corpse and determines that they should go for the teeth, scales and perhaps the breath pouch. Taking out the fangs is the easiest, and removing the scales is not difficult, just time-consuming. Theren grabs a tooth for himself.  As they turn towards the breath pouch deep within the throat of the dragon, most of the party backs off, with Willowbark attempting the extraction itself, guided by her god, and inspired by Penny playing on her violin from a distance. After spending a few excruciating minutes, and almost cutting open the pouch, she manages to pull out a green dripping sack from the mouth of the dragon. They have successfully harvested the dragon. Kal decides to also take some large steaks from the dragon, having heard rumors that dragon meat is especially good.

    Gundren eventually emerges from within the castle, now seeing that the coast is clear, and joins the party. He looks over at the dead dragon, remarking how impressive it looks, even though it has been skinned and de-toothed. He joins the rest of the party as Kal cooks up some food for them, allowing them to rest. While they sit eating they discuss what to do now, with Gundren asking about Sildar. The party tells him that he waits in Ruins of Phandalin, so Gundren suggests they go there, to which they agree. Finishing up their food, they gather their belongings and head south into the forest to join up with their horses. 

    The Genie

    Over the next few days, the party heads through the forest to return to Phandalin. During the journey, Theren at one point excuses himself from the party to spend some time alone. Demetrius notices this, and stealthily follows him from a distance. Among the trees, he can see that Theren stops, checks around to see if anyone is watching, and when he doesn’t spot Demetrius, he looks down at his ring and closes his eyes. Demetrius can suddenly see that Theren disappears, and his ring hovers in the air for a split second, before dropping to the ground.

    Theren finds himself in a spacious luxurious golden room, filled with large fluffy pillows. Hovering in the air as if lying on an invisible bed is a large red skinned elemental. The noble Genie known as Ranesh is waiting for him.

    “You finally enter. Welcome. Did you bring what I asked?”

    Theren goes through his pockets and produces the tooth that he took from Venomfang, and tosses it to his patron. Ranesh catches it, before sitting up, examining the tooth. “I’ve always wanted one of these, but I think you might get more use from it”. He holds the tooth in his hand, before making it float. It spins, as fire from Ranesh himself flows into it, transforming it into a tooth-shaped amulet, which he carefully floats over to Theren, who accepts the offering. Ranesh says that Theren has proven his worth, and so this might help him in the journey to come.

    Pocketing the amulet, Theren turns to his patron, asking if he has had time to examine his traveling companions, and what his thoughts are about them. The patron ponders the question for a moment, before revealing what he thinks. His responses are cryptic, but hints that he knows more about them that he lets on, but Theren is not ready to know everything yet.

    The tiefling has more to her than he realizes, and the flute might be more important than she claims. The half-elf shares a lot, yet nothing at all. The tortle seems to be the most genuine in the group, but Ranesh senses a sadness coming from her. The firbolg is peculiar, not wanting to fight, but has the potential to be the most ferocious of them all. To the cleric he says that she is not who she says she is. But Theren is not ready to know yet.

    Theren thanks his patron for the guidance, with Ranesh reminding him that this is a mutual relationship. As long as Theren keeps up his part of the bargain, he will continue to provide for Theren, sharing his gifts with him. He snaps his fingers, and suddenly Theren finds himself back in the material plane once more. Demetrius watches this too, and sneaks back to the group before Theren notices that he wasn’t alone. 

    Return to Phandalin

    After a couple days of travel, the party and Gundren finally reach Phandalin, much to the joy of all. Gundren quickly dismounts the horse and runs towards the tavern, with Penny almost following, but Theren tells her that she should leave him be. He probably needs some time to get back to normal, considering what he has been through. They instead head to the stables which are on the way to Phandalin. There they once again meet Tim, with Kal trying to sneakily question him about who he really is, but he just acts very confused about the whole situation, not knowing exactly why Kal is interrogating him. Willowbark casts detect magic, but finds no magic on him.  She instead turns to the owner of the stables, who tells Kal that he came to town a couple of months ago and lives in the stables. Realizing she isn’t going to get anything more out of this Tim, she drops the matter, and joins her fellow party members walking into town after paying for boarding the horses.

    When the party enters the Stonehill Inn, they see Gundren has already found himself a table and something to drink, so the party joins up with him after getting some rooms and leaving their belongings in them. They talk a bit about everything that has happened, trying to reflect on why the Black Spider is so adamant at getting to Wave Echo Cave and wondering what the Key is supposed to lead to. 

    Willowbark is very curious about wine after she and Demetrius talked about it when they were on the road, and the fact that he referred to it as the “milk of the gods”. She is very fond of milk, so thinks she should at least try it. Demetrius asks for the finest wine they have, and with Toblen, still being happy that the party defeating the Redbrands, brings out an expensive looking bottle, with his wife Trilena looking at him disapprovingly. Demetrius fills up two glasses, one for him and one for Willowbark, with her managing to down the whole glass in one swig. Despite Willowbark’s height and constitution, she still isn’t used to drinking alcohol, so one glass of strong wine is enough to get her heavily intoxicated. 

    In her stupor, Willowbark decides she wants to hold a flute performance, and takes the stage, clumsily brings out her flute, and starts playing. Or at least they think she starts playing. It doesn’t sound very good, but it is entertaining, so nobody is complaining, and she gets a few laughs. Penny kindly walks on stage, thanking Willowbark for her performance, leading her back to the table, with Gundren almost choking from laughing so much. Penny takes out her own flute and violin, and starts entertaining the crowd, drawing the rest of the town to the inn, much to the pleasure of the innkeeper.

    Demetrius walks over to Trilena, and points out the crowd that has gathered, and the fact that they are the “heroes” of Phanaldin, and successfully convinces her to comp the drinks for the party, despite her husband bringing out a bottle of wine they were saving for their anniversary. In the meantime, Willowbark in her drunken state peppers Granny with compliments, saying she is so happy that she got to know her, as she is such a nice person. To Kal she gives mixed signals, complimenting her beauty, but telling her that she frightens her sometimes because she can be very “scary” and stern when she wants. To Theren she says he is distant and aloof, but quite useful, so a welcome addition all in all.

    Sildar, having heard the commotion in the tavern correctly deduces that the party has returned, and when Gundren sees him he jumps from his chair and runs over to greet his friend, bringing him back to the table. He carries with him a chest and a pouch, and hands it to the party. A reward for bringing back Gundren which he has managed to gather together of 500 gp, as well as a reward from the mayor of 200 gp for clearing out the Redbrands. The party gladly takes the reward. Theren suddenly goes upstairs to the rooms, and returns shortly after, carrying they sword they found in Cragmaw Castle. Sildar accepts the sword with shaking hands, and with a trembling voice says a quiet “thank you”. After staring at the sword for a few seconds, he explains that the sword was inherited from his father, and he thought he wouldn’t see it again. He offers to buy the party a round, but as the drinks are already comped, he laughs, and cheerfully tells the party to enjoy their evening, before retiring for the night.

    Suddenly there seems to be a green-tinted cow shambling in the middle of the tavern, as Willowbark thinks it is a good idea to wild shape whilst intoxicated. Getting a laugh from the patrons and nervous looks from the owners, she suddenly remembers how she loves sheep and their “floofyness” so she turns herself into a sheep instead. Granny has to intervene, putting on her best impression of a disappointed mom, causing Willowbark to drop the shape.

    After the performance, Penny has gotten some longing looks from a few villagers, so she grabs the first guy she finds, taking him upstairs. He emerges embarrassed a few minutes later, with Penny looking rather disappointed, so she grabs a pretty girl instead, and takes her with her, not returning for the rest of the night. Seeing the festivities dying down and the townsfolk returning to their homes, Kal decides to bring Willowbark outside since that’s where she likes to sleep, and casts protection for poison so that she doesn’t have a hangover, before going to bed herself.

    Walk of Shame

    The next morning, Willowbark remembers everything she did and said the night before, and is uncharacteristically quiet during breakfast, before blurting out that she apologizes for ruining the night, but the rest of the party assures her that it is fine, since it was quite entertaining. Willowbark is happy to hear that, but cannot shake the awkward feeling, but still eats her food. Kal tells Toblen about their encounter with Venomfang, and offers him to buy a cut of the dragon meat, something he gladly does, having always wanted to taste dragon meat. He takes it to the back with Kal, and she cooks up a couple of steaks, one for him to buy, and one for the party to taste. When she comes out, they all have a bite, and they all agree that it is some of the best steaks they have ever tasted, and understands the high price it fetches.

    When the party is done eating, they decide to tie up loose ends in town before moving on to further business, and so Kal and Theren go to see Sister Garaelele to relay the information they learned from Agatha about the spellbook. She is happy to have a lead to go on, and so rewards the party with three potions of healing as a thanks for taking the time to seek out the banshee. As they are about to leave however, Garaele asks Kal to speak privately, and reveals that she is a member of a group called The Veiled Protectors. Kal hasn’t heard of them, but she tells Kal that their motto is “Out of darkness, we bring light.” She offers Kal to join the order, as she sees potential in her, but Kal declines, not wanting to be dragged further away from eventually getting to go home. But Garaele manages to at least convince her to think about it, and if she changes her mind, she can go to The Generous Queen Inn in Elvenroth and ask for “Enhana”, then she might get an introduction. Kal thanks Garaele for the offer, and goes to find Theren, but he is nowhere to be seen.

    Demetrius is wandering through the sidestreets looking at some cows in the pasture a ways away, before Theren suddenly appears in front of him, walking out of an alley. He tells Demetrius that he suspects that he has seen some things weird about Theren, to which Demetrius confirms, referring to the moment in the woods when Demetrius saw Theren vanish into the ring. Theren explains what is happening, that he has the ability to go into the ring for a while if needed, and is asking Demetrius if he can be trusted with looking after the ring when Theren enters it, considering it is left behind when he does. Demetrius says that it shouldn’t be a problem, and gives a whole spiel about how he can be trusted with this momentous task. Ranesh tells Theren inside his mind that he likes the half-elf.

    Willowbark and Penny go to visit Mirna, the widow they rescued from the Redbrands along with her children, as Willowbark wants to return the necklace to her. Penny was hoping to keep it, but Willowbark is adamant. When they reach the farm she is happy to see them again, and asks if they found the necklace she left behind. Willowbark opens her satchel and takes it out, and hands it to Mirna, who is a bit taken aback that they actually delivered it back to her instead of selling it as a reward, but thanks the duo profusely. Penny looks a bit disappointed, but seems to get over it when Mirna thanks her for her help. She tells them that the heirloom reminds her of her late husband as they met in Thundertree, so she will cherish it always. She asks Willowbark if she actually can speak to animals as she has seen her speak to them a couple of times, and Willowbark confirms that she can. Mirna would like to know if her cows are happy, so Willowbark goes to ask them. They tell her that they indeed are very happy, and glad that their owner have returned, as they missed her. Mirna is pleased to hear this, and gives both Willowbark and Penny a hug.

    On the way back, the pair have a long discussion about shiny things, like gold, silver and gemstones. Willowbark is having a hard time grasping the concept of money, something Penny can empathize with, but as opposed to Willowbark, Penny is kind of obsessed with shiny things, and takes whatever she can get her hands on, so it hurt to see her return the necklace.

    Revealing the Plan

    Back at the tavern, as the rest of the party makes their way there, Granny is trying to teach Penny something with some paper and a quill. Looking at it it appears to be numbers and letters. As soon as the rest return they scuttle it away, as the others sit down to wait for Gundren to emerge, which he does shortly after. After a several week delay, he if finally able to tell the party what he hired them for. 

    Gundren tells the party that he and his brothers came across a map in a dusty library in Khuzunzan, and when they studied it and its origins, they began to theorize that it may be a map of the legendary Wave Echo Cave. Following the description that was written on the margins, they ventured into the wild near the foot of The Iron Hills, and eventually found the general area described on the map, and after searching for a while discovered a ravine that led into the cave itself. Noticing a lot of noises coming from within they theorized that it is infested by the undead, and so Gundren was sent out to look for someone to help clear it out, while his brothers waited near the cave for his return.

    The party shares a look, and finds the task to be daunting, but as soon as Gundren proclaims that he will pay the party members a cut of the profits from the cave, they are quickly on board. Gundren asks when they are ready to leave, to which the party responds that they have some unfinished business to first, but it shouldn’t be more than a couple of weeks at most. They want to check out Maplemere to see if anyone there can provide some useful magic items, with Willowbark for some reason wanting to go to the forest near the town. They also have a reward waiting for them in Thundertree. Gundren understands, and tells the party he will be waiting for them in Phandalin for their return, feeling confident by being surrounded by friendly faces, and most of all Sildar.

    Heading South

    The party wastes no time, and sets out shortly after meeting with Gundren, gathering their horses from the stables and saying hello to Tim, and then heading out on the road. The journey shouldn’t take more than a couple of days on horseback, so they have plenty of time. The main road is much safer than the scenic route, so there shouldn’t be a problem with orcs or hobgoblins looking for them, as guards patrol the path.

    After a couple of days, they can see the beginning of the vast forest called the Spiral Woods, that reaches almost all the way to the foot of the iron hills, and nearly all the way south to the Black Strait that separates Rexendell from Krawdoth. Seeing the forest, Willowbark begins to act lethargic, and looks at the forest with a tinge of sadness in her eyes. Theren asks if she is okay, to which she responds that she is fine, she just gets sorrowful seeing her forest again, knowing the troubles reside inside. She tells the party that her people call their home “Faunus' Forest”, and her tribe lives within it. She used to be a part of the tribe, but a great corruption has emerged, and causes her people to grow sick. She set out on the journey to discover what is causing the sickness, and how to stop it. 

    Theren asks what happened to her god, considering his forest is corrupted. Willowbark doesn’t have an answer, and just looks sorrowful at her home. She tells them that the leader of the tribe, Clementine, died, and they buried her, but she doesn’t think that any of the dead have become undead. The new leader of the tribe, Galen, has a strong connection to the gods, and exiled Willowbark believing that it could help keep the tribe safe. When asked why she didn’t tell the party about this she responds that she didn’t intend to keep it a secret, but nobody asked until now.

    As the party is sharing secrets and backstories, Kal looks at Penny for a long time, squinting her eyes. Penny turns to her, asking if she has something on her face, but Kal just looks at her, and asks “Are you Penny from Bows ‘n Roses?”. Demetrius exclaims “I FUCKING KNEW IT!” the moment the words leave her mouth, as he also saw the resemblance. Penny confirms that she indeed is the same Penny. Kal asks where Morgan is, and she tells them that last time she saw Morgan they had just played a gig, and went to sleep, and when she woke up, Morgan was gone, along with her favorite flute. She tried to track him but only got as far as Tempervale before she lost the trail.

    The party asks if she saw anyone suspicious that night, and Penny goes on to tell that she did indeed see Morgan speak to a tan, extremely pretty woman, with orange, almost golden eyes, with long golden dreaded hair. Kal recognizes the description as that of some types of aasimar. Penny tells them that Morgan is an aasimar, and he told her that they are all children of the gods, born into mortal bodies. Kal looks unimpressed by this claim.

    During the silence that follows, Demetrius reveals that he is from Cantalos, where he did a lot of “acquisitions” of art. Describing himself as a middleman, connecting buyer to seller, and moving “product”. Some of the party members immediately recognize the lack of legality in his line of work, but speak nothing of it.

    Making camp for the evening, the party is lucky to have a beautiful starry sky shining down on them. Kal takes out a large tent from her bag, and begins setting it up. Willowbark is confused by this, as they don’t really need cover to sleep, it’s nice to sleep under the stars, but Kal wants a hint of cover at times, and tells Willowbark not to worry, she’s not going to force her to sleep in the tent. The rest of the party lies down in the grassy field, watching the starry skies as they go to sleep, seeing a few shooting stars from time to time.

    During the night, taking watch for danger, one of them can see a magnificent looking carriage galloping northwards, followed by four riders in armor. It looks as if they are hurrying to make an appointment, as one usually doesn't travel during the night. During the last shift, Kal sits down with her sword and looks towards the gathering clouds over the forest. She asks out loud if she can go home now, but her god gives a resounding no with a lightning bolt impacting from clear skies to the south. 

    In the morning, during breakfast, Kal can be seen to have a lot on her mind. Penny asks her what’s wrong, so she asks Penny which gods the aasimar supposedly comes from. Penny replies that she has only been told about Mova, the Goddess of Death, whom Morgan referred to as “mother”. Mova is the one who greets all creatures who pass away, guiding them into the afterlife and helps them pass to their respective domain based on their beliefs. Willowbark is confused by this, and explains that her gods are Mara and Deidamia, who are the spirits of the forest. Deidamia is the spirit of destruction and disaster, rebirth, hope and beginnings, while Mara is the spirit of decay. Faunus governs them all, and he is the forest itself, making the other gods and inhabitants his subjects. They have a lengthy theological discussion about who has the right idea of the gods, but they cannot come to an agreement.

    While Kal and Willowbark are having the discussion, Penny goes over to Granny who helps her work more on her letters and numbers, having acquired a blackboard and chalk. It seems to be going… okay, Penny is picking up a few things, but the rest of the party can tell that she is having a hard time. Apparently Penny can’t read or write too well.

    As the party continues south and closer to Maplemere, Willowbark can feel the corruption growing closer and closer, and feel more and more uncomfortable by the sensation. She tells the party that she wandered around for a while after being exiled, not really knowing where to go, before realizing that she had to venture out of the woods to find answers. Granny cannot sense the corruption that her friend is speaking of, but she believes her nonetheless.

    Maplemere

    Reaching their destination, it seems to be a quaint little town, much larger than Phandalin, but not nearly as big as some of the cities the party has seen before. Apart from Willowbark, of course. Seeing a blacksmith on the side of the road heading into town, they decide to stop there to see if they’re willing to buy any of the supplies of the party, and maybe make them some items from the stuff they have gathered. Getting closer they can see that the sign says “Неизвестно”, and the owner of the blacksmith is a bald dwarf who introduces himself as Bamin. He seems to recognize Willowbark, as she has been here before. The party goes over the stuff they have acquired and he is willing to buy a few items, namely the wolf pelts and the ogre hide they have harvested. The party asks if he can make an armor out of the dragon scales they harvested off of Venomfang, but he admits that although he is not a bad blacksmith, working with dragon scales is a little bit beyond his area of expertise, and it would be quite expensive considering the work required. He knows that the right blacksmith would be willing to work with it, or at the very least buy it off the party for a few thousand gold. He mentions that Eberk Strongheart in Khuzunzan could do it, or someone in Elvenroth

    Granny asks him about learning blacksmithing, as she wants to be able to make weapons and armor herself. He tells her that the best and only way to be a decent blacksmith is to go learn from The Forgers of Khuzunzan, the guild from said city who produces elite smiths all around the kingdoms. Most smiths in Rexendell have either been through there, or been mentored by someone who has. She takes a note of it, and thanks for the help.

    Demetrius suddenly brings out the fangs of the dragon, and asks if these might be something that he can work with, maybe making them into a dagger. He takes a look at the fangs, and says that he indeed could be able to craft some fine weapons from these, as the magic is already contained in the teeth, he only has to bring them out properly and fine tune the blade. The price he gives for the job is much more than the party is able to afford, but Penny remembers that they picked up a barrel of fine dwarven brandy, and offers him a taste. His eyes almost go into the back of his head as the fine liquid make contact with his taste buds, and he offers to do the job for the brandy, as well as 400 gp for both daggers, with 200gp up front. Demetrius scrounges together 200 gp and gives it to the dwarf. He tells them he should be able to be done within four weeks, but if they’re not back within two months he will be forced to put them up for sale. The party promises to be back. 

    Next, the party takes out the dragon’s horn, asking if he can do anything with that. Looking it over, he could make a crude pike or spear out of it, but considering the latent magic in the horn, it would be much more suited to make a wand with, and recommends the party at least talk to the woman running The Feylocker just around the corner. Willowbark shudders, describing her as the rudest woman she has ever met, with Bamin agreeing. If the party needs to find a place to rest, he recommends the Stray Lamb Inn as the finer of the two establishments in the town. The party thanks the dwarf for his help, and continues further into town.

    The Feylocker

    The party reaches the center of the town, with the road turning right, heading west into the mountains far in the distance, or continuing south towards Elvenbridge. They turn the corner, following Willowbark as she has been here before, knowing where the Feylocker is. The building stands out compared to the other facades, being a large display of various items and goods, some magic, some not. Entering the shop, they are greeted by a tall elven woman with gray hair named Aerolla. She seems to recognize Willowbark, and gives her a forced smile. She looks perfect, not meaning she's extremely pretty, but sort of “planned”.

    She asks what she can do for the party today, and they bring out some of the items they have procured, specifically the dragon horn, dragon blood and the breath pouch. The dragon blood, after tasting it, could be made into a potion that regains health, and also poison resistance for about an hour, however, this is beyond her level. She recommends Mortar and Spider in Khuzunzan, run by Mardred Torunn if they want to craft it. For the breath pouch, she can think of none better than The Sky’s Eye in Elvenroth, run by artisan Vrendol. She refers to him as a very nice man, looking longingly into nothingness when saying his name. She tells them they simply MUST tell him that she sent them there, as it might very well give them a discount. 

    Willowbark asks if she can do anything at all with the items they have, with a sort of condescending undertone, but she luckily doesn’t pick up on it. She explains that she has some ability to craft magical items, but she mostly procures items from people wishing to sell, as well as traveling to bigger cities to fill up the stock. The things they have brought her today is far beyond her area of expertise, so she has to disappoint them. 

    The party decides to look around to see if there is anything of interest. While they do, Granny tells Aerolla that she is looking for an alchemy kit, as she wants to be able to craft potions on the road. She tells her that she indeed has a set available, willing to sell it for 50 gp. Both Granny and Penny try to haggle her down, but she won’t budge. 

    As Granny is paying, Penny looks around the shop to see if anything tickles her fancy, coming across an ornate looking coffee pot. She picks it up to take a closer look, and can suddenly hear a voice inside her head.

    “Yeees, buuuy meeee. Let mee ooooown youuuu…”

    Penny lets it go, and looks at Aerolla, concerned, but she simply tells her that it is a sentient coffee pot. The pot is convinced that it owns your soul, but it doesn’t really, but it might as well, because it arguably makes the plane’s best coffee when one boils water in it, and it doesn’t even need coffee beans. The coffee is so delicious, that it can invigorate and rest the party in half the time a normal short rest can. Penny asks if it is cursed, but Aerolla is actually unsure of it. Penny decides she has to have it, and asks Granny to help her count out the coins for it. 

    Theren, wandering around the store comes across a storage crate filled with spell scrolls of various rarities. He finds one of the alarm spell, and is told that it would be 75 gp. He thinks that is too expensive, so let it pass. Walking by the glass display near the counter however, he can see a dusty old deck of cards. Aerolla, noticing him examining it, asks if he is interested. He asks her what it is, and she responds that it is the fabulous, infamous, fantastical Deck of Many Things. It looks old and decrepit, but considering it has the small cost of 100 gp, he decides to buy it. Looking at the sign behind Aerolla saying “Absolutely NO refunds, ever!” and “All prices are final!”, he begins to suspect he is being scammed. When he walks out of the store to join the rest who are done shopping, he brushes away the dust, and finds it is a Deck of Certain Things instead.

    The Stray Lamb Inn

    The party figures they have to stay for the night, so they decide to board their horses in the local stables. Happy to not find another Tim, they pay the halfling owner and head over to The Stray Lamb Inn. They can hear lots of commotion from the outside, and as soon as they enter they can see that it is packed full of patrons from near and far, drinking and feasting. One of the barmaidens comes over and tells the party they will have to wait if they want to stay as there are no more seats available. Kal yells over the crowd that she has some exclusive meat for sale, which the proprietor would most likely be interested in. 

    The barmaiden scuttles over to an elderly bearded man and tells her something, pointing at Kal. He waves her over, and leads her to the kitchen. She tells the party she will be right back, and joins him in the back. The kitchen is quite busy, with orders coming in and going out fast. The owner introduces himself as Percival, and asks what this exclusive meat she is offering is. She takes out some wrapped dragon steaks from her bag, and he looks over it, and goes wide eyed. He makes an offer, but Kal thinks it is far too low. Eventually they agree to a price of 10 gp per pound of dragon meat, so she sells it all to him, promising that he will make his money back and then some. When the deal is done, he tells her to leave, at first seeming quite rude, but Kal realizes it’s a busy night, he probably has a lot to do. 

    As Kal walks out she can see that the rest of the party has already joined the rest of the villagers in the festivities, with Willowbark and Penny dancing, Granny clapping along from the side, while Theren and Demetrius have joined a couple of locals in drinking. Kal smiles and goes to join the others, thinking it might not be the worst to be away from home, although she still misses it.

  • Chapter 11: An Unkindness

    9th-11th of June, 853 TA

    An Evening of Festivities

    After dancing with Penny, Willowbark quietly makes her way outside, and wanders the quiet streets of Maplemere for a while, listening to the wind blowing over her and the sound of the cheering of the people that emanates from the tavern. Looking to the north, she remembers the farm with the cows she is so fond of, and starts making her way towards the enclosure.

    Granny, noticing that Willowbark has disappeared, and seeing that the rest of her party members are enjoying herself also makes her way out of the inn, and heads towards the forest to the east. She sits down, and takes out her bagpipes, playing a song on it. A few nearby woodland critters hear the music and run away. 

    Back at the inn, Penny is getting more and more intoxicated, and wanting to save some gold, decides to hijack a tankard that someone just put down, managing to swipe it and getting herself half of a free beer. Demetrius, sitting in a corner next to some folks, tries to observe the crowd to see if anything sticks out, but apparently it is just a jolly bunch of townsfolk enjoying some time off. He decides to not worry too much about it, and enjoys himself.He suddenly notices that Penny, in her drunken state, is trying to climb onto the roof of the tavern, but not wanting to face the wrath of a drunk tiefling, he doesn’t stop her. She eventually gets up. Lying on the roof, Penny tries to talk with Morgan, asking where he is, before falling asleep. In the distance, she can hear someone playing bagpipes.

    Willowbark finds the cows, and takes a seat with them, giving them pets and scratches, as well as asking them how they are, making sure they are treated nicely. After a while, she decides to go check on the horses, and heads to the stables on the outskirts. Finding them in the middle of eating, she greets them, and makes sure that they are happy, to which they respond that they are, but they are eager to get moving, liking the life on the road better than the stables. The halfling owner of the stables, Tawna, is putting some equipment back, so Willowbark greets her, asking about how things are going. She’s doing just fine, as her business is always needed in a town where travelers are abundant. Willowbark mentions their travels when she asks about it, but when she mentions that they fought a dragon, Tawna gets noticeably uncomfortable and says she has bad memories about dragons, and excuses herself, wishing Willowbark a good night. Willowbark thinks nothing of it for now, and heads back to the cow enclosure to sleep among them.

    The rest of the party eventually finds their way to a bed, a comfortable patch of grass, or a roof. During the night, Willowbark dreams about the forest, wandering through it, exploring and feeling content at first, but suddenly gets a sensation of being watched by something. In front of her, she is suddenly faced with a massive floating green eye, staring straight at her.

    A Hint of Civilization

    The next morning, having gotten their sleep, they all awake where they fell asleep, with Willowbark looking up at an angry farmer staring down at her. “I told you not to come back here” he says. She quickly gets up and leaves, apologizing profusely while saying goodbye to the cows.  Granny wakes up in the grass field outside of the forest, with several animals surrounding her, but as soon as she wakes up and emerges from her shell, they all scatter. She picks up her bagpipes and heads back to the inn for some breakfast. As Willowbark returns to the inn she can see Penny on top of a roof, trying to get down, which she eventually does, but she takes the fast route, falling off and hitting the ground hard. She helps her up, and goes inside the tavern where the rest of the party is already waiting for them.

    During breakfast, Willowbark says that she wants to go to the forest, as she feels she needs to enter it in order to find answers. Theren would very much like to just relax in town for a bit, as he noticed that there was a bath in the inn. Willowbark tells them about her dreams, about wandering through the woods and facing the eye, trying to convince them to join her. The party is concerned, but willing to listen, so she tells them more about her exile from the tribe, and from the way that she describes the situation it almost sounds like the tribe exiled her not just for their own safety, but for hers as well. She has had dreams like the ones she has now, but not as intense, and she tries to explain that the tribe was scared that the dreams were connected to the sickness. Theren asks her to hold out her hand, and takes out his book and the pearl, doing a magic ritual, but he determines that she is not under the effect of anything at the moment, at least nothing that he can detect. As he does the ritual, an elderly lady walks past the window, and she and Theren share a look. When asked about it, he tells them that he grew up with her grandson, waving it off.

    The whole group decides to pay for a proper bath, having been on the road for quite a long time. They pay for a bodacious woman who takes each one to the back where a tub with hot water and soap is waiting, and offers to clean the members of the party, for an extra charge. Some take her up on the offer, but others want privacy. Demetrius is unsure if the woman, who introduces herself as Shaena, is a proper “lady of the night” or just an assistant, but don’t dare ask. He is visibly disappointed that it is not a proper luxurious bath house like the ones back in Cantalos. Willowbark is not used to the experience, and tries to eat the soap, but finding it disgusting, she spits it out, and figures it’s probably for cleaning.

    More Than Meets the Eye

    Theren finishes his bath first, and as the rest of the party await their turn, he leaves the inn to look for the woman who passed by. Going north, he spots her heading into a back alley, almost as if she was waiting for him. When he follows her, she is nowhere to be seen, but he can suddenly feel a presence behind him. Turning around, she stands there, aiming a crossbow at him, and fires.

    Theren ducks out of the way, just in time, shooting back with his eldritch blasts, but the lady easily dodges most of them, but is hit by one, prompting her to teleport to the top of the roof. As she vanishes, Theren follows her by teleporting to the top himself, but she foresaw this, and so comes straight at him with a dagger, and everything suddenly goes dark. 

    When he comes to, the woman is sitting on a nearby chimney, waiting for him to regain himself. Next to him he can see an empty bottle, suggesting that she used a potion on him to bring him back. She remarks that he is slower than she has been told, with Theren quipping back that he didn’t want to harm an old woman. She laughs at this. Theren realizes the woman is a member of his organization, and asks why she is following him. She replies that Delphine sent her, and she’s wondering why he is with the party, as this isn’t what he is here for. He explains that he has a lead that will help the mission, and the woman simply responds that she hopes he’s right. Walking to the edge of the roof, she turns around, and tells him that next time she won’t hold back, so he has to practice, before teleporting down into the alley and disappearing around a corner.

    When Theren returns to the group, they immediately see that he has been in a fight, but he assures them that he is fine. Willowbark heals him up, and demands to know what happened. He tells them that he simply had a friendly bout with an associate, and that he is okay. The party realizes that they aren’t going to get any decent answers out of him, so they don’t push the matter further. Kal remarks that the coffee pot that Penny purchased is a really good buy that benefits the party, so it’s only fair that they split the cost, which Penny appreciates. They chip in, giving Penny the gold. Willowbark asks if they have thought any more about heading into the forest, and the party agrees to at least take a look to see what they can find.

    Silence of the Woods

    The party gathers their stuff, and decides to leave the horses in the stables, in case it is dangerous. Willowbark is the first one who enters the woods, and although she can feel the eerie sensation of the corruption, she gets a calm feeling of being back “home” where she belongs. She decides to sit down and do a ritual, to see if she can be guided on the correct path. After completing the ritual, asking for guidance from her god, the forest grows completely silent, almost eerily so, and the whole party can feel a cold breeze blowing out of the forest, almost as if the forest is telling them to go back. They decide to press on instead, hoping to find anything.

    After walking around for a few hours, they still have found nothing. The forest is once again quiet, and the wildlife have disappeared for some reason, but they see nothing of worth other than trees that stretch high above them. Willowbark seems flustered. The party asks how long it took for her to exit the forest after she was exiled, to which she responds that it took about two weeks. Kal puts her fingers to the bridge of her nose, bracing herself for the question she has to ask, and then says bluntly “Are we going to get paid for this?”. The group looks at her, surprised, but she clarifies that they already have a mission, and Gundren is waiting for them, so if they are going to spend the next few weeks looking for her tribe, they at least should get paid for their troubles. Willowbark responds that she has no money to give, and looks defeated. Kal asks if she can ask an animal where they are supposed to go. 

    Granny, Penny and Willowbark look around for any animal, but it seems to be rather deserted, as if something has chased them away, or they’re avoiding the area, but Willowbark eventually spots a raven that is sitting on a branch high above them. Willowbark approaches it, and asks if it knows the way to a firbolg tribe. The raven looks down at her, and replies with a simple “no”. She asks if it has seen any people or any sign of the sickness, but it hasn’t seen either. She thanks it for the help at least, and asks that it says hi to the others of her kind if it would come across it. The raven then asks for her name, to which she replies “Thana”. The raven then flies away. Penny asks her why she gave a fake name to the raven if she wanted it to say hi to her people, but Willowbark replies that she didn’t give a false name, before continuing walking. 

    A Hurried Retreat

    The party realizes that they have no leads and no way of easily finding the tribe, so they decide to head back to town. It’s a couple of hours of walking, and on the way back dusk approaches. The party gets the distinct feeling that they are being watched, and can hear slight whispers in the area. Not wanting to be stuck in the forest after dark, they hurry. When they are almost at the edge, Granny, Kal and Willowbark all spot a halfling girl running through the forest, with Granny freezing up when seeing her. The party grabs her and leads her outside, as she almost seems to want to follow the girl.

    When they reach the edge and cross it, the feeling of being watched disappears, and the party takes a breather in the grass next to the river. Not wanting to go back into the woods, they head back to the inn, but Granny stays behind. Kal tries to tell her to join them, but the others stop her, realizing that she needs a moment to herself. Alone, Granny approaches the edge of the forest, and enters it. She tries to talk to her god, and tells her that she is not sure if she should continue to follow her, as she now has a new passion: Her friends. Not getting a response, and no longer seeing the halfling girl, she returns to the grassy fields, just staring at the forest, before eventually falling asleep. Willowbark approaches, and also sleeps near the forest, a little bit away from Granny.

    Stormy Dreams

    During the night, Kal dreams of being in a vast endless ocean. She is without her armor, only wearing her undergarments. The sky is dark, and clouds surround her. Knowing what is coming, she corrects herself, and rises up, standing on the surface. In front of her, a large imposing being looms over her. Her god

    “Why do you keep resisting?”

    Kal replies that she wants to go home. He tells her that it is not the time to go home, and so she demands to know why. The god gives her a cryptic response that she is not ready to learn the path yet, and she has a task to do now. She keeps arguing with him, demanding to know why he’s doing this to her, but he responds by shooting her with a lightning bolt, waking her up. It’s morning, and a storm is looming in the distance. She flicks off the storm, before putting on her armor, ready to head out.

  • Chapter 12: Cleanup in Thundertree

    11th-19th of June, 853 TA

    Journeying North

    The party gathers in the inn after waking up, with Kal being grumpier than usual. Granny and Willowbark both come in from sleeping outside, tired from their experiences the day before, and are quieter than usual during breakfast. Penny, noticing the awkwardness, tries to crack a joke that doesn't quite land but manages to elicit a few smiles from the party. Demetrius and Theren both dread being away from a proper bed once more, so they make the most of the 'luxuries' of the inn.

    Gathering the horses from the stables, they wave goodbye to Bamin on their way out and begin their journey north towards Thundertree. Far to the west, a storm is roaring, and the party feels grateful that they're not trapped in that weather. As they travel along the main road, they encounter no beasts or dangers, only a few curious travelers like themselves whom they meet during their rest breaks at night. The journey takes a couple of days, and they push the horses as much as they can, not wanting to waste any more time than they already have. On the fourth day, they catch sight of Rivergrounds in the distance, indicating that they're getting close. The party veers off the road and heads east towards the Jaded Wilds.

    By the end of the day, they arrive at the small road that leads to Thundertree, and a familiar sense of unease washes over them, reminiscent of their last visit. The air feels thick with dread, giving them a sense that they shouldn't be there. The horses become spooked and agitated in the area, prompting the party to decide to tie them up a short distance away so they can rest after the journey without being forced to enter Thundertree. After securing the horses, the party continues on foot along the path, passing the warning sign that advises them to keep out.

    The Reward

    As the party reaches the ruins of Thundertree, they still feel a sense of not belonging, but the foulness in the air seems to have diminished, as if a great source of uncleanliness has been purged from the area. Not wanting to dwell on it too much while exposed, they hasten towards Reidoth's house. Knocking on the door and revealing their identities, he immediately invites them inside.

    Once they enter, Reidoth admits that he had his doubts, but the party has indeed managed to come through. He explains that he witnessed Venomfang leaving his lair a couple of weeks ago, not long after the party's departure. Interestingly, he also saw a group of individuals who have been roaming the area enter the tower two days after the party left. He heard a great commotion and then saw the dragon fly away, heading east. The party confirms that they did encounter Venomfang at Cragmaw Castle, but Reidoth was correct in his suspicions as the dragon immediately tried to kill them once they cleared it out, nearly costing Penny her life. Reidoth looks at Penny and expresses his relief that they all made it, considering the circumstances. He then asks if the party has any proof of their deed, prompting Willowbark to present the bag of dragon scales they harvested from Venomfang.

    Reidoth is elated by what the party has accomplished and heads to the back room to retrieve what he promised them. The party can hear him rummaging through his belongings, muttering to himself, "Where was it... aha!" He returns to the main room holding two bags. He gives one of the bags to Kal, explaining that it's his old Bag of Holding, which should function the same as a new one. Kal accepts the bag and slings it over her shoulder. The other bag is much older and made of gray cloth. Reidoth opens it to reveal its contents—a collection of furry balls of various colors. Granny asks what it is, and Reidoth explains that it's a Bag of Tricks, specifically a gray one. It allows them to summon up to three beasts a day that can assist them in various situations. All eyes turn to Willowbark, the druid, and Reidoth hands her the bag. 

    They spend the rest of the day taking it easy, resting a bit, and not having to worry too much about the situation they find themselves in. Penny sees that the drawing of her is still hung up, which makes her happy. Even though where it came from is a darker chapter, the fact that he will remember her gives her solace. After a while, Willowbark asks him more about the corruption that hangs around Thundertree and the forest, with him telling her that he has already told just about everything he knows, that the corruption peaked around 30 years ago, and that was when the people were forced to leave their homes. The way he says it makes it seem like it gradually got worse, which he confirms. They began to see small signs of the corruption, people getting sick without finding the source, healing wouldn’t help, and then it just got worse and worse. Willowbark is worried about the fate of her forest, believing that she doesn’t have all the time in the world to fix it. Not knowing where to start, she sits in the corner, thinking about the future.

    Reidoth mentions to the party that although they have done a tremendous job already and have cleared out a dragon from the town, there is still a prevalent undead presence, as well as the blasted twig blights that infest the area. Although he makes it clear that they have already done enough, the party can feel that he would feel very happy if the party could help clear out the remaining vermin. The party wants to loot the tower anyway, and considering that they took down a dragon, feels that this should be an easy enough task.

    Clearing Out Thundertree

    The party wastes no time. After enjoying their lunch, with Kal creating some candies, they decide to make their way to the tower, suspecting it holds the most valuable loot. Sneaking stealthily towards the front, they encounter no remaining threats and reach the front door without any issues. Although they notice the presence of the dead spiders they encountered on their previous visit, they find the doors already opened. Proceeding with caution, they enter, wary of potential dangers lurking inside.

    Within the tower, they come across several blighted undead beings, all adorned in elaborate robes, presumably meant to impress Venomfang. However, things took a turn for the worse, and the dragon slew them all. Dispatching the undead proves relatively easy for the party, thanks to the presence of a cleric among them. Upon searching the bodies, they discover that one of the corpses carried diamonds, likely intended as an offering to the dragon. Additionally, they come across some intriguing magical items in the hoard.

    However, their progress is hindered by debris from the collapsed roof, causing the search to take longer than expected. Uncertain if they have uncovered everything of value, they decide to depart with the items they have already gathered.

    The Visitor

    Theren settles down to identify the magical items, while the rest of the party begins the task of moving the deceased bodies outside. Suddenly, they are approached by an unfamiliar figure emerging from the bushes—an elf named Mara. She expresses curiosity about their activities and introduces herself as a traveler from across the ocean. Mara explains that she desired to study at the College of Edhellond, but her status as a wild-magic sorcerer, a forbidden bloodline due to the volatility of their magic, prevented her from being admitted.

    As the party engages in a discussion about Mara's background and whether they can trust her, they are suddenly ambushed by a group of Twig Blights. The blights had been alerted by their conversation and earlier fighting. While the blights have numerical advantage, they prove to be no significant challenge for the heroes. The party defeats them, and after dispatching the last blight, Theren completes the identification of the magical items. They gather the remaining bodies, create a pile, and quickly retreat back to Reidoth's location as night approaches.

    At Reidoth's place, the weary party takes a well-deserved rest. However, Willowbark harbors an inexplicable suspicion towards Mara, despite Mara's apparent truthfulness about being a simple traveler trying to earn enough money to return home to Manath. Eventually, Willowbark falls asleep, and the party awakens to a new day. Initially, Reidoth is absent, but he returns in the form of a mouse sneaking through a crack in the wall before transforming back into his true self. Reidoth reveals that he conducted reconnaissance in the early morning hours and points out the houses where he noticed the most activity.

    The party spends the rest of the day clearing out the remaining undead and blights. They realize that the undead display signs of corruption or infection, spreading their contagion through large boils and bubbles on their skin. They take precautions to maintain their distance while dispatching them. However, a thunderous spell inadvertently attracts the attention of more zombies in the vicinity. Among them is a large ogre zombie, but the party manages to defeat it.

    Upon entering one of the houses, they discover an abundance of spider webs and correctly deduce the presence of a few large spiders lurking within. They attempt various tactics to lure the spiders out, but ultimately, they are forced to confront them directly as the spiders hide in the ceiling amidst the webs. Willowbark decides to utilize the Bag of Tricks obtained from Reidoth. She chooses a ball, tosses it into the house, and to their surprise, a gigantic elk emerges. It crashes through the ceiling, nearly demolishing part of the house, but successfully eliminates one of the spiders. The other spider is eventually burned and killed.

    As the last enemy falls, the party takes the time to gather the fallen corpses for burning, aided by the giant elk summoned from the Bag of Tricks. Reidoth, who has transformed into a giant elk as well, assists them. With supplies and treasures collected, Reidoth expresses his gratitude and informs the party that he is moving on to attend to other places that require his attention. He mentions that this may be the last time they see him, at least for a while. The party bids him farewell, and they make their way back to Rivergrounds.

    On their journey, Mara decides to part ways with the group, as she has a different path awaiting her. She departs on the outskirts of Rivergrounds, traveling southward. The party watches her departure, ensuring she continues her journey without any unexpected transformations or teleportation.

    Dreams of Power and Ascension

    Upon entering Rivergrounds, the party makes their way to the stables and discovers that Tim, the stable boy, is nowhere to be found. It seems that their persistent questioning had driven him away. Margerie, the owner of the stables, is angry about Tim's disappearance but maintains her professionalism, taking care of their horses. She permits Willowbark and Granny to spend the night in the stables. The giant elk, affectionately named Mr. Elk by the party, is informed that he is free to roam the forest for the night, as he will vanish at dawn. With a sorrowful look, he departs, and the party hopes to encounter him again in the future if they use the Bag of Tricks.

    As the night progresses and the party drifts into slumber, their minds are visited by vivid and occasionally unsettling dreams. Whether these dreams hold prophetic significance or are merely products of their own imaginations remains uncertain. Only time will unveil the true meaning behind these nocturnal visions.

    When the party awakens, they notice a change within themselves. A newfound strength resonates within their beings, as if they have transcended their previous limits. They have grown stronger, reaching a higher level of power and capability. The trials they have faced and the experiences they have gathered have honed their skills and elevated them to a new level of proficiency.

  • Level 5

  • Last Day in Rivergrounds

    After the party has gotten its rejuvenating rest during the night, they awake to find themselves more powerful. Willowbark and Granny return to the Forgetful Faun Inn, where they first met all those weeks ago. Willowbark tells the party about her dream, where she was wandering through the forest, before being dragged into a vast lake of nothingness, being observed by the massive green eye that have haunted her dreams for so long. She is unsure if the dream is a premonition or just a nightmare, but tells the party that she has had variations of this dream ever since she was a child. 

    Kal recounts her dream as well, and tells the party that she saw all of them, dead, undead, and coming for her. Not knowing what to do, she did the only thing she could, use her god given powers to protect herself, killing all of her friends, before they killed her. The party stares at Kal for a good 10 seconds, before Demetrius blurts out “that’s messed up Kal.”. They finish their breakfasts, with the rest of the party unwilling to share their dreams, as they either don’t want to or cannot see the significance.

    Before leaving town, Granny, recognizing the potential value of an additional layer of protection despite her already formidable defense, decides to consult with the village smith. She expresses her desire to acquire a shield, seeking one that offers convenience in terms of wearing and removing it, even though her shell provides a robust defense. The blacksmith, acknowledging Granny's quest for something unique, informs her of the various shields available in his possession. However, it becomes apparent that Granny is in search of a shield with special attributes.

    Understanding the urgency of their departure, the smith proposes an alternative. He suggests that Granny crafts her own shield, enabling her to tailor it to her specific needs. Delighted by the idea, Granny promptly purchases the required materials and acquires a portable forger's kit, a valuable tool that will allow her to forge the shield while on their journey. With her newfound supplies in tow, Granny is prepared to embark on a new journey of self improvement.

    In the meantime, Theren is wandering the streets, looking for anyone who can sell him ink so that he can start copying spells over to his spellbook. After asking around for a while, most people mention that the only magic wielder in town is Elysande, the Cleric of Elios. He seeks her out, asking her if she has any ink to sell, but as she is a cleric, her magic comes from her god, and so she doesn't use spellbooks, and thus doesn’t require ink. Theren thanks her for the help anyways, and joins the other as they leave the town.

    A Visitor in the Night

    On the journey out of Rivergrounds, following the road that eventually leads to Ruins of Phandalin, the party faces little danger other than the odd beast who comes a bit too close, but runs away when it realizes that it is outnumbered. During their breaks, Granny starts working on her shield, much to the interest of Penny who asks where this newfound interest in crafting comes from. Granny explains that she wants to be useful, and figures that she can at least learn a new skill now that she has the time. She tells Penny about her family, her long lost sister egg that was lost, as well as her time growing up near the Independent Isles. She eventually left the isles, in search of adventure, and found herself in Khuzunzan when she met Gundren, leading to her meeting the party.

    During the night, as Penny and Willowbark take the first watch, Penny can hear some sounds coming from a bush, so she stealthily approaches the disturbance, and discovers a giant spider, who is trembling and looks terrified. Willowbark, who can speak to animals, comes over to ask what it wants, and it meekly asks if the party has any food to share, preferably fresh meat. Penny runs over to Kal, waking her, asking her if she has any meat to spare. In her half-asleep state grabs some chunks out of her bag, with Penny returning to Willowbark and the spider. She gives it the meat, and it quickly gobbles it up, thanking the party for helping it before it scuttles away in the night. 

    Penny and Willowbark sit a bit reflecting on the encounter, with Willowbark pointing out that although some creatures may look evil or mean, they aren’t all like that. Penny agrees, and thinks that the party should come up with a name for themselves. Willowbark agrees, but thinks they should discuss it during breakfast. 

    During Granny and Demetrius’ watch, not much happens, but she has been watching him for the last few weeks, and feels that he is a bit like a fish out of water, questioning his intentions for joining the group. He is vague as always in his replies, but it boils down to the fact that he is looking for new experiences and opportunities he can use in his regular line of work.

    As Theren takes up his post for the night watch, his vigilant gaze scans the surrounding darkness, searching for any signs of potential danger. The tranquility of the night prevails, leaving him alone with his thoughts. However, an unsettling sensation washes over him—a haunting feeling of being observed. A disquieting presence infiltrates his mind, as if something or someone is rummaging through his thoughts.

    Acting swiftly, Theren concentrates his focus, summoning his inner strength to resist and expel the intruding entity. With a determined effort, he successfully pushes the presence out, regaining control over his own consciousness. Momentarily disoriented, he scans his surroundings, hoping to catch sight of the elusive culprit responsible for the intrusion. However, his scrutiny reveals only the familiar faces of his companions, their expressions innocent and unaware.

    Throughout the remainder of his watch, Theren remains on high alert, regularly glancing over his shoulder, a lingering sense of unease tugging at his instincts. The unnerving encounter has left him wary, his senses heightened as he maintains a vigilant watch over his companions.

    During the last watch, Kal focuses on getting breakfast ready. As the sun rises over the eastern mountains, the rest of the party awakens, and joins her. Penny and Willowbark ask the group about suggestions for a group name. Theren points out that they really don’t need one, but the rest of the group thinks it sounds like a fun idea. They come up with a few creative names, but cannot agree on one they all like, so they decide to table the discussion for now. Theren asks the others if they have felt something weird in the last couple of weeks. When they ask him to clarify, he elaborates with “the feeling of being watched”. The party looks at each other, none having noticed anything out of the ordinary. He tells the party to be vigilant, and mindful about what they think about, and that he will have to do some more experimentation. The party gathers their belongings and continues on their journey.

    Killer in Plain Sight

    After another day of travel, the party finds a new campsite, and settles down for the evening's rest. As Granny continues working on her shield, she is having a hard time with it, but gets a few pointers from Kal on how to use and be effective with it. Willowbark and Penny forage for food and firewood, and return a while later with supplies. Most of the night goes by uneventfully. When Theren wakes Demetrius for his shift, he asks him to take care of the ring, and vanishes into it, hoping not to be disturbed by the intruding presence once more. During Willowbark's watch she cannot find Theren anywhere, and worries at first, but realize that it must have a reasonable explanation. 

    As the party wakes in the morning, Willowbark confronts Theren on why he didn’t sleep in his bedroll last night, but Theren says that she doesn’t have to worry, as he was always around. Kal is very suspicious about Theren and Demetrius, sensing that they are up to something, but gives them some snacks to prepare them for the day, giving them the stink-eye.

    While traveling down the road, the party spots something lying in the grass a bit to the side. On closer inspection they can see that there are two corpses, a man and a woman, as well as a dead horse. Penny walks closer, trying to examine what the people and the horse died from, as they don’t appear to have any visible wounds from a distance. When she examines the bodies of the people, she can see large bite marks on their torsos. As there doesn’t appear to be any wild beasts in the immediate vicinity, she decides to loot the horse. The rest of the party tries to stop her, but they’re too late, having seen the danger a bit too late. 

    As Penny touches the horse, her hands suddenly become attached, like they’re glued in place. The belly of the horse splits open, revealing a large mouth with huge teeth ready to pounce on her. She has walked straight into a mimic. The party jumps into action, and tries to free Penny by dragging her away, and the mimic manages to get in a few chomps before they pull her off it. Thinking they have the upper hand at first, they suddenly realize that most of the rocks surrounding them are also mimics, as they begin to move towards the party. 

    The party, using all the tricks at their disposal manages to kill most of the monstrosities, with Kal summoning a thunderstorm to finish off the remaining mimics. As the last one falls, she takes no chances, blasting every single stone she sees with a lightning bolt, with Theren helping with his Eldritch Blasts. After they are confident there are no more mimics remaining, they examine the bodies, and find a few coins, as well as a note from a child, presumably belonging to the deceased couple. After Willowbark have given them her usual rites, they mark the location, telling some passing sentries about the encounter, as well as the location of the bodies, before moving onwards to Phandalin.

    Last Night in Phandalin

    A few days after defeating the mimics, the party turns the final bend in the road and climbs the last hill, seeing Phandalin in the distance. When they go to stable their horses once more, they meet Tim again. Willowbark starts acting extremely suspicious, and begins questioning him about his background and if he has any family. Tim feels uncomfortable answering questions from a stranger, which frustrates her. Granny watches this, and tries to find out his secrets by casting hunter’s mark on him, hoping to track him if he goes to a hidden lair or something. Seems like the party is quite paranoid about the innocent looking stable boy.

    After boarding the horses, the party goes to the Stonehill tavern to meet with Gundren. When they enter the inn they can see Gundren in the back having a few beers with the local prospectors. When he sees the party he quickly excuses himself from his drinking pals and heads over to greet the group. “Right on time” he says, with beer frothing from the mouth, and then asks if the party have accomplished what they had to do and if they’re ready to head out. They reply that they indeed feel they have accomplished their tasks, and can head towards the cave whenever Gundren wants. As it is quite late in the day, he feels that the most prudent thing to do would be to leave in the morning when they all have gotten a good night's sleep. The party agrees, and heads to the rooms Gundren has provided. Granny checks out her hunter’s mark, but finds that Tim hasn’t moved, before she and Willowbark head to the fields to sleep.

    The next morning, the group in the tavern is awoken at the break of dawn by Gundren knocking on their doors, telling them it’s time to wake up. They have never been so drowsy before, barely getting enough sleep. When they get downstairs, Gundren is already in full gear and ready to head out, and tells the party that he took the liberty of retrieving their horses, which the party sees waiting outside being tended to by Granny and Willowbark who are already awake. They all mount their horses, and head southeast, towards the mountains. 

    The Final Push

    The journey to Wave Echo Cave is a fairly straight forward path, taking the party through a beautiful serene landscape with the Iron Hills rapidly approaching in front of them. During the trek they have to cross a chasm with a narrow bridge, but as the horses have gotten quite used to traveling with the party, it proves no challenge. After a few days, the party can see a lake on the right hand side, to the south of them. Thinking nothing of it at first, Willowbark can see a small altar at the edge of the lake. Looking closer she can see that it is covered in blood.

    Penny wants to go closer, but Gundren advises against it, explaining that some local goblin tribes use it for sacrifices, hence the blood. He has been lucky enough to avoid getting too close to the ritual itself, but has seen it from a distance, and heard the screams of the sacrificed goblin. The party shudders, and decides to leave well enough alone, following his advice. The path curves around the lake, and after taking a short rest, they continue onwards for a few hours, before Gundren proclaiming “we’re here”, looking at a large opening in the mountain wall in front of them.

    Missing Siblings

    Gundren dismounts his horse and approaches the mountain wall. He calls out to his brothers, but gets no response. He begins running frantically towards a nearby clearing, with the party following right behind. Reaching the clearing, they find what appears to be a ruined campsite, with no dwarven brothers in sight. Gundren looks concerned, and so the party starts examining the campsite. Looking around they find several footprints barely visible after a couple of weeks of rain and wind, but it’s definitely visible. A large group of big footprints, as well as some smaller ones. Seems that someone found his brothers, and as the tracks lead to the cave entrance in the mountain wall, they took the brothers with them inside.

    With cautious curiosity, the party directs their attention towards the entrance of the cave. Their keen eyes discern a poorly disguised trap, cunningly designed to activate and send cascades of rocks tumbling down upon unsuspecting intruders. Evidently, it serves as a deterrent, an attempt to warn and impede those who dare to venture further, left behind by whoever took the brothers.

    Undeterred by the trap's presence, Demetrius steps forward, his expertise in disarming such obstacles evident. Skillfully and effortlessly, he renders the trap harmless, disabling its mechanisms with practiced precision. With the danger neutralized, Demetrius paves the way for the rest of the group to proceed deeper into the cave, to face the dangers within.

    As they venture further into the depths, the cave opens up, revealing a large chamber, with stalactites hanging from the ceiling. The air is humid, much more so than the party would expect, and a faint booming sound can be heard emanating from deeper in the cave. Kal lights her sword, granting vision to the members of the party who cannot see in darkness, revealing a large ravine in the cave floor in front of them. On the edge, they can see that someone has fastened a rope for easily climbing down. As the party looks over the edge, they can see a single body lying on the ground at the bottom.

    Wasting no time, Gundren quickly descends down the rope, and confirms his worst fears. The body is that of his brother Tharden, and as the party descends to assist him, they see him clutching his brother's corpse, weeping silently in the darkness. Overcome with grief, he tells the party that he cannot go on, as he would not be much use in his current state. The party wholeheartedly understands, and is confident that they can finish the task on his behalf. Gundren gives them the map that he and his brothers found, hoping it will guide them through the cave. They help him with bringing his brother's corpse to the top of the edge, and as he exits the cave, the party sets their sights on which way to go first, as they see two pathways out of the ravine.

    Following the Trail

    The party looks around, examining the area closely, looking for clues to which way they should go first. To the south, they can see a large collection of bodies, old and new littering the cave beyond the ravine. They look to the north, and can barely make out what looks like railway tracks, with the trail from the group that took Gundrens brothers leads to. The party decides to follow the tracks, hoping to find his remaining brother alive and well.

    As they travel along the tracks, they get the odd sensation of being watched, but as they peer through the darkness, they see no one, but can hear a weird noise that can only be described as wet. They walk past dark puddles, and several broken down minecarts that haven’t seen use in quite some time. Just as Demetrius is about to turn around a corner, Willowbark quickly grabs his collar, preventing him from walking into a gelatinous cube which was waiting in ambush. Noticing the sudden movements and exclamation from Demetrius, it starts moving towards the party, who is forced to back away from it. 

    The cube is not a dangerous foe, but it manages to swallow a few of the party members, who easily escapes its grasp with the help of the others. Theren who is in the rear of the group have been firing Eldritch Blasts at the cube, but suddenly find himself between a rock and a hard place, as the puddles they passed earlier proves to be more dangerous than first suspected, as they have creeped up towards the party from behind, explaining the weird sounds they heard earlier. 

    Just when the party thinks the fight is turning in their favor, a large yellowish ooze comes crawling from around the corner, straight for the disturbance in the tunnels. When the party tries to attack it, it just splits into several smaller parts, each attacking on their own, but through teamwork and clever use of repelling spells, they manage to take all the oozes down, and quickly retreat back to the ravine. 

    Finding Shelter

    Feeling tired, they realize that the cave might be more of a challenge than they first suspected, and decide to find a place to rest for the night. Not wanting to go back out, they look at the map Gundren gave them, and decide to try to find some place that might be defensible so that they can rest.

    As the map is covered with blood and quite deteriorated it is hard to discern a safe room for them to rest, but they see what looks like a sleeping quarters that seems to not be too far from where they currently find themselves. Not wanting to go through the cave with the large amount of bodies, they head back to the mines, hugging the eastern wall, and manage to make their way through it without encountering any enemies. 

    When they reach what they think is the correct door, they quietly listen in the hallway to hear if they notice any dangers approaching them, while Demetrius examines the door, checking for traps. He determines that it should be safe, so the party decides to open it carefully, hoping not to attract any nearby enemies that are lurking in the shadows. As soon as the door swings open, they can see six sets of eyes staring back at them, as a group of undead monsters notice their approach, and come rushing towards the entrance straight at the party.

  • Chapter 14: Monstrous Encounters

    23rd-24th of June, 853 TA

    A Place to Rest

    Seeing the group of undeads coming down on them, the party is quick to defend themselves, and force their way inside so as to not draw any attention from any roaming monsters nearby. Unfortunately the odor of the ghouls that reside within the chamber is extremely pungent, almost overwhelming to the party, but after a brief scuttle that they managed to contain to the chamber, the undeads lie defeated on the ground, and the party has a place to rest. 

    The party gathers the pile of corpses into the corner, as far away as possible from the party so that they can get some sleep without being awoken by the smell, and then search the chambers, as the rhythmic booming coming from further into the cave resonates through the chamber  every couple of minutes. To the northern wall, opposite of where they came in, they find a small shrine to a dwarven deity, with the symbol and effigy of a dwarf holding a pickaxe. Looking around the bones the ghouls were munching on, Penny and Demetrius find an ancient piece of parchment. On it is the same picture that they found before, the circle with four notches, but as soon as they pick it up it crumbles and falls away. 

    The party, satisfied that there are no more hidden dangers lurking in the room, decides to block the entryways in case something or someone tries to enter, and sits down to take a rest. Penny plays a quiet tune to the party on her viol, while Kal prepares some dinner for them to eat. While resting, the party theorizes as to what the rumbling noise they hear throughout the cave can be, with various theories ranging from dragons to earthquakes, but Kal suddenly connects the name Wave Echo Cave, figuring there is probably a large body of water somewhere within the cave causing the sound. 

    During their conversation, Granny, positioned strategically with her shell blocking the door, abruptly signals for the party to halt. A heightened sense of awareness fills the air as she discerns the approaching sound of heavy footsteps. The footsteps come to a halt just outside the door, and a cautious attempt is made to open it. Thankfully, Granny resolutely holds the door shut, preventing any unwanted entry.

    Minutes stretch on as the mysterious presence lingers outside, its intentions unclear. Eventually, the heavy footsteps recede, fading into the distance. The party collectively releases a relieved sigh, grateful for Granny's alertness to danger.

    Deeper Into the Cave

    After regaining some stamina and resources, the party carefully opens the door, checking to see if the coast is clear. As Granny perceived the footsteps to be moving east, they decide to backtrack to the mines and see if they can find a way forward from there. During the walk they still cannot shake the feeling of being watched, but after traversing through the mines they reach a staircase leading into what appears to be a larger room, and they can see a bunch of ghouls as well as some larger ghasts roaming the chamber. They try to think of a way to get the advantage, as the enemy far outnumbers the party. Figuring that remaining in the hallway will provide a choke point, the party decides to lure them towards them, giving them the benefit.

    Theren quickly fires a fireball into the room, catching several of the undead in it, which causes them all to spring into action. They fall for the party’s ploy at first, but the undeads seem to be more intelligent than first thought, as a large group veers off and heads away from the battle, while the remaining undead tries to attack the party through the hallway. Figuring that the undeads are trying to flank them by going around, Willowbark summons a moonbeam in the staircase, repelling the undeads who eventually manage to make their way through the mines, trapping the party between them. 

    As the party has defeated the group that was distracting them, they move further into the larger room, keeping the flanking group at bay. Penny notices that Kal seems to be more perceptive in darkness than she first thought, as she seems to make a point of telling the party that the coast is clear in the chamber, even though she shouldn’t be able to see anything. Eventually, by slowly moving the moonbeam closer to the undeads and firing at them with weapons and spells, they manage to take down the last remaining undead that resided in the room. 

    Looking around, the party finds that the chamber at one time was a room for gathering and celebration, as a large table with ruined chairs dominates the center of the room, with several smaller tables in the periphery. The ghouls and ghasts were once again feasting on the bones of the fallen dwarves and orcs, hoping to consume some remaining marrow, but the corpses have been there for far too long for there to be any sustenance left. On one of the corpses they find another piece of parchment with a symbol of the circle, and as Theren goes to the eastern wall, he can see a faint glowing green light further into the cave. Looking closer at it, they can see that it resembles a skull. Granny recognizes this as a flameskull, long dead wizards that have been awoken to protect by powerful necromancers. The group theorizes if it is the Mormesk they heard mention of in the notes from the Redbrand base.

    Realizing that the party has expended most of their resources, they decide to try to find another place to rest, and find a room on the map that might be suitable, just south of where they are. Sneaking down the hallway to the room, being careful to avoid the lumbering presence that roams the area, they find a door. The party tries to listen in to check if it is occupied, but as the footsteps rapidly approach, Demetrius kicks open the door and leads the rest inside. The room is mostly empty, apart from some barrels that have the writing “Phandelver Cider” on them. Once used to store drinks for the workers, the contents of the barrels have long since dried up. Noticing a chimney that vents the air, the party realizes that the room could be perfect to sleep in with a bonfire during the night if needed. The party takes a short rest again, and after the sentient coffee pot thinks it has claimed their souls, they wait for the footsteps outside to move on, before venturing out to explore further.

    Unseen Dangers

    Making their way down south of the chamber, the party once again encounters the large room with the corpses that they saw when they first entered the ravine. Examining the bodies they find that most of them are extremely old, probably from around when the cave was lost 400 years ago. Kal examines one of the orcish bodies and recognizes the emblems on the shield to be those of the Thax'ning Tribes north of Moroxia. A bit further into the room they find a fresher body of a bugbear, lying in front of a rather large stalagmite. When the party moves closer to the bugbear to examine it, the stalagmite suddenly starts to move, as large tentacles emerge from it, and the rock opening to reveal a large mouth with sharp teeth, as the roper that was hidden tries to attack the party.

    Several of the party members are suddenly grabbed by the tentacles of the roper, and as it reels them in close, it takes a bite out of the closest member, before some of them manage to break themselves free. The party quickly backs off, trying to avoid the tentacles, but it has a reach that spans all across the room, making it nearly impossible to go on the offensive  and stay clear of the ropers' grasp at the same time. Unfortunately, backing too far off reveals the source of the constant feeling of being observed throughout the cave, as a pair of shadows have stalked the party ever since they entered, waiting for the right moment to strike.

    Amidst a relentless onslaught from adversaries on both sides, Kal takes swift action, igniting her longsword to bathe the area in bright light. The heightened illumination serves to impede the encroaching shadows, but inadvertently exposes the party to the lurking danger of the roper. The ensuing battle rages fiercely, with every member of the group fighting valiantly.

    However, the roper proves to be a formidable opponent, ensnaring everyone except Theren and Granny within its menacing grasp. Even with Willowbark summoning her bear totem in a desperate attempt to aid their escape, the bonds remain unyielding. Granny's relentless hacking at the roper yields no success, and the dire situation becomes apparent as Penny and Willowbark sway on the brink of death.

    Suddenly, Theren finds himself caught under the relentless assault of the remaining shadow. Weakened and driven to the edge, he summons the last vestiges of his strength. Employing his arcane abilities, Theren swiftly teleports away from the shadow's clutches. As a final, desperate maneuver, he unleashes an eldritch blast, obliterating the shadow and reducing it to nothingness.

    In a moment of incredible resolve, Theren redirects his second eldritch blast, targeting the roper's eye with unwavering precision. The powerful blast strikes makes contact, shattering the creature's final resolve and causing it to collapse, liberating his trapped companions from their entanglement.

    Wanting to harvest the roper when they inevitably leave the cave, as it might have useful parts, Kal casts a ritual of gentle repose, which preserves its corpse, preventing the valuable parts from deteriorating. As she is in the middle of the ritual, the party suddenly spots the source of the lumbering footsteps through the hallways: a large ogre zombie patrolling the area. The party holds its breath as it passes by, but luckily it does not notice the party, and moves on. Kal quickly finishes her ritual, and the party sneak back to the safe room they found earlier, barricades the door, and goes to sleep.

    During the night, they all have various dreams about their experiences and hopes for the future, but something that connects all dreams is that they all have a presence in the dream. Nothing too overt, but every member of the party can see a sinister looking silhouette in the background, watching them from within their dreams.

  • Continuing Through the Cave

    As the party wakes up the next morning, everything seems to be normal, or at least as normal as can be when waking up in an ancient cave filled with undead. Everyone gathers around the campfire the group set up the night before, and as Theren sits down to eat, everyone goes quiet. He can feel the stares of his companions piercing him, so he asks if he has something on his face. The party tells him he’s blue, with Granny reaching over to touch his skin, and realizes that it is paint, so Theren grabs his waterskin to clean it off. He manages to get most of it, except for two circles around his eyes, making it look like someone has drawn fake glasses on him. 

    Theren takes out his knife, and wipes it clean with a piece of cloth, to check his reflection. He does a short incantation, and activates his detect magic, finding that he has been affected by some sort of illusion magic. Unsure of what the cause is, and considering it seems to be harmless, albeit comical, the party decides to not worry too much about it for now, and instead focus on the dangers of the cave.

    The group decides that the first order of action should be to take out the roaming ogre zombie that could cause a disturbance if it were to discover the party. Granny focuses her ears and tries to listen to where it might be, but the only thing she can make out is the booming coming from within the cave. Checking out to see if the coast is clear, they hurriedly sneak their way towards the room where they fought the first ghouls, in the hope of ambushing the zombie ogre.

    Waiting around, Penny eventually can hear the undead approaching, and so they all go into position in order to take it out quickly. As the ogre passes by, they all release their attacks at the same time, causing the monster to go down without any hassle. After making sure that the zombie is actually down, they move back to the chamber where they encountered the roper and the shadows, and take a closer look at it.

    The chamber is littered with corpses of men, dwarves, elves and orcs, signifying a large conflict taking place here. Most of the bodies are ancient, apart from the bugbear that the party didn’t have time to loot the day before, so Penny takes the opportunity to do so now. Looking around at the walls of the chamber, they spot sigils belonging to what looks like three different families. One of the sigils is easily recognized as that of the Mercier family, as it matches the one on the Longsword of Twilight that the party found in the nothic’s chest. One of the other sigils seems to belong to a dwarven family, judging by the hard edges and general aesthetic.  

    More Undeads

    Feeling confident that there is nothing more of value in the chamber of the roper, the party sees that there is a hallway leading south towards what probably once was the original entrance of the cave, and what is left are two entrances on opposite sides of the hallway. Approaching them they can see that the doors are much shorter than the rest of the cave they’ve seen so far, and figure it’s probably due to being dwarven made. One of the doors seems to be unlocked, so Penny carefully opens the door and peeks inside. There she sees a large room with a bunch of broken furniture, as well as remains of skeletons laying motionless on the ground. 

    Thinking at first that the room is safe, she suddenly stops herself from opening the door further as she sees a silhouette standing in the middle of the room. Theren tries to take a look inside, as Penny didn’t know what she was seeing, and he recognizes it as an undead, more specifically a wight. He tells the party that it steals lifeforce to stay active, and it’s highly unusual for it to be alone, and so the party should be careful if they enter. As they don’t want this thing to roam around and find them at an inopportune time, they decide to take care of it here and now.

    The party prepares themselves, and Demetrius kicks open the door, allowing Penny to surprise it with faerie fire, making it easier to attack. The beads of light flowing through the air attach itself to the skin of the wight, who screams a blood-curdling scream at the intruders, awakening the group of skeletons that were dormant in the room. Willowbark summons a moon beam, with Theren firing a fireball into the room. Kal uses her turn undead ability, taking down a few skeletons, with Granny using her axe after rushing into the room. 

    A measly group of skeletons accompanied by a wight proves no challenge for the party, and Willowbark takes down the leader with her moonbeam, causing it to melt into nothingness. After clearing out the room, they decide to look through the ruined furniture, finding a letter talking about Mormesk, and how powerful he is, recommending that whomever the letter was addressed for to stay close to him, as Mormesk can protect them. Kal, remembering reading about the weapon Lightbringer that was commissioned for a cleric, hopes to find the Forge of Spells soon. On one of the walls they found a box full of earplugs. At first wondering what they were used for, the resonating boom of the cave answers their question. They decide to move on.

    Crossing the hallway they decide to check out the other room in the area, and so Demetrius carefully listens to the door, but thinks that it is clear. He opens it carefully, and finds no enemies, but rather an old office of sorts. There are a few corpses inside, and they have to use force to open the door, as it seems they were trying to keep something out when they died. On the counter in the north side of the room there are some scales, indicating that this room was used for assessing ore samples and paying miners for their labors. Demetrius finds a strongbox beneath the counter, and tries to open it, but the lock is too deteriorated to pick, so they decide to take it with them to try later. They also pick up some of the parchments that have dwarven writing on it.

    In a small shrine to the north of the room has two gold pieces lying in it that have been there for as long as the cave has been lost, considering the dust. The shrine seems to be dedicated to Shehemis, as they recognize his symbol. Willowbark puts a gold coin in it, and suddenly feels blessed by the deity. Kal tries to do the same, but nothing happens. Thinking it’s either a limited time use or that she is following the wrong god she can’t be sure of, but in either case, they have taken what is of use, and leave the room.

    The Glowing Cave

    The party returns to the roper chamber, and heads east towards a faint light they can see in the cavern ahead of them. There is a faint green glow, and a sweet scent in the air, which Granny quickly deduces is poisonous. In front of them there is a vast chamber filled with mushrooms that have been allowed to grow freely for the last several hundred years. Among the mushrooms they can see corpses in various positions, most overgrown by the mushrooms. 

    On one hand sticking out on the path through the mushrooms, Granny spots a ring shaped like a skull. She points it out to the group, with Theren using his mage hand to retrieve it, bringing the finger it was placed on as well. He carefully shakes it out, and takes a moment to get a sense of the item, and notices it is magical. After identifying it, he finds it to be a Ring of Obscuring, useful to hide oneself from attackers. 

    The party figures that the mushroom will probably release a dangerous fungus that could harm the party if disturbed, so they don’t think they will be able to move through, no matter how fast they jump. Theren points out that the mushrooms are probably highly flammable, so a well placed fireball could easily clear a way for them, but he is hesitant, as that could potentially ignite the whole chamber and kill them all. The party decides to take the long way around to play it safe, as the map indicates that there is another path.

    Mormesk, Maybe

    They move away from the mushroom chamber, back to the large chamber where they fought the group of ghouls and ghasts, as they know there is a way to the northeast of there. Peeking around the corner of the hallway, they see the flameskull hovering around the room looking at things. They talk amongst them, thinking that this must be the mage Mormesk they have seen references to. Looking at the soft glow of the undead hovering in the room beyond, they decide to make a battle plan. They think it’s time to use the Bag of Tricks again, and take out the flameskull quickly, considering that it might be quite powerful.

    Penny and Kal both run into the chamber, and casts a shatter each at the flameskull, with Willowbark following close behind to throw a furry friend at the enemy. She manages to summon a direwolf that rushes forward and attacks the skull. Feeling things are going a little too easy, they suddenly notice the various corpses scattered across the room begin to move, as a large group of zombies rise due to the disturbance. 

    As the zombies come shambling towards them, the party takes a defensive position in the hallway, hoping to bottleneck the zombies so that they are not overwhelmed. Unbeknownst to them, the flameskull knows fireball. Realizing their mistake just as the small bead of fire they have seen Theren fire so many times before is heading straight for them, the party braces for the impact. Kal raises her shield, and manages to deflect from herself the flames that erupt, but the rest of the party isn’t as lucky. 

    The party manages to eventually take down the skull, which drops to the ground, flames extinguished. Taking some time to finish off the zombies that remain, Willowbark quickly picks up and uses dispel magic on the skull, preventing it from reanimating as Granny has heard rumors of the flameskulls being difficult to kill. Theren hopes to keep the skull as a souvenir, but as soon as the spell is cast, the skull evaporates into a fine dust in her hands. Theren decides to keep the dust, hoping to find some use for it. 

    The dire wolf, whom Willowbark has decided to call Mr. Fang surprisingly made it through the battle. Seeing no more enemies, and wanting to play it safe, they reconvene at the safe room they have used so far, and take a short rest. During the rest the dire wolf suddenly fades into nothingness, and the party realizes that dawn just arrived. 

    War Crimes

    After the rest the party heads back to the room where they fought the flameskull, or Mormesk as they are now sure it was, and realizes that the room leads both east and west. Wanting to find Gundren’s brother before it is too late, they decide to try to head west, towards where the tracks were going. Crossing the room and entering the hallway, they see a closed door in front of them. Checking the map, they find that there is a room beyond it, and as they try to open it, they find that it is barricaded from the other side. But Kal is nothing if not stubborn, so using all her strength, she pushes the door with all of her might, managing to open it slightly, allowing the party to help.

    As the door swings open, they see several bugbears on the other side, groggy and tired, with shocked expressions on their faces as they obviously thought the barricade could keep out anything. The bugbears demand to know who they are, with Demetrius trying to claim to them that they are with the Black Spider. Being proficient in bullshit, Demetrius manages to convince them that he is telling the truth, and demands that the bugbears line up in formation. It is unknown if it is the shock of being rudely awoken or the intimidation, but they actually listen to him and form up into a line by the wall. Demetrius sees his plan working and shouts to Theren to use his fireball.

    Theren wastes no time, throwing a bead of fire straight at the bugbears, managing to get all of them within the flaming eruption. The bugbears, being surprised by the whole situation are easily dispatched and killed, apart from what appears to be the leader, who they knock out. They tie him up, and search the room, finding some coins as well as a potion.

    After looting the room and placing the bugbear chief next to the wall, they wake him up. Granny immediately casts charm person on him. He is disoriented, and extremely angry, but feels that he can trust Granny. They ask him his name, which he gives as Kragnarg Bash. They ask why he’s here, and he tells them the Black Spider hired them to help look for something in the caves, and tells them where they can find him. He is in the temple of Dumathoin, just around the corner. They ask more details about the Black Spider, and he tells them the name he knows him as is Nezznar, and that he indeed is a drow. None in the party recognize the name. Nezznar hasn’t told the bugbears what they are looking for. Kal deduces that the bugbear isn’t withholding any information.

    During the talk, Kragnarg keeps looking towards the door, as if he is worried about something. The party tells him they took care of the undead, so he calms down a bit. When asked about what abilities the Black Spider has, he just gives a cryptic response in that he changes when he gets angry.

    The party huddles together to discuss what to do with Kragnarg, and as they do, the bugbear sees his opportunity and breaks free of his bonds. The party surrounds him, and prevents him from escaping, telling him to break away from the Black Spider’s influence. Willowbark gives a heartfelt plea to try to redeem him, and offers him a way to live away from danger in peace, and tells him she can give him the way to her tribe. Granny tells him in the kindest way that she can that if he doesn’t they will be forced to execute him. After thinking for a while, weighing his options, he eventually agrees, as long as the party provides him with healing, some rations, and promises not to tell the Black Spider. 

    They agree to the terms, and provide him with the supplies, with Willowbark telling him how to get to Faunus’ Forest, as well as how to get in contact with her tribe. Kal watches his body language, and finds that he probably just wants to get away from here, alive. They send him on his way, and he disappears into the dark caves, heading towards the ravine.

    Facing the Spider

    After taking a short rest, with the cursed coffee pot whispering gleefully at its growing influence over the party, they decide that it is time to face the Black Spider once and for all. Exiting the room, they find a short staircase to the north, and see remnants of spider webs in the corners of the hallway. Turning the corner, the hallway is positively covered by it, and they have to break much of it away in order to reach the large double doors that lead into the temple. As they open the door, the first thing they notice is the large statue of a dwarven deity, presumably Dumathoin, holding a large warhammer with large emerald eyes. Some pillars that hold the roof up have broken, and the roof itself is covered in spiderwebs, with a large hole in the middle of it. 

    To the side of the room, a drow seems to be looking at something with a bugbear, and as the door opens, he looks over at the party. The drow is clad in what appears to be expensive clothes, with black and red silk adorned with trims of gold. Around his neck there is a large spider necklace, and he carries a staff with a spider adorned on the end of it. The party thinks it’s a little over the top, but the name fits at least. 

    “Ah, so we meet at last. Nezznar Khalazza, at your service.”

    The drow bows to the party, and then proceeds to list every party member's full name, showing them how much he already has learned about them. He asks them if they have dispatched with all of his minions, and Theren lies to him by saying that they didn’t give them much of a choice. 

    The party wants to know what the Black Spider is doing here, and demands the return of Gundren’s brother. He ignores the demand, and instead tells the party that he is searching for something of great personal value to him in the caverns to the east. Apparently the flameskull has proved to be a bigger nuisance than Nezznar first thought it would be, and his troops are unwilling to get too close. 

    Nezznar offers the party a job, to help him reach the Forge of Spells, or hand over the map that he has been searching for so that he can find another path to it. The party is careful not to mention to Nezznar that they have already taken care of the flameskull and the undead. He mentions Morgan’s name to Penny, and seems to hint to her that he was present in Centahelm the night he disappeared. She replies that she didn’t see any drow in the crowd that night, but he simply answers condescendingly that he of course didn’t look like he does now. He probably took the form of an old man so that she wouldn’t notice him. Penny asks when this was to prove it, and he replies that it was about two months ago. Kal can sense that he isn’t being completely truthful about this, but doesn’t say anything yet. 

    When Theren chimes in, he mockingly calls him “Theren With The Copper Eyes”, several times, and tells him to be quiet, as he cannot bring anything of value to this conversation that he doesn't already know. He asks Kal if she knows of Centahelm, hinting that he knows it’s her hometown. A veiled threat to her family? He asks again to consider his proposal, telling Demetrius that he has to find a way to pay for the daggers he has ordered. Kal asks why he keeps tabs on them, and he responds to the party that he was told.

    “I may have been told that you could be important, by my patron.”

    He doesn’t reveal who his patron is when asked. But he admits to the party begrudgingly that he knows the least about Willowbark, as there seems to be no records of her prior to a few months ago. 

    “But please, no rush, take some time to confer about my proposal”

    He strikes the floor twice with his staff, and the doors behind the party close shut and lock themselves, before returning to the bugbear and talks with it in a low voice. Luckily for the party, Willowbark can read lips, and she sees that he is telling the bugbear that if the party doesn’t help him he won’t need them anymore. The party discusses quietly and thinks about the pros and cons. They could avoid fighting Nezznar, but they don’t know what they are providing to him, so they don’t want to risk it being a danger to other people. They ask Nezznar what they would receive if they helped him, to which he responds “Money, your lives and a favor down the line.” 

    He goes on to say, noticing the party’s reluctance, that he knew when they arrived at the cave, as his spies are everywhere, and that beating his men was his way of testing the resolve of his minions. A test they sadly failed, and if they were alive now, he would execute them for their weakness. When asked why Gundren is so important, he tells them that his knowledge is important, but he confesses to having never met him in person.

    The party tells him that they talked to Zelya in Cragmaw Castle, and wants an explanation about his goals. He tells them that the greater good, in his eyes, is equality between his people and their people. Wanting to convince the party, he tells them the artifact he is searching for is a key. A circular shape, and not really any use for the group, or so he claims. They ask where the key goes, and he tells them the lock is out of their reach. 

    The party tries to argue that if he does what he is planning on doing, he will take away something from everyone, without them even having a say in the matter.

    “Yes, I will. It is a consequence of what I do, but it is not our goal.”

    Willowbark proclaims that she will never work for or follow someone of whom she doesn’t know the true intentions of, and in the end, hers and his goals, his being to remove all magic, don’t seem to align. And so she tells him that she has to refuse, with the rest of the party backing her up.

    “So be it.”

  • Chapter 16: Facing the Black Spider

    24th-26th of June, 853 TA

    The Wrath of the Spider

    The party sees Nezznar getting into a fighting stance, and can spot the bugbear in the back of the room taking out a warhorn, to signal reinforcements. The doors behind them being closed and locked, they have no way out, so they immediately try to spread out, with Demetrius taking the first strike throwing a dagger straight at Nezznar. He retaliates by summoning large spider webs from his staff, trapping most of the party. 

    Even though they see the bugbear preparing to summon help, the party focuses on the true danger: Nezznar. With all their might and magic, they pummel him with attacks, which overcomes him and he falls to the ground as the spider amulet around his neck shatters. He screams in horror at the development, and lies writhing on the ground as the bugbear blows the horn. Elmroot summons a panther from her Bag of Tricks, and it approaches Nezznar in order to finish him off. The panther bites into his neck, and Nezznar goes limp. 

    The bugbear stares at his master, and over to the party, first with disbelief, but then has a slight smile. The body of Nezznar suddenly begins to convulse violently, as large spider legs come out of him as his lower torso transforms into that of a spider. 

    “I have been on this plane for over 3000 years, did you really think my path would end with you?!”

    Nezznar reveals his true form to the party as that of a drider. Although it is a monstrosity, Granny is not too familiar with this creature, but can tell that he has very thick skin, making it hard to penetrate. As she tries and fails to attack him, he snidely tells her that she is getting too old for this. As Demetrius attempts to strike him, he asks him sarcastically how his mother is doing. 

    Theren tries to fire his eldritch blast at him, but the Black Spider is too quick for him, and he growls at Theren “pathetic!” and summons his children into the field, as three giant spiders emerge from the ceiling and drop down to assist. Willowbark sees the battle isn’t going the way they hoped and turns into a bear, before attacking and killing the bugbear. Theren takes out his coin, speaks the command word, and darkness erupts from it. He throws the coin into the corner, bathing the area in darkness, providing cover from Nezznars attacks. 

    Penny casts a repelling spell at Nezznar, which he surprisingly is unable to resist, so he is forced away from her, and climbs on top of the statue to the north of the room, before uttering a foul incantation to his god.

    Forgotten one! Lend me your power to defeat my enemies!”

    As he says this, he is covered by a veil of horror, as his visage turns bleak, with large shadowy tentacles emerging from his body, as he takes his form of dread. As this happens, reinforcements arrive, and three more bugbears enter the room from the hallway to the east. Willowbark uses her spell scroll of erupting earth to damage Nezznar, as well as take down a spider. He retaliates with a hellish rebuke, and nearly kills her. He turns to her directly, and screams at her.

    “I will kill you and then I will burn down your whole fucking forest. Your family will die for nothing!”

    He blasts her again with a powerful spell, causing her to take a vast amount of necrotic damage, and goes unconscious. Kal runs over to her and heals Willowbark. She awakens, alive, but badly hurt. At this point, most of the party hides from Nezznar in the darkness that Theren summoned, but Granny bravely emerges to attack Nezznar, who is on his way to finish them off. She manages to get in a couple of hits, but the Spider looms over her.

    “That was foolish. Brave, but foolish.”

    He takes his sword, and slices Granny several times in succession. She keels over, as the attack was too much for her to bear. Still alive, but in grave danger.

    The Fall of Nezznar

    Kal in a desperate attempt channels the wrath of Udall, and sends a lightning bolt to strike her foe. Nezznar laughs at her “weak” attempt of destroying him, and moves closer to the darkness in the corner. She strikes him once more, which proves to be a fatal mistake, as he suddenly erupts in an explosion of necrotic energy. Penny, Theren and Willowbark all keel over and close their eyes, close to death. Granny stops moving, her final breath expended.

    Demetrius suddenly comes jumping out of the darkness, and to Nezznars shock and surprise, the blade makes contact with his neck, as Demetrius shouts “For my mother!”. He uses all of his weight and momentum to violently slam the drider down to the ground. Nezznar lies on the ground, convulses for a few seconds, before he stops breathing. His wound sizzles with necrotic energy. 

    Demetrius stands there in total shock of what he just did, before he starts moving over to his friends. He reaches Penny and Granny, and tries to stabilize them, but realizes that it is too late for the tortle. Kal comes out of the darkness after making sure Willowbark and Theren are okay, and walks over to Granny. She sits down, with her, looking at her wounds, before pulling out the scroll of revivify they found at Cragmaw Castle, saying the short incantation required to activate the scroll, and places her palm on the chest of the tortle. Demetrius and Penny see a violent storm brew within Kal, as lightning emanates from her core, running down her arm, and into Granny. The tortle opens her eyes, as she is brought back to life.

    With the rest of the party saved, they decide to look through the room and check the body of Nezznar, which is still sizzling with energy, leaking from his wound. At the table they find various maps and notes about the cave, a few gemstones and golden cups, as well as a pouch filled with various coins. Most interestingly they find a translucent stone that glows from within with blue and green. Theren recognizes it as a Hearthstone, allowing quick travel to a previously set destination.

    On Nezznar himself, they retrieve his staff, his sword, which Granny takes, as well as a small rock with a face, decorated with a spider. A sending stone, one of two. He also carries in his inner pocket a letter that speak of the key, written in elvish:

    “It is of the utmost importance that you retrieve the key - M

    Granny, having come to again, takes out a few vials and gathers some poison from the spiders, before the group decides that they should take a short rest in the safety of the temple before moving on towards the Forge of Spells itself. As they sit down to take a breather, they can hear approaching footsteps from the hallway to the east, but as the group stops talking, they stop, and after a few seconds they can hear them hurriedly run away. Theren runs after to see if he can spot anyone, but they have disappeared. Worried that they will return, the party takes the rest with an extra eye on the hallway.

    Too Late

    When the party feels rested enough to continue, they decide to head to the eastern hallway to explore further. There is a locked door to the north, and when they try the keys that they found on Nezznars corpse, it opens. Inside the room is dark, cold, and has the distinct odor of death. Looking in, the room seems to at one point have been used as a living quarters for the one who looked over the shrine, but now being used for a prison cell. At the center of the room, the second Rockseeker brother lies unmoving. They examine his body, and discover it to be badly beaten and tortured, presumably for information he was unable to give. 

    Willowbark does whatever she can do for him, and druidcrafts some flowers from her seeds, and places them on his chest, along with some nice rocks and sticks she has picked up along the way. She kneels down next to him, performs her ritual and delivers a small prayer, hoping that the spirit can be guided to its final resting place. The rest of the party looks on from a distance, with a sorrowful expression on their face, having failed their mission to save Gundren’s brother. When Willowbark finishes her impromptu burial, they leave the corpse where it lay, and locks the doors behind them, letting the dwarf remain undisturbed until it can get a permanent resting place.

    Towards the Forge

    Continuing their journey along the eastern hallway, the party arrives at a vast ravine where the recently arrived bugbear reinforcements have been engaged in extensive excavation work. The sight of ladders, ropes, and tools designed for breaking and moving rocks indicates their relentless search for anything of importance. Seeing the potential, the party decides to thoroughly investigate the area, hoping to uncover valuable artifacts or information.

    With the potential for discovery, they dedicate a few hours to carefully exploring and excavating the site. After a while, fatigue begins to set in, but just as their energy wanes, Theren stumbles upon the remains of a dwarf buried beneath a pile of rocks. Judging by the dwarf's age and the collapsed cavern, it becomes evident that the unfortunate soul had been trapped there for several centuries.

    Most of the dwarf's belongings hold little significance, but Theren's attention is drawn to a pair of gloves worn by the deceased. Noting the markings on the gloves, he deduces that they are likely Gauntlets of Ogre Power. Recognizing their potential value, he carefully removes the gauntlets from the dwarf's lifeless hands, acknowledging the usefulness they might provide. After having found little else of value, the party decides to continue onwards toward the forge itself.

    The party makes their way up the other side of the ravine, as they can see what appears to be an old river that has since died out or been cut off, most likely by the ravine as it collapsed. Helping each other climb to the other side, they discover that the waterway leads to the chamber where they fought the flameskull, with the river once feeding the furnace the dwarves used for crafting weapons for use with the magical forge. Continuing onwards, they reach the end of the waterway, and discover a huge underground lake which gives the cave its name, as massive waves slam against the walkway, causing the whole area to be drenched in water, before the water recedes, repeating the pattern.

    Seeing as the walkway has been polished smooth by the years of water washing it, they realize the danger of crossing it, and so make sure to use ropes to tie to each other, in order to safely cross without falling into the water. Seeing movement in the depths below, they figure they don’t want to fight whatever resides below, waiting for them. After safely getting the last member across, they continue southwards toward the final area, presumably the Forge itself.

    The Forge of Spells

    When the party reaches the large cavern they could spot on the other side of the glowing mushroom cave, Granny discovers that the walls appear to be covered by runes, surrounded by glowing gemstones embedded in the rock. Theren figures that the runes are probably in place in order to focus the magic to a certain point, presumably the Forge of Spells. WIllowbark tries to detect magic, but is overwhelmed by the sensation, as magic energy covers the entire chamber, but is stronger near one of the buildings that have been built into the cave. Demetrius walks over to the door of  the building and peeks inside.

    Within, he can see three cauldrons of flames, blue, green and red, but the green is shining much brighter than the others. Beyond them there is a big platform with an ornate anvil, radiating with purple energy, presumably fed by the cauldrons. Next to the anvil they see an ornate mace lying, covered in dust. They found the Forge of Spells. Behind it, on the wall, there appears to be a crack, wide enough for someone to walk through, with a red glow coming from within. Even Demetrius, who has no arcane or divine abilities, can feel the energy of magic flowing in the room. 

    As the party enters the room and begins to explore, looking around the various workbenches to see if there are any interesting loot or hints to what Nezznar was looking for. Just as Penny is about to touch one of the weapons, she can hear a voice saying “I wouldn’t do that if I were you”.

    From hiding in the ceiling, a creature suddenly appears, floating down. It is green, has a big eye and mouth dominating most of its round body, as well as four eyestalks that come out of it, looking at the party. The being approaches Penny, and speaks weirdly good common, telling her that it really doesn’t want to kill her, or anyone, and so asks them to please not touch anything. It says that the party is free to look around however, as long as they don’t disturb anything. 

    The party looks perplexed at the being, seemingly so friendly, but looking so abnormal. They ask how long it has been there, with it telling that it must have been a couple of years now, it is unsure, but it was summoned around when the forge first was made. The party realizes that the creature has a bad sense of time, and asks for a name they can call it, but it tells them rather confidently that it has no name. They try to tell it that the cave has faced an attack and a large part of it collapsed, and everyone who worked in the Forge is long dead. It tells them that that cannot be right. It heard a great commotion a while back, and some stuff collapsed, but nobody came to relieve it so it still has a job to do. And it prides itself on doing a good job, as a wraith keeps coming in, trying to approach the forge, but the creature chases it away every time, looking happy with itself.

    The party asks about the function of the forge, and the creature gladly tells them that the forge works by channeling energy from different planes of existence. The middle one is still sort of functioning, but it cannot get the other two to work, no matter what it tries. They ask to describe the wraith, and it tells them that it looks like a typical elf, kind of transparent, but definitely an elf. It keeps introducing itself, and the creature has a hard time remembering what he says he is called, but remembers it begins with M. Penny suggests Mormesk, and the creature happily exclaims “Yes, that was it! Mormesk! Interesting fellow”.

    The Key

    The party looks at the crack in the wall, asking the creature if it is okay for them to check it out. It responds that it wasn’t there when he was summoned, and so isn’t part of his responsibilities, so they are free to do as they please inside. They enter, and can see what appears to be a natural cave, but without any entrances other than the crack in the wall. In front of them, they see the source of the red glow, as two large hooded statues stand next to what is unmistakably the key they have seen illustrated on the various pieces of parchment throughout the cave. It seems to be made of gold and platinum, and is covered in a weird writing that looks like a mix of celestial and abyssal.

    As this is happening, Willowbark and Penny are talking to the creature, which seems to be very happy having someone to finally talk to, and asks the party to stay for a long time. They both manage to accidentally convince him that they have been telling the truth the whole time, that the cave collapsed 400 years ago, and that the wizards are all dead. The creature looks disappointed at first, and then exclaims that if what they’re saying is true, then he has no purpose anymore, and suddenly vanishes in an instant. They both blink, confused, and then go to join the others in the chamber. As Penny tries to go through the crack, she can feel a force holding her back, but she manages to get through with a little effort.

    The party stares at the key hanging from the wall, Demetrius walks over to it, and tries to pick it up. Nobody tries to stop him, but as he stretches his hand out to reach for it, something within him stops him, and he gets the feeling that he cannot do it, so he retreats. Penny sees this and tries to pick it up as well. Noticing that the chamber tried to keep her out, the party brings a few protests, but Penny doesn’t care. She sees a shiny thing, and by the gods she is going for it. 

    As she reaches out, her fingers make contact with the key, grabs it, and she pulls it free of the wall. For a moment, nothing happens, but she can suddenly hear a voice from deep within her mind.

    “A new hand touches the key…”

    Penny gets pulled into a void, filled with nothingness, with her party members disappeared, leaving her alone in the empty space. The voice returns, speaking of her bloodline, that many call tainted, but the voice considers it the purest of all. 

    Penny looks around to find the source of the voice, but she is all alone. It sounds like it is coming from her own mind, but at the same time circling her, as if the source of the voice is walking in circles around her. It speaks of her childish desire to be independent, and claims to see greatness in her future, her whole path laid in front of her, and that it can lead her to the path to that greatness. Penny is unconvinced at first, but then the voice speaks of Morgan, her lost mentor.

    “I know where your beloved Morgan lies. It is not too late. With my help, you will help him. And in turn, you will help me… Do you accept my gift?”

    Penny thinks about it for a while, but decides to accept, much to the joy of the voice. It tells her to use its gift, and as the first step is always the hardest, she is past the worst hurdle. It also explains to her that with each part of his “gift” she will become stronger, and come closer to her goal of greatness. The voice grows more distant, before it vanishes completely, and Penny is suddenly back in the chamber, holding the key in her hand. The others have not felt anything happening, and no time has passed for them, but Penny can feel the experience has drained her, causing her to become exhausted.

    The party sees that Penny has grown more lethargic, and notices that she can’t move at her usual pace, so they question her about what happened, but she just gives a vague excuse about the experience being a bit much. When asked, she tells Theren that she feels as if the item “accepted” her, but when he asks if he can use the identify spell on the item, she becomes hesitant, as that would require him to touch it. Worried, but with nothing they can do, the party emerges from the chamber, and returns to the Forge.

    Exploring the Forge

    Now, as the creature has vanished, they are free to look around the room. They find a few weapons that seem to be prepared to be enchanted, but for now they are just mundane. Kal goes to examine the mace that lies next to the forge, but discovers that this too is unfinished. She puts it on the anvil, hoping that something happens, but nothing does. Granny comes across a breastplate on one of the benches that seems to be finished, possibly magical.

    Theren, examining the various papers and notes on the workbench, and not understanding any of it, notices in the corner of his eye another tarot card, identical to the one they found in Venomfang’s lair. He picks it up, examines it, and takes note that it is not covered in dust, although it lay underneath a sheet of paper, as if it was just placed there. He looks around where he found it, finding the dust to be undisturbed. Curious, he places it with the other card they found, and a small flash, barely visible appears for a split second. Seems the party is starting a collection.

    After putting away the cards, he turns his attention to the forge itself, specifically the cauldrons feeding it. He guesses that the blue cauldron is aligned with the elemental plane of water, the red with the elemental plane of fire, while the middle one exerts positive energy, what can best be described as life. Together they fuel the forge, but as two of them seem to be malfunctioning, there is little to be done. Demetrius walks over and puts one of his daggers in the middle cauldron, and when he takes it out he finds it to be imbued with magic, albeit temporarily.

    The group is unsure what to do next, and Willowbark worries about the wrath that the creature spoke about that seems to be interested in the Forge. They decide to wait around as Theren sits down to do the ritual on the magic breastplate they found, and discovers that it is a breastplate called Dragonguard, that was made to be effective against dragons and their attacks. Just as the spell releases however he realizes why they feel the air itself being magical, as a wild magic surge happens, and Theren grows to twice his size, exclaiming in annoyance. 

    The Wraith

    After a short while, Theren shrinks back down to his regular size, and the party is relieved that they didn’t have to fight the creature from before, as that could have been catastrophic. They decide to explore the final building just south of them, figuring that is where Mormesk must reside. Walking there they can feel that the magic grows weaker, which is somehow a relief. They come to a set of double doors leading inside, and Demetrius decides to examine them for traps. Feeling confident that the doors are safe, he opens them, and walks inside. The room is trashed, with books and parchment scattered across the floor, and most of the furniture has been ruined over the years, and it seems like a fireball went off at one point. In the corner, he can spot a chest that seems to be intact. 

    Walking over to it, he can suddenly feel a rush of cold air overcoming him, and he can hear a menacing disembodied voice coming from the area around the chest.

    “Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!” 

    A wraith, clearly elven when it was alive, suddenly appears in a flash of blue light, ready to pounce on Demetrius, but the rest of the party comes rushing in, trying to calm it down, saying they meant no offense, they were just exploring the abandoned building. It seems to listen to them, and doesn’t attack immediately. It introduces itself as Mormesk, and tells them that he lacks access to the forge, and that he has to “leave”, but he cannot as long as he is hindered in finishing his task. 

    The party tells him that the creature in the forge has disappeared, as they convinced him that his job was done. This seems to cause the wraith a great relief, and he tells them that the creature didn’t recognize its creator, and tried to attack him. With the creature now gone, the wraith tells the party that he will go and finish his last task, and that the party is free to take whatever treasures remain in his quarters as a reward. Mormesk suddenly begins moving in a straight line towards the forge, so the party runs towards it, not wanting to miss the show.

    As the party returns to the forge, they can feel that the magic is even more powerful now, but at the same time more contained. Opening the doors they witness Mormesk placing his hand into each of the cauldrons that were dormant, causing them to flare up as the energy is renewed. He then turns his attention towards the anvil. The party cannot see a hammer, but Mormesk summons a spectral hammer in his hand, picks up the mace that Kal placed on the anvil, and begins hammering it with energy. 

    With each strike, the cauldrons flare, and the form of Mormesk becomes more and more defined, as if he is returning to his old self, and the party is almost blinded by the energy of the magic being imbued into the mace. After a few minutes, Mormesk has returned to his former self, a magnificent elf with a silver crown, and elegant clothes. He picks up the mace, holds it up in the air, and utters the word “perfect”. As he vanishes in the blink of an eye, the mace drops to the floor. Theren goes to pick it up.

    After witnessing the creation of the magic item, they return to the wizard’s chambers, and decide to look in the chest, finding a few useful items, a few diamonds, some gold, and a pipe with patina on it. Seems to be a magical pipe that can help read people.

    Looking around the room, Penny finds a book that piques her interest, as she can feel a magic energy emanating from it. Opening it up, she finds it to be a Songbook of Sorcery, allowing her to get some sorcerous powers that can fuel her spells. Searching the rest of the room for other oddities they also find a map hidden between a couple of pages of a book. It seems to be describing a location near some mountains, but it is written in dwarven, meaning they cannot understand it. Based on the layout, it seems to be near the Twilight Peaks in the far north.

    Clearing Out the Cave

    The party returns to the final area they barely glanced at when they took the final path towards Nezznar, seeing a large cavern with an indoor lake of dark water, impossible to see through. Granny and Penny goes swimming, as Penny has a cap of water breathing, and Granny can hold her breath for long periods, they decide to scour the depths of the lake, in search of lost treasures.

    As they use a long time, Theren sits down to identify the various objects they found, and finds that the mace, called Lightbringer, is particularly effective against undead, and can bring light just as the Longsword of Twilight can, so he hands it to Kal, as it is perfect for her. She gladly accepts it. 

    Granny and Penny eventually emerge from the depths, having found a long lost skeleton that had a few valuables on it, but both of them feels that the wand that it was holding is the most exciting thing, and quickly hands it to Theren to identify. He discerns that it is a Wand of Magic Missiles, quite useful against difficult to hit enemies. He hands it to Willowbark, as she could make good use of it.

    Feeling confident they have found what is left to find in the cave, they return to where they heard the footsteps earlier. Willowbark wild shapes into a wolf as they have a great sense of smell, with Granny helping her by finding the tracks of whatever almost encountered them. They follow the path, and Granny sees by the tracks that it is humanoid. It eventually leads them back to the ravine, ands tops at the rope leading back up to the exit.

    They decide to head outside to check if Gundren is okay, and as they emerge, they don’t see him at first, but when they make themselves known, he emerges from some bushes and hurriedly runs towards the party, happy to see them again. They ask if he saw anyone emerge from the cave, and he tells them that he saw a drow walk out a while back, and that he moved toward the forests to the west, out of sight. Gundren asks if they found his brother, to which they share the sad news about his demise. Theren gives him back the map of the cave, the last remnant of their quest. Gundren quietly goes over to the grave he dug for his brother when the party was exploring the cave, and sits down, grieving in silence.

    After Gundren returns to them, still teary eyed, he asks about what the party found, and they tell him about Nezznar, his minions, the undeads, the forge itself, the wraith, and lastly, the Key. He thanks them for the information, taking note of everything they tell him, and figures he has to find a way to remove the corpse of the Black Spider, as the party could still see it sizzling with necrotic energy just before they left.

    Not wanting anyone else to come across the cave and taking it for themselves, they decide to camouflage the entrance, hoping to hide it from other treasure hunters. The party gathers their equipment and places them on the horses, while Gundren goes to say goodbye to his brother, before joining them on the journey back to Phandalin.

    Back to the Beginning

    During the trek back, Theren experiences more mishaps, as his hair has disappeared during one of the rests, and begins to suspect that the deck of cards that he bought from The Feylocker may have had a curse on it. Casting identify on it confirms his suspicions, and if he takes too long to draw a card, he gets “punished”. He decides to wait until they’re back in Ruins of Phandalin before he draws any cards, not wanting to risk delaying the return.

    When they eventually reach Phandalin at dusk, Sildar can see their approach, and so comes to greet the party. Happy to see Gundren again, he asks how it went, considering his friend seems a bit gloomy. THe party tells him that his brothers didn’t make it, with Sildar expressing his condolences. The party updates him on the status of the forge, and that they managed to clear out the cave. They also talk about the Black Spider, and tell Sildar that they managed to defeat him, but that one of his minions, another drow, managed to escape from the party, and ran away to the west. Sildar tells them he will see what he can do about finding him.

    Penny gets closer to the discussion, and shows Sildar the key she picked up in the cave by lifting part of her bag that is hiding it. He calmly walks over to her, lowers the flap to hide it, and tells her that she should be more careful with who she shows it to. He doesn’t know what it is, but he recognizes divine writing when he sees it. She asks if he wants to take it from her, but he tells her that he is a Forgeblade, and has no interest in such things, being a protector, not a conqueror. They ask if he knows who to talk to about it. Sildar thinks for a moment, before mentioning that someone close to the king might know more. He tells them to seek out Bertram Honeypot, as he would probably know something useful about the item.

    The party thanks Sildar for the experience, and he bows in return. Gundren chimes in, having come to after the journey, and tells the party that as promised, he will give them a share of the profits when he gets the forge up and running again. They all head back towards the center of Phandalin to check in to the tavern, wanting the rest of the evening to calm down.

    Winding Down

    The party separates and does their own thing for the rest of the night. Penny runs to the Lionshield Coster just as it is about to close, and buys some ball bearings and some bolts for her crossbow, hoping to get good use of it in the future. Demetrius goes to the tavern and orders some wine, sitting in the corner while writing in his little notebook. Kal asks Toblen if it’s okay for her to work in the kitchen for the night, which he sees no problem with. She doffs her armor, and goes to work. Granny goes for a walk and heads to the outskirts of town, sitting on a tree stump, reflecting on the recent experiences, contemplating the experience of dying, as she is sure that she saw a woman while she was between worlds. Pip flutters around her, trying to cheer her up, but she is lost in thought. 

    Theren retreats to his room, and carefully takes out the Deck of Certain Things, hoping that drawing a card won’t be too cataclysmic. The card shows a picture of an acorn. As the card burns away, disappearing, a large group of squirrels suddenly manifest in the room, and seem to be terrified of Theren, so he opens the window to allow them to escape. He can feel that the curse has been released, and he will have to pick a card again soon, lest it return.

    Willowbark sits in a clearing a bit away from the inn, closing her eyes, trying to focus on her god and tries to reconnect with nature, as she has had little time to do it lately. As she sits there, meditating, she can suddenly hear movement, and as she opens her eyes she sees a large group of squirrels running past her from the town, and into the trees. She laughs, and lies down to sleep.

    Penny sits in her room, holding the key in her hands, studying it. She sees her own reflection in the shiny metal which doesn’t seem to stain, terrified of the thought of the rest of the party wanting to take the key away from her. She thinks to herself that they promised they wouldn’t, but a voice deeper within says that she still has to be careful, otherwise they will force it away from her. As Penny goes to sleep she dreams of a pale figure with hollow eyes staring at her the whole night.

    End of part one

  • Leaving Phandalin

    Granny wakes in the morning to the sound of people sawing and hammering. Looking over, she can see a group of people working on some cutouts, using paints to color it in, to apparently depict the sun. She wanders over to them, Pip in tow, and inquires as to what they are making. They tell her that the Festival of the Sun is fast approaching, so they want to prepare for the festivities. Excited, Granny runs back to the inn to find the rest, but finds only Penny, who seems to have awoken earlier than normal. She tells her about the upcoming festivities, which makes Penny light up with excitement. Wanting to let the party rest as much as they can, they decide to leave the inn and look around at the preparations instead. 

    Willowbark is awoken by a cow licking her face, as she fell asleep in their pasture. She gives the cows some well deserved scratches, happy to have woken among them, and then sees Granny and Penny wandering out of the inn, so she goes over to meet them. She tells them about the large group of squirrels she saw last night running towards the woods, remarking how unusual it was, ignorant to the true cause of the event.

    When the rest of the party wakes up and goes down to eat breakfast, Penny, Granny and Willowbark return, and join them at their table. Toblen brings over their food, and inquires if they are staying for the festivities. Demetrius tells the others who are unfamiliar with the festival that it is a big deal in his home town of Cantalos, and is usually celebrated with lots of grand parades, flowing wine and beautiful women in the streets. Theren, seeing the faces of those not used to the celebrations, explains that it is a large festival that celebrates the sun and its importance for the world. There are usually games, good food and various kinds of entertainment to enjoy. 

    The party decide they want to celebrate, but Toblen admits that although there are some fun games held in Phandalin, it’s nothing compared to the one in Maplemere, which is much more grand and better organized than the one they have. The party figures if they’re going to enjoy it, they might as well ENJOY it, so they decide to set out towards Maplemere to partake in the celebration there. 

    After breakfast, Penny asks Theren if he would be willing to examine the key for her, wanting to know if it is dangerous to be carrying it around. They head to Penny’s room, with Theren sitting down, explaining that he has to touch the item. She reluctantly holds it out, and he touches it with his finger, as he starts doing his incantations to cast the spell. He has a weird feeling by being in contact with it, but after 10 minutes the spell goes off, and he gets an indication of what the key is capable of.

    He explains to her, looking a little bit concerned, that she can use the key to charm people, but it requires a sacrifice, either the blood of a creature, willing or unwilling, or it can draw life energy directly from Penny. There are more aspects of the key, but the spell cannot reveal them. He does however get the sense that she shouldn’t travel too far alone, as it might be dangerous, but he doesn’t elaborate, assuring Penny that she’s fine.

    As they come back down, Willowbark is in the middle of a lively discussion with Demetrius, and it becomes apparent that she is having a hard time understanding what a festival is or what the point is, with him having difficulties explaining the point in a way that gets through to her, embellishing and exaggerating, and telling it from his point of view as opposed to a more neutral one.

    Toblen overhears the party discussing heading over to Maplemere, and gets a sad look, as Penny’s entertainment has brought in a lot of customers over the last weeks. Penny notices this and goes over to him to promise that they’re coming back some time later to play in the tavern again, before they head outside to get their horses.

    When they walk towards the stables, they meet Sildar on the way, and he bids them goodbye, thanking them for all the help they have given, and tells them to find him in Elvenroth if they are in the area, saying that his home is there, in a small house on the outside of the walls. Kal stops by the Shrine of Luck and gives a small donation, as well as exchanging some parting words with Sister Garaele, before they depart the town on horseback.

    On the Road Again

    As the party sets out, they make sure to travel by road, as it is definitely the safer option. Even though the Black Spider has been taken care of, his minions might still roam the countryside, awaiting new orders or learning of his demise, so best to be on the safer side. After a day of travel, pushing their horses to the limit, they manage to get rather far onto the main road leading to Maplemere. As the day draws to a close, they decide to make camp for the night, near the foot of The Iron Hills.

    During the night, they decide to play it safe and keep watch in case someone gets too close. On Demetrius’ shift everything seems to be normal at first, until he can suddenly get the chilling feeling of being watched. Looking around, he can see a hooded figure standing a bit away from the campsite, barely visible at the edge of his darkvision. He rises up, and illuminated by the campfire he moves his cloak to the side to show the figure that he is armed, in an attempt to intimidate it to either leave, or at the very least not get closer. It doesn’t seem to do anything, as the figure just stands there, observing. 

    Feeling unnerved by the presence of the mysterious figure, he quickly tries to wake the party, telling them to wake up as they have a visitor. As soon as the words leave his mouth, the figure suddenly vanishes, leaving him dumbstruck at what happened. The rest of the party cannot see anyone, and so asks if he was dreaming, but he tells them that he is sure that he saw someone. To convince them, he walks over to where the figure was standing, and when Kal comes over with her illuminated mace, they can spot two footprints after someone who was standing there, bare feet. 

    Theren asks him to tell them exactly what he saw, which Demetrius does. Hearing the description of the figure, Theren remarks that it reminds him of the figure that they saw during their trek to Thundertree the first time, suggesting that someone is keeping tabs on them, or at the very least, checking up on them. As the figure hasn’t attacked or harmed them, they decide to leave it be, but tells everyone to be on alert for their watches in case they return, but the figure remains elusive for the rest of the night.

    When they wake up the next morning, as they are eating breakfast, Willowbark remarks that she hasn’t seen any animals in the area for a while. Looking around, she discovers that there has been no animal tracks getting close to the party during the night, which she finds highly unusual. The party theorizes if the presence of the mysterious figure is the cause of this. Penny unconsciously fidgets with the Key while the party theorizes.

    On the trek south, Willowbark rides up to Kal, and begins to inquire about why she is so angry with her god. Kal doesn’t really want to answer, but tells her they have different opinions on things. As she has been chosen as a cleric, her god wants her to go on an adventure, but she does not. All she wants is to go home. But as she has a “divine purpose” she has to listen to what her god says. Willowbark then asks Theren about his god and how he works, but Theren replies that he doesn’t follow a god. Willowbark looks puzzled at Theren, before he continues to say that he made a deal with someone.

    As he says this, smoke begins to billow out of the ring he carries, and out of the smoke appears a large red skinned man, with jet black hair and eyes glowing like embers. Theren points to the genie, and tells them “I made a deal with that guy”. The genie greets the party and introduces himself as Ranesh, and explains that Theren works for him, and that he is his patron. Willowbark looks on Ranesh in awe, asking if he is a god too then, since he grants Theren powers. The party notices a slight smile on Ranesh, but he continues saying that although he isn’t a god, he is powerful, and grants Theren powers as long as he provides him with information. 

    Penny approaches Ranesh and shows him the Key they retrieved, asking if he knows anything about it. Taking a closer look at it, he says that it is much older than he is, so he doesn't know a lot about what they are carrying, but he can tell that it is quite powerful, and that she should keep a close eye on it, being careful not to lose it. Granny asks why Ranesh only made a deal with Theren, but he hints that he might have some other deals with other mortals scattered around the world, but refuses to elaborate further. As his wish to introduce himself now has been fulfilled, Ranesh gives the party a bow and vanishes back into the ring. 

    Theren then explains a bit further about why he has been missing some nights, with Demetrius giving a smug look as if he knows what's coming, and tells them that he likes to sleep in the ring sometimes, for protection. Plus it’s much more comfortable, as he has a large spacious room filled with pleasant pillows that grants him quite the break from sleeping on a bedroll. The party wishes they could enter the ring as well, but Theren explains that he can only bring himself into it.

    Willowbark doesn’t understand why everyone has a problem with sleeping outside.

    Sir Solomon Bentley

    Heading closer to Maplemere and the celebrations at hand,  they can suddenly see what appears to be a misplaced nobleman standing by the side of the road, with a beautiful white horse waiting next to him. As the party comes closer, they can see that he notices them noticing him, so he perks up, puts on his biggest smile, and waits for them to get closer.

    The party gets up next to him, stops next to him, and waits for him to start speaking. He looks at the party, still grinning like an idiot, before saying introducing himself as Solomon Bentley, and that he is looking for a group of brave adventurers to aid him and his horse Oswald on a courageous mission to take down a mighty and dangerous beast that roams the lands. Having heard rumors of the beast's ferocity, he would love to have it on his wall, and offers to pay a worthwhile amount of gold if they are the group he is looking for. 

    The party stares down at him from their horses. Granny whispers to Kal that she doesn’t trust this guy, but she whispers back that she thinks he’s telling the truth, but that he’s just eccentric. Granny goes against her judgement as she trusts Kal’s judgment of character. The party inquires about what beast they are talking about here, with him giving a vague description, saying it’s big, long and scaly with large teeth, not a dragon, definitely bigger than a snake, brownish in color, huge, has a big tail, bipedal, and he has not seen it run. If the party is interested he offers them 100 gp for each member who helps him out.

    The party thinks about it and discuss among themselves, which understands, and tells them that several groups of adventurers have already come by and rejected his offer, but he has a feeling about this party, seeing true potential in them, not weak bushwackers like the others he has met. Penny decides to try to read his thoughts to get a better read on him, and apparently his confident exterior hides an insecure man who is deathly terrified of the creature he’s describing, and has met it at least once, but his excitement of having the creature on his wall exceeds his fear. Penny starts asking him about Morgan, but he says he hasn’t seen him. 

    Pushing the party for a decision, he tries to convince them to come with him, and promises that it will be fun. They eventually relent, but make it clear it’s only because of the money, and he excitedly exclaims for the party to follow him, as he mounts his magnificent white horse and leads them due west towards the lair of the beast. 

    The Beasts

    After walking east for about an hour, he tells the party that it’s best that they walk the rest of the way. Doing what he says, they carefully sneak after the knight, coming to a small hillock overlooking some large boulders to the north. As the party peeks over the top, they can see the beast Solomon is talking about. A tyrannosaurus rex is resting in its lair, taking in the midday sun. Looking at Solomon, he just looks back at the party, saying “isn’t it beautiful?”. They glare at him, asking why they are attacking an innocent beast. Solomon assures them that the beast is far from innocent, having eaten several people already. They will be doing the people of the midlands a service by getting rid of it.

    Willowbark, seeing this as just a defenseless beast wants to try to talk to it before they just attack it, in the hopes of maybe scaring it away before Solomon gets its hands on it, but the rest of the party is hesitant to allow it, as it would most likely lead to her being eaten by the dinosaur. Willowbark doesn’t listen to the party, and decides to approach it carefully, but stays within range of healing spells if things go bad. As she gets closer, the t-rex notices her presence and gets interested in the disturbance and intrusion to its lair.

    Willowbark tries to tell it to please move away to a different spot so that they don’t have to kill it, but what Willowbark doesn’t know is that a t-rex has very low intelligence, so it cannot understand or make sense of her pleas, even though it understands her words. It roars at Willowbark, who, after realizing her mistake, retreats to the party. The dinosaur, now noticing the rest of the party, moves towards them, seeing a delicious meal.

    The party does whatever they can to strike back and repel it, but the dinosaur is a fierce enemy, and the roars aren’t just to intimidate, but also to call for help, as suddenly mrs t-rex comes lumbering back from hunting, trapping the party between two large beasts. During the fight, Kal almost gets eaten, but with some well placed spells and some inspiring words from Solomon, they manage to take down both of the terrifying monsters. Granny finishes off the female one with an arrow to the eye, whilst Demetrius strikes the male one with his dagger, slicing its aorta, causing it to bleed out.

    A Feeling of Senselessness

    Exalted, even after almost dying, Solomon hurriedly runs over to the buck and takes out a large butchering knife, and begins to go to work on the beast. Seeing him in action one realizes that Solomon is a skilled butcher, as he easily separates the head from the body. Happy with the work he has done, he goes to town on the innards of the dinosaur as well, and after a few minutes of slicing and cutting, he eventually throws out a large phallus body part. Granny and Penny both ask if they can take a tooth, and he replies they can do whatever they want with the female, as it is “not as impressive” in his book. Feeling satisfied with his trophy, he throws each of them a small purse, containing 15 platinum each, as a bonus for facing two dinosaurs.

    Penny and Granny both go to the female to retrieve their teeth, having to use quite a bit of effort to free them from the jaw. Kal asks Solomon where he lives, but he grows suspicious, asking why she would need to know that. She tries telling him that they might find more creatures for his collection of animal heads and impressive penises. Thinking over her proposal, he reveals that he lives in the Amber District of Elvenroth, and his house shouldn’t be too hard to locate. Granny helps Penny extract a claw as well, thinking that Penny might be able to make a weapon out of it. 

    Having concluded their business, Solomon calls his horse, and bids the party adieu, before summoning a teleportation circle with the wave of his hand, but Theren notices that he is using a magical ring to cast the spell. Theren tries to examine the circle, but it is too quick for him. Solomon, with head and penis in tow, rides through the circle, and vanishes in a torrent of dark smoke, as the teleportation sends him home. 

    The mood is somber, as Willowbark goes through her usual routine of flowers and rocks, trying to honor the killing of the two beasts. The party looks down at their reward, thinking to themselves if it was worth it, as it seems that the dinosaurs were living by themselves, a ways away from the road, not harming anyone who didn’t come too close. But what’s done is done, and so the party returns to their horses, and continues on their path to Maplemere.

    Reaching Maplemere

    After journeying for the rest of the day, the group finally reaches their destination. Demetrius goes straight for the Curious Forge, and is delighted to find that Bamin has already finished crafting his Venomfang Daggers. The dwarf remarks that once he had the first one complete, the second one was much easier to deal with and took about half the time, so they were done just a couple of days ago. Seems the party got here just in time. Demetrius pays the dwarf for his services, and spins his new daggers around his fingers for a few seconds before sheathing them both elegantly.

    Penny takes out the hide of the roper they harvested before, asking if he could be able to make some new armor for her. He takes a look at it, testing its tensile strength, and figures it could make fine a leather armor, if he gets some time to work on it, at least a few weeks. He tells her that if she doesn’t come back for it he will be forced to sell it. This isn’t a problem for her, as she promises to come back.
    (Spoiler: She never did come back for it)

    After everyone else has finished their business with Bamin, she takes out her shield, and asks Bamin if he has any materials to sell so that she can improve the shield she tried to make. He takes a quick look at it, and up at Granny, and is brutally honest, saying this is not very good work. She looks a little defeated, until Bamin says that he can see potential. He brings out some new materials for her to work with, and gives her some pointers on how to do it correctly next time. Granny asks if she could use his forge to try to make it, and after some big innocent eyes from Granny, he obliges, saying she can use it tomorrow. Overjoyed with the opportunity, she pays Bamin extra for the materials, saying she will return the next day.

    Wandering through the streets, they see that most people are preparing for the festivities in the coming days. As the rest of the party heads for the inn, Willowbark and Granny take a short walk towards the woods. Crossing the little bridge that goes over the river, they reach the edge of the forest. Granny sits outside, watching over Willowbark as she enters. Willowbark wants to feel her home again, but as she enters it, she gets a bad feeling. The forest feels wrong. Like it is not her home anymore, and feels like she is being watched from the moment she enters. Granny, sitting outside, also feels the tension in the air, and can almost feel a presence, but the feeling is more of a sadness than of a terror. As the firbolg comes back out of the forest, she sits down next to Granny, staring into the seemingly endless woods.

    When the rest of the party enters the tavern, Percival is doing some paperwork, and nods to Kal as he looks up. They go up to him, and ask if he has any rooms available, and luckily they have just enough rooms available to provide lodgings for them. Looking around the tavern, it seems to be quite full already, with people probably coming from far away to celebrate the sun. Fie says that he doesn’t need a room, with Demetrius giving him a wink, as they plan to have Theren sleep in the ring while Demetrius watches over it.

    When Willowbark and Granny eventually return, they all go to check out the preparations happening in the large field to the west of town. As they walk, they can see several shops preparing for the coming visitors, and in front of them a large tent is being erected in the field, along with several smaller tents to hold various games and gatherings. There is also a large platform being assembled, which looks to be prepared for combat, most likely a tournament of champions.  The celebration seems to be a grand one, with much to enjoy.

    As the party retreats to their sleeping arrangements, and lay their heads to rest, they all have various dreams, some more intrusive than others.  Theren dreams about being caught in a forest during a forest fire, Granny dreams about her meeting with the mysterious woman during her death facing Nezznar, and feels a sense of serenity by knowing what awaits on the other side. Demetrius dreams that he is back in Cantalos, and that the sun suddenly disappeared, spellbinding everyone. Willowbark dreams about finding her tribe dead, after being murdered by a terrifying woman who pounces at her when she notices her.

    Penny dreams about coming face to face with her patron, a pale, hollow eyed thin looking man. Penny is exposed in the dream, and is floating in nothingness. As the figure approaches, he eventually towers over her with his imposing size. He looks down at her.

    “It’s time.”

    He reaches out his hand, and takes out a distinctive twin-bladed dagger, which he uses to cut his palm, and points it at Penny. His blood flows out of the wound, and enters Penny’s body, causing her great pain, but lifting her up and awakening something within her. As she awakens from the dream, she can hear a faint voice saying “These are your first steps…”

    Durin Kal’s dream, she isn’t really dreaming. As she lays down to sleep, she can see that right above her bed, there is a rift in reality, which she is pulled into. She faces her god, Udall, who tells her that they need to talk about her attitude. He shows her his shrines, or as he calls them, his places of power. Large pillars on top of mountains high above the clouds. Udall says that she doesn’t understand that what he is doing is in her best interest, as he wants to help her, and that she and her friends have set things in motion that cannot be stopped. Over time Udall will guide her on the path to the places of power that has been corrupted or abandoned, in order for her to make it right again, and he tells her that she cannot hope to do it alone. Sending her back to her room, he tells her not to forget what she is, and what she can become. And just as she is sent back to her bed, she can hear his voice booming inside her mind:

    ”Your mother and father send their regards.”

  • Level 6

  • Chapter 18: The Festival of the Sun

    29th-30th of June, 853 TA

    The Day Before the Festival of the Sun

    Granny and Willowbark wake up in the grass fields outside of the forest, being awoken by the rising sun that illuminates the sky. Remembering her dream, she gets a worried feeling, thinking that her tribe might be in imminent peril from the unknown woman she saw. She walks over to Granny when she sees she’s also awake, and shares her worries with her, telling her that she feels that her tribe might be in danger. Granny replies that she should follow her feelings, sensing that the dreams might be more than just worries, and that they should speak to the rest of the group about it. Willowbark says that she now has money to pay Kal, if she requires it to aid her, but Granny tells her that she will come around and be there for her when she needs her.

    Theren, having slept in the ring for the whole duration, wakes up when he falls onto the floor. As it is quite uncomfortable compared to the fantastic pillows within the ring, he gets on his feet, and sees Demetrius sleeping heavily in the bed next to him. Not wanting to wake him yet, he quietly makes his way downstairs to the tavern. Kal, after having dreamed, rises, having gotten a long rest, but not feeling well rested by the experience, gathers her things, and heads downstairs, thoroughly annoyed by her god. She heads outside, sees that even more people have arrived and begun setting up tents and preparing for the stalls, and makes a campfire in order to prepare breakfast.

    Penny suddenly wakes up from her dream, although one could almost call it a nightmare. She feels exhausted, but more powerful at the same time, sensing that she was somehow granted powers she didn’t think she could achieve. She feels awful, and lethargic by the dream, and drags her feet as she descends the stairs to find the others.

    Sitting around the campfire eating breakfast, Willowbark explains her dream to Kal, and asks if she would be willing to come with her to her forest or to look for a way to fix the corruption, offering her all her money if she requires it. Kal apologizes to Willowbark for her comments earlier, pointing out that they were already hired by Gundren at that time, but now that they have finished that quest, she’s more than willing to come along, and no, she won’t take payment. They are closer than that now. 

    Kal suggests that they should find a library or some other place with a wealth of information, in order to see if anyone else has some pointers on what to do with the forest. They figure that the best bet would be to check out the libraries here in Moroxia, considering this is where the corruption has been spotted. Theren mentions the library in Edhellond, saying that is mostly for study and magic, so one place could be Elvenroth, which is on the way to Ravenforge, where they have already been advised to go.

    When Penny eventually joins the party, she looks extremely pale, with deep dark rings around her eyes, and the others look at her, worried. Hearing this, Penny tells them that she slept poorly last night, and that she just needs rest. Kal casts a spell to see if she is under the influence of a spell or has a disease, but she finds nothing. Hoping to help her, Kal gives her a bowl of stew, in case it helps.

    Killing Time

    After he has eaten, Theren says he’s going to walk around looking at the preparations. He heads into the streets, and walks towards Неизвестно on the northside of town, asking if they have any rooms available for the next night, but finds that due to the impending festivities, the inn is fully booked, but there might be vacancies tomorrow after the festival is done and people start heading home, and offers to reserve a room for him should he wish. Theren tells the innkeeper to hold off, but thanks him for the help. 

    Wandering back south, he looks around and spots the elderly woman he fought the day before, sitting at a table next to The Feylocker. He passes by her, giving her a look, which she recognizes and quickly excuses herself to go join Theren at another table. As she sits down she remarks that he looks better than he did the day before, with him not responding. 

    He tells the woman that he wants her to deliver a letter to Delphine. Opening the letter she tells him that Delphine has been waiting to hear word from him. They talk a little about what his mission is, and reminds him where his loyalties should lie, and that he should give them whatever he finds on his way that might be of interest, like for instance whatever they found in the cave, indicating she doesn’t know exactly what they retrieved. The lady then shows her annoyance at Delphine’s fondness of Theren, not seeing what is so special about him, but he just ignores it, and goes on to tell her that he is investigating a possible threat in the forest, telling her about the corruption. She says she will ask around, and come back to him, before wishing him happy festivities, and leaving. 

    After breakfast, Willowbark goes to sit next to the forest, hoping to see a sign or anything that can give her a path to head towards, but as she sits there, nothing that she recognizes as a sign reveals itself. But she cannot shake the feeling of being watched. But looking into the forest she sees only the darkness within, not seeing anything looking back at her.

    Granny heads to the Curious Forge, in hopes of crafting the shield of her dreams, and spends the rest of the day there, being guided by Bamin on how to do it properly. She has had an idea of crafting a shield with a quick release, making it easy to take it off and on, as that could make the difference in combat. He thinks it an excellent idea, and provides the necessary buckles for her to achieve the effect. After working there for the rest of the day, she has a beautiful functioning quick-release shield that she is quite proud of. Bamin congratulates her on the work, and asks if he can use the design in his own products. Granny thinks about it, and asks if she can use his forge whenever she needs, but this is too much of an ask, so they don’t come to an agreement, but part on very friendly terms.

    Kal goes around town looking for anything that the party might have use of, and comes across a diamond looking through Aerolla’s stock in the Feylocker, worth around 100 gp. She decides to purchase it, as it could always come in handy. As she returns to the inn, she and Demetrius have a talk about their past, when Demetrius asks Kal if she’s ever been a mercenary. She says she hasn’t, but she has killed quite a few people. Demetrius says that his past isn’t exactly spotless either, but they work with what they have. As they talk, they pass the time playing dice. 

    While Penny wanders the streets to look at the preparations, she finds herself in the fields to the west, where the big tent and arena is being prepared. Further to the south, she spots a rather peculiar monument. A large dragon skull, perched on top of a standing stone. She comes closer, and examines it, finding it quite beautiful, but unsure what it means. She stops one of the locals working on the arena, asking what it represents, and they tell her that it was from a dragon that attacked the village about a hundred years ago, that the townsfolk managed to slay themselves. They supposedly ate most of the dragon in a big feast celebrating their accomplishment, and preserved the skull to commemorate the achievement. He is unsure about what the color of it was, but it definitely came from the west.

    When Penny returns to the others, she tells them about the dragon, and the history, surprising the others, as defeating a dragon is no small feat. They ask if she knows what color it was, but she says the guy he talked to didn’t know. A passerby shouts out “it was red!” before moving on.  Penny finds the story fascinating, and so decides to write a song about it using what she knows. As night comes, Willowbark and Granny return to the campfire, with them all talking about their day and looking forward to the festivities in the morning.

    The Festival of the Sun

    The day of the celebrations has finally arrived, and Penny is up way earlier than the others for once, wanting to get as much out of the day as she can. Walking to the mirror, she realizes that she still looks as grim as the day before, so she puts on some makeup to cover it up to the best of her ability, finishing it off with a sun painted on each of her cheek. When she and Granny meet up, she decorates her shell with a big yellow sun, and Kal cannot escape having her cheek painted as well. The group decides to wander around and try everything that is available to try, in order to really let off some steam. There are booths and stalls all up and down the main street filled with food, candies, drinks and other fun items for sale.

    Walking towards the large tent, they see that there is a chicken catching competition, which Willowbark decides to join. When applying, she realizes that the man holding the competition is the farmer whose field she has been using as a bed. He recognizes her, gives her the stink eye, but allows her to play, figuring it’s a special occasion. Using her advantage of being a firbolg who can talk to animals, she easily manages to convince the chicken to come to her, as she doesn’t want to harm it, just hold it for a bit. The chicken walks over to her, allowing her to easily win. The farmer looks flabbergasted at how easy she made it look, but tells her that she can either keep the chicken or she can give it back and he will make her a meal from it. Shocked, she decides to keep it, and lovingly names it Corn, after first suggesting Udall, but changed her mind when Kal pointed out that it probably will attract lightning better than a lightning rod if she did.

    Continuing onwards, they decide to indulge in the various foods and drinks the festival is selling. Looking around they see cotton candy, candy apples, popcorn and a weird looking sandwich made with peanut butter and marshmallows. Penny buys said sandwich, and finds it’s called a “fluffernutter”, and it tastes delicious. Granny sees that the arena that was being set up is used to show some plays, but later it will host a fighting tournament, where no magic is allowed. She decides to sign up, thinking it could be a fun exercise, and maybe she can get some coin out of it.

    Reading the Future

    Penny spots a tent with some weird looking signs in front of it. Granny helps her read what it says, telling her it’s a fortune teller. Penny thinks that’s awesome, and so wants to have her future read. The rest of the party is a little bit reluctant, saying that it might be dangerous, and that she should be careful. Penny thinks to herself that if it was dangerous they wouldn’t allow her to be here.

    When she enters the tent, she is greeted by an old lady sitting behind a small table with a crystal ball in front of it. The rest of the party follows her, not wanting to leave her out of their sight. The old lady asks for Penny’s hand as she sits down, and closes her eyes. She tells her that she is riddled with bad luck and then reveals to Penny that she is from a small little island down south. She also tells Penny that she stands alone, but Penny is unsure what to make of that, and considering she is not from a small island, she realizes that the woman might be a fraud.

    Willowbark wants to get a reading as well, and so sits down after Penny. The woman takes Willowbark’s hand, and focuses for a long time. She tells her that she is searching for something, and that her answer lies to the north, but doesn’t elaborate further. Willowbark replies to each thing the woman says with great enthusiasm, and thanks her for the great reading, thinking it was quite useful.

    Kal reluctantly agrees to have her future read. Penny, disappointed that the woman didn’t read her future properly walks outside, casts detect thoughts, and then walks back in. When Kal sits down, the woman suddenly grows a concerned look on her face, and twitches back and forth as she is holding Kal’s hand. Penny, reading her mind, can sense that something weird is happening, almost as if another soul is making contact. The woman then, in what sounds like a different voice, tells Kal what she can hear.

    “Why did you kill me? Why why why why did you do it? She killed me!”

    Kal immediately pulls her hand back to herself, and has a very shocked and concerned look on her face, and quickly leaves the tent. Demetrius, not reading the room, sits down to have his fortune read. She tells her that he must beware, because one of his friends will betray him within the next two weeks. Penny, who is still reading thoughts, notices that she didn’t get a vision from Demetrius, and decided to make something up, and calls her out on it.

    The seer then rises out of her chair, and scolds Penny for her insolence, and casts a spell at Penny, putting her hand into her pouch, and throws some red powder at her. Granny tries to block it with her shield, and gets most of it, but it seems the spell still went through. Suddenly, the tent, the lady and everything within the tent starts darkening, before disappearing without a trace, and the party that was inside is suddenly standing in the empty plot. A red haired woman comes running over.

    “Oh no, did you insult her? I was hoping she would last the whole day this year…”

    She looks at the party, shakes her head, and returns to watching over the festivities, clearly a person in charge somehow. Noticing that the crowd is staring at them, they decide to quickly move on to other activities.

    The party spends much of the day enjoying whatever the festival has to offer. Penny tries to join a pie-eating contest held by Geoffrey, the innkeeper of the Golden Goat Inn, but her small figure is no match against the bigger contestant, so she lasts a couple of rounds before everything comes barfing out again, much to the laughs and disgust of the onlookers. Penny just laughs it off, having had a good time regardless. Granny, Willowbark and Demetrius all join an archery contest, but only Granny is able to move on, thanks to her experience with a longbow. It’s a close match, but Granny manages to beat out the rest of the contestants, barely, and wins an efficient quiver, to hold all her arrows in.

    Old Acquaintances

    While watching Granny win the archery contest, Willowbark suddenly notices a familiar face in the crowd, spotting a half-elven woman in the crowd. Their eyes meet, and the woman comes walking straight over to her and smiles, saying “Nice to see you again, Thana!”. The rest of the party present looks at Willowbark, to the woman, and then back at Willowbark. She replies to the woman “nice to see you too, Cora”. Cora explains that “Thana” traveled with her group for a short while, but when Willowbark wanted to waste her time to help someone they didn’t see the point of helping, they parted ways. Cora says it must be a couple of months since they last saw each other or so.

    Penny, being a good friend to Willowbark, tries to convince Cora that their group have already been on grand adventures and vanquished many dangerous foes, but Cora seems unimpressed, asking “Thana” how she has been. The party remembers that Willowbark gave the same name when talking to the raven in the woods, and realizes that she must have changed her name fairly recently. As they’re catching up, another individual suddenly shows up, and elderly man with gray hair greets Willowbark, seemingly genuinely happy to see her. She greets him as Claudius.

    Willowbark asks them what they’ve been up to since they last saw each other, with Claudius telling her that they had to come back to kill an owlbear that Willowbark apparently refused to kill. He goes on to explain to the party that they had been tasked with taking out a dangerous owlbear that had attacked and killed several people, but Willowbark tried to convince it to leave and go someplace else, so that it could live. Apparently it attacked a farm, so their group was tasked to kill it once and for all, which they did. Willowbark is taken aback by the reveal, feeling very saddened by what happened.

    Penny tries to shoot in with some snide remarks to Claudius and Cora, but as the words leave her mouth, she gets a great pain in her head. Cora, laughing at her insults, sarcastically tells the party she wishes them luck and that she hopes to see them in the future. As she walks away, Penny tries to cast an illusion spell at Cora, but the headache gets worse when she does.

    As the party watches the duo walk away, the music of the festival abruptly stops, and people hurry together, starting a great dance, as the music begins building up again. The group joins in with the locals, some unsure about what is happening, but soon the whole town is dancing in circles. Suddenly, at the zenith, the sun gives off a short flare. It only lasts for a moment, but it triggers cheers and celebrations from the crowd, who then continues with what they were doing. 

    Willowbark remarks that “Baskar is strong today”, prompting the group to ask who that is, and so she explains that he is the spirit of the sun. The party looks at her, puzzled, as this is not the common name for Ilene, the goddess of the sun and the moon, but the party has realized by now that Willowbark and her tribe doesn’t really follow the same gods as the rest of the world, thinking nothing more of it, Theren and Penny decides to check out if Aerolla has any good deals today in the Feylocker.

    As they walk in, they are greeted by the elf, who by all accounts, looks a lot better. Much more natural, and not as “picture perfect” as she was before. When she realizes who they are, she thanks Theren profusely for buying the Deck of Certain Things, hoping it hasn’t brought him too much trouble. Penny thanks her in return for the coffee pot, saying they have gotten quite a lot of use out of it already, and compliments its delicious brew.

    Theren looks around, and sees that they are running a promotion today only, with discounted spell scrolls available. Looking through the pile, he finds some useful spells that might come in handy, but decides to buy the alarm spell, as it would alert them to danger if someone sneaks up on them. The duo returns to the rest of the party as the fighting tournament is about to begin, with Aerolla thanking them for their patronage.

    The Tournament 

    Granny sits with her friends as the redheaded woman they saw before takes the stage. She introduces herself to the crowd as Avelina, the town sheriff, and tells them all about the rules of the tournament, reminding them all that magic and spells are disallowed, and will grant the culprit an immediate disqualification. She goes on to say that she “doesn’t want a repeat of what happened last year” to the laughter of some of the townsfolk. 

    Avelina begins by drawing the names of who will fight who. As the entry fee was quite steep, there aren’t that many contestants, but some look more dangerous than the others. Willowbark sees that Cora and Claudius have joined up with the rest of their group, and the rest of the party notices a blonde, smug looking man. When asked who that is, Willowbark simply replies “That’s Rowan”. 

    The order is revealed, and Granny is paired up against a dwarf named Bolhild. The first fight to take place is between a human named Lewis, a middle aged balding man wielding a crude looking axe, and Goroth, a muscular half-orc who has at least a foot on Lewis.  The fighters take the stage, and shake hands, before Avelina blows her whistle, starting the battle. Goroth wins easily, striking Lewis right in the face with his hammer, causing him to topple off the stage right into the crowd. 

    Goroth gestures from the stage triumphantly, while Lewis lays on the ground, tears falling from his eyes, and punching the ground. Penny overhears him mumbling to himself “stupid stupid stupid! Saved up the whole year, and knocked out in the first round. What will she think of me?”. Penny takes pity on the man, and helps him up, giving him a hug while saying it will be okay. She gives him a gold, which helps a little, but he still seems to be taking the loss quite badly. The last they see of it is him walking away from the jeering crowd. 

    Next up, it’s Granny versus Bolhild. They take the stage, with Bolhild wishing her a good fight, before putting on her helmet, preparing to fight the elderly tortle, clearly underestimating her based on her demeanor. Granny surprises everyone and, like an unstoppable force, makes quick work of the dwarf, winning her bout, before joining her party members to the cheers of the crowd.

    There are a few more fights, but one that draws the crowds attention is that of Rowan, fighting a local man with a shortsword and a makeshift shield. Rowan, wearing a platemail that looks unused, indicating that he never fights or never gets hit, and wielding a greatsword. He easily steps away from his opponent, dodging every attack with ease, before finishing off the man by making a single strike, slicing open his stomach. He starts walking away as soon as the blow has been dealt, walking off the stage as clerics run up to save the man. Rowan sits down to the cheer of the crowd, looking smug.

    Now it’s Granny’s turn to face Goroth, and if she wins this, she will be in the finale. She takes the stage, but the half-orc looks at her and tells her “I’m gonna END you”, while barely bothering to shake her hand. Granny thinks to herself that he seems to be quite the overconfident opponent, and wants to take him down a peg. Goroth is a fierce fighter, who deals several blows towards Granny, but her shell manages to protect her, although some of the blows are starting to crack the shell. Seeing an opening and a way to end the fight, she gives him a swift uppercut, temporarily dazing him, and then brings her axe down straight at his exposed foot, cutting off all the toes on his right foot. The half-orc screams bloody murder and falls over, and desperately tries to put his toes back, but to no avail. The crowd is stunned, but shortly begins to clap and cheer at the bout. Granny now only has one opponent left.

    While the clerics that the town has procured heals Granny, she watches the penultimate fight along with her party. Rowan is facing off with a dwarf, and the combat seems to take a bit longer, with the dwarf putting up more of a fight than his previous opponent, but he still doesn’t manage to make even a dent in the armor. Rowan finally gets an opening, and strikes the dwarf in the head with the blunt edge of his blade, knocking him out. 

    Granny gets some encouraging words from her party members, before she takes the stage, ready to fight Rowan. When they meet to shake hands, he tells her that she should probably step back down before she breaks something, with Granny replying that the only one who’s going to break anything is him. He laughs at the jest, and takes his position. Granny comes out swinging, and actually manages to get a few blows in, but his armor takes most of it, and he retaliates by striking at her with his sword. 

    Using her shell to her advantage, she manages to avoid being wounded by the greatsword, but the blows are beginning to take its toll, as she can hear that her shell is starting to crumple underneath the barrage. The rest of the party can see that a large crack has appeared in it. Not taking any more risks like that, Granny spins around to strike Rowan in the face with her axe, giving him a rather large gash across his nose. Enraged, he runs straight at the tortle to finish her off, but she sidesteps him and pushes him out of the ring, causing him to tumble into the crowd, losing the fight.

    Cora comes running straight over to him, helping him get back up, while Avelina announces the tortle to be the winner! Rowan looks completely shocked at the development, and when Granny walks past him she tells him better luck next year, as she joins the rest of her friends to collect their payment. Willowbark gives Rowan a sly smile as they leave, with him staring back in disbelief at his loss.

    The Talent Show

    One of the last events that have been planned for the day is a talent show held at a small stage a little south of the main tent. Several people have made their way to their seats, and the roster seems to be rather full, with many people wanting to show off their various skills. Demetrius, Willowbark and Penny all decide to join, and can see that both Aerolla and Bamin are also waiting in the queue. 

    Not all contestants are as talented, some singing a song or showing how strong they are, with others doing various magic tricks and showing off what they have trained their animals to do. Penny enters the stage with her lyre in hand, and performs a cheerful song about her hometown. The party learns that it is a place of little worry, a small community close to a body of water. She playfully sings about not being able to find her way back home.

    Willowbark also performs a song, using her flute to play while her new chicken, Corn, sits on the stage with her. It’s a nice tune, and as a finisher, she turns herself invisible and picks up her chicken, who poops on the stage, partly ruining the performance. She is followed by Aerolla who uses some minor illusion spells to show the history of the town to the crowd, showing various events like a dragon attacking and being taken down, a group of trolls smashing some buildings, among other various displays.

    Demetrius nervously walks onto the stage, waves at the audience while holding a tankard of ale, and then opens up his notebook that the party has seen him scribble in from time to time. He drunkenly finds  what he was looking for, and begins to recite poems that he has written over the journey, that are surprisingly deep and philosophical, drawing the attention of several women who swoon over him. After he has read one poem about death and one about love, he thanks the audience and leaves the stage, with two ladies from the audience following him as he heads towards the inn to get some “rest”.

    After the last contestant has shown off their card tricks, the judges who have been watching the crowd and their reactions announce the winners. Demetrius manages to get third place, while Penny takes first place, and happily goes up to the stage to receive her prize, a cloak of billowing. Afterwards the crowd spreads out to have some fun smaller contestes and eat some food, with Kal and Penny both partaking in an arm-wrestling tournament, with Kal just barely managing to defeat Penny in the final.

    The Banquet

    As the winner of the fighting tournament, Granny is honored with a wonderful feast for her and her companions, where they get served as much food and drinks as they would like. They all indulge and enjoy the rest of the night, with Demetrius eventually returning, still drunk, with both the ladies from the crowd around each arm, and sits down to join the party. Penny and Kal gets quite inebriated, and after a while, Penny asks Kal what happened in the fortune teller’s tent. Penny says she could swear the woman told them that Kal had killed someone, but Kal brushes it off saying she’s killed many people, so it could have been a bad guy. Theren sits a bit back watching all of this, but doesn’t partake in the drinking itself.

    Penny eventually takes the stage, thinking the musicians they hired aren’t up to her preferred quality, and begins playing a song with her viol about the group killing Venomfang, much to the enjoyment of the crowd, and the party surprisingly finds her to play even better when drunk than she usually does. After finishing her set, she returns to her group, overhearing a couple of patrons talking about a dragon they saw to the west. As she sits down, she notices that Willowbark has disappeared. Thinking nothing of it, as she likes to be alone at times, the rest of the party spend the rest of the night in the tent.

    Forgiveness

    Willowbark, having snuck away from the festivities without most of the party noticing, decides to wander towards the forest, passing by drunk people all around enjoying what’s left of the festival. She can hear Penny beginning to play in the tent, and is happy that the party is enjoying themselves. She herself has been torn ever since Claudius told her what happened to the owlbear that she wanted to help. 

    Crossing the little bridge over the water, she decides to step into the forest proper, in order to get a better connection with her god. She sits down on a tree stump, looking around and sees only the dark forest surrounding her, as the lights from the town shine in the distance. She starts crying.

    She speaks out loud, to anything that will listen, be it Faunus or beast, that she finds the prospect of her failing the owlbear extremely difficult to bear. She thought she managed to save it by convincing it and it’s offspring to move someplace else, out of sight, out of view. The fact that it now is dead is hard to accept, and she feels very guilty about it, but that she only tried to do her best, and to do what is right.

    She suddenly gets a shiver down her spine, as she can hear a creepy voice coming from directly behind her.

    “We forgive you.”

  • Chapter 19: Unexpected Visitors

    30th of June-17th of July, 853 TA

    The Voice in the Woods

    Hearing the unexpected response from the voice behind her, Willowbark calmly, but determined, turns around to see who is speaking. Between her and the town, she can see the outline of a tall dark figure, but she doesn’t recognize it at first. Getting a closer look, it appears to be a firbolg, like her. Willowbark asks the figure what they mean, and what they want from her. The figure, who has a female voice, tells her they want many things from her, but most of all, they tell her to stay away. They don’t want her there. She was cast out of her family and her tribe, and so she does not belong anymore. 

    The voice… It seems familiar somehow. Willowbark moves to the side, so that the lights of the town can illuminate the figure, and as she does, she suddenly recognizes it as her deceased leader Clementine, one of those taken by the sickness. Shocked by the reveal, she locks eyes with Clementine, and tries to move towards the town, but she can suddenly feel the presence of two more figures, cutting off her escape. She looks at them, and sees that one of them is Galen, the other one close to her taken by the sickness, and… Aster, her bloodmother, who as far as Willowbark knows, is still alive. Or so she thought.

    Willlowbark, feeling that she is in the presence of something she doesn’t fully understand yet, tells the beings that she will leave, but the voices of Galen, Aster and Clementine tell her that it will not be enough. She tries to explain that she didn’t mean to intrude or disturb them. The voices hint towards them wanting to kill her, without using the words outright. They demand that she leaves and never returns, as the forest now belongs to them, and will never be hers again. Willowbark feels that their influence is strong, and they are using dark magic against her, saying that they will kill both her and her friends if she ever returns to the woods.

    “You cannot save your tribe. They are not yours anymore. They are OURS!”

    Hearing the words, Willowbark senses a single tear run down her chin, as she feels helpless. The beings smile at her with a disturbingly wide grin, and come between her and the forest, giving her the chance to escape. She takes it, and runs out of the forest. Exiting the woods, she sees Corn who was smart enough to escape when the beings appeared. She grabs him, and runs towards the town center, heading straight for the tent. 

    As she enters, the party has begun to die down a bit, but Kal and Penny are both still very intoxicated, and dances on the tables to the cheering and laughter of the townsfolk. Willowbark runs over to Granny, who appears to be sober, needing someone to talk to. She rambles a bit, but manages to convey what she has experienced and seen, almost telling Corn to corroborate her story before realizing Granny doesn’t understand him. 

    Granny calms her down, telling her that there is nothing they can do tonight as the group is too inebriated to be of any use in a fight tonight. The most important thing is that she is safe now, and among friends, nothing can hurt her. Willowbark wants to find a library in order to research more about the sickness, and also speak of exploring other forests, to see if she can get answers there. Considering her experience, Willowbark decides that she wants to sleep inside with the rest of the party for the night. Granny thinks that’s a good idea, and decides to sleep outside of the inn, to look out for anything out of the ordinary.

    Theological Discussions

    The next morning, as Theren wakes up, he looks down at his hands and realizes that he can see his veins, muscles and tendons. Checking the mirror confirms his suspicions that his skin has turned transparent. It’s still there, just not visible. Not wanting to freak anyone out, he spends some time applying make-up to appear normal, realizing that it’s time to draw another card from the Deck of Certain Things. 

    Demetrius can hear whispering, laughter and some light footsteps as his companions for the night decides to take their leave. Waking up with a huge grin on his face, he gets dressed, gathers his stuff and checks his coin purse, realizing that they took around 20 gp from him. He smiles, thinking there are worse things to spend money on, and heads downstairs to join up with his companions, and get some food to counteract the hangover. Maybe even some hair of the dog that bit him.

    Penny and Kal both wake up, extremely poorly, splitting headache and dry mouths. Surprising them both however is Willowbark lying on the floor between them, looking up at them and saying good morning. They ask if she’s okay, and she responds that she is fine, she just needed to feel safe for the night. The trio gets up, with Penny checking herself in the mirror, finding herself looking a little bit better today, as the dark rings around her eyes are not as prominent.

    When they all get downstairs into the dining area, they can see that the inn is filled to the brim with people who are eating breakfast before setting out on their respective journey’s home. Kal decides to make food outside again for the party to have some privacy. When they get out, Willowbark acts erratic, telling the others to not get too close to the forest, as she is worried about it.

    When the rest of the party makes their way to the campfire, Willowbark starts telling the hungover group about her meeting with the beings the night before. As she recites the encounter, she realizes that the woman who posed as Clementine didn’t have her voice, but she did recognize it somehow, but can’t place it no matter how hard she tries. 

    Several party members finally ask Willowbark about what’s up with her name. She has given a different name to some other people, and so she goes on to explain that she changes her name when she reaches a new chapter in her life. When she was in the tribe she was known as Pine, and then when she was exiled they gave her the name Thana, representing her association with death, and then she chose the name Willowbark as a way of setting out on a quest to heal her home. And that is what she is trying to do now.

    Theren tries to imply that they could burn down the forest, but this seems like a nuclear option that Willowbark is not prepared to take unless she has attempted every other avenue first. Theren fears that if this disease is caused by the gods themselves, they are not strong enough to fight it. But if they are spirits or similar, then they have a better chance. 

    Willowbark tells the party that she has a total of 12 gods, and goes through who they all are and what they represent. They notice similarities with some of the gods of the main pantheon, but they don’t think any of them would cause corruption in the forest, apart from maybe Mara, but they aren’t an evil god per se. Theren suggests that they ask Kal’s god, the one of storm and lightning, but she is not on the best terms with him at the moment. In either case, he hypothesizes that the beings she met might be using simple illusion spells to disguise themselves, but Willowbark feels it went beyond that. Suddenly they all notice a voice saying “This is very interesting…” as a still drunk man has sat down next to them, eating a bowl of their stew and listening in. Willowbark politely asks him to leave, and he moves on.

    They go through the timeline, with Willowbark telling the party that she first started to have dreams about the disease when she was about 10 years old. She is now 58, which Penny is surprised by, considering how good she looks. She has dreamed about a green eye staring at her for a long time, but hasn’t encountered anyone else with similar dreams.  She has also dreamed about people of her tribe dying, before they died, and has now begun to dream about her entire dream dying.

    They all realize that the corruption in Thundertree happened about 30 years ago, which would suggest that it is somehow all connected. They decide that the next step should definitely be to head to a bigger library to find a library, either Tempervale, Elvenroth or Ravenforge. They want to know how long they have, but Willowbark fears they don’t have long. If the encounter truly meant her mother has died, then it is spreading. She describes the sickness as just manifesting as a flu-like disease, and then they got worse and worse until their bodies couldn’t handle it any more. Galen held out much longer than Clementine though.

    Penny tells the party that she might have someone in her community that knows something or can help, but then suddenly remembers that she doesn’t know where it is or how to get back. The party asks her why she left in the first place, and she tells them that when Morgan came to visit, she snuck into his carriage and came with him. When he discovered her they had already traveled for a while, so he allowed her to stay, and taught her in the bardic arts. Until he disappeared. 

    Willowbark decides to cast some divination spells to figure out where it would be prudent to go. While waiting for this, Granny introduces Penny to Stone, Scroll, Knife, but the others know it as Boulder, Parchment, Sheers. Granny then asks Theren about his god and if he can help, to which he replies yet again that he isn’t a god, just a powerful entity that grants him powers. He can tell that Ranesh appreciates being called a god though.

    Willowbark asks if they should travel towards Ravenforge, and gets a feeling that it could lead to good results, but it might just mean that it would be good to get away from the forest. When asked about the treasure map that they found in Wave Echo Cave, the results are murky, unsure. They decide to first of all head towards Rivergrounds, and then make up their mind about which direction to travel when they get closer. After buying some rations and supplies, they pick up their horses from the stables, and head north.

     The Long Journey

    After a few days' travels, they reach the town of Rivergrounds once more, and decide to stay at the inn for the night. Willowbark wants to stay a bit outside of the town, and so heads far enough away that the stench of the streets isn’t too prominent. As Theren keeps being afflicted by the curse, now losing and gaining hair, he decides to bite the arrowhead and pull out another card. He gets a weird looking card, which disappears, and suddenly, an imp manifests next to him, kicks him in the shin, and then disappears. Rubbing his leg, he can feel that the curse wanes once more.

    Penny tries to read the minds of the patrons in the inn, and picks up a few references to an earthquake, as well as someone swearing they saw the princess earlier. She asks the innkeeper, Tim (still no relation), about this supposed earthquake, as she cannot remember noticing any recently. He tells her that a large earthquake woke him up early in the morning about three weeks ago. She realizes that this was about the same time that they were in Wave Echo Cave. She returns to her party, asking if they know if why the princess would be her, and who it is, but they say that she would definitely not be in a place like this.

    After they head out from Rivergrounds, they travel for another five days before they reach the crossing between Elvenroth and Tempervale. There seems to be a lot more people passing on this route than they have ever seen on the road south of them. Willowbark sits down and tries to ask her gods once more to give a sign of which way they should go, but once again gets only cryptic responses, telling her that it might be dangerous. Willowbark doesn’t understand why they should go after the treasure, and gets a feeling that her gods feel it is more prudent that they head towards Ravenforge. The party feels that the treasure might come in handy in their travels and quest, and since they are going to be looking for it at some point anyway, they might as well get it out of the way now, so they decide to go against the will of the gods and head east.

    During the journey, Willowbark, desperate for information, approaches a couple of rangers heading the opposite way, asking them about the forest and if they’ve seen anything strange within. The ranger seems to be unsure as to what she means, but when she mentions Thundertree, he tells her he knows about that and that they never go near it. He has seen some areas that are more dangerous than others, and met some interesting creatures while doing so. Apparently things have changed, and before his time it wasn’t as dangerous as it has become in recent times. She asks how so, and he tells her that when people venture into certain areas, they change, and don’t come back as themselves, or even at all. He has seen close friends turn to husks that tried to attack him, and points to the Shimmering Hills, saying one of the areas to avoid is at the foot of the mountain.

    She returns to the group, and tells them about what the ranger told her, saying that it has grown worse, corrupting wildlife and people, making the area extremely dangerous. She worries that it will spread further than it already has. Theren questions why her people don't keep records of their history, calling them uncivilized because of it. She tells him coldly that she is civilized, her history is just oral, not written. But he does mention that the ranger she met probably belongs to The Rangers of The Wild, who follow the nature goddess Phymera. Seeking out one of their temples or maybe the group themselves might yield some information.

    After a few more days, they can see Tempervale on the horizon. Theren can feel that the curse is creeping up on him again, and so decides to draw another card, which causes all his weapons and magical items to vanish in a magnificent display of fireworks. The rest of the party asks what the hell just happened, and Theren replies bluntly that he has a deck of cards, and it’s weird. Penny says that she would love to try to draw a card, and Theren reluctantly allows it.

    She draws a card, and sees the symbol of a pot of honey on it. It vanishes. There is a large pop as a bear appears. Standing on two legs, wearing a satchel, and looks extremely confused. In common, he asks the party where he is and what just happened. They introduce themselves, and ask him who he is. He replies that his name is Sigmund and that he’s a potion seller. Not being entirely sure what is happening, he offers the party to buy some potions if they would like, giving them great discounts on his wares. Penny asks where he comes from, and he tells her it’s a small village outside of Arcan City, which Penny has heard of before. 

    After he has sold his wares to them, they chat a bit about him, asking if this has happened before, and he tells them that a guy called Bob once summoned him, and he too was holding a deck of cards. He laments to himself that he wishes he didn’t steal those berries from that hag that one time. Penny tells him she also got cursed. He gives his condolences, and tells them loads of places are cursed, particularly forests, they tend to get the worst of it. As Willowbark hears this, she perks up, wanting to know more, but the moment he starts talking, he suddenly disappears again. Penny looks extremely happy to have picked that card, and the party asks Theren what is up with them, but he is reluctant to tell them about it yet.

    During the final night before they reach the city, Penny sits down and can feel that there is someone else inside her mind. Figuring that she might as well, she asks if the being inside her is the Forgotten One. The voice inside her head replies “yes”. Frightened by this, she asks the group if they know of the Forgotten One that Nezznar was talking about, and if they know who it might be. Theren says there are probably loads of forgotten gods, and should ask for its name. When she does, the entity doesn’t want to tell her just yet.

    The Twelve Bridges

    When the party finally arrives in Tempervale, Willowbark is blown away by the size, and can’t stop staring at the towering buildings that go higher than most trees in her forest. On the way in, they are stopped by one of the guards who singles out Willowbark, telling her that she needs to behave when she’s in the city. The rest of the party gives the guard the stink-eye, as that was totally unnecessary. First point of order should be a place to stay, and so they decide to find an inn, telling Willowbark that she can’t safely sleep outside when she is here, as it is probably frowned upon. She doesn’t understand the problem

    Demetrius goes to see if he can find any bounty boards that might give the party something to do for money, ad he looks through a few, seeing that most are talking about missing people, exterminating vermins, but one draws his attention, from a person named Kody, who is asking for a group of adventurers to help out on a mighty quest, that is to be well compensated. It tells whoever wants to help to meet him in Minotaur Park the next day at noon. He runs after the party as they head down a side street, and tells them about it.

    The rest of the party has found a fitting inn nearby, called the Narrow Bar. Seems to be rather full, loads of people, and much larger and nicer than the ones in Maplemere, Rivergrounds and Phandalin. Penny manages to convince the innkeeper to give them a group discount on the rooms, as she can perform for the patrons. Kal asks if they need any help in the kitchen, but gets rejected due to health inspectors and stricter rules than smaller towns and villages. When they get to their room, they discover that they actually have working toilets, plumbing and all. Kal has to teach Willowbark how toilets work, and Willowbark in turn feels very uncomfortable about being in the city. Demetrius on the other hand couldn’t be happier about the room and the bed. 

    The party heads to one of the stables on the outskirts of the city, to leave their horses for the stay. No Tim in sight, which is a good thing. Kal has the foresight to see that the horses’ horseshoes are getting worn, and so asks the stablehand to change them.

    Granny asks around if anyone knows where the Rangers of the Wild reside in the city, if they even do, and gets told that they have a small safehouse on the outskirts of the city, outside of the walls to the south. Kal and Theren goes looking for a map of the area and region, and is told to head to the library, but as it’s getting late, it is closed when they reach it. Willowbark is amazed at the size of the library, as its facade is decorated by large marble pillars, in front of vast colorful windows. 

    On the way back to the inn, they come across the temple district, with a bridge crossing over the river far below the city. They decide to check it out, and can see that there are a total of twelve bridges that cross the river. Kal looks at a plaque on the bridge they are currently on, and sees that it is the bridge of Adea, the Goddess of Knowledge and Magic. Willowbark is in awe, seeing the beautiful architecture and the wide river far below them. Kal explains to her that the city was founded 1300 years before the current calendar began, meaning it is nearly 4000 years old, and was built where Adea came to the plane and gave the gift of magic to mortals. She is the one who maintains the weave, allowing magic, both divine and arcane, to flow and function. 

    They all wander around, looking at the other bridges, finding the one to Mova, as well as some of the other gods they know of, but one bridge has a name that is unknown to all of them. Roshan, the Goddess of the Sun is written on a bridge further down river. Wondering why they haven’t heard much about this god, they decide they have to check it out, as Ilene is the Goddess of both the sun and moon.

    As they head back towards the inn, they visit the temple of Adea in the middle of the city. Theren goes over to pay his respect by lighting a candle with magic, and placing it in an open spot. Willowbark, wanting to be respectful, copies him, but gets confused when Kal also gives a small offering of coins, having been told not to give away money willy nilly. The fact that she is awestruck by the size of the temple isn’t helping either. Kal notices, and helps her. Willowbark then goes to one of the priests, asking if they know about her gods, but he sadly does not. He then suggests to her that they might all be aspects of Adea, without her knowing it, but Willowbark doesn’t like this idea. Kal tries to talk to the priests if they have heard rumors about a sickness spreading, and he indeed has heard the Rangers talking about it, but doesn’t know any details. He suggests heading to the library to research if they wish to learn more.

    Kal the Great

    Walking back towards the inn, Kal checks out a few more bridges, and finds that one of them is dedicated to Udall. Interested if it might help her connection to him, she stands in the middle of it, and summons a lightning bolt in her hands, scaring a few of the passing citizens. Some city guards quickly show up, holding spears at her, demanding to know what she is doing, casting spells in the middle of a crowded area. Willowbark tries to talk them down, but Demetrius suddenly grows confident, and yells at the guards for their “insolence”.  He refers to her as the “Great” Kal, and that captain Mericious has personally given approval for her actions. Demetrius is just bluffing, hoping the name he read on one of the bounty boards will be enough to convince them. To their surprise, it works, and they step down, allowing her to continue, but watching closely.

    Kal is quite awkward by the whole encounter, but tries to focus. She tells her god that there is corruption spreading, and asks if he has any help to give in order to get to the bottom of it. It suddenly starts to rain, and as the citizens scatter to get to cover, she returns to the rest of the party, with Willowbark asking what he told her. Kal replies that she doesn’t have a strong enough connection yet to get a clear response, but the rain seems to indicate that he is listening at least. They head back to the inn, to meet up with Penny who stayed behind.

    Back in the Tavern

    When the party returns to the inn they can see that Penny is in the middle of some pretty heavy gambling with some of the locals, and she’s not doing too well, losing left and right. After she is done and has lost more money than she intended, she thanks for the game, and leaves to join her party at their table.

    When the waitress comes over with their drinks, Kal gives her an extra copper piece, which causes Willowbark to be even more confused, as she keeps giving away money when she has told Willlowbark not to do that, but she decides to copy Kal and give a tip as well. Demetrius sees her confusion and explains that money is power and that society is based on a ranking system, and starts rambling on about how the elites versus the common folk. Kal and Willowbark remarks that he seems to be on edge now that they’re in a large city, but he just blows them off.

    Penny sits down as Kal, Willowbark and Demetrius are discussing class differences, and attempts to listen in on people’s thoughts from the tavern. She scans the area, and gets a few people complimenting the music being played, another one misses eating dragon meat as it was too tasty to forget, but one elderly fellow seems to stick out, thinking about how his house is haunted. Penny excuses herself and walks over to the old man, asking him if he would like to tell her his story. He looks at her, very confused as to why she suddenly approached him, but she tells him that she’s a bard, and thought he looked interesting so would love to hear his story.

    The old man introduces himself as Conrad, and he tells her that he is having a hard time sleeping, as he keeps seeing a man in his room. He guesses that it is a haunting, but tells her that his story isn’t that interesting or unique. Penny offers to help him out, as her party is quite capable. He tells her that he cannot pay her anything, but she doesn’t want payment, she just wants an adventure. She leads the man to her party, and tells them that there is a ghost haunting the man’s house, and that they have to do something about it. They ask him to describe the ghost, but he says that it just looks like a man, and he just stands there, staring at him. Demetrius thinks there might be someone trying to force him to move, to buy the house cheap, but they know more when they get there, so they decide to leave with the man, who takes them to his house.

    The Haunting

    The party follows the man around the corner from the Narrow Bar, realizing that he literally lives in the same block. His home is an apartment in a tall building, at least 10 stories tall. He leads them inside, and up the stairs, as he lives on the third floor of the building. When they get into his home, they find it to be quite nice, much nicer than most of the inns the party has stayed in during their travels. The party decides to look around to see if they can find any clues, and notices that it is significantly colder in the bedroom than the rest of the apartment.

    Granny wants to see if she can detect the presence of the ghost, and so uses her primeval awareness to sense what is nearby. She is suddenly overwhelmed as she can sense a large presence of undead, but also within the city there are fey, dragons, fiend and celestials. She tells the party about this, and they look at each other, quite confused, but Theren seems unfazed, pointing out that this is a large city, and he has heard about dragons having the ability to shapeshift and appear to be humanoids. celestials and fiends are to be expected where people congregate, and fey are just weird, so they would probably stick around as well. Conrad nods in agreement, not being too surprised.

    Granny does however get the feeling that there really is a ghost present, but she isn’t entirely sure that she can make it appear. Penny tries to call out for the ghost, trying to convince it to appear. They wait around for a few seconds, before a light suddenly appears in the doorway to the bedroom. It rapidly grows, until it takes the shape of a person, seemingly a man with elven features. It suddenly lurches toward the person who summoned it. Penny tries to resist, but she gets hit with a discombobulating force as the ghost enters her, and takes over her body. The ghost tries to run off with her.

    The party, noticing what has just transpired, leaps into action, and attempts to restrain Penny, preventing her from escaping. Granny and Demetrius work together in order to hold her back, while Willowbark runs over to block the door. Kal uses her celestial powers to force the ghost out of her friend, but it does not relent, and tries to attack the party, but it is easily subdued. Theren gets the final blow with his eldritch blast, and in the end the ghost just floats in place, weakened, but not destroyed.

    A Final Request

    Kal tries to talk to the ghost, and it suddenly seems to start listening, almost as if it was unable to be reasoned with before. It asks them why they are in his house. The party tries to explain to the ghost that he is dead. The ghost at first thinks this cannot be, but the party manages to convince it that it is in fact true. They ask his name, and it has a hard time remembering, but thinks that it may have been Thomas.

    Conrad tells the party that he has been living in the house for about 50 years, and has noticed that at times stuff have been moving around, and he has had some sightings of what he now realizes was Thomas, but had just ignored it, thinking he was imagining things. But seeing the ghost in front of him, he realizes that he never truly was alone.

    They ask the ghost if he knows what happened to him, and the last thing he remembers is that he was petting his cat, and then heard a noise behind him, and everything changed. He tells them he was a tailor when he died, owning a tailors shop called the Magnificent Needle, located in the square close to here. When asked, he tells the party that he has one final wish of being able to walk in the park, and thinks that is where he was trying to go when he tried to escape with Penny. Penny allows him to possess her once more, giving him the chance to go for the walk.

    They all follow Penny/Thomas towards the park, with the ghost remarking that he doesn’t remember any of this, things have changed a lot since he was last around. Looking at a jewelry shop, he says that it seems to be in the same place his shop was, but everything looks different, but similar at the same time. He also mentions that he lived in a house, not a large building with several apartments in it, suggesting a lot has changed for him. They ask him when he was alive, and he tells them he thinks he died in the year 834 in the second age. With them now being in the year 853 of the third age, this means he has been dead for over a thousand years.

    As they reach the park, he says that this is different as well, saying that the layout is all wrong, like the city has changed completely. Kal asks if the bridges were there during his time, and he confirms that they were, but that they too are wrong somehow. But the party realizes that the city has probably changed a lot over the last 1000 years, not thinking too much of it. When asked about Roshan, he has heard the name, but is unsure who it is. Kal wonders what happened to her.

    After wandering around for a while, looking at the park and the city, Thomas turns Penny around and tells the party that he feels that he is ready to move on now, having gotten his itch scratched so to speak. Penny, who has been a silent passenger for the journey, can hear the ghost saying “thank you” directly to her mind, before she can feel the presence leave her. Finally being laid to rest.

    Conrad looks at the party and thanks them all profusely for solving his problem, and they all walk back towards the Narrow Bar, with the old man going home to hopefully get a good night’s sleep.

  • Chapter 20: Unraveling the Plot

    18th-19th of July, 853 TA

    The Library

    The next morning, the group wakes up and heads straight for the library, searching for potential answers to the problem with the spreading corruption. As they arrived in the evening when they got to Tempervale, they are astounded by how much more crowded the city is today. Elmroot looks around at all the people wandering the streets, on their way to do their jobs or go shopping. They overhear a town crier in the distance, proclaiming loudly that Princess Satine is rumored to be back in Ravenforge because the king supposedly is beginning to be sick, and in other news, a local dwarf has found the long lost Wave Echo Cave. The party remarks at how fast news travels.

    As they reach the square in front of the temple dedicated to Adea, an old beggar woman asks Willowbark for a coin. She prepared to open up her coinpurse to give up all her money, but Kal quickly sees what is happening and intervenes, telling her to give her a silver or something. Willowbark does, and the old lady clutches Willowbark’s hand as she accepts the coin, thanking her for her generosity. The old lady then continues walking past and disappears in the crowd. Willowbark tries to look for her, but she seems to have vanished into thin air. She catches up with the rest as they reach the library.

    Standing outside, they are all in awe at the beauty of the architecture, clearly being centuries, if not millennia old. Within there are massive bookshelves that reach from floor to ceiling, containing thousands of books. The scholars that work there move around, up and down the bookshelves using the stairs that are built to reach the highest levels, retrieving books and putting them back. A large desk dominates the center of the library, with a spiral staircase leading to the lower floor. An incredibly old elf stands behind it, writing in a book. The nameplate on the desk reads “Aelar Yaeldrin”.

    Penny buys a journal for herself, while Kal buys some books to use as spell components. Theren wants to purchase a map of some regions, making it easier to track where they need to go, and asks for a world map, region map and a city map. They are hoping to get one of the Central Plains as well, but that is not something they have available, but the old librarian tells them he can just pop over to Elvenroth to see if they can provide a map of that region. Penny seems amazed that he can just casually travel over there, but he explains to them that they have a teleportation circle. It’s not available for public use, but they can buy access for a one time travel for 50 gp per person.

    Wandering around, Penny goes over to random people and asks what they are doing, much to the annoyance of the scholars who are just trying to do their research in peace. One man who is in the middle of a lot of big books yells at Penny to leave him alone, prompting stern looks from the attendants, before he returns to his studies. Penny is unfazed and goes to look at all the various books around the library. Meanwhile, Demetrius is looking for information from or about The Rangers of The Wild, so Granny joins him. They get told that the Rangers are a bunch of disorganized adventurers, but they do confirm a safehouse is located to the south of the city proper. Remembering the request for brave adventurers, Demetrius and Granny decides to go and check that out, with Penny joining them, having nothing better to do.

    Willowbark explains that she is trying to do research on the topic of corruption, so the librarian hails for one of the attendants to fix her up with a table, and retrieve a stack of books for her to go through. She has all day, which costs her some gold, but she thinks it will probably be worth it. Theren asks him about law books, wanting to see what is allowed and what’s not. He is told that there are no updated tomes on the subject, but some older ones should suffice. Kal asks the elf about Willowbark’s gods, and surprisingly he has heard of them, and even manages to pinpoint her home based on the gods, much to the surprise of the party members. He goes on to tell her that they theorize that Faunus and Selvans are aspects of the goddess Phymera, the goddess of nature and wind. There is a temple to her on the southern side of the city, along the river.

    When asked if they can get directly to Ravenforge from the teleportation circle below, they are told that they only have a direct link to the Royal Athenaeum, but there is a teleportation hub in Elvenroth, where it is located. Kal considers borrowing a book to study her new found religion, as they require a deposit, and they are heading north to seek the treasure, the elf recommends them to get a guide to lead them safely through the mist fields south of the Twilight Peaks.

    A Tooth for a Hand

    Penny, Demetrius and Granny are all walking to Minotaur Park, to meet up with this mysterious Kody who is asking for adventurers. When the trio gets there, they can see a figure standing out, obviously waiting for someone. Each time someone gets close to him, he lights up, before realizing they are not stopping and moving on. Noticing a lute on his back, Penny thinks that he might be a bard. When they get closer, he realizes that they are actually stopping for him, and perks up, asking if they are here for his quest. When they respond, he cheers loudly.

    He tells them that he is in dire need of brave adventurers who can help him in vanquishing a mighty foe, as he needs its teeth. The trio looks at him curiously, suspicious by the fact that he doesn’t say what the foe is. He caves, and tells them that it is a stone giant. Not any one in particular, just that he needs to kill a stone giant and bring back a tooth as proof of his deeds. 

    The party wants to know why before they promise to help him, and he tells them that he is hopelessly in love with a girl named Anne, but her father doesn’t like or approve of Kody, and so has told him that the only way for him to prove his worth, is to take down a stone giant and bring back it’s teeth as proof of his great deed. Granny is conflicted, as stone giants aren’t inherently evil, so is having a hard time deciding if they should go through with this. Demetrius tells Kody that there are three more members in their party, which makes Kody even more ecstatic, saying this will ensure their victory. He then asks what they will be paid for helping him, and they do a little back and forth, without coming to a conclusion that either party is satisfied with.

    The trio moves a bit away to discuss in private, with Kody taking out his lute to play a song. They all seem very unsure of the mission, seeing as he is asking for their help in killing something they are unsure deserves to be killed. They decide that they have to confer with the rest of the party before giving a definitive answer, and when they tell this to Kody he tells them that he will go by himself if they will not help, as he is desperate to have this done. But he will give them time to think about it, telling them that he will be in the same place tomorrow at 10-ish, depending on when he wakes up. He leaves the party, playing a song as he crosses the bridge of Udall to head home.

    The Rangers

    Afterwards, the trio decides to move on to find the Rangers of the Wild and their base, and so heads outside the city walls to the shanty town beyond it. Looking around, and asking the locals, they are guided towards an old cabin a bit further away from the rest of the buildings. As they approach they see a tabaxi sitting next to a campfire. When they get close, she welcomes them, introducing herself as Right Handed in Woods, asking how she can help.

    Granny asks them for a membership, as she would like to join their organizations. Right Handed in Woods looks at her and seems to analyze her, looking her up and down, before asking her some very simple questions, for instance if she will protect nature, defend the innocents, and uphold the natural balance. Answering yes to all these questions, the tabaxi calls for her partner, Thorne, to bring some emblems. A halfling comes out with a box, and places it next to her, while sitting down by the campfire, as they both look at Granny, waiting for her to say something.

    Granny tells them she would like to contribute to their cause as she travels, wanting to help out wherever she can. She also asks them about the corruption in the forest, saying that she is on a quest to help her friend get rid of it. The tabaxi tells her that the corruption is well known to the Rangers in the area, as it has been spreading for a few years, then slowed down, until it eventually stopped. But it doesn’t seem to recede, indicating it is here to stay. They have lost some of their members to the more dangerous areas, but doesn’t elaborate on what she means by “lost”.

    Granny asks them about the Ruins of Thundertree, and tells them about the sickness currently plaguing Spiral Woods down south. The Rangers look at each other, worryingly. They tell Granny that Thundertree was taken by the corruption, forcing people to leave the area. If the corruption is spreading, then they have to stop it. The group ask the tabaxi how they can know if it is the same corruption, with the tabaxi replying that the one plaguing the Jaded Wilds is not easily fixed by magic, as opposed to other dangers that can plague the woods. They help them by telling them about three areas of corruption in the Jaded Wilds, explaining how to reach them. One is not far from Tempervale, another is near Thundertree and the last one is far to the east, on the other side of the mountain.

    Granny tells the pair about Willowbark, and that she is the one on the quest to save her tribe. The halfling asks if Granny knows if she has been experiencing hallucinations, and when she confirms that she has dreams about a green eye, he tells them that some of the survivors of Thundertree also spoke of having nightmares and hallucinations. The party knows just one survivor from Thundertree, the woman who sent them for the emerald necklace.

    Feeling confident that Granny can be a fine addition to the Rangers, they give her a pin, and fasten it on her shell, telling her that she is on a probationary membership, she still has to prove to them that she can uphold her promises. If her group manages to revert the corruption, that is definitely a good start. 

    The trio thanks them for their help and guidance, and so the tabaxi and halfling ask where they are heading next, and the party tells them that they are seeking treasure near the Twilight Peaks. The halfling tells them to be careful heading that way, as it is riddled with wyverns and other terrible stuff. They thank them for the heads up, and return to the Narrow Bar, waiting for the other half of the party to return from their research.

    On the way back, Granny and Penny go looking for a shop to pick up some ink, quill and paper. They find The Unseen Arcanity, with a lot of magical items, as well as the things they require. Penny asks the shopkeeper Claira what the oldest thing she has in the store is, and is shown a beautiful harp that will set her back 120,000 gold pieces. Penny jokingly checks her purse, and tells the woman that it’s not in her budget at the moment, but it sure is beautiful.

    Having purchased what they need, they walk over to the tavern, as Granny tells Penny to write down the names of everyone in the group. As they do, they can suddenly hear large metallic footsteps, and everyone in the square around them freezes up, watching the approaching figure cross the square. A massive humanoid shaped creation made of metal, with fire coming out of its head like a brazier. Penny asks Granny what that was, with a bystander replying that it was a Royal Incinerator, royal bounty hunters sent out to track down the worst of the worst. They are rumored to be unkillable.

    Studies

    Back at the library, Kal is very curious about Roshan that has a bridge, but she cannot remember ever hearing about her. Aelar tells her about the Betrayal, which was a cataclysmic event that happened when one god went against the others to overthrow them. During that time, Roshan was the first casualty by the god, and this caused the world to fall into darkness for over 10 years. During this time, monsters from the Underdark emerged and invaded the world. Kal asks for the name of the god, but he tells her that he won’t say it, as it is forbidden to say out loud. Kal is surprised that gods can be killed, but he tells her that gods are powerful, but not immortal against other gods.

    Eventually, after a long conflict, the evil god was overthrown and defeated, as was his army of drow, which in turn was nearly extinct. Roshan’s sister Ilene took over as the goddess of the sun as well as the moon which was her original divine task, returning light to the world. Kal takes Aelar to Willowbark, considering his previous knowledge of her gods, and asks her if she has heard of the Betrayal in her pantheon, but she tells her that this is news to her. She does mention that Baskar as the spirit of the sun, and Aruna as the spirit of the moon, but they are considered husband and wife. Aelar suggests that they might be influenced or be an aspect of Roshan and Ilene, but he cannot be sure.

    Willowbark goes back to her studies, looking through all the books and papers she has been provided. She gives herself guidance by telling herself that she can do this. She discovers some information about Thundertree and that the disease acted slowly, and a few of the survivors had dreams about the same eye as Willowbark. It has also happened in a forest named Mirewoods. When she looks at the map, she cannot find a place or forest that has that name, so she asks Aelar about Mirewoods and he tells her that it has changed names and now it’s called Неизвестно. It is now a swamp at the end of Frumpkin Hills

    The forest was turned into a swamp around 250 years ago. There was a time of corruption, before it settled down, and then it got worse. The place is uninhabitable and there are rumors of a dragon having moved into the area, but he doesn’t know if that is true or not. Willowbark is scared of this happening to her forest as well. Hearing Willowbark mentioning the dying wood and watchful eyes in her dreams, he remembers something, and goes off to find an old book. He gives it to Willowbark and it seems like a fairytale book. Suddenly she finds something:

    "Of all the creatures that roam the planes, few are as twisted and evil as the hags. Hags dwell in dark and twisted woods, bleak moors, storm-lashed sea costs or gloomy swamps. In time, the landskape around a hag's lair reflects the creature's noxiousness, such as the land itself becoming toxic. Livestock gets poisoned, food and crops wither and die, and the inhabitants eventually get corrupted themselves, either dying or worse. A coven of hags might even watch their victims from afar to relish in their misery."

    Aelar tells Willowbark that he knows that hags can take the appearance of anyone they have killed, which fits with what happened with Willowbark in the forest, although this saddens her as this probably means her mother is truly dead. She asks him how one prepares to fight a hag, but he unfortunately does not know, but tells her that the answer probably lies somewhere around them, looking around at the vast bookshelves that surround them. She thanks him, as he has given her hope at least, revealing her enemy to her.

    Regrouping

    The party all meet up back at the tavern, finding Granny helping Penny working on her writing, with Demetrius watching whilst drinking a glass of wine. They all notice that Willowbark seems a bit conflicted, and tells them what she learned about the corruption, and that her mother might be truly gone. Noticing that Willowbark has a hard time putting the words together, Kal tells the others that the most likely culprit of the corruption is one or more hags

    They go through several of the various kinds of hags that Willowbark has researched, and they all agree that it probably isn’t a sea hag, so most likely it’s a green hag or maybe even a night hag. Either way, they are dangerous, evil, and must be stopped, lest the whole forest will be potentially ruined forever, like what happened to Myrewoods. Granny tells them what they learned from the Rangers, and they gave them the location of three spots of corruption. They take out the map they have purchased, and place markers on the locations described.

    Spotting on the map a place in the middle of the forest called Castle Phalorn, they realize that this is the location of Cragmaw Castle, but nobody has heard about the Phalorn family. They look around, asking Penny where she is from, and she tells them that she’s from the Emerald Earth Sanctuary, and gives a vague description of what she remembers of the place, it being in the woods near water, and that she and Morgan sailed from Arcanharbor to Port Emerald. They figure that she is probably from somewhere near Rednook. Demetrius points to his home city of Cantalos, while Penny asks where Kal is from. She is hesitant to tell them, but eventually reveals that she’s from a place called Centahelm, showing it on the map. Penny realizes that is where Morgan disappeared from.

    Demetrius and Penny tell the others about Kody and his wish to defeat a stone giant in order to retrieve a tooth from it. Granny shares her mixed feelings about it, not wanting to kill an innocent in a quest for love, but when they tell the others that Kody is going to go with or without them, they decide they should come along, otherwise he will surely be killed. Penny and Willowbark both agree that they should try to talk to it, as Willowbark knows the giant language, so may be able to resolve it peacefully, maybe even being able to talk Kody down and buy a tooth from somewhere. 

    Come Hell or High Water

    The next morning, Theren heads out before the others, hoping to find a particular item he has been searching for in one of the nearby magic shops. He goes to the Unseen Arcanity after Penny and Granny told them about it, to talk to the owner, Claira. He asks her for a particular set of armor, but she tells him that she doesn’t carry any of those, but recommends he talk to her colleague Arha Perry, who runs the Tranquil Eye, as she is more diverse in her stock, since Claira mostly makes her own items.

    Going there, Theren finds the half-orc who owns the shop, and she confirms to him that she indeed has one in stock that might be what he is looking for, but she tells him that it will cost him 2000 gold pieces. Checking his funds, he realizes that it is a bit beyond his price range, and that they will soon travel north to the Twilight Peaks, which prompts Arha to think for a moment, before coming up with a proposal. She has been wanting for a while to work on a flail snail shell. She explains that they are known to reside near the mountain he is going to, and if he can procure that for her, then she could be willing to sell him the armor for a mere 750 gp instead, and tells him that she can hold the armor for one month. He agrees to this, and returns to the party after buying some spell components he has been needing.

    When the party heads towards Minotaur Park, they can see Kody waiting there, and spotting Penny, Granny and Demetrius, he quickly runs over to them, excited to see them, thinking they have agreed to join him. Willowbark introduces herself and begs him not to go through with this, saying there are other ways, but Kody tells her that he has made up his mind. He doesn’t want to start off his relationship by lying, so want to defeat a real one, and after hearing the concerns Granny had the day before, he asked around, and as luck would have it, a stone giant has been harassing some local villages, so they would be doing a good deed by taking it down. The party agrees that if that is the case, they might be inclined to join him, but asks for payment. They negotiate a deal for him to pay them 75 gp per member on the successful retrieval of the tooth.

    The group joins Kody at the stables where they boarded their horses, with Kody riding with Penny in order to be able to exchange songs, considering they’re both bards. As they walk he asks if she truly is who he thinks she is, and she confirms that she is Penny from Bows’N’Roses, prompting Kody to bow down to her, chanting “I’m not worthy!” in a joking manner. He tells her that he saw their show in town a couple of weeks ago, but Penny does’t realize the implications of this at first.

    The party heads south from the city with Kody, towards the woods, and stops by a small hamlet on the way to the clearing where Kody has been told the stone giant was spotted. They meet a local farmer named Ballard, who confirms Kody’s claims that a stone giant has attacked the locals when they are out hunting or chopping wood. Willowbark is a bit ambivalent about the whole situation, saying that the villagers shouldn’t destroy the woods, but the group explains that the forest is big enough to regrow faster than the farmers can chop it down.

    When they get closer to the area they are looking for, they dismount the horses and hide them in the nearby woods. Sneaking up to the clearing, they can hear a few voices talking, and can see that the stone giant is conversing with an ogre. Willowbark and a very reluctant Kal decide to make their presence known to the giants, in order to try to talk to it, hopefully solving things peacefully. Kal has little confidence in the plan.

    When they emerge from the woods, hands up and showing they mean no harm, the stone giant turns toward them in a curious manner, wondering who is daring enough to approach willingly. They see a few ogres around, and notice that they seem outnumbered, but the giants apparently haven't noticed their party members hiding in the woods. Willowbark talks to the stone giant in his language, and tries to convince him that he is in danger if he doesn’t stop with his harassment of the local population. The giant laughs at her, being overconfident in his own survival, and does not heed the warnings. Kal comes up with an idea of trading the tooth for something the giant desires. Willowbark conveys this to the giant, but he just laughs again, and offers them ogre teeth instead, and the ogres are offended when they decline. 

    Kal says to Willowbark that they would have been better off if they just decided to ambush them. This causes a few of the ogres to look at each other and then scan the surrounding forest to find anyone else, before telling the giant that it is a trap. Apparently some of the ogres knows common, and draws their weapons, ready to attack the pair.

  • Chapter 21: Toothache

    19th-20th of July, 853 TA

    Battling the Stone Giant

    As Willowbark and Kal stand in the clearing, facing down the giant and ogres that are starting to surround them, they are all distracted by the sound of breaking sticks and moving foliage from the side. Another ogre comes running out of the greenery, looking stressed and tired, and just shouts out in giant “she found us again”. Just as the words leave his mouth, a young redheaded dwarven girl comes running out of the bushes after him, looks at Willowbark and Kal, and shouts “Well?! Are you just going to stand there?!” and starts attacking the ogres surrounding them.

    The rest of the party watches this from the treeline, and decides to join as the negotiations have concluded. Penny emerges and everyone can see that she is suddenly engulfed in shadows, with large dark tendrils growing out of her and down around her feet like a shadowy dress, as her form of dread is manifested. She starts attacking with eldritch blasts like Theren usually does, and so the party can feel that something has changed about her. 

    As the battle rages, Theren attacks from the sidelines, using the trees for cover, while Demetrius comes swooping in with his new Venomfang Daggers and throws sneak attacks out left and right, gravely wounding many of the foes. Willowbark tries to protect Kal, as the stone giant focuses on her, which causes her to almost get killed in the skirmish. Granny uses her bow to attack from a distance at first, but as the ogres get too close, she is forced to switch to close combat. Luckily her homemade shield makes this an easy switch. Kody stands on the sidelines providing bardic inspirations to the party, while attacking with a crossbow, but he is cornered and almost killed by a couple of ogres.

    Willowbark pulls out another beast from her bag of tricks in the hopes of getting something to help protect the wounded, and pulls out a very angry badger. It attacks one of the ogres and bites its finger. The ogre tries to retaliate, but the badger is too fast, managing to dart away just in time. The stone giant succumbs to his wound when the party focuses on him, seeing as he is the biggest thread, literally.

    As the enemy forces are dwindling, the redheaded dwarven girl gets the final kill by jumping up and decapitating the final ogre with her axe. Willowbark and Penny quickly help heal the downed allies, and when Kody gets up, he sees that the enemy has fallen, and so wanders straight over to the stone giant and begins tugging at his tooth. Noticing that he is struggling, Penny walks over to help him drag it out. As they are pulling, Penny asks him when he last saw her and Morgan. Through the heaving he insists that he saw them at a show just last week, much to Penny’s confusion, but she doesn’t question him further, and they eventually manage to get the tooth out.

    Willowbark waves at the dwarven girl as she goes to do her usual ritual of gathering pretty rocks and sticks to honor the dead. Kal goes over to her, and introduces herself, and thanks for the help. The dwarven girl introduces herself as Leona the Tiny Lioness as the rest of the party comes over to say hello. Kody stands in the back and takes notes on the whole encounter. Penny has reverted to her old self, as the shadowy tendrils retreats back into her body. Willowbark goes over to ask her if she’s okay, and Penny assures her that she is fine. When asked what was up with all the shadows, she says it was just a gift from her new friend. Willowbark looks at her with a mix of concern and suspicion, and hands her a pretty rock she found, hoping it will bring her luck.

    Searching the Dead

    The party decides to loot the bodies, making sure they get anything of use from the giant and the ogres. Kal decides to search the pouches of the stone giant, finding a few supplies that suggests that a group of adventurers met with an unfortunate end encountering the stone giant and his companions. Among the equipment is a peculiar looking hat, which Theren can see is a Hat of Wizardry, that functions much like his Venomfang amulet, just for wizards. Kal decides to put it in the bag of holding.

    Leona continues where Kody left off, and continues to pull out teeth of the stone giant. She spends some time doing this, as a few of the teeth are cracked and broken, and therefore useless, but she manages to get a couple of molars out that are of a decent size. Noticing Penny seeming a bit disappointed that she didn’t get a chance to harvest, she gives one of the teeth to her.

    They continue looting the bodies, and Kal notices that Demetrius is just sitting on a tree trunk admiring himself in the reflection of his dagger. She walks over to him, slaps him on the back of his head, and asks him to please help out with the looting so that they can leave post haste. Seeing the potential for crafting magical items, they decide to take with them a pair of ogre hands, as well as pulling off one of the giant's fingernails, as Theren has heard they can be used to make powerful potions.

    When they feel content in having retrieved what is of value, they decide to leave before more enemies arrive. As they walk they ask Leona why she was chasing the ogres and attacking them, and she just tells them simply that she finds them “ugly” and doesn’t like that they hurt people. About as good a reason as any really when you think about it. In either case they thank her for the help, and ask if she wants to tag along as they head back towards Tempervale.

    When they go to get their horses, Willowbark tells them about what happened and that Kal got hurt, but she’s okay now. Kody sees this, and asks why she’s bothering to talk to the horses as they are only dumb beasts. Willowbark looks at him with a stern look, saying that they are much more than that, but Kody doesn’t really get it.

    Night Gathers

    Kody, sitting on Penny’s horse holding his tooth, can see that the sun is getting low in the sky, and they’re still a long way away from Tempervale which is laying in the horizon. He tells the party that they have to move faster if they are to make it to Tempervale tonight, but they tell him that they’re not gonna make it, so they have to make camp at some point. Kody seems rather adamant that they continue traveling, but both Willowbark and Kal intimidate him by saying that he won’t make it back without them, so he might as well go with their speed, and Kal assures him that he will not be harmed in the night.

    As night falls upon the planes, they decide to set up camp as discussed, and find a fitting spot to make a campfire to defend them if anything comes during their rest. Willowbark, the badger and Kody take the first watch, and she spots 4 wolves lurking a bit away from the campfire, and decides to prank him by acting scared about being attacked by them. Kody is quite shaken by this and decides to hide in his bedroll.

    As Demetrius and Granny hold watch, she points out that he seems to be very out of place whenever they leave a major settlement, and seems rather uncomfortable by being in the forest. She doesn’t really understand his motivation for traveling with them if he finds it such a chore, but he answers that sometimes one has to blend in where one is the most unlikely to be found. He retorts by asking why she’s with the group still, and she brushes it off, saying she enjoys being in nature and on the road.

    During Leona and Penny’s watch, they mostly sit and watch the night sky. Leona tells her that she’s munching for something, so Penny uses her creation powers to make some candy for both of them to enjoy. In the distance, a large storm is looming over Tempervale, and so they sit and watch the lightning hit the rooftops of the city.

    Kal and Theren take the last watch. When Kal gets up and spends a while looking at the storm that is raging over Tempervale. A bit beyond, she can see that the lightning strikes the same spot three times in succession some distance north of the city, and wonders what the god is trying to tell her. No matter now, so she and Theren keeps watch, until sun rises and Kal begins making breakfast. When Kody wakes up, he tries to grab a bowl of some of the food, but it proves to be a humbling experience for him as his hand is slapped away by Kal. He does get to eat, but nobody touches the food without her permission.

    After breakfast they continue to head back towards the city. During the final stretch, both Penny and Willowbark notice that the ground around them has bones strewn across the grass, and they suspect that there was a large battle here many, many years ago. When they finally reach the city gates and have boarded their horses, the guards seem to be quite taken aback by the appearance of Willowbark, apparently never having seen a firbolg before, but they let them pass without any interruption. 

    Delivering the Tooth

    The party follows Kody to the Hill District, where the Harlow residence resides. He stops a bit before they reach the manor, and turns to the party that he would appreciate if they stayed back a bit, as they do stand out in a crowd. As he doesn’t want the father of his love to use the fact that he had help against him, although he never said he had to do it alone, he would prefer if they hid when he delivered the tooth. They agree, and so decide to stand a bit further down the road, with Willowbark and Penny disguising themselves to blend in.

    Kody walks over to the house in a very nervous manner, and walks up the stairs, knocking on the door, tooth in hand. After waiting for a few seconds, the door opens, and the party who is watching can see a stern looking man emerge, looking Kody up and down. The daughter, Anne, emerges from the upstairs window, looking lovingly at Kody, as her father talks to him. Willowbark can read on lips, so she says that the father thinks he bought the tooth in a shop, but after his daughter convinced him that he has proven his worth, the father offers Kody to come join them for dinner that evening. Elated, Kody hugs the man, but quickly remembers his place, and waves to Anne, before returning to the party.

    He thanks the party profusely for the help, saying it worked, and that they are having dinner that evening, thanks to them. He tells them to come with him to his home, and he will gladly pay them their fee. As they walk there, they ask what Anne’s father does for a living, considering the living situation being quite nice, but Kody is not entirely sure, only that he works with or for someone he calls “Muzak”. Nobody in the party has heard the name before.

    They follow him to the northeastern part of the city, to a small house near a street corner. It’s quaint, but not luxurious in any way. Functional is the word, and when they enter they see it’s a one room house. He walks over to his bed, grabs a box he hid behind it, and counts out the payment to the party. He offers a payment for Leona as well, but she declines, saying she never made a deal with him in the first place. 

    As Kody gives Penny her cut, he asks her when the next performance with Morgan is due to happen, hoping to maybe catch a show with Anne, but Penny tells him that he must be mistaken, as she hasn’t performed in this city. He tells her that he is absolutely sure that it was her, which prompts the party to theorize that a doppelganger may be behind the impersonation. They ask where the performance was held last time, and he reveals it to be the Transcendence Theater. Realizing that this is something they should investigate further, they assure Kody that he doesn’t have to worry about it, and wishes him luck with the dinner with Anne and her father. They then say their goodbyes and take their leave.

    As they emerge into the streets, they do not get far before they realize that they are being cornered by a group of city guards who have been waiting for them to emerge. Coming from all sides, they are surrounded, and look around nervously, not knowing why they are being detained or thinking they have done anything wrong. A large minotaur comes walking from an alley, approaching them. He is also wearing a city guard uniform, but his looks nicer. He scans the party, before locking eyes with the cleric.

    “Are you Kal?”

  • Chapter 22: Northward Bound

    20th-24th of July, 853 TA

    A Mino(tau)r Encounter

    Kal nods her head at the question asked by the minotaur, who towers over her. He shakes his head, and tells her that he was told by his men that she was doing magic in the open on the bridge of Udall. He looks at her, and without waiting for a reply, he tells them all that his name is Kirrus Mericious, and he would love to know why they thought that he had given permission to use magic, dangerous magic no less, in the open, and scaring the public. He looks at each member of the group, and says “well?!”. As they look at eachother, they see that Leona has disappeared from the group, and sees her turning a corner, waving them goodbye while smiling, having managed to sneak away from the guards

    Kal meekly tells him that she was simply trying to contact her god Udall, and wasn’t aware of there being any magical restrictions in the city. He tells them that using potentially dangerous magic in the open without good cause should obviously be restricted, as that should be common sense. He looks down at the symbol of her god on her chest, and understands. Kirrus asks them what their business is in town, and they reply that they are trying to figure out what is happening with the corruption in the forests south of the city, whilst glancing at Willowbark.

    Kal profusely apologizes for the misunderstanding, and promises that they are not going to do something like that again. The minotaur looks up and down at her, and then over to Demetrius after some guards point to him. He gives him a very harsh look, before saying that he will let them off with a warning for now, but if they ever do anything so stupid again, he will have them locked up for the weekend. The party senses that the problem is more with the fact that his name was dropped, rather than the magic being the big issue.

    As the guards and Kirrus walk away, they notice that a lot of people seem to be observing them. Kal announces to everyone that Penny of Bows’n’Roses are staying at the Narrow Bar and is having a show this evening, hoping to see as many as possible there. They murmur a bit, and then scatter. The party decides to move along as well, talking about what to do next. Penny says she wants to check out the theater. Willowbark doesn’t understand the connection between Penny’s music and trees, but the rest of the party isn’t following, until they all let out a collective groan.

    Toil & Visions

    As the party walks south from Kody’s house, they pass a potions shop, and decide that they want to go inside to check it out. Inside they find a wealth of potions positively littering every single counter space, with large shelves dedicated to dispensers of potions. The shopkeeper, a small, stuttering halfling, introduces himself as Hamil Fatrabbit, and asks if they are looking for anything in particular today.

    They ask him what he has in stock, and he jokingly tells them that he has potions for every occasion, both legal and illegal. When asked what is illegal to do with the potions, he points out that he has potions for reading thoughts, which is illegal to do, but it is legal to own the potion, as long as one doesn’t use it. The party thinks this is very weird, but Theren checks his book of laws, and confirms that the halfling is telling the truth.

    He asks the party if there are any spellcasters among them who would like to be the guinea-pig for his new concoction he has made before he mass produces it. They ask what it does first, and he tells them that it’s a Potion of Spirit, which should in theory refuel spent spell-slots if ingested. There might be side-effects though, but he would love for someone to try it out and report back to him the results. Penny agrees to take the potion, excited to see how it works.

    When they are there, they decide to stock up on some potions of healing, and at the same time inquire about the possibility of making a potion of stone giant’s strength by using the nail they took. He looks at it, and tells them it’s in excellent condition, so it would be perfect for use in a potion. It should take about 5 weeks to brew it, and cost them 300gp, or they could just sell him the nail here and now. They decide to do the latter, as they are unsure if they will be back in time.

    The Transcendence Theatre

    Continuing south, they eventually reach The Transcendence Theatre, which is where Penny and Morgan supposedly held a concert a week ago. A large and impressive building painted white with gold embellishments and detailing, and one that truly stands out among the rest. Walking in, they find the reception. Demetrius looks down and can see that the floor is so well maintained that he can see his own reflection. The counter is operated by a kenku woman. Rather slender, with what looks to be an extremely expensive silk dress. Demetrius also notices a rather large gemstone embedded in her golden ring. 

    When the kenku looks up, she recognizes Penny immediately, and says in her strange accent that she is surprised to see her back here so soon, as she was told that it would be a few weeks at least. Seemingly, Kody was telling the truth, and someone is impersonating her. The woman introduces herself to the others as Lady Kree, and when Demetrius asks about her ring, she seems to be a bit embarrassed and tries to hide it. 

    Willowbark attempts to tell the woman that Penny is experiencing memory loss, so they are trying to retrace her steps, but the kenku can tell that she is speaking falsehoods. Penny admits the truth, that she is the real Penny, and fears that Someone is impersonating her, either by magic or by being a doppelganger. Lady Kree asks her how she can be sure that it even is the real Penny standing in front of her, but then suddenly remembers something, and pulls out a small pink spyglass, and looks at Penny through it. The kenku apologizes, as she can see that there is no trickery involved here, this is the real Penny. She takes a quick glance through it to check the others, and pauses a bit when she reaches Theren, but quickly puts it down.

    Penny asks if she could try the spyglass out, but the kenku makes an excuse that you have to attune to it, so it wouldn’t be much use for her. Penny understands, but the woman seems to be enamored by both Demetrius and Theren, glancing over at them from time to time, smiling as she does. Penny asks if she can check to see who the other Penny really is the next time she is here, which Lady Kree says she will do. Penny then asks who is playing tonight, noticing that there were tickets for sale. She replies that it is “Imagine Humans”, and as she says this a band of dragonborn bards come walking down the stairs and out into the streets. “That’s them!” Lady Kree exclaims, waving at them.

    Perusing

    As the group leaves, Willowbark is confused once more, and asks about what art is, and whether trees are art. The group tries, and fails, to explain to her the difference between what can be found in nature versus what has been made to be beautiful, either visually or auditory. She thinks she might understand, but doesn’t get why people cannot just enjoy nature.

    As they walk, Penny says that she thinks that the woman in Maplemere might have cast a curse on her, as she gets a headache from time to time, when whatever she does can be regarded as “mean”. Theren takes her to a secluded spot and casts a spell on her, confirming that she is indeed cursed. Kal says she can fix it, but has to prepare another spell, so it will be in the morning.

    Willowbark goes back to the library to see if she can do some speed research about hags, finding out a bit about their strengths, but most importantly finding out that they are mostly inherently evil, and don't belong in the material plane, as they usually corrupt all that is around them. Penny joins her, hoping to work a bit on her writing and reading skills. Granny and Theren goes on a walk, while Demetrius decides to go back to the Narrow Bar for a glass of wine, with Kal joining him.

    Theren asks Granny as they walk if she has ever heard about flail snails. She thinks for a bit, trying to remember what she knows, but tells him that she hasn’t encountered them before, but knows that they are elementals, big, and very special. Their shells are huge, so they might have to get a wagon to the north in order to carry it back with them. He thanks her for the help, and then decides to just walk the streets to take in the sights. 

    Exchanging Intel

    As Theren walks around the streets, he seems to be looking for something. And around the Great Fountain Square, he finds it. Delphine is standing in a dark alley, waiting for him. He walks over to her, and greets her with their symbols. She asks him if he is free to talk for a bit, which he confirms. She casts a spell, and they both disappear from the alley, appearing in her office in Edhellond. A place Theren has been many times before.

    She sits behind her desk, and starts briefing him on what they have found out about the various members of the group. She remarks that some were much easier to find intel on than others, pointing out that Willowbark was impossible to get anything useful out of, with Theren remarking that is no surprise to him, considering where she comes from. Likewise with Granny, but she has learned she hails from the Independent Isles to the south-west. Penny was easier, considering her fame, and she tells him most of what he already knows. Demetrius, who Theren feared was a spy for Moroxia, seems to simply be a man involved in some clandestine affairs concerning arts and valuables. Theren manages to connect the dots.

    Kal on the other hand, was the easiest to find information on. She gives him a folder with some papers in it, and he opens it up to look at it. Seemingly a veteran of the Akstan Army, she asks Theren how she became a member of the group, as she can’t find any connection to Gundren. He tells her that as they were meeting in the Forgetful Faun inn, she suddenly appeared from the kitchen, telling her that she had to join them, apparently compelled by Udall, her being a cleric and all. Delphine seems surprised to hear this, as Udall doesn’t have clerics as far as she knows. Theren confirms that she is, having seen Kal’s powers in action.

    The topic then shifts to Wave Echo Cave, and the item they retrieved within. She knows they found something powerful, and Theren confirms that it seems to have bonded to one of his companions. Delphine says this is a bad development, as they cannot let the item fall into the hands of Moroxia, telling Theren that he has to retrieve the item from its holder, at all costs, and using any means necessary. Theren looks at her, and tries to keep up the mask, but she reiterates, ANY means necessary, otherwise she will have to take matters into her own hands, and that would be bad for Theren as well.

    After this, Theren says that he will do what he can. Delphine casts another spell, and Theren finds himself back in the alley where they left from, scaring a random passerby as he appears. He quickly makes his way back to the Narrow Bar.

    Preparing to Leave

    Back in the inn, after everyone has returned from doing their business, Penny is playing her set, having drawn a full tavern after word has spread that she would hold a concert. The innkeeper is pleased at the turnout, giving the party a great discount on their rooms. After she is finished, she goes to join her party, as the regular band takes the stage. 

    Penny and Willowbark sit down to discuss art, with her appreciating how good it is to hear Penny play. She tells her about her friend Lark, from Willowbark's tribe, and hearing Penny play reminds her of him. Penny tells her she had a great teacher, Morgan, and summons an illusion of him once more. Willowbark studies the image, thinking he looks nice, and hopes she gets to meet him one day.

    Afterwards, Theren shoots in with a request to the group. He tells them that he has made a deal with a local shopkeeper to retrieve the shell of a flail snail, and that they might need a cart to retrieve it after consulting with Granny. Willowbark has heard about flail snails before, saying that they have weird shells that can throw magic back at the caster, which is rather concerning considering most of the group are casters, but they are sure they can do it if they work together.

    Willowbark approaches Kal, asking how she is doing. Kal tells her that everything is fine, but Willowbark presses her on the fact that something happened in the tent back in Maplemere, during the Festival of the Sun. Kal tries to blow it off, saying it is only bad memories. It’s part of her past. The firbolg tells her that she will be there if she ever needs it. Kal says that one day she will explain, but not tonight. 

    They talk a bit more about religion, as Willowbark thinks that her god is quite strange, but is having a hard time conveying what she means. She wants to know how Kal came to believe in him, and she tells her that she wasn’t always a believer. She didn’t grow up religious for instance, but suddenly one day she was given her powers, and now has to follow her god’s orders. Afterwards they return to the party with some more drinks, before heading to bed, preparing to leave in the morning.

    Heading North

    When the party wakes up in the morning, the weather is rather gray and overcast, and Willowbark can feel the rain just hanging in the air, waiting to be released. Kal casts remove curse on Penny as promised, and she can feel the curse leave her body, so she gives Kal a big hug as thanks. Theren suggests that they stop by the Unseen Arcanity before they leave to see if they have any magical rain ponchos. When they get there they are sorely disappointed, but they do have a lot of useful items, with Demetrius picking up a Cloak of Elvenkind. Kal asks if they have any useful shields, looking at Willowbark and her basic one, but Claira tells them that she doesn’t deal in armor, but recommends talking to Pijjirik Skaarzborroosh, as he is the go-to blacksmith around these parts. Penny decides to sell the hat of wizardry they found on the stone giant. They decide to wait with the shield for now, and heads outside to pick up their horses, and buys a cart at the same time to carry the shells.

    The journey north goes well, rain doesn’t fall on their first day, so they don’t have to worry about rough terrain. After traveling for a while, they decide to make camp for the night near an old watchtower that has fallen into disuse. As they make camp, they can see a glowing figure on the top of the hill, next to the tower. They decide to head over to check it out, finding a ghost sitting in place, before it starts to wander around. Theren thinks this is merely an afterimage of a person's last moments, and recommends that the party not disturb it. During the night they see that the ghost is led up a set of stairs and then hung, before disappearing. Seems like Theren was right.

    During the rest, Willowbark tells Penny the story about her gods and their own creation myth, describing in vivid detail how Faunus, her god, inhabited a seed that grew into a large tree, whose acorns spread and filled the barren and dry lands to be lush and full of life. She also goes on to tell her how the other spirits came into being and played their part in nurturing the land, finishing with Velho, who gave the gift of magic. Penny is amazed at the story, finding it quite beautiful, and attempts to accompany the story by creating small illusions to illustrate them. 

    During the next day, they reach Elderkeep, and as they wander through, Granny notices that the place is riddled with cats all over the place. The party at first has no idea what she is talking about, as they cannot see any animals, but as Granny points it out, they can see small pawprints in the mud. Granny goes over to one of the cats that she sees, and picks it up, bringing it over to the others. Amazingly, they can all feel it, and start to pet it. Apparently the place is full of cats who are all invisible. Demetrius is flabbergasted by this, and Theren theorizes that it’s probably an experiment gone wrong. Kal tries to cast dispel magic, but finds that the magic is too strong for her, so the cat remains invisible. Theren thinks that i t is a good thing, because if it’s genetic, the cat would probably not live long, having adapted itself to not being seen. 

    Outside Elderkeep they cross an old bridge that looks like it could fall over any second, and decide to rest for the night, joining up with an elderly couple who is heading in the opposite direction. Kal asks them about the lightning strikes she saw in the distance a few nights ago, but they don’t find it that unusual, as lightning striking the same place several times isn’t as unusual as people say. She gets the impression that the old man isn’t that fond of magic, but he is won over when Kal says that she is a cleric and can cure his gout in the morning. When she does, the man is overjoyed, and pays the party in some delicious venison, before continuing south. 

    Continuing a bit further, they reach a functioning watchtower, with a lightning rod on the roof, that seems to have been hit by many lightning bolts over the years. They have a quick chat with the guards watching over the tower, asking if they have noticed anything unusual, but other than the occasional troll or giant that wanders over, there isn’t much of interest. Kal asks Udall for a new sign, and Willowbark can feel a strong wind picking up, blowing northward and interprets it as a sign to keep going that direction. Kal thanks the guards for their time, and rejoins the party as they continue.

    Wayward Wyverns

    In the late afternoon, as it is nearing time to set camp, they suddenly hear a scream of terror. Looking up to see where it is coming from, they can see a gravely wounded man running towards them on the road ahead, begging for help. His stomach is almost split open, and before he reaches them, a wyvern swoops down to finish the man off. Behind him they can see the remains of a cart, with another person lying bleeding on the ground next to it. They see three wyverns who have ambushed the pair, and now turn their attention towards the party. 

    Demetrius, who is in the front of the group, is quickly overrun by the wyverns as they swoop down to feast on him, nearly killing him outright, damaging his armor in the process, but Kal and Willowbark both manage to heal him to get him back up, saving his life. The wyverns prove to be a mighty foe, but they are eventually dispatched, partly from Penny who summons a big illusion of Venomfang who scares off most of them, as well as an allosaurus that Willowbark summoned on top of one of the wyverns. As the wyvern is trying to flee, it is slowed down by the allosaurus attacking its back, allowing Penny and Demetrius to finish it off.

    Kal does a funeral rite for the couple who passed, with Willowbark observing the ritual, fascinated. Whilst looking for some pretty rocks for the couple as Willowbark is prone to do when lives have been lost, she finds one rock that looks particularly charming. She notices with detect magic that it is HIGHLY magical. She asks Theren to identify it, who discovers that it is in fact the Rock of Improbable Events. A sentient rock that makes up its own mind about what it wants to do. It can't talk to the party, but it can understand them. Willowbark decides to call it "Rocky". They decide to test if it is truly sentient, and leaves it lying on the ground, turning away from it. Hearing a pop, they turn back around to find it has vanished, and Willowbark finds it in her pocket when she checks. 

    The party leaves the dead couple by the side of the road, after successfully harvesting a single vial of Wyvern poison which Aerolla, and probably other alchemists as well, were looking for. She was willing to pay 900gp for a single vial. so it might come in handy. They also grab the supplies the dead couple was bringing north, a lot of food, meats, cheese, bread. After a few more hours of walking, the party is spent for the day and decides to make camp for the night. Being more cautious about wyverns, which they also hear during the night and the next day, they manage to avoid any more encounters with them.

    The next day, after walking for most of the day, they finally reach Thielheim as dusk begins to creep in. When they enter the town they approach what looks like some guards or rangers that seem to be patrolling the city. Theren approaches them to tell them that they found a couple that had been attacked by wyverns, and that they sadly were unable to save them. 

    The ranger appreciates the information and tells the party he will send a couple of his men south to retrieve their bodies and give them a proper send off. As for the supplies, the ranger remarks that this being the "wild" north, he tells them "finders keepers", unless they want to go out of their way to find someone who might be waiting for some supplies. In either case, he thanks them for the information, and goes on with his day, leaving the party to do as they please.

    The party looks at the small town of Thielheim, which seems to be a busy crossing where the people of JasperpostWillowfell and Darkmouth congregate to trade or to head south. They enter the town, hoping to find someone that can help them during the final trek north, having heard rumors of the dangers that await them.

  • Chapter 23: Into the Mists

    24th-27th of July, 853 TA

    Stocking Up

    Looking around the small town, Demetrius decides he needs to fix his armor as soon as possible, as it got quite torn up by the Wyverns. He asks around and is led towards a leatherworker that may be able to help him. On his way there, next to the leatherworker, he notices a young half-elf woman working on some blacksmithing. Putting on his charm, he tries to get her attention, asking if she knows how to fix his armor. She looks at the armor, and says that she only works with heavy metals, and if it’s leather armor he is seeking, he should ask Thokk next door. Demetrius asks for her name, and she introduces herself as Ida. Ida doesn’t seem particularly interested in his advances, so keeps the conversation professional, but does laugh a bit at his jokes. When Demetrius tries to show off his daggers, she seems unimpressed, asking him to be careful, and calls out to Thokk, saying he has a customer.

    A large half-orc man comes wandering out the next-door building. He sees Demetrius and his ruined armor, and grabs his shoulder to pull him inside, saying he can help him with his problem. When they enter, he easily tosses Demetrius around to inspect the armor, and having gotten a thorough examination, he says that it would take quite a while to repair, but that he also has a lot of armor for sale. Demetrius looks around, and can see a large selection of various light armors, with Thokk showing off a quick change armor for easily donning and doffing, but it proves too expensive for him.

    Demetrius is given a few armors to try out in the back, and when he emerges, he notices that Thokk has moved some stock around, to try to draw attention to the various chairs and tables he has for sale, asking if he is in need of furnishings as well. Demetrius tells him that they are of little use right now as he’s on the road, but Demetrius offers to barter for the armor using some of the hides they have picked up over their journeys. Thokk just stares back at the large pile of various animal hides, saying that unless it’s a particularly rare hide, like a displacer beast or equal, then he could be interested. Demetrius embellishes, and claims to have single-handedly taken down a wyvern or two, and could come back with that hide, which gets Thokk interested. Demetrius makes no promises, but if he finds more wyverns then he will return, and ends up buying new leather armor to replace his destroyed one. As he leaves to rejoin the others, he waves at Ida, who waves politely back.

    The Honest Tankard

    As Demetrius returns to the party, they have been looking around for a stable to board their horses, but they work mostly on the honor system, with everyone watching over each other's mounts to make sure nobody steals anything. They decide to head for the closest inn, and find a tavern called The Honest Tankard with a hitching post outside, so they leave their cart in the alley, hitch their horses and heads inside.

    When they enter the premises, they find that the clientele are mostly humans, some half-orcs, half-elves and elves. Surprisingly enough they can also spot an orc, which is a rare sight to see outside of the Thax'ning Tribes to the north. There is also a mysterious figure sitting in a dark corner, barely illuminated, and in the middle of the tavern some well dressed goblins are eating a meal.

    Behind the bar, a half-orc woman is seen cleaning some tankards. She’s wearing an eyepatch, and hanging over the bar on the wall behind her there is a well worn shield, as well as a great axe with some gold trimmings on it. Penny walks up to her and asks if she has any rooms available for the group, and she in a warm and welcoming manner says that of course she does. Granny and Elmroot decide that they want to sleep outside again, but are staying for drinks and food. 

    The barmaid, who introduces herself as Eliza the Strong, asks the party if they would like a round of the local specialty, Sprigwyn Iced Tea. They ask what makes it so special, and she replies that it has a magical effect, different for each swig. The party is intrigued, and orders a round, but Granny doesn’t like to drink, so she orders a kale smoothie. Eliza leads them to a table, and brings over their drinks. 

    Drinking the liquor, it tastes quite delicious, and the party immediately notices the various effects that it causes. Demetrius suddenly appears to be dripping wet, and tells the others that he can taste salt water in his mouth. Kal suddenly hears someone speaking incoherently, and realizes that it’s Corn. She gets close to him, but realizes that he just wants food. Penny changes looks, with her skin becoming yellow-green, and her hair turns dark green, while her eyes become orange, and she shrinks a bit. Theren turns completely gray, as if someone drained all the colors from him. Willowbark freezes completely for about a second or two, before coming back, but she didn’t notice anything, indicating that she skipped time for a second or two. Kal tries to feed some to Corn, and as he drinks, he suddenly disappears, and reappears at the next table over. The party laughs at the weird effects, and finds the drink to be quite pleasant at the same time.  

    The party looks around at the patrons again, with Willowbark pointing out that the fellow sitting in the corner appears to be a firbolg. He has a small bird with him that flies around the tavern before returning to him. She considers going over to talk to him, but has to work up the courage first.

    Penny and Kal walk up to the bar to get more drinks, and Kal uses the opportunity to ask her about the shield an axe hanging behind the counter, and she tells her it was from her time as an adventurer, and it’s a way for her to show that she is not to be messed with. Her bar, her rules so to say. Penny tells her that she loved the drinks, which pleases Eliza. She tells them that there is a stronger version for sale that could enhance their powers, but it’s a little more expensive, coming in at 150 gp for a bottle holding nine portions. They tell her they will have to think about it, with their budget being stretched already.

    Penny asks Eliza about the goblins that seem to be surprisingly civilized, and she replies that they are on their honeymoon. Penny thinks that is quite beautiful, so she goes over to them, congratulates them on their marriage, and offers to play them a song for free, as a wedding gift. They at first appear quite skittish, being among all the bigger races, but accept, and sit there waiting for her performance. 

    She starts playing, which causes the whole tavern to pay attention, with smiles all around, and delivers a great performance, prompting cheers and claps from the audience. The goblins however, sit there stone faced during the entire performance, and when she finishes, claps politely in a synchronized manner. The rest of the party figures they probably have been to a theater, and gotten the impression that all applause should be delivered in this manner. Penny thanks them for their time, and wishes them a pleasant day.

    Theren goes up to the bar after Penny and Kal have returned to the table, and begins asking Eliza about the rumored mistfields that they have heard a bit about. She tells him that she doesn’t recommend going there at all if they can avoid it, seeing as it is almost impossible to see anything in front of you, even in broad daylight. If they insist on going, keep a fast pace and bring someone who can guide you, or don’t go at all. She definitely recommends leaving the horses behind, as they will only slow them down. Theren says they are quite capable, so he’s not worried, listing wyverns, giants and dragons as having fallen to them. She wishes them luck on their journey.

    The Ranger

    Willowbark finally shakes off the buzz from the liquor, and goes over to talk to the mysterious firbolg sitting in the corner. As she gets closer and gets a clearer view, she can see that his armor seems to be emanating small tendrils of mists and fog. He has gray skin and a red bushy beard. He doesn’t seem to be very talkative, but doesn’t protest when Willowbark asks to sit down, so she does.

    She begins asking him questions about where he is from, considering he is a fellow firbolg, but he counters by asking her where she is from. She sits there for a few seconds, and struggles to remember the common name for her forest, before remembering, telling him she’s from Spiral Woods. He responds by saying he is from the local area around Thielheim. She seems surprised by this, and tells him she assumed he was from one of the tribes, and tells him she’s from the Tribe of Elm. It doesn’t seem to ring any bell, and he tells her that he doesn’t know what she’s talking about.

    Seemingly annoyed that someone is asking him questions, he tells her that she should know that one does not sit in a dark corner in a tavern alone if one wishes to speak with others., but she counters by saying that he should not have invited her to sit with him. He replies that he didn’t invite her, he just didn’t object when she asked to sit down. She tries to smooth over the tensions by saying her name, but he laughs, saying that’s a funny name, wondering why he chose it. He presents himself as Verkenner

    She asks him what he does, and he tells her that he guides people through the mists. Willowbark tells him that this is a wonderful coincidence, as they just so happen to be traveling through the mists, which prompts him to ask how many they are. When told they are six, with a couple of horses, he tells them he can lead them through for 100 gold per person. Willowbark thinks for a bit, and thinks that she should have the rest of the party here to discuss.

    Wandering over to Kal, she tells her that she found a guide who can lead them through the mists for 600 gold pieces in total. Demetrius sneaks up to them to listen, being curious about the mysterious firbolg. Willowbark explains to them that he is a guide, but Demetrius believes him to be a spy. She doesn’t understand what he means, but Demetrius remains suspicious. Willowbark says that she is confused why the word for guide can mean so many things, as the guide in her tribe leads people in a spiritual sense over the physical sense. They realize they have to leave most of the horses behind, considering what Eliza said about them being a burden, only taking a couple to drag the cart.

    Penny, having overheard this, orders a beer for Verkenner and walks over to him with it, with the rest of the gals joining him around the table. They try to bargain with him, and he eventually gives in when Theren mentions that they are also looking for flail snails, saying he can have a cut of the profits from that, but Kal tells him that they would rather pay him in gold in that case. Verkenner says that in that case he would require the payment up front. Demetrius suddenly appears, smoking the magical pipe they found in Wave Echo Cave, asking if he would stab them in the back if he gets all the money up front, but he genuinely would not, as far as he can tell. 

    Verkenner thanks Penny for the beer as he finishes it, and rises, telling the party that they will leave at dawn, and that he will meet them outside the inn. He calls out “Rafik! Come!”, and the small bird they saw earlier comes flying up to him, landing on his shoulder, as they depart. Penny leans back and starts singing a song about being lost in the woods. Wanting to feel fresh before heading out for an extended period, Kal asks Eliza if they have a bath available, and everyone decides to take one except Granny.

    To prepare, as they notice that Thielheim doesn’t have any stables, they ask around for anyone to hold on to their horses while they are gone, and they find a farmer who is willing to keep an eye on them. They decide to bring Speed and Henry the Ate with them to the mountains. The farmer says that if they’re not back for a few weeks, he’s going to sell the horses, much to Willowbark’s objections. He tells her that if they don’t come back they can’t stop him anyway. Willowbark tells Penny that they have to return quickly, as she doesn’t want the rest of the horses to be lost.

    Guided Tour

    The morning after, at dawn, Verkenner is waiting outside the tavern for the rest of the party to wake up, so that they can leave in a timely manner. Willowbark and Granny have woken up early to be ready, and they show up first. Willowbark tries to introduce the horses to him, but he tells them he does not want to remember their names. It makes it easier when they get lost on the way. Granny thinks that’s a bleak way to look at things, as she’s sure they’re all going to make it fine.

    When the rest of the party finally wakes up and makes their way outside, they start heading west, with Verkenner scouting ahead, looking for dangers on the road. Rafik, the bird, flies above and helps him look for trouble. As he does this, the journey goes quite well, and they avoid being ambushed by monsters or bandits in the night. Seems Verkenner really knows his way around.

    At the end of the second day of travel, they finally reach the beginning of the mist fields, and they are not something that can easily be missed. A few hundred feet from the road there is a wall of mists that reaches as far as they can see. It seems to be contained by an invisible field, but it can be seen trying to reach outwards, but being forced back. In the distance they can see the Twilight Peaks above the field. Verkenner says that they will rest outside the mist fields for tonight, and then try to travel through it in one day, not wanting to go through it at night. As the party sets up camp, Verkenner wanders into the mist fields, and the party can see that he becomes one with the mists, disappearing among them, before returning shortly after, and says he can’t see anything dangerous nearby.

    During the night, as the party keeps watch, they can all hear whispers coming from the mists, trying to lure them in. Willowbark asks Penny if she heard them, but Penny just shows her that she has written Kal’s name in the book, making improvements. She wonders out loud how the mists stay in place, and if it maybe is a curse. Verkenner approaches, and says it’s impossible to remove the mists. Many have tried over the years, and that it has been there for as long as he can remember. 

    During Granny and Verkenners shift, they chat a bit about enjoying their travels, while Rafik and Pip are having a conversation in bird in front of them. Verkenner admits that he does appreciate company, but that he has lost too many people on his travels, so he wishes not to be hurt again. Granny says that it is okay, she’s only died once so far, it’s not too bad. He doesn’t respond to this, but just stares at Rafik and Pip.

    Demetrius takes his shift alone, and tries to distract himself from the voices he can hear calling to him from within the mists, being thoroughly creeped out. When he wakes Kal and Theren for the final watch, he tells them to be careful about the mists, as they try to talk to you. They look at eachother, creeped out, and as the keep a lookout they swear they see shadows moving from within the mists.

    The Mists

    When the rest of the party wakes up to Kal’s cooking, Verkenner seems very eager to get moving quickly, not wanting to be stuck in the mists at night. The party gathers their things, puts them in the cart, with Willowbark talking to the horses, telling them that they have to follow their lead, or they might get lost, and they don’t want that. Verkenner and Granny go first, to lead the rest of the party through the unknown mist that reaches for as far as they can see.

    After a while, they come upon the body of a half elf lying next to a large boulder. It seems to be unnaturally skinny, and its lips are cracked, almost as if it has been drained of all moisture, but having a closer look, it seems to only have been dead for a few hours. Kal tries to look around to see if anything is hiding nearby, but she notices nothing. Penny decides to look through the corpse’s belongings, finding a purse, a potion, and a letter. Penny hands the letter to Kal, as she cannot read. It was already opened when they found it, and so she reads it for the rest of the group.

    "Ever since Aldo disappeared from us in the mist, I have been inconsolable. I cannot carry on living without knowing what happened to our dear boy. I'm sorry for doing this to you Anslem. If I do not return, do not come looking for me. Carry on living for the both of us. Yours forever, Margery."

    As she reads, Demetrius notices that his vision becomes blurry, and suddenly realizes that he is being pulled into the mists, as something drags him backwards. Granny jumps towards him and pulls him back out, but he is clearly shaken by the experience, as something tried to drain his lifeforce from him. Willowbark jumps onto the cart along with Kal. The cleric yells to the others to get on it, as she takes the reins and starts moving the horses.

    Theren sees the mists coalesce into a large figure, and tries to shoot it with eldritch blasts, but as the necrotic damage from his hex hits, it just absorbs it. He yells to the party not to use necrotic against the beings, before jumping onto the wagon along with Demetrius. Penny sees Verkenner glide through the mists onto the top of one of the boulders. 

    In the chaos of the battle, the cart leaves before Penny and Granny manage to get on it. Not wanting to be cornered, Granny climbs on top of the largest boulder, hoping to get a glimpse at her friends, and intercept it on the other side, as the mist-beings are starting to surround them. Verkenner flies through the mists once more and joins Granny on top of the largest boulder, and tells her to be prepared to run, as he looks for the others.

    As Penny turns to get around the rock, she can see that the mists are targeting her now, and so she tries to cast a repelling spell at it, causing it to move backwards. Unfortunately, it gets pushed straight into her friends who are trying to escape on the cart. Demetrius notices that it is moving straight towards them, and lunges at it with his dagger, hoping to find a spot where he can get in a hit, but as the mists envelop them, Willowbark notices that Speed falls over, the damage being too much for the horse. Kal creates a gust of wind, pushing the mist-creature away, while Demetrius jumps off the wagon, runs over to Speed, and shoves a healing potion into his mouth before jumping back on. The horse gets back up, and so Kal leads the cart straight north. 

    Penny, Granny and Verkenner join up, and run as fast as they can while Theren fires at the mists with his blasts, repelling them to the best of his ability. One of the beings disperses, and after about a minute of running, they seem to be in the clear. The party all sits down to catch their breath, not wanting to deal with those things again. 

    As Willowbark is sitting and trying to calm down, she notices a shape a few meters away. When she gets closer she sees a beautiful lotus-like flower, with dark, nebula-like petals. She tries to detect magic, and notices that it is radiating with divination magic. Surrounding her she also notices that the fog is flowing with necromancy. Penny comes over when Willowbark says she found something. When Penny touches the flower, nothing happens. She then picks it up. 

    Willowbark recognizes it as a Doom Bloom, a magical flower that can be inhaled when crushed, and if a name or location is spoken, they can see where they are at this moment. This also causes a Doom Bloom to grow where the target is. Both Willowbark and Penny realize that this could be used to check up on their loved ones, but cannot decide at the moment who should use it. They decide to pocket the flower for now, and decide later.

  • Chapter 24: The Steps of Aranon

    27th-28th of July, 853 TA

    Visions in the Mist

    The party continues to trek through the mist fields, being careful not to disturb anything of danger or draw attention to themselves, so they try to remain quiet, and don't talk much. Without any warning, Willowbark suddenly stops mid-walk. The others start looking around to see where the danger is, but Verkenner sees through the mists. An old man sitting next to a small lantern. He has his back turned to the party and doesn’t seem to have noticed them. They decide to be on the safe side, as nobody should be in the fields by themselves, and take the long way around him. It seems to work, as the party cannot see anyone following them.

    As the party continues forward towards the mountains, Demetrius can be heard muttering to himself “there are no voices here, there are no voices here”. Granny touches his shoulder to make sure he is okay, which spooks him, but he is fine, just a bit tense from being in the middle of evil murderous mists. They see the occasional shadow drift by, hinting at a large creature nearby, but luckily they manage to sneak past these as well.

    A couple of hours have passed, and they can feel the wind picking up. Not enough to disperse the mists, but enough so that it is thinner, allowing them to see that they are nearing the mountains. They get closer and closer, and cannot stop the feeling of being watched from all sides. Verkenner peers through the mists ahead, and suddenly shouts to the party to run. Kal makes the horses go as fast as they can, racing towards the edge. Just as they pass through the border of the mist field, they can hear the sound of something massive getting close to them from behind, and they see a large shadow being stopped from exiting. The party has made it through, and are safely out on the other side.

    The Twilight Peaks

    Looking at the landscape surrounding them, they find that it is barren and almost without life. There are the occasional bushes, but wildlife seems pretty much non-existent. Looking up at the sky, it is well past noon, closing in on the evening, as the sun lies low in the sky. Verkenner and Rafik hovers behind, making sure nothing follows them out of the mists, whilst the party begins looking for a fitting place to make camp for the night. After searching for a bit, they come across a rock overhang that would give good cover against the weather, no matter how little there is. The barren lands at least have the benefit of providing them with plenty of dry firewood.

    The horses seem to be very stressed by the situation they are in, especially Speed who had a close brush with death for the first time. Willowbark walks over to the horses, managing to calm them down with her soothing words, promising that the worst is over, and they will soon head back to the others. Speed and Henry both hold their heads against Willowbark, as she gently strokes their manes.

    During the night, they watch the fog try to break the boundary separating them from it, but it always rolls back into itself, almost like a wave hitting the beach on the ocean. Granny sits admiring the stars during her watch, as nothing evil or malicious approaches. Willowbark is awoken as Demetrius and Verkenner are having a rowdy conversation, laughing and hollering. She tells them off, reminding them that dangers lurk around, so they finish the watch in silence. With the occasional giggle from Demetrius. 

    Theren and Kal take the last watch as usual, and as the sun is beginning to approach the horizon, they can see a large silhouette trudging across the barren landscape. They both think that there might be a tribe of giants in the vicinity, but it doesn’t appear to have noticed them, as it isn’t walking over. When the party wakes to Kal’s breakfast, she gives the horses an extra boost, as they might need it.

    When they wake up, Penny goes over to talk to Willowbark. She gives the Doom Bloom to her, feeling it is more important that she checks on how her tribe is doing, rather than her trying to find her mentor. Kal remarks that she has prepared the sending spell, so she can try to contact Morgan, but she tells her to save it until later, they might need the spell slot. 

    Willowbark holds the flower in her hand, and is at first a little unsure about who to try to look at from her tribe. After a short discussion about who would be the best one, she decides that she wants to see what Sage is doing. She crushes the flower, and inhales the seeds, falling into a state of higher consciousness . 

    Her mind is pulled away from her body, as she soars through the sky, and down into a familiar forest. She can suddenly see Sage, who seems to be fine. It’s early morning, and they appear to be ready to pack down the camp, hoping to move on. She thinks that she can see Hawk in the distance, and suddenly notices a small goblin, Droop, walking past Sage. They acknowledge each other as they pass, with Sage giving the goblin a short nod. She can hear Lark playing a tune, but he is out of sight. Sage seems to be packing his stuff, and right before Willowbark is pulled away from the mission, she sees Aster, who approaches Sage. She asks if they have to move again, and that the people are tired about the constant move. Sage replies that they are being hunted, and that it is safer to move. They haven’t had any deaths or disappearances in a while, and they need to keep that going. Aster then moves on, and Sage scans the treeline, with Willowbark feeling as if he can almost see her, just as she loses the vision, and is back with her group.

    Willowbark tells the others what she saw in the vision, and that Aster seemed to be alive. She also tells them that Droop made it safely to her tribe, and seemed happy. They all really seemed healthy, albeit stressed from being on the run from the sickness. Willowbark says she wants to find the tribe, but the rest of the party convinces her that it is folly, as it would be like finding a needle in a haystack considering they constantly move around.

    The Entrance

    The group starts to wander towards where the map says the treasure should be, but struggles as the terrain is harsh, forcing them to stay near the mist fields or the cart could be damaged. They occasionally check further up the mountainside in hopes of finding the signs referenced on the map, specifically the part where it mentions a dragon body, leading to a doorway. As Kal and Theren study the map one more time, Willowbark notices that they are standing right below a stone formation that looks like a mouth of some kind. She points it out, and they all realize they are standing amongst the bones of a gargantuan dragon. The first waypoint.

    They take the horses, and carefully lead them further north as the map suggests, approaching the mountain wall of the highest peak. After about 200 meters, they reach a large boulder standing in front of the doorway, with another boulder having fallen next to it. Penny sees that there is some space between the boulder and the mountain, so checks behind it, and finds a narrow opening. They ask Verkenner to watch over the horses, as they all go investigate. Verkenner replies that they will be waiting for their return.

    Within the cave, Theren can see a couple of statues, as well as a doorway with some writing above it, carved into the stone wall. He does not recognize the language, but if they get inside, they can decipher it to see what it says. Getting close to the door, Willowbark decides to listen to it, but she can hear nothing within, almost like there is a vacuum. Kal can understand the writing on the wall, and translates to the party.

    “What does man love more than life, Fear more than death or mortal strife? What the poor have, the rich require, and what contented men desire. What the miser spends and the spendthrift saves, And all men carry to their graves?”

    Willowbark hears this and enthusiastically says that she thinks she knows the answer. The statues that surround the door seem threatening, albeit non-moving. Penny says that she should go for it, if she thinks she knows the answer. She gets closer to the door, and whispers “nothing”, but it doesn’t seem to have any effect. Kal repeats the word in the language the riddle is written in, and the door suddenly reveals a crack in the middle, and swings open, revealing a room within.

    The Steps

    They enter the pitch black room, feeling the cold surrounding them. There is a stairway leading up into the darkness, and two, robed statues guard the interior. The place looks old, yet pristine; no dust or rust cover any surfaces. As the last one enters, the door closes and torches light up the stairways, which they can see turns further up. The party asks Kal how she knew what it said, and she reveals that it was written in celestial, which she claims she learned from her god.

    The party ascends the stairs, and reach another room, with another statue to the right as they come in. Looking at it, it appears different, but similar. Getting closer to it however, causes it to glow up with dim blue light, as an elven looking spirit suddenly appears from it and greets the party.

    “Attempting to climb the stairs is not an easy task. You should prepare.”

    The spirit watches over the party, making eye contact with each and every one of them, before it slowly fades away. Penny decides to take out the compass they found in  Cragmaw Castle, that points to what it deems to be the safest place, and it points straight forward, up the stairs. They decide to continue.

    Ascending the next set of stairs seems to be rather mundane, as nothing happens, no spirits or traps await them. They reach a landing, with a large set of iron doors in front of them, as the stairs continue to their right. Theren walks over to the iron doors, and tries to open them. With a creak of metal against metal it swings open, revealing a hallway within. At the end of the hallway there are another set of doors, and the party can see through the cracks that it seems to be bolted shut from the other side. Thinking that the doors lead to their destination, they realize the only way forward is up. 

    Walking up the stairs, the party reaches another landing, with another statue in the corner, as the stairs continue to their left now. As the way is lit by torches, they see that the stairs lead to a hallway at the top, with small landings that break up the staircase into three segments. Penny examines the statue, finding it to be rather well made, but nothing comes out of it. Willowbark takes a step on the next segment, and as soon as she does, the torches on the wall dim, as four ghosts suddenly appear and attack the party.

    Kal, being a cleric, uses her powers to force the ghosts away from her friends, knowing they can possess them. One of the ghosts lets out a blood-curdling scream, which causes the party great pain and horror. Granny is especially affected by this, visibly aging several years due to the stress. Demetrius comes to her aid, and strikes at the ghosts, holding them back, with the party working together to finish them off. As each ghost perishes, the flame on the torches rekindles, so Kal tries to light one herself, but it doesn’t seem to work. After all four torches are re-lit, they reach the second landing. To their right is another statue, and this too glows up, revealing a similar spirit as before, but distinctly a different individual.

    “The stairs are difficult to climb. Good luck.”

    Granny looks at her hands, and realizes what has happened. Feeling that she is beginning to near the end of her natural lifespan, she sits down for a bit to catch her breath, and tells the party that to reverse the aging, she needs a greater restoration spell within the next day. She muses to the party that she was looking forward to a man before she dies. Willowbark asks her if she is looking for a husband, and she says that she was looking for a husband to have children with, and to grow old with. She seems to be rambling, and Willowbark and Penny fears that she might be growing senile.

    They decide to take a short rest before continuing, using the coffee pot to shorten the length of it. It works, makes coffee as usual, but it is silent. Penny shakes it a bit, asking for Bozuuth, but she gets no response. Penny worries that the coffee pot is broken, but Kal tells her this just confirms that it is indeed possessed by a demon. Granny, who has grown hard of hearing in the last half hour, advises Kal to not talk about her private life, having misheard what she said.

    Willowbark braces herself as she places her foot on the next segment of stairs, but finds that it just seems to be extremely slippery, like it has absolutely no friction whatsoever. The party starts strategizing about what to do, as they see that it is just beyond the reach of a misty step, and they don’t have any more powerful teleportation magic. Theren sighs, and asks for a rope. Kal takes one out, so Theren grabs the end of it, and suddenly his feet are on fire, and he casually floats to the next landing. They all look at him, in a way that only conveys “how long have you been able to do that?”. He fastens the rope on one of the torches, as the rest of the party makes their way across the slippery stairs. 

    When the last person reaches the landing they see another statue, and once again, the statue glows dim blue, as a third spirit emerges from it. 

    “Trust, and do not get distracted from the path ahead. Good luck.”

    Willowbark takes a moment to realign herself, saying she doesn’t trust the next segment of stairs, having seen what the last two segments did. The rest of the party points out that is the exact opposite of what the spirit said. Granny lays her hand on Penny’s shoulder, and says that she is sorry, but as she is easily distracted, she should stay close to her.

    The last segment seems to be harmless, as they manage to reach the top without issue. The hallway leads to the left of them, and they can see two large statues looming on each side of the hallway. Both Willowbark and Demetrius check for traps, but cannot find any. They are a little scared about crossing the threshold, and close their eyes as they do, but nothing happens. Continuing along the hallway, there are several paths, but only one of them is lit up by torches to the west. To the south of them there is a large set of double doors, and to the north, on top of another set of stairs, they can see light and smell food. Realizing that these are just distractions, they tell each other to continue onwards wherever the torches lead.

    The Monk

    At the end of the hallway they reach another room, and can see that there is a chasm at the end of it, with a ladder that leads down. Demetrius peers over the edge, and cannot see the bottom. There is another statue in the room, which once again glows blue, as the spirit from the first room they were in appears.

    “What comes next requires a leap of faith.”

    The spirit vanishes once more. Theren peeks down, and cannot see the bottom either, indicating that it is a significant drop. He uses his flying powers to descend, and the rest of the party can see him disappear in the darkness, before yelling up at them that he is at the bottom. Penny thinks for a moment, and looks at the ladder, and recites the words. She doesn’t think, and just starts running, jumping into the chasm, much to the horror of the rest of the party. Penny falls, and just as she is about to hit the floor, she is slowed down, and floats mid air, allowing her to land safely. She sends a message to Granny, who doesn’t understand where the voice is coming from, wandering around in circles looking for her. Kal asks her if she is feeling okay, which she is, just a bit confused. She asks Granny to jump over the edge, as it seems to be the test. Granny starts to walk over to the edge, but just falls off it, instead of jumping deliberately. After this, the rest follow, and they all land safely. 

    Theren figures they must be getting close to the end, and after making sure everyone is okay after the fall, they continue down the set of stairs, that they can see lead into a bigger chamber. As they reach the end, they can see a figure sitting on the ground on the other side of the chamber. A woman, dark skin, white tattoos, with a staff laying next to her. She looks up at them, and announces to them that they have reached the final task of the Steps of Aranon. Kal has heard this name once before, with him or her being a builder that helped by assisting the gods with their requests.

     “Welcome. Welcome to the final trial of the Steps of Aranon. You have traveled far to be here, Kalyssandra Merwen, Pine of the Woods, Penelope Roxley, Demetrius Archangel, Theren Amblecrown, Baraka. Your unity, your reliance on each other, has taken you this far. Fate brought you together, for a reason. I have seen the path that lies ahead, and it is a difficult path indeed. Do you have what it takes to persevere?”

    The group looks at each other, feeling the journey over the last months has made them all stronger, as they feel they can all trust and rely on each other. They look back at her, with Kal confirming that they believe they do.

    “Then let me see how powerful your bonds really are.”

    The monk rises, grabs her staff, and goes into a fighting stance, ready to face the party.

  • Chapter 25: The Non-Lethal Option

    28th-29th of July, 853 TA

    The Final Test

    As The Monk prepares to fight the party, she doesn’t attack. She just does a typical monk-flourish, and then the tattoos on her head starts to glow white, and she just stands there, prepared for whatever is to come. It seems like whenever someone attacked her while in this state, she could somehow get a read on their weakness or secrets. During the fight, the tattoos on her torso lights up instead, which seems to make her harder to affect with magic or anything really, and when her arm tattoos lit up, she seemingly could affect the fates to make others miss, or make her hit better.

    In the first half of the fight, she merely just avoids the attacks, and only throws a few punches between the turns, but still being dangerous. She sweeps the legs of people, or punches them into the air, making them take fall damage, but nothing too serious at first. Her fluid motions make her extremely difficult to hit, and she moves with almost supernatural speed. They manage to get in a few decent hits, fill half the room with a fog cloud, forcing the fight to be close quarters lest nobody but Grannycan see anything, and at one point, Kal manages to actually shove her to the ground and her lightning powers shunts her into a corner, where Elmroot fries her with a moon beam. As the Monk lies on the ground, squirming in pain, all her tattoos suddenly light up, bright white light, and she gets up, with a smile on her face.

    This time, she doesn’t hold back. She continues to sweep the legs of everyone she sees, and throws a few people into the air, but she is much more dangerous and attacks a lot more than she did before, taking down Granny and Willowbark a couple of times, even managing to hit Fie, which is an achievement in and of itself. Kal hits her with a shatter, but manages to catch Penny in the area as well, making her lose concentration on her Witch Bolt which was attached to the Monk. As things look bleak for Granny and Willowbark, Kal manages to get one final blow in, swiping at her feet (as payback for her swiping at their feet all the time). The Monk manages to dodge the final attack, grabbing her Lightbringer, and exclaiming “Wow! That was a good fight!”

    Victorious

    The Monk profusely apologizes for hurting the party, but it was important to test them, to see if they were able to face the challenges ahead. Her demeanour changes from serious to cheery, walking around the room helping people up, and using her innate powers to heal whoever took damage. Penny gives her a hug as she is healed by the Monk. She focuses on Granny, pointing out the fact that the Steps have taken their toll on her. He places both her palms on her cheeks, and the rest of the party can see that she noticeably gets younger, even more younger than she was before. “Oops, might have taken a bit more from the top than I hoped for, hope you don’t mind!”. Granny seems to be disappointed by this, maybe being prepared for her twilight years, which is now postponed.

    After getting everyone back on their feet, she waves her hand, the door unlocks, and she brings them down a set of stairs to a room with a lit fireplace, and a table set with a proper heroes’ feast. She tells them to relax, eat, they’ve earned it. 

    During the feast, Penny finally tries out the Potion of Spirit. She regains some of her spell slots, as the potion was supposed to do, but the energy flowing back into her makes her very exhausted. She also notices a surge of wild magic, but it appears there was no noticeable effect for it. 

    They ask the Monk for her name, but she gives none, instead claiming to be an Avatar of Azuna, the creator and head of the pantheon, Goddess of Tranquility, Peace and Reason. Apparently Azuna has told her that things have been set in motion. She asks if they know what they found in the Cave. She explains that the Key has potential to be used for great evil, but it depends entirely on the wielder. In time, they might have to make a choice for how they wish to use the key. By picking up the Key in Wave Echo Cave, they have set things in motion. She also theorizes that Azuna herself placed the map in their path, hoping to lead them to the Steps.

    As they are feasting, the Monk goes to pick up a box lying on a shelf, as well as a red scroll of some kind. She opens the box, and gives each person a ring, designed like interlocked arms, that she calls the Rings of the True Companions. It will help them keep each other alive. The scroll is a Scroll of Momentary Omniscience.

    She is also very excited about the prospect of actually talking to people again. Last time was over 500 years ago, when the last person tried to complete the Steps. They ask how old she is, and she claims to be over 1000 years old at least. Before parting from her, she will answer three questions they ask, to the best of her ability. Penny gets a voice in her head, telling her to ask what she wants to know, but she shakes it off.

    About the Key

    Penny is very hesitant to give away the key to the monk. The voice in her head tells her not to do it. Kal notices that something is amiss. She asks to see the key, but Penny won’t let her hold it. The monk explains that Penny has made a deal with the "forgotten god". He is not the best person to give her what she wants. He is not an honest god. The key is the holy symbol of the Forgotten God. They trapped him when he betrayed them and tried to kill them. The monk reassures them that Penny should not be in any danger, but to be aware that they should let him go eventually and to keep the key hidden. Someone is probably searching for it. Penny emphasizes that she can trust everybody in the group to not take it from her. 

    About the Hags

    Willow asks about the trio of hags; Morana, Hala and Selene

    She says the hags might be getting power from the corruption in the Jaded Wilds. By getting rid of the corruption there, they might weaken the hags and make fighting them easier. 

    About Tim

    The group has not yet met the real Tim. There are about 3 or 4. The monk tells them that Tim puts on an act as a simple mind and that they probably know about each other. The group will meet another Tim if they go west. 

    The monk tells them to remember who they are and what they can do. She tells Kal “Your parents send you their love, they miss you a lot.” Everything suddenly turns black. 

    Gaining Power, 7th

    Willowbark

    Tavern. Her friends are having fun in a tavern. Meanwhile, a giant black dragon sleeps restlessly behind her. Her friends are being too loud, and will wake the dragon. She tries, and fails to get them to stop, and suddenly the dragon wakes up, looking at her.

    Granny

    Granny wakes up in the desert and sees another creature far away. They walk towards each other. Before they start to run and see that it is a tortle.They collide and are thrown back. It was a mirror. There’s a hole in the top of the glass hall. Sand starts falling. Before she is completely buried, she sees two eyes and a slight smile, but does not recognize the face. 

    Theren

    He’s holding watch alone. Kal is not with him. Dark silhouettes come out of the darkness around them. They attack Theren, trying to take the ring from his finger. They are all copies of Theren. One of them manages to get the ring and runs away. Theren and the other Therens follow him into the dark.

    Kal 

    Lying on something hard. She’s in a grave. Silhouettes crowd around the opening. A woman throws dirt on her. It’s the same woman as she’s seen before in her dreams, pleading for her life. She recognizes more people. They bury her alive. The end doesn’t come.

    Penny

    Walking through a corridor made of bright light. Behind a beutiful door, she finds a woman playing a harp, when she notices Penny and their eyes lock, her smile disappears. She throws her harp to the side, and starts moving away from Penny, further into the room, until she is trapped in a corner. Penny is walking calmly towards her. As she reaches her, her eyes are teary, and Penny chokes her to death. She notices her hands are not her own. Skinny, pale, with dead fingernails. The room has become dark, and she sees her reflection in the mirror. A pale, bald, skinny man with hollow eyes are staring back at her.

    Demetrius

    He dreams of being back in the hallways of Wave Echo Cave, near where they fought Nezznar Khalazza. Cobwebs all around, he hears something approach him. He goes further into the hallway, reaching the temple they had their final battle in. He tries to barricade the door, but whatever follows him comes bursting through. A massive figure, a spider lower body, with a elf upper body. Nezznar, with a massive wound at his neck where Demetrius struck him down. He looks down at him, saying “I told you, you would not end me”, before striking at him with his massive greatsword.

    Awakening

    As the group comes to, they are at first disoriented, everything is blurry, but they soon realize that they have woken up in the cavern where they first found the door. Gathering their bearings, they take a look around, and realize that the door, statue and riddle, are gone. What remains is just a solid stone wall.

    As they exit the cavern, they see Verkenner standing there by the horses. He turns around to look at them, and asks if they forgot something, considering they’ve only been gone for a few minutes. Theren deceives him by saying that there wasn’t much to see, much to Verkenners disappointment. They do however set course eastwards, towards where the supposed Flail Snails are located.

    After traveling for a whole day, and a little more, considering the difficult terrain they are facing, as there are no roads where they go, Verkenner stops them, and tells them he hasn’t been completely truthful. He knows about at least one place where they can find Flail Snails, but they are being kept as pets by a band of goblins. These goblins have apparently been harassing and killing travelers on the road between Thielheim and Jasperpost. He proposes that they get all the loot, and the flail snail shells, as long as he gets to get credit for solving the problem, as he promised this to the people of Jasperpost. 

    Monetary Payment

    As they are walking between the mountains and the mists, Kal suddenly gets a message in her head. An unknown voice says: “Message from Gundren Rockseeker Follows: Have first payment. Which branch to send payment. You can respond to this message.”

    Kal tells the voice to send it to Tempervale, as they will be going there next. A little bit later, she gets a new message: “Message from Gundren Rockseeker Follows: If visiting, come from the east. The West is not safe anymore. You can respond to this message.”

    Kal asks what they mean, and after 10 more minutes or so, she gets one final message: “Message from Gundren Rockseeker Follows: Each sending costs a 100 gold pieces. See you soon. You can respond to this message.”

    And after wards, she gets a final message: “Thank you for using Speedy Sendings. You can find us in all major cities. For easy long distance contacts.”

    She tells the rest of the party about it, but they are not sure if he meant visiting him or Tempervale. 

    The Band of Goblins

    As they are almost approaching the goblin hideout, Willowbark and Verkenner climb to the top of a ridge, to take a look at the opening. They see four cave openings of various sizes in the mountain wall. Outside of the righter most, there is a large snail creature, which is sliding along the ground, before being led inside by a small figure. The other entrances are being guarded by more small figures. 

    Verkenner tells Willowbark that they can either go in alone, or he wants part of the treasure on the inside. He really doesn’t want to approach them again if he doesn’t have to, as he has already been shot by them once. As they get back down, they make camp for the night, keeping watch as normal. 

    Willowbark and Penny discuss their gods a bit, after Penny has been studying the Key for a while, and asks Willow about her gods that represent decay and destruction. When Kal and Theren have their watch, they can hear voices from beyond the ridge, most likely from patrols checking out the area. They are not discovered, luckily. Theren tries out his books ability to cast sending by having Kal write her name in the book.

    The morning after, Kal tries to ask her god by making an offering what the best course of action is if they want to take out the goblins, but she only gets a response of using the two middle openings. After asking her question, it starts to rain and thunder. Theren blames Kal for this, understandably so.

    The group discuss whether to approach this diplomatically, or by using force. They won’t have an element of surprise, as it is a large open area, leading straight to a big stone wall, so there are no places to hide. Willowbark hopes to solve this peacefully, but the rest of the group is sceptical about this, but willing to give it a go. Granny points out that goblins respond best to force, and authority, so they decide Kal should be the one to do the talking. Best case, they can convince them to try to move to Honk, the goblin “capital”.

    As they approach, the two guards aim their bows at them, demanding to know who they are. Kal demands to speak to their leader, intimidating both of them. One of the goblins tells the other to get “Harold”, and it runs inside. After a few minutes, a posse of goblins come walking out, one more bulkier and taller than the rest. They are sceptical about the prospect of just moving because some random travellers told them to, but after conjuring lightning, and with Penny summoning an illusion of a dragon, the goblins believe they are outmatched. 

    As the goblins gather their supplies, they move out of the cave, and the party can see that they have taken what they can carry of food, and they see women and children among the tribe, which tallies almost 50. The party has given them directions, and a stern warning not to attack other people on the way there, lest they will feel the party's wrath. Granny tracks them with their hunter’s mark, and senses that they have moved underground.

    As they look through the cave, they find both entrances trapped, and search through the entire cave system, finding no goblins, but they do find a spider that is extra hostile towards Penny, so she turns invisible to avoid it. In the inner cave, they find a treasure chest, also trapped, but Demetrius has no problem disabling it. In the chest they find a wealth of gold, silver and platinum, along with a couple of sending stones, a spell scroll of scrying, and Oil of Etherealness. 

    As they search the leftmost tunnel, they find the poor souls who have lost their lives to the goblin tribe. Various humanoids in various states of decay, ransacked, and left to rot. The stench is unbearable. Willowbark druidcrafts some flowers, and leaves them at the entrance.

    The party finally enters the rightmost tunnel, where the flail snail was seen going in. As they round a corner, Theren can see one of them feeding off the ground, and then sliding further into the cave, as the group is left to contemplate how to approach the situation…

  • Level 7

  • Chapter 26: Actions and Consequences

    29th of July-5th of August, 853 TA

    The Flail Snails

    As the party approaches the cave with the flail snails, they try to sneakily approach it as quietly as possible. It seems to go well, but alas, Kal’s armor yet again proves the parties downfall, as her heavy footfall attracts the attention of a curious Flail Snail, approaching the party slowly. Fie can see that the snails have no visible eyes, so deduce that they should be able to use light without problem, so Kal comes close to the front of the group. Seeing the large elemental slowly approaching, she decides to make the first strike against it, trying to ward it off. 

    The rest of the party quickly joins the fray, deciding to get it over with, apart from Elmroot who stands back, not wanting to hurt an innocent creature unprovoked. As the party manages to get in a few hits, the snail desperately tries to get away, further into the cave, but doesn’t manage to get far before all its flails are chopped off or destroyed, causing it to retreat into its shell, wailing an awful, sorrowful screech. Kal tips over the snail, exposing its weak spot, and Granny finishes it off, squelching the scream.

    Further into the cave, the party encounters two more flail snails, one larger than the other two, who approaches the party having heard the wails of its companion, trying to defend it. They too however are quickly dispatched and silenced, with Willowbark joining the battle in black bear form.. The battle over, the party takes a look around the room, finding little of value, apart from a chest in a corner, covered in some sort of salty goo, which Theren cleans up with prestidigitation. Inside they find a wizards cap with a “D” in a rune on it, some supplies for maintaining the flail snails, a small bag of a powder that appears to have been taken from a flail snail shell, and a tarot card. Identical to the other cards they have found previously. 

    As they study the tarot card they realize that the symbol of Shehemis has gotten slightly more visible. Before, only barely being able to be made out, now it is actually much more protruded. They know Shehemis is a trickster god, who resides in the plane of Pandemonium, but is also one of the few gods who still has a presence on the material plane from time to time. 

    With a little help from Willowbark and Penny, Theren manages to successfully harvest the two flail snails without harming the shells, allowing the party to bring back them for sale. Granny, Kal and Willowbark easily carry out the shells to the cart. Waiting for them, three Stone Giants can be seen talking to Verkenner. Willowbark reads on their lips that they seem to not be hostile, talking to him in a calm manner. As the party approach, they thank them for clearing out the goblin menace, as they have been killing some of their livestock, and harassing the giants for some time, before returning to their lands to continue their work. 

    Granny remembers that the goblins seemed to disappear underground, so they all look for where the entrance of any cave could be. After a little bit of searching, they manage to find, hidden behind some boulders, the entrance to a cave that leads east. Preparing for the journey, they strap themselves in, fastening the flail snail shells, and venture into the cave.

    The Journey Back

    As they travel through the system, they are luckily guided by the signs the goblins used to navigate the cave system. In the distance, lit by natural glowing stones and the occasional opening into the world above, they can see flail snails, spiders, stirges, and other curious monstrosities they have not encountered before. Luckily, none seem to heed the party.

    After traveling for a full day, they eventually find an opening in front of them, where the last of the daylight can be seen shining through. They spend a while carefully leading the horses up the narrow walkways, as they carry the cart and its treasure up the cliff by hand, managing to make it through without harm. They can see a small hamlet in the distance, next to the road, and throughout the night, they can see heavily armored trade caravans traveling from Jasperpost to Thielheim with supplies. Little do they know that the roads are much safer now. Penny has decided to try on the wizard cap they found, and discovers that it seems to mess with her intelligence, and she is unable to take it off. It takes a few days, and a couple of attempts to dispel the magic to remove it again, and the party teaches Penny a lesson never to put on something without Theren identifying it first.

    As they enter Thielheim a couple of days later, their horses are over the moon to have the party return. The farmer is a little disappointed that they managed to survive, but assures the party that the horses have been taken care of to the best of his ability. Diamond is extremely happy to have Penny back and wants to get back on the open road as soon as possible. They spend the night in Thielheim, setting off towards Tempervale the next morning, after saying their goodbyes to Verkenner. Verkenner goes over to Granny to kiss her, thanking her for the journey, and expresses his joy of having met the party. Maybe they will see him again some time.

    The journey back to Tempervale goes without much of a hitch, having learned now what to look out for, and at times spending time traveling with other wanderers heading the same way. As they reach the city gates after four days, they are stopped by a couple of guards, who points to Kal, and asks the party to approach. They assure them that they aren’t in any trouble, but wants them to know that Captain Kirrus Mericious is requesting to speak to them the following morning.

    The party checks out the Tranquil Eye, hoping to offload the shells to Arha Perry sooner rather than later, but finds the establishment empty and nobody home. They decide to guard the cart for the night, trying again in the morrow. Willowbark and Granny sleep among the horses, while the rest of the party go to sleep near The Transcendence Theatrer, at an inn called The Proud Tower Tavern. A tall tower, with at least 15 floors, an open plan so one can see to the roof from the bottom, with a massive hearth in the center, and a big bar at the opposite side, with a small redheaded elf greeting the party. They check in, taking two double rooms, before settling in for the night with some drinking. Kal asks the barmaid and owner, Lily, about any Temples of Shehemis, but she doesn’t know if they have any. She also asks about where to get paid the transfer from Gundren Rockseeker, and is told that The Tempervale Bank is the one and only place to go, as that is the only financial institution in the city. She also warns her to be careful not to cross the owner, Kali Merit, as she has a reputation for being… ruthless. Or bitchy, as Penny helpfully points out. Kal thanks her for the information, and gives her a tip. 

    The Departure

    The next morning, Theren emerges from his ring, noticing that Demetrius is not in the room. On the nightstand, he can see a letter waiting for him:

    Dear friends and party 

    By the time you read this letter I will have left Tempervale. I have received a message that I can not ignore and must treat with the utmost haste. An old friend has called upon me for action and assistance. Due to the sensitive nature of this call, I can not disclose any more information.
    As the sun sets in the West, be aware this is not a final farewell, and I shall return when my mission is complete. We shall be reunited once again when the sun rises to the east. .  

    May Kals strength protect you all
    Theren bring the darkness to furious fire and clear the path of the evil lurking.
    The curiosity of Willowbark will  lead you to new treasures and friends,
    and may Granny give you wisdom while Penny inspires you all to fight on.

    I am
    Demetrius Archangel Esquire.
    You are the lucky Five.

    Theren shows the party the letter, and they are saddened by the fact that Demetrius has left, but hopes he returns soon. Kal sends him a message wishing him luck, but reminding them that he owes them money. Demetrius happily responds that he will bring more money after doing the job he has been set out to do.

    Buying and Selling (and Reporting)

    The party first of all goes to The Tranquil Eye to offload the shells, managing to get the armor that Theren was looking for, as well as 7000 gold in payment. Theren is very pleased by this, and happily accepts his armor. Kal asks about shields, but Arha says this is not really her speciality, but if they are looking for armor, then Pijjirik Skaarzborroosh is the best person to go to, as he is the best blacksmith in town. She doesn’t want to buy the dragonscales or the ogre hands, but will happily take the Stone Giant Molar they have been dragging around. 

    Penny goes to give her report to Hamil Fatrabbit about the Potion of Spirit (Experimental). He is a bit disappointed that there was so much problems with the side effects, but is happy that the potion at least does what it’s supposed to. He has to work out a few kinks, but thanks Penny for her help. He is however not interested in buying her molar.

    Back at The Molten Gauntlet, Kal and Willowbark is asking Pijjirik about a new shield. He has loads of different ones for sale, but considering Willowbark is a druid, he knows that she would be opposed to anyone with metal in them. So he goes to the back of the shop, coming back with a beautiful ebony shield (+1), that he has for sale for 450gp. Kal helps Willowbark count out the money needed to buy the shield, hoping to teach her a lesson about money at the same time. Pijjirik is happy to take the dragonscales off her hands, and promises that once he has completed the armor that it can be used for, they will get a rebate on it (13000gp instead of 15000gp) if nobody else has bought it before they do. It should take about 6 months to complete. He can also make the severed ogre hands into a set of Gauntlets of Ogre Strength in a couple of weeks for a little bit of gold, but nobody has any use for them, so he takes them off their hands for 5gp.

    The Shape of Things to Come

    Penny is getting really impatient about the potential other “Penny” being around with her Morgan, so she decides to go over to the Theater whilst the rest of the party go talk to Mericious. At the guard barracks, Kirrus greets them, welcomes them in and gives them the rundown of the situation. Over the last few months, people have been disappearing whilst wandering the docks. They have managed to keep a lid on it, but Akadio Zetterlund is breathing down the city guards collective necks, hoping to put an end to the disappearances. All he knows is that the ones taken are either alone or walking in pairs, never more than that, and sometimes, a body might float down river, with its jaw removed, preventing them from speaking with the dead to find out what happened. Mericious have been checking out the party since last time they met, and knows about Phandalin and Wave Echo Cave. He also drops the bomb that Phandalin has been taken by the undead, much to the parties shock and surprise. In either case, he hopes that the party is what they need in these trying times, and offers them either a monetary payment or maybe some property in the city if they manage to put an end to the disappearances. The party tells him they will see what they can do, and Mericious tells them to visit the Morgue to check out the body that was found this morning for clues. 

    Meanwhile, Penny walks straight into the Transcendence Theater, and requests to be guided to her room by Lady Kree. Kree suddenly remembers that Penny came by a few weeks ago, and uses her magic spyglass to confirm that it is the true Penny, having seemingly forgotten to check the other one. She tells Penny where the room is after accepting a small bribe, and asks her to “please do not wreck the room”. Penny says she won’t.

    Walking up the stairs, down the hall, to a room marked with “Performers”, she senses two minds on the other side. She tries to listen to the door for voices, but can only hear mumbling. She wastes no time, opening it and walking in. There she can see a silver haired man, looks like Morgan Lowblade, lying with his back towards her on a futon, whilst “Penny” is seen with a drink, sitting at a dressing table. She looks up at the mirror, sees Penny, turns around, and starts running towards her…

     
  • “Penny” & “Morgan”

    As Penny, the real Penny enters the backstage room, the other “Penny” turns around, and starts running towards her. In a panic, Penny turns herself invisible, and jumps to the side. “Penny” calls out to her, saying she needs to come back, as she can’t lose her again. In a voice Penny recognizes. She turns herself visible again, and asks “...Trixie?” Trixie takes off her hat of disguise, and runs to Penny, giving her a long and longing hug. Apparently she has been looking for her ever since she left the Emerald Earth Sanctuary, and when she heard Morgan went underground, she hired a musician called Ranfrey, put on a disguise and toured the countryside as Bows’n’Roses, hoping to draw out either Penny or Morgan. Trixie, overjoyed at finding her friend, asks her to tell her all about her adventures.

    Meanwhile, the rest of the party, having left the guard barracks, discuss where to go first. They talk about the money that is being sent their way from Gundren, catching a few looks from people walking past. They realize that some are more… suspicious than others, and some of them do smell really bad. They send Penny a message, telling her to meet them at the Tempervale Bank. She and Trixie head out, meeting them there, and she introduces her friend to the rest of the group. Trixie helpfully marks down where Penny is from on their map, since Penny didn’t know exactly where it was.

    Making a Withdrawal

    In the bank, which is immaculate and clean, so clean you can see your reflection in the floor, they go to one of the tellers, asking about a transfer. The teller, a halfling woman, notices the names, and goes to the back to fetch the manager. She leads them into her office, where they see that her name is Kali Merit. The woman the barmaid warned them about last night. Kali asks the party about the whereabouts of Demetrius, as the transfer specifies 6 people, with only five present. They tell her he’s on a personal assignment to the west. She also asks where they are planning to go, and how long they plan to stay in Tempervale, to which the party replies that they either plan to head to Ravenforge or south to Spiral Woods, but should be in town for at least a week. Satisfied with their responses, she goes to the vault to fetch their prize. Over 80 platinum pieces and change. Willowbark is fascinated by Kali’s office, especially her many translucent orbs with shimmering movements in them, sitting in a display case. When asked about them, she tells them it’s a collection from her travels, but doesn’t elaborate further.

    Back out to the foyer, Trixie is waiting for the party to finish, and as they exit the bank, she tells the party that she will leave 5 tickets for them, if they want to come see the show later that night. The party thanks her, and they split with Trixie, as she has to rehearse for the evening.

    Lighting the Lone Candle

    The party heads south-east towards the morgue, stopping by the Great Fountain Square. There are, as always, a lot of booths around with many different items, both food, samples, souvenirs from the city and other collectibles. The party takes note of a lone tabaxi girl sitting with her wares in a corner of the square, so Penny, Willowbark and Granny go to check out what she has to offer. She introduces herself as Lone Candle, and gives them the rundown of what she has. A myriad of items, all made by herself, but the ones who peak the partys interest is a Chest of Preserving, a clearly homemade magic item, but one that definitely works. Also, 3 pairs of Earring of Message. The party decides to buy all three of them, and the chest, while Kal gives Lone Candle her earring and asks if she can enchant another Earring of Message from it. Lone Candle says it will take a week, but she thinks she can do it. Penny also trades some earrings for the Wand of Smiles that she has. She thanks the party for all their patronage, and tells them more about her situation. She lives in a homeless shelter down the road, and is trying to save up enough money to buy her own place so she can get better at enchanting and have a store, just like the others in the city, but has been having troubles with random gang members assaulting her and taking some of her profits. The party tells her she can come with them when they travel west, as she expresses an interest in going that way.

    In the meantime, Theren have been looking around for a particular item. He notices a symbol on one of the shops, written in thieves’ cant, so he enters it, and convinces the shopkeeper, a shady half-orc, that he isn’t one of the city guards, so sells him the item he is looking for. For a marked up price. He happily returns to the rest of the party later, as they depart the square, going to the morgue.

    Dead Men Might Leave Clues

    Reaching the morgue, they find it to double as a temple of Mova. As they enter and pay their respect to the goddess-statue of Mova, they are greeted by a woman who asks them what she can help them with. They tell her that they have been sent by Kirrus Mericious, and is hoping to examine the body that has been found. Hazel, the woman, leads them to the back, where there are several stone slabs, but only one has a body on it. Missing its jaw, but also most of its other limbs, as well as being almost torn open by the belly. The party all examine the body, and deduce that the jaw was ripped off while he was still alive, but the other injuries most likely happened after he was disposed of. They also find a puncture wound on the neck, with distinct markings of what appear to be a poison entering the bloodstream…

    The Greatest Show

    Back at the Transcendence Theater, they pick up their tickets to watch the show. It is packed full, with a lively audience really engaged in the act. Even though it is a short show, only 45 minutes, they play amazingly well, and put on one hell of a stage show, with Trixie at one point hanging in a rope over the audience, whilst playing her flute. Ranfrey is flirting with the ladies in the front, and at the end, the audience moves on east to the nearest tavern to keep drinking. The party goes backstage to talk to Trixie about the future. Penny and Trixie come to an agreement that Trixie can keep parading as Penny until she finds Morgan again. She makes good money and has a lot of fun doing it, so she doesn’t mind. Maybe they can form a band together when the time comes. Willowbark tastes some of Ranfreys wine, but finds it repulsive, even more so than the wine she tasted before. They spend the rest of the evening just hanging around with Trixie and Ranfrey, waiting to go on the stakeout. Theren uses his disguise kit on Kal, changing how she looks, as she usually sticks out. The party thinks he must have sisters, considering his skill with the makeup.

    As they leave to try to find the kidnappers the party decide that they should try to get kidnapped themselves, hoping to lure the kidnappers to them so they can be taken to their base of operations. Kal and Theren is to act as bait, whilst Willowbark sits in Kals pocket as a rat, with Penny and Granny staying nearby, hidden from view. They take a few nights doing this, but for the first five nights, nothing happens, and nobody is kidnapped.

    O Morgan, Morgan, Wherefore Art Thou Morgan?

    The next day, Kal tries to send a message to the real Morgan, hoping to get a hint to where he is. The first time she knows the spell has reached its target, but gets no response. The next day, she tries telling him to cough if he is unable to respond and if he needs help. Still no response. Penny decides that she is desperate to find what happened to her mentor, and so takes the scroll of Scrying from the bag, and opens it, hoping to find a clue to his whereabouts. The scroll, even with her newfound reading skills, turns out to be too complex for her, and the scroll is sadly wasted and disappears. Penny is crushed by this, and asks her patron if he knows where Morgan is. “I know exactly where he is..” the creepy voice responds. Penny demands loudly that he tells her, to which he responds “my dear, I have given you everything you need to find him…”. Penny realizes what she must do.

    Over the next few days, Willowbark and Kal research the corruption in the forest and the god Shehemis, as they keep finding cards with his symbol on it. Theren does his best to find out who the gang members harassing Lone Candle are, and finds that there are several gangs in the city, the Warthogs, the Royal Badgers, the Sewer Hounds, but there doesn’t seem to be one gang picking on her. She just seems to be a common target considering her status. He hires a group of street urchins to keep lookout and report to him if they see her being harassed, which they do over the week, but nothing is taken from her as she has made little profit. Penny in the meantime spends time with Trixie, and helps Lone Candle get a sale by playing some music promoting her business. Granny in the meantime has paid to use a forge at a blacksmith, keeping up her work on the armor.

    At the weekend, the harvest festival comes to town, a two day event, where the party uses their newly bought Chest of Preserving, filling it up with loads of delicious food that is hard to find on the road by foraging, even after Willowbark protests that she can find most of the stuff they have bought.

    So Long, And Thanks For All The Entertainment

    Theren has woken up that day, with hair covering all of his body. He shaves it off, most of it at least, and at breakfast, he draws two cards from the deck. One marked “liar”, and another one giving him a chest with 10000 counterfeit gold pieces, with the image of a jester on them. The party keeps this, thinking it may come in handy. They decide to draw the rest of the four cards in one of their rooms, hoping to be done with the curse. They draw some good cards, some bad, one leading to an explosion causing the room to catch fire, but as the last card is drawn, and Theren starts to wail like a baby, a pair of Gloves of Thievery appears in the box, along with a note thanking the party for the entertainment, signed with “S''. The party quickly realizes that Shehemis is most likely behind it. Theren happily dons the gloves.

    Having finished their research in the library, Willowbark didn’t find much of value, other than the fact that the forest that has been corrupted needs to be burned down to finally cleanse it, while Kal learns that Shehemis is a trickster god, who most likely has taken steps to ensure the party finds these cards. It’s no mere coincidence. The cards are also most likely part of a set, and if they are from Shehemis, they are most likely chaotic in nature. They tell the rest of the party this. Theren tries to identify the tarot cards they have found, but finds that even though they are magical, he is unable to deduce what their function is, as they feel incomplete.

    From Rags to Riches

    Kal realizes that the party might need some new clothes, so they decide to go to a clothing shop they saw earlier called "From Rags to Riches". Within, a goblin man called Stagz, along with his siblings, helpfully, although condescendingly, measures up Willowbark and Penny, in hopes of getting some formal clothes in case they should ever need it. Kal simply asks for a vestment to carry over her armor, in the design of the symbol of Udall, which can be arranged. Granny doesn't really need any clothes as she has her shell, and Theren already have any clothing he ever needs, thanks to his new armor. Stagz tells the party that the clothes should be completed within a day.

    Springing the Trap

    That night, they finally have a breakthrough. As the party set up their usual honeypot, as a city guard passes by and greets them, Willowrat notices the smell that they smelled earlier from the shady looking people in the street, and desperately tries to warn Kal. She however has already noticed that three people have come out of one of the maintenance-hatches that leads into the sewers, and they happily decide that they have found their next victims. They quickly shoot their crossbows at Kal and Theren, and Kal falls unconscious, whilst Theren manages to resist it, but feels the poison enter him, and pretends to fall unconscious as well. The group grabs the pair, and ventures into the sewers, with Granny casting Hunters Mark on Kal to help track them. They wait a few moments, and then open the hatch with brute force, following the group.

    They walk for a while, over 20 minutes, taking turns left and right, going deep into the sewers, so deep that they reach the old city that has been built over throughout the centuries. Granny manages to track them well enough that they can barely see them enter what appears to be an abandoned building that has been rebuilt, with most of the buildings around it being destroyed, with only the facade remaining.

    Inside the building, Theren can see four more people sitting around a table playing cards. And a lot of blood on the floor, as well as on the outside before he was taken in. The thugs put Theren and Kal on the floor, and try to search their pockets. Theren has hidden his ring well enough that the thugs can’t find it, but they quickly notice Willowrat hiding in Kals pocket. Willowrat bites the thug on his finger, and tries to escape, much to the thugs surprise, so the thug tries to kill the rat in return. As he stomps on it, Willowbark quickly returns to her regular form, with the whole gang looking shocked at the now suddenly appearing firbolg in their midst. Willowbark quickly uses a lesser restoration on Kal to bring her out of her sleep, as the gang rises from their chairs, ready to attack, with Granny and Penny waiting just outside the door…

  • Chapter 28: The Beast Below

    11th-12th of August, 853 TA

    Facing the Beast

    As the battle springs into action, Penny and Granny joins the fray, having heard the commotion from outside. Granny quickly Hunters Mark one of the bad guys, while Theren misty steps outside of the door, hoping to get clear of the worst danger, as he is best suited ranged. The Sewer Hounds seem to be an easy match for the group, not really being a big danger for anyone, but what can you expect with the experience the party has?

    After taking down about half the gang, the door to the north suddenly opens, and out comes a tiefling, wondering what the commotion is. The hostilities stop momentarily, and the tiefling introduces himself as Raam, asking about the rest of the group's name (explicitly saying that he isn’t fey, so he isn’t stealing any names). They seem to be quite reluctant to give out any information, with Willowbark saying that her name is Leaf. Granny simply says he reminds her of someone they know.

    In the meantime, Penny has turned herself invisible and sneaks into the room, with only Willowbark noticing her presence. They ask Raam what his intentions are for the people, and he simply refers to them as assets in need of relocating. Some have to die to convince the others that they have to follow the rules he sets up. They ask if he rips off the victims jaws to avoid having someone cast speak with dead on them, but he simplys says that’s a consequence he hadn’t considered. He offers the group a… payment, to compensate them for ignoring Kirrus’ request, and leaving well enough alone. They seem disinterested in accepting, with the Sewer Hounds, well, those that remain, giving looks that suggest they should do what he says. Raam makes it clear that he isn’t a person they want as an enemy, and especially not the man he’s working for. 

    An Offer Refused

    Making it clear that they do not want to play Raam’s game, he says “very well, don’t say I didn’t warn you.” and turns into a big, horned, winged beast. A horned devil, with a massive pronged spear, prepares to attack. After some back and forth, Kal nearly gets killed, but is saved by the rings they received from the Monk, thanks to Penny looking out for her. Trying different approaches, realizing that he regenerates health, they find that radiant damage halts the healing process. Penny also thinks, thanks to her tiefling background, that he should be weak to silver and holy water as well. Kneeling, heavily damaged, and looking at the group, and says that he will find them again, and they will regret this. Willowbark is having none of it, and blasts him with a Moonbeam. The beam sears his flesh, causing him to scream in agony, before nothing remains except a hand, his wings, and a pile of fried, smoldering goo. He is defeated. The rest of the sewer hounds are quickly dispatched of, with Kal taking out the leader, Cedric. 

    The Plot Thickens

    Out of danger, the party searches the area, and finds six people, starving, miserable, tortured, lying in their own filth, in cages. They quickly release them and guide them outside, after having cleared away the bodies. The rescued people tell them that Raam would transport them by using a sort of teleportation spell, but if anyone objected or were “difficult”, then he would simply kill one at random, forcing the rest to fall in line or face the same fate. They gladly accept any food or water the group gives them, and wait for them to be guided out of the undercity.

    Penny searches the desk of Raam, and finds a bottle of Aged Goodberry Wine, a Mystery Key, another Potion of Spirit, as well as some gold, which seems to be payment for the gang. She also looks through the documents on his desk, finding them to be lists of people that have already been transported, as well as references to a “Muzak”, a name they have heard before, mentioned by Anne Harlow’s father, according to Kody. 

    Rendezvous at the Docks

    Venturing back the way they came, Granny manages to find their way back whence they came, with a squad of city guards waiting outside, after Kal sent Kirrus a message, saying where to meet them. Kirrus approaches them, looking very tired, but happy that they managed to hopefully put an end to the kidnappings. He is also particularly glad that they captured the head of the Sewer Hounds, Cedric Baldini, who is taken to the stockades. They ask if he has heard the name Muzak, and Willowbark instantly senses a look of recognition on his face, admitting that he is a crime boss that has his fingers in every shady business happening in every major city. Nobody knows who he is though, as he works with an intermediary. In either case, he thanks the party for their service, and promises to go through the reward the coming morning. 

    The party however is not done, having seen bloody trails leading west from the base. They take a short rest, using Bozuuth, the Sentient Coffee Pot to shorten it. Bozuuth is delighted that they managed to take down one of his enemies, and is looking forward to the rematch. Seems that the devils are still at odds with demons. They wonder if the coffee pot is on their side or not.

    “Damn Thing Cost Me an Arm and/or A Leg”

    Back in the undercity, following the trail, they eventually reach an opening that leads into the sewers. The stench is horrible, and they do what they can to keep the smell at bay, using whatever means available. Venturing forth for a while, they eventually reach a large chamber where the trail ends, with all sorts of inlets pouring in sewage from the city above. As Theren and Penny investigates the bloody trail, and examines that the bodies were thrown into the waters here, a giant crocodile suddenly lunges from beneath the water, only Willowbark noticing it in the last second, but being unable to warn the others. It goes straight for Penny, and bites her in the foot, dragging her into the water, before rolling around, tearing Pennys foot clean off. 

    In a panic, and a state of shock, the rest of the party snaps out of it, and rushes to Pennys aid. She is unconscious, and Willowbark drags her ashore, attempting to heal her. Penny awakens to excruciating pain in her leg, and looks down finding it missing from the knee down. She crawls as far away from the crocodile as she can, with Granny firing a couple of shots at it, while positioning herself between Penny and the croc. The rest of the party attempts to take it down, but its focus is entirely on Penny. Even a wildshaped Willowcroc isn’t enough to stop it’s onslaught at the tiefling, with Granny almost being hit by it’s tail as she is blocking its prey. Pissed off, hurting, and probably afraid, she summons her form of dread, and limp forwards, inflicing the crocodile with terrible pain, causing it to perish beneath the waters. Her foot floating back up to the surface. 

    They quickly grab her foot, healing her some more, and find their way out of the sewers as quick as they can. Penny and WIllowcroc have a conversation, with Willowbark being surprised that she can understand her in croc form. She asks if it’s a gift from her patron, which she confirms. Granny carries Penny in her arms. Willowcroc gets a scolding from some city guards and pop out of wildshape when they reach the streets. The closest temple they can find is a temple of Mova, but they are unable to reattach her foot, which Kal has gently reposed to preserve it. They spend a while looking around for something to help her walk, and Claira Aloro has an old prosthetic limb lying around, that Penny gladly purchases. Kal purchases the closest thing she can find to a pirate hat, a purple tricorn, and gives it to Penny. Tired, traumatized, spent for the day, the party thinks it’s best that they get some rest, which Kirrus offered to put on the city watch’s tab, so they go wherever they can find some sleep…

  • Chapter 29: The First Step

    12th-16th of August, 853 TA

    The Prodigal Half-Elf Returns

    As the party returns to the tavern to get a good days sleep, with Elmroot going to a fountain to clean herself up, they can see that sitting there, waiting for them, is Demetrius! Finally returned after a week away, on assignment from his mentor. He tells them about what he experienced, but not everything. Importantly, he found three more of the mysterious tarot cards, which he gives to Kal for safekeeping. 

    Penny is noticeably angry at Fie, as she now knows that he knew that animals were hostile towards her because of the key. He felt that she needed to discover that herself, so he didn’t share that information. He’s glad that she’s alive though.

    Demetrius also tells the group about a woman he saw during his journey. A drow, with a similar looking spider-symbol as the one Nezznar Khalazza carried. He also found a shrine that had a symbol that looked like the key if the key was complete. They spend some time talking, sharing stories about what they have experienced over the last week. Demetrius is shocked that Penny lost a foot, but is glad she is alive. Penny is pretty tired, having lost a lot the last few hours, so she gathers up some food, and goes to her room.

    The Bond

    As she sits down to remove her makeup, she looks up in the mirror at the decayed, gaunt, colorless face looking back at her. She is frustrated with her patron. She’s tired of having to put on makeup, she is saddened by the fact that animals are afraid of her, and she wishes she could go back to her normal self. The patron speaks directly to her, proposing a more… direct relationship, without a “conduit” as he calls it. If she allows him to be a part of her, then he could improve her situation. She accepts. 

    Suddenly, she notices that while talking, she is gripping The Key, and she can feel that some sort of energy leaving the key, transferring over to her body, through her arm and up to her chest. The pain is immense, and Penny collapses on the floor, the key slipping from her grip. The patron then brings her back from the brink of death, telling her “now I can protect you”. 

    The others, having noticed that she went down, come rushing into the room, and find her lying on the floor, just barely woken up. They ask her what happened, as she looks… normal? Leg still missing of course, but her skin is back to the normal color, and she looks healthier. She tells them what she thinks happened, that she allowed the patron to make a more direct bond with her. The party is visibly distraught by this, concerned, but there is not much they can do now. They do find that Penny is not as obsessed with not letting the Key out of her grip, even allowing Kal to hold it, but it is clear she wants it back, and at one point snatches it out of Kal’s hands. Penny is tired, hurting, and just wants to sleep, so they take a rest. Willowbark gathers the rest, and says that she is concerned about Penny, so they will have to look out more for her.

    Preparing for the Forest

    After a good days rest, they meet in the tavern again, with Demetrius already being noticeably drunk, so much that Lily has to cut him off. Seems like something happened in the week that he wants to forget, since he keeps mumbling about someone dying. 

    Granny takes Kal to the side, and tells her about her project. She has made an armor for Kal, that will help her be more stealthy. Kal is surprised about this, but very grateful indeed. They go to her room to take the final measurements needed for finalizing the armor. Kal and Willowbark join Granny in the forge to watch and help her finish it, with Willowbark giving guidance. Completed, Granny has embedded a holy symbol for Kal in the armor, so she always has it available. Kal gives Granny a big hug, which she reciprocates. 

    Penny spends the next few days with Trixie, sharing her last week's experiences with her, telling her about how she lost her foot and other things. She just wants to spend the time with her friend.

    The party remembers that they ordered some clothes from “From Rags to Riches”, and went there to pick them up. Stagz has been waiting with their orders, and Willowbark and Penny’s dresses are each prettier than the other one. They seem to be durable, but not meant for daily use, or fighting. Stagz is horrified at the notion of wearing them in the woods, as Willowbark ponders how well it will fit in there.

    They also decide they need some resources for the trip, in case something bad were to happen. They go to Hamil Fatrabbit to buy some healing potions, and manage to haggle a Greater Healing Potion for free as they found a Potion of Spirit in Raam’s lair. He seems to be shocked that they found his merchandise in such a vile place.  Penny also buys some Alchemist’s Fire, in case they need it.

    They also head to the magic shops in town to buy as many diamonds as they can, in case not everyone makes it. They manage to buy 900 gold worth of diamonds, which should be enough to use the Hearthstone to get them out swiftly, and revivify someone who goes down. Both Claira Aloro and Arha Perry comment on the purchase, suspecting that they are planning a busy weekend.

    Back to the Wilds

    The party depart Tempervale early friday morning, and spend the day traveling south-west towards where they’ve been told that the corruption resides. They make camp just outside of the Jaded Wilds, with Willowbark and Penny taking first watch. Willowbark tries to analyze how Penny is doing, and she genuinely looks happier and healthier. It especially shows when a tiny squirrel comes close to the camp, which Penny gives a piece of food, with the squirrel thanking her, before moving back to the forest.

    Granny doesn’t notice much on her watch, other than Pip being very busy trying to bother Demetrius, and trying to enter Kal’s tent. Granny tells him off, so he goes to sleep in one of the nearby trees instead.

    On Demetrius’ watch, everything seems to be going as normal, but the bells he sets up to warn of intruders suddenly start making sound, so he jumps to his feet, noticing a gopher having approached the camp looking for food. Demetrius lets it live, and eventually wakes the last pair to take their watch.

    In the morning, Theren and Kal look over the coming sunlight, and Kal notices a Dragon flying to the distance in the east. A relatively normal sight, and it doesn’t seem like the dragon is heading towards them, so she doesn’t pay it much thought. 

    As Willowbark wakes, she pulls out three beasts from the bag of tricks, getting two panthers and one boar, that she hopes can help in case they were to come over some dangers. They spend an hour in the morning preparing the Hearthstone to return them to the edge of the forest if they need to get back quickly. They also tell the horses to stay around, but to run towards Tempervale if anything bad were to try to take them. Pip also stays behind, but Corn goes with the party further into the woods. 

    Point of No Return

    The party spend a few hours traveling towards where they think the corruption resides, and eventually reach an abandoned campsite. Seems the owners left in a rush or were taken. Demetrius deduces that it has been abandoned for 3-4 days, and they find some rations they take with them. All of them sense the same feeling they had near Thundertree. The air is heavy, and they have a disturbing sense of being watched. They must be getting close.

    Eventually, as they keep pushing onwards, they start to become affected by the forest’s magic. Granny is the first one to be affected, becoming paranoid about her companions, seemingly thinking they might attack her at any point. But they still trek on, Granny being extra cautious. 

    At one point they see a humanoid shape in front of them, through a clearing that will lead them towards their goal. Some members in the party notices that there is also a horde of them to their right, hiding among the trees. They decide to just attack them head on, surprising the horde. They seem to be dealing with them fine, but after the zombies get their bearings on what is happening they rush the attackers. Two of the beasts from the bag of tricks gets quickly taken down by one of the bigger zombies puking acid all over them. At one point, Granny attacks Demetrius in her paranoia, throwing a battleaxe straight in his thigh. Kal gets close to the center of the zombies, and uses her godly powers to immediately destroy most of the undead. The rest of them are easily dispatched by the party. Not wanting to spend too long in this place, they decide to press on.

    A bit further in, the atmosphere get even more bleak, depressing, and it becomes harder and harder to breathe. They reach a field of weird, orange, glowing fruit. Demetrius, Granny and Penny all become hypnotized by the fruit, trying to go straight for it. Theren manages to hold back Demetrius, but Granny and Penny avoid the grips of Willowbark and Kal, and reach the fruit, eating it quickly. They both however manage to withstand the charm of the forest, and regurgitates the fruit before it can take hold. 

    Granny becomes more affected by the forest, and starts to hallucinate as well, seeing things that aren’t there, making it more difficult to traverse the corruption. She does however manage to notice a dangerous field of flowers that keep zipping back and fourth, so they decide to take the long way around to avoid the encounter altogether. They pass more fruits, but all manage to resist the lure this time. However, they all notice that the longer they spend in the forest, the more they become affected by its corruption. They realize that they have to leave quickly or succumb to it. Eventually, only Kal has managed to resist the corruption, with the other members being paranoid, scared, having visions and hearing whispers.

    As they pass through a thick growth of trees, they seem to be approaching the center of the corruption. The air here is thick, almost like a liquid, making it extremely hard to breathe and focus, with a darkness hanging over the forest from the dark clouds hanging just over the trees. It’s raining, and it seems like the colors have drained from the environment. In the clearing in front of them, on a tiny hillock, lies a big flat rock, with red arcane writing on it. On top of that lies a being. Almost like a dragon, but with wings made of vines and growths of the forest. It seems like a drake of some kind has been corrupted, and is now a part of the forest itself. It looks right at the party, and prepares its wings to fly...

  • Showdown

    As the party stares down the drake that has prepared to defend its lair, Fie moves first and attacks it, noticing immediately that necrotic seems to do absolutely nothing to it. Right after, the lair starts to shake, burst with energy, and fill the air with thick fog, obscuring the view, and knocking the party off their feet.

    GrannyElmrootPenny and Kal all takes heavy hits from the drakes breath weapon, and slinks away between attacks to hide, before burrowing underground to ambush the party from a different angle. The party quickly moves away from these areas to stay safe, and Kal puts up an Aura of Life to protect against the necrotic damage. Willowbark can see where the drake is hiding and throws a moonbeam at it, burning it several times, but it always moves away. 

    At one point, the drake almost kills Kal, but Willowbark uses the rings to keep her on her feet, while Pennys inspiration gives her back some blush in her cheeks. The drake also attacks Theren, almost managing to take him down completely. It pushes the partys buttons, making them lose concentration on several effects, but luckily the rings helps the party stay upright. 

    Unfortunately, the corruption forces the party to turn on and attack each other, as well as the drake, which drags the battle out, almost giving the drake the upper hand. It however moves closer as it takes more damage, forcing the party to be hurt by its necrotic wounds. Demetrius keeps a barrage of arrows at the drake, and Granny hurls her javelins at it, doing as much damage as they can.

    The party moves closer to the stone in the center of the lair, hoping that destroying it might end the conflict, but before they have a chance to do anything about it, theren fly over the fog, and take the drake down with his scorching rays…

    A Familiar Voice

    As the drake falls to the ground, it immediately starts to fall apart, with the vines and growths surrounding it beginning to wilter away. Penny approaches it, and notices a glowing energy coming from inside. She reaches in, managing to take out its heart, still thumping, glowing with green and gold, and oozing a black liquid. 

    At the same time, Granny notices that a small orb has appeared around Willowbark. It’s floating around, observing the party, looking at each of them, before seemingly looking toward the heart Penny is carrying. Theren deduces that someone is scrying on the party. 

    Penny places the heart on the stone, and using what’s left of her fiery breath potion, sets fire to it. It immediately catches fire, rising to the air, with the party moving away from it, before it explodes in a contained fireball that implodes in on itself, before nothing but ash remains. The bloodied writing on the stone fades away into the stone, and the party can sense that the corruption is losing its hold. 

    Willowbark suddenly feels someone poking around inside her mind, and can see flashes of her family. Going back and forth, memories from her time with them, going through everyone of them, stopping with a memory of Wren. She suddenly hears a familiar voice in her head, as the party can see the color disappear from her face.

    You just had to meddle. You couldn't just leave us to have our fun… oh well, you take one of ours, we'll take one of yours. Come and claim them, if you dare…

    The party now can sense movement from outside of the lair, as many different creatures are trying to move their way through the treeline to get to the party…

  • Chapter 31: The Veil Crumbles

    16th-18th of August, 853 TA

    Escape From the Cursed Woods

    As the ashes from the cursed heart settles on the ground, the party scurries around to do what they can before they leave. Penny grabs the Hearthstone and a few diamonds from Kal, and sits down to do the ritual that gets them out of the woods. She can feel the presence of her patron, helping her do the necessary incantations the stone needs. In the meantime, Kal summons a lightning storm in order to ignite what she can of the woods, while the rest wait for the ritual to be complete. Elmroot is still in shock, and Granny can see that the orb is still floating around. As the undead horde manages to break through the treeline that is not set on fire, the whole party has their vision turn white, before it slowly goes back to normal. They are back in the outskirts of the Jaded Wilds, where they first began.

    The Assassins

    The sun is lying below the horizon, so visibility is quite limited, but they can see that the horses are gone. They immediately run over to where they placed them to see what happened. Granny and Willowbark examine the tracks, and it seems like the horses ran away, but they can also see three humanoid footprints among the horse tracks. As Granny tells this to the group, an assassin suddenly appears, throws a spell at Penny, who in a whirlwind of dust and leaves, is teleported away from the group. Another assassin appears behind Theren, armed with a pink crystal knife, and stabs him in the lower back. The wound glows pink as the dust of the knife remains in the cut. She whispers to him, in a familiar voice he has heard before. 

    “She told me your secret. Your services are no longer required. You have failed.”

    As he falls backwards, he gets a quick glimpse of the assassin's face. A face he has seen before, but he has never spoken to her directly. Arara Iathrana. A higher up in his organization. His vision goes dark. She stabs him again, to make sure he doesn’t get back up.

    They notice the connection to Theren through the rings disappearing, and run over to him to help him. But what is staring back at them is a white, featureless face. Theren is dead. Kal casts Gentle Repose on him to make sure they can revivify him later.

    A third assassin also appears, and attacks Granny, but Willowbark moves close to attack them by erupting the earth around her. This luckily causes both the “lesser” assassins to get knocked down, but they are still a danger. Arara stabs Kal twice with the glowing pink dagger, causing it to apparently expend its charges, and moves towards Penny. Arara can teleport around, causing her to also be resistant to damage, making her the most dangerous foe for the moment.

    Penny, as she tries to run towards her friends, hears her patronsay to her “Guard the Key with their lives…”. She activates her form of dread, and moves closer to extract vengeance towards their assailants. 

    The arcane assassin tries to make Penny give him the Key by charming her, but either her will or her patron is stronger than the magic, so she resists the urge. Willowbark turns into a black bear, and attacks Arara in the neck, wounding her. 

    Penny focuses her magic and uses Inflict Wounds on one of the assassins, instantly killing him by causing him to shrivel up in necrotic energy. The arcane assassin sees this, sees that they have vastly underestimated the group, and runs away. Arara shouts “COWARD!” after him. She takes out a poison coated knife from her sheath, and stabs Penny with it, hoping to end her. She is still standing.

    As the rest of the party now stares down Arara, she turns, and says she will see them again, and that if Theren makes it, recommends he stays away from Tempervale for a while. She then Dimension Doors away.

    “Are you… you?”

    The party rushes over to where Theren is lying dead on the ground. They can all see the white face staring back at them now. Demetrius immediately recognizes this feature as that of a changeling, and Kal has heard stories about these creatures. Penny doesn’t trust Theren at all, and wants to tie him up, but Willowbark shoos her away. 

    Pip suddenly appears from a nearby tree, and goes straight to Granny. Penny translates that the horses were “violently attacked” by the scary people and they ran away, and left Pip alone. 

    Willowbark is sitting on the ground next to Theren, and cleans out his wound with the pink dust in it, managing to get it all out. She also helps Kal, by taking out the dust from her wounds, managing to hurt Kal in the process, as she is distraught. It seems like Willowbark thinks he has been cursed since he isn’t looking like himself, and frantically talks about how to dispel it. Kal calms her down, and just tells her to bring him back.

    Theren, floating in a black void, can see a veil around him, with an unknown woman floating towards him, holding her hand out to him, but he can suddenly see that it is Willowbark, looking distraught at him, while holding her hand on his chest. He has been brought back. He looks around, sees everyone staring, and then looks at his white hand. “Ah, shit”, he mutters.

    Kal asks him if he is Theren, and the person replies that he is also known as that. They ask if he has always been like this, and the changeling assures them that they haven’t replaced anyone. They have always been the Theren they knew. They ask what their name really is, and the changeling replies “Fie”. 

    While this is happening, Demetrius is searching the assassin that Penny killed, finding a Cloak of Elvenkind, and a Blinkback Belt, a much better upgrade to his sheath of returning. 

    Willowbark is having trouble with the whole situation. Distraught about Wren being in danger, she wants to move to help her tribe immediately, but the rest of the party convinces her that she needs rest, they need their horses, and they still have business in Tempervale. She reluctantly agrees to this, and Granny goes to find a safe place to hide for the night. The evening and rest goes without hitch, and Granny can see a huge dragon flying over The Shimmering Hills, heading east. 

    Making Travel Arrangements

    Kal sends a Sending to Thundertree, telling them to return to where they were. Surprisingly, she gets a response, and it seems very eager to please, so they will return to where they were to pick them up. She can really hear the low intelligence emanating through the reply.

    As they start walking back towards Tempervale, they discuss how they can reach the forest the quickest way possible. There are several ways, Fie suggests planar travel, but they don’t know anyone that has that spell (that they know of), and they also need a key attuned to the plane they want to travel to. Druids also have the ability to Transport via Plants or Wind Walk, both of which would allow them to travel vast distances in a short time. The only person they can think of that might be able to help them would be Reidoth, the druid from Thundertree. Halfway to the city, they meet the horses that have come to retrieve them, and they continue the path back to tempervale.

    Kal decides to send Reidoth a message, asking him if he’s able to help, that they’re in Tempervale, and lives are at stake. She gets a response, telling her that he is in Cinderberry Woods, observing a flock of Owlbears, but he can be in Tempervale in three days or so. Willowbark thinks that is too long to wait, so she will be looking for anyone else that can help them faster. In the meantime, Kal has picked up her Earring of Message that Lone Candle enchanted for her, and the horses have been stabled for the night.

    As they enter the city, they can see that Fie has taken the form of an elderly scholar that calls themselves Lander. They can also see that there is a wanted poster for Theren Amblecrown, the charge of Murder, with a 3000 gold reward. Theren recognizes this as a tactic that his organization uses to burn assets.

    Penny goes to talk to Trixie, and tells her about what happened in the woods, and that they are going to deal with the hags. Trixie is worried, and hopes that Penny will return safely.

    Theren and Kal discuss Raam, and the potential of him returning to seek out vengeance towards them, and it can take days, weeks, months or even years before they see him again. But as he is a devil, he is a strict believer in firm rules, and deathly afraid of being demoted to a lower rank. This might make him more dangerous.

    As the party settles in for the night, they all have vivid dreams about their experiences, hopes and fears, and wake up the next day, more powerful than the night before.

  • Level 8

  • Chapter 32: The Parting of the Ways

    18th-30th of August, 853 TA

    Starting off with a Bang

    As Kal returns to Tempervale, the rest of the party (and city for that matter) wakes up after hearing the lightning strike hit the ground. Penny notices that Kal is no longer in her bed, but her armor is left behind, with the window closed. She soon returns however, walking in with brand new white tunics and pants. Kal simply hand waves it away, blaming Udall.


    Fie and Demetrius, having shared a room again, joins the rest of the party, as well as Elmroot and Granny, all also woken up by the thunder. They spend some time preparing for what they can, waiting for Reidoth to arrive. Demetrius is approached by a human rogue, Mira, with a letter from Horza Gyula, asking him to return to him, as he might have a clue to his mothers murder. But he understands that he needs to help Willowbark first. Mira is introduced to the rest of the group, promising to help out. As the days go by, they eventually meet him in Minotaur Park, where he tells the party that he can help them get near Faunus Forest, but it will require a trek to the woods to find a big enough tree to transport through.They set out in the evening and arrive late at night, traveling to a small grove outside of Maplemere.

    Into the Heart of Darkness

    Having spent a night resting in the tavern or out in the grassy fields surrounding Maplemere, the party set out, looking for The Coven, and Wren. The group enters through the woods, with Willowbark wildshaping into a Giant Eagle, hoping to scout out the location. Reidoth turns into an eagle, promising to watch for the party, but makes it clear that he cannot intervene, as he has made a vow of non-interference. 


    As soon as Willowbark crosses the threshold of the woods, she is overcome with a horrible sensation of dread, as her vision turns bleak, and she is drawn towards a watchful eye, staring back at her. This causes her to fall out of beast form, and tumble down between the trees to the forest below. She decides it's best to just stay on the ground for now, but as midnight hits, she is again overcome with the pain, causing the party to grow concerned. In the morning, after getting their sleep, Fie examines her, and can tell that she is cursed. Willowbark realizes that they did something to her when the hags confronted her in the woods, all those weeks ago. Luckily, Kal manages to lift the curse, and Willowbark feels better.


    The group spends the next week or so treading through the forest, in search of the hags location. Luckily, Willowbark could tell where the Eye that caused her to fall came from, so they head towards that direction. They quickly notice when they are heading in the right direction. By helping each other, sniffing out the path and asking a local squirrel where the hags might be, they are led to an old tree trunk that has a veil of sorts running over the entrance. As they pass through, the hallway twists, and on the other side they reach a swamp, with purple sky beyond the wooden dome trapping them within. In the middle of the swamp, is a small hut, and on top of that hut, strung out between two poles, is Wren.

    The Coven

    Shortly after Penny approaches the hut to try to message Wren to see if he is alive, the coven leader makes herself known. She appears before the group, mocking both Willowbark and Granny, with the other two laughing by her side. They claim that it was Clementine that started all this, by insulting the coven, asking them to leave her tribe alone. Having nothing of interest to offer in return, they took a particular interest in torturing that particular tribe. Most surprisingly of all, is that they next set their sight towards Granny. Saying it’s nice to finally have a face to the name. Apparently they were the ones that killed Nema.


    Enraged, insulted, and ready to be done with it, both Willowbark and Demetrius go on the offensive, and the hags spring into action. It quickly becomes apparent that the hags taints the magic of the group, which forces them to be more careful in casting spells, as they backfire, causing them to take damage, without being able to hurt them back. The group is forced to use unusual tactics for them, avoiding using spells and making sure that the leader cannot corrupt their magic. The problem is that the lair itself causes members of the party to be either flung around, or downright being sent to a separate demi-plane, out of harm's way. There are also Will-o-Wisps floating around, charming the party.


    The weakest member of the coven, a green hag with what appears to be stitches over her chest, falls first. She asks her sisters for help, but they get no response. Mira finishes her off with an arrow through her eye. With one member down, they are severely weakened, as a coven needs three members to be most effective. The Night Hag, Hala, waves a kind farewell to Granny, and vanishes. As the group sees this, they notice that the Wisps no longer float in place, but head straight towards Wren. Two of them manage to reach him, but before they manage to end him, Granny takes out the final hag remaining by decapitating her, before Willowbarks moonbeam melts her body away. She dies with a smile on her face, and the party fears that this is not over. Hala tells the party to enjoy what they have, because they will see eachother again.


    The two Wisps next to Wren, manage to suck his soul out, creating a new Wisp. Desperate to help her friend, Willowbark calls down lightning, damaging the Wisps, with Fie finishing off the newborn Wisp, causing Wren to return to the living. The group finishes off the final wisps, hopefully freeing whatever souls they were made from, and what is left is just the hut. Willowbark helps Wren get down, and they embrace, long lost friends reunited. He doesn’t know how he got there, as he was kidnapped trying to reach a playful crow. Next thing he knows, he is looking at Willowbark, or Thana as he knows her.

    A Gruesome Hoard

    The group decides to examine the hag lair, and finds an untidy mess, with trinkets, bottles, and remains of dead creatures littering the place. Among the trash, they find a Crystal Ball, a wooden staff, a painting, a jar with an eye, a perfect sphere, a tarot card, and most gruesome, a cloak made of the faces of several humanoids, mostly firbolgs. Theren and Penny decide that it is best to burn the cloak, hiding it from Willowbark. 


    As Granny enters the hut, she immediately notices some rocks on a shelf, and feels drawn to one of them. She tries to break it, and is immediately confronted with Nema, or at least her soul, trapped in this soul shard, ever since she was lost. They embrace, a tearful goodbye at last, as Nema moves on, and hopes that Granny can find peace in her life.


    As the group takes the stuff outside, Fie gives Willowbark the staff they found, but Willowbark and Wren both are drawn towards two other soul shards, containing the lost souls of Clementine and Galen. Willowbark breaks both of them, getting to chat with Galen first, who is happy to see her again, thanking her for releasing him from his prison, before moving on. He remarks that he is glad to see him carrying his staff, which they found in the hut. Clementine seems to be more reserved, almost shameful, having failed the tribe by angering the hags. She wants Willowbark to tell Sage something, but she moves on before she can finish the sentence.


    As they destroy the rest of the soul shards, most are random humanoids, one Firbolg, that simply thanks them, before moving quickly on. But one shard contains a darkness. A figure, without discerning form or any way of identifying it, simply stares back at Willowbark, before moving on without saying anything. Willowbark is understandably fearful of what she might have released.


    As  Fie identifies the objects, they realize that the crystal ball can be used for scrying. They do however burn the cloak as they said, sparing Willowbark and Wren from the sight. Reidoth appears before Demetrius, asking if they would like to abandon this dreadful place, which they do, after Willowbark, Penny and Kal has done their funeral rites for the fallen, buried under the mounds in the swamp. As they exit, Reidoth transports them back to Maplemere, before helping Demetrius and Mira get close to Cantalos. Demetrius bids his quick farewell, promising the group that they will see each other again some time, before disappearing through the portal. The rest of the group walk towards Maplemere and the forest, with Wren hoping to get back as soon as possible, being uncomfortable with the outside world, but fascinated by Willowbarks stories about what she has learned. 


    As they reach the forest, Granny suggests that the party goes after the rest of the corruption, finishing off the hag danger once and for all, while she helps Wren return to his tribe. Penny seems to be taking it the hardest, giving Granny a tearful goodbye, with Granny leaving a note behind for Penny and the rest of the group. It’s a short goodbye letter, with good words for the group. Willowbark tries scrying on her tribe, and gets a hint of their general location. Wren and Granny sets off into the night, to find the tribe and explain the situation for Sage, in the hopes that Willowbark can be redeemed and accepted into the group again.

    Epilogue

    As the party rests in the tavern, they go to one of their rooms, Where Penny finally gets to scry on her lost mentor. Her vision is drawn deep underground, and she can see the shape of an Aetheris male, petrified, with a sword piercing his chest, and a look of absolute horror on his face. Now they know why he never responded. Before she can get a good look around, she is shunted out of the scrying, as a presence behind her suddenly throws her out of it.


    Before they go to bed, Kal, having gotten a new outlook after her meeting with Udall, finally reveals her secret, and bamfs out her wings, frightening Penny, revealing herself as an Aasimar. Penny, after coming to her senses, asks if she is Morgan Lowblade's sister, as he has told her that all Aasimars are children of Mova and “some other dude”. She says this can’t be true, as her parents are human. They spend some time reflecting over the last weeks events, with an uncertain conflict waiting for them, back in the Jaded Wilds

  • Chapter 33: Tying Up Loose Ends

    30th of August-1st of September, 853 TA

    Let's Get Down To Business

    As the party sit in their room, waiting to go to bed, they discuss the scrying Penny did of Morgan Lowblade, where she describes the chamber he was trapped in. It’s unclear where it is located, but it is clearly underground. Penny is eager to find him, but the group realizes that the clear and present danger is the hags. They should fight them before they get a chance to regroup. Before going to bed, Elmroot and Kal go outside to look for Reidoth, to ask if he can help them travel to the Ruins of Thundertree quickly. They find him being harassed by a local, and they manage to save him from this vile villain. He says that should not be a problem, and to meet him outside in the morning, and he will take them to the closest place he can get.

    The next morning, after eating breakfast and buying some healing potions and a scroll of Greater Restoration from The Feylocker, they get their horses, and travel west, back towards the tree that took them here from the coven. After passing through, they are faced with a familiar sight; the ruins of Thundertree in the distance. They lead their horses to the edge of the affected area, tell them to stay put, and leave a note with them, in case they need to find their own way back to Rivergrounds. The horses are uneasy with being so near the corrupted town, but promise to do their best.

    Reidoth, not taking any risks, wildshapes into a seagull to watch over the party from above. The party enters through the woods, and notices a bunch of various zombies roaming the forest surrounding Thundertree, and inwards. About two hours into their journey, they are suddenly confronted by three infected forest beings. They seem to use hearing and echolocation to find their prey, and seem to try to infect both Penny and Willowbark with some sort of sickness, but luckily, Kal, being a cleric of a THUNDER god, makes the foes regret attacking the group. It seems they are particularly susceptible to loud noises, and go down after a short battle. Not wanting to be overrun, as they did have to make a lot of noise, the group quietly leaves the area, traveling further inward towards the center of the corruption. With Willowbark in front leading the search, they find it without wasting too much time.

    The Tree of Death

    As the party breach the thick growth covering the center, they can see three trees in the area, two dead ones, and one twisted and dark. Penny uses her detect thoughts, moving closer, and senses two minds in the center tree. The party debates burning down the trees, which makes the Blackroot Treant attack. It tries to cast a spell on Penny, but Fie counterspells it. Penny casts hex on it, but realizes that necrotic does nothing against this foe.

    Willowbark has already taken out three of her friends from the Bag of Tricks, a giant rat, a weasel, and a dire wolf, and sends them all charging towards the treant, but the weasel instantly vanishes as it gets closer. It seems the treant is radiating some sort of necrotic energy, damaging anyone in range. Fie tries to blast it, and confirms that fire is particularly effective against it, causing both Willowbark, Fie and Penny to use whatever they have that deals fire damage. Willowbarks forest critters are sadly quickly taken out of the battle, as the treant awakens the two other trees in the area, which attacks the party. One of the trees quickly burns out however. The treant moves as close as it can between Penny and Kal, with Willowbark, invisible, being right next to it. Fie, now flying, can see that all moisture in the area surrounding it is completely drained, and it deals a massive amount of necrotic damage, making Willowbark lose concentration on her new spider-friends. All the fire being used has caused the treant to be quickly weakened. Willowbark, facing down the treant right in front of her, blasts it with a final fireball from her new staff, and manages to finish it off.

    Beaten, broken, and burning, the treant slumps over, with its chest forced open. Inside, the party can see the half-resurrected remains of Morana, the green hag that Granny decapitated at the coven. With only one usable arm and half a face, she begs the party to let her live, and she will tell them everything they know. Willowbark says that she will not let her live no matter what. Morana responds “then you are already doomed”. Willowbark lights a torch, forcing it into the heart, making it catch fire, finally ending the second sister of the coven.

    “And for my next trick…”

    Knowing that they have to escape the area as quickly as possible, the party flags down the seagull Reidoth, asking him to help them get out of there. He casts a spell, turning the party into giant eagles, and they take off from there, heading east towards the final corruption area, hoping to take down Hala before she can return to full power. After traveling for about 5 hours, they set down in a clearing, being too tired to move on. They spend some time gathering firewood by using a stick that Penny animates, foraging, cooking dinner, and talking about their plans going forward, and what they have been through. They also send the horses a message telling them that Reidoth will come to them to lead them to Rivergrounds while the party finishes the mission, as they might be gone for a few weeks, after asking him to help them with this as well. That night, they don’t bother keeping watch, as Penny's Tiny Hut keeps them all safe. Fie even sleeps out in the open, although he requests to use as many sleeping bags as possible, as he has gotten used to the comfortable interior of the ring.

    In the morning, they awake with a “pop” from the Tiny Hut disappearing, eat some breakfast, and prepare for the final journey east. As a final plea, they beg Reidoth for any help to travel quickly to face the final hag as well as giving 40 gold to pay for the horses to be boarded, and a note to give to the stableowner. He begrudgingly agrees to give them one last assistance, and casts Wind Walk, reducing the final trek from three days to just over two hours.

    As Reidoth departs, heading west, the party heads east, trying to spot the corruption. They find what they have been told, a massive area of the forest is corrupted here as well. They search the area for a good place to land, close to the center, and turn back into their regular shapes. Willowbark and Kal takes out two weasels and a dire wolf from the bag of tricks, and they push through the final barrier.

    As they enter the heart of the corruption, they can see a big flat grassy area, with a giant stone pillar in the center, with the same symbol they have seen on the other areas. Next to this pillar, a huge plant creature lies, dead, with its chest broken open. Heart missing. A familiar figure comes out from behind the stone pillar; Hala.

    “That was faster than expected” she says to the party, smiling.

  • Chapter 34: Ding Dong the Witch is Dead

    1st-7th of September, 853 TA

    The Wicked Hag of the East

    As the party faces down Hala at the final location of the corruption, she comments on how fast they were getting here. The group tries to convince her that she is under the curse of love, but it's a tactic that does not work so well. Willowbark is not pleased at all, and wants to see Hala's demise. The hag tries to make a deal: Return what they stole, the crystal ball, as it is no use to them, and they can all go their separate ways, "no harm done". Willowbark and Penny is not having it. Penny moves up next to Willowbark, and gives Hala a gift. The wizard dunce cap they found in the goblin cave. Hala tries to avoid it, but Penny is too fast, and the hat instantly attunes to her, causing her to be less intelligent. Hala is not pleased by this, and turns invisible. The party manages to get a few hits in before Hala manages to remove the curse of the cap, tossing it aside, smouldering. 

    Fie takes to the skies, to attack from above, while Kal summons a thunderstorm. Willowbark and her pets attack as best as they can, and Penny inspires the party while attacking from a flank. In the beginning, it seems like this will be an easy fight, but Hala soon shows her true vindictiveness, causing Penny to be severely nerfed. As Fie is flying, he is mostly out of Hala's reach, but he takes a few nasty hits, before ascending above the cloud cover. Hala tells Willowbark "Today is the day you watch your friends die.", and goes all out on Kal, opening two rifts below Kal, trying to make her fall in. Kal luckily manages to just avoid entering the rifts, much to Hala's annoyance. She uses every attack she has to get Kal to perish, but Willowbark and Penny both comes from each side, attacking the hag. Fie has been awfully quiet, so the party suspects he is escaping, but as soon as Kal goes down, the cloud cover dissipates, and they can see a floating, lifeless half-orc form in the sky. Fie is very close to perishing himself. 

    Penny comes up from the rear, terrified of the many crabs that are coming out of the forest to attack her (that nobody else can see), and gravely wounds Hala. Willowbark, being face to face with her enemy uses the powers of her new staff to drain Hala of what little vitality she has left, to give to herself. Hala, mortally wounded, falls to the ground. Willowbark immediately helps Kal awaken, and the crabs disappear from Penny's view. Hala's body lies on the ground, and Willowbark sets Wolfsleigh on her, trying to reach the heart so they can destroy it. It manages to tear off a chunk, with Penny opening the rest. She takes an Alchemist's Fire flask, shoves it into Hala's now open chest, and strikes it, igniting the heart. Immediately, the ground shakes, and green, yellow and blue sickly energy creates a beam that surrounds the obelisk and shoots upwards to the sky. The obelisk starts to show cracks, and the red runes that are etched into it starts bleeding, and the party realizes that it will soon explode. Kal runs to the woods, as does Willowbark after jumping on Wolflee's back. Penny sends her animated sword to go help Fie escape, before running herself. Amazingly, Fie manages to wake up, maybe sensing the danger, and flees away, just in time. The obelisk detonates in a massive explosion, sending shrapnel and dark energy hurtling outwards, pushing our heroes into the growths, with a giant mushroom cloud now looming over the forest.

    The Journey Home

    The party, now having defeated the final hag that plagued the forests, are escaping through the thick growths surrounding the lair. Willowbark says her goodbyes to Wolfslee, hoping she will see him again, before he sets off through the woods, past the various undeads who are now shambling and dragging their way towards the party. Spending a minute, they turn themselves back into clouds, and starts to move their way west, back towards civilization. After travelling for the rest of the day, they reach the river that leads towards Rivergrounds. After the spell expires, the party descends to the ground, and tries to set up camp for the night, with Penny setting up the Tiny Hut. That evening, she takes first watch, and can hear laughing coming from the river, floating downstream. She tries to see if she can tell what is making the noise, but it is too dark, and the laughing soon disappears. She tries to tell the others about it, but they do not take her seriously it seems. Next watch, Willowbark tries to listen for the laughing, but hears nothing. On Kal's watch however, she can see the Mysterious Figure that have been seen observing them before. She tries to wake the Willowbark, but she can't see it, as it's too dark. Kal tries to approach it, but as soon as she exits the bubble, almost as if something compels her to, she blinks, and the figure disappears. She returns to the bubble, and soon hears a big shambling figure approaching. An owlbear has decided to sleep next to the bubble. She again wakes up Willowbark and Penny, and they manage to convince it that they are friendly, and if it could kindly go sleep a little further away. It complies, going to sleep next to a treestump. 

    The next morning, they give the owlbear some food, with Fie waking up early to make breakfast, even though Kal already made some on her watch. They ask the Owlbear about the laughing, and it describes it as "water people", which it doesn't like, as they are annoying. Fie and Penny thinks these are probably some sort of water nymphs. As they set out to continue their journey, Penny makes a raft out of nothing, and the party floats down river, allowing them to travel further in a day than they normally would be able to, managing to cut down the journey to two days. On the way, they can see that the river splits, which is highly abnormal, but the group decides to continue down the main river, to civilization. During the journey, Kal casts sending to Right Handed in Woods, updating them on the hag situation, and explaining that they have neutralized the threat. Right Handed in Woods thanks for the update, and says to tell Granny that she can talk to them about permanent membership if she likes. Reaching Rivergrounds at the end of the last day, they immediately goes to the stable to look up their horses, who are very happy to see their owners again. Margerie Heiser is still a bit miffed at the party, having lost her stablehand to their nosing around, and is happy to keep the 40 gold they paid to hold their horses. SpeedDiamondThunder and Wildfire have all been treated well, and is looking forward to heading out in the morning. The party heads to the inn where they first met all those months ago, to get some well deserved rest in some normal beds. Tim Brownrigg is very happy to see Kal, hoping that she is finally staying for good this time, but she sadly has to disappoint him. He tries to bribe her by giving her the best room for free, as well as free lodgings for her friends, but she cannot be convinced. She is on a quest from Udall after all. He understands, but is visibly disappointed. 

    Time for some Answers

    That night, after having entertained the guests, eaten some food, and gone to their rooms, the party sits down to talk about their experiences and thoughts on the current situation. Willowbark wants to sleep on the floor, having been "forced" to sleep inside, but Kal insists that she at least sleeps on the soft rug. Willowbark doesn't understand why when the floor is perfectly comfortable already. Penny, in the meantime, seems frustrated at her patron. She asks him what he wants from her, and want answers on why he wants her to do the things he asks before doing it. Vuthul reminds Penny that they made an agreement. If he helped her find Morgan Lowblade she promised to release him from his bonds. He is now even a bigger part of her than he was in the beginning, and he could at any point just force her to do what he says, but he doesn't want to do that. He wants Penny to do this willingly, as she promised. The rest of the party can hear Penny's side of the conversation, and asks what his plans are, and if he is going to kill all the gods, as he has already killed Roshan, whom he describes as simply being "in the way". He tells Penny that he doesn't want anyone to die, he simply wants equality. At one point, he even takes control of Penny, forcing her to walk out the door, but Kal manages to stop her. He tells Penny that it was merely a demonstration of his "kindness" that he doesn't do that normally, but Penny is acting like a brat, so she needs to be put in her place. Seems like they have gotten as much out of him for now as they can, but they remember that Sildar Hallwinter told them to head towards Ravenforge to meet Hamil Fatrabbit, as he might have some answers to what The Key's true purpose is. Willowbark points out that they all, except for her, have voices in their heads that tells them what to do. Ranesh asks Fie if he thinks that he is controlling, to which Fie responds that certainly not, they have a good understanding. A thunder can be heard, looming in the distance, as Udall also wants to be a part of the conversation, feeling left out. 

    Before going to bed, Willowbark tells the party that as she has now, seemingly, fixed what was wrong with her forest, it is time for a new name. Willowbark was a way of showing that she is out to heal a sickness, and with that sickness now being cured, she now needs a new name. Having thought a lot about it, she has settled on a new name. One that represents the fact that she now follows where the path takes her, flowing with the wind, helping wherever she can... Elmroot.

    The party immediately have much feedback on this name, being who they are, but they in the end accept the new name, but makes it clear that they will need a nickname. They can't decide on Dani or Dandy. Dandelion doesn't understand why Dandelion is so difficult.

    The next morning, they go down to eat breakfast, with Tim trying one more time to convince Kal to stay for a bit longer, but she again says that it will not be possible. After having eaten breakfast, they go to their room before heading out. Dandelion takes out The Crystal Ball to scry on her family. Before she enters the vision, she can feel something happening, but can't focus on what. As her consciousness gets dragged into the crystal ball, she appears in the forest yet again. She can see Sage sitting with Bear and one other member of the tribe. In the background she can see Aster walking around. It seems like the tribe is relatively calm, having stayed in the same location for a while now. Eventually, Droop walks up to the campfire where Sage is sitting, and takes some food. He asks Sage if they are moving on soon, with Sage responding not for a few more days. It seems like Granny and Wren have not returned yet. As she comes out of the vision, she tells the party what she saw, but also that she felt something go "wrong" when trying to scry. Fie immediately holds his pearl to Dandelion's forehead. He can tell that she has been cursed, and is now one step closer to death (having permanently failed a death saving throw). Fie deduces that repeat use of the Crystal Ball curses the user, and each use further takes the user closer to death.  The party decides to not use the Crystal Ball anymore, although Fie and Kal both can use it once before being cursed themselves. Kal tries to remove the curse, but it does not stick. They now know they have to find some way to remove it, so they have to find someone more powerful.

    Heading West

    After gathering their things and saying goodbye to the innkeeper, they gather their horses and set out west towards Chasten Crossing along with a small group heading that way. After about three days travel, they reach the small town, split in two by a river, connected by a bridge. As soon as they enter the town, they notice that it is very out of the main road, having no shops or establishments, other than a small inn called Pearl's. Dandelion however notices on the bounty board a missing poster. For Tim. They immediately sets out to find whoever put up the poster, a woman named Vicky Sheldon. Penny just starts shouting the name Vicky, stopping a few townsfolks who point her in the right direction. They head over the bridge, to the house that the man pointed out. A nicer looking house, definitely newer than most of the village. They knock on the door, and is met by a young woman, Vicky. She explains that she put up the poster as Tim, a local boy went missing over half a year ago. When the party tells her that they saw someone who fit their description near Ruins of Phandalin and Rivergrounds, she can hardly believe it, as he doesn't seem like the person to run away. He was a very smart young man who helped his parents out in the fields. When the party asks to talk to the parents, she regretfully informs that they both were found in the river, seemingly having drowned a few months back. It seemed like an accident, as they had no wounds or injuries, other than having drowned. Kal tells Vicky that as a cleric, she can talk to the corpses to get answers. Vicky says that is a splendid idea, but sadly, the crypts where they are laid to rest have been overtaken by steeders, a form of spider-like monstrosity from the Underdark. The party gives a sigh, and asks where the crypts are, as they can surely take care of it. She points them south of the village, and gives the party the key to enter the crypt. 

    Exterminating the Vermin

    The party leaves their horses in the local "stable" if one can call it that, and heads south to the crypts. They find an ancient stone-structure with large metal doors. They realize that this crypt have probably been her far longer than the village have existed, probably from an earlier civilization, being claimed by the local villagers for use as a burial crypt. Fie unlocks the door, and opens it with Penny's help. They quietly descends into the darkness to clear out whatever might remain. As soon as they reach the bottom of the surprisingly long stairs, they can see a few spider-like entities, orange skin, with a yellow sticky substance emanating from their legs. It seems to not be that much of a challenge, as in few numbers they are easily squished. As they descend deeper however, they actually get attacked by a few who manages to get close enough, and they do a surprising amount of damage. Moving south they do take out two female steeders that have set up a lair in the crypts. Seems like the smaller ones are males. Having cleared out the south side of the crypt, they open the double door at the end, finding a long hallway where most of the villagers are buried. Seems like the steeders did not manage to enter that area, so the corpses should be untouched. 

    Kal, having activated her Spiritual Guardians lead the party north to the rest of the crypt, finding a hulking "queen" of the steeders, surrounded by male suitors. Dandelion uses her moonbeam to burn her, and Kal runs to the centre of as many male steeders as she can to burn most of them away. After almost having overwhelmed Penny, taking her down, Kal, Fie and Dandelion finishes off the rest, before helping Penny get back on her feet. They take a quick look around the crypt, and Fie finds where they came in. Behind a cracked door, he can see a hole in the wall, with a tunnel leading down deeper into the ground. He examines the hole, and removes a few rocks, causing the tunnel to collapse, closing off the immediate danger. 

    Everyone apart from Fie is sweaty, tired, and full of insect guts and parts. They head back up the stairs, and closes the door behind them. As they return to Pearl's, everyone stops to look at them. Kal exclaims to Vicky "we have purified your crypt". Everyone in the bar cheers, and Vicky sends a few workers down to seal off the wall where they came in. The party sits down for the night, getting free drinks as they helped the town, with Penny putting on a performance for the villagers. Penny creates an extremely expensive bottle of wine, that even Dandelion can drink as it tastes so delicious. Fie is impressed by the taste. After traveling for the whole day, and now fighing off a horde of spider-like beings, the party gets some free accommodation by the townsfolks, and go to sleep.

    That night, Kal dreams about her journey to come, and can see a distinctive tree that looks burned out, shaped like a lower case "r". Her vision gets dragged to the south from that tree, up a mountain chain, through a pass, leading to a pillar with the symbol of udall on it. The lightning strikes it, as her dream ends.

  • Well, well, well…

    As the party wakes the next morning, having rested in whatever beds they were given by the kindness of the inhabitants of Chasten Crossing, they meet at Pearl’s. After having a simple breakfast, they decide to go check out the farmstead first, looking for clues of what might have happened. Passing by Vicky Sheldons house, they overhear the workers, who spent the night plugging up the tunnel where the creatures entered the crypt, speak about the wailings of a ghost that haunts the crypts. They don’t appear to know that ghosts are real, and would be very happy if the party manages to exorcise it. 

    Getting closer to the farm, they can tell that it has been left in disarray. Overgrown grass, a run down barn, generally just abandoned. Seems like the rest of the town has tended to the fields, as they still need the food. Penny approaches a couple of cats sitting outside, but they haven’t seen anyone enter the abandoned home. They decide to enter and see what they can find inside.

    Elmroot, using her skills of perception, deduces that the place looks untouched for the entire period since they died. Remains of their breakfast still on the plates, molded and dusty. It also seems like the beds were still being used up until their disappearance. Curiously though, they find what seems to be the bucket from the well inside. They go to check it out.

    Fie casts Spider-climb on Dandelion, and she lowers herself to the bottom of the well. As she gets to the bottom, near the water, she can tell that something is in the water. It seems to be a layer of something over it, and using whatever light she has, she can see what appears to be a figure below. Poking a hole in the layer on the water, the stench overtakes her, and she ascends to the top again. Penny animates a rope that Fie and Kal finds in the run down barn, and uses it to drag the corpse's head out. Kal puts it on top of the bucket, and uses Speak with Dead to ask it about who they are. Seems like they found Tim. The head tells Kal that he was beaten to death by his three “friends” whose skin turned gray and their eyes hollow and white. Seems like there are more doppelgangers abound.

    Fie uses one of the bedsheets and they order the rope to get the rest of the body from the bottom of the well. As it reaches the top, it needs a final pull, because of a large rock that seemingly held Tim down. The party, and the rope does their best to clean the bones of the decayed, bloated flesh that has been decomposing for half a year, and bury the remains in the field, bringing the bones back to town, hoping to lay it to rest in the crypt.

    Grave News

    As they return, they talk about what the motivations for the doppelgangers must be, considering they seem to have a poor sense of coordination, all imitating the same person. Kal theorizes that these might be a group of less intelligent or just lazy doppelgangers. 

    Returning to Vicky, they give her the bad news, and ask if she can think of anyone else who might know something, as well as who to give the bones to. She tells them to talk to Conrad Huxley, a dapper young man, whom Vicky describes as “handsome”. The bones could be given to John, the local handyman who also takes care of the crypt. 

    The party comes over to John, an old, hunchbacked man, bad of hearing. They have a hard time getting through to him, so Kal uses lesser restoration to cure his deafness. Suddenly, communication becomes a lot easier. He takes the bones, and tells the group to meet him at the crypt, while they go talk to Conrad.

    Spotting the sheriff is not a difficult task, with such a distinctive mustache. He tells them that they searched for the young boy for about a week, before the father called it off. The mother was inconsolable, but Conrad didn’t see her after the search was cancelled. He also doesn’t give the party a very good impression, as he seems brash, condescending and down right rude at times. He tells them that he has much more important business to take care off, and leaves the party.

    The Tragedy of A Lost Child

    John has just about reached the crypt when the group catches up to him. They descend together, and they can see that the locals have already started to clean the mess after the disturbing creatures. They are led to the south of the crypt, and enter the double doors where the people are buried. They don’t have to go far before they reach the parents, laying peacefully side by side in a side passage. John Damp starts putting together the skeleton as best as he can, while Kal speaks to the father, Davin, first. It becomes clear that he killed himself, and the mother apparently, as Tim returned, but he could sense that something had taken over the body of his son. He wanted to spare his wife Miri from the truth. 

    John is quite shook by the whole ordeal, having managed to correctly place the limbs, with the torso remaining. He gladly takes the groups suggestion of just going back outside, and scuttles through the crypts, shouting back that he will be waiting in the tavern. They give him a few coppers. Kal finishes off the remaining bones for Tim, managing to lay him to rest next to his parents. While this is happening however, they can hear the wailing of the supposed “ghost”. They debate talking to the mother now, but decide to check out the undead first.

    The Haunting of Chasten Crypt

    Trying to follow exactly where the wailing is coming from is not easy, and they descend deeper into the crypt. It seems like it could go on forever, with countless graves. Seems like this had been used for quite some time by a large population. They suspect it must be from before the betrayal. Eventually, after they have gone down a few levels, both Dandelion and Penny can sense the area where the wailing is coming from. As they get closer they can hear words. “GET ME OUT OF HERE” in an ancient common dialect. It is coming from inside one of the tombs. Seems to have been sealed for 2000 years or so. 

    They won’t let out the entity inside at first, fearing it might be a trick. The voice wants to be let out, and when asked how they got stuck in there, they say it’s embarrassing, but it will tell them when they let it out. Kal decides to use her lightbringer to smash open it, being helped by Penny and Dandelion. The door shatters, with stone flying everywhere. Inside they can see a very, VERY bald head, with the entity tumbling out; A skeleton.

    It introduces itself as Hesti, but they can call him Chester if they would like. He gives Kal a great hug, thanking her for releasing him, but screaming in horror as he can see his body now in the light. It seems he wasn’t expecting to be a skeleton himself. He tells the party that he was a citizen of “Hazdit”, and old city that fell during the betrayal. He was a follower of Roshan, and is very sad to hear of her passing. At one point, he found an old lamp, with a genie inside. He got one wish, and wished to be immortal, which the genie granted, but it didn’t stop his aging. Some time after he had been alive for 200 years, he fell asleep. The rest of his friends must have though he finally had died, and buried him, and he woke up in the tomb. He also talks about magic storms which used to be common in his time, but seems to be less common now. He has no idea about anything that happened after his “problem”. 

    The party discusses what to do with Chester, as he can’t just walk around, considering necromancy is highly frowned upon, and even though he might just be cursed, people might not understand. They give him some clothes, and offer him to live in the bag of holding until they can find something more permanent. They talk about maybe showing him to Bertram Honeypot, when they reach Ravenforge. Chester gets to look at the maps, and notes that some areas look quite different, barren, when it used to be lush. He does remember Tempervale though, as it was around in his time as well. In either case, he jumps into the bag of holding, waiting for the party to finish doing their business.

    As the group returns to the parents of Tim, they speak with Miri, Tim’s mother. It seems she either was in denial or couldn’t tell that Tim wasn’t Tim. She did however note that Tim spoke about seeing the world after he returned. They deduce that there might have been an attempt by the doppelgangers to set up a situation where people would not look for Tim anymore, but something went wrong when the father saw through them.

    A Name Revealed

    As they exit the crypt, they talk about Penny’s creation powers. Penny tries to make a book about their journey so far. It seems to be a retelling of the journey from her perspective. Dandelion quickly skims through the book, trying to find something. After looking for a bit, she found it; Penny’s point of view when she read what was on The Key. She reads the name; Vuthul. The name of the Forgotten One. She shows this to the rest of the group. Vuthul doesn’t seem angry at Penny, but disappointed that they ruined the surprise, and warns Penny that the party is now in more danger than they were before. He does not elaborate. They decide to give the book to Chester, so he has something to read.

    As they return to the town, Fie takes charge to tell the town what they deduce happened to Tim. They decide to leave out the doppelgangers, but give a plausible explanation of the events, and tell them that the “ghost” have been taken care of. It being early in the day, and having done what they stopped to do, they decide to take their leave, after helping cure most of the villagers' plagues and disabilities with lesser restoration.. As they exit the town to the north, they can see Conrad leaving the house of Vicky and her husband. 

    Traveling On

    The next day, they decide to cast Detect Evil and Good, to see what Chester actually is. He doesn’t register as an Undead, confirming at least parts of his story. Penny gives him her old cloak, to help hide him better. Chester also found out that he can remove parts of himself, without ill effects, and put them back later. Kal suggests that Chester removes his head so that he can pose as a magic item, letting him see the world that has long since forgotten him.

    Three and a half days after leaving Chasten Crossing, they reach Bridgevault. A quiet little walled city, next to the big river leading into the ocean, not much to be seen really. Penny goes to the local Shrine of Death, promising to find Morgan, and leaves a gold piece in the offering plate, being blessed for doing this. She also spends some time focusing on the key again, this time telling her to go north-east. 

    Three days out of Bridgevault, Kal notices the tree from her dream, leading south towards The Golden Ridge. She tells the party that she has to take a detour, as Udall led her this way. They leave their horses in a local hamlet, and venture south into the pass. 

    A Quick Detour

    After about a day’s travel, they sneak through, and notice four voices talking about ambushing them. Kal, misreading the sizes of the assailants, walks straight out and proclaims that they are a bunch of idiots. She soon realizes that it was two ettins, each with two heads, discussing their plans. They quickly attack the party, being shocked by their sudden appearance. Kal bamfs out her wings, frightening the pair (pairs?), but they pack a mean punch, managing to knock Kal unconscious more than once, thanks to the Rings of the True Companions. They try to steal her away, but the party manages to hold them off, before Kal wakes and casts down an ice storm on them, bashing in all their heads with giant hails, killing them off. Going through their stuff, they find the remains and belongings of several wanderers who were unlucky enough to meet the ettins. Dandelion casts detect magic, and finds an Amulet of Wits, a one use item, which they pocket. They also find a ring and some silver cups, which they bring with them.

    A bit later, after they have set camp in a rocky area, Fie, having first watch, notices movement in the stones. He tells this to Dandelion, who can hear the sound of “liquid” stone moving outside of their hut. She panics, trying to wake Fie again, who can’t hear her. She fears that this might be Earth Elementals, and they might be in their turf. On Penny’s watch, she can’t see anything, but she notices something moving her foot. Looking down, she sees nothing. Kal also can’t see anything, but Penny’s mad rambling about earth things doesn’t really help. As daylight dawns, they did not seem to be attacked, but they can sense the presence of these elementals, watching them. They quickly eat their breakfast and take their leave, with the elementals watching carefully. Seems like they weren’t hostile at least.

    Reaching the Peak

    The rest of the journey to the peak goes surprisingly smoothly, with Dandelion becoming an eagle to scout the path ahead, and the rest of the party flying past the difficult obstacles, they quickly reach the base of the peak, where they can see a storm circling the summit. At night, Fie notices blue and green energy shifting in the storm, which he points out to the rest. They also notice a weak hum, vibration, in the ground. Kal can see that lightning is striking the top, but is blocked by something. Seems like Udall has difficulties penetrating the area. 

    The next morning, they use whatever magic they have to avoid the perilous climb, flying to the top. As they land, they can see the shrine of Udall, with a big obelisk in the center, bursting with energy, but being contained by magical green chains. They also the the symbol of the Forgotten One, Vuthul, carved over Udall’s symbol. A large woman, turns around to meet the party, being surrounded by cultists wearing robes. “Ah, more people to join our cause?”

  • Chapter 36: Arrival at Elvenroth

    17th-22nd of September, 853 TA

    Showdown on Golden Ridge Peak

    As the group stares down the cultist, the main lady repeats her question, whether the group is here to join their cause, or they are free to leave. The group makes it clear that they cannot simply leave, with Kal clarifying that she is on a mission, and the cultists are in their way. Behind the leader, they can see the massive obelisk, with the symbol of Udall, covered in arcane chains, with the symbol of Vuthul carved in over it, glowing green. The other rocks seem to be spouting out some sort of necrotic energy. Weirdly, at this point, Penny is not seeing her patron in her peripheral. He is suddenly standing clearly in front of her, observing the cultists. When talking about the Forgotten One, the leader notices that this makes Penny uncomfortable, so she asks her if Penny is “marked”. She dodges the question.

    Kal, being tired of not getting anywhere with the leader, tells them that they have one more chance to leave, and she tries to be as kind as she can be, but the lady won’t budge. Kal responds by calling a lightning bolt on her. Udall had difficulties reaching the area, but with Kal present it seems he finally has a way in. 

    The battle seems to be fairly balanced at first, with the cultist having the party covered due to sheer numbers, but the party being slightly more powerful, managing to take down most of the followers before moving onto the biggest threat. Literally. As the lady suddenly increases back into her regular size. Kal recognized her as an Oni, this just confirms it. The lesser cultists are simply frightened young adults who seem to have bitten of a bit more than they can chew, while the two “lieutenants'' seem to be more hardened, but they are also more powerful, managing to pull Elmroot and Fie closer to the battle, as well as hexing Kal and Penny. A quick fireball from Fie however manages to take them out of concentration, while Kal pummels them with lightning strikes and her spiritual weapon. Penny focuses more on support, and on finishing off the lesser cultists.

    After most of the cultists are taken down, the leader turns to guerilla tactics, turning invisible and striking down Kal several times. Dandelion is the only one perceptive enough to know where she is hiding, and so tries to attack her, showing the others where she is. Kal, in the meantime, having been healed by Penny, starts hammering away at the chains surrounding the shrine, but this only angers the leader, who comes out of hiding, straight for Kal, striking her down once more. Kal, however, fueled by the fury of Udall, throws back her wrath at her, severely wounding her, and pushing her back. The leader desperately tries to escape, and turns invisible, but before she has a chance to fly away, Fie swoops down, noticing the blood dripping from the invisible creature, and shoots his Eldritch Blasts at her, striking her in the chest, as she falls to the ground. Penny finishes her off with a few blasts of her own.

    Breaking the Chain

    As Kal comes to, being healed by the rest of the party, she and Dandelion resumes trying to break the chains that surround the obelisk. Curiously however, is that when Vuthul speaks to Penny, it appears that everyone can hear him, not just her. He is surprised by this, and decides to keep quiet. It seems he doesn’t feel comfortable with everyone hearing his conversations. Penny and Fie go to loot the tents and bodies, finding some magical treasures, a new book of sorcery, some magical rings, and a few potions. They also find what Fie identifies as an Adean Stone of Religious Knowledge. Handy!

    As Dandelion and Kal keep attacking the chain, Kal finally manages to break the shackles that contain the energy, causing it to flow out in an upwards direction. This also causes both Dandelion and Kal to be thrown backwards from the surge, and a massive boom rings out of the pillar, as the trapped energy in the surrounding rocks flows back into it. The clouds that were blocked from entering the area also flows into it again, causing a flash that momentarily causes everyone to be discombobulated.

    When they come to, they see the obelisk and surrounding stone glowing in it’s regular glory, and the symbol of the Forgotten God is suddenly being erased. Over the obelisk, they can see a massive hulking figure, made of clouds and starry skies, with thunder and lightning surrounding it, flowing out of its eyes. Udall stands before them. He simply stares at the party, not saying anything. Fie gives a respectful bow, with Penny copying him. Kal gives a respectful salute to her god, with Dandelion just gawks in awe. After a moment, he puts forth his arm, and lightning shoots from it, striking each of the party members in the chest, throwing them back yet again. As they come to, Udall has vanished. Yet they can all feel the gift he has imprinted on them; his blessing, for purifying the shrine. The rest of the party can no longer hear Vuthul after this.

    The Descent

    After coming down from the combat  high, and standing face to face with one of the gods (which is a first for most of the group), they decide to take a short rest, with some music, coffee, and a light snack, before setting out to descend the mountain. Dandelion has spent some time gathering up the bodies on the southern shelf of the peak, doing her regular ritual of respecting the deceased. As she asks herself if they did the right thing, a wind blows one of the pebbles from the chest of one of the cultists, and it tumbles down the side of the mountain. Dandelion interprets this as the gods wanting her to go south, maybe return to her forest, but the party says they have more important things to do. They have to get to Ravenforge, both for Chesterssake, and for Penny.

    Descending is done mostly the same way as the ascent; flying. Fie activates his flying abilities, while Dandelion turns into an eagle and ferries both Kal and Penny down the mountain on her back. As they reach the base, she scouts ahead, noticing several dangers that the party might face, so they take the other path, avoiding any more encounters. The journey back takes three days in total, and Dandelion scouts out the best path ahead, making the journey back an uneventful trip. They can see when resting for the night that the peak is back to its normal function, with the blue glow shining brightly through the clouds. Kal can also notice the faith resonating through the ground, returning to the peak.

    Fie picks up one of the rings they found on one of the cultists, a ring of Mind Shielding. The soul of the cultist who wore it has been transferred to it, so Fie puts it on to have a chat. He manages to convince the cultist to tell them why they corrupted the shrine, and he is told that they were “paving the way” for the Forgotten One. He is either unwilling or unable to elaborate. He does however give the name of their leader after Fie confirms that they killed her; Tamasi. As the cultist has lost everything, he just starts shouting at Fie, who calls him immature, and takes the ring off. A bit later, Penny asks if she can try on the ring, but changes her mind when Kal asks if it’s a good idea to introduce a god and its disciple who appear to have evil intentions.

    The Road to Elvenroth

    As they reach the bottom of the mountains, they approach the homestead to retrieve the horses. It seems the horses have been treated nicely, fed and watered, but they have been pretty bored. Seems like going on adventures have caused the horses to be a bit spoiled when it comes to mental stimuli. Dandelion thinks that they should get some balls that the horses can play with when the party are doing stuff that are too dangerous for the horses. On the road heading west she asks several of the travelers if they have balls for sale, but it turns into some innuendo that Dandelion was not prepared for. The rest of the party convinces her to wait until they get to Elvenroth, they might find a shop there that sells toys for the horses.

    On the road, Kal remembers that they found a sending stone among Nezznar’s belongings. She asks for it, ponders her decision for a moment, before asking whoever is holding the other sending stone “hello? Anyone there?”

    A moment passes, before she gets a response:

    “Who is this? Are you the one who killed him?”

    As these stones are once-a-day use, the next day, the voice, which Kal describes as “nondescript, female, elegant”, asks again “who killed him?”. Kal simply responds “not me, and the person who did isn’t with us anymore.” She gets no more messages.

    After talking about the afterlife, concerning the spirit residing in the ring they found and what plane it would go to, Penny asks her patron what plane he resides in. He is unsure exactly what plane he is currently in, and that is partly why he needs Penny. To help him be free. Fie repeats what he said when they first found The Key, that it is probably literally a key to a lock. They will have to find out where it leads somehow. Penny says that the key is leading her east, towards one of the two ruins on the map, so they have to go there someday as well.

    The Crossroad City

    As the party crosses the ridge, they can see Elvenroth before them. A big, walled city, with a river running through it from east to west. Each corner of the city has a road going out of it, leading to the rest of Moroxia. A true crossroads of all walks of life. In the skies, the party can see drakes flying around, and at first they think they might be under attack, but as they get closer, they can see that they are being ridden by what appears to be city guards, clad in royal blue and gold. The party waves to them, and they wave back. Fie tells the party that the city guards of Elvenroth don’t ride horses, but fly around protecting the city.

    When they reach the city gates, it is a very busy affair. The city guards walk around collecting tolls for entering the city, 1gp each, and Fie is unfortunate enough to be taken to the side, as a random security check. A middle aged man is sitting in an office, with a notepad. He asks Fie when he enters about his name, race, occupation, reason for visit and duration of stay. Fie (with Chester, whose head Fie is carrying around as Lander) answers the questions as fits his current persona, but the clerk is none the wiser. He gets out of there without any suspicion. When he exits, the rest of the group is waiting for him, and decide to first of all board their horses on the far side of the city, as they will at one point travel towards Ravenforge. Having placed them in a stable, and paid the stable owner 1,5gp each horse to keep them spoiled (and asking about Tim, who does not work there), they return to the city, to figure out what to do next.

    Getting Down to Business

    It is pretty apparent that each member of the party has something they want to take care of, so they decide to split up for the day. Kal wants to find the Generous Queen Inn to talk to “Enhana” that Sister Garaele told her about, while Fie, Penny and Dandelion head to the Emerald District to see if they can find a magic shop and maybe something for the horses. 

    Kal

    After asking a bit around, Kal is pointed to the Generous Queen Inn. A fabulous tavern and inn, located near the southwestern gate of the city. As soon as she enters, she meets a halfling named Fargas Tosscobble, who asks her if she requires a room. She tells him that she is looking for Enhana. He suddenly goes pale, big eyes, and tells her “aah yes, a room for one, right this way miss” and leads her to the back into a waiting room. He then berates her for just throwing that name around willy nilly, but she just tells him that she was told to ask for her. He tells her to wait in the room, and he will go ask for Enhana. Shortly after, Kal can hear quick footsteps approaching, and sees another halfling lady, stern-looking and taller than average.

    The lady quickly asks her who she heard the name Enhana, and Kal tells her about sister Garaele who approached her in Ruins of Phandalin and told her to seek her out. Enhana, whose real name is Alexis Gellfarer, tells her they lost contact with Garaele a while back, most likely due to the undead that now plague Phandalin. Someone will have to deal with it soon, as the dwarves have too much trouble already. Alexis tells Kal that they are a shadow organization who wants to keep hidden and dangerous knowledge from the world, and that they work from the shadows. When Kal tells her that she is a cleric of Udall, Alexis scoffs, saying that Udall doesn’t have clerics, and asks her to prove it. She slices her own hand, and asks Kal to heal it using something only a cleric could do, so Kal says a word, causing her wound to heal. Seems like she believes her. 

    Alexis offers Kal a quest, to bring a parcel from Elvenroth to her contact in Ravenforge, if she wants to prove that she can be one of The Veiled Protectors. Kal is hesitant, but accepts, being told not to look into the package. When Alexis asks Kal how much she actually knows about what’s going on, she gets shocked when Kal namedrop The Forgotten God, and asks her to definitely bring her package to her contact, as they might have something to talk about. She reveals who she is to deliver the package to: Bertram Honeypot, the man they were already going to meet. 

     Eventually, Alexis admits that she knows a bit more about her and her party than she originally led on, having observed their doings over the past months. When asked why Garaele approached Kal, she says that it was because of everyone in the group, a tortle, a pink tiefling, two suspicious half-elves and a green forest being, she was the most anonymous. Ironic. She tells Kal that Garaele was in Phanadlin, looking for Nezznar Khalazza, but they have lost track of him. They heard about the supposed demise of Nezznar in the Temple of Dumathoin, but when they searched the caves they found no drow body, just bugbears and undeads. Kal clarifies that he is a drider, but Alexis says they found no half-spider, half-drow body either. Kal confirms that they did kill him, even destroying parts of the body to make sure, but he still disappeared. Curious. 

    Alexis asks Kal if they are traveling by road or teleporting, and tells her that she may be able to arrange for them to use the teleport system, if they wish, but it would take a few days to set up. Kal tells her that she is going to talk to her group about this to see what they think. Alexis will wait for her response before moving. She gives Kal the parcel she is to deliver to Honeypot, and she leaves.

    Penny, Dandelion and Fie

    The trio venture to the other side of the city, in search for both balls and magical items. After looking around for a bit, they come upon a magic shop next to a park called The Sky’s Eye. Dandelion decides to go check out the greenery while the other two enter the shop. 

    Inside, Penny and Fie are met with various customers, but most noticeably, five kobolds who are walking around assisting shoppers or looking after the store. They greet them as they enter, and ask if they need help, in that case they can ask their “dad” if he can help. One of the female kobolds goes to a back room, and after a short while, a massive loxodon emerges. He talks a bit slowly, but is happy to help. Penny tells him she is looking for some armor, and he tells her that he has many different armors or charms of protection, but it seems all of them are a bit outside of her price range. She eventually settles on a mariner's studded leather armor, giving her a bit more protection, and which will help her if she ever goes unconscious underwater. After reserving it, she goes to the cheap pile to see if she can find some interesting magic trinkets.

    Fie on the other hand is looking for a specific rod that might help with his Warlock abilities, but Vrendol sadly doesn’t have it. He does however carry an Immovable Rod, which Fie picks up, as it might come in handy.
    Penny, going through the trinkets, comes across a single old tarot card, identical to the rest of the cards they have found. It’s priced at 1gp, so she barely manages to afford it.

    In the meantime, Dandelion is sitting in the park, talking to the plants and grass, getting glances and looks from people passing by. It seems the flowers are treated fairly nicely, but winter is soon coming. Luckily, the man with the big nose helps protect the plant during the cold. Dandelion wonders what kind of nose the man has. 

    After the discussion with the flowers, she gathers some rocks and sticks, and sits down in the middle of the park, meditating like a true druid. She doesn't get to focus too long before she feels a tap on her shoulder. A city guard is standing over her, with his drake companion in the background, wondering what she is doing. She simply explains that she’s meditating, and he apologizes for disturbing her, he just had to make sure she wasn’t casting any dangerous spells, as it is not allowed in the city. She assures him that she means no harm, and he is glad to hear it. The guard introduces himself as Ilanis, and they talk a bit about where she’s from, before he welcomes her to the city. He also allows her to meet his drake companion, Phaldrex. Dandelion can’t speak to it, but she can understand some of the things it’s trying to convey. They eventually talk about Phandalin, and how sad it is that Khuzunzan can’t do anything about it due to their own problems. She asks him what problems he’s talking about, and he tells her about the dragon plaguing the travellers to and from the city. First she’s heard of it. But before she can ask any more questions or converse with him, he has to depart, and take off to the skies. Dandelion watches him for a bit, noticing that most of the drakes come to and from the north of the city, before heading to the shop.

    As Dandelion enters the Sky’s Eye, meeting Fie heading out, she is overwhelmed by the size, and finally comes face to face with Vrendol, commenting on his nose, asking why it’s so big. They banter a bit, before asking if she needs help finding anything. She tells him that she has a hard time sleeping, and she can’t see that well at night. He can luckily help with both, showing her some EarPlugs of Silence™, and Goggles of Night. She wants them both, and Penny haggles them down to 325gp. As they leave the store to meet up with Kal, Dandelion realizes they forgot to look for balls for the horses. They will have to look some more. 

    In the meantime, Fie has been wandering around the city, looking at the different temples, before reaching the Temple of Adea, in the Amber district. He notices that the core of the city has way more guards, and not as many people. It seems that the poorest are being kept away from reaching it, but luckily, Fie has the look of a scholar, so he gets to pass. Chester is just loving every sight, taking it all in, but can’t remember this particular city. Fie does not know enough about the history of Elvenroth to give Chester an idea of what was here before, if anything. He pays his respects to the goddess of knowledge and magic, before returning to the group. 

    After meeting up with Kal, she tells the rest about the possibility of having a faster way of traveling. They will have to think about if they want to teleport, which will be expensive, or if they want to take the long way. In either case, they return to the Generous Queen Inn, taking two double rooms, paying 2gp per person per night, and retire for the evening, waking the next morning, stronger than they were before.

  • Level 9

  • Chapter 37: Beneath the Library

    23rd-24th of September, 853 TA

    Waking Up in the Morning

    During the night, the party has various dreams about the past, present and future. Fie however wakes up, to find the room empty. It’s apparently night outside, with no Penny in her bed. He checks the neighbouring room, and finds Kal and Elmroot missing as well. Curious, he ventures to the ground floor, and finds that the whole tavern is abandoned. Food still on the plates, lukewarm. Looks like everything has been left behind in the middle of breakfast. He ventures into the streets, and finds it also abandoned. Carts having crashed into the side of the road, with items being dropped as if people disappeared suddenly. He ventures northeast to the centre of the city when he notices it. The sun. It’s there, but… missing. Like it’s been carved out of the sky, with just a void remaining. As he sees this, the earth starts shaking, and the city crumbles around him, eventually burying him. And then he wakes up.

    The party talk about their dreams, and meet in the dining area to talk about their plans for the day. Dandelion wants to eat quickly in order to go out to do her business for the day. Before she manages to go, Alexis approaches Kal to ask about their plans for traveling to Ravenforge. She gives them a proposition, as Halander Honeypot has specifically requested the party for a task, and if they are successful, they will have unlimited access to the teleportation circle in Elvenroth, and be able to travel to wherever they need to in the future. Kal shares this with the party, and they agree to meet with Honeypot in the afternoon. 

    Making Deals and Asking Gods

    Fie and Kal go to the temple of Azuna. They approach the head priestess, and tell her about The Monk that they met, but she has no knowledge about her. Fie asks specifically for guidance, and for a small offering, he will be allowed to meet with an oracle. After paying the price, Fie is led down to the lower floors of the temple, into a massive dome of a chamber. In the middle sits a nude young woman, with her eyes blindfolded. The head priestess tells him that he has three questions. She seals the room, and observes, after assuring her that they both are vowed to silence. He asks his questions, and the woman floats into the middle of the chamber, flowing without support, and her voice bellows throughout the chamber as if coming from the divine creator herself.

    • Should we continue our current path with The Key and it’s inhabitant? Yes 

    • Is Delphine of the watchers connected with their cult? Unclear

    • Does he have more influence than he has currently shown? Yes

    In the meantime, up top, with Chester, Kal is asking for guidance on how to be a cleric, but there is not much to tell, as clerics do as their patron demands of them. She is however allowed to purchase a wealth of material components for her cleric spells. As Fie emerges from the depths below, they leave, to meet with the rest of the party near the Crown Athenaeum. 

    Penny is wandering around looking for a place to buy a ball for the horses, and eventually wanders into the Onyx district, and notices that it is the slums of the city. As she walks around, she comes across an old and creepy looking shop called Fate & Mystics. She meets an old lady, who tells her that she can make whatever she needs, but everything has a price. She makes Penny a magical ball that can shrink or expand based on what the user needs, and the price is fairy cheap. She merely asks for a favour. At a later time. At her discretion. Penny agrees, and the lady pokes Penny's finger, drawing some blood from it. Penny gets her ball, and leaves happily, going back to the Generous Queen Inn. 

    Dandelion in the meantime is looking for a particular rock, an agate, as well as some diamond dust. Vrendol is unable to help with the rock, but points to a shop two doors down from his that should have what she needs. Inside she meets an earth genasi named Heward. He luckily has everything she is looking for, being an earth genasi and all. Dandelion asks about why he is walking out topless, and he complains about his nipples chafing. She can empathize, feeling that clothes can be too restrictive at times. Having gathered her componentes, she returns to the Inn, and sits down in her room, trying to cast a greater restoration on herself, to hopefully be rid of her curse. The spell works, but it appears the curse persists. At that moment, Penny returns, and finds the door locked. Dandelion lets her in, and explains what she was doing. Penny exclaims that she did manage to find a ball, and shows how it works. Dandelion is impressed, and wants to know what it costs. Penny is embarrassed to say that she didn’t pay in coin, which prompts Dandelion to drag Penny back to the shop to get it reversed.

    Back in the Onyx district, Dandelion is perturbed by the state of the district, feeling bad for the locals, handing out copper coins left and right to anyone she meets, hoping to help somehow. As they enter the shop again, the lady greets them, spooking Dandelion who had activated her detect magic, suddenly appearing in front of her. Dandelion demands that the woman takes payment in coin, but the woman explains that the transaction is already complete, and cannot be undone. She offers Dandelion help, as she knows her name, and that she is cursed, offering to remove the curse, if she is willing to make a trade. Dandelion is not having it however, and drags Penny out of there. They head towards the Amethyst District to the north, to meet up with their friends.

    The Library

    As they reach the square where the Crown Athenaeum is located, they are both immediately drawn towards the smell to the north of the square. A small bakery, filled with people buying pastries. The smell overwhelms Dandelion and Penny, who beeline towards it like moths to a flame. Inside, Fie and Kal are waiting for them. Penny purchases a box of various pastries, and they head towards the library.

    As they enter, they are awed by the scale of the place. It is clearly much bigger on the inside, with it reaching 30-40 meters into the air, and even 100 meters below, front he ground floor. They approach the desk, and are led to an office to the side, where a small old halfling man is sitting. Halander HoneypotBertram Honeypot brother. He explains that he and his colleagues are looking for a mythical item, rumored to be hidden in the depths of the library, but has not been found yet. In exchange for finding the item, and returning it to him, they will have free access to the teleportation hub in Elvenroth, and be given access to the return circle, allowing them to return whenever they need. The party agrees, and Honeypot tells the party that he will have the library shut the next day, giving them free access to the depths without being disturbed. He tells the party that people disappear from time to time in the library, due to its size, but they are mostly found. One person however vanished without a trace about 200 years ago. He also, interestingly, tells the party that he only knows about one cleric of Udall, but that was before the betrayal. He doesn’t seem convinced that Kal is one, but that is neither here nor there.

    Firbolgs for the Ethical Treatment of Animals

    They return to the inn, and the girls tell about their encounters with what they think has to be a Hag. Fie eventually leaves to go to a side room, and is drawn into the ring by his patron. Inside he shows Fie two circles, one leading to his temple to the Great South, and the other leads to the teleportation circle in the tower of the Institute of Edhellond.

    Before going to bed, as the day draws to its end, Penny, Kal and Dandelion head towards a “pet shop” that Fie and Kal spotted when traveling through the Amber district. When they approach, Kal and Penny explain that these are pets, not wild animals, and Dandelion promises to behave. As they enter, they can see a few various animals and birds, and to the back, two magnificent owls, one brown owl and one snow owl, perching on a stick. She can’t decide on just one, which was her intention, and buys both of them. As they leave, she manages to convince them to stick around. She is frightened as both of them fly out of sight, but return shortly after, having just stretched their wings. 

    In the morning, Dandelion leaves the window open for them to leave and come as they please, and tells them she hopes they are still around when they get back, as she looks forward to getting to know them. She names them Argus and Ira.

    Beneath the Library

    When the party reaches the library, there is a crowd of people standing outside, hoping to be let in. A group of city guards are holding them back, explaining that the library is closed, with their drakes perched on the top of the building looking over the crowd. The party gently forces their way through the crowd, much to the murmuring of the gathered people, and are let inside after showing the guards that they have permission. When they enter, they immediately head to the bottom layer, and work their way down, into the maze that is the bottom layer of the library.

    Spending about four hours, going back and forth, meeting dead ends, and seeing endless books on any topic they can think of, they eventually reach a side passage that curves slightly. As they follow it, they find a nondescript door, with an inscription on it in primordial. A riddle. Someone says the correct password, “a map”, and the door opens, leading to a staircase into the darkness. 

    As they reach the bottom, they are faced with a winding corridor, with sword emblems on the floor, with no way around it. They try to follow where the sword points, but can see that at the end they have to go a different direction. They deduce that this is probably part puzzle, part trap, so it’s gonna hurt no matter what. The question is just how much? In either case, they manage to cross, being slightly wounded by swords that magically come swinging from the walls. Before the next part, there is another door with a riddle that the party manages to solve, before reaching another sword hallway, and another door. This repeats one more time, before they reach a bigger chamber with a mural of the material plane under the sun. In a throne in front of them lies a skeleton, which looks placed there. Kal casts speak with dead, and learns that the skeleton is named Efferil the Mage, but he doesn’t give any useful hints, probably knowing that this whole chamber is a test. The path forward is a set of colored tiles that the party has to cross. They manage to deduce that the correct path follows the layers of the material plane, earth, water, air, fire. 

    Next, the party faces three chambers, each with statues of lions that have open mouths. The doors have a riddle on it, with glyphs underneath it. They realize that the glyphs correspond to the common alphabet, and try to press them to enter the password. They mistakenly just randomly presses some buttons, which causes the door behind them to lock, and the chamber fills with poison gas. They do manage to solve it, and head to the next chamber, which has a similar riddle, but easier. The last chamber however stumps the party, and after having tried several different passwords, they finally manage to emerge on the other side, having barely survived the gas. 

    They use the coffee pot to try to take a quick rest, and realize that they only get this one chance, as the walls begin to close in on them, as if to consume them, before they start moving again. Seems like the chamber is designed not to let people rest for too long. 

    As the party solves the sundial puzzle, they are faced with a room of energy fields that correspond to the different elements. With a twist, this time they have to follow the path, and then the rest of the path is revealed for them. Luckily Penny being impatient, happens to run in the correct path, with the rest of the party following her lead. Kal remarks how the people who built this place likes to punish those that are not as smart as them.

    They all get hurt in the next areas as the puzzles punishes them in various ways, but they manage to get through it. Reaching the final chamber, they come across a large circular room, surrounded by massive statues looking down upon a throne. The throne is on top of a circular stair, and hovering above it is a small shard of something, glowing bright blue. Fie activates his flying, reaches out to the shard, but his hand phases right through it. Confused, or reflecting, he instinctively floats down to the throne and sits down in it, thinking about what to do next. He doesn’t have time to do much thinking however, as he is suddenly overcome by necrotic energy as the shard lowers itself to his hand, and he goes unconscious. 

    When the party brings him back, he seems to be speaking in a much more advanced vocabulary, and he tells them that this is called “Shard of the Seeker”, one ofthe divine shards. The Divine Shards. Kal casts legend lore on it, and they are remnants of when the gods made Iozaria. There are a total of six shards, WarriorDeceiverDefenderThiefSeekerObservant, which can be combined to be “The Shard of the Divine”. It is said no one can hold all at the same time, and that these are powerful artifacts that are just rumored to exist. They figure that this shard probably came from Adea.

    Having gotten what they came for, they make their way back, and find that getting in was easier than getting out, as the traps at the beginning are still in effect. They do manage to cross the boundaries, with a bit of luck, and emerge from the temple, victoriously. As they exit the door they came in through, it vanishes, along with the shrine, its existence no longer necessary.

    The Reward

    Having reached the ground floor of the library again, having spent a couple of hours emerging from the depths, the party finds Halander waiting for them near the desks in the center. He is impressed by their ability to find the artifact, and thanks them for their help. He gives the party 10 platinum for material components, as Kal casts Greater Restoration to remove the shards attunement to Fie. It drops to the ground, and Halander picks it up, managing to resist its attempted attunement of him, and puts it safely away in a box.

    They talk a bit about the path forward, and they talk about their common adversary, the cult of the Forgotten God. Penny is holding out the Key, which Halander sees, but gently makes her put it away, telling her to not show that to anyone. It is clear that they have a common enemy, and they will be looking for the party and the key. He tells them to be careful. Halander is also not convinced that Kal is a cleric of Udall, but he convinces him when she tells Udall to show a sign, making the skies outside rumble from thunder. Halander is thoroughly impressed. As he puts the box with the shard away, he returns and brings them to the Teleportation Hub. On the way, they overhear a town crier talking about increased cult activity, and the order of arrest of anyone making pacts with otherworldly beings. 

    At the hub, they can see that there are nine circles in total: the home circle, RavenforgeНеизвестноPort EmeraldKhuzunzanArcan CityНеизвестно, and two more that are restricted, leading to Edhellond and Whitewall. Each is guarded by a pair of Royal Incinerators, looming over, observing the party. He writes down their description and given names, to send out to each location, and gives them each a pin, symbolizing their access to the hub whenever they require. Before they leave, Kal asks Honeypot about Genie wishes, and immortality, and how someone can reverse it if it went wrong. He tells her they need to find some way to get a wish, or Wanda can help. Neither option seems viable at the moment.

    Nightfall

    Fie, after returning to the Generous Queen Inn, takes a short walk around the neighborhood, returning as a different persona, and asks to talk to Alexis. After giving her codename, she takes him to the back room, and asks what she can do for him. He tells her that he has asked for guidance from Azuna, and has been told to continue the path they are set on. Alexis tells him again that they should talk to Bertram Honeypot in Ravenforge. She fears that the cult has infiltrated all parts of the ruling class at this point, so she is unsure of who to trust. She does however seem to have a good feeling about Fie, who she correctly deduces to be a shifter. She tells him that a way to identify members of the cult, at least those they have found so far, have all either had a shrine to the forgotten god, or carried a symbol or tattoo of his mark, well hidden. She bids him good luck, and says she is glad they were put in contact by Kal. In the end she signs his book, with him convincing her that it is merely a powerful magical item, allowing him to send her messages when needed, and she tells him to notify her when they arrive in Ravenforge. After this, Fie retreats to his bedchamber along with the rest of the group, ready to head out in the morning.

  • Chapter 38: The Path Emerges

    25th of September, 853 TA

    Leaving Elvenroth

    As the group wakes in the morning, the day after traversing the library and having a hard time with mysteroius shards and murderous sword-hallways, they quickly decide that they want to head onwards to Ravenforge, finally. They talk a bit about checking out one of the stables to see if they can find more Tims lurking around, but decide that the cultists of the forgotten one and the key are more pressing matters for now. 

    As the party head to the teleportation chamber, they overhear some town crier talking about a mysterious hooded figure traversing the rooftop in the night, and if anyone has any information they should contact the head of the City Guard, Keyleth Liadon. Still not enough to keep them around Elvenroth.

    As they reach the chamber, the Royal Incinerators scan their badges, allowing them passage. Horses and Owls in tow, Penny goes first, her body disintegrating in a whirlwind of dust, causing Kal and Elmroot to be taken aback. Fie have seen this before, so he just walks straight through, not giving it a second thought. Arriving on the other side, they reach a much larger than expected chamber, and they figure that this was probably a temple at some point, now being refurbished to house the teleportation chamber for the city. Several Royal Incincerators surround the circle, but they scan the arrivals, doing them no harm. 

    Exiting the chamber, they are greeted by a young half elven man who gives them directions to lodgings, the castle, and the stables. Having put the horses away on the outside of the city walls (no Tim here), they return to the recommended inn: The Lucky Duck.

    Playing Dress Up

    As they enter the establishment, they are taken aback at the bustling scene before them. In the middle of the breakfast/brunch rush, the inn is filled to the brim with guests and diners, with food flying out of the kitchen at a steady pace. They go to check in to the front desk, and are greeted by Sanira Greengood, the owner of the place. She recognizes Penny, as does several patrons in the bar, agreeing to let her stay for free for the night if she provides entertainment. The rest of the party have to pay, and they end up with two double rooms on the same floor. A halfling bellhop takes their belongings, and leads them to a back hallway, into a small room, and closes the doors. The whole room shakes, as the halfling operates some mechanics on the wall, and when the doors open, they are in a different place. Most of the party is astounded by the experience, and wonder about how these… elevators(?) work? No matter, the party decides that they are called Levitators now, as they bring people up and down. They get no protests from the halfling.

    As they enter their rooms to put their things away, Penny tries out the beds. It is the most soft, comfortable, wonderful bed she has ever experienced. And they even Fie must admit that it is pretty close to the best he has had as well. Dandelion talks to the owls, and asks them to come back to the rooms at night, but they can travel as they please through the city. 

    Since the party is going to the royal castle, Fie hints that they probably should dress a bit nicer, particularly looking towards Dandelion and Kal. They decide to use the clothes they bought from the goblin back in Tempervale. Dandelion does not find the clothes comfortable at all, but goes along with it. Both she and Kal bring their shields, just in case. Fie points out that they are in one of the safest places in the world at the moment, and they don’t need their shields. As the words leave his mouth, a town crier can be heard outside saying “people keep disappearing in the night, city guard is not doing anything about it!”. At least it’s daytime now says Fie.

    The Woman

    On the way through the Cloud Ward, Dandelion spots a most beautiful looking woman on a side street. She even had a halo on her head. Penny quickly asks where she saw her, and runs after her. The rest of the gang follow Penny, asking who she is. Penny says she knows where Morgan is. They follow her through the streets, and she enters a smoking den. They are stopped by a big half-orc bouncer at the entrance, but Penny manages to deceive him by saying they are with the woman they are following. 

    In the smoke filled den, Penny sees the woman entering a private booth. Penny tries to sneak up, but as she stands outside the curtains, the woman quickly tosses them open, having noticed being followed, but when she sees Penny’s face, her eyes widen and her skin turns pale, as she tosses the curtains shut, and tries to escape. Penny takes after her, as does Dandelion, while Kal and Fie run to the side, hoping to cut her off. Dandelion and Penny tries to use their spells to stop them, but Kal manages to grab onto her, holding her back. She manages to convince her that they mean her no harm, they just want to talk. The chase have brought some attention to them, and the half-orc bouncer comes lumbering over, and tells them to leave immediately, and scuttles them all through the front entrance, telling them to not come back. 

    They are taken to a side street, and the woman tells Penny that she is not allowed to talk to her, as she is not supposed to interfere, Mother's orders. Penny asks if she means Mova, and Dandelion exclaims that Kal never told them about her sister. Kal denies she has one, she only has two brothers. 

    The woman, who introduces herself as Alina Brightstar, tells them she has been waiting for Morgan to return, but he hasn’t made himself known, meaning he has either failed or someone has succeeded in his place, which would be much worse. Penny tells her she scryed on him, and that he is petrified with a sword running through his chest. Alina is distraught by the news, and doesn’t know where Morgan is, as she only was in Centahelm to tell Morgan to listen to Mothers requests. The party inquires if Kal can’t talk to Mother because she now follows Udall, and Alina explains she isn’t allowed to talk about that. She begs the party to leave her be, as she is not allowed to interfere or influence, and that they should not seek her out, but she is convinced to give them a heads up if she finds out where Morgan is. She puts on her hood, and leaves the alley, not to be seen again. 

    Bertram Honeypot

    Walking through the Cloud Ward, they reach the castle gates, and are stopped by a few guards holding them back. It appears that several people try to enter to talk to BertramThervan and even the king, and no matter what the party tries to do, the guards won’t let them enter. The head guard grows tired, and sends a runner to ask Bertram if he knows anything about this. The runner returns after a short while, whispers something to the head guard, and he tells the party to follow him. He leads them into the entrance hall, to a side passage that leads to an octagonal waiting room, with couches and chairs, and tells them to wait. 

    After sitting around being patient for about 10 minutes, a halfling man, with a strong family resemblance to Halander Honeypot appears, introduces himself as Bertram Honeypot, and asks the party to follow him to his office. They are led down a long hallway with many doors leading to several offices, and walks past a tanned wizard who greets Bertram. When they enter Bertram’s office, they get a glimpse into the opposite office, that has a big glowing fireball suspended in the air, providing light and heat. 

    Betram asks the party to sit, summoning a few chairs, and asks them what their business is in Ravenforge. Kal first takes out the box that Enhana entrusted her with, and he opens it, says “good!” and puts it in one of the drawers in his desk. 

    Next, they tell him that they were told to go to him by Sildar Hallwinter, and Betram recognizes the name, saying it must be important if he told them to go here. Penny takes out the Key, and places it on the desk. Betram’s eyes go wide, he starts sweating, and starts shouting for Thervan and Raven. Two people enter the room, a blonde youngish elf, and an auburn haired human woman. They both stare at The Key, and the elf asks if anyone touched it. Everyone looks towards Penny. The woman casts a spell at Penny, which fails, so she brings out a few chains, and Penny allows herself to be restrained by her. She goes limp in her chair, unable to move. 

    Thervan, the elf, uses mage hand to lift up the Key, examining it closely. He says it is obviously missing parts, and asks them what date they found it. Fie tells them it was the 24th of Ilus. Betram, Thervan and the woman all lock eyes. They tell the party that on that day, the whole plane shook, as a massive earthquake was released. It didn’t do much damage, it just made its presence known. It seems that picking up the key was a catalyst for something, but the party points out that they didn’t notice any earthquakes, but they did hear some talk about it days after they left Wave Echo Cave. Kal tells them that they have already faced a cult that seemed to follow him, and Penny tells them she sees him in the corner of her eyes at all times, and he talks to her. The woman and Thervan seem distraught by this, telling her that they have no way as far as they know that can exercise him from her, as he most likely is now tethered to her very soul.

    They tell the party that the earthquake opened up a few locations, lost to time, and that they have sent people out to examine the shrines, with some returning, some not. Penny tells them that she has felt a pull to a certain location when she focused on the Key, and Bertrams brings out a few maps, for Penny to point out where she feels it is. It leads to a location near the coast. Bertram makes a few notes about this. 

    As they have no way of exercising him, Raven leaves the office and returns swiftly with a silver necklace, slipping it on Penny. She tells her that this will help her resist his influence, and release her from her shackles. They realize that they haven’t had the time to make proper introductions. The elf introduces himself as Thervan Avalast, head wizard in Ravenforge. The woman is introduced as Raven Stormbringer, a paladin of Udall, much to Kal’s surprise. Lander introduces himself as Fie, with Thervan and Bertram picking up on his full name, with Raven seeming confused. Dandelion introduces herself as being from Faunus’ Forest, with Bertram actually having heard of it, and even met Clementine at some point. He has studied the local deities, seeming to believe in them. Kal introduces herself as a cleric of Udall, and has to make him do a rumble outside to prove her point. Raven seems utterly taken aback by this. Penny sits in her chair, quietly observing the interactions, not saying too much. 

    Bertram points out that the journey must have been difficult, and fraught with dangers, as it took them so long to get here. The party admits that they took a few detours, visiting the Steps of Aranon, and meeting a monk there that gave them directions. They also tell them about the coven of hags that plagued Faunus' Forest and the Jaded Wilds. They concede that this seemed to be important, so they understand the time it took.

    Bertram asks Thervan to give them a short rundown on the history of the forgotten one, since it seems that the group is in the middle of something important, so they should know what they are up against.

    The History of The Forgotten One

    Thervan tells the party about what led to the Betrayal, that they have heard referenced a few times now. Seems that when the Drow emerged for the first time, they lived in relative peace with the rest of the races, but at one point, they attempted to take over the dwarven kingdom of Krunbar. The dwarves were driven from their home, and fled to find a new place. But the Drow was still not satisfied with not being equal, so they did a ritual to ascend one of their own to godhood. The being now known as the Forgotten One. He was accepted into the pantheon, to hopefully finally bring peace, but he betrayed the other gods, killing Roshan, the sun goddess, plunging the world into a 10 year darkness, in which the Drow seemed to almost take over the world. But they were somehow driven back, and Ilene, the goddes of the moon, took over her sisters mantle, to become the goddess of the sun and the moon, restoring light to the world. The Forgotten One was imprisoned, his holy symbol turned into a key, locking him away, before the key was divided and spread across the plane. Worship of the Forgotten One was made forbidden, and the Veiled Protectors now work to keep it that way, but it seems that someone is working actively against them on this. A group Thervan refers to as the Children of Vuthul This also caused most of the gods to retreat into the other planes, separating them from the material plane, some of them for good. This caused the drow to be nearly exterminated and forced into hiding.

    Going Forward

    Thervan asks if they can be allowed to study the Key for a few days, hoping to learn something new about their foe. Penny wishes to allow this, but her patron has other plans. He manages to take control of her, and “she” snatches the Key and tries to leave. Raven, Kal and Dandelion tries to hold her back, with several spells being cast, all being opposed by Penny and her patron. In a desparate attempt, Raven manages to wrangle the Key from Penny, and tosses it to the side. Thervan picks it up, and Bertram grabs a chest to put it in, getting it out of sight. The Forgotten One lets go of his hold on Penny, and she relaxes. She can hear his muttering of frustration. They promise to return it to them in a few days, as they most likely will need it if they are to find the other pieces. They do seem a bit concerned with the fact that Penny has made a pact with him. Raven and Thervan takes the box with the Key with them, with Raven saying she would like to have a chat with Kal about her unique situation. 

    As they are left alone, Kal goes to the next order of business, and brings Chester out of the bag of holding. Bertram seems fascinated by this being, and asks about where they are from. He tells Chester that he would be honored to have him as a guest, as he researches his “condition”, to maybe find a way to help him. In the meantime, he gives Chester a hat of disguise, to help him blend in. Chester turns himself into what he apparently looked like when he was normal. A pale redheaded man with freckles. Nude at first, and then with clothes. He goes back to the waiting room, hoping to find a purpose in life once more.

    Betram gives the party a writ of passage, giving them access to the castle if they need to talk to him, making it easier to enter next time. Kal and Fie asks Bertram for a private meeting, without Dandelion and Penny. 

    As the duo leaves the room to snoop around the other offices, they ask about the box that was delivered by Kal. Bertram shows them that it was a springlocked device, to check if it had been opened. Seems it was a test to see if they could be trusted. They passed. Fie lets Enhana know that they have made contact with Bertram in Ravenforge, and she replies that they should do whatever he says if they want to help out. They talk a bit about the Veiled Protectors, and Bertram hope that they will become obsolete at some point. It is imperative that the Forgotten One ends, as if he returns, the world will be plunged into darkness once more. They suspect that his followers have a spell in place that tracks anyone who says his name, which is why he was so tense when Tervan told them the name of the cult. He also talks about a setback that the cult had a while back, a book that was stolen from the cult. Bertram asks Fie and Kal to keep the Key out of the wrong hands, as it might lead to the fall of the gods, and even fall of magic itself. Kal asks for access to the teleportation circle in Ravenforge. Bertram gives them four pins, one for each person in the group. Seems that the pins are of the city crest, showing where they have access. Kal tells Bertram that they will be staying in the Lucky Duck, and Bertram tells them that he will arrange for the crown to cover their stay for the duration.

    In the meantime, Penny and Dandelion have been snooping around the offices, after being told to find their own way out. They open all the doors that they can find, with most of the offices being devoid of people, but most have familiars telling them to leave and get out. At one point they meet the wizard they saw in the hallway earlier, he asks them to be left alone, as he is working on something. Eventually, their snooping around leads them to the throne room of the king. Penny tries her best to explain Dandelion about thrones and that a king is above tribal leaders, something Dandelion finds preposterous. A guard suddenly appears behind them, giving them a short cough, asking them what they are doing, before leading them out the proper way. 

    Awakenings

    As they exit the castle, and return to the Cloud Ward, Dandelion tells the group that she needs to return to the inn so that she can finally awaken Argus properly. Kal makes sure that she reaches the right place, before joining Penny, to look for a fancy shop or something. Dandelion figures she should eat before attempting an awakening, as the spell takes a full eight hours to cast, so she orders a salad from the front. It seems the lunch-rush is finished, so the cook brings out her food personally. A big muscular half-orc, with lots of tattoos, telling her he hopes she enjoys her meal. Dandelion finds the food quite delicious, even reminding her of how Kal prepares her food. She thinks nothing more of it, before retiring to her room, changing into more comfortable clothing, and sits down with Argus preparing to cast the spell.

    Fie has other plans. He tries to find out if there have been any instances of arson, and it doesn’t take long before he overhears a town crier yelling about four arsons that have happened in as many nights. He asks around and a guard tells him that it has been happening near the Cotton Wharf. As he reaches the area he can see the latest incident, with a couple, probably the owners, crying over their burned down establishment, a crowd surrounding the area looking at the burned down remains. Fie casts detect magic, looks at the crowd, and can see a woman just bursting with evocation magic. She seems to stand a bit out, with flowing red clothing, and an appearance that points to her being from the south. As the crowd disperses, he tries to follow her, and she doesn’t appear to spot him. As evening approaches, local lantern-keepers can be seen lighting the street lamps. The woman turns down a side street, and Fie can see that she approaches one of the street lamps, and enters it, before traveling through the fires down the road. He tries to follow her, but loses track of her fairly quickly, being unable to find where she was heading. He returns to the street, and is approached by a group of guards, telling him that it is not safe at night, due to the influx of disappearances in the area. He si led to a more populated street, and returns to the Lucky Duck. He does however note that the streets near the Cotton Wharf seem to be overrun by rats, more so than the rest of the city…

    Penny and Kal are looking for the weirdest shop that they can find, and eventually come across Emma's Sugary Emporium. They spend quite a while there, with Penny tasting most of everything, eventually leaving with a tummy ache, and 5 gp lighter. Kal, after telling Penny she shouldn’t eat so much in one sitting approaches a local bounty board. She immediately takes note of Theren’s bounty poster, telling her that he is wanted, with a 10,000gp reward for his capture. There also seems to be a bounty for rats, with the city guard offering a 1cp reward for each killed rat. One thing that seem to stick out is a note from someone asking for help from “smart people”. They say they can’t pay much, but promise that it would be worth it for the story. Penny really wants to meet them to see what the fuss is about.

    They head to the outside of the city, in the Sunset Grove on the western side. The address leads to a small house, with the lights on. The doormat is covered in mud, and when they knock on the door, a small dwarven man greets them. This is Elfred, a local gravedigger in this part of the city. He tells them that for the last 10 days he has buried the same man 10 times in a row. Each time the body comes to him with different causes of death. After the third time he checked to see if the man was truly dead, and it appeared that he was. Kal finds the whole situation very enticing, and asks to see the graveyard where he works. He leads them to the outskirts of the city, and he points out the graves. Elfred suspects that he might be brought back to life, but the graves seem undisturbed. All ten of them. They agree to help him discover the truth, and he tells them he will switch shifts with the bloke who usually takes the night shift so they can remain undisturbed, and they will meet him the following evening at the morgue, to examine the body. They take their leave and head back to the inn.

    Back at the Lucky Duck 

    As the party eventually returns to the inn, Dandelion is finally finished with the awakening of Argus. He seems a bit taken aback from the experience, but it seems the spell worked. He thanks her for awakening him, and she tells him how he should behave to avoid too much attention. Mostly, don’t speak to others at random, only the group, and tells him about who the others are. He asks Dandelion if she is going to awaken Ira as well. Dandelion sees that Ira looks at them from the window, seemingly left out as he can’t understand them completely, and she promises she will, but she needs gold to get another stone to use as material components. She leaves them both in the room, and goes down as she can hear that Penny have started playing. She promises to be back shortly.

    When she gets down to the dining area, Dandelion joins Fie and Kal. As Penny finishes with her set, she joins the group as well, and gives Dandelion some chocolate that she bought from the Sugary Emporium. This is much more tasty than the other dark chocolate that she tried. 

    Eventually, Raven arrives, having finished with the research for the day. They talk a bit about Kal’s supposed cleric powers, and Kal tells her she just had a dream and woke up as a cleric, and that Udall have been pestering her to go on an adventure ever since. She told him she didn’t want to, but he persisted. Raven struggles to believe Kal, as the last cleric of Udall was 2500 years ago at least, when he needed someone to do his bidding, as he couldn’t do it himself. It might be a similar situation now, and Raven is just glad that it is a woman that has been tasked with this. Dandelion points out that Kal used to call Udall “annoying bastard”, much to Raven’s shock, but Kal says she’s accepted that she has to do this task she is set on before she can go back to her normal life. He’s told her that there is evil in this world that needs to be dealt with before other people get hurt. Raven gives a glance at Penny. 

    Kal writes down a name on a note, and gives it to Raven, asking if she knows anything about where this person might be. She tells her that she knows he is retired, bu still active. Last spotted at a party at Anton Galvani’s manor. He might know more. If you can think of a bad person, they were probably at that party. Galvani might be able to give her the information if she knows anything about a half-elf that stole something from the party. He doesn't have a good description of the half-elf, only that they were slick, spoke highly unusually and had a punchable face. Wonder who it could be.

    Kal and Penny tell Raven about the gravekeeper, and she responds that people have been disappearing for a time. Randomly, without any particular pattern, as it happened all over the  city. It died down a little over a month ago, but it has started happening again, but now mostly in Cotton Wharf, and now much less frequent. It used to be several a day, but now it’s at most one every two days or so. Fie points out that rats started appearing more frequently about a month ago. It might be connected. Raven tells them about a man who claimed he saw his wife the day after she disappeared, in the streets at night, but she thinks he must be mistaken. 

    Raven also asks about the report form Wave Echo Cave, where the party killed Nezznar Khalazza, but they never found his corpse. Kal says she did do a gentle repose on him, to stop him from turning undead, but the Veiled Protectors were there not three days after they left, and there was no trace of him. Seems to be something shady afoot. Dandelion and Kal look around the room to see if anyone is listening in on them and Dandelion spots a man in the window. As soon as they lock eyes, he runs away. Seems they are being watched. Raven tells them to be careful, and not go around alone, before taking her leave, and going back to the castle.

    Dandelion asks why Kal and Fie threw out her and Penny when they were talking about Bertram. They say it was to protect them, that someone in the party is always listening in, and Dandelion can sometimes be an open book, so they wanted to keep it on the down low. While this is happening, the Forgotten One is whispering into Penny’s ear, telling her that they don’t care about her, that she should just leave them, and that if she doesn’t, they will eventually betray and kill her. She tries her best to ignore him.

    Retiring for the Night

    As the party goes back up to their rooms, Dandelion wants to introduce them to Argus, but first they go to the other room, to avoid telling Argus something that he shouldn’t hear. Fie tells the rest of the party that there have been a few instances of arson around town. As he says this, Ranesh exits the ring, suspecting this is about him. Fie transforms into the lady that he saw, and tells the party that this is Ranesh’s daughter, and that he has tasked Fie with capturing her, as she has escaped. Dandelion scolds Ranesh for his bad parenting, as the woman is walking around setting fire to things, but Ranesh is mostly just flattered by Dandelion calling him a god. To prove a point, Ranesh turns Dandelion and Penny into children. He tells the party that by doing this for him, there might be a boon in it for them, Dandelion asks if he can cure her of her curse, which he cannot. He tells the party that he cares little for what his daughter does, but knows that people frown upon arsonists, and fears for her safety. He doesn’t want to help them with telling them what to do, as otherwise they would not learn anything from the experience. As he retreats to the ring, Fie knows that the spell Magic Circle might help by trapping her, as the woman is considered an elemental. They will have to think a bit more about what to do, and they go to the other room to meet the newest member of the party. 

    When they open the door, they can see that Argus and Ira have caught a badger, and are sitting on the floor, eating it. He greets the party by giving them a bow, which they return. Argus feels guilty from eating the badger, as he now is more intelligent. Kal responds by giving him some jerky, which he gladly accepts. Ira seems noticeably left out, but Dandelion gives him cuddles, promising again to awaken him as well. Penny gives him a gold coin, and he returns it to Dandelion, implying that she now only needs 999 more to awaken him. Kal tells them about the bounty on rats, but Dandelion is uncomfortable with the idea of killing creatures to awaken him. Ira goes out of the window, and returns with a live rat, so the party may interrogate it to find out what is happening in Cotton Wharf. Fie has had enough of this and goes to bed. 

    When they try to interrogate the rat, it seems it doesn’t have any information to give, and the party realizes it most likely is because this rat is not from the same area. It tries to bite Dandelion, so she takes it outside and releases it. Dandelion and Kal discuss animals, the circle of life, and how all things kill other things in some way. Penny has had enough and retires to her room, with Dandelion and Kal going to sleep as well, wondering about what tomorrow will bring.

  • Chapter 39: Death Loop

    26th-27th of September, 853 TA

    Reunion

    When the party wakes in the morning they all go downstairs to get some breakfast. Elmroot takes the vegetarian option, while the rest scoff down the duck sausages with duck eggs that is on the breakfast menu. Penny considers getting a dessert, but Fie talks her out of it. As the food is being brought out, Kal gets a quick glimpse into the kitchen, and spots a cornucopia of what looks like gold plated pots and pans, and a surprisingly clean and well organized kitchen. She also spots a man with green skin and loads of tattoos, but is too absent to think anything about it. 

    As they kill some time in the morning, waiting for the messenger Elfred was going to send, Dandelion and Penny play Dragon’s Gambit, with Dandelion winning easily. A patron in the inn challenges Penny, and he also beats her, making Penny lose a hefty amount of gold. While she plays, Fie quietly slips away to do some business in the city.

    Kal walks over to the counter where Sanira is doing the books for the day, to compliment the food. She thanks her for her feedback, and they talk a bit about Saniras background. She is from way down south in Asimaria, beyond the Eternal Malestrum. She moved to Rexendell for a woman, but she passed. She allows Kal to get a tour of the kitchen, where she is told that they have appliances and tools from all around the plane, to make whatever their guests would request (as long as it has duck in it). In the middle of the tour, a half-orc comes wandering through a door. Throk. He immediately freezes when he sees Kal, and goes over to give her a hug. They do a explanatino to Sanira, before walking into the dining area to meet Kal’s companions. He tells them he was in the army with Kal, and Kal tells them that he is the one who taught her to cook. They agree to catch up over some drinks when they both have the time.

    In the meantime, Fie has been scouting around the area around the Cotton Wharf, to try to find hints about where Ranesh’s daughter might be hiding, and he finds that there have been a string of minor arsons around the Long Shade District. For anyone else it just looks like kids being kids, setting things on fire, but Fie knows better. On his way back to the Lucky Duck, he acquires a map of the city, giving him an overview of the most important landmarks and temples. 

    Waiting

    The trio remaining in the Lucky Duck head out after dividing up some of the party fund, as Dandelion can afford another agate, to awaken Ira as well. They leave one of the sending stones in Sanira’s care, and asks her to let them know if a messenger arrives for them.

    Heading out looking for some place to buy an agate, Dandelion and Penny have a hard time, and can’t find a shop that might have one. Luckily, Kal is with them, and points out they are standing in front of a place called “The Sparkling Jewellers”. They head inside, and meet the gnome shopkeeper Nelimia Ombrello. She helps Dandelion find what she is looking for, while Kal looks around for any useful items that she might carry. They discover that she is in possession of a Headband of Intellect that will make the wearer more intelligent. Seeing the usefulness of this when doing research, they want to buy it, and they manage to haggle down the price from 750gp to 450gp.

    As they exit the store, they get a message from Sanira telling them that there is a gentleman looking for them.

    Autopsy

    When the trio return, Fie returns at about the same time. The messenger tells them the message from Elfred. “He’s back, come meet me at [insert address here].” before running off, with more messages to deliver. They decide to head there immediately, but first, Fie asks if Dandelion and Penny would be willing to sign their name in his book, so that he can keep in touch with them whenever he needs to. Dandelion signs her name, which is surprisingly pretty written, with Penny giving her signature, barely legible. But they both seem to function properly, as Fie can send a message to both of them through the book.

    When they reach the address they were given, it appears to be a shrine to Mova. Being the goddess of death and all. They meet Elfred inside, who reiterates that “he” is back. He leads them into a chamber below ground, where the dead are being prepared for their final rites. A couple of clerics can be seen preparing a body, while Elfred leads them to the back of the room, where a body lies on a slab. 

    On first examination, it looks like a Infernis, with purple skin and horns, but there is no tail. They deduce that this might be a devil-kin of sorts. They know devils can come back if they die on a different plane than their native one, but not this fast. Fie examines the body, being assisted by the various ways the party can assist. Definitely deceased, eyes burned out completely, probably the cause of death. Pale in color, they thought at first that this was because he was dead, but it seems that he is regularly this pale. He also discovers a piece of parchment in his hand: a ripped part of a spell scroll. He seems to be dressed inconspicuously, no identifying items or labels on the clothes. They ask Elfred what eye color he usually has, and he replies that they are red.

    Kal attempts to cast a spell to speak with the deceased, but as she casts it, it has no effect. She knows that there are some reasons for this to fail, one of them being if someone has cast the same spell within the last week. Fie casts detect magic, but other than the room being latently magical, and the coins on the corpse's eyes being magic, the body itself seems to be mundane. Kal attempts to detect Evil and Good, and the corpse is not undead, but a fiend. She also notices that the room is consecrated. Fie tries to identify the body, but it is not under the effect of any spells. They ask Elfred where the body is found, and it seems that it is a random place every time. This body was found in a back alley next to Gnome Depot.

    As the clerics in the room prepare the corpse of the devil-kin, Kal observes, asking questions about the process in the hopes of learning herself. They do a prayer to Mova as part of the ritual, with Kal wanting to point out that it probably won’t work as he is a devil, but decides against it. The body is put on a trolley, and Elfred takes the body outside and outside of the city towards the cemetery, followed by the party. 

    When they walk to the cemetery, Fie remembers that he is looking for a spell scroll of unseen servant, as it might come in handy. 

    Exhumation

    Reaching the cemetery, the rest of the party can see the fresh graves that Elfred has dug for the same man, ten times before. They agree to dig up the bodies, to see if it truly is the same man risen again, or if it is a clone or something. They spend some time digging up the first grave, and find an identical corpse, down to the clothing, of the same purple fiend-kin. In his hand he also carries a piece of a scroll, a different piece than the one they found before. Dandelion wonders if he killed himself, as the stab wound is on his neck, but as it looks to be twisted after the stab, she decides that it was probably someone else.

    They spend some time digging up the rest of the corpses, with Penny animating a shovel to help out. They are all of the same man, all of them with a piece of a spell scroll in their hands. When the final corpse has been dug up, a white spectral horse appears out of nowhere, and gallops towards them. Elfred runs away in fear, with Penny standing firm, trying to stop the horse, but it just runs straight through her as if she wasn’t there. It runs into the woods next to the cemetery, and disappears. 

    Fie tries to put together the pieces of the scroll, and manages to discover what spell it is, but before he can say anything, eight entities suddenly appear. Eight women, with pale skin, and sharp fangs. Penny recognizes them as vampires.

    Ambush

    The eight vampires immediately spring into action, trying to stop the party. They seem to be saying something in abyssal, but the party doesn’t understand what they are chanting. On their chests, they seem to be branded by a symbol that nobody in the party recognizes. The vampires seem to be quite dangerous when they get their bites in the party, draining them of life force, and even manages to take down Dandelion at one point, but Kal uses the rings of the true companions to keep her standing. Penny turns into a T-Rex, with Dandelion casting Moon Beam, and Kal activating Spiritual Guardians, as Fie circles from above, casting eldritch blast at whomever he can see. One by one they are taken down, as the radiant damage from the moon beam and spiritual guardians seem to be highly effective, but one vampire manages to get away after being thrown into an open grave by Kal. When the last remaining vampire crumbles to dust, they check on Elfred, who seems to be quite taken aback by the ordeal, having soiled his pants. Dandelion asks Argus to take a sweep around the area to see if the vampire who escaped is lurking around, but he finds nothing. They manage to convince Elfred that Argus didn’t really talk and that he is in shock. Penny summons a chair for him, and he sits down.

    Rejuvenation

    While this happens, Fie walks over to one of the corpses with the tattered spell scroll in hand, wonders for a bit, before casting the spell that was etched on the torn spell scroll: Remove Curse. As Fie casts the spell, all the corpses react, turning into a ball of white light and energy, converging in the middle of the cemetery, and explodes in a bright flash of sunlight. When the light fades, the man stands there, alive and well. 

    The man introduces himself as Lord Reverence. The party asks him what or who he is, and what has happened to him. He tells them that he has been stuck in an endless cycle of death, being forced for years to be killed over and over again. He was attempting to use a scroll of Remove Curse, but every time he managed to get a hold of it, he was killed yet again, only retaining a small piece of it. He sniffs around, and notices that he is on the material plane, managing to pinpoint about the correct area as well. He doesn’t seem to like it here. They ask him why he was put in an endless cycle of death in a pocket dimension, with him explaining that he pissed off the wrong god: Emos, the evil god of despair and delirium. Seems the vampires that attacked the group were his followers, as it was his symbol that was branded on their chests. His dead bodies have been appearing in random locations all around the planes, and for the moment seemed to be concentrated near Ravenforge. 

    Realizing that this is a devil, they ask if he knows a devil called Raam, that the group killed earlier. He joyfully responds that he knows the devil, but hasn't spoken to him in quite some time, but points out that he is a very vindictive fellow. They ask if they can put in a good word for them, considering that they saved his life, and considering they did kill Raam and messed up his operation. He promises that he will try to talk to him, but makes it clear that he can’t make any promises. He whistles with his thumb and pointer, causing the white spectral horse to appear. Seems that this is his mount, that he uses to travel between dimensions. He tells the party that he has to depart, as his companions is trapped in a different dimension, and he has been unable to reach them for a few years, so he now has to go and help them. He waves the party goodbye, and disappears in a flash as the horse gallops off into nothing. Elfred is sitting in his chair, even more in shock than before.

    They decide to search the bodies of the vampires, at least whatever remains they find. Seems that they all had the same brand of Emos, but other than that they had no possessions on them. Fie however does find an old key with the symbol of Mova on it, which he shows the party before pocketing. Kal wishes she had calm emotions right now as Elfred could surely use it, but they decide to help him home, with Fie using prestidigitation to clean everyone up as best as he can. When they reach Elfreds home, they take him inside and make a big jug of tea to calm his nerves, before sending him to bed, and going back to the Lucky Duck for some well deserved r&r.

    Awakenings (again)

    When they wake the following afternoon, as they did return to the tavern at about 5 in the morning, Dandelion tells the party that she is going to spend the day awakening Ira, as she finally has the component required. She locks herself in their room, and starts the ritual. The rest of the party heads out to do various errands in the meantime.

    Fie heads to the castle to talk to Bertram Honeypot. He is led inside without issue, now having the written declaration of access, and is granted an audience. He asks Bertram about Emos and vampires, but he hasn’t heard of any connections between the two before. The only experience Bertram has with vampires is the one that Ansgar and his companions took down a while back. He asks Fie if the vampires they encountered seemed to be spawns or regular ones. Fie noticed that they all seemed to be of fairly equal strength, and since they lived to tell the tale, then they weren’t full fledged vampires, which means that a more powerful Vampire most likely resides in the area. Would explain the increased population of rats around the Cotton Wharf. He asks if Fie can look into it, before telling Fie what he knows about their weaknesses and strengths: They are resistant to most damage, but are vulnerable to magical weapons and wooden weapons. Most of them don’t cast a reflection, and some, but not all, are weak to sunlight. He recommends that they bring holy water, but that radiant damage might not always be effective. Fully grown vampires lose some powers and weaknesses, but gain others. The most important thing is that they are highly dangerous if encountered in their lairs. 

    Fie asks Bertram if he knows of any good places to acquire spell scrolls, and is told about the magic shop called Scry Me a River on the waterfront of the Dusk Docks. It’s the only reputable magic shop in town according to Bertram. If there are any particular spells he is looking for, then Thervan Avalast or Ansgar Cain might be able to help him out. They head over to Ansgar’s office, and lo and behold, he does have the spell he was looking for, and allows him to copy it. Ansgar gives Fie a slap on the shoulder, and tells him he hopes it comes in handy for him.

    Interrogation

    Penny has been walking around town, just perusing, waiting for something to happen or to find something fun. After a while, she spots a cat, shiny white, with pink streaks running through its fur. She can’t resist, and tries to follow it. Through the crowd, and down the street, Penny tries to reach it, before it heads to a side alley and takes a turn, before jumping over a fence, disappearing from Penny. As she turns around, she can see that she has been followed by three people. A blonde, blue eyed elven woman, and two male mooks at her sides. The woman remarks that that was way easier than she expected. The mooks grab Penny, holding her against the wall, before searching her. Finding nothing, they ask her where it is. Penny tells her she doesn’t know what she is talking about. She casts Zone of Truth while she is being pinned to the wall, eventually failing her saving throw, leaving her unable to lie. The lady asks again where it is, with Penny technically being truthful in telling her she doesn’t know. One of the mooks punches Penny hard in the stomach, and Penny tries to retaliate, but the lady counters her spell. They ask where it is, and who took it, but Penny gives them no useful information. She tries to attack one of the mooks with a spell, managing to severely wound him. This causes the woman to slap a collar on her neck, and Penny feels that the magic is being suppressed. Her patron whispers in her ear that she should just tell them what she knows. She doesn’t listen to him. The lady asks who has the key one last time, or at least who was with her when it was taken, but Penny only tells her the names of her companions. One of the mooks holds a dagger to Penny’s throat, and asks if they should just kill her or take her with them, with the lady declining, telling him that it would just lead to the rest of the party coming looking. The mooks beat Penny to a pulp, grievously wounding her, and leaving her unconscious in the alley.

    Kal wanders around looking for a golden reliquary to use as a spell component. After wandering around various temples which are unwilling to sell to her, she comes across an antique shop that has one worth 600gp, but it is a reliquary to Nuesis, the god of travel and entertainment. Kal wants a blank one or something dedicated to Udall. She heads outside to the waterfront, sits down on a bench, and does a commune. He tells Kal that he has no reliquaries in Ravenforge or Elvenroth, and that the one for Nuesis will do fine for her purposes. She reluctantly heads back to the antique shop to purchase it.

    Rescue

    As she exits the antique shop, she can sense a weak whisper from her ring. Something she has felt before when one of the party members goes down. Fie and Dandelion also notice this, with Fie sending a message via his book to both Dandelion and Kal, asking if they felt it. He tries to contact Penny, but gets no response. Dandelion replies that she is busy, and they have to handle it, since she will lose the spell and stone if she stops the casting.

    Kal and Fie meet up, with Kal using the crystal ball as a focus to scry on Penny. She can tell that she is lying in an alley, badly beaten, unconscious. Using the clues of the area, she can tell that she is around the trade district. They take Argus with them and head over to the area. They send Argus to the skies to scout for her, but he is unable to find her. They ask a city guard for help, and he mobilizes the local troops to put out a search party, helping Kal and Fie in the search for Penny. 

    After spending a while looking, Fie eventually stumbles across her in a back alley. He cleans her up, and uses the rings to heal her, waking her up. She immediately checks her belongings. Seems they didn’t find her coin purses as she hid them too well. 

    When Fie and the city guard lead Penny into the square near where she was found, Fie spots Delphine on the other side. She gives a shooting gesture at him, before disappearing in the crowd. They can hear a town crier in the distance announcing that Elvenbridge is sending troops to deal with the undead horde in Ruins of Phandalin. Penny gives a description of her assailants to the city guard, with Fie recognizing the description of the woman as Delphine. He thinks that the two henchmen are either eyes or nerves, but doesn’t say anything. The city guard takes down the information, and seems a bit disturbed by what he hears, but promises to bring it further.

    Introductions

    Kal and Fie ask Penny if she has learned anything from the ordeal, and she reluctantly admits that she shouldn’t follow random cats, and definitely shouldn’t wander around alone. They head back towards the Lucky Duck for the night, as evening begins to approach. 

    At the same time, Dandelion finally completes the spell, and Ira awakens at last. He seems to be a bit easily distracted by random things, and seems to be a bit more needy and attached to Dandelion. After telling him about how he should act to survive, they head out to find the rest of the party, but they don’t have to wander far, because as soon as she steps out of the inn, she can see them approaching. Penny looks beaten up, but alive. They head inside the inn to get a drink to wind down. After making sure Penny is fine and finishing their beverages, they head up to their rooms for some privacy. Penny tells Fie that the lady told her a message as she drifted into unconsciousness: “stay away from our business”. Fie tells the group that the lady is dangerous, and that he thinks they want information. Penny tells the group what they asked her about, but that she managed to dodge around the truth, even though she cast Zone of Truth on her. 

    Fie tells the party about the organization that he was a part of: The Watchers. They deal mostly in state secrets, and that the party is not the goal, but this clearly has something to do with the Key. Vuthul tells Penny that he would be willing to let her be free of him if she gives the key to them. She again tries to ignore him. Fie thinks that the Watchers might be looking to use the Key somehow. But to summarize, The Watchers and Delphine is dangerous, and should not be taken lightly.

    Kal, looking thoughtful about the information she has just learned, tells the party that she promised Throk to catch up, and heads downstairs to meet him before it gets too late in the evening.

  • Chapter 40: Cleaning the Shrine

    27th-29th of September, 853 TA

    Catching Up WIth Old Friends

    As the party finishes talking about the watchers, and the rest of the party winds down to go to sleep, Kal heads downstairs to see if Throk is available for a chat. As she reaches the tavern, Sanira is still dealing with the books, and shortly after Throk emerges from the kitchen, hands full of trash. He sees Kal, heads out back to throw it out and returns to her, bringing along a bottle of wine, as they head to a private booth for a chat.

    The air is tense as Throk is uncomfortable with the whole situation, feeling awkward about catching up with someone from his past. Kal expresses her gratitude for teaching her how to be a good chef, and they talk a bit about what Kal have been up to. She tells him she spent some time in Jasperset, before heading west, and eventually meeting up with the rest of The Flock. She asks Throk about his faith, after telling him about her own… issues with Udall. He tells her he’s a follower of Yondalla, and Kal mentions that Granny followed the same god. On the subject, she asks if he knows anything about Shehemis, and he knows little more than what they already know, that he is a trickster god who likes to have fun with people, mostly harmless. They spend a few hours talking, before Kal heads to bed, finding Elmroot fast asleep with drool pooling on the floor next to her.

    Gathering Intel

    The next morning, after having breakfast, they split up to do different errands. Penny wants to spend her money, being fearful that she might lose all of her gold if she ever is cornered like she was last night again, with Kal coming along for the ride. Dandelion wants to research more about the cleric that Udall had 2500+ years ago, but first wants to talk to Honeypot about her curse, while Fie recons a bit more on the location of the daughter of Ranesh..

    Penny and Kal head to Scry Me a River, the only reputable magic shop in town, and she wants to find an instrument of the bards, and also a weapon of sorts that might be useful. They are led to a side-chamber, full of various instruments, both magical and non-magical. She is immediately drawn towards a lyre, but it proves too expensive, but Vontara suggests that she can hold it for a while, considering it is basically just collecting dust at the moment, and Penny tells her she will be back when she has the money. She also suggests, if Penny is looking for protection, to talk to Deacon Ember in Elvenroth. Penny takes it into consideration. 

    In the meantime, Fie is doing more recon in the Cotton Wharf, and finds that there have been another attempted arson, but this time the city was prepared, and the damages were not as severe. There is no sign of the woman among the onlookers however. He spends some time when he is there to examine the concentration of rats, to see if there is any particular area that is more or less affected, but it seems that it is rather evenly distributed. Discouraged, he heads to the magic shop Scry Me a River, just missing Penny and Kal as they leave.

    The Castle

    Dandelion heads to the castle, and provides her writ of passage, allowing her to enter to talk to Bertram and Thervan. She asks if there is anything that she can do about her curse, and Thervan thinks the description matches the “curse of the dying breath”. Basically, they have taken her last breath from her. When it comes to fixing it, it would either be to return The Crystal Ball to where they took it from, or have someone else steal it to transfer the curse to them. Dandelion doesn’t think either of these solutions are fitting, considering the hags are dead, and she doesn’t want anyone else to be cursed. Another solution would be to find a hag that could remove the curse for her, but that usually comes with a cost. She mentions Wanda in Elvenroth, whom both Thervan and Bertram has had dealings with. She has to consider what to do. She then asks about research and how to go about it, to which both of them mention that the Royal Athenaeum in Elvenroth is the best place to do that, but it is costly, about 50gp per week spent researching. Next, she mentions the attack on Penny, and they seem to know who is behind it, without mentioning a name. Bertram mentions that he got a message about Penny being attacked, but didn’t think any of it as it was very limited information. They promise to send someone to look over them when they are in Ravenforge, to try to keep them safe. They also mention that their research into The Key is nearly complete, but they need another day to make sure, and that they will call on them. When Dandelion starts talking about not being able to afford it and that she only has “useless copper coins that nobody wants”, Thervan quickly excuses himself, with Bertram politely leading her out, telling her that her friends can probably help her. When she heads out of the castle, she sends Ira and Argus to look for Penny and Kal.

    Fie heads to the magic shop, and asks about how one would go about capturing an elemental, specifically an Efreeti. Vontara mentions that the best way would be to use an Efreeti bottle, and that she can acquire one for the small price of 45000 gp. A bit too steep for Fie. If anyone can help, it’s probably the court wizard. Fie thanks for her help, and departs. As he leaves, he overhears a town crier mentioning that the owner of the Transcendence Theater in Tempervale has passed away in a freak accident.

    Cleaning Up the Shrine

    Penny and Kal are walking in the streets, when they suddenly are “ambushed” by a snow owl, who lands on Penny’s horn, looks down on her, and says “found you”, before flying off. Soon after Dandelion meets them, with Argus landing on her arm, saying “I couldn’t- … FOUND THEM!”. 

    Dandelion tells them that she wants to research the cleric of Udall from way back when, but is unsure if it is any point to it, or if it would lead to anything useful. Kal realizes that she can just ask, and they try to find a fitting place, a shrine of Udall for instance, where they can do a commune. After asking around, they are led to the park in The Knot, and all the way to the back, near the outer wall of the city, they find an old, unkempt, shrine of Udall, overgrown with vines and thorns. Penny leaves a silver coin in the offering tray, with Udall booming in the distance. Kal tells her it means he says thanks. They spend some time cleaning it up, with Dandelion summoning 8 ponies to eat whatever they can of the weeds, and Penny summoning a giant shear that she animates to help, and Kal finishes it off by taking water from the nearby lake to clean it as well as she can. When they are done, Kal sits down to do her ritual, with Penny and Dandelion watching from nearby. As she sits down, she can feel that by cleaning the shrine she has been given a boon, and can ask four questions instead of the usual three. 

    Will researching your last cleric lead to anything? Yes.

    Is Elvenroth the best place to do so? Yes.

    Is Faunus an alias of one of the twelve gods? No.

    Is Faunus an actual god by themselves? Yes.

    Dandelion almost scoffs at this, because of course he is real! Kal and Penny however seem surprised, but seem to like the idea. They head back to the Lucky Duck to meet up with Fie.

    As they return, they head to one of the private booths that are available, to talk about what they have learned throughout the day. It seems in Fie’s eyes, he’s the only one who have done anything useful, but they talk a bit about Faunus and the implications of him being real and an actual god. They compare it to wines and magic, and talk about what they are going to do the next day, either go after the daughter of Ranesh, or the vampire they have heard about. Dandelion wants to make a shrine for Faunus in Ravenforge, and shows the rest of the party her portable shrine that she always carries with her. They suddenly remember that they found a key with the symbol of Mova on it, so they might find a lead if they go talk to one of her priests. After a while, and a few drinks, they head back to their rooms for a good nights rest.

    The Key(s)

    The next morning, when they head downstairs for breakfast, Sanira mentions that someone left a note for them in the morning, a messenger. They open it, and find it’s from Thervan, asking them to return to the castle when they are able to. But first, breakfast.

    When the party reaches the castle gates, the guards recognize them, and just let them pass. Thervan is waiting for them at the entrance, and leads them into his office. The flaming ball floating under the ceiling illuminates and warms the room, which is filled with books on one side. The Key is floating on his desk. He tells the party that after much research, they are unable to detect any presence in the Key. It seems that whatever was in it has now latched onto Penny, and it now acts more as a conduit. They were also unable to sense any direction when they tried to focus on it, so they suggest that they head to where Penny has been drawn towards. He also tells the party that they can leave immediately, and that he will teleport them as close as he can, to throw off any prying eyes that are probably watching their every move in the city. The party tells him that they first have some business to deal with, both a vampire, but also an efreet that is wreaking havoc. They have a way of containing the efreet, and have a lead on the vampire, but the cost of the spell to contain it is a gemstone worth 1000gp. After a bit of convincing, Thervan agrees that since they are doing it for the city, he will provide them with a gemstone that will suit their purpose. He gives them a glowing red ruby, and tells them to let him know when they are ready to depart.

    The party decides to first go check out the temple of Mova, to see if anyone recognizes the key they found. As they enter, they are greeted by a cheerful priest named Carlos, who tells them that the key won’t be from this temple as they “changed providers” a few years back, but that it might fit in the old temple of Mova in Cotton Wharf. They also ask if he knows anything about vampires, and he basically tells them that it is difficult to pinpoint exactly what a vampire's mortal weakness might be, but basically try different methods when they have weakened it to “see what sticks”. He also sells them holy water, which might help. And also tells them to try to use religious signs to scare it.

    Beneath the City

    As they head towards Cotton Wharf, they hatch a plan to avoid any minions' eyes that might be watching the place. Penny will turn herself and Kal invisible, with Dandelion wildshaping into a rat, and Fie will disguise himself as a rebellious teenager who acts like he has been “dared” to explore the temple. Surely nothing can go wrong. 

    When they head into the rundown temple, Dandelion can feel that she is a bit out of place, but scurries on nonetheless. Fie taking the lead, finds a door in the basement of the temple. A locked door. He tries the key, and several locks open one by one, with the door creaking open. Inside he sees a long hallway leading down into the darkness. They follow it.

    After traversing the hallway stealthily for a few hundred feet, they can tell that they must be far underground now, most likely below sea level. Around a corner, Dandelion can hear gnawing of bones, and tells Penny about this, who tells the group. Fie sneaks around the bend, and can see several shapes of ghouls and ghasts. He tries to make quick work of them with a well placed fireball that engulfs the room, incinerating a few, but the rest spring into action. They seem to not be an issue for the most part, but they manage to get a few good hits in on Kal, and when the ghasts die, they explode in a barrage of entrails and blood, covering Dandelion, causing her to feel infected by something. With the undead slain at their feet, their focus is led towards the door to their right, leading into a sunken tomb…

  • Chapter 41: The Sunken Temple

    29th of September, 853 TA

    To The Depths

    As the party finish off the final ghast, Elmroot is once again covered with guts and blood. They look to the right of where they come in and see the obviously unlocked door waiting for them, with water flowing out from behind it. They have come this far, no point in turning back now. As they open the door, they are met with a big room filled with water, and a door leading to the north. They examine the room, but realize it contains nothing of worth, so they press on. 

    The next door leads to a narrow hallway that is completely submerged by murky water, impossible to see through. The push on through, with Dandelion feeling a grate of sorts on the right wall of the hallway. With a little help from Kal, they manage to open it, and they push through one by one, with Penny holding the grate open, waiting for their return. Inside they find a flooded room, but the water seems to be clearer here, with various debris, but also a locked chest. Fie manages to easily unlock the chest, and inside they find an Adean Stone, as well as 11 gems of various rarities. They return back to the narrow hallway, and venture forth.

    The next room is also flooded, and contains a large statue of a naked skeleton with gemstones embedded in its eyes. Dandelion immediately tells Penny not to touch, and they move on to the next door, listening to see if they can hear any dangers. Dandelion can hear a few creatures on the other side.

    The Mage

    As Dandelion tries to covertly open the door quietly, she can see three shapes on the other side, one undead robed man of some kind, and two more ghasts. They seem to be rummaging through the crates that are in this room. She turns around to quietly convey this using sign language, but is having difficulty, so Fie just attacks him with his eldritch blast, just as the mage turns around to look at the disturbance. He seems to counterspell Penny’s spell, but they manage to quickly take him down, as well as the ghasts, leaving Dandelion once again to remain covered with blood and guts. The mage kept nothing of value other than an ornate ring, and the crates they were rummaging through seemed to contain various religious items and depictions of Mova. They carry on.

    Return of an Old Enemy

    In the next room, Penny decides to take charge. It is another hallway, but wider. The Water reaches to their chests, and is once again difficult to see through. Fie uses his flying ability to float over it, with Penny stepping out in front, and shoots a few eldritch blasts through the water to see if there is anything there. It doesn’t seem to hit anything, so she decides it’s probably safe enough. As she takes a step too far, she is suddenly attacked by a giant crocodile that was lurking beneath the waters. Penny manages to dodge away from its bite, but it spins around and causes her to be slammed underwater by its tail. 

    Dandelion steps up to it and tries to calm it down, but it just replies that it “must protect the mistress”. It leaves them no choice, so they try to take it down. The giant crocodile manages to take a bite out of Penny, and does another death roll, the same kind that made Penny lose her foot last time, but luckily, no body parts are ripped off this time. Fie flies up, and manages to take it down, with Dandelion hearing it’s dying words being “I have failed you mistress…” before floating up to the surface, parts of its face missing from Penny inflicting grievous wounds on it. 

    Further Into the Depths

    As they push past the crocodile, they reach the next room, which appear to be almost identical to the first room, but half of it is flooded, with yellow spores growing on the flooded pillars. Dandelion recognizes these as a dangerous fungus that spreads poison in the air if it’s disturbed. They take a quick look around the room, but other than the doorway to the right, there is nothing of value in here. They press on.

    Immediately when they open the next door they see a small run down room, with a shrine on the opposite wall. They immediately recognize the symbol as that of Emos, the god of Despair and Delirium. It is made of blackened metal, which doesn’t look natural. Among the debris in the room there is a few wooden planks, which they use to make stakes, before they move on to the next room. As they walk past the shrine, they can hear whispers coming from it. They don’t let it affect them.

    In the next hallway, before they go through the next doors, Dandelion figures it’s a good idea to listen to see if she can hear anything. On the other side, she can hear movement, whispers, but it soon stops. When they finally open the door, they are greeted with a mostly empty room, a few broken chairs and tables scattered across it, with a large tapestry depicting Mova dominates the opposite wall. It looks well kept and cared for. As they enter, the look around, and can’t find any source of the whispers, before suddenly two vampires emerge from the ceiling, dropping down and attacking Fie. They take a few bites into him, before the rest of the party comes out of their surprise and fights back. Kal summons her spirit guardians to help, which hurts them a lot. They seem to be using some sort of ancient magic, causing them to hurt themselves to feed the other one, but in turn the one that is fed attacks with even more ferocity than before. They can tell that the fight isn’t going their way, and as one burns away from the spirit guardians, the other one tries to escape, but Penny’s animated object and Kal’s mace manages to stop her dead in her tracks (pun very much intended).

    With the vampires dead, Dandelion takes a closer look at the tapestry, moving it aside to look behind it, and finds a strong door, that doesn’t appear to be locked. After checking for traps, she opens it. Inside she finds various artworks and statues, definitely worth something, and a fairly big chest, that seems to be unlocked. Penny uses her mage hand to open it, and inside they find a vast amount of platinum pieces. Taken aback at their luck, they quickly scoop the platinum into their bag of holding, taking a short rest before moving on, fearful of what might face them in the next room.

    The Vampire

    When they open the next door, they come across a fairly big room, a few tables and chairs are scattered around. On the opposite side, a big hooded statue of a skeleton with the symbol of Mova is towering over the room, with a throne beneath it. On the throne sits a lone figure. A pale, dark haired woman, who looks straight at the party. She tells them not to be shy, and to please come in, all of them. The woman introduces herself as Lucretia, and applauds the party for getting this far, while also lamenting that they have interrupted and disrupted their “holy mission” that have been given to her from Emos. She is genuinely impressed by how moronic a few of the party acts, with also being impressed about how much they know. When asked about why she is terrorizing the city, and why she is just lurking beneath it, she tells the party that she is waiting for something to happen, something that will change the world for the better for “her kind”. But it has not yet come to pass, so here she is. Penny asks her patron what she is talking about, but he is not very forthcoming in his answers, but he thinks he recognizes a part of Lucretia somehow. She offers the party a deal, if they allow her to drink their blood, she will leave the city for good. The party is unwilling to accept this offer, and so she realizes that the negotiations have ceased, and asks the party if they are ready. They reply that they are.

    End of Negotiations

    Immediately, Lucratia jumps into action, and beelines towards Dandelion, jumping into her body, possessing her. The party doesn’t know exactly what to do, and Penny tries to cast a spell on her, hoping to target the vampire, but it just hurts Dandelion instead. Kal first tries to cast protection from evil and good on Dandelion, and is met with resistance, but manages to cast it on her. Dandelion tries to force Lucretia out, but is unsuccessful. Kal then tries to turn undead, which finally manages to push her out. Penny backs up into a corner, hoping to get away, but Lucretia jumps towards her, attacking her. After taking a bit out of her, drinking her blood, Penny goes unconscious, with Lucretia looking at the rest of the party asking who’s next. Dandelion casts a moon beam, damaging the vampire, and Kal summons a celestial spirit to attack Lucretia, who looks genuinely horrified by this. They can tell that radiant damage doesn’t hurt her more then normal, but it seems to hinder her healing ability. 

    Knowing how damaging the celestial spirit is to her, she destroys it, before attacking Kal. As she drinks her blood, she looks intrigued by the taste, this is not a mere human. “What are you?” she asks, before Kal blasts her backwards, summoning the celestial once more. Penny, having managed to force herself back into consciousness, polymorphs herself into a dinosaur, as her regular form is too fragile for this battle, and Lucretia seems to see that the party might be too much for her to handle, and looks toward the exit, hoping to make an escape. Before she does that, she takes a bite out of Dandelion, killing her, before trying to run away. But as she turns to leave, Pennosaurus Rex chomps down on her, causing her to be stuck in the mouth of the dinosaur. Kal runs over to Dandelion’s corpse, and resurrects her. She manages to get a glimpse at the dinosaur looming over her, with a vampire sticking out of its mouth, before it rips the vampire apart, causing blood and guts to spew everywhere, before it turns to smoke, disappearing into the wall to the right.

    Killing Blow

    Fie and Dandelion noticed the hidden door when they first entered the room, and Fie walks over to try to open it, but is unable to find the correct way to do so. Penny walks over, now back in her Infernis form, and casually and confidently flicks a switch. Which turns out to be just a loose rock. Dandelion manages to spot three stones in the wall that are a different shade than the rest, and touches them, causing the door to open. When they enter the extremely narrow hallway, they can see a coffin in the distance, and as they reach it, Lucretia has just reformed her body. They first try to stab her through the chest with the stakes, but it seems to just paralyze her. Penny takes Carlos’ suggestion and rips out the hart, spits on it, before staking it to her head. The vampire smolders to dust, and is dead. In the chest lies a rolled up cloak. It seems to be magical. Fie takes it, and returns to the room with the tapestry, summoning an unseen servant to take it down for him, while he spends some time identifying the items they found. The cloak is a Cloak of the Bat, while the stone is an Adean Stone of Protection. He pockets the stone and cloak, and returns to the others with the tapestry now neatly folded up. 

    Kal, having taken a potion of spirit to regain some spells, is exhausted by this, and dreads the return journey out of the temple. Penny and Dandelion is carried out by the Celestial Spirit that still remains, with Kal and Fie uses dimension door to quickly get out and back to the surface.

    Returning a Lost Heirloom

    When they reach the top, Dandelion and Penny comes out after a short while, still carried by the spirit. They ask if the spirit could carry the tapestry to the nearby temple of Mova, which it would happily do. Walking through the city, they get a few looks from people passing by, especially the city guard, but they assure that he’s just there for protection, and everything is fine. When they reach the temple, the spirit fades away, with Kal thanking them for helping them, and that they hope to see them again. 

    Carlos, the priest, greets them, and is impressed by how fast they were able to dispatch the vampire, as they spoke of it just a few hours ago. He happily takes the tapestry as an offering, telling them to just leave it on the floor and someone will take care of it. Dandelion tells him that she died in there, with him immediately going up to her face, asking her what she saw. She recalls that she saw a green and lush forest, with a veil running through it, but it was just a glimpse, as it happened so quickly. Kal notices that he is quite obviously high on something, but they don’t pay him too much attention, and depart, going back to the castle to give their report to Thervan Avalast. Noticing that the walk is way too long for them to take at their current state, Fie hails a carriage to take them to the castle. On the way there, they overhear a town crier yelling that “disgraced forgeblades member Iarno Albrek is to be executed on the first of next month”.

    Debriefing

    When they reach the castle gates, the guards just let them pass, looking at them in shock, as they seem literally beaten up. Entering the waiting room, Fie tells a guard that they would like to speak to Thervan, who quickly comes out to meet them. He takes them to his office and lets them sit down, being absolutely taken aback at the speed they have found and dispatched of the vampire. When they go through their experience, Thervan starts writing down everything they’re saying, with several onlookers listening in from the doorway, Ansgar Cain being one of them. He shoos them away when they’re done talking, asking if they found any treasure in the temple, assuring them that he will leave it out of the report, with a wink. He tells them that Bertram gave the last associates they sent out to dispatch a vampire a much larger cut of the treasure they found than he was supposed to, but Thervan thinks they deserved it this time. Dandelion tells Thervan that she died, and Kal resurrected her. He tells the party that they should be careful who they tell that to, as some people see resurrection as an abomination that goes against nature. Raven being one of them. Thervan however is not opposed to it at all, implying that he has already gone through it himself. 

    With the report finished, and the sun hanging low in the sky, Thervan asks if they would like to join him and his colleagues for dinner, taking them to a grand dining room further in the castle. They are given a full fledged heroes feast, with Bertram, Ansgar and other colleagues joining them. Spending the rest of the night socializing, they eventually head back to the Lucky Duck for some well deserved rest.

  • Chapter 42: The Phantom Menace

    30th of September-5th of October, 853 TA

    Early Morning

    When Penny wakes in the morning, she rushes over to Kal and Elmroot room, banging on the door and rushing in, hoping to wake up Kal. What greets her is Dandelion getting a nightly report from Ira and Argus. Seems that Kal had already awoken, so Penny jolts downstairs to the common area to find her. As she reaches the ground floor, she glimpses within the kitchen that Kal is making the morning candy, with Throk looking on. Penny tells her that she wants to go out shopping immediately, but Kal reminds her that it is too soon. When the bells ring nine times, then they can go out, as that's when the shops open.

    Eventually, Dandelion and Fie joins the duo downstairs for breakfast, with Throk bringing out the duck bacon and duck eggs, with a salad for Dandelion. They talk a bit about how to capture the daughter, several spells might work, but most likely magic circle, planar binding or even geas, if they get the opportunity. As soon as breakfast is taken in, Fie quickly makes his departure, looking for the black market. The rest of the party head to Scry Me a River, to get Penny’s instrument.

    The shopping trip goes by fairly simply, Penny gets her items from Vontara, and Kal helps Dandelion find an animated shield that will protect her, even when she is in wild shape form. Afterwards they find a bench so that Penny can attune to and tune her instrument, and finds that it is always perfectly tuned.

    Black Market

    In the meantime, Fie, trying to remember his contacts in the city, wanders around for a few hours to find a hint at some safehouse or contact point to get information. In the end, he notices that a cobbler has the symbol of his organization embedded in his sign. He enters the store as a nondescript human, and shows his tattoo. The cobbler points him towards a tailor called “The Lodestone”, owned by a man named Lothor, and tells Fie to ask for “a fine silver robe for a midnight meeting”. Fie thanks for the help, and departs, but not before the man tells him that Delphine is in town, looking for two of Fie’s forms, Lander and Theren. The man obviously doesn’t know that these are forms of Fie, luckily.

    As this happens, when the feminine trio has done their shopping, they head towards Elvenroth. In the midst of a heavy autumn rainfall, the party beelines towards the Crown Athenaeum. Dandelion attunes to the Circlet of Intelligence, and has Kal help her do research, while Penny, being watched by the owls, wanders around looking for books to help her get better at math. They spend the rest of the day there, researching and looking around.

    Fie, having now headed towards the western part of the city, finds the shop the cobbler was talking about, the Lodestone, and enters, meeting an elderly man, who seems to be working on some light sowing. Fie tells him the secret phrase, and the man eventually leads Fie towards the back, after closing up shop. He opens up a secret passageway that leads downwards, and tells Fie to enter, and that his master is waiting below. 

    Fie walks downstairs and finds an antechamber with a bench, in front of a massive double door. He can hear a bell inside ringing, and light footsteps approach the door, before he is greeted by a pale, bald, pointy eared man, with golden orbs for eyes, greeting him. He leads Fie inside, and he is greeted by a cornucopia of various artifacts, mostly sinister looking, some that he has seen before, others seems to be rather distinctive. Fie tells the man, who introduces himself as Moldark, that he is looking for a Rod of the Pact Keeper. Moldark tells him that is not an item he has on hand for the moment, but for the right price, he can have it procured rather fast. Fie pays him for the desired staff, and he gets a red feather in return, and tells him to wait in his room at midnight, when the courier will arrive. He leads Fie out, and he heads back towards the eastern part of the city.

    Before the rest of the party returns, Fie disguises himself as an elderly scholar, carrying the crystal ball and some books, and heads towards the Market Town through the Longshade District, hoping to get someone to try to steal the orb. It doesn’t take long before someone bites, as a young, nervous looking man approaches him and grabs his books. Fie plays along and tries to get the book back, and notices that someone else swoops in and grabs the ball. Mission accomplished. He carries on, and turns into one of his personas, and tries to find the daughter. He sadly doesn’t find her hiding spot, but he’s closing in, having narrowed it down to a certain area within the Longshade District now. 

    Hellish Delivery

    In the evening, the party gathers for supper. Fie tells them that The Crystal Ball has been "stolen", and hopefully this will lift the curse. Dandelion objects to this, as she doesn't want to cause someone else to be cursed, but what's done is done. When midnight approaches, Fie suggests to Penny that she should play something on her new instrument. Penny is happy to oblige, and takes the stage, with Fie sneaking away to his room. Dandelion notices this, but doesn’t follow him. 

    When he gets to the room, he hears the bells ring for midnight in the distance. At first, nothing happens, but he suddenly can see a light from behind him. Outside the window, a fiery, hellish portal opens up. He opens the window, and is greeted by a horned devil, staring ominously back at him. The devil holds out his hand, Fie gives him the feather, and the devil hands him a purple looking rod with twirling patterns of black, ending in a macabre design of a bony hand holding an orb. As the devil departs, Fie can hear a man on the street shout “DEVIL! DEVIL IN THE CITY!”. Fie quickly leaves the room, and the rest of the party suddenly finds a small group of city guards rushing in and up the stairs. Dandelion and Kal follow, and the city guards get an employee to open the door, as they head in, searching for the devil. When they don’t find anything, they take the man on the street into custody for making a false report. Dandelion questions Fie about it, but he is reluctant to give any tangible information about what happened, but hints that he conducted business.  

    The next morning, the ladies head back towards Elvenroth to do more research, but Penny stays in Ravenforge to look for a tutor that can teach her math. Or “basic arithmetics”, as Fie helpfully told her to say. She heads to the temple of Adea, the goddess of knowledge and magic, and is told that to teach her everything she needs to know will take about 10 workweeks. Penny is not satisfied with this, and tells her that she needs it done within a week. The tutor tells her that is impossible, but they can give her a crash course for twice the price, that will help her on the way. She accepts, and begins her tutoring. 

    The Return of the Drow

    As evening approaches, Fie heads towards the Longshade District to look for the daughter again, while the rest of the party head towards the town square where Glasstaffis set to be executed. When they get there, a platform is set up for the execution, and near it, they can see Sildar waiting for the arrival, with a heavy set executioner standing next to the platform, waiting. There is also a platform towards the back of the square, set up with a couple of fancy looking chairs, surrounded by city guards, who also litter the area and rooftops surrounding the square. A very regal looking carriage arrives, and out steps King Triston Bouchard, and his daughter, Princess Satine Bouchard. Satine seems quite uncomfortable with the situation, but the king seems fine. He heads to his throne, and is cheered by the crowd, who seems to be mostly fond of the king. He gestures the people thanks, and takes a seat with his daughter. Kal sends a message to Sildar that they are in the square, and ready to help if anything happens, and he scans the area before spotting the trio, and smiles at them, giving his approval.

    Shortly after, a prison carriage arrives, and Sildar steps down to assist. Out, in heavy shackles, steps Glasstaff. Sildar takes him by the shoulder, and leads him to the execution block, followed by the executioner. The trio has a bad feeling about this, as they suddenly notice that one of the guards on the rooftop next to them is no longer visible. When Glasstaff is put on his knees, and pushed towards the block, the executioner raises his axe, ready to separate Glasstaff’s head from his body, but before he can bring it down, two arrows suddenly shoots into him from the rooftops, and he tumbles over.

    Sildar, holding Glasstaff down, shouts to the guards to protect the king, and takes out his sword. The party notices that the rooftop guards have been replaced by assassins, so Dandelion sends up a beast to help them out, summoning a saber-tooth tiger. The tiger doesn’t last long, as a couple of arrows fired at her causes her to break her concentration. Penny summons a wind wall to protect the king from her new lyre. The guards surrounding the king quickly goes to protect him, and the surrounding assassins focus mostly on the fleeing townsfolk, killing people indiscriminately. After a few seconds, a massive fireball suddenly erupts in the middle of the square, killing several fleeing citizens, to the horror of the party. Kal sends a message to Fie about what is happening, and he quickly takes flight to reach them. She also summons Highwing to finish off Glasstaff and protect Sildar, who is being pummelled by assassin arrows, and has gone unconscious. Highwing does his best, but can’t finish Glasstaff off in time. Penny attacks one of the assassins who is wreaking havoc, and tries to knock him out so they can interrogate them, but he just falls over, dead. She quickly notices a ring they have seen before. Seems the assassins didn’t want to be captured alive. Dandelion, having now taken the shape of a giant owl to fly over to find whatever cast the fireball, senses a presence below her, walking up to the platform. Suddenly, several drow emerge, who helps out in the massacre. The presence that Dandelion felt is revealed to be a drow woman, who approaches Glasstaff. She whispers something to him, and Dandelion, who can read lips, sees that she says “My family keeps what we promise”. She grabs Glasstaff, looks at each of the party members, even winking at Peny, and teleports herself and Glasstaff out of the area. Mission accomplished, the assassins turn themselves invisible to escape, but the party manages to kill a couple of them, with Dandelion managing to actually grab one of them. 

    Aftermath

    With the chaos winding down, and the rest of the assassins managing to flee, Fie finally arrives and can see the massacre that has taken place. Dandelion drops the assassin she is holding on to into the prison carriage, with city guards disarming them so they can’t kill themselves. What remains in the square is maybe a hundred people dead or dying, with city guards and healers trying to save as many as they can. Kal, Penny and Dandelion walks around, helping as many as they can, before meeting up with Sildar to talk. 

    He tells them that he knows not exactly who the woman who escaped with Glasstaff was, but he theorizes that it might be Malice, a highborn drow who has been involved with some shady business recently. They will have to talk to Thervan if they want to know more. The party remembers the name, as Demetrius encountered her during his time away from the party a few weeks back. The party realizes they now have a clear and present enemy.

    The rest of the week is spent tutoring, researching and attempting to find the daughter. In the end, Penny gets some progress, Fie manages to discover exactly the house that the daughter is hiding in, and Dandelion, with Kal’s help, manages to find enough information about the last cleric of UdallMaravin. Her name means “Priest of Storms”, but they are unsure if it’s a title or her real name. She was chosen to prevent or prepare for a great calamity, most likely the Betrayal, and she was granted the legendary weapon Stormseeker by Udall himself. Kal casts legend lore to find out more about Stormseeker…

  • Rewards

    In the morning after the party has woken up, and they have descended down to the lobby of the Lucky Duck to get breakfast, they are interrupted by a group of city guards entering the tavern, looking for them. They approach the party and asks them to accompany them to the castle after they have eaten, as their presence is requested by the king. They finish up their food, and are escorted through the streets, getting looks from bystanders, and are led into the castle proper. Instead of the usual entrance where they go to meet Bertram and Thervan, they are led to the main entrance, and up into the throne room, where the king, his daughter, Thervan and Bertram are waiting for them. As they approach the king, FieKal and Penny bows, shortly followed by Elmroot, who tries her best to copy what the rest are doing. 

    The king, whom is a frail old man, tries his best to express his gratitude to the party for saving the life of him and his daughter during Glasstaff’s escape. They have talked about what a proper reward would be, and decided that giving the party land would be a just reward for the deed. They are given a cottage on the outskirts of the city, and it is delivered to them without taxes or charge, free for them to do with as they will. The king waves his hand for them to leave, the conversation having taken a toll on him, and Thervan gestures for them to follow him to his office. 

    He seats the party down, and hands them the deed and keys to the property. They ask him who owned it before them, which was a nobleman named Phillip, but he disappeared several months ago, so the house has been reclaimed by the city. 

    He also tells the party about their attempted interrogations of the corpses that was brought back after the attack, and the drow’s were unwilling to provide much information, but revealed that they followed “Malice”, and only described her as a “harbinger” or “vanguard” of the Forgotten One’s return. They spoke in an ancient drow dialect so some words have several meanings, but they get the gist. Malice is a clear and present danger to the world as a whole.

    Thervan also asks how they are doing with the daughter of Ranesh, to which Fie tells him that they have a location, and are going to attempt to capture her tonight. Thervan promises to try to clear civilians away from the area to the best of his ability, without it being too obvious. They thank him for the help, and depart, to pick up their horses and belongings, to move to their new home. On the way there, Dandelion gets a proper lesson in colors of clothing, taxes, and how cities work versus forest societies. 

    A New Home

    As the party head southwards out of the city proper, they wander past the local buildings which are situated by the river. Mostly dirt roads, and no bridges crossing the river, it feels quite different from the bustling metropolis inside the walls. After about one and a half kilometer up stream, they reach a cozy cottage at the edge of the city lines, before they reach the hills and forests beyond. A decent sized cottage, with a couple of trees in the garden, which is overgrown. Seems to be at least two floors, with a small stable for the horses to roam in. The group immediately gets started, and enters the home to see what they have to work with. Looking through, there seems to be 5 bedrooms on the top floor, a kitchen, dining area and living quarters on the ground floor, as well as a cellar, with one long room that leads to six smaller side chambers. Fie discovers that one of the rooms appear to be the start of a permanent teleportation circle, but otherwise it seems to be cleared out. 

    As Dandelion starts working on the garden, the rest tries to search through the house to look for what secrets it might hold. They discover a tunnel leading from the kitchen to a trap door hidden in the grass just beyond the fence, which would be useful if they need to make a quick escape. In the dungeon, Fie discovers that there are several hidden compartments in the walls of one room, and in one of them he discovers a dagger. It seems to be a peculiar dagger that can be used to heal as well as wound. He names it Caduceus, and takes it for himself. At the same time, he hides the Spider Staff that belonged to Nezznar in one of the compartments, and heads back upstairs. 

    Kal, having found stand to keep her armor at night, takes it upstairs, before heading outside, looking for a place to make a shrine for Udall. She discovers a set of natural standing stones beyond the fence, and starts working on it, hoping to make a shrine for everyone in time. Dandelion, having done what she can with the garden, also heads inside to check it out, and hangs up her old shield in the hall in the dungeon, a memento she doesn’t want to lose. Penny, wandering through the house, tries out the beds. Not nearly as comfortable as the ones in the Lucky Duck, but it’s theirs at least. She picks the room that gets the best view and sunlight, so she takes the southwestern room. At the end of the day, they prepare a small patio just outside the kitchen doors where they can have their meals in the evenings. When dusk approaches, they head back to the city to confront the daughter.

    Ashes to Ashes

    Fie, knowing where she is holed up when she rests, leads the party to the area. Kal, having already prepared by asking Udall what they should do, thinks it’s best to try to capture her where she rests, as attempting to lure her somewhere has too many moving parts that can go wrong. They take heed to alert the fire brigade that they might be needed in the night, so they prepare as best they can. When they reach the house the daughter resides in, the rest of the party hides, with Dandelion turning into a pigeon to look around for the target. She discovers that the house is empty, no lights or people, but she can see a pair of feet sticking out in the bedroom, someone is either sleeping heavily or dead on the ground. She returns and tells the party this through Penny. She then returns to the rooftops, waiting for the daughter to return. 

    They don’t have to wait too long, as after a few hours, Dandelion notices the flares that Fie described in the streetlights. A silhouette of a woman can be seen emanating and disappearing, going down the street to a torch outside a building, and the daughter emerges. She tries her best to hide her face, and returns to her home, and the party sees that the light turns on inside. 

    The party sneaks up, with Dandelion casting a spell to make them more stealthy. Kal approaches the window, and just as she is about to cast Magic Circle, Fie turns her invisible so she won’t be seen the moment before it is cast, and the spell goes off. A circle emerges in light and disappears, reaching just beyond the door. The daughter, who was resting in the middle of the house, looks up, and tries to find her assailant, just as Kal starts casting the spell to bind her to her service. Penny has started to cast Tiny Hut, so Kal retreats to her, as the daughter opens the door, demanding to know what is happening. Dandelion tries twice to charm her, but she manages to resist both times. Fie, still invisible, changes his voice to sound like Ranesh, telling her that they are her to bring her home. It is clear the daughter doesn’t want to come home, so Fie becomes visible, explaining that she has to, as he works with her father. This angers her, and she attacks Fie with her fire. Dandelion tries one last time to charm her, and this time, thankfully, it works. The daughter, now looking lethargic, begs the party to kill her or release her, because she does not want to go back. She claims she killed the owner of the house she is living in, and that she deserves to die for what she has done. The party is not convinced, even after she tells them that she faces eternal torture if she returns to the fire plane. She explains that she has wreaked havoc in the city to have someone come kill her, as she is unable to end her own life. She is in pain, and she tells Fie that she was like him once, that Ranesh promised her fantastic things, but she was relegated to be his slave. He will do the same to him. Fie assures her that this is not the case, as their contract does not mention this. Noticing that her words are not going to be heeded, she returns to the house, closes the door, as fire erupts through the windows. The fire brigade arrives to contain the fire, as the party waits the hour needed for the spell to be finished. 

    When they enter the house, the daughter bound to Kal’s service, she looks defeated, down at the floor. They surround her, with Kal telling her it’s time to come home. She looks at the party, and without a word, she disappears in a flash if fire, returning home to the Elemental Plane of Fire. Ranesh disappears from Fie for a short while.

    Waiting for Ranesh to return, they use speak with dead on the man in the bedroom. What remains at least, as the fire has reduced him to a skeleton. He tells the party that he died of a heart attack, and that his last wish is that they look after his cat Kitten, that was with him when he passed. It seems that he doesn’t know about the daughter, and that she didn’t actually kill him.

    When Ranesh returns, he thanks the party for their help in bringing back his daughter Saris. He tells the party, when they call him a bad father, that this is a great test for new recruits, hinting that he willingly allowed her to escape to have Fie try to bring her back. Dandelion gives him a stern look, but Ranesh doesn’t mind it. On the contrary. He tells Fie that for accomplishing this task, he will grant him a lesser wish, which can be redeemed in the next 30 days. As he departs, Dandelion calls him a bad god, but Fie hears him relishes in being called a god, so the insult is moot.

    The party tells the city guard that the danger should be over, and they in turn tell them that there was a fire on the other side of the city, most likely Saris’ doing, but they have it under control. The party heads back to their home to eat and retire for the night. They spend the rest of the evening discussing Fie’s contract with Ranesh, and what it means to have free will. Dandelion is curious to know about their arrangement, and Fie explains that he provides Ranesh with secrets, and Ranesh teaches Fie magic in return. Noticing the ambiguity in the subject, Ranesh emerges to explain that Fie has nothing to worry about for now, their agreement is sound, and that Saris betrayed him for another genie that is “no longer around”. He departs once more, the matter dealt with.

    Before going to bed, Fie checks Dandelion’s curse one more time. It has changed, but is unsure in what way. Kal promises to try to remove the curse tomorrow when she can prepare it. Dandelion asks the owl to watch the house for the first night, with Fie setting up alarms on the doors, and they go to bed, for the first time in their own home.

    New Day Dawns

    In the morning, the owls happily report that all intruders have been taken care of and killed. Mostly rats and bunnies who tried to enter the garden. Dandelion tells Argus that he has to be careful not to eat too much, and he promises to be better. Ira just cuddles up next ot her, happy to have her around. Penny goes to talk to the horses, and tells them that they have to go away again, but they will return shortly, they just have to take care of something important. 

    Kal tries once again to remove the curse laid on Dandelion. As she makes contact and the spell is cast, Dandelion gets a glimpse of Hala trying to claw at her, before she vanishes. Fie checks again for a curse, and finds that it is lifted, but is afraid that the flash might mean that Hala is not truly dead. Dandelion shudders, not wanting to relive the whole ordeal with the hags one more time.

    After breakfast and saying goodbye to the horses and owls, they head to the castle, ready to depart for the mysterious temple that Penny is drawn towards. They first talk to Bertram, who arranges for a caretaker to look after their house when they are gone. Since they want someone to look after the horses, it will be more expensive, so they give him 60 gold which should pay for someone for a month. He gets one of their keys and tells them he will take care of it.

    Thervan is delighted to hear that the party is finally ready to head out. Kal asks if he has any supplies that can help, so he gives them each a potion of healing, before leading them down in the crypts beneath the castle, away from prying eyes. On the way down, they tell Thervan about the unfinished teleportation circle that was started in their new home, and he promises that he can get them a license to get it completed, and offers to have someone do the casting, but that is expensive, costing upwards of 100000gp and takes about a year. Fie assures him he will take care of it himself. 

    In the darkness of the crypts, dimly lit by a lone torch on the wall, they gather around Thervan, who tells them that this might not go perfect, so they brace themselves. They all experience a teleportation mishap, and end up around a day’s march outside of Rivergrounds. Thervan tells them he can try one more time, after that they have to walk the rest of the way, or wait another day for him to recuperate. They gather around once more, and they all are pulled into the void, trying to reach their destination.

    The Stone Temple

    As they emerge from the teleportation, they immediately can smell the strong sea-smell, and hear the sound of seagulls flying above them. Looking around, they have reached a big cliff by the ocean, and they can see a temple looming not far away. It seems that they have reached the right location. Thervan looks relieved, and wishes the party good luck in their hunt, before preparing a teleportation circle to return home. 

    Dandelion wild shapes into a giant owl in order to get a good look at the surrounding area. Looking over the temple, she can see that a chasm has been formed, leading to the depths below the temple. They recall that a series of earthquakes was reported at the same time they first acquired the key, so there most likely is a connection. At the end of the chasm, near the beach, she can see a run down cart in the area. She returns to the party to tell them what she saw, with Penny translating. They decide to check out the temple first, looking around to see if they find anything useful. 

    When they approach, the rest of the party gets a better view at the ravine. It’s peculiar, because it appears that the ground just gave away, falling straight down instead of the earth splitting. Above the temple doors, in primordial, the name “The Stone Temple” can be seen engraved. The temple is run down, not being in use for hundreds of years. In the centre of the main room, which used to be the main room, and is now a courtyard of sorts due to the open ceiling, a big looking “well” can be found. Fie looks into it, and can see that the floor below has collapsed to the depths below. Dandelion, who is flying above, only sees darkness, so she descends to get a better view. When they walk around the opening, they can see several statues of people on the parts of the floor that did not collapse with the ravine. He immediately gestures for Kal to look after Penny in case she decides to jump into the opening, and then explaining that they might be where Morgan Lowblade is trapped. Penny assures the party that she’s not going to jump in, but wants to take a look. She can’t see Morgan, but she indeed recognizes the pattern on the floor from her scrying.

    Hoping to be better prepared, they decide to take a rest for the rest of the day, so they can prepare in the best way for whatever they will find inside. As Dandelion and Fie flies around the ruins to try to discover what is lurking within, they find references to a monster that was worshiped a long time ago, but they can’t find what was worshiped, as the information is lost to time.

    Afterwards, they descend to the entrance of the ravine, and Penny immediately recognizes the cart, and the carvings within. This was hers and Morgan's. Penny curls up into it, and starts crying. They make camp for the night.

    The Monster Within

    In the morning, Kal casts divination to ask her god what is lurking within the temple. She gets a short reply, that it is Ophelia, the serpent medusae. Medusae petrify their victims when they look at their faces, but their blood can cure victims for a short while. Kal asks Penny to be prepared to create mirrors. Dandelion summons a rat, badger and dire wolf from her bag of tricks, and the party prepare whatever blessings they can have and trek into the depths. They are being careful to avert their eyes as best as they can to avoid being caught in Ophelia’s gaze.

    The entrance has collapsed, but the ravine has made a side passage available. They enter it, and eventually reach the massive chamber that collapsed from the temple above. Around them they can see several statues of people who have fallen victim to the medusa’s petrifying gaze. Everyone appears to be looking in different directions. Penny immediately recognizes the room from her scrying. Surprisingly, it’s not completely dark, as sunlight from above bounces around through a few openings, but they can hear some type of movement, like stone scraping against stone. Dandelion casts Pass without Trace again, hoping to cloud their movement, and Fie casts detect magic. He immediately notices a few magical items on a couple of statues, as well as a powerful magic emanating from a rucksack nearby. Dandelion sends her dire wolf to fetch it, and it returns to them, passing by a statue on the way back. Inside they find a violin, as well as Penny’s flute. Penny recognizes the violin as Morgan’s Harany Viol so they look around for him. In the middle of the room,, they see a man, intact, but petrified, a sword protruding from his chest. Beyon the temple boundaries, they can see another opening, which looks like it doesn’t belong. Like it was here long before the temple, and made of a different material. 

    As they try to sneak closer to Morgan, they can hear a voice calling out, surrounding them;

    “You dare enter my domain… who are you?!”

    Two arrows fly out from the centre of the room, where what they first thought was a statue appears to be the medusa, firing at them. They hit Penny and Kal, and she slithers away to the side, trying to hide. Fie immediately tries to fly away, but is held back by a statue that suddenly lunges at him, holding him down. The statue covers him with some sort of sludge, that weakens him. He uses his far step to escape it’s grasp, and manages to clear himself of the sludge. He stays in the air, to be out of their reach. 

    More statues enter the fight as the party tries to attack the medusae, and Dandelion sends her beasts to attack the main enemy. The dire wolf tries to attack Ophelia, but she manages to dodge it. In retribution, it forces it to gaze into her eyes, but luckily it manages to resist. Sadly, when Ophelia gets her turn, she bites the dire wolf with all her powers, and the dire wolf sadly disappears.

    The medusa spends her time at a distance, but when she sees who is being the most troublesome, she emerges from hiding to attack Kal directly, manging to do a decent amount of damage. This proves to be her folly, as the party is prepared to resist her powers of petrification, and Dandelion manages to finish her off by casting a moonbeam above her, ending her terror.

    Reunions

    Penny, in the middle of battle, focuses only on Morgan. She sees that the medusa has been slain, and her blood is pooling next to her. She sticks her hand into the blood, and smears it on Morgan’s forehead. As parts of the blood droops down his face it reaches his lips, and Penny can see that his color slowly starts to reappear. The rest of the party finishes off the remaining statues that are present, with a terrible flash of how they died, tormenting the party when they do so.

    As the danger recedes, Morgan collapses to the ground. Penny immediately pulls out the sword from her mentor's chest, and tries to heal him. He opens his eyes, and looks up at his dear student, with a smile.

    She helps him get back on his feet. The rest of the party, having taken care of the dangerous statues, return to the pair. Kal introduces herself, and Morgan greets his “sister”, even though Kal refuses to accept that they are siblings. Morgan explains that “mother” predicted that they might meet each other, but she got some things wrong. She thought Fie, who introduces himself as the half-orc Keth might look different, and he thought there would be more people. Kal explains that they left the party to go on their own paths. Penny wants to know why Morgan left her. He explains that he was under strict guidelines from Mother and Father that he had to try to get the artifact that resides beneath this temple. He didn’t want to put Penny in danger, but he hoped (correctly) that if he took something valuable from her, she would do what she could to find him again. He is glad that he was right, but is saddened by the fact that it seems that Penny is under the influence of an otherworldly presence. 

    He explains to the party that he cannot go on. Mother cannot see what is beyond the doors, so he is not allowed to enter as he has failed. The party has to finish the task. His kind is not permitted beyond the doors. Penny asks why Kal can, and he simply tells them that she has fallen, so she is not bound by the same rules. 

    While this is happening, Dandelion has been walking around, trying to wake the other statues that is in the area. Most are broken and missing parts, unable to be awoken again. Luckily, she finds one lone statue that seems intact. She smears the blood on the lips, and slowly but surely, the color returns to the woman’s face, and she reanimates. A short, half-elven woman. She loudly asks where she is, before giving Dandelion a very awkward hug, as thanks for saving her. Apparently she has been trapped for over 110 years. She introduces herself as Arin, and tells the party that she was looking for treasure, but her companions fell to the medusae, and she was petrified trying to escape. She will gladly join the party to return to civilization. 

    The party decides to take a short rest, using the coffee pot to shorten the time. Morgan and Penny both help by granting their songs of rest, with Morgan giving each party member bardic inspiration before heading below. Morgan and Arin will try to piece together some of the statues to see if they can save more people.

    When they approach the entrance, it seems to be a solid slab of a strange stone, no cuts or discernible markings. Kal suggests that Penny hold up the key, which she does. Nothing happens. Until Penny touches the door with her finger. A crack suddenly appears, and the doors swing open outwards. Inside there is a hallway leading even further below, turning around. It is illuminated by a blue/green light that lights up the whole area, with no visible light source. What they quickly notice however, is that Vuthul is with them. At this point they can all hear him, and sort of see him. They can only make out the shadows he casts on himself, not his whole being. It is disconcerting. The party can hear Vuthul being excited that they are so close to their goal. And since Vuthul has granted Penny her wish of finding her mentor, she has to do what she promised him. To free him. Dandelion in particular does not trust this being, and the party wonders what they will do when they reach their goal.

    As they reach the end of the hallway, they are faced with a small room, with a huge triangular door. In the door is an indent in the shape of the Key. Before they manage to do anything, they notice a presence in the room with them. A small voidlike being, almost like a shadow, but more solid, emerges from the corner. Vuthul assures Penny that it cannot harm her, but she doesn’t want it to hurt her friends. Dandelion manages to get in a limited amount of damage, and as the rest of the party tries to attack it, they notice that it is immune to most magical damage. Force seems to work fine, as does regular mundane weapons. They manage to take it out, but Fie, which is what the being focuses on most can tell that it tries to drain both his lifesource and magic. Fie teleports away after being forced into a corner, and manages to finish it off after both Kal and Dandelion (who has wild shaped into a bear) wounds it. Penny slots in the key in the door, and it slowly descends into the floor, revealing the chamber within.

    The Black Flame

    Inside, a massive pyramid shaped chamber, lit up by the same ever present light, but lesser than before. The walls seem to be made of a dark stone of sorts, and the corners are lined with what appears to be gold. In the middle of the chamber, the only thing of note can be found. A pillar, with a platinum triangle hovering in mid air, surrounded by black flames emanating from the pillar below. When they enter the chamber, they can see Vuthul even more clearly, almost completely, but still transparent. He smiles as he sees the artifact in front of them. 

    Kal really doesn’t want Penny to grab the triangle, as they are unsure what Vuthul will do once he gets his hand on it. She tries to grab it herself, with Vuthul standing by, egging her on to try to take it, clearly wanting to see her make the attempt. She senses that the flames stop her from reaching it, and at the same time drains away her life force. She pulls her hand back, thinking a bit about it, before jamming her hand into the fire. 

    She feels that she quickly begins to become extremely exhausted, as her life energy is drained away. This does however cause the flames to shrink. Penny joins in, followed by Fie and Dandelion (still in bear shape). As they allow the flames to drink their lives away, the fire slowly but surely drains away at the same time. Eventually, Kal has to back out, as she feels that she will no longer be able to move or even survive if she persists. She pulls her hand away, and Penny, still holding on, can feel that the flames give way as the last life force that was needed is drained from her. Her hand makes contact with the triangle. Before the rest of the party even has time to react, she is compelled to combine the two parts of the key by her patron, who stands by, smiling. The rest of the party however, when this happens, can see the energy flowing from the key, up through Penny’s arms, into a point in the back of her head, which flares beneath her hair, before fading. They look at each other, and without saying anything, Kal touches her hand to Penny’s head, where the energy converged, and tries to cast greater restoration. Vuthul senses what is happening, and apparently tries to reach his hands out to Kal. Dandelion tries to take hold of him, but she passes through him. He’s not corporeal enough to be stopped. Kal focuses her divine powers to try to sever the connection, focusing with all she has left. She feels the spell take hold. Penny, feeling the energy draining from her body, and back into the key, drops it to the floor. Vuthul, mid lunge towards Penny and Kal, vanishes in a puff of smoke. Penny can hear silence for the first time in months.

    A Bond Broken

    Penny, having taken a lot of damage from the ordeal, is confused at first. She can’t tell where her patron has gone, and has no more voices in her head. She asks for a book, and tries to read it, but understands nothing. Dandelion tries to ask her what happened, but Penny doesn’t understand her. She is finally free, at the cost of her warlock powers.

    Fie, being smart, uses mage hand to wrap the key in some wrappings, being careful not to make direct contact with it, and stuffs it into the bag of holding. As he holds the wrapped key in his hands, he can hear voices, which quickly snuffs out when he drops it. The Key is no longer attuned or attached to anyone, they are free of him.

    Penny, Kal and Fie hug each other, with Dandelion joining in as a bear, slowly returning to her normal self. They think that Fie should find a persona which is fond of hugging, so he turns into an elven woman, kindly looking. They have to come up with a name for her.

    All of them, having had their lives drained by the flames, are too tired to walk all the way back up to the top, so Penny uses her bardic powers to summon a table, which she animates to walk them all up the winding hallways. It goes much faster than they normally would in their condition.

    When they reach the top, Morgan and Arin are trying to put people back together, but it proves an impossible task as there are too many parts and impossible to find which ones stick together. They give up, and want to head back to civilization instead. Morgan goes over to give Penny a hug, noticing that something is different about her. She seems happier. She gives him a hug back. Fie starts preparing a teleportation circle, to bring them back to Ravenforge. The rest of the party asks Arin if she would like to help out in their home until she can get back on her feet, to which she gladly accepts, as she realizes she probably has no relatives out there, considering she never had kids. As Fie finishes the teleportation circle, he shapeshifts into Lander as this is the form he is known as where they go. Arin points out that she has to be let in on what is going on with him, as this is the third shape she sees him as. Penny asks Morgan if he can help her regain some of her magic, as her Patron left her hollow. Morgan would be honored.

    The Long, Short Way Home

    When they return to Ravenforge, the weather is violent, a brutal thunderstorm looming over the city. Kal asks Udall if this means that he is happy, but she doesn’t really need an answer. Being lethargic, they hire a cart to take them to their home. When they reach the cottage, they slump down in whatever chairs they have left, with Arin making a simple stew that they all quickly scoff down. Fie goes to the cellar and hides the key in one of the hidden alcoves, and places an alarm on it, in case someone sneaks in. With NO exceptions for who triggers it. They eventually go to sleep in their respective resting places, waking up to the new day having grown more powerful after their experiences. Penny, having the best sleep she has had in several months.

    END OF PART TWO

  • Level 10

  • Chapter 44: Ten Weeks Later

    9th of October-17th of December, 853 TA

    A New Dawn

    As the party lays their weary heads to rest, dreams take them, and they fall into a deep slumber. Dreaming of themselves, and how they have changed over time, dreaming of the echoing shadows that haunt them but is kept at bay, of home and family, but the necessity of doing the right thing, and dreaming of chasing the past. As they awaken in the morning, they arise stronger than they did the night before. 

    Elmroot wakes to Argus and Ira looking over her, concerned. They tell her that she moved a lot in the night, as if she was having nightmares, but she assures them that it was a good dream. Pennywakes, feeling calm and rested, with no voice in her head, or a god looming in her sights. She is finally free. She can hear violin music coming from downstairs, so she runs down to join Morganto play with him. Dandelion eventually joins in, after coming inside, but is not nearly as good as the bards.

    When Kal wakes, she notices that surrounding her bedframe and the walls, are tiny scorch marks, like lightning have been emanating from her body. She can hear the music from below, but is hesitant to join them. She tries to meditate, to remember her dreams, but it’s difficult. After a while she decides that she wants to make a mural on her wall of a storm.

    Fie, waking up after sleeping in his ring decides that he needs more pillows. A lot more. But first, he joins the group downstairs. They play a while, before smelling something burning, so they run up to Kal’s room and see the mural that she has been burning into her wall. Luckily there was no fire. She decides to not put on her armour, but instead wear civilian clothes, before joining the rest for breakfast. Arin helps Dandelion make it, before joining them. 

    After breakfast, they decide to head to the castle, to deliver the news about the Key, and decide to bring it along. Fie heads to the basement to retrieve it, and when he opens the hidden compartment in the wall, the Key, which was wrapped tightly, is lying there, having broken free from its bonds. He can hear a slight whispering from it, and it seems to be resonating with some kind of energy. He uses mage hand to carefully wrap it back up, before placing it in the bag of holding. 

    Reporting In

    Penny makes a carriage for the group, and they take a couple of horses to the castle, as half the group is too exhausted to walk. The owls keep a watch on the way there, noticing that at least 10 people seem to be observing their movements. But there is no ambush, so they arrive at the castle, and enter Bertram’s office. When they enter, there is a bunch of books, notes, tomes and papers, many with various depictions of the key, but also a peculiar drawing of a fancy looking knife, which Penny takes notice of, and picks up. Bertram asks if it’s safe to talk with Penny in the room, and they assure him that they managed to sever the connection to Vuthul, so she is no longer a vessel for him. He appears to be delighted by this development, and shouts into the hallway to Thervan that he can leave the shackles. Thervan shortly appears with a fancy looking contraption in his hands, and is pleased to hear this. Bertram and Theran notice the drawing Penny have picked up, and ask her if she’s seen the knife before. She tells them she saw it in a dream once, when Vuthul first made her his warlock. She uses major image to recreate the scene to the best of her recollection, with Bertram taking notes about what they see, and updates the illustration of the blade. Thervan explains that the blade is, as far as they have been able to translate, known as “Vuthul's Slaughter”. It appears to be an artifact, supposedly one that the Forgotten One used to kill when he was still on this plane. Penny remembers that she dreamt that she, as Vuthul, choked Roshan to death. Thervan theorizes that this is just how her mind made sense of the situation, as it probably wasn’t as literal when it actually happened. 

    Thervan goes on to explain that there are several artifacts that are associated with the Forgotten One: The Key, the blade, a tome called Liber Obscurum, which he supposedly wrote. But there are probably many more out there. Over time several places associated with Vuthul have been discovered as well. They tell the party about the Abbey of the Black Prince which they went through some months ago. Inside resided a Vampire, supposedly created by Vuthul himself, as there was a shrine to him inside. Bertram theorizes that if the other party hadn’t stopped him, he most likely would become a much bigger threat. 

    Having learned what they can. Thervan offers to take the Key off their hand for a while, for study, and since Penny is no longer bonded to it. Fie is about to put his hands into the bag of holding, but stops himself at the last second, realizing that the Key might be unwrapped again. He instead empties it out, dumping everything inside on the floor. And sure enough, the Key falls to the floor, unimpeded by the cloth. Thervan quickly puts it in the fancy contraption he came in with, and it surrounds the key with intricate metals and a glass front, allowing it for easy transport. Seeing the items from their journey, they mention that they found a sending stone that belonged to Nezznar. Thervan asks if they heard a voice, and if it was a woman, which Kal confirms. They realize that this is most likely Malice. Fie picks up the Ring of Mind Shielding, which contained the soul of one of the cultists they killed. It seems the soul has passed on, so he dons it, to hide his true nature from prying eyes.

    Time FOr Relaxation

    Seeing as the party has some time for themselves now, Bertram tells them a secret phrase they can use to identify that the ones they send to the house are actually their agents. As they leave, Kal asks if they have any leftover furniture that they can get to decorate their home. Bertram figures they probably have some old stock lying in storage, so he will put together a package and have it delivered in the evening. The party thanks the duo, and departs, going to the city to get some supplies for some DIY and a bathtub. Kal, on the way to the city center sends a message to Trixie, telling her that Morgan is alive, and that she should come to Ravenforge at her earliest convenience. 

    Going around the city, they all decide that a nice relaxing bath and massage sounds like the best medicine right now, so they go out to find one. There are several options, some brothels, some regular bathhouses, but they just want to relax, so they go to a normal one. Fie changes themselves into a female high elf, called Falucial. Dandelion is not totally on board, but comes along, as Kal pays for her stay. They all get taken into a wardrobe where they undress, and is taken to their cubicles containing a bathtub filled with lovely hot water and soap. At first, Dandelion is uncomfortable, but settles quickly when she can feel how skilled the masseuse is at her job. The rest just allows the process to happen, taking in whatever pleasure they can get. When they are done, they put their clothes back on, and find them cleaned and refreshed, much to their delight. Before they head home, they commission a carriage with some secret compartments and a bigger layout, as well as whatever supplies they need for the aviary and tub. In the evening, they have a home cooked meal made by Morgan and Arin, and the shipment from Bertram arrives, with decent furniture, some artworks and loads of pillows of various sizes and colors. Fie grabs a bunch and throws them in his room, making it much more comfortable. Dandelion looks at the artworks and is having a hard time understanding the point. Morgan explains to her, after she asks, what a museum is, as Demetrius’ explanation left much to be desired. 

    Just before bed, Fie sneaks out to the horses, and takes Wildfire to the side. He touches the horse’s forehead, and asks Ranesh to give him the limited wish he asked for. Wildfire is spooked, trying to get away, but is quickly transformed into a hellbeast, a Nightmare, with flaming mane and tail, crackling skin like lava flows beneath it, and rears its legs, towering over Fie. He returns Wildfire to the other horses, who looks shocked. Kal, having watched the whole transformation, looks at Thunder, and asks her god to intervene to do something similar. Unfortunately, he does not hear her prayers.

    10 Weeks Later

    As the party settles into their new home, they spend some time learning some new skills and proficiencies, as Penny has to retrain as a bard again, having lost some of her power due to the severance. Dandelion spends some time with a person teaching her to read people, and socially interact with them. Fie spends some time with a ranger trying to be more perceptive. Kal spends her days studying at the Crown Athenaeum, learning about religion and trying to find out more about the Betrayal, with Penny also learning from Morgan how to be more deceptive.

    During this time, the Day of the Dead is celebrated all over the plane. Fie and Kal celebrates privately, with Morgan and Penny going to the temple to go to the ceremony which is being held there. The owls, now no longer charmed by the spell, have come to love their new family, and decides to stick around.

    Kal learns that Faunus is a newer good, but the researchers have seen them do miracles, so it is definitely a real god. She also learns that Rexendell is where most of the conflict with the drows took place. Asimaria and Krawdoth to the south was mostly affected by the lack of sun for several years. The biggest battle happened in the fields south of Twilight Peaks, and the massive loss of life caused the area to be forever cursed. Apparently the drow were after an artifact that was contained in a temple in the area. She also learns that the drow army was led by a brother and sister, whose name is lost to time. But all signs points to this being Malice and Nezznar, considering the clues (the note in Nezznars belongings, the voice Kal heard from the sending stone).

    Northward Bound (Again)

    As the weeks pass, toward the end of Penny and Kal’s studies, Dandelion wants to return to her forest to see if she can find her tribe. Morgan uses his ring to teleport them both to Maplemere, before returning back to Ravenforge(not without trouble, as his teleport fails several times and he ends up in a cave surrounded by Rust Monsters.) He returns a day later, and goes to the bathhouse for some R&R.

    While Dandelion, Argus and Ira is away, a man appears by the front door. He tells the party he is sent from the castle to bring them there, and gives the correct response to the challenge they were given earlier. Kal drags him inside so he isn’t out in the cold, to the man’s objections. The rest of the party eventually comes down, and heads outside, Fie dreading the cold already. The man whispers something to the driver of the carriage, but they don’t pick up what he said. They head to the castle, with the man awkwardly facing them in the carriage the whole way there.

    When they are led to Thervan’s office, and the delightful warming sphere hanging from his roof, he tells the party that they sent a group of peopleup north to the Thax'ning Tribes, as some orcish warbands have been attacking the southern continents villages and hamlets, and attempted to take control of The Northern Fort, which separates the north from the south. They tried to find the tribal leader Murzol the Usurper to broker a peace-deal, but over time they lost contact with the group. They don’t get a response to their sending spells, but they do get through, so they know they are most likely alive. Thervan asks the party if the would be able to head north, retrieve their people, and hopefully bring peace. In return, they will be paid 30,000gp. Thervan offers to supply cold resistance gear free of charge, and that they will sail by boat on the Unsinkable II. The party tells him that Dandelion is visiting her tribe, so they will have to wait for her return, and they also have to finish with their studies, which is nearing its end. Thervan understands, and hopes that it will not be too late. Before they leave again, Thervan asks Penny what happened when she touched the key, and she tells him that the connection was made instantaneously. He tells them that it is disconcerting to hear, as they attempted to make contact with Vuthul by trying to attune to the Key, but when they did, nobody was there. He theorizes that Vuthul is probably attuned to someone else now, but tells the party not to be worried. They can tell that he is VERY worried by looking at him.

    A Needle in a Haystack

    As Dandelion stands in the field after Morgan returned to Ravenforge, she looks at the forest, and takes out her owls. She tells them that this is where she is from, and they are awed by how big it looks. She agrees, and they all enter the forest. Dandelion uses commune with nature to try to find firbolgs or goblins, as she knows Droop made it to the tribe. Nothing in the area. It’s a big forest, and she will have to be extremely lucky to find the right location. After a couple of days searching, she sends a message to Kal, asking if she can try to get Udall to show her the way. She tries to cause a divine intervention from Ravenforge. As Dandelion sits in the forest, she can feel the wind picking up, and looks up. Udall is standing over the forest, and points to the northeast. Dandelion gets a direction and distance imprinted into her head, and takes flight with her owls. After about a days travel, she lands in the area, and can sense the presence of firbolgs and a goblin. She keeps walking, and eventually hears a voice. A familiar voice. Hawk. He is standing by a tree, doing his business. She quickly apologizes and turns around, but before she knows it, she is tackled to the ground by Hawk giving her a big hug, asking where the hell she came from. He takes her to the rest of the tribe. They are all sitting together around some campfires, talking and conversing, but they all stop when they see Dandelion. Sage, looking stern, walks over to her, and looks down at her for what feels like an eternity, before embracing her in a long overdue hug. He apologizes for what they did, and that Wren told them what happened (they didn’t notice he was gone for the first days, but then got worried). Granny also told them what Dandelion has been up to. Aster and Bear come to greet their daughter, and eventually the whole tribe surrounds her, wanting to greet their long lost sister again.

    Dandelion tells them about the dream she had where she was visited by Faunus, but she wanted to visit them even though she can’t stay. The tribe makes it clear that even though she is on a path and she has to walk it, the tribe will always welcome her back. 

    She spends a few days with the tribe, telling them about her adventures, showing off her companions by using disguise self, and wowing the children with wildshapes and souvenirs. Droop walks up to her, and express his gratitude for her saving him. He asks if they killed the black spider, to which she responds that they did, but his body disappeared, so they don’t know if he is truly gone. Droop doesn’t seem worried, since he never met the man, so he’s probably safe. Corn is particularly glad to see Dandelion again. But all good things must come to an end, so she is led by Wren and Hawk to the outskirts of the tribe, where she says her goodbyes, before using the Hearthstone to return to the house. With a blink, she’s back in Ravenforge.

    Eve of Departure

    Just as she returns, Kal and Fie head out to get some drinks. Kal seems upset or annoyed, ever since Thervan told them about the mission to the north, and Fie wants to know why. After a while, and some drinks, she tells him that it’s just bad memories. She doesn’t want to go up north, but she will, as there is nobody else who can help. Fie has made a new persona, a mid-20s human named Luan. He tries to cheer up Kal, and she gets distracted for a while. In return, she starts asking about his background, and if he ever truly was a caravan guard. He tells her that he knew a guy named Theren, who was a guard, but he passed away on the job. He then took his identity as his own. She asks what he did before that, but him, being the secretive guy he is, doesn’t divulge much, only that he has been involved in some shady stuff. He does however confirm that he is from the same country Kal is. He has picked up that she was in the army, and suspects that something happened there that caused her to have bad memories from north, and she makes it clear she has hard feelings towards her former superiors.

    When they return to the house, Penny and Dandelion is sitting talking about maths. Penny has tried to explain to Dandelion what the mission is, but she is leaving out some details, so Kal gets her up to speed. 

    Morgan and Trixie gets ready to depart. As Penny is on a quest, and Morgan misses the tour life, suggest that Trixie can tour with him until Penny is done with her task, which Trixie is very happy to do, as she no longer has to pretend to be someone else. They give their tearful goodbyes to each other, with Morgan is making it clear that they will see eachother again. He gives Penny one of two sending stones, so she always have a way of contacting him if she wants to talk. Morgan turns to Kal, and says that he hopes that she will come around to mother, as she is concerned about Kal. She is not impressed, saying if she really cared, she would have made herself known to her. He explains that she probably has, without her realizing, giving her a wink. Before they leave, Penny begs Morgan to tell them something about the path ahead. He doesn’t know everything, as Mova is not omnipotent, she can read hints at the future, but not see it clearly. He does however reveal that he fears not all of them will make it until the end. But that’s just life. 

    With a flash, Morgan and Trixie departs to Elvenbridge, to head on a new tour, leaving the party behind, who are ready to head north to save the lost souls, and hopefully bring peace.

    Epilogue

    Kal, realizing they haven’t heard from Gundren in a while, shoots him a message, asking if he’s all right, and if he heard about Ruins of Phandalin. The response comes quick. He tells them “Yes, we made it out just as that vile woman appeared. Will send payment when forge is reclaimed.”. Kal relays this to the group, and they figure it’s probably Malice being Malice. She sends him a new message, asking if the woman was a drow. He responds that it was a bald human woman with red robes. Surrounded by ghouls. A necromancer.

    Seems like the party has some unfinished business to attend.

  • Chapter 45: Into the Unknown

    18th of December, 853 - 1st of January, 854TA

    Preparing for the Trip

    The party spends most of the day before leaving to gather supplies. They also leave behind a bunch of gold for upkeep of the house, and promise he horses they will be back. Having lost the cursed crystal ball, they acquire a new focus to use for scrying, and finds a hand mirror that will be suitable. In addition, they buy whatever they can find of diamonds, but due to the dragon attack on Khuzunzan, supplies are dwindling. After shopping for whatever material components they need, they meet Thervan on the docks, who briefs them on the situation. He reminds them that the main priority is to rescue their people, but if they manage to make a truce with Murzol then that would be preferable.

    The Unsinkable II

    Walking down the docks, they see a fine ship, with an extremely tall Katari captain standing at the helm. He looks at the party, and waves them to approach, clearly having been told who to look for. He welcomes the party to The Unsinkable II, and introduces himself as the captain Windy in the Wind. Elmroot and Kal both ask what happened to the first Unsinkable, but he makes himself busy, not wanting to answer the question. Shame? Pride? It is uncertain. When they board, Dandelion asks where the boat is, and Windy in the Wind steels himself for 5 days with this extremely sheltered individual. Before setting off, he tells the party they’re waiting on the cook, and shortly after a stern looking goblin comes wandering down the docks, dragging a big bag of food behind him. Windy in the Wind warns the party that he is to be left alone, as he has a tendency to stab people who interfere with his cooking. He also tells them he doesn’t know the goblins name, he just makes sounds when they ask him, and they just og by that. Today it seems the name is Grah.

    Setting Off

    As the ship sets sail in the night, Kal apologizes for the storm that is raging above them, and Windy in the Wind is confused at first, but when he sees her holy symbol he understands. He says it’s fine, he’s been through worse. Dandelion spends most of the trip being nauseous as she has never set foot on a ship before. Fie spends most of his days cooped up in his cabin, dreading the cold weather. Penny spends some time writing songs for the crew about the ship, and her performance even draws the attention of some merfolk. Dandelion manages to insult them, so they splash her with some cold saltwater, but Penny is just glad to finally have seen merfolk up close. 

    Kal in the meantime, has been trying to befriend the goblin. She does this by simply standing around him when cooking, and doing her best to intimidate him into accepting her. It seems he doesn’t appreciate it at first, but he respects the effort she is putting in. When she starts helping out, she brings out her bag of spices, much to the goblin’s approval. 

    The deckhand Hugh approaches Dandelion as she is trying not to be sick due to the unsteady ground, and Kal senses that he is interested, but Dandelion being Dandelion doesn’t notice or realize. Talk about barking up the wrong tree. 

    Kal also tries to go into the crows nest, much to the annoyance of the navigator Nalral. He allows her to stay for a short while, so Kal uses her storm magic to look through the storm to see what is ahead of them. She can sense that she can move extremely far, reaching almost 20 miles away by her approximation, before her vision becomes blurry. 

    Nearing the end of their journey, by the shore, they see a massive hulking creature, almost like a troll. It appears to have noticed them, and starts walking out towards them. It appears to be an old friend of Windy in the Wind, who introduces himself as Larth. He asks if Windy in the Wind’s passengers are going to behave, referencing a bachelor party that went wrong a while back. He promises that they are just passing through, so Larth gives them a push to send them on their way, making Dandelion lose her footing, falling straight into the arms of Hugh. Hugh and Windy in the Wind share a wink, but Dandelion is too busy trying no to throw up to notice. 

    The Northern Fort

    As they arrive at the docks, nightfall has come, and so the party sleeps on the ship for the night, before setting out in the morning. Before they do, Kal makes some candies, and gives one to the goblin, much to his approval. So much so that he tries to force her at knifepoint to stay on the ship to keep making food with him. He almost manages to convince her, but she sadly has to depart. They shake hands, leaving on good terms.

    Standing by the docks, with Argus and Ira stretching their wings, Dandelion notices that Kal is staring at the storm roaring to the north. She puts her hand on her shoulder, asking if she’s okay. Kal just replies that she doesn’t like the cold. Dandelion feels there is more to it, but doesn’t press it. Standing around, Penny tries to throw a snowball at Fie, but he easily avoids her throw. 

    Going east, towards the fort, they can see the winds whipping the snow across the peaks of the mountain. Getting close to the base, they can see a guardpost with a tunnel leading into the mountain. A couple of sentries raise their crossbows and demand to know who goes there. Fie simply responds that they are sent from the crown to reach the north, looking for missing people. The guards lower their crossbows, having been told of their arrival. The party is led by carriage into the tunnel, which appears to be dwarven made, most likely from when the dwarves called the north their homeland. It has since been overtaken by the orcs. After a couple of hours of travel into the tunnel, they reach an ancient elevator. The journey to the top is slow and arduous, and takes about an hour. Getting to the fort, they are led to their chambers for the night, ready to set out in the morning. Looking to the north, they see a massive blizzard raging. Fie dreads the “fucking cold”. He and Dandelion try to walk around to find someone who can tell them more about the north, finding a ranger who tells them that there seems to be two factions, one with blue warpaint. The factions do not seem to get along, and the war painted ones seem to be more hostile. They are warned about howling blizzards, dangerous creatures like dragons, winter wolves, and other creatures that come from below. Another danger is “The Cold”, an unknown entity wandering around restlessly. Extremely dangerous. They are told it would take at least two weeks to reach Darmurd, but they do not recommend going there. Murzol, whom they are trying to reach, never stays in the same place too long, as he has to wander around the various tribes to lead the orcish people. But the ranger recommends to the party that the orcs are violent people, and if they are faced with a group of orcs, the party should run away or kill them before the orcs get a chance. In the evening, Kal asks Udall if the weather is his doing, which it is, but it is not to help or hinder the party, it’s just weather.

    Into the Wild

    Going down the elevator and walking to the north to exit the mountain, the party dreads the journey ahead of them. It is an extremely windy morning, and a full on blizzard. They put on their snowshoes and sets out. The first day goes relatively fine, no orcs to be seen, no scary monsters, just bad weather, luckily the party has good cleather. They push ahead to find a spot to get shelter from the wind. Penny casts the tiny hut to keep themselves safe, but Fie asks everyone if they would also like to accompany him in the ring to get more comfortable. They do, so they get dragged into it, getting a nice comfortable rest for the evening. 

    The next morning the storm has let down a bit, so the owls take flight to scout the area. Argus spots a party of orcs, to the north east. They appear to be painted with blue war paint. Realizing this, the party tries their best to stay hidden, managing to avoid facing the orcs. They seem to be looking for people, but it’s unclear if they are looking for the party in particular or people in general. After the orc party has passed, they stealthily head north, and can see a frozen lake in the distance, most likely Lake Mordol. Kal uses a spell to clear away some snow, with Penny summoning the hut again. Dandelion wants some beasts to protect the ring and hut in case something happens in the night, and manages to summon Mr. Elk again, as well as a giant boar and giant badger. Kal, Fie and Penny all look at each other, having come up with an idea that could make travel faster. Penny uses seeming to make the furry trio look like a Woolly Mammoth with its offspring, with Fie fastening the ring in a thread around Mr. Elks neck. They tell Mr. Elk to travel as far north as they can go, and pop into the ring to rest and travel at the same time. 

    Long Lost Relics

    When the party emerges from the ring in the morning, just before dawn, Mr. Elk looks tired. The badger disappeared in the night, having fallen behind. Dandelion and Penny give lots of attention to Mr. Elk, and before he disappears as dawn approaches, he tells the party that he saw a hooded figure in the night, that just disappeared in front of his eyes. It seemed to be observing them.

    The party continues their trek, with Ira suddenly spotting something in the distance with his owl eyes. He gestures to them to follow, which they do. In front of them, frozen in a thick sheet of ice, they see what appears to be an ancient door. Kal uses a few charges of Destroy water to make an opening in the ice wall. Penny studies the door, trying to find traps, but it appears to be safe. She tries to open the door, using all of her strength, and manages to force it open. It wasn’t locked, just slow. Darkness can be seen beyond the door. Fie goes first with his fiendish eyes granted to him by his patron, with the rest of the party following close behind.

    The door leads to a set of narrow stairs, leading down into the mountain. After a short descent, they reach a hallway that opens a bit up. At the end of the hallway they see a large intricate door that is quite obviously dwarven with dwarven markings and imagery.  Fie and Dandelion both notice that the beautiful floor leading up to the door appears to be pressure plates, and in the ceiling they see a large hammer that appears to reset itself. Fie activates his flying, and floats into the hallway, looking for a switch or button to stop the trap. Guided by Dandelion, he finds a small lever next to the wall, on the ground, that seems to lock them in place, making it safe to pass. The rest of the party approaches, and the door is locked, by a pretty sturdy and intricate lock, but Fie decides to go for it. Guided by Dandelion and Inspired by Penny, he manages to just barely unlock the door, and it slowly opens inwards.

    Within, there appears to be an ancient dwarven workshop, dedicated to the study and production of Warforged. It appears to have been untouched for a few thousand years, as a thick layer of dust covers most of everything. They go through the room, finding a bunch of ancient relics and treasures, some potions, tomes and another blank tarot card like the ones they have found before. Penny also finds what appears to at first be a small statue of a dragon-esque creature, but when she turns a key, it turns into a clockwork familiar that follows her around, to help her. 

    As the workshop seems untouched, and out of view for most, they decide to stay there at least for the night, getting some good cover from the storm. 

    Dangers Below

    When the party emerges from the workshop, the weather is mostly clear. Some light snow falls from the skies, but the wind is all but gone. The owls fly around observing the area, watching for dangers, while the party wanders the snow covered lands, heading even further north. It does not take long for the ground to suddenly start shaking violently below them. Fie and Penny both take flight to avoid it, but Kal has no way to fly. Dandelion wild shapes into a giant eagle, and flies over to grab Kal out of danger, and just as she manages to pick her up and soar to the sky, a large centipede-like creature bursts out from the ground trying to eat her. The party, realizing that this thing most likely will follow them if they try to leave, decides to try to take it out. It being a wild beast, the party manages to do a lot of damage to it using int-based attacks, with Kal summoning an insect cloud that covers the area around it, hurting it and making it hard for it to move. Realizing it’s mistake, it tries to burrow underground to get away. Kal and Dandelion lands, with Kal running to the side to make it follow her. Dandelion notice that it is moving towards Kal, so she, Penny and Fie hold spells to attack it when it emerges. As it bursts out of the ground again, ready to feast on the cleric, Penny, Fie and Dandelion all release their held spells, with Dandelion getting the killing blow, causing the Remorhaz to explode, it’s smoldering body parts melting the snow and ice around it. 

    Afterwards, the party continues the trek northwards, but nearing the end of the day, both Dandelion and Penny can see a stormwall approaching from the east. It is moving fast, and is almost upon them, only about a minute away. Penny quickly starts summoning the tiny hut, with Kal once more using her Destroy Water spell to clear some ground for her. The stormwall hits just before the party is safe beneath the hut, causing them to take some cold damage. Seems that the storm is very dangerous to be caught in by the unprepared.

    The Cold

    Sadly, the storm won’t give up, causing the party to lose a little over a day, waiting for the storm to pass. When it does, they continue north once more, but they don’t get far before night is upon them again. Dandelion notices that they are being followed. A large shape is following them, and getting closer. They all realize that the description fits The Cold that the ranger was talking about, so Penny starts summoning her tiny hut once more, trying to get shelter, managing to get it up just in time before the Cold gets close enough. Looking out, they all see the glowing yellow eyes peering into the hut trying to find the party. Penny uses her detect thoughts, and all she can feel is “cold… so cold… need warmth… cold…”. The being lets out a terrifying groan, sending shivers down the party’s spines. Dandelion lights a torch and places it just outside the hut. As her hand exits the hut, it immediately starts freezing, almost getting frostbite, even though it was only out for a second or two. As the creature notice the torch, it moves towards it, immediately extinguishing it, with the smoke almost freezing mid air. Realizing that this creature will not let up, they have to come up with a plan to lure it away. Kal suggests using the thermal cubes and throwing it away, with them running the other direction, but Penny creates an oven, animates it, makes a fire within it, and sends it on its way to lure the creature towards it, away from them. It seems to be working, and they can see the slumbering, hulking creature disappear into the night. They quickly hurry the other way, and manages to summon Mr. Elk once more, doing the same routine of having him carry them through the night. This time, Penny uses Seeming to make it appear to be a larger version of the Cold, ensuring that it will not be disturbed in the night.

    A Presence in the Night

    As the party rests in the ring, watching the world pass by outside, Fie goes to sleep. As he enters his slumber, he can sense a presence trying to intrude into his dream. He can hear “give it back”, but his Ring of Mind Shielding manages to keep it out, not affecting him. He tells the others about it when they wake, with them wondering who they are and what they want. He thinks it’s fairly obvious, they want the Key back, but they might not know that they don’t have it anymore. 

    The Pass

    As the party emerge once more, just before dawn, they can see that they have reached a road that leads through a mountain pass. They’re having a hard time thinking about where to go next, continue north, head east, it’s very unclear. They do figure they should stay away from the main road, and sneak around to the south of it. Kal does a divination spell asking where they should go, and is told that “The direct path is not always the best, you should head east”. She casts commune, asking Udall to clarify, and is told to just head east, and they should find their way. She also learns that the missing people are not held at Darmurd, but held by the orcs who use blue war paint. Murzol is not with the missing people, and is not affiliated with the blue-painted orcs.

    The party sets east, with Penny using Seeming to transform them into orcs who has blue war paint, having Argus and Ira’s help to describe how they should look based on what they saw a few days ago. Dandelion also transforms her staff into a staff of autumn, to help them with stealth. She also communed with nature, and discovered that there are various game animals, winter wolves, ice elementals and orcs within 3 miles of their location. It seems that there also seems to be an influence from the elemental plane of air in the area, but it’s not possible to pinpoint where.

    The party doesn’t have to travel long before they hear rhythmic drums ahead of them, the sound carried by the wind. The storm makes it hard to see or tell where it is, but soon they can see the outskirts of a tribe in front of them. They decide to hide and observe, and notice that there seems to not be any blue warpaint on any of them. They do however see that there are women and children in the tribe. The party stays around for a while, observing, and notices that a couple of sentries wanders dangerously close, but they do not see them, thanks to Dandelion's spell veiling them. Penny uses her detect thoughts, and they seem to be on edge, watching for the “wrong” type of orc. They assume they mean the blue-painted ones. Kal does a commune once more, asking if they should talk to the tribe, but it is unclear. It is clear however that the tribe is not affiliated with the blue-painted orcs. With no way to communicate and them looking like the enemy to the tribe, they decide to move east. As they exit the mountain pass, the storm lets up a bit, making it easier to see, and they can now see that there seem to be more trees in the immediate area. Wanting to stay safe for the night, they look around for an abandoned hole they can put the ring in, before resting for the night.

    Fau’Nok

    The next morning Fie announces that they have just woken up in a new year. It’s January 1st, and what follows is a discussion with Dandelion about the sun, the planet, and how it moves around the sun. Dandelion is confused, and doesn’t see the relevance.

    They continue to head east, staying clear of the road to the north. After a couple of hours, they can see a figure sitting in the snow among the trees to the south of them. Ira is sent to examine them, circling abov, before returning. He tells them that the figure looks like a woman, and kinda like Dandelion, with pain in her face, surrounded by bones, feathers and sticks. They discuss how they should approach her, with Ira suggesting that he can just talk to her. Dandelion doesn’t like the idea as she doesn’t want him to get hurt, but Kal assures her it’s fine. Ira flies over, and they can see that he tries to introduce himself, but this just spooks the woman. They talk a bit, with Ira gesturing toward the party to the north. The woman turns, sees them, and tries to run and hide. The party approaches her, making clear that they mean her no harm. She asks them, in very broken Common, who they are, and why they are here, as they don’t belong, all while holding a knife towards them to protect herself. They tell her that they’re looking for some missing people. She asks them if they follow Grommok, supposedly the leader of the blue-painted orcs. They assure her that they do not, but want to find Murzol. She ponders the situation, and the party asks what she was doing out here. She tells them she is praying to Fau'Nok to help her. This causes Dandelion to absolutely lose her mind, as she immediately hears the resemblance to Faunus. The woman tells them that it is not Faunus, as Fau’Nok is an orcish god, but she has heard of the other gods, particularly Velho, the god of magic, whom she refers to as the god of spirits that grants powers. She was praying for help to clear a corrupted shrine nearby, and if they party can help her clear it, she will lead them to Murzol to negotiate. She tells the party that Grommok’s tribe hails from the Frostfang Pekas to the north, but she doesn’t know where they are exactly. Realizing that the party seems safe, she introduces herself as Draka Earthwhisper. She starts walking west, telling the party to follow if they want to help. Fie curses the gods, feeling like a pawn in their game, but comes along too.

    Draka leads them to the mountains, and after some hours into the valley and through a narrow passage, she stops, and gestures further, telling them that the shrine is beyond, and that she hopes they can clear it. She seems forthcoming, but Kal gets the impression that she genuinely does not believe they will survive.

    The Being 

    Entering the shrine, they can see that it is walled in, with a natural platform next to the northern wall of the half-cave that seems to have some writing on it. Dandelion approaches carefully, with Penny right behind her, having activated detect thoughts. Fie activates his flying, but walks carefully after them, Kal getting ready for a fight. Penny senses no thoughts in the area other than those of her group. Dandelion approaches the shrine, seeing writing that has been written down over generations. There seems to be no presence around, but as soon as she steps on the shrine, Penny gets a deafening scream into her mind, and as they all look up, they see a disturbing abomination emerging from nowhere, made of what appears to be several body parts of various orcs and creatures, screaming, heading straight towards Dandelion.

  • Chapter 46: The Cold Embrace

    1st-5th of January, 854TA

    The Abomination

    As the hulking abomination comes flowing down straight towards ElmrootKal springs into action, casting a shatter on it, hoping to impede its way. Sadly, the abomination is much more resilient than most creatures the group has faced before, and merely shrugs it off. Dandelion summons a fire elemental to protect and to distract, before trying to escape from the being, leaving Penny in its path instead. The abomination descends onto Penny, latching on to her, trying to absorb her into its being. Fie takes off, firing from a distance, to support and to avoid being put in too much danger. Kal, seeing the abomination trying to eat Penny, runs forward and slashes its tentacles to allow Penny to escape. What she hadn’t considered however is the abomination focusing on Kal instead, and as a reaction, tries to attack her instead. As it does, Kal uses her Wrath of the Storm, forcing the creature to be shoved back by a thunderous roar. Wounded and angry, the creature ascends into the air, releasing a loud roar that momentarily takes Penny out of it. As the abomination rests in the air, the fire elemental tries to throw whatever it can at it, but its shell is too thick to penetrate. Highwing, being summoned by Kal, fires arrows from a distance. Suddenly, several of the party members make eye contact with several of the faces trapped within the being, causing various effects to happen. Dandelion gets slowed, while Kal uses one of her new spells granted by Udall to jump with thunderous effect straight through the abomination to a point in the ceiling, causing a lot of damage, but doesn’t manage to force it down. At one point, Fie gets struck by a psychic blast, causing him to go unconscious, but Dandelion uses a high level healing spell to bring him back. The abomination, seeing that it is outnumbered and outgunned, having taken a fair amount of damage, and now acting more like a cornered beast, releases a final flurry of magical effects before slinking out of the cave through a crack in the ceiling. One of these effects hits Dandelion, causing her to suddenly drop to the ground right next to Penny, no longer alive.

    The Soul Taker

    Penny, sends an animated boulder after the abomination to finish it off, before turning around, creating a diamond in her hands, cradling Dandelion's dead body in her arms, hoping for aid from Kal. Kal, hanging on the ceiling, sends Highwing after it, before descending to the ground again, and runs over to Dandelion, takes out the remaining diamond she needs, preparing to revivify her. Fie flies to the crack in the ceiling, peering after the abomination which is being pursued by Highwing, and fires a final volley of eldritch blasts at it, before it disappears in the storm. One of the beams makes contact, causing the being to disintegrate and various body parts fall to the mountainous cracks below. It is defeated.

    Kal, telling Faunus that he can’t have this one yet, uses her divine powers to drag Dandelion’s spirit back into her body. Dandelion, now in the eternal forest between worlds, sees a woman in front of her. She puts her hand out, caressing Dandelion’s cheek, saying “Fear not, child.” Before Dandelion gets a chance to respond, she is shunted violently backwards, away from the goddess, and back into her body, looking up at Penny, teary eyes, caressing her, and Kal, looking very determined over her, telling her that they can’t lose their best healer. 

    The group spends a moment healing each other as best as they can, with Kal going to retrieve Draka who is waiting further down by the entrance. She asks Kal if they did it, and if they all made it, to which Kal responds that they did, and they are. She gives a brief thanks, healing Kal with her cold touch, before walking into the chamber, straight past the rest of the group, over to the shrine. She puts her hands up to the various runes that were invisible at first, but are now glowing, before looking over at the party, asking if they want to get in on this. The party makes their way over to Draka and the shrine, touching various runes, and feeling that the room gets slightly warmer. She thanks the party for purifying the shrine and confirming the abomination was vanquished. 

    Resting in the Shrine

    As the storm is roaring outside, and nightfall is soon upon them, they think it wise to rest in the shrine for the night, and then head east to Draka’s clan in the morning. They invite Draka to rest in the ring, causing the owls to stand guard outside in the tiny hut. Draka is fascinated and not the most willing participant, but she goes along with it. 

    As the party is resting in the ring, Draka comes over to Dandelion, asking what she saw when she was between worlds. She describes a woman, before casting disguise self to look like her. Fie and Kal both recognize her, having seen her when they too were between worlds, with Penny also recognizing her from various depictions and descriptions from Morgan. Mova in the flesh. A beautiful, but sad looking, pale woman, draped in black clothing. Draka calls her Moreshth, the Soul Taker. Seems like Fau’Nok and Moreshth are the orcish names for the gods they know. 

    They ask when the abomination caused havoc, and she tells the party that it started appearing around a year ago. The same with the storm, the north has always been cold, but the roaming storm has grown even more stronger over the last year. The party fears that this might be connected to the cult following, and their influence. They will have to talk to Thervan about this. They tell Draka about their task, to find the missing people, asking about Murzol. What Draka knows is that Murzol has been chieftain for almost 10 years, but his brother Grommok, returned from exile about a year ago, and has been gathering allies. Grommok is the older brother and was set to become chieftain after their father died, but Murzol became the leader instead. Apparently, Grommok wanted to abandon the orcish ways, so the tribes went against him, causing him to be exiled. He returned from Crags of Despair, more powerful than before. The party ponders the situation, before retiring for the night, going to sleep.

    Heading East

    In the morning, before they emerge from the ring, Draka is gone. Dandelion is a bit sad by this, as she wanted to talk more to her about Faunus/Fau’Nok, but when they emerge, they see Draka sitting by the shrine, having a conversation with the owls. She compliments Dandelion on her beautiful companions, which the owls are happy to hear. The storm is still roaring outside, but they don’t want to waste too much time, so Draka takes charge and leads them out east towards her clan. After about six hours, the storm finally lets up, and the owls get to stretch their wings. During their walk, Dandelion walks next to Draka to hopefully learn more about her beliefs. Draka is very reserved, and not too trusting of outsiders, despite them aiding her. She does however tell her about Fau’Nok, which is more of a spirit of the lands; wilderness, peaks and the valleys. She mentions Kihra, the goddess of change, which Dandelion recognizes as Kia, the spirit of seasons. Velho has the same name, but is referred to as the granter of spirits, as opposed to the spirit of magic. Draka makes it clear however that not all orcs follow Fau’Nok. Most warrior orcs follow Gruumsh, the orcish patron of war. 

    As they are wandering towards dusk, Thervan suddenly appears, startling Draka. He quickly tries to calm her down, by acting like a total fool, showing how little he thinks of “lesser” cultures. The party scolds him for this, and gives him an update on what they have discovered, with the abomination and the storm. They also tell him about Grommok which seems to be the clear threat. Seems Thervan didn’t know about Grommok, but he is concerned by the report about the storms, but is unsure if it is connected to the cult or if it is just a coincidence. Thervan thanks them for the update, telling them he will not check up on them like this unless he hasn’t heard from them in a while, before turning around, his projected image disappearing. 

    Midnight Travel

    Hoping to cut down on the travel time, they try to summon a beast from the bag of tricks, and miraculously, Master Elk reemerges once more, giving them a way to travel during the night. They debate what form to give him again, whilst explaining to Draka the situation, and that they can travel in the ring during the night while Master Elk walks. She is not too fond of the idea, finding the ring too hot to sleep in, but goes with it. They decide to keep doing what they always do, and cast seeming on Master Elk to appear as The Cold once more. Draka recoils by the look, having heard of the creature before. She calls it Nocturnus, explaining she doesn’t like daylight. Fie asks Kal to prepare a daylight spell just in case. Draka tells Master Elk the way to her tribe, to follow the path to the mountain to the east, and that the clan is at the base of it to the north. Seems she doesn’t need Dandelion to translate, being able to talk to beasts as well. 

    When they enter the ring, and go to rest, Penny is having a hard time. She is dreaming of Morgan and playing in a tavern, before noticing a figure standing in the crowd. The rest of the people in the tavern melts away, with only him remaining. He reaches out to Penny, telling her to “Bring it back. It does not belong to you!”. She falls, and falls, into an eternal void, not being able to escape. When she wakes, she hasn’t gotten the chance to rest properly, but manages to resist against the exhaustion. When she tells the party about it, Kal thinks that Protection from Evil and Good could help resist the effect.

    The Clan

    Draka quickly emerges from the ring, as she can’t stand the heat, with the rest of the party following behind. The owls, having rested on Master Elk with a thermal cube, are happy to see the party again. The mountain has gotten a lot closer, and the clan should be just under a day away, so they continue eastwards to reach it before nightfall. As they arrive, they can see that the village is a fairly large collection of tents, surrounded by perimeter markers that show their territory. It is rested by the foot of the mountain, next to a frozen lake. They ask Draka how they should behave, and she tells them to just keep low, and not talk. She will converse with Thorgal about them, hoping to get them aid. Kal and Fie cast tongues and comprehend languages in preparation for the village. When they enter, they are met with the eyes of all villagers. The children are being led into the various tents, as their parents are afraid of these “invaders”. It is clear the clan mostly lives of fishing from the nearby lake. Scattered around the village are various spirit totems, most of them representing Faunus by Dandelion's recognition, as well as some other gods from her beliefs. A lot of the villagers are accompanied by dire wolves, with one that Dandelion tries to befriend in passing, causing it to wiggle its tail, before the woman who owns it reels it in.

    Draka leads them to a large tent to the outskirts of the village, and tells the two orcs guarding it that they are to take their weapons and keep them inside until the chieftain has had the chance to talk to them. They give up their weapons, but Penny gets to keep her instrument, as the orcs don’t see them as weapons. Little do they know… When they are led inside, Dandelion, studying the tent, notices that it is nomadic, like her tribe, but by the looks of it, they have stayed in the same location for at least a few years now. After about an hour, they can hear heavy footsteps approaching. Penny activates her detect thoughts, and can sense that the approaching figure is excited and interested in these new arrivals. The flaps on the tent open, revealing a large blueish orc with red tattoos, a little taller than Dandelion, with large tusks and braids hanging down the sides of his face. Thorgal, the chieftain.

    Audience with the Chief

    Looking over the group, Thorgal asks them what their purpose is in their lands, as they don’t see many “southerners” heading this way. They tell him that they are looking for a couple of emissaries that went missing some weeks back, and ask if they have seen them. Thorgal replies that he or his tribe hasn’t encountered any non-orcs in the last months, but as they were heading for Darmurd, then there are several ways they could have gone, and wouldn’t have come this way if they wanted to be stealthy about it. But, as they were going to speak to Murzol the Usurper, he can send a messenger to have him come to this location to speak to the group, or the group could head to Darmurd themselves, and speak to Murzol directly. As getting Murzol to come to the clan itself will take a few weeks at best, the party finds it wise to head there themselves. Thorgal accepts this, and promises that he will provide them with cloaks that marks them as not to be harmed by the clans, but cannot promise that Grommok’s orcs will honor it. As the crow flies, it will take about 7 days to reach Darmurd, shorter if they have help from Master Elk. 

    The party asks Thorgal what he knows about Murzol and Grommok, and he responds that he was in the same clan when their father, Kruznak the Conqueror died. Everyone expected Grommok to take over the clans, but Murzol spread word that Grommok wanted to change the orcish way of life, to abandon their time honored traditions in favor of a more peaceful existence, maybe even go so far as to make peace with the southern lands. This was not received well, and gave Murzol the opportunity to seize the clans for himself, inserting himself as warchief supreme. Grommok was forced into exile, and spent some time in the Crags of Despair. He must have found something there, because he returned more powerful and fierce than before. 

    The party also asks about the storms, and Thorgal theorizes that one of the shrines to the storm god must have been corrupted, as this is unusual. None of the shrines in the “lowlands” are affected, so he suspects that it is one in the Frostfang Peaks. He reveals that the orcish name for the storm god is Uduk. As the party has gotten Fau’Nok’s blessing from clearing the shrine, the storms are no longer lethal, but Thorgal warns them about Rimechain, an old white dragon that roams the lands, terrifying the orcs. The party takes note of this, hopefully they will avoid meeting her.

    Meeting the Community

    As the party’s intentions are revealed, Thorgal feels safe to allow them to rest in the village, and leads them outside, where a couple of orcs take them to their quarters for the night. As they wander through the village to a yurt in the outskirts, they get a lot of stares from children in particular, most that have never seen outsiders. Many are fascinated, some are scared. Dandelion tries feeding some of them goodberries, but the mothers are still a bit on edge, so they pull the children away, much to her disappointment. One child goes over to get one, and manages to grab one before it’s mother comes running after it, scolding the child, much to the enjoyment and laughs of the rest of the clan watching. Seems like tensions are cooling. She goes over to ask the chieftain if it is okay to bring her owls down. He allows her to, and greets them, complimenting their beauty. He asks Dandelion what she thinks of the north so far, and they talk a bit about her own forest and background. 

    During the evening, the group is invited to eat dinner with the rest of the clan. They are fed fresh fish from the nearby lake, and some wild game that has been caught. During the feast, the orc lady with the friendly direwolf from earlier comes walking over to Penny. She asks what she is, as she is much different from the others. She touches her face, thinking she is wearing makeup, but is surprised to find pink is her natural skin color. She asks what their business is in the north, and she tells the orc that they are looking for some people that went missing. The orc lady is about to ask something, but excuses herself. Penny tells her in her mind that she can talk to her. She turns back and introduces herself as Karga. Her brother, Barak, has been taken by Grommok and his men. She says he is a good warrior, and if they were to find Barak and bring him back to the clan, she would pledge her life to them if they needed. She introduces Penny to her pet wolf, Frostbite.

    Meanwhile, many of the children come over to greet the owls, who are careful not to speak. They do however appreciate the attention. As the feast comes to a close, Draka is chanting to the moon god, Runak, whom Dandelion recognizes as Aruna. The party excuses themselves, and retires to their yurt, with Penny playing a soothing melody for herself from her instrument, casting Protection from Evil and Good. This grants her a good nights sleep.

    Into the Storm

    The next morning, as the party prepares to head out, the weather is stormy. Not as bad as the corrupted storms, but it’s thick, cold, and windy. Before setting out, Kal does a commune with Udall, asking if he knows of another corrupted shrine, which he does. There is only one however, but it is confirmed that it is in the Frostfang Mountains. She gets a feeling that he waited to tell her so as to not distract her from her mission.

    As the party leaves, Kal casts light on a stick, throwing it to the children. Dandelion takes out some seeds, and druidcrafts some flowers for the children as well. One child asks for another one, and runs over to his mother with it, which she accepts, looking kindly at the group. Before they leave, they are given a cloak each, with distinctive markings, most likely signaling to let them pass.

    The party holds a steady course going north, being careful not to get lost in the storm. The first day goes without issue, and as night fall, they check if they can summon a fitting beast from the bag of tricks that can carry them through the night. The first one is a giant rat, whom is very cold, sad that it cannot help, but takes solace in wrapping itself in Penny’s collar. The next one is a badger, which Penny also accepts. The final ball is thrown, and a massive elk stands before them. Master Elk has returned again. They debate whether to disguise him as a dragon, but decide the smartest would be to just keep going with the regular plan of disguising it as the cold. 

    A Rude Awakening

    When the party enters the ring, and lays their weary heads to rest, most of the night goes uneventful, until they suddenly are awoken by growling. Master Elk, whom Dandelion can understand, tells them that he might need some help. Thinking quick, Dandelion, recognizing the growls as canine in nature, wild shapes into a direwolf, in hopes of resolving it peacefully. Fie prepares to fly, as he shunts the whole group out of the ring. Standing in the middle of a snow covered forest, they are surrounded by 8 large winter wolves, with cold magic coming out of their mouths, staring at the giant elk disguised as the Cold, and now the party.

  • Chapter 47: The Shadow of the Dragon

    6th-20th of January, 854TA

    The Duel

    As the party emerges from the ring, Elmroot in direwolf-form, they see eight large winter wolves surrounding them. One of them appears to be larger, the alpha. Dandelion tries to be submissive and show that they mean no harm, but the alpha suddenly speaks common, telling her that she can stop her theatrics. They demand to know why this… thing is so far north. He’s referring to Master Elk disguised as The Cold. Penny quickly drops the spell disguising him, to show what he really is. They ask why she can’t come this far north, and they reply that they have to keep the balance, as two beings of such power cannot be allowed to congregate, lest they invite the potential for great chaos in nature. He’s referring to her, the dragon Rimechainthat the party has heard about already. Penny reads the thoughts of the wolves, and they seem to be anticipating what their leader will do going forward. The alpha, who introduces himself as Skoll, challenges Dandelion to a duel, wolf to wolf. She reluctantly agrees, although she doesn’t want to kill anyone, and doesn’t want to be killed. 

    The battle between Dandelion and Skoll is fierce, with her getting in a few good hits, but the large winter wolf easily bests her with his frost breath and vicious bites, taking Dandelions ear off in wolf form. Penny and Kal try to help, but the surrounding wolves take notice and stop Kal, with Penny managing to sneak in a booming voice to give Dandelion an edge. During the battle, Kal realizes that the best way to go forward is simply to fight honourably, you won’t always have to win to get what you want. As a final blow, Skoll takes a running start and jumps onto Dandelion, pushing her on her back, and biting into her neck, making her return to her firbolg form. In “retaliation” she grabs his face and casts cure wounds on him, healing him a bit from her attacks. 

    Skoll is pleased with the duel, and tells the party that they can move on, but if they find them here the next dusk, they will not be so forgiving. They leave the party, with a few young ones thinking that the duel was pretty cool. The party gathers themselves, and has Mr. Elk carry them a bit further north to a place where they can rest in the tiny hut.

    First Sighting

    The next morning, getting a long rest for the night, they continue their trek northwards to Darmurd. The storm is picking up, with the Owls feeling miserable, even with their thermal cubes. During the storm, they all hear something large flying overhead. Dandelion picks up the sound of metal against metal. They wonder what the sound is, and if a dragon might be wearing armor. Fie says it’s very unlikely that a dragon is wearing armor due to them being too prideful. Luckily, it doesn’t seem that the dragon noticed them, so they press on towards the city. At night, they summon Wolfsleigh from the bag of tricks, give him a thermal cube and jump into the ring. 

    The day after the storm has cleared, and they have clear visibility into the northern mountains. Far in the distance, just over a days' march away, they can see the city of Darmurd, or at least its borders; a massive wall protecting the valley within, with tents and huts littering the sides of the valley. They realize they cannot reach the city in one day, so they make camp some miles outside of its reach, and rest for the night in the hut. The night passes without any encounters, but in the morning, Kal can feel a presence, but cannot see where it is from. The others notice it as well when she points it out to the rest of the group.

    Negotiations

    As the party finally reaches the gates of the valley, they have been spotted. The cloaks they got from Throgal ensures that they are not shot on sight. After a short while, the gates open slightly, and an older looking orc comes out to greet them. He asks who they are, with Kal replying that they might have a common enemy, and wishes to speak with Murzol. The orc returns to the gates, which closes, without giving a response. While waiting, Kal casts tongues on herself, as the gates finally open, and they are let in. Entering, they see a vast valley filled with thousands of orcs, preparing in various ways of warfare. They are escorted by a group of guards surrounding them with spears. The long trek through the valley leads to a massive dwarven city, with a large doorway leading into it. It seems it once had doors, but they are long gone. Within they can see several layers of what once was the great dwarven capital of Krunbar, now repurposed to be the orcish capital. 

    In the city, they are told to wait, as one of the guards venture further into the city, returning shortly after with an orc woman. She looks incredibly strong, and could easily take anyone in the party in a one on one. She tells them in common to follow her, as she leads them up a long winding staircase to the chamber of the chieftain Murzol.

    In the chambers, they see a large stone table beneath a massive gemstone hanging from what looks like a natural rock formation. They immediately recognize the glow and shine as it resembles their own Hearthstone.

    Murzol the Usurper, sitting on his throne, gestures to the woman, whom he refers to as "Shargra", to retreat. She heads to the back of the room, into the shadows. He gestures for the party to approach, and to say their piece, before they have to depart. Kal takes charge, explaining that they have met with the warchief Thorgal, and that they are looking for missing diplomats. He tells the party that he met with the missing people, and told them the same thing he is going to tell the party, that he and his orcs are not responsible for the attacks on the southern lands, his brother is. He retells the tale they have already heard, that his brother was exiled for his beliefs, that the orcs should change to be more docile, but in his exile he found something. He returned more feral, dangerous and violent. Murzol wanted to unite the tribes against the south, to be independent, exclaiming that he doesn’t need the southern interference, and he knows that they send spies and rangers to observe, which he despises. Grommok is trying to upend the status quo, by attacking the southern lands, trying to force the south to go to war against the Thax’ning Tribes. Murzol reluctantly tells the party that he could be convinced to discuss a peace with the south, as long as they take out Grommok, and end his insurrection. He looks to Kal, sees in her eyes that she knows war and killings, and that she knows what sometimes must be done. 

    He tells the party that the emissaries from the south was sent to the fortress of Grommok along with a squad of orcish warriors. Sadly, only one survivor returned, all others having perished on the journey there or during their encounter with Grommok. He told them that Grommok has something embedded in his chest, a small red glowing crystal. One he did not have before. The party originally suspected that Grommok might be under the influence of an evil god, but now realize that he might have encountered one of the divine shards, specifically the Shard of the Warrior. Murzol requests that they bring the shard back to him, saying it belongs to the orcish people. Kal counters by saying with him talking about the strongest thrives, and the weak perish, it’s only fair that they get to keep it, if they manage to defeat him. Surprisingly, Murzol sees the logic in her thinking, and agrees, as long as the shard isn’t used against his people, to which the party promises. 

    The party asks if Grommok has any strong allies, to which Murzol replies that his trusted lieutenant Zugor, is a powerful magic wielder. He describes him as a shaman, but the southern word would be druid. They both worship Gruumsh, and Murzol knows that his brother doesn’t easily abandon his beliefs.

    Finally, the party asks about any corrupted shrines, with Penny pointing out they have already helped vanquish the corruption from one shrine already, belonging to Fau'Nok. Shargra is impressed to hear this, and tells the party they indeed suspect that one of the shrines of Uduk might be corrupted, causing the storms to be more fierce and dangerous in recent times. They all seem to be impressed with Kal being a follower of Uduk, but even more impressed by the fact that she talks to him. They don’t know where the corrupted shrine is, but as Kal told them he led her to the last corrupted shrine of his, then he probably will do it again when they get closer.

    Before leaving, the party asks if they can rely on help from the orcish clans for rest and help, to which Murzol replies that although they answer his call when he demands it, they are mostly self-sufficient. If they want to ask for their help, they have to do so themselves, either by impressing them, or by forcing them. The party thanks for the audience, and take their leave. Murzol tells them he will give them a giant goat that will ease their travels to the north. As they walk past the giant gemstone in the center of the room, it flares, as it has already done once before during their talk. They ask about it, with Kal asking to examine it. Muzol tells them it is forbidden, it is a relic of the long lost dwarven kingdom, and is holy. They know not it’s purpose, only that it flares randomly, sometimes several times with seconds apart, other times it goes days without it flaring. Kal suggests that they could help discover its secrets, but Murzol tells them they have to deal with Grommok before such negotiations can take place.

    As the party descends the winding staircase into the city proper, and into the valley beyond, they can see Argus and Ira desperately try to dodge out of the way of a few orcs trying to shoot them down with arrows. Dandelion pleas with them, telling them that they’re her owls, and not to be harmed. Shargra walks over to the orcs, and slaps one of them on the side of their face, yelling at them in orcish. In anger, the orc kicks one of his companions, and walks away. Dandelion thanks her for her help. By the city gate, there is a large pen of giant goats. Shargra talks to the keeper, and they are given one giant goat each, which the party inevitably must give a name. Before departing, Dandelion greets Shargra with a blessing of Fau’Nok, much to her pleasure. She tells Dandelion that perhaps not all of the south are savages as they originally thought.

    An Old "Friend"

    Traveling with the giant goats makes the journey go much faster, allowing them to reach the pathway leading to the mountains in a little over just four days. During the night, as Fie keeps watch, he notices the same presence they noticed the day before. Looking around, he can see the hooded figure in the darkness. He waves at it, thinking to himself “long time no see”. Fie casts message at the being, asking who it is. He doesn’t get words in response, but more a feeling that the being is… not quite friends, not quite an ally, but not an opposing force. While staring at it, he blinks, and the figure is gone. He tells the others about the experience when they wake up, before setting out on goatback again. 

    During the next day's travel, Kal notices something to the side, between some boulders. A black shape, but she can’t quite make it out. 

    The Obelisk

    As the party enters the chasm, they can see a 15 feet tall obelisk, made of what appears to be shining obsidian at first, but as they get closer, they see that the stone is jet black, covered in a layer of ice. When they step on the stone circle it stands on, they see glowing runes beginning to move around on its surface, as if projected onto it. Fie casts discern languages on it, and notice that three of the runes that float around on it has meaning, the rest being just imagery. The three runes make up the sentences “Warmth lies within”, “Fear the cold” and “Frozen hearts”. Noticing that the runes can be manipulated by holding their hands near them, they have to put them in the correct order. Penny tries to touch the obelisk directly, as she notice it emanates cold, pushing away snow, but it just causes her to take a serious amount of cold damage if she didn’t have resistance. They try a few combinations of the runes, before they come across the correct solution: “Fear the cold, frozen hearts, warmth lies within”. The runes lock into place, glowing a bit brighter. Nothing happens though. They realize they have to solve the riddle, so Kal tries to cast destroy water on the ice, but nothing happens. Dandelion finds an old tree branch, warps some cloth around the end, and lights the torch. As soon as she gets close enough to the obelisk, it absorbs the fire, extinguishing it, causing the whole obelisk to melt. The party moves back, as to not be drenched by the water, which then returns to the center, forming a chest. Within the chest, they find a bunch of old useless maps, a chest of old dwarven coins, worth double of what regular coins would cost, a 1000gp diamond that looks like a piece of ice, a chain that grants resistance to cold and can cast fire from, as well as a Wand of Wonder. They pocket the items, and head onwards towards the pathway. 

    Second Sighting

    During the night, both Penny and Argus sees the silhouette against the night sky of a dragon, flying a few miles south of them before veering north/north west, before passing over them. They tell Dandelion about it, before going to sleep. Dandelion and Ira have a heart to heart about dragons, with Ira wanting to go back home again, and that he appreciates Penny having made such a good connection with Argus. Ira has begun to realize that everyone in the party have their own flaws, and appreciates that they have each other. 

    During Fie’s watch, he can suddenly hear loud footsteps approaching. He sees a frost giant checking out the goats, and as it goes to pick one of them up, he casts a message at the giant, telling him to not dare touch his goats, in a menacing and threatening way. The giant freezes mid reach, and simply apologizes to the unseen voice, before running away. This wakes the party, but Fie just tells them to go back to sleep. He then wakes up Kal when his shift is over, and she begins making breakfast. During the cooking, she can hear a dragon's roar coming from deep within the mountains, sending a chill down her spine. 

    In the morning, Kal has solved the problem of naming the goats, as they all want to be called Horn. This is too confusing, so they name them Bolthorn, Glitterhorn, Smolderhorn and Hornhorn. The goats wonder now since they have gotten names if they are to be coming with them south when they are done in the north. Fie cannot bring himself to tell them that he would be surprised if they survived the whole journey. Penny spends the morning making snow-aasimars. 

    The following evening, after another days travel, Kal tries to convince the Horns that they have to be quiet during the night. Most of the night goes fairly uneventful, until Kal’s watch, where another frost giant tries to grab one of the goats. A younger one, looking very unsure of himself, so Kal casts a message at him to intimidate him. She does so well that he becomes scared, and tries to run away, but Kal invites him to stay for breakfast instead. He stops in his tracks. looking at the tiny humanoid that appeared from a bubble, but doesn’t run away. She gives him a large bowl of stew, which he scoffs down, but still looking suspicious. The rest of the party emerges, and he introduces himself as Iskaldur. They talk a bit with him about his tribe, and how he knows common. He tells them his father taught him common, as it’s important for “diplomatic relations”, but as Iskaldur describes these diplomatic relations the party realize that it just means raiding and pillaging southerners. Fie convinces him not to tell his father about them, with Iskaldur suddenly realizes that he cannot let his father know that he met with people, so he quickly throws up the stew and hides it beneath some snow, complimenting the taste as it came up. As Iskaldur leaves, the party quickly gathers their things, realizing they might have overstayed their welcome.

    Ascension

    As they reach the pathway leading into the mountains, they all see the dragon flying above them in the distance. As it is daytime, they see the white skin, signifying that this is indeed a white dragon, but it seems to be wrapped in what looks like chains or something. Suddenly, the name Rimechain makes a lot more sense. Heading into the path, the owls scout ahead, causing the party to avoid many dangers, and during one night, Kal finally has a vision from Udall about his shrine. She is dreaming of a crossroad with a stone that has been impacted by several lightning strikes, and her vision is taken to the left, up and down winding roads, through caves and beneath vast valleys, before she reaches a platform, containing a standing stone with the symbol of udall on it. It is glowing, but she senses that the glow has been diminished. Suddenly, the wind picks up, twirling around the stone, causing her to drift along with it, before something grabs her and pulls her away, out of the dream, waking her up. They have their heading.

    During one of the days travel, they are forced to walk into a narrow mountain pass, and as they reach the middle of it, both Argus and Ira suddenly flies away. Dandelion notices the danger just in time, but the rest aren’t as perceptive. Two ropers suddenly make themselves known, grabbing a hold of the party, and their goats. The ropers seem to be of a different species, with longer reach, and a paralyzing essence on their tentacles which inhibits the parties ability to escape. The battle is fierce, and the party manage to get a few good hits in, with Dandelion casting blight, Penny casting steel wind strike, releasing herself and Fie from their grasp, with Kal summoning a storm of lightning to help defeat them. Before they manage to take them down however, Smoulderhorn is eaten by one of the ropers, and Fie, his rider, is also taken down as well. He manages to dimension door out of their reach, and stabs himself with Caduceus to heal himself. With a final lightning bolt, both of the ropers are defeated. Smoulderhorn lies dead on the ground with a large part of his chest missing. Dandelion pleads to resurrect him, but the party cannot spare the diamonds. Penny leads the goats away, as Kal harvests what she can from the goat, using her experience as a cook. She also harvests the horns, to be used for later. Dandelion decides to fly with her owls in wild shape, letting Fie ride on her goat, as to not slow them down.

    On the way, Kal asks if Penny could use the jewelers kit they found to embed some gemstones into the horn, so that she can use it as a spell component for clairvoyance. Penny rises to the challenge, managing to craft a beautiful pattern of the symbol of Udall using a few gems they have acquired during their travels. 

    Third Sighting

    When the storm finally picks up, Kal uses her vision of the storm to scout ahead, trying to find a safe way going forward. A big obstacle is readily apparent. Rimechain, clad in chains, is feasting on a fresh mammoth kill, just half a mile up the road from their location. Kal finally gets a clear view of the dragon, and can see that she is adult, going on ancient, so she would be a mighty challenge if they want to take her on. She does however also notice that the chains must be a remnant of a capture that the dragon has experienced before. The chains have begun to grow into her flesh, like a fish tangled in a fishing line. Kal emerges from the vision, and tells the party about this. Fie doesn’t like it, as chromatic dragons in general are evil. There are of course outliers, but in general, if it is chromatic, just assume it will try to eat you. Hearing about the chains, Penny wants to help her, but everyone tries their best to convince her that it is folly. Penny uses the sending stone she got from Morgan, asking him if she should help. He tells her an immediate no, and casts a sending to Kal to ask what the hell Penny is up to. She explains the situation, and Morgan casts a new sending to Penny, begging her to leave it be, as it would be dangerous. She already lost him once, he doesn’t want to lose her now. This convinces Penny to not pursue the matter further, although the thought of Rimechain being in the situation pains Penny. They decide to wait a bit to see if Rimechain will move on, and after an hour, Kal uses clairvoyance on the spot, now hearing the dragon snore. They realize that the best thing to do might be to take the long way around. 

    As the party continues their trek, they still haven’t reached the crossroads, but realize they must be close, as they are nearing the peak. In a valley, as the storm rages above them, with howling winds and snowflakes pestering them, Fie can make out a few shapes on the road up ahead of them. A couple of griffons, and they look agitated…

  • Chapter 48: The Price of Purity

    20th-23rd of January, 854TA

    Helping the Innocent

    Stopping in the middle of the mountain pass, facing down the pair of griffons in front of them, the party holds back on approaching. Elmroot in owl form flies up, and can see the reason for the agitation. A smaller griffon lies among the rocks, with its wing and leg broken, apparently having tumbled down and crashed among the rocks. She returns to the others, and explains the situation. Kal takes out some goat meat and hands it to Dandelion, as she and Penny approaches, with Penny playing a soothing tune, hoping to show the griffons that they wish them no harm, and only wants to help. It seems it is working, as they relax a bit, while the presumably mother of the wounded griffon moves back to the infant, looking over it. Dandelion calmly walks over and makes a wound in her hand which she heals with magic to show what she is trying to do. It seems the griffons understand, as they do not try to stop  her. Penny’s soothing music also helps. Dandelion leans over, places her hand on the infant, and tries to cure its wounds. The wing snaps into place, and the exposed leg-bone is reformed and healed. The infant rises up, takes a few steps, before galloping off into flight. The two parents thankfully look back at the party, and follow shortly after. Left behind are a few feathers that must have come off during the fall. Both Penny and Dandelion picks one up as a memento, Dandelion putting it in her hair, with Penny fastening it to her belt.

    Crossroads

    Dandelion returns to her owl-form, and takes flight along with Ira and Argus, scouting ahead. Seems the party is in luck, as there seem to be no more dangerous encounters in the path in front of them. After a few hours however, the path diverges, and splits into two. Kal immediately recognizes the area, the same area from her dream. A large flat stone lies in the middle of the split, covered in snow. Kal walks over, and brushes it away, revealing a hole underneath, with smooth black glass emanating from it, as if it has been hit multiple times by lightning. This is the signpost that Udall was showing her. Looking up towards the mountain east of them, they can barely make out what appears to be some ancient dwarven structures. To the west, about a days march away, they can see the storm coalescing. They have to decide which way to go first. Fie points out that last time they purified a shrine, they were granted a blessing by Udall. If they take the shrine first, he might be generous enough to grant them another boon that could help them when facing Grommok. The rest of the party agrees, and so they take their goats, and head westward into the storm.

    Shortly after heading west, they are spent for the day, so they choose to settle down for the evening. During the night, Dandelion and Ira notice that there seems to be a small campfire a few miles ahead of them, barely distinguishable through the night. The light snowfall makes it harder, but not impossible to spot. Kal also spots what appears to be smoke coming from the same area during their watch. It seems that there is someone in their way.

    The Traveller 

    The next morning, they wonder who is waiting for them up the road, but decide the best way to find out is to go there. After all, they have to go that way anyhow, so might as well just get it over with. Dandelion takes flight as an owl once more and scouts ahead. After about an hour of traveling, they are nearly at the campfire, and Dandelion can see that it is just some old guy, fidgeting with a book, sitting by the roadside. She sends Argus down to tell the others what she sees, and they spend some time discussing how to approach it, if Dandelion should just fly down and spy on him. After talking for a while, Penny gets tired of waiting, and much to the annoyance of the others, starts heading towards the man around the cliff side. The rest reluctantly follow suit, with Penny forcing their hand. When they reach the man, he simply greets them, mentioning that he wondered how long they were gonna wait until they made themselves known. They ask him who he is, just sitting by the wayside, and he simply responds that he is a traveler. He asks them where they are heading, with Kal responding that they can be called “pilgrims”. He takes a note of that in his book. She pushes him for a name, and he gives a cryptic response, but eventually say they can call him Silas Wayfarer, if they need a name. He also mentions that he is from a place far away, but that’s not very interesting. He asks the party who they are, and Kal introduces herself, with Silas correctly guessing that it’s short for Kalyssandra. She asks if he’s heard about them, and he mentions that he has heard about many adventuring parties, some taking down a beholder, but he wonders if they’re not the group that took down that dingusdown in Wave Echo Cave. He has heard of them. They ask him how long he has been around here, and he doesn’t give an answer, other than to mention that the weather hasn’t been right every since that “thing” took hold of the nearby shrine. He offers them a piece of advice: If things seem too difficult, retreat is a viable option, to fight another day. The rest of the party is very skeptical about Silas, but Kal sees something in him that makes her trust him. Fie is skeptical about the whole situation. Prodding him, they ask if he has advice specifically for the area or the shrine, but he just mentions that the thing in the shrine is a bit above his reach, but that they should watch out for the dragon looming around. He was cornered by her, but he convinced her he wasn’t worth the trouble. Basically, Silas is a traveler, collecting stories, meeting people. Dandelion in owl-form sits on Penny’s shoulder, and tries to talk to him, and he responds, showing he speaks owl. She points out that he seems to know more than he’s letting on, and why he is here, now, but he only gives cryptic answers. Penny tries to stealthily read his thoughts. Whatever is within almost overwhelms Penny, but she can hear him mention that it’s rude to go rummaging in other people's heads, with a smile and a twinkle in his eye. 

    As the conversation has taken is course, he gathers his rucksack and walking stick, and heads out. As he is walking away, he turns around and mentions “by the way, my friend wanted you to have this. He told me to give it to you when I met y’all.” He flicks a tarot card at the group. The same one that the group has found before. Seems they have a common acquaintance. As he walks around the bend, Ira tries to follow him, but as soon as he is out of reach he disappears. The party reflects on the encounter, before deciding to carry on. 

    Totally not a Frost Talus

    After half a days travel, they finally reach a cave, the same one Kal flew through in her dream. As the winds are ravaging the mountainside, the owls are forced to stay on the ground, and the party realize that flying or climbing around will be next to impossible. They decide to take the most fitting route, which is through, as Udall showed Kal. The path is narrow, and difficult to ride in, so the group dismounts and guides the goats through. When they reach a large open chamber, they see a massive frozen boulder, contrasting the dark stone around it. Around them, in the corners, they see stone moving, much like the earth elementals they have met before, so they have to be extra careful. Dandelion changes her staff to be of autumn, and casts Pass without Trace, so that the party can sneak through the cave. Things seems to be going well, but HornHorn is a bit too noisy, so suddenly the large frozen boulder begins to move, and rises up, shaped like a large vaguely humanoid shape with two arms and legs. It has sensed the vibration in the ground from HornHorn, and prepares for a fight. Just as this happens, Penny suddenly disappears, finding herself in a damp, old shop, with a woman greeting her “Aah finally. Time to repay your debt.”. The rest of the party has no time to think about this, as the earth elemental flings both its arms at Kal and Dandelion, before hiding behind a stone pillar. Fie takes flight, and attacks the stone elemental, noticing that using fire causes the frozen effect to thaw, and it becomes less powerful. Dandelion summons a giant constrictor snake, which is a far cry from what she was hoping for, but she’ll take it. They soon figure that the earth elemental has a weak spot on its back, so fie tries to fly around the side, but this draws the attention of the elemental, causing it to try to throw its arms at him, after regrowing them. The constrictor snake takes a direct slam from the elemental, but survives, thanks to Dandelion's feature as a mighty summoner. 

    Abducted

    While this is happening, Wanda has decided to collect on Penny’s debt. She says that she cannot reach her favorite box, which Penny can see is on the top of a very tall bookcase. Penny activates flight from her instrument, and flies up, grabbing it for the hag, before descending, giving it to her. Wanda casually waves her hand at Penny, saying “thank you, your debt is paid”. As Penny is about to disappear, she can see that Wanda walks into a backroom, and a half elf seems to be tied to a chair, gagged staring in desperation at Penny. Suddenly, Penny finds herself in the cave again, and sees the elemental in front of her. She reflexively takes out her newly acquired Wand of Wonders and uses a charge. The energy emanates from the small space in the core, before bursting out, revealing an elephant next to the earth elemental. It panics, attacks the elemental once, and then runs away, after the goats who retreated at the start of battle. Dandelion summons a panther from the bag of tricks, and Penny finishes it off with a dissonant whispers, causing the elemental to retreat, and crumble into a pile of rocks. Having dealt with the danger, and seeing the elementals not attacking, they go after the goats. Finding them outside, they can see that they are scared of the endeavor, and in the distance, a confused elephant is running down the mountain, wondering where it is. Penny thinks it is probably a distant cousin of Vrendol, which the party finds offensive. 

    When they return to the cave, the earth elementals that were looming in the corners have approached the stone pile. Fie tries to persuade the elementals to allow them to examine the remains. They seem to retreat, allowing the party to go through them. They find little of value, as they realize the magical energy that could have been harnessed has already dissipated, and probably requires special equipment to acquire. They take a short rest outside the cave, using the coffee pot to make it faster. Penny uses her sending stone to tell Morgan about Wanda, but he doesn't know what she’s talking about. Fie covertly sends a message to Alexis through his book, telling her about Wanda and that she has kidnapped someone. He gets a response inferring that this is not the first time, but she will take care of it.

    The Final Climb

    The group continues on up the final climb to the shrine, and can feel the biting cold get stronger as they get closer. This is the heart of the storm, as they can see bursts of cold energy flowing from it from time to time, as well as the constant flashes of lightning and roars of thunder that pummels the heart. Udall is trying to penetrate the barrier, but is unable. The storm wall is also very thick, making it almost impossible to see within, but they do see a large serpent-like shadow floating around inside. Dandelion sits down to take a commune with nature, trying to find out what they’re facing. It seems like there is a powerful elemental, unlike any she has encountered before. There also is a fiend of sort, with energy that reminds her of her encounters with Vuthul in The Stone Temple. There also seems to be influence from the ethereal realm, almost like a thinning, the barriers are weak in the area, with no sign of animals or other creatures. 

    Sitting outside the flowing winds, the group decides to brainstorm, thinking that it might be smart to stick their heads in, test some spells, and retreat to prepare with what they know. It’s been going on this long, what is another day? They decide to enter, climbing up the last part of the plateau, reaching the windy wall. The cold is biting at their faces, making it difficult to see, but then they get through. Just as her dream, Kal and the rest can see a large stone slab in the middle of what appears to be a frozen lake, surrounded by six smaller rocks that seems to be feeding it energy. There is a light in the form of Udall’s symbol, but the light seems to be restricted somehow, pulsing with what can best be described as an “evil” energy. The large creature above them looks like a mix between a dragon and a snake, with many wings on its body. Fie recognizes this as a Tempest, a creature of myth, not many existing. It seems to be covered in black sludge, seemingly corrupted. Previously the guardian of the shrine, now it's prisoner. The party can’t help themselves from feeling heartbroken by the sight, as it’s beauty has been tainted. The tempest locks eyes with Kal, almost begging her to reach the shrine itself. Penny uses major image to make an illusion of an orc on the side, as the tempest seems to be letting them stay on the sides without attacking. As soon as the orc crosses the threshold of the surrounding rocks, the tempest springs into action, attacking it with the lightning from within, before flying down to smash it to the ground. It is unaffected, as it is an illusion, but as soon as the illusion reach the shrine, the tempest retreats and continues floating around. They realize they need to reach the center stone, and fast. They decide to retreat for the night, and come back in the morning, better prepared. As the thunder is constantly smashing against the shrine, they decide to retreat a bit further down the valley to get sleep, inside the ring. Before going to bed, Kal takes a commune, asking if the tempest is native to this plane, which it is. Udall is unsure if it is possible to retreat if they manage to get to the “other side” through the stone, but there wasn’t a gateway there when the shrine was pure. She asks if Udall has any advice for them, and he tells her that he knows not what terrors face the party on the other side, but that the blessing will be helpful.

    Cleansing the Shrine

    The next morning, having gotten a long rest, even through the tension of the situation they find themselves in, the party ascends the mountain once more. Before entering, they cast freedom of movement on everybody, to ensure that they are not hindered by the storm within. As they cross the threshold, they spread out. Penny takes the first jump, reaching the shrine, and disappearing into it. The tempest notices this, and becomes alert. Dandelion follows suit, entering the shrine as well. This causes the tempest to react, and it attacks the remaining two. Kal jumps to the shrine, but does not enter, waiting for Fie to make it through, and activates Udall’s Blessing. The tempest floats down towards Kal, almost blocking Fie’s path, but he manages to run beneath it, and jump into the shrine. Kal faces down the tempest, locking eyes. It seems to recognize the symbol on Kal’s chest, and manages to resist the urge to attack her, allowing her to go. She enters the shrine, ready to face whatever is within.

    When she emerges, she can see that the rest of the party has already engaged the horrible aspect of what has cursed this holy place. Immediately she recognizes the Aspect of Vuthul himself, staring back at her as he comes from behind the stone. The party already seems frustrated and hurt. Kal soon finds why, as the phantom absorbs the magic being used against him, and his attacks steals the magic from them. The phantom at first seems surprised that someone has gotten inside, and mentions that he does not recognize the group. Seems like this aspect of Vuthul has no live connection to it’s maker, but he is a dangerous foe nonetheless. The battle is long and exhausting, as the lair and its inhabitant both seem to bite back at its intruders. Kal tries to cast dawn at the phantom. It tries to absorb it, but Fie manages to counterspell it. This enrages the phantom, and so he targets Fie, who goes down several times before the party can bring him back. With the party getting a few hits in, the phantom becomes more and more dangerous, and fights dirtier and dirtier. Penny goes unconscious along with Fie, and both Penny and Kal is shunted away from the shrine, away from their friends. Kal fights back, but feels completely helpless. In a desperate attempt to strike back, she begs her god for a divine intervention. She gets no response.

    Call of the Void

    Recognizing what has happened, the aspect of Vuthul pauses, laughing at Kal.

    “Is this it? Is this all your measly god sends to protect his pathetic shrine? Now you will watch your friends die in front of you, and there is nothing you can do to stop it!” 

    The phantom drains Fie of what little life force he had left, and she can see his body go limp and white. Penny is lying on the outskirts of the shrine, bleeding out, too far away for Kal to do anything. Dandelion, low on health, is hiding behind the pillar, outside of the phantom’s sight. In a last ditch effort, she runs towards Kal, healing her to the best of her ability using the rings, before yelling to her “TAKE THIS BASTARD DOWN!”. Kal stretches out her hand, and a  massive lightning bolt comes striking down at the phantom, violently ripping it apart, with Kal looking at it in anger. As the aspect is disintegrated, the ethereal realm they are currently in collapses, and they are all puled towards the shrine, and is shunted outside. All except for Fie, which is nowhere to be found. Penny, lying unconscious next to Kal and Dandelion, gives a final exhale, the battle being too much for her to bear. Dandelion immediately casts revivify on her, and Penny gets a glimpse at a woman coming to meet her in her little nook from her home, before she is dragged back into the mortal world once more. Kal touches the stone, but the portal has closed. She begs Udall to bring him back. She hears a booming voice behind her. “He is beyond my reach.” Udall is standing to the east, blocking the rising sun. He stretches out his hand, and Kal’s medallion falls to the ground. It rolls towards Udall, who picks it up, infuses it with energy, and then floats it back to her chest, imbuing it with his divine power, making it more powerful. Dandelion and Penny also feel a jolt of electricity surge through them, causing their blessing to become more powerful. As the storm dissipates around them, so does Udall. The tempest above sheds the layer of corruption that was plaguing them, finally free. It descends to the party, and breathes a healing energy at them. Dandelion sits down and stares at the shrine, asking what they should do about Fie. The tempest seems unable to help him. Quickly, Dandelion springs into action, using the Oil of Etherealness they found in the goblin cave. Penny and Kal helps her apply it, and she starts vanishing from their view.

    Bargaining

    As Dandelion floats around in the ethereal realm, she has a hard time finding anything, as it seems to not be matching what they saw before. As her hour of etherealness is almost run out, she finds a body, a bit down a cliff side. She quickly picks him up and puts the corpse in the bag of holding, as she begins to materialize again. Kal can feel the faith returning to the shrine, as the energy surges beneath her, just as they can see Dandelion appear on the edge of the cliff, climbing up. They decide to rest for the day, and try to resurrect Fie when they have replenished their resources. Before leaving, Kal holds out her hand, gesturing to the tempest. It approaches her, and touches her. Kal gives the tempest a respectful look and a bow, which it returns, before ascending to the heavens to roam the lands once more. 

    The next day, as soon as they awake, they place Fie on the ground. Dandelion gathers some sticks and rocks from her pouch, as she usually does with the deceased, hoping to convince him to come back, even though he wasn’t a believer. Penny uses illusion magic to make images around his corpse of memories she hopes was important to him. She realizes that she chose memories about them as a group, as it seemed he was most happy around them. Kal places the dagger in his hands and puts them to his chest, telling him that he has way too many secrets to run away now. Taking out the diamonds needed, as well as the one Penny made for the ritual, she begins casting the spell, asking Mova to bring him back. The diamonds disintegrate into a fine dust, and coalesces into his chest, with a divine energy and a low rumble of thunder coming from within. Sadly, nothing happens. Fie’s soul has moved on.

    Fie, first finding things around him to be very blurry, eventually finds himself back in the Institute of Edhellond. The hallway he was waiting in when he was told that he would not be accepted. A voice can be heard behind him. A soothing voice. He turns around and sees Mova standing in the hallway. She tells him that it is sad that his potential was cut short. His patron should have taught him better, then he might have had a better chance. But for now, when he wants to move on, he only needs to walk through the door. He can see a glowing door behind her. She vanishes, and he slowly starts walking towards it, opening the door, and being surrounded by light, as his soul departs to another plane.

    The party sits around their lost friend, grief stricken, and furious with what Vuthul has done, realizing that he must be stopped at all cost.

  • Chapter 49: Relics from the Past

    23rd-25th of January, 854TA

    Saying Goodbye

    Sitting around their fallen friend, the party cannot move. They’re just shocked and angry at the unnecessary loss of one of their own. Kal looks down at Fie’s hands, and notices that he was still wearing the Ring of Mind Shielding. Remembering that he told them that a soul was residing in it when they found it, she picks it up, and can feel the presence of something or someone within. She holds out the ring, asking if they would like to say their final goodbyes to their companion.

    Penny picks up the ring, and puts it on her finger. She can hear Fie, recognizing the tiefling, saying hello to Penny. She is sad that he didn’t make it, and tells him that she died as well, but that Elmroot managed to bring her back just in time. He tells her that he is glad to hear it. Penny says she is going to miss him, and he replies that he doesn’t know that he will miss them, but he hopes he will. He tells her it’s been a pleasure. Penny then gives the ring to Dandelion.

    Fie says hello to Dandelion, who laments not being able to rescue him, wishing she had more time or had done anything differently. He simply tells her that if any of them had to die, he was glad it had to be him. Fie seems confident and content with the situation, almost looking forward to seeing where the next path will take him in the great beyond, unsure of where he will end up.

    Dandelion gives the ring to Kal, who reluctantly and teary eyed grasps it, and puts it on. Fie greets his friend, and tells her that he’s glad they all made it out. He goes on to tell Kal that he was hoping to get a chance to talk to her before he was completely gone, as he wanted to share what he knew that would be useful. He describes the two others in the group as too innocent. 

    He goes on to tell Kal that they need to watch out for Delphine, explaining that she is part of a sort of intelligence agency working for the Akstan Kingdom, “their'' kingdom, referring to where Fie and Kal are from. She asks about everything he knows about her, and he tells her that Delphine is an Elder Archmage of the school of Illusion. She asks if he is worried about her because she tried to have him killed, but he explains that it’s more that he worries about her obsession with the Key, feeling she knew more about it than she should, and having an inkling that she is trying to retrieve it for personal reasons, not for the protection of the realm.

    Feeling the connection weaken as the soul, or at least the after image they’re talking to, is fading away, he hurries to tell her about the hidden compartments in the basement, showing her where they can find the spider staff, as well as a mental note of what magical items he was carrying. His final wish is that if they ever find themselves near Blanc Town, there is a tavern with a person that has a mole under their left eye. One of his parents. Kal says she will tell them what happened to their child, and asks how he would like to be buried. He thinks a funeral pyre would be quite fitting, considering his affinity for fire. She agrees. As Fie slowly fades into nothingness, Kal can hear a final thought from him.

    “It’s been an adventure.” 

    Kal notices that the ring around her finger suddenly gets covered in shadows, and can feel the ring changing underneath it. When the shadows eventually retreat, they reveal a beautiful silver signet ring with the image of a purple eye on it. Transformed into a Ring of Temporal Salvation, a final gift from their friend to help them prevent any other members of the party being forced to say goodbye too soon.

    The party climbs to the top of the cliff to the shrine of Udall, and has Penny create a large funeral pyre, which they place their friend on. Dandelion places the oldest stick she has on the pyre, and asks her god to guide him to where he needs to go. Kal summons a lightning bolt in her hands, and ignites the pyre. Standing there, looking at their friend drifting away, they wait for it all to burn. After a few hours, when everything is gone, the summoned pyre disappears, leaving behind the ashes of their friend. They put it in a container, and make the climb back down the mountain, heading towards the orcish outpost to take care of Grommok so they can go home again.

    Looking Good for 1600

    Heading down the mountain, through the elemental cave, and traveling back towards the fork in the road leading to the outpost, the party decides to rest for the night, not wanting to travel when it’s dark. When they make camp, Thervan’s visage appears, projected from far far away. He offers his condolences, asking if Fie was killed by the orcs, or their “mutual friend”. Hearing that an Aspect of Vuthul was responsible for his death, and that the corruption of shrines spreads, he remarks that they are getting more bold, having corrupted several shrines in recent times, and not only those of Udall. It’s almost as if they are preparing for something. Kal tells Thervan about the “Mother Hearthstone” that was in Murzol’s chambers, and that it flashed twice when they were there. He first of all asks where the hell they got a Hearthstone as those are extremely rare, but then begins to theorize that the large one they saw might be the wayfinder of Hearthstones, explaining the difficulties when traveling between planes.

    They tell him they tried to resurrect Fie, but that it didn’t take. Thervan says they don’t always do, but he’s glad they tried, even though the clergy wouldn’t want him to tell them this, as they have a different view on death and resurrection. They feel it goes against the natural order, but Kal remarks that “if the evil bastards can cheat death, so can we”. Thervan gets a guilty look on him, with Kal feeling something is off. He reveals that he himself has cheated death many times, as he uses clones to remain “in the fight” so to say. They ask how old he is, and he tells them his body is a little under 400 years old, but his consciousness is closing in on 1600 years. Perks of being an elder archmage as he puts it. 

    When it comes to the prisoners and getting them home, he asks if they would like for Thervan to come and get them, but the party mentions they have unfinished business they have to take care of before they depart. Thervan asks if they have attuned the Hearthstone to a safe location, which they have, so he agrees to bring them 300 gp worth of diamonds so they have an easy way home. He departs, with the party going to sleep in the tiny hut, one member less than they are used to. Before they do, Penny puts on the armor Fie was wearing, with Dandelion taking Penny’s old Mariner’s armor. 

    Destination in Sight

    The next morning, the party continues onwards towards the outpost. When they are almost at the fork in the road, Dandelion, Argus and Ira all notice a large force of orcs heading south from the road leading to the outpost. They decide to hide, with Kal using clairvoyance to listen to them in passing. She only hears parts of the conversation as they are quickly marching down the mountain, but she picks up “ramp things up”, “escalate” and “Thielheim”. Fearing that the orcs are preparing to provoke an act of aggression from the southern lands, they take a note of it, deciding to tell Thervan in order to have him send word to the settlement. Penny uses her sending stone to tell Morgan not to go to Thielheim in the coming weeks, and he thanks her for the warning, unsure as to why though.

    Dandelion attunes her staff to autumn, granting them the ability to cast Pass without Trace, allowing the party to sneak to a hidden area off the path, in order to survey the road leading to the outpost, and prepare properly for the assault itself.  Kal asks Udall if he can summon a storm for them, but as they are above the cloud cover, the weather stays clear. Disappointed by this, she asks her god some questions, confirming that the prisoners and Grommok are present, and that there is only one way in. When asked for any advice, he simply responds in a cryptic manner “tell no lies.” 

    During the night, the party takes shifts watching over the road, and mostly it is vacant, but on Dandelion's watch she can see a lone tall figure walking up the road to the outpost in the moonlight. Dandelion wakes the others, telling them that she sees someone. Kal asks Penny to create a glass eye, who in her groggy sleepiness summons a glass eye and hands it to her. 

    Kal casts the spell, and can see in front of her a large towering warforged made of dark metal, wearing a hood, with glowing red eyes, walking determined towards the summit. They all get a bad vibe from the individual, thinking that he cannot be a good guy as his eyes are red, the sign of danger according to Dandelion. Feeling that they aren’t prepared to attack the outpost in the middle of the night, they decide to leave in the early morning. 

    The One-Eyed Giant

    When the party reaches the summit, they decide to hide the goats and let the owls fly freely while they venture into the mountain. Ira takes a short flight around the fort, confirming that there are no other entrances. Committing to the rescue, the party walks the final path towards the large opening in the mountains, and can see a frost giant sitting on a throne with a massive axe on his lap. He seems quite bored, and they notice that he only has one eye. The trio discusses how they should approach this, and Kal remembers what her god told her last night, about being honest. So they simply walk up to the giant.

    When they get closer, he shouts out in giant “who goes there?”. The party makes themselves known, and introduces themselves to him. He asks why they are here, with Penny following Kal’s suggestion of being truthful, and tells him they’re here to neutralize Grommok. Giving an approving nod, he tells them that he hasn’t seen anything in that case, allowing the party to pass. 

    Surprised that it worked, they ask him his name and why he’s missing an eye, and he tells them he is Fjorn One-Eye, and he gave up his eye in order to tell the truth from lies. Noticing that he seems unhappy with his current situation, they ask why he is guarding the place. Apparently, an evil shaman tricked him into a bargain, and now he’s under his control, his only purpose is to guard the mountain. Noticing that the giant seems quite bored, they give him the tankard of plenty in order for him to have a drink. Finding the experience quite pleasant, he gives them his lucky rock in return. 

    The Warforged

    Entering the keep, the party is careful not to accidentally walk into the orcs residing there, and decides to be stealthy and cautious. They listen to every door, making notes of where they hear noises. The first hallway they find is filled with statues of long deceased dwarves. The party notices a trip wire that runs through the hallway that triggers the statues to fall on intruders. Circumventing, but not disabling the trap, the party reaches a diverging path that leads north, or they can continue east. Unsure what to do, they decide to flip Rocky to see if he knows where to go. Dandelion throws him into the air, and the rock unnaturally moves towards the eastern door. They decide to listen to the omnipotent rock.

    The door opens up to another long hallway, with several large stone doors that lead into what they discover to be kitchens when listening to the door, as well as a hallway leading to a collapsed part of the keep. At the end of the hallway, a door is slightly ajar, and they can see a weak blinking light within. As they get closer, it disappears around the corner. Intrigued by this development, Penny decides to follow it, with Dandelion and Kal following concerned. The doors lead to a storage area, and around the corner, they find the body of a metal man, as well as a book lying next to it. When Penny approaches it, the book suddenly rises into the air, and in common exclaims that it is happy to see they are not orcs. The book introduces himself as Bimble Sparkspinner, with the party asking what he is. He tells them that he is a gnome, but the party holds up a mirror, causing the book to seem fascinated by the reveal.

    He tells them that he and his companion which is lying on the floor was ambushed by orcs, and he theorizes that he died and transferred his consciousness into a spellbook. The orcs tried to extract information from his companion, and so he shut down, and went into stasis. He has been trying to awaken him, but to no avail. The party takes out the Golemheart Core they found in the old dwarven workshop, and as if recognizing it, the chest of the body opens up, and accepts it. Hearing the mechanic start working and the warforged booting up, they back away. 

    Rising up, the warforged thanks the party for his rescue, and is surprised to see his companion turned into his spellbook. He introduces himself as “Relic”, and the party tells him their name. Apparently Relic and Bimble both know Thervan, so they cast a sending to him, asking if he can project to them. He appears shortly after, and exclaims that he is surprised to see Relic, asking where Bimble is. The book chimes in, with Thervan being curious as to how that happened. They explain that they were ambushed by orcs, and that Bimble died, but he is still alive, so that’s good at least. Bimble seems more fascinated by the experience than anything. Relic explains that he is from around 3700 years or so ago, but has only been awake again for the last 2-3 years, after Bimble awoke him from his stasis. When asked what they’re doing here, they tell Relic and Bimble that they’re here to stop the orc menace, and hopefully kill Grommok. Relic needs no more convincing, not being too fond of the orcs after what they have done so far.

    Before Thervan goes, they describe to him the warforged they saw approaching the keep the night before. Even with the vague description, Thervan says it sounds like Doctor Calamity, and if he’s here, then they have to hurry and be careful, as he is probably coming for the prisoners. He goes on to explain that two of the prisoners, along with Ansgar Cain, went to the north to retrieve an artifact that Thervan and his associates wanted to purchase, but the artifact was stolen by Calamity and his group, who used it to awaken a forgedragon. The group he sent managed to destroy the forgedragon, and retrieve the artifact, which probably angered Calamity. He tells them that he will watch the party, through Penny, at times, and if things get too hairy, he will teleport in and retrieve them. He does not wish to fight Calamity directly, not knowing what he is capable of, and recommends the party to not engage, but be cordial if they do encounter him. Thervan then signs off, and vanishes.

    Searching the Fort

    The party now turns their attention to find the prisoners. As they come back to the hallway with all the statues, they can hear a large force of orcs leaving through the hallway, with Dandelion picking up the sound of what she thinks is bears. When the voices and sounds fade away, they open the door, and sees tracks that lead outside. Thanking their various deities for the luck, they head up the hallway to where the force came from, reaching a large audience chamber that is surrounded by collapsed hallways, with a path leading further north.

    They reach another long hallway, with several doors leading to various rooms. Listening to the doors, most of them seem to contain both sleeping and awake orcs, ignorant to the party skulking around. Penny asks why there are not patrols, but Kal points out that they have a guardian, and the entrance is trapped, so there is no reason for them to have sentries walking around. Not finding any prisoners, the party decides to check out the single door at the end of the hallway to the west. Listening to the door reveals a sloshing sound of sorts, like a semi-liquid is moving inside. Penny opens the door, and finds a set of toilets. Curious to see what is making the sound, she moves towards the innermost cubicle, and is suddenly face to face with a large flowing ooze coming out of one of the toilets, filled with feces and urine, and smelling horribly. 

    The party, realizing that they are surrounded by orcs behind all doors, realize they must try to take out the approaching ooze as quietly as they can, and are careful not to use spells that require a vocal component or are thunderous in nature. The ooze seems to be resistant to most physical damage, and sprays acid at whoever attacks it directly, but seems rather harmless otherwise. Having underestimated it, Kal says that they should let it attack her, and places herself between it and the party, who backs off further down the hallway. This proves to be a fatal mistake, as Kal is suddenly bombarded with acid, ruining her armor, and almost taking her out. 

    Suddenly realizing the gravity of the situation and the danger this ooze provides, Penny and Dandelion both break the silence to heal Kal, and try to wound it. Kal retaliates with her Wrath of the Storm, causing the ooze to split into two. Penny fires a crossbow bolt at it, with Relic using a firebolt. They eventually manage to take out both parts of the ooze, which lies sizzling on the stone floor outside of the toilet. Kal suddenly hears movement inside one of the doors, and runs to hide with the party. 

    Opening the door, the party can hear an orc exclaiming that “it got out again”, and goes to grab a mop to clean it up. While he does, he wonders how it managed to swallow a crossbow bolt, and that it must have gotten stuck in the lantern again, as parts of it are singed, but he doesn’t realize that it was attacked, and so goes to pour it down the toilet. The orc then returns to his companions through the door he came out of, and the party breathes a sigh of relief, having avoided alerting the whole keep to their presence. Kal is dripping with disgusting acid, and wants to go somewhere to clean up.

    They decide to head to the double doors on the opposite end of the hallway, and after confirming that there are no sounds behind the door, they open it, and find a vast armory filled with whatever they could require of weapons. Kal wanders around and just places a bunch of weapons in their bag of holding, in case they need any later. The others look around, and Relic finds a peculiar looking shield with spikes on it. Thinking it could be useful for Kal, he gives it to her.

    Beyond the other set of doors in the armory, the party can hear a large breathing creature, and so they carefully and silently use the bar to lock the door, so they can take a short rest inside. Kal sits down, after having Relic clean her up, to do a divination ritual, asking for a rundown of the opposing forces in the fort. She learns that there are 53 orcs, one ogre and one warforged. Feeling a bit overwhelmed by the thought of having to potentially fight over 50 enemies before reaching the prisoners, they decide to keep relying on stealth and subterfuge. 

    The party takes a short rest, using the coffee pot to halve the time, with Relic getting to taste the delicious coffee that it provides. During the rest, he tries to identify the core that the party installed in him to wake him up, and realizes that it makes him stronger and more resilient, but weak to lightning. Kal does another commune, asking if they will find the prisoners through the eastern door where the ogre resides on the other side, which they will. It also seems to be the only way through, but Udall cannot see anyone wielding lightning on their path, so Relic decides to keep the core for now.

    From Infiltration to Impersonation

    Not wanting to fight the whole fort at once, Dandelion thinks they should disguise themselves as orcs, having mentioned it a few times earlier, but as the party were trying to be stealthy, nobody heard her. Asking themselves why they didn’t do that to begin with, Penny quickly casts seeming on the party, making them appear as the blue-marked orcs they have seen. Having not seen any female orcs in the fort, Relic is the only one who can convincingly pull off an orc disguise, so he takes the lead. He uses prestidigitation to make the rest of the party smell like orcs, before they open the door to the east.

    When they get a glimpse through, they see a massive ogre apparently guarding a couple of doors behind him. Taking a calculated risk, Relic tells the ogre that they are here for the prisoners. The ogre asks if Grommok told them, which Relic confirms. Looking a little confused, the ogre moves to the side, allowing them to pass. Within, they can see two orcs playing cards around a table. Kal and Dandelion thinks they look familiar, but cannot place them. Relic repeats that they are there to retrieve the prisoners. One of the orcs asks if he means prisoner, as the other two were taken earlier in the morning to Grommok’s chambers. Relic peeks around, and sees a starving, beaten, tortured orc in one of the cells. Going with it, he says that yes, they are here for him. As luck would have it, this is BarakKarga’s brother Penny was asked to rescue. 

    Taking the prisoner out, they lead him to the double doors at the opposite end of the hallway, and confidently walk through, hoping there are no orcs on the other side. Luckily it leads to an empty library, and when the door is closed behind them, they ask his name, which he confirms is Barak, so they tell him, through Relic who translates, that they were sent by his sister to rescue him. Barak is surprised, but happy, to hear this, and asks if they can go now. They sadly disappoint him by saying they are here to rescue the other prisoners as well, and hopefully take care of Grommok once and for all. Barak asks if they mean the small human and the kobold, confirming that they are still alive. He tells them that the orcs have been trying to convert him to join their ranks, but he refuses to fight alongside traitors of their own kind, and just wants to get home. 

    Relic decides to check out the library, checking if he can find any magical items. Activating detect magic, he can see that there are at least four books that appear to radiate magic, so he wanders over to retrieve them. As it is extremely dark in the middle of the bookshelves, he doesn’t see the trap the orcs have placed, and manages to collapse most of the row, almost burying him. Quickly retrieving the books, he wanders back to the party just in time as the ogre comes running through the doors. Relic quickly makes up an excuse that he screwed up, with the ogre remarking that the next row over is the safe one, before shaking his head and returning to his post.

    Heading through the “safe” row, they find what appears to be the chamber of the shaman who resides here, Zugor. Still having detect magic up, Relic can see four spell scrolls which he quickly grabs with his telekinesis, and hands it to the party as he cannot read them. The party puts them in the bag of holding, and wanting to sabotage the shaman, decides to mess up the ritual circle he has prepared on the floor, by smudging it in a way that looks like an accident. 

    Thinking they might be getting close to the end, they decide to leave Barak in the chambers, telling him to hide. They take out some jerky and a waterskin, giving it to the orc, who immediately grabs it and scoffs it down, as he is starving and dehydrated. Relic remarks that he forgets that living things require sustenance, laughing at himself. Penny and Dandelion also heal him up a bit, with Kal taking out a spear, handing it to the orc in case he needs to defend himself.

    Grommok

    The party leaves Barak behind, after making sure he has hidden behind a table, and continues onwards through three sets of double doors that lead to the chamber. On the last door, they can hear voices from the other side discussing the prisoners. Calamity and Grommok are having a disagreement, with Calamity saying that the orc is making a big mistake, and the knowledge the prisoners hold could significantly enhance his forgedragon project. Grommok coldly replies that he doesn’t make mistakes, he makes decisions, and his decision is to leave them where they are, out of his grasp. Calamity ponders this, and says to Grommok that he should be careful about what he’s doing.

    “Keeping them in such close proximity to you is not just a statement of power, it is also a dare…”

    As the conversation comes to a close, they can hear the footsteps of Calamity rapidly approaching the doors separating the party from the chambers, so they beat a hasty retreat, making sure to close the doors behind them, as they hear the warforged exit. Dandelion casts Pass without Trace again, and the group just manages to hide inside Zugor’s chambers, as they hear Calamity mutter something about getting the prisoners no matter what it takes, before he disappears around the corner. 

    The party looks at each other, amazed by the fact they managed to avoid dealing with the warforged, and returns to the chamber. They now hear that they are talking low amongst themselves, and so the party decides to enter. Penny turns herself invisible, hoping to get an advantage if things go south. They push open the doors, and can see eight orcs inside. Grommok, an older, large orc with a red gemstone embedded in his chest, presumably the shard, the shaman, as well as six soldiers protecting Grommok. Penny sneaks around to the side, as Grommok asks in orcish why they have entered his chambers unannounced. As nobody responds, Grommok takes a closer look at them, then asks in common who they are.

    Kal says they are here to put an end to his silly skirmishes, and steps forward towards Grommok, with Zugor standing next to him telling him that his brother must have sent them. Grommok asks if they are here to kill him, and what his brother told them. Kal tells him that his brother told them why he was exiled, that Grommok was weak, and a pacifist. Grommok says that his brother keeps spreading lies. He goes on to explain that his brother stole his throne from him, as he was the rightful ruler, but his brother lied about his intentions, and so exiled him. 

    He has returned, and is attacking Moroxia with his troops, to force an act of aggression to take out the other orcish tribes. Kal and Relic both chime in saying that his plan is bad and he should feel bad, considering he isn’t even trying to disguise himself as Murzol’s orcs, wandering around with blue war paint. Grommok laughs at this, saying the southerners don’t care what they look like, they see orcs attacking and want blood. When they attack and take out Murzol and his people, Grommok can come in and take what is his. 

    The party can all see that Grommok is being influenced by the shard, and not being reasonable, but Kal can tell that he is not being deceptive about his brother. She decides to continue pushing his buttons, remarking that he is planning on having all orcs exterminated so he can be the chieftain of an empty clan? He replies that it is better to be a chieftain of a broken clan, than not at all. She asks how he’s going to populate the orcs, as he has no females, but he waves his hand, saying not all his people are here, they are hiding in the mountains, waiting to ride out the storm that is the inevitable invading army.

    Kal decides to go all in, saying that he will be nothing but the chieftain of a group of inbred, weak, useless orcs, and will perish realizing he failed. Grommok clutches his war axe, as Penny suddenly appears from the side, and attempts to charm Grommok by casting fast friends. Sadly, he manages to resist, but he gives her a death glare, before looking back to Kal, pointing at her, telling Zugor “kill this one.” as he rises from his throne.

  • Chapter 50: Sending a Message

    25th of January, 854TA

    The Battle of 12 Orcs

    Relic, noticing the warchief and his lieutenant preparing to bring their wrath down on Kal, swiftly jumps into action to protect his new friend, and casts a fireball at them, trying to hit as many of the orcs as he can. Grommok and Zugor manage to resist the effect, with Zugor absorbing most of the damage done, but the two orcs that were ready to pounce on Kal were not so fortunate, being left with grievous burns causing them great pain. 

    Angered by this, Zugor summons his spiritual weapon, attacking Penny, who were trying to charm Grommok, while also using his thorn whip to attack Kal, dragging her closer to him. Grommok jumps down from his throne to bring his frosthammer down on Kal, but as he strikes her, she uses her divine powers to deal a powerful lightning strike back at him, while also pushing him backwards. In a mix of shock and anger, he screams at the cleric, preparing to attack once more. 

    Penny, now with her back towards Grommok sneaks up to him to inflict wounds on the warchief, causing him a great amount of pain, but Grommok has his eyes fixed upon the cleric of Uduk who were bold enough to speak against him.

    Dandelion, standing in the back of the room, near the entrance, sends for help, summoning anything that can help them in a fight, bringing forth an allosaurus that runs over to attack some of the orc soldiers in the room, thinning their numbers. She also activates her blessing from Udall, preparing for the worst.

    Kal, seeing the warchief ready to bring his wrath down on her, feeling the strength emanating from the shard embedded in Grommok’s chest, stretches out her hand, and makes a request to her god. 

    “In the name of Udall, grant me that shard!”

    A beam of bright lightning suddenly penetrates the roof of the room, shooting straight towards Grommok’s chest, blasting it open, revealing the shard more clearly underneath. The shard then suddenly loosens itself, and flies straight toward Kal and her open palm. As soon as she makes contact with it, she tries to resist the influence of it, but it is too powerful, and so it embeds herself in her chest. Kal can feel that all her other items lose their attunement, but her power grows stronger. The rest of the room sees that red lightning is shooting out of her eyes, and she asks if Grommok is ready to see reason.

    With the shocking development, Zugor looks to Kal, then to Grommok, who looks enraged at the cleric who took his power from him. In a desperate attempt to rectify the situation, realizing that she is too dangerous for them, Zugor attempts to banish Kal from the plane, hoping to take care of the rest of the party before taking her out when she returns. Unfortunately for the orcs, Relic counterspells him, after taking out two of the orc soldiers with a magic missile.

    Grommok then goes on the offensive again, running straight up to Kal, demanding she gives it back, tearing at her chest in order to rip the shard from her, but with her new found strength, she easily manages to hold him at bay. Enraged and frenzied, Grommok begins to pummel Kal with his frosthammer instead, hoping to take the shard from her corpse.

    Penny, seeing what is happening, and noticing how dangerous Zugor has the potential to be, uses her steel wind strike to attack every enemy in the immediate area, and teleports up to Zugor, hoping to finish him off. Meanwhile, Dandelion and Relic are being cornered by a couple of orc soldiers, but the allosaurus comes from behind and bites the head off the one attacking its summoner. 

    Kal tries to make quick work of the remaining orcs, as the power is in their hand now, putting her hand down to the ground and releasing a powerful blast outwards from herself, decimating the remaining orc soldiers, and greatly wounding Grommok, with Zugor again absorbing some of the magic, preventing too much damage. Free from the flanking orcs, both Relic and Dandelion focus on Grommok, but he is too focused on Kal to stop, and continues to attack her again and again, hoping to take her out to retrieve what is his. The party uses this to their advantage, healing Kal to prevent her from falling to his barrage, even using the Rings of the True Companions at one point to prevent her from going unconscious. 

    Zugor, being cornered and seeing the desperate situation he and his master is in, wild shapes into a giant constrictor snake, and attacks Penny, restraining her to prevent her from helping. Unfortunately for him, she uses a thunder jump to escape from the grasp, while damaging both the remaining orcs at the same time. With their defeat nearly at hand, Zugor walks over to Grommok, places his hand on him to transfer some of his life energy, and tells him to finish this, before running behind the throne. Relic quickly shoots a fireball at him, changing the flames to be radiant instead of fiery, preventing the shaman from absorbing it, gravely wounding him in the process.

    Kal, getting real close to succumbing to the barrage of attacks from the warchief, summons a lightning storm inside the chamber, striking Grommok several times, causing him to be even more enraged and more determined to take her down, but with her companions behind her, helping keep her up, she knows that they will win the day. Grommok keeps striking her, trying to kill her properly, shouting at her.

    “WHY WON’T YOU DIE?!”

    Dandelion quickly runs over to Kal in order to help heal her along with Penny, getting all the way close to him, seeing him being fixated on Kal for taking his strength. Penny casts a repelling spell at him, causing him to move away, which grants Kal, Penny and the allosaurus an opening to strike him. Penny jams a dagger straight into his groin, Kal breaks his knee in order to lower him to their level, with the allosaurus screeching as it comes down at his throat with its teeth. It bites down and rips out the windpipe of the warchief, causing him to fall over, drowning in his own blood. Dandelion calmly walks over to the hiding shaman, and executes him with her wand of magic missiles. The room grows eerily quiet, illuminated by the sparks of the lightning storm above them.

    Rescue

    Penny quickly runs to the north of the room, and tries to open the double doors, but discovers it to be locked. She then runs over to Grommok, finding a key, and using it to unlock the doors, running inside to find the hostages, hoping to quickly bring them out of danger. Dandelion and the allosaurus go to retrieve Barak who was hiding in Zugor’s chambers, gesturing for him to follow her, as they know they have to get out fast. Relic and Kal go after Penny to help with the hostages.

    Tied up in the personal chambers of the warchief, they find a kobold and a halfling, sitting next to the wall. They look dreadful, having been tortured and beaten, and not allowed to rest for all their time in captivity. Penny quickly asks if they are okay, and that they’re there to help, but they refuse to answer. Thinking that it is the orc disguise, she drops it, revealing her to be friendly, but strangely the captives still refuse to answer their questions. Penny tries to read their minds, and finds them fixating on the fact that they cannot reply. Thinking that they must be under some sort of spell, she asks if they aren’t allowed to talk, with the minds confirming the idea. Dandelion enters the room, as Penny explains that they must be under geas or similar, so she creates a pouch with diamond dust, allowing Dandelion to use greater restoration to release them from the magic.

    Ethalyn quickly chimes out saying it is a great relief to be allowed to talk again, with Ash being a little cranky at being captive for so long. They look up at the party, who asks who they are and if they are here for them. The party tells them that they were hired by Thervan to retrieve them, causing them great relief, but as the party mentions that someone named Calamity is nearby, they both look at eachother, and then tells the party they have to leave, immediately. The party quickly leave the chamber, grabbing the bag of holding that lay within, to carry the hoard of gold lying beneath the throne. 

    Thervan, who has been watching over Penny from time to time, suddenly teleports in. Ash and Ethalyn are especially glad to see him, and ask if they can leave. Thervan says that he can bring them home to Ravenforge if they so wish, and asks Barak in orcish what he would like to do. Barak just wants to go home, so Thervan suggests that he comes with them to his private sanctum, and then he can teleport him to his village the next morning when the orc has rested, unless the orc has any object tied to the village. Barak takes out a small hand carved statue, saying his sister made it for him. Thervan says this means they can go immediately without risk as it will allow him to make a strong connection, but suggests that they drop off the group in Ravenforge first. He looks at Kal and the shard that she carries, telling her that they have to talk about that later.

    Kal sends a sending to Murzol, telling him that Grommok is dead, and that they held up their part of the bargain, now it’s his turn. He responds by thanking Kal, and telling her that he will welcome the negotiators in order to talk out a treaty. She also sends a sending to the frost giant Fjorn, telling him that Grommok and Zugor are dead, and that he is free. He responds that he owes them a life debt, and should they need him, he will answer the call. Kal imagines the frost giant simply grabbing his axe and leaving his post, happy to be free. 

    As Thervan is about to begin drawing up the teleportation circle, Dandelion says they cannot leave as their owls are outside. Penny quickly runs to the private chambers of Grommok, and uses stone shape to make a passageway through the most narrow point, running through the hallway, jumping over the trap, and sends a message to the owls to follow her, as they’re leaving now, before they face an ever bigger danger. They quickly swoop down and fly with her through the hallway towards the main chamber.

    As Penny is running to retrieve the birds, Relic looks through the corpse of Zugor, finding his belongings in his pouch, as well as the circlet he was wearing, thinking it looks powerful. Penny returns with Argus and Ira, ready to depart. Having filled one of the bags of holding with gold, there is little left in the chamber of value. Ethalyn and Ash look at the entrance of the chamber in anticipation, hoping Calamity does not return, not wanting to face his wrath. Kal asks Thervan to write a message in blood on the wall, telling his followers that they have killed their leader, and that they should return to Murzol’s rule, and placing his corpse in the empty throne as proof.

    There and Back Again

    Thervan quickly draws up the teleportation circle, with Relic making a point of not looking as a respect of privacy and respect to the wizard. When the circle is complete, the party quickly runs through, Ethalyn and Ash being carried by the allosaurus, and Dandelion holding the owls as they enter. Coming through the other side, they reach a beautiful large chamber filled with spellbooks, a large ornate desk overlooking a beautiful view of the coast. Thervan’s private sanctum. 

    He thanks the party for the help, looking at Ash and Ethalyn, who looks at the party with gratitude. He looks to Relic, and gives his condolences to his deceased mentor, and offers him a private chamber in the castle if he requires, unless he would like to go with the party to their house. Relic thanks for the offer, but feels it fitting to join the party, if they will have him. They tell him that there’s an empty room full of pillows in their house, and it feels wrong leaving it empty. Penny stays behind, wanting to see Kargaa as they deliver her brother. 

    Penny, Thervan and Barak wait in the sanctum for the party to leave. After they do, Thervan asks Barak to borrow the statue, with Penny holding his arm, as a way of promising that things will be okay now. Thervan focuses his mind, closing his eyes, and Penny can feel herself being drawn into a whirlwind of energy, before suddenly appearing in a snow filled landscape, next to a village. Barak looks at Penny and Thervan, before starting to run, albeit slowly, towards it. Karga, who is wandering around the outskirts, suddenly notices them, and comes running.

    Karga and Barak embrace in a loving hug, neither thinking they would ever see the other one again. Karga then turns towards Penny and runs up to her, embracing her in a hug. Penny hugs her back, happy to have helped her new friend. Karga then looks into her eyes, asking her if she would like to stay for a while, but Penny points to Thervan, who waves, saying she has to return home, but she will definitely come back later. Karga says she hopes that she does. As she leaves, she squeezes Penny’s arm, getting one last look into her eyes, before turning around, helping her brother back to the village. Penny joins Thervan, and they depart.

    The party has been provided a carriage that takes them back to their home. Relic sits in the carriage, and tries to identify the circlet he took from the shaman, finding it to be a Circlet of Dwarven Focus that can help with concentrating on multiple spells at once. She shares this with Dandelion and Kal, who think it could definitely come in handy for them. 

    Finally returning home after over a month away, Dandelion quickly runs over to the The Party's Horses and plants, asking if they have been well cared for, which they confirm that they have, but they are mostly happy to see their owners again. They tell Dandelion they have a visitor, and when asked who it is, they say they don’t know, but they seem nice, and they’re a tiefling like Penny. Relic and Kal have been discussing the stone fence near the house, remarking that he can fix it with some effort, before Dandelion suddenly walks quickly past them towards the front door, dragging them with her. When they open up, they see Raam looking from the kitchen, smiling at them.

    “Aah, you’re back! Finally!”

  • Level 11

  • Chapter 51: Devil in the Details

    25th-26th of January, 854TA

    A Deal Rejected

    The party looks at Raam, as he stands in their kitchen, waiting for them to enter. He reiterates that they should come in from the cold and that they need to have a talk. Both Kal and Dandelion are extremely on the defensive about his presence in their home, but Raam ignores that, and introduces himself to the newest member of the party. Relic, having never met Raam before returns the gesture, and introduces himself in a friendly manner. Both Kal and Dandelion chimes in about his true nature. 

    Raam asks the party where the rest have gone, noticing that there appears to be only three of them. Kal bluntly tells him that they all are “gone”, trying to hint at their passing. He says that he hopes it was painful in that case, before gesturing to the party that they really should sit down, as they have a lot to discuss. They ask him where their housekeeper is, and he simply tells them that she’s “close”, and as long as they don’t harm him, she won’t be harmed or shipped off somewhere horrible.

    They continue to exchange “pleasantries”, before Raam finally reveals his true purpose for being with them. After they killed his mortal form the first time, he spent some time in the Nine Hells regrowing his body, before being well enough to return. During that time, he overheard from their spies in the abyss that the party had been mingling with a certain Forgotten God. The trio looks at each other, Relic more in confusion than anything else. Raam asks them straight up if they are in cahoots with the god, or if the rumors that they are opposing him are true. They tell him that they are not on any good terms with the Forgotten One, but Raam retorts with the fact that one of them had him as their patron. Kal tries to tell him that it was not by choice, but Raam replies that no god becomes a patron without an agreement.

    Feeling satisfied that the party is not in allegiance with the Forgotten One, he reveals that he has information that could become useful for the party; a way to kill the Forgotten One once and for all. Apparently Raam was owed a favor by a certain Spider Queen, and decided to cash in. And as the Spider Queen has been cast out by the Forgotten One, she was more than willing to reveal the waypoint to a weapon that can be used to kill him. He takes out a piece of parchment, depicting a sword with the blade split along the center, and says that he is willing to share with them the location of the waypoint, but he wants them to leave him and his business alone. 

    Kal tells him immediately that they are not going to agree to that, with Dandelion agreeing with her, telling him that she is honorbound not to let him continue with his evil acts. He tells them that he’s not that evil, as they only take two or three people a week to be shipped off to get “new homes” as he puts it. He implores them to at least consider it, and takes out a contract he had prepared for the occasion. The trio skims through it, and finds a few points that are not something they are willing to accept, but it boils down to the fact that he will provide them with the waypoint, and in return they cannot interfere, lest their soul would be forfeit to him. Kal takes the contract and tears it in half, telling him they will never have an agreement with him that allows him to commit evil acts. Raam simply pulls out another copy, smiling. 

    But the party does not relent, and so Raam realizes that they are unwilling to listen to “reason”, so he sighs, telling them that he wishes this would have gotten a better outcome, but someone else might be interested in the information; Malice. The party looks at each other, and tells him that he wouldn’t dare, as he would be selling out his own kind. Relic asks if Raam has thought this through, saying they can tell his superior devils about him making deals with abyssal entities, but Raam seems unfazed, telling them that if he cannot get someone to finish off the Forgotten God, he will do his darndest to at least get in his good graces. Giving the party one last chance to reconsider, he looks at them. Realizing that they are steadfast, albeit conflicted at the notion of letting Malice get the information, he leaves. As he does, four shadow devils emerge from the corners of the house and follow him outside. 

    Negotiations

    As he leaves, Penny has finally returned from saying goodbye to Karga and her brother, so they run into each other on the steps. Penny seems  taken aback at first, but knowing that Raam would eventually return, she doesn’t seem surprised. She asks him why he is here, and he tells her that he was trying to make a deal with the party, but that they would not listen to reason, shouting so the rest of the party can hear. Penny asks what the deal is, and he tells her about the weapon. Penny tells him to come back inside so they can talk it out.

    The rest of the party seems on edge, and as Penny returns Raam says that he was always willing to negotiate the terms, he wasn’t expecting them to sign the contract as is. Kal complains that he never told them that, but he practically shouts at her, asking if she’s ever signed a contract before. But she hasn’t. He sighs once more, seeming agitated, but hopeful at the prospect of getting a deal signed. Penny asks what the deal is, and he explains that he wants the party to stay out of his way for the information, with one of their souls as collateral. Penny, wanting to end the Forgotten One, suggests that she can sign it, but the rest of the party won’t allow her.  

    They discuss the contract further, and end up with several changes, most notably that he cannot escalate and expand the operation, and that the contract will only be valid until the party has dealt with the Forgotten One or until the world ends, whichever comes first. They ask Raam why he asks them to retrieve the weapon instead of just doing it himself. He replies that he is not powerful enough, and he knows that the party has potential. They ask why they shouldn’t just kill him now, and then finish him off in the Nine Hells. To their surprise, he tells them that if they set their mind to it, they could probably kill both him, Muzak and take their whole operation down, and then probably be able to find a way into the Nine Hells to kill them properly. But that would mean that their friends and families would face a terrible fate, as he names both Kal’s family, as well as Morgan and Trixie.

    Kal says that she would like some time to think about it, and he tells her that they can have all the time in the world, Arin has been in their captivity for a few weeks now, what is another few days. This frustrates the party, wanting to see her freed. Kal tells Penny to come along, and they go outside to confer with Thervan. Kal sends him a message, asking if he can come to their house, as they need his help. He replies that he is rather spent for the day, and if it’s important. Kal says it’s about a certain blade that could kill Vuthul. Thervan suddenly appears.

    A Soul for a Blade

    Penny and Kal tell Thervan what has happened, and that a devil named Raam is offering them the location of the blade. He seems to recognize the name, saying they’ve had dealings in the past. He tells them that they have been searching for the location of the blade for some time, so Thervan is willing to go against his better judgment and sign the contract if it means progress. Kal is ambivalent, but Penny says that she would be willing to sign it if it means they get what they need. Thervan takes them both by the shoulders and leads them to the door.

    Entering, Raam and Thervan’s eyes meet, and they both greet each other by name, Raam more cordial than the other. Thervan asks if he can read over the contract, with Raam telling him to go right ahead. Dandelion says that she wants to have in the contract that Raam cannot go after their friends or family, but Raam says that he absolutely won’t put that in the contract, saying it is redundant, as they would come after him immediately if something were to happen.

    After Thervan has read through it, he has made some notes and alterations, changing wording to be less ambivalent, he gives it back to Raam, who checks the modifications and finds them acceptable. Relic chimes in that he is highly against doing deals with devils as a general rule, with Thervan saying that he agrees, but this is a special circumstance. Kal asks to be excused when Penny says that she is ready to sign, hoping desperately to spot a passerby to tell about Raam and his operation, so that she has done something before it takes effect. But she is spent for the day, and sees no one. 

    Penny is handed a quill by Raam, who tells her that she won’t need ink. She puts the quill to the paper, and signs her name, committing them to the agreement. The letters of the contract flashes, signaling that her soul is now at stake, with Raam happily snatching back the quill and contract, saying it was a pleasure doing business with the party. He jokingly almost forgets to fulfill his part, and as he leaves, asks the party if they have heard of a place called the Crags of Despair. The party groans, having just gotten back from the Thax’ning Tribes, and recognizes the name as the place where Grommok found the Shard. He tells them of a river flowing through a valley, with a waterfall that refuses to freeze. Within the waterfall is a door, behind the door is a set of stairs, and down those stairs the first marker can be found. He then departs with his shadows. 

    As he walks away from the house, Kal runs after him, shouting at him from the doorway, telling him that they want their housekeeper back. He shouts back that she will be delivered this evening, as he wants to make sure they are not following him before he gives her back. 

    Dreams of Power

    Going back inside, Kal tells Thervan that he can go now, seemingly very annoyed at the situation. Thervan notices the anger in her voice, and leaves without saying much more, letting the party cool down. Kal sits down, looking into the air. Dandelion asks Penny if she could make a new book so that Relic could be caught up with what has been going on. Penny is more than happy to do so, creating a new journal that is even bigger than the last one they made for Chester, and hands it to Relic, who begins reading. 

    As they sit around the fireplace, Arin eventually comes through the door. Dandelion runs up to her and gives her a great big hug, asking her if she’s okay. She returns the hug, and tells her that she is fine, and has been well looked after. Although she had been terrified for the first few days, Muzak came and talked to her from time to time, and although he kidnapped her, he was very friendly and cordial to her. But she is extremely happy to be free from the ordeal, and happy to be back. 

    The party introduces her to Relic, and she seems quite fascinated by his appearance. They also tell her that Fie fell in battle, and they couldn’t save him. This saddens her, as she did like him a lot. Or she. They. Nobody was really sure what Fie identified as, but come to the conclusion that they identified with whatever was fitting in the moment. 

    The party asks Relic where he would like to rest for the evening, remarking that they have a free room now, full of pillows of various shapes and colors. Relic says that he does not sleep, so is fine with staying in the living room. Penny asks what they should do with the pillows, suggesting that they split them up amongst the party. They all agree it’s what Fie would have wanted, so they divide them amongst each other, and retire for the evening, having gone through a lot in one day. 

    During the night, the party’s dreams are influenced by their various feelings and experiences. Dandelion soars through the skies with her owls, feeling free again having returned from the north, with Penny dreaming of playing for the king, and making sure he keeps his crown. Kal dreams of the shard embedded in her chest, and can sense that while the shard provides power, it will also draw enemies to claim it. Relic, sitting in the chair in the living room doesn’t dream. But he does notice that something is unlocked within him. He decides to explore it, and finds himself in a memory of an unknown dwarf that falls to a group of drows, before his consciousness is being stored into a small crystal. When he comes back to himself, Arin is standing in the kitchen, opening the Chest of Preserving, happy to see that Raam was courteous enough to buy groceries.

    Debrief

    Most of the party sleeps in. Even Dandelion, who usually wakes at the break of dawn, is still sleeping well into the morning, much to the concern of Argus and Ira. As she finally wakes up, she sees her owls staring down at her, acting very relieved to see that she is still alive. They both nuzzle up to her, happy to be back home again after being away. Penny wakes up being fixated on the dream she had, wondering what it meant. Kal looks down at her chest, and prepares Greater Restoration, in order to relinquish the power of the Shard. They all can smell the cooking of Arin in the kitchen, so they descend to have breakfast, and talk about what they should do for the day.

    Dandelion and Penny both want to go to Tempervale, as the dragon scale armor Pijjirik was crafting should be finished soon, and Penny wants to get a tattoo with the money they are going to get. Kal is up for going to Tempervale as well, wanting to show it to Relic, as he has never been there. They also remember that they commissioned a carriage that should be ready, but first they have to go to the castle to hand off the Shard and give a debrief. Penny also points out that they should clear out Wave Echo Cave before things escalate yet again.

    They take the horses, and notice that Wildfire has returned to a regular horse, as Fie never returned. They offer it to Relic, but he tells them that he’s not very fond of living mounts, and sits down to summon a steed with his magic. Wildfire looks saddened by being left behind, so Arin suggests that she can look after him, that way neither of them will be alone again. Dandelion asks if she feels alone, with Arin admitting that she felt rather isolated when the party left to go north. Wildfire is happy to have someone to look after, and be looked after by. Arin waves to the party as they head to the castle, while she takes Wildfire out for a ride.

    As the party reaches the castle, they board their horses, and head inside. Within, they can see that Bertram and Ansgar seem to be in a serious discussion, with Ansgar looking quite annoyed. Dandelion, who can read lips, sees that he is angry that Ethalyn and Ash were put in such great danger, but Bertram tries to blow it off saying that they’re fine. Ansgar points to the party, and says it’s thanks to them, not him. Bertram relents as he sees the party, saying they will talk more later, and takes them to meet Thervan.

    Thervan is looking out the window when they enter, and with a flick of his fingers four chairs are summoned for them. They sit down, with Thervan saying that he has been thinking about what happened last night, saying it’s for the best, and that he promises the party that he will personally help them put an end to Muzak and Raam’s operation when the Forgotten One is dealt with. Kal still is not happy with that, but it’s as much as they can do with the circumstances.

    Kal asks him if he would like the Shard for safe keeping, realizing that it would be dangerous for the party if she was still in possession of it. He opens a drawer and takes out some diamond dust, remarking that his supplies are getting low, but it is worth it. She throws it back, asking Penny to create some instead, who simply holds out her hand, making a small pouch appear. Kal casts the spell, and the Shard falls to the floor, with Penny picking it up, putting it into a bag that Thervan has found. The Shard still shines through it, as he places the bag on his desk. Kal throws him the rest of the diamond dust, telling him to make good use of it. He immediately calls for Raven, who enters the office. Throwing the bag to her, he tells her to find some good use for it while it still lasts. She thanks the party, saying she’s glad to see them again, before leaving to do some good. Thervan sits down in his chair, and looks at the party.

    He tells them that he has made contact with Murzol, and they are working out a peace treaty as they speak. He has spoken to the king, and although his birthday is coming up, the king is adamant that he wants to hold a celebration in the honor of the heroes who managed to broker a peace at the cusp of a full blown conflict with the orcs. He tells them that several dignitaries have been invited, both from the Akstan Kingdom and from most of the holds around Moroxia, as well as some from Krawdoth and Asimaria. It will be held at the end of the week, on saturday, and he hopes that the party can attend.

    “Speaking of”, Thervan says, before sending a message to someone, saying they can bring it in now. Two guards enter, holding a chest, filled with platinum and gold, 31575 gold in total, with a little bonus as hazard pay. He realizes that it cannot bring Fie back, but he died in service of good, so they should be compensated. He asks the party if they would like to have a plot of land to lay his remains to rest, as it does help, but Kal says that they wanted to bring him back to his hometown, as they tell his parents what happened to him.

    The party asks Thervan if Raam was telling the truth about the blade, and if it really could be used to kill the Forgotten One. He responds that it indeed can, but only according to myths. Nobody has seen the blade since his ascension, meaning it has been lost for over 2500 years. Gods in general cannot be killed, so having something that can bypass that is invaluable considering the enemy they are facing. Kal suggests using a legend lore on it, but he says they have already done that, but nothing reveals its location, just what they have already learned. He thinks it is a lead they should pursue, saying that knowing where it is, he can teleport them there directly, saving them the walk. 

    Kal asks if she can use his desk to cast a legend lore after all, wanting to see if she can get a hint at the location to Stormseeker and Maravin's tomb. He does not object, and the rest of the room observes her doing the ritual. She learns that Udall himself made the tomb in honor of his fallen hero, and it is located in the Bloodwoods, near the elven city of Eilian. Thervan suggests heading that way, as the locals would probably have more information about their hero.

    Dandelion remarks that the party has too many acorns in the air, and that they should try to catch some of them. The rest of the room is completely flabbergasted by the remark, having never heard it mentioned before. Penny asks if she means too many balls in the air, but Dandelion explains that it is a common saying, from when she was little and she and her friends used to toss acorns in the air to try to catch them. Penny picks up some fruit and starts juggling, asking if this is what she meant, but Dandelion takes the fruit and throws it all into the air, but fails to catch any of them. Thervan looks at them, and asks if there was anything else they needed, before the party sets their sights towards Tempervale.

    Pain and Gain

    When they step through the teleportation circle, after Thervan transferred the ownership of the rights from Fie to Relic, the party is met with a wall of snow, as a blizzard is currently raging over the city. Dandelion yells into the sky that “I thought we fixed this?”, but the rest tell her that this is normal weather, so she shouldn’t worry about it. They all head towards the tattoo parlor “One’s True Colors” that Penny has seen in passing, and is greeted by the owner, a fire genasicalled Deacon Ember. The party asks what he can provide, as they are looking for some protection and some boosts, and he shows his various pots of gem dust saying he can enhance their abilities or give them resistances, or give them some nice tattoos imbued with magic. 

    Other than the diamond dust being rather empty, it seems that everything else is in steady supply, so Penny tells him that she wants a jade tattoo, to increase her wisdom, as well as some one-use tattoos for spellcasting. He tells her that he will gladly be able to do that, and asks what design she would like. She describes a field of stars around her shoulders and up her neck, which Deacon thinks is a very cool idea. Considering the placement, she would have to remove her top, which she does, not being embarrassed to show herself, and sits down in the chair.

    Deacon fills up the jar attached to a weird looking device with jade dust, and tells her to prepare, as it can be quite painful. Penny says that she can handle the pain, having lost a limb once, but as soon as he starts working on her back, it becomes too much, and she faints. Deacon tells the party that it should take a couple of hours, so Dandelion decides to go and check if her armor is ready. Relic in the meantime asks Deacon if he would allow him to cast detect magic to observe the flow, which Deacon has no problem with. Relic sees that the tattoo is being powered by magic coming from Deacon himself, which he finds quite fascinating. He also sees that there seems to be some residual magic left from where she was marked by Vuthul, and figures this might mean the connection is not completely gone. Kal watches as well, before realizing that Dandelion shouldn’t go alone to buy stuff, and goes after her. 

    On the way to the armorer, with her owls sitting on her shoulders, Dandelion notices a familiar face in a back alley watching her. Delphine. She tells this to Argus and Ira, who sneaks a peek, wondering why she is looking after the party at this point. Dandelion tells them to keep an eye out, and makes sure to stay in the streets among people, to avoid getting attacked. When she reaches Pijjirik, he remembers her, and tells her that the armor is ready, if she is still interested in it. 

    Kal suddenly arrives, having hustled to catch up with her. They haggle a bit about price, as Dandelion will have to spend most of her gold to purchase the armor, and after they tell him they have thwarted an invasion of orcs heading to Thielheim which apparently is his hometown, he is willing to go down a bit. Dandelion looks at the armor, and realizing that she will have a hard time staying hidden figures that there must be better ways to protect herself, regardless of the other perks it provides, so decides to let it go. Pijjirik is not angered or annoyed by this, as it means he will be able to sell it for a higher price to someone else, but tells the party that he will gladly buy more scales if they do come across other dragons.

    They decide to head back to the tattoo parlor, and on the way, Kal decides to check in on Lone Candle, and goes to the square where she kept her stall. Looking around, she finds no sign of her, so she goes over to a nearby booth to ask if they know what happened to her. A kind old lady selling dolls named Hilda tells her that the tabaxi finally saved up enough coin to head west, and apparently found an internship in Ravenforge. Kal is pleased to hear this, and wonders where she ended up. 

    Hilda asks if she would like to buy a doll, so Kal looks around the booth, and sees that the woman has apparently made a few dolls that look like the party, finding a green firbolg, a pink tiefling and even a cleric-looking doll with white hair. Remarking that she apparently has been modeling for her, pointing to the doll of herself, Hilda at first seems embarrassed, and apologizes, but Kal says that she loves it, and would like to buy them. Hilda gladly gathers up the dolls, with Kal also picking up some owls that look like Argus and Ira, as well as an elk and some horses, paying way more than what Hilda is asking for them, much to the woman's joy. She asks if Kal would like to commission some, as she works quite fast, so she asks for an elf wizard, and one of Relic. 

    Kal can see that Hilda is lightly clothed, and gives her one of the thermal cubes to warm her up, bringing a tear to the woman’s eye. She tells Kal to come back in a few hours and she will have everyone ready, before starting working, tearing out the hair of a wizard doll to make it blonde, and wondering how she will make a metal man. 

    Back at the tattoo shop, Penny is finally done, and in a lot of pain. Dandelion looks through the stock, and pays to have a barrier tattoo made, covering the entire front of her body, in the shape of a branching tree. Deacon says that should be a quick job, saying it would take about an hour, and asks Dandelion if she would like some privacy, as she would need to get undressed. Dandelion doesn’t mind, and takes off her clothes, with Kal coming over with a towel, covering up her parts, much to Dandelion’s confusion.

    An Unexpected Encounter

    As Deacon is working on Dandelion, Kal takes Relic around to see the city, while Penny goes to the Transcendence Theater to see if she can discover what happened to Lady Kree. She wanders around the area, asking people where her house was located, as it was sucked into the ground, and when she finds it, she sees that every single building around was completely spared, while the house of Kree is lying in a sinkhole. Asking around some more, she discovers that Lady Kree seemed nervous and on edge the days before her passing, even saying goodbye to some people, as if she knew what was going to happen.

    Penny is distraught by this, and decides to head to the theater in order to discover more clues. Finding the place closed while awaiting new owners, she decides to sneak inside. She turns herself invisible, and climbs up the facade to reach the balcony overlooking the entrance. Seeing the blizzard is raging, it’s difficult, but she makes it, and finds an open door leading inside. She descends down the stairs, and heads to the front desk, looking for anything that can explain what has happened. 

    She finds that there are a bunch of documents that she can’t read, but she sees numbers, and realizes that it is most likely her ledgers of finances or something similar. Nothing that can help Penny. But sitting on the desk is the small pink monocular that Lady Kree used to discern illusions through. She takes it with her, and returns to the streets, back to the tattoo parlor.

    Kal and Relic wander the streets, with Kal showing the bridges and their various dedications to the gods, as well as showing him the library again, as they didn’t really get a chance to see it when they emerged. He asks if she knows of any place where he can get some spell-scrolls, and Kal remembers a place called the Fey Factory that they have seen in passing. 

    Heading inside the Fey Factory, they are greeted by a dwarf, Dain Stoutale, who welcomes them to his emporium, and asks if there is anything in particular they are looking for. As he scans the room, Relic can’t help but notice the glowing scroll hanging on the wall behind the counter. He asks what it is, and Dain proudly proclaims that it is a scroll of Wish, his pride and joy, and can be his for a mere three million gold coins. A bit out of reach considering their budget, he tells the dwarf that he has some other spells he’s looking for, so the dwarf helps him find what he needs, as well as the materials to copy them into his book. 

    As the two of them exit the shop to return to the others, Kal sees Delphine in an alley across from them, looking at them. Kal, being annoyed at her, sends her a message saying that Fie is dead and that she can stop following them. As she receives the message, Kal can see Delphine’s face drop. She gets a simple reply, a shivering voice saying “he is?”. Seems Delphine didn’t know about this, so Kal walks over to her, taking Relic with her.

    Delphine asks if she speaks true, and Kal repeats herself, that Fie has truly died. Delphine says that she thought that maybe he finally took to his senses and acquired some item to hide himself from her, before running away, but didn’t expect him to be gone. Kal can see that she seems to be genuinely saddened by the news. Delphine goes on to say that she has made a terrible mistake in trying to go after the party to acquire the key, as she underestimated how far Malice was willing to go, and so thinks that they should work together instead. She asks if she can meet the party to discuss, and Kal invites her to their house tomorrow night. Delphine accepts, and walks away, saying she will see them the next night.

    Returning to the parlor, Dandelion is done with her tattoo, and a beautiful tree design is sticking out from underneath her clothes, much to Dandelion's satisfaction. The party thanks Deacon for his services, saying they might be back later. Before leaving, they decide to purchase whatever they need of spell-components with their newly acquired spells. As they gather and walk towards the library to head back to Ravenforge, Penny decides to test out the monocular that she found, and puts it up to her eye. It grants her truesight, and so she scans the area, looking at the people, before she suddenly sees a giant golden dragon in the middle of the square. The dragon looks around, and as their eyes lock with Penny, she lowers the monocular, and can see an elderly woman looking back at her, giving a wink, before disappearing into the crowd.

  • Chapter 52: Return to Wave Echo Cave

    27th-28th of January, 854TA

    Errands

    Waking up in the morning, the party spends most of the day doing errands before their meeting with Delphine. Dandelion, sitting in the garden among the snow, takes the mirror they purchased and tries to look at what her tribe is doing. Getting drawn in, her consciousness emerges in the forest, as she observes the tribe eating breakfast. Everyone seems to be doing fine, and she gets a sense that they all appear to be a little bit happier than usual. Sage appears and tells everyone that they should prepare to head out, as they have lingered for too long. As he scans the horizon, Dandelion swears that he stops to look directly at her, before moving on. Eventually her consciousness is drawn away as the spell ends, and she returns to the gardens.

    Penny decides that she wants to go look for where Lone Candle might have gone, and checks out most magic shops in the city. At first she finds no sign of her, but as she enters Scry Me a River, she can see Lone Candle in a conversation with Vontara Vishara. As she sees Penny enter, she immediately recognizes her, and runs over to greet her, proudly exclaiming that thanks to her and the party she finally saved up enough to move westwards as they recommended. 

    Penny and Lone Candle talk about their respective journeys, Lone Candle being amazed by all they have done, and hopes that she can help in any way. Penny says that there might be something she can help her with, as she would like a magical item that can cast Find Familiar. Lone Candle says that is absolutely something she can do, and with Vontara’s help, it should be ready within a week, and that Lone Candle can personally deliver it if she wishes. Penny gladly pays for the item, and Lone Candle happily starts enchanting the ring Penny gives her.

    Kal travels to Elvenroth to talk to Vrendol about having her armor enchanted, as she has been told he is the best for the job. When she enters, Vrendol greets her, asking her what he can do for her. They talk a bit about her armor, with Vrendol complimenting the craftsmanship, asking what she would like to enchant it with. As she describes her intentions, he tells her that it could be done in about a month and a half, so Kal says that she will return.

    After scrying on her tribe, Dandelion sets out to purchase supplies in order to craft some more healing potions, as the party is running low. Using whatever she has foraged over time, she has enough to make a couple, and realizes that she has to head to warmer areas in order to forage for more if she wants to make enough for everyone. She starts the process and starts fermenting her stock, hoping to be finished within a week.

    Former Enemies

    As dusk arrives, the party all have returned to the house, in preparation of their meeting with Delphine. Penny and Dandelion are both highly skeptical as the meeting draws near, with Penny even summoning the tiny hut in order to be “safe” from Delphine if she were to try anything. Both Kal and Relic on the other hand seem to be more open to the potential of gaining another ally. Suddenly both Argus and Ira flies in the open window, saying that she’s here. They suddenly hear a knock on the door, with Kal going to open up. Delphine greets her, asking if she can come in, with Kal moving aside, allowing her to enter.

    Seeing Penny protected by a tiny hut that has taken up most of the living room, she suggests that they maybe talk in the kitchen. Kal gives Penny a stern look, who reluctantly drops the bubble, allowing them to sit in the living room. Delphine goes over to Relic and introduces herself, asking how Bimble is doing. Relic tells her that he sadly passed away, but that he is still around. Bimble, after getting approval from Relic, emerges from the book, and greets Delphine as an old friend. She offers her condolences, but Bimble seems more than happy with the turn of events, just finding the experience fascinating. 

    Sitting down, Delphine can sense the tension in the room, and immediately tells the party that she is regretful to how things turned out, realizing her “mistake” far too late, as she didn’t expect Malice to be so aggressive, referring to the fact that she massacred a whole town square in order to free Iarno Albrek, which the party knows as Glasstaff. She only wanted the Key in order to protect her homeland, the Akstan kingdom, saying that Kal should understand. Kal on the other hand says that her allegiance is not with any nation, but for the protection of the world at this point.

    Delphine seems genuinely saddened by the fact that Fie paid with his life, asking how it happened. The party tells her that it was an aspect of the forgotten one, and that he died heroically, getting a proper warrior's funeral on the peak. She seems to take solace in this, but the party points out that she tried to have him killed at least once before. She defends herself by saying that Arara might have been overzealous, but that she knew he was accompanied by at least two people who had the capacity to bring him back, which they did.

    As it’s clear that they don’t trust her for 5 flat copper pieces, she asks what she can do to make the party trust her. The party says that she has to prove herself, so Delphine takes out a small bundle of pink hair, and throws it to Penny, saying that she will no longer use this in order to watch over the party. Penny seems quite offended by her taking her hair, with Dandelion looking at Delphine coldly. Realizing that it is not enough, she offers up something else.

    She tells the party that she and her spies have been looking actively for drow activity, in the hopes of finding Albrek again, and have discovered that there seems to be a drow presence in the ruins of Equinfjord, on the northern coast, north of Ravenforge. They have been observing the area for a few weeks, and the presence seems to be constant, indicating that they are doing something there. Delphine says that it would be a perfect place to hide Albrek, and even if he’s not there, it obviously is important to Malice, so if they disrupt it, they might put an obstacle in her path. Either way, they might get something out of examining the situation. 

    Delphine makes it clear that she wants nothing in return for the information, she just wants to help at this point. As she and her organization is not a strike force, they are unwilling to go in themselves to check it out, as she realizes that would be suicide, but the party has proven their potential, so Delphine is confident that they can make quick work of the drow intrusion if they so wish. She warns the party that since the ruined city was one of the locations that fell during the Betrayal, there is a significant undead presence of haunting spirits there, so they should be careful nonetheless.

    Concerning the feast that is set to happen in a few days, they ask if she or her network have discovered any threats against the party, but Delphine says that there doesn’t seem to be more than the usual chatter. She will be attending the party herself, so if anything were to happen, she will be there to help. Dandelion is still not convinced, and wants Delphine to promise not to hurt anyone in the party. She is reluctant, as she doesn’t know if they will turn against their interests, but as long as they stay true and go against Malice and the Forgotten One, she promises to not interfere. 

    Penny asks if Delphine can check out the scar from the connection that was broken on her head, with Delphine casting detect magic to examine it. She sees what relic saw, that there seems to be lingering magic, which could mean that she will be able to see the Forgotten One if he is nearby, or, more likely, he will be able to influence her more easily. They decide to leave it as is for now, with Penny saying that he has already tried to influence her, by being in her dreams. Delphine says that he is imprisoned, so it is more likely whoever is his new “disciple”. She asks Penny what it felt like to be under his spell, asking if she heard his voice. She tells Delphine that she even saw him, with Delphine being intrigued, asking to see what he looked like.

    Penny casts Major Image, summoning a moving depiction of the Forgotten One. The rest of the party have seen a weak shimmer of him before, but never this clear. His eyes are voids, where light does not reach, and his skin is old and pale. He looks quite disturbing, contrasted by his long beautiful white robes. 

    Looking at the projection, they ask if she knows of any more shrines that have been corrupted, with Delphine confirming that shrines of AzunaPhymera and Udall have all been affected, with most of them being cleared, but she will let the party know if she hears of any shrines of Udall being corrupted again. They theorize that, since the temples in towns are places of worship where people go to pay homage, and the shrines themselves channel the faith itself from the area, that the Forgotten One only focuses on the shrines to “steal” the power the faith provides to the gods, with Delphine saying that is not a bad hypothesis. 

    Dandelion remarks that her god, Faunus, doesn’t have shrines, but Delphine tells her that she knows of at least one, deep to the south of Spiral Woods. Dandelion admits that she hasn’t heard about this, but Delphine is not surprised, as the clan that watches over it seems to be rather… fanatic about it. Dandelion is shocked to hear this, and decides that she has to reach her tribe to talk to Sage about it. Delphine seems genuinely surprised to hear the party confirm that Faunus is a real god in his own right, and not just an aspect of another god.

    Kal asks Delphine if she can track down any relatives of Arin, the housekeeper, but Arin shoots in that she was an orphan, and never had a last name, and she is from another region, so there really isn’t that much to go on. She appreciates that Kal thinks of her though. 

    As the conversation has run its course, Delphine rises, and tells the party that she will be staying in her manor in the city, and if they need help or information, to call on her, and she will do what she can. She hopes that they can move past what has happened in the past, and go forward in a new direction, cooperating instead of working against one another. Penny and Dandelion aren’t convinced yet, and Dandelion is the only one not to shake her hand when offered, but Delphine doesn’t seem offended. She says that she will take “former enemies” as a step in the right direction.

    Where To Go

    As the party watches Delphine take flight and head towards the city, Dandelion says that she doesn’t trust the woman, even though she did seem to be truthful. Kal commends Dandelion’s character development, but says that she has to take a leap of faith sometimes, and that they have to take what they can get, with Delphine seemingly being an ally for now. Dandelion says that she doesn’t trust people who live in cities, and calls them cruel by nature. 

    Penny sits down with Arin to ask her about her experiences with Muzak. Arin tells her that he asked her about her life and where she had been, and it was a harrowing experience, but he was polite and nice, even if he didn’t have to be, which she appreciated. The party reflects on what they have heard about Muzak, with Kody having overheard the name Muzak from his fiancee’s father. 

    Penny asks Arin what he looked like, and she described him as looking like an exotic tabaxi, but his hands were all backwards. Kal and Relic both recognize the description as that of a classic Rakshasa. When they point out that he is a fiend, and a dangerous one at that, as he cannot be affected by magic below a certain power, Arin is taken aback at the fact that she was harbored by something from the nine hells. She decides to go to bed, feeling faint when she realizes the danger she actually was in.

    Relic goes outside to fix the fence, and uses magic to forge a solid stone wall, with dwarven design, which looks quite fancy. Dandelion sees this and asks if it means anything in particular, but Relic tells her that it is only to make it look nice. She compliments it, saying it looks quite pretty. As they stand there, they see a person walking over to the shrine of Udall that Kal set up, giving an offering, before returning to the city. Kal gives them a blessing as they pass, much to the person's appreciation. 

    Unfinished Business

    When Penny wakes up, she draws a beautiful drawing of herself, and asks Kal to write on it that she is in Ravenforge and that she is safe, hoping to send it to her commune. She heads to the city and flags down a halfling caravan that is headed south, giving them some gold and asking if they can have the letter delivered to The Emerald Earth Sanctuary. The halflings are headed to Shortlot, but will try to get someone to head east from there to deliver it. 

    Dandelion says that she would like to visit her tribe soon, as she wants to know more about the supposed shrine of Faunus surrounded by the fanatical tribe, but Penny points out that they have to deal with Wave Echo Cave sooner or later, so might as well do it first, since it could be done in a day or so. They agree that they have the time to do it now, and prepare to travel there via a tree that they know lies nearby. They leave the owls in Arin’s care, with Kal taking out all the dolls she purchased, putting them up on the mantelpiece, saying they will keep her company. As Kal is inside doing this, the rest of the party stands outside, and discuss that they should awaken a tree to protect the house when they are away.

    Ready to travel, they head to a large tree towards the mountains, and travel through it. Emerging on the other side, they see that it is snowing, which provides a serene feeling, as the smell of the city is gone. Dandelion takes it all in, being quite pleased with the change of scenery and sensation, before heading southeast towards the entrance.

    When they get there, they see that a lot has happened, with many carts and crates being there, apparently being used to bring in supplies and remove debris. There also appears to be a path heading east towards the old entrance, so they decide to head there first. Sneaking through the snow, they see two figures standing in front of the large stone opening to the cave. Ghouls.

    Dandelion sneaks up next to one of them, as the rest of the party prepares to attack from a distance, and with some quick spells and teamwork, they manage to take down the pair without anyone else noticing. Relic, who can read dwarven, translates the writing on the entrance, confirming that it is indeed Wave Echo Cave, and that there is a sign to wipe their feet before entering. Using prestidigitation, they clean themselves up, before they venture deep into the darkness below.

    Wave Echo Cave

    As the party walks along the dark corridor, they can see light and movement in front of them, as a large humanoid shape walks past a statue in the chamber ahead. Sneaking forwards, they don’t appear to be noticed, so the party slowly approaches. To their right, they see a set of double doors, with Penny peeking in, seeing a circular chamber within, with a raised platform. The door appears to be bolted from the inside, so Dandelion wild shapes into a spider, and enters, opening the door to let the others inside.

    Within, the party can see that someone has recently been here to cast a teleportation circle. Relic knows that in order for a circle to be permanent, it has to be cast daily, so someone is apparently still sneaking their way inside to cast it, before leaving again, daily. As the writing seems fresh, they apparently just missed them. As the room is a dead end, they decide to head further in, with Relic summoning an unseen servant to lock the door from within. As the party heads outside however, the servant is having difficulty lowering the beam silently, and they hear a large thud as the beam slams into place, alerting the undeads within the cave.

    Seeing the shapes move in front of them, Kal starts heading towards the chamber, with Dandelion summoning a cave bear to help them out. Relic manifests the mind of the spellbook, allowing him to see the chamber within, seeing that a large gathering of ghouls and ghasts are preparing for them. Kal, moving up towards the gathering of undeads, suddenly hears a door on her left burst open, as another group of undeads emerge and attack her. She manages to push them back with her wrath of the storm, and pushes onwards. 

    Penny and Relic stay behind and attack stragglers that are trapped between them and the bear, as Kal moves further onwards in order to make quick work of most of the undeads. They do see one of the ghouls suddenly run away, further into the cave, quite determined to warn someone of their approach. They are unable to stop it in time, and it disappears into the darkness. Kal eventually reaches the chamber and sees the undead horde surrounding her. She channels her divine powers to destroy them, managing to take down most of them in a few seconds. 

    The bear, having nearly been torn apart by the undeads, Penny, Relic and Dandelion all take care of the remaining undeads in the hallway. Kal can hear a female voice coming from further into the cave, and the undeads who were heading towards them suddenly turn tail and retreat. Having won their first battle, the party regroups, discussing where to go from here.

    Remembering from the last time they were here, they theorize that the woman that Gundren described may have taken refuge in the largest chamber, and decide to head there. In the chamber where the dangerous mushrooms were before, they can see that it has been made into a garden, with some lingering undeads roaming within, apparently oblivious to the party’s presence. 

    They decide to head towards the western entrance of the large chamber, knowing that it is higher up, allowing them to have the high ground if it turns into another fight. As they reach the hallway leading to it however, they see that it is barred by chairs, tables and benches, apparently to block off the passage, and it’s clear it’s to keep them out, not to keep something inside. Kal goes first, and uses shatter to blow away the obstacles, allowing them to enter.

    The Necromancer

    As the chairs and tables are blown away, they peer inside as the dust settles, seeing a large collection of glowing eyes peering back at them. A horde of ghouls await them, but they seem to not be attacking, but waiting for something, almost as if they have been told to stand down. Kal tells the ghouls to stand back or they will be destroyed, and as she says this, they hear another voice coming from within, saying “that is no way for a guest to talk in someone's home”.

    The voice tells them to please come inside. The ghouls retreat slightly, allowing them to enter, and to their left, they see a bald pale woman with glowing eyes and red robes sitting on top of a throne, perched on top of a pile of bones. She introduces herself as Ren Haradi, and Relic recognizes her as one of a group of necromancers that hails from Manath. Apparently they want to be immortal, and will go through great lengths to achieve it. Penny looks through her binoculars and recognizes a few of the town folks from Phandalin.

    The party, not dropping their guard, ask Ren what she is doing in the cave, and she tells them that she is looking for the secret of resurrection, being told that an artifact that is supposedly hidden within can grant her control over a god, allowing her to bring back her deceased sister. Penny tells Ren that they have already found the artifact she is talking about, and that it is no longer here. In either case, it would not help her, as the god she talks about would just use her as his pawn. Kal and Dandelion also try to intimidate her to vacate the premises, as she has already destroyed an entire town. Ren retorts that she hasn’t destroyed anything, but rather has granted her “family” eternal life. Relic shoots in that they are undead, not alive, but Ren is unwilling to listen to reason. She does however believe the party when they say that the Key isn’t here, and so tells the party that she will take her family and walk.

    Kal says that they cannot allow her to leave with her family, but Ren insists. Realizing that she won’t be allowed to leave with her horde, she tells the party that they are now in her way, and so she will do what she must, asking the party if they are ready. They all look back at her, with a slight smile, Kal staring her down, saying:

    “Let’s dance”

    Ren immediately casts several spells at the party, hitting all of them, while her ghoul army approaches to tear them apart. Ren steps into the broken soil and disappears into it, emerging at another spot, allowing her to be covered by her undead horde. Two of the ghouls seem to be more dangerous than the others, and they both focus on Penny and Kal, who are the closest, but Kal manages to push one of them back. Dandelion puts out a Bear Totem to help the party stay alive, with Relic using a mind spike on Ren. They notice that she can drain the life of one of her ghouls in order to resist the effect.

    The ghouls all come closer and closer, surrounding the party, but Kal positions herself to cover as many as possible, and lets off another divine channeling, destroying most of the ghouls surrounding them. This enrages Ren, who yells in pain, calling for more ghouls, who emerge from the darkness and hallways, as she casts a spell at the cleric. Kal can feel a grasp around her heart, and it suddenly wrangles it, wounding her greatly, but she manages to resist the worst. As even more ghouls approach, Kal lets off another divine channeling, destroying most of the ghouls that have come to reinforce Ren. 

    Ren, now enraged at the loss of her family, focuses all her attacks on Kal, who has now managed to resist the grasping of her heart. She fires off all her grave bolts at her, managing to make her fall unconscious, despite Dandelion's efforts to keep her up. Realizing that there is little she can do, Ren decides to make a run for it, and travels through the ground towards an exit. The ghast that remains runs over to Kal and starts feasting on her, but Dandelion heals her, waking her back up. Relic, using his manifested mind, can see that Ren is almost at the exit, and fires a beam of disintegration at her. Having spent all her resources, she is unable to resist, and so large chunks of her flesh are torn away from her, exposing the muscle and tendons beneath. It is not enough to bring her down, but Penny, knowing her name, sends a psychic lance at her, striking her directly in her mind. Relic sees that she turns, before dropping down, dead. 

    Deafening Quiet

    As Ren succumbs to her wounds, the remaining ghouls all drop down, dead as well, only being kept alive by Ren’s magic, which has now expired. Relic goes over to loot her body, and finds a ring of protection, an amulet of proof against detection and divination, some gold and platinum, some living gloves, as well as a parchment with a drawing of a circle on it, much like the ones the other party members found when they first entered the cave last time.

    They go through the cave, making sure there are no remaining threats, finding the corpses of at least eighty ghouls. But it seems to be safe, so Kal sends a sending to Gundren, telling him that they have cleared the cave, and that it is safe to return. Standing at the Forge of Spells, which is now fully functional, they can hear the distinctive sound of people teleporting in, and then marching of dwarven boots, as a group of dwarven soldiers enter the forge, asking if they are all right. Confirming that they are safe, they call for the “short one” to come say hi to his friends.

    Gundren makes his way past the guards, and happily greets his old friends, going over to give Penny a hug. He remarks how good it is to see them, and asks where the others are, referring to Theren, Granny and Demetrius. The party tells him that Granny and Demetrius both are doing their own things, but Theren tragically died in a skirmish not long ago. Gundren is quite saddened by this, but still composes himself to greet the newest member of the party, Relic. They speak in dwarven, with Relic complimenting the cave, saying it reminds him of the Great Forge of Krunbar. Gundren appreciates the compliment, before returning to speaking common as to not leave the rest of the party out of the conversation. 

    He tells the party that he has their share of the profits stashed away, and gives them over ten thousand gold pieces as payment, and says that for saving his cave for a second time, he thinks a more fitting reward would be to grant them a magic item of their choosing, but says they can think a bit about it, and then let him know, and if it is within his power, he will grant it to them. 

    Relic is offered to study the teleportation circle they are preparing, so that they can return when it is completed. After this, they are given a tour of the rebuilt cave, with Gundren telling them what they have done to fix the shortcomings of the last cave. While they’re doing this, the dwarven guards have gathered the corpses of the deceased and brought them all outside. Before returning to Ravenforge, Kal holds a symbolic funeral rite for the deceased, with Dandelion making a small effigy of snow, placing it in front of the bodies. It is a solemn gathering, considering that the entirety of Phandalin has been destroyed, and all of the inhabitants have died. 

    Afterwards, they head back inside, so that Relic can teleport them back to Ravenforge. Gundren gives them all a hug as they depart, saying that they will always have a place to stay if they find themselves in the area. When they return, nightfall has come, and so they decide to return home to rest, Kal feeling more spent than the rest, having almost died. 

    Dandelion and Penny take their horses to finally retrieve the carriage they ordered, and as they head there, Diamond remarks that he misses being on the road with Penny, with Speed agreeing. Dandelion tells them that they are probably going to head out some time soon, as they have several places to go in order to deal with the approaching danger. After getting back home, Penny takes a ride with Diamond before heading to bed.

  • Chapter 53: The Forest Spirit

    29th-31st of January, 854TA

    Returning Home

    As Dandelion wakes up in the morning, making sure to awaken before any of her companions rise, she gathers her stuff and heads out into the dark cold morning outside Ravenforge. With Argus and Ira flying alongside her, she makes her way to the large tree to the south of their house, to prepare to head towards her forest. Sitting down next to the tree, she takes out her small mirror, and scries on Wren to see where her tribe is currently heading. As he is not the most resistant to magic, she easily manages to spot him and her tribe heading westwards, having already started their trek.

    Dandelion gets on her feet, and approaches the tree, and pulls it open to reveal a passage within, which she and her owls walk through. On the other side, she emerges where her tribe had camped the previous day. Noticing the large group of footprints heading away, she wild shapes into a giant owl, and flies in the direction they’re heading. 

    Not long afterwards, she spots a group of firbolgs, being led by a lone figure in front. Dandelion, flanked by Argus and Ira, swoops down between the branches and lands in front of them, immediately turning back into herself, greeting the group. Sage is at first surprised to see her, but gets a genuine look of joy in his eyes as well, greeting her along with the rest of the tribe. After everyone has greeted her, with even Corn flying at her to say hi, Sage asks her why she has returned, and if it is for good, to which Dandelion replies that she wants to know about the shrine of Faunus that she has heard about in the forest.

    Everyone starts looking at each other, murmuring at the revelation, with Sage giving Dandelion a look of wanting to speak in private. Sage gestures for the rest of the tribe to keep moving onwards, as they have to make it to their destination before nightfall, and walks with Dandelion to the south of the group, wanting to speak in private with her about her questions.

    The Glowing Tree

    They spend some time talking about her experiences on the outside, with her showing him various coins, explaining that they are used to buy material components, specifically diamonds that have been “literal life savers”. Clarifying, she says that diamonds can be used to bring people back from the dead. Sage is a bit disturbed by the idea, wondering if she has thought about the fact that by bringing people back she is affecting the balance of life and death. Dandelion justifies it by saying that people being killed in battle before their time is different from someone dying at the end of their natural life. Sage agrees with this, but is just as perplexed as Dandelion when she explains more about the outside world, specifically that people don’t sleep outside. 

    Sage asks Dandelion if she is returning for good, but she tells him that she has been tasked by Faunus to help her friends protect the world from the Forgotten God. He tells her that he hopes that she can return home for good at some point, but understands what it must be like to be chosen for a task. Dandelion goes on to explain that she was told by Delphine about a shrine to Faunus in the forest, with Sage asking if Delphine is a trustworthy source. She says that she has tried to kill the party before, so no. He seems genuinely troubled by this, asking if she told her the information under duress, and is even more troubled with Dandelion explaining that she told them over a cup of tea in their home. In either case, she asks if he knows about the shrine.

    He tells her that on Clementine’s death bed, she explained to him some of the secrets of the tribe, and specifically warned him about the shrine, saying that the tribe that guards over it is a group of what can best be described as “fanatics”. Apparently they are guarding a grove that has Faunus himself within. Dandelion says that she didn’t know that Faunus walked on this plane, to which Sage replies that he doesn’t, which makes the idea dangerous. She tells him that she also met a group of orcs to the north who also followed him and his spirits, but had other names for them. Sage wonders if Faunus or Fau’nok came first.

    Dandelion begs him to tell her where it is located. He asks her if she’s going to go look for it no matter what, to which she responds that yes, she will not let this go. He thinks for a whole minute, before looking up, asking Dandelion if she can also see the light that has suddenly appeared.

    Turning to her left, she can see it coming from a couple hundred meters away. The rest of the tribe have stopped, seemingly noticing the light as well. Sage seems to recognize it, and starts walking over to it, but Dandelion stops him, saying that she should go. He nods, and holds back the rest of the tribe, allowing her privacy. Getting closer, she can see that an ancient tree is glowing from its core. When she reaches it, she sees that it is a passage through the tree, leading somewhere. She gives a small prayer to Faunus, and walks through.

    The Forest Spirit

    Emerging, she finds herself in a small grove. Where she came from there was snow, but the weather here is milder, and she can see the Iron Hills to the north, indicating that she has traveled a few hundred miles away at the very least, but she recognizes and feels the forest is still the same. In front of her, she sees a large, 10-12 foot tall figure, made of glowing light, looking down at her. Around her there are several spirits, but she doesn’t recognize any of them.

    The large spirit in front of her, which Dandelion can feel is an aspect of Faunus himself, looks down at her, as if he is expecting her to do something. She gives yet another prayer to Faunus, and asks for guidance. The spirit says that she is unprepared, and needs help reaching her full potential. To show her bond with the forest, she must bring him her heart’s desire by dusk of the next day. Dandelion asks what it means by this, but gets no response. The spirit indicates that she should leave, with her sensing that they will probably find her when her task is due.

    Returning outside, she can see that Sage is waiting for her, having already sent the rest of the tribe ahead. She wasn’t gone long, so they can see them in front of them between the trees. Sage asks her what she saw, to which she replies that she thinks she met Faunus, or at least an aspect of him, and explains her task. Sage says that she alone must accomplish her task, but she can probably ask for help from her tribe if needed. Dandelion is afraid, as what she wants most is to be back at her tribe, so she wonders if she has to leave them for good. Sage says that being chosen for something is not always wanted, with Dandelion thinking of Kal and her reluctance to be Udall’s cleric. 

    Guidance

    Dandelion spends the rest of the journey talking with LarkHawk and Wren, asking if they have any ideas about how she can accomplish her task. They all seem to agree that what lies dearest to her heart is the idea of being back with her tribe, and wonders how she will convey this to the spirit. She figures that she will have to promise to stay away, at least for as long the Forgotten One remains a threat. She plays a song for Lark, which Penny made. He thinks it is beautiful, hoping to meet her one day, especially after Dandelion compliments her beauty and skill. Wren asks about Fie, as she doesn’t mention him at first, with her explaining that he fell in battle, but she has made a new friend in Relic.

    As the tribe reaches their destination, Sage makes sure everyone has made it, with Hawk beginning to make a bonfire to keep them safe. The rest of the tribe spends the evening foraging, but Dandelion uses her magic to make Goodberries for everyone. Sitting down to rest and eat with the rest of the tribe, she watches Lark put on a performance based on the journeys of her group, using their earlier conversation to fill in the blanks, and his imagination to embellish the story quite a bit. It is very entertaining, with even Dandelion being enthralled, even though she lived it.

    As the night draws to a close, Dandelion lays down amongst her tribe, with Hawk and Wren nearby. She doesn’t get to sleep long however, as she is suddenly awoken by a feeling of dread. Looking around, she can see that everyone around her is cold and lifeless, with no breath leaving their mouths. The bonfire has also gone out, which is unusual, considering it is customary to keep it alive throughout the night. She tries to shake Wren awake, but nothing happens. She doesn’t feel alone, and can soon see a figure creeping towards her.

    Peering through the darkness, she recognizes the lanky form of Selene, one of the hags that was killed at the coven, although much larger in stature. Dandelion has no time to think about this, and goes on the defensive. Selene greets her, asking if she really thought she could get rid of her that easily. Dandelion replies that she has killed her once already, she can do it again. Selene laughs, saying that Dandelion took her family from her, so she will take hers in return. 

    Dandelion says that she cannot allow that, but Selene practically ignores her, picking up the lifeless body of Sage, mimicking his speech whilst using him as a puppet, to provoke Dandelion to do something. She manages to maintain her composure, so Selene tells Dandelion that she can give her a choice. She can either come with the hag willingly, or she will take her tribe with her. Dandelion says she will do nothing of the sort, and tries to cast a spell on her as the hag begins picking up Sage, putting him in her bag. Selene easily corrupts her magic, causing it to backfire at Dandelion. 

    As the hag picks up Hawk and puts him in her bag, Dandelion finally relents, asking if she promises to leave her tribe alone if she comes along. Selene looks at her, and joyfully empties out her bag, causing Sage and Hawk to fall to the ground, and holds the bag open for Dandelion, gesturing for her to climb inside. Dandelion says that she would rather walk on her own, but the hag says that she cannot walk to where they are going. Dandelion asks what she will do to her, to which she gets the reply.

    “I won’t kill you. At first.”

    Seeing no other option, and wanting to protect her people, she reluctantly gives a final prayer, and walks into the bag. Everything turns dark, and Dandelion suddenly wakes up, and can see her family around her, all sleeping peacefully, with the bonfire lit once again. Realizing it was just a vision that felt very real, she gives a sigh of relief, with Wren waking up, asking her if she is alright. She just gives him a big hug, with Droop coming running over with Corn, asking if everyone is safe. Dandelion calms him, saying it was just a dream, and he returns to his patrol, with Dandelion laying on the ground, happy to be alive.

    Judgment

    The next day, Dandelion decides to make the most of it, spending what she thinks is her last day with the tribe for a while just socializing and catching up. Argus and Ira are entertaining the kids, whilst Dandelion reconnects with her tribe. She gives Silver a platinum, gold and copper, with him suggesting that he should change his name daily to whatever coin he happens to pick out of his pocket that morning, and nobody can convince him otherwise.

    Before her “judgment”, she ventures into the woods by herself, away from her tribe. Her owls stand by her side, as she sits on the ground, meditating on her future. She can suddenly sense a warmth coming from behind her, with Argus saying that she should see this. Turning around, she sees the same tree as before, and remarks to herself how she couldn’t see it before. No matter, she thinks, and walks through it, with her owls perched on each of her shoulders. Within, she can see the same spirit, surrounded by other spirits, one she believes she recognizes as Galen. She gives him a short nod, and a thank you.

    The spirit looks down at her once more, as if awaiting her heart’s desire. Dandelion tells him that she spent the day meditating, wondering about how to convey it, but her deepest desire is to stay with her tribe. She realizes that the world is in danger, and that she must help her friend defeat the darkness, but she wishes it wasn’t so, and that she could just return home and stay with them, but she realizes that she cannot. She must stay away, and not return until her task is done. Her mission requires a sacrifice, and this is hers. 

    The spirit looks down at her, and gives her the feeling of acceptance, as if her words were enough. She gets the feeling that realizing what must be done is enough, and that she cannot return to her tribe, but she is not forbidden to visit. The spirits of her predecessors begin to disappear, with the spirit of Faunus growing brighter and brighter, filling her up with warmth, before she is blinded. Suddenly the light disappears, and she stands in the space of the tree, which is now gone as well.

    Realizing that she doesn’t have to stay away, she returns to her family, and tells Sage that she succeeded. Wren comes running over, overjoyed with the fact that she is still here, asking if she can stay another night. She tells him that she has to go back tomorrow, but can indeed stay for the evening. Wren goes to tell the others, as Sage reveals to her the location of the shrine of Faunus, telling her that it is located where the two rivers meet to the south. She decides to head there as soon as she can, but not without her friends.

    Dandelion spends the evening with her tribe, making sure to tell everyone that she has to go away again, but she will return, hopefully with her friends the next time. Wren has finally found his calling. After listening to Dandelion’s adventures, he wants to be a druid, like her. She thinks that’s an excellent idea, and gives him  one of her rocks, to start building his own staff. As they feast and listen to music from Lark, she feels happy, content and at home, but realizes that she cannot stay. She says her goodbyes to everyone, as she plans to leave before dawn the next day.

    When she wakes up, she tries to sneak away quietly, but manages to wake up both Wren and Hawk, who gives her a very sleepy goodbye, looking forward to seeing the others, Hawk remarking that he looks forward to seeing a pink tiefling. Dandelion laughs, and pats him on the shoulder, before leaving. She finds a suitable tree, and uses her magic to head home, returning to a raging blizzard on the other side.

  • Chapter 54: Long Live the King

    29th-31st of January, 854TA

    The Long Wait

    As Dandelion has left to visit her forest for a few days, the rest of the party spends some time relaxing and preparing for the upcoming gala that is being hosted in their honor. Kal spends a few days wandering through the city streets of Ravenforge, to see how she can do some good. Coming across a few orphanages, she donates a hefty sum to them, much to the gratitude of the workers there, while the kids look at her in awe, as a true hero. She also heads over to Tempervale to purchase a couple of spell tattoos so that she can disguise herself while still wearing armor.

    Penny takes Diamond out for a few rides along with Arin and Wildfire, traveling throughout the valley south of the city along the river, finding a few smaller settlements and inhabitants that seems to be nice enough, but in the end wants to be left alone. Relic in the meantime takes the time to just rest a bit after having had a busy week since meeting the party. During the previous days they get a formal invitation to the gala, with a notice that a carriage will be sent to retrieve them in the afternoon.

    On Saturday morning, Dandelion finally returns, and finds that a blizzard is raging across the city. When the rest of the party sees her they notice that she is rather quiet, as she has a lot to think about, but Dandelion doesn’t bother the rest of the party with the knowledge she now has, opting to wait until after the party to ask them for help. Penny takes some time to get ready with her makeup, and as she notices that Dandelion is planning to go to the gala as is, she takes her to the side and forces her to be worked on. When they’re done, Dandelion can hardly recognize herself in the mirror.

    Seeing as the blizzard is raging, the owls will have a hard time keeping watch around the castle, so Dandelion opts to give Argus one of the sending stones they have instead, so that he and Ira can give a heads up if anything were to happen to their home while they’re gone. Kal thinks ahead and puts their weapons in the bags of holding, and gives one of them to Dandelion. Arin tells the party to make good choices as the carriage comes to pick them up. Dandelion makes sure to tell the horses carrying the carriage how important their job is, while Relic lends a thermal cube to the coachman to keep him warm. Kal looks at the blizzard, and gets a feeling that it is sent by Udall as a precaution.

    Arrival at the Castle

    Traveling through the city, they can sense that all the guards seem to be highly on edge, seeing as there is a large gathering of important individuals present, and they can see that they are one of several carriages being transported to the castle. There seems to be few townsfolk in the streets, which isn’t that uncommon considering the current weather. Dandelion sticks her head out of the carriage to tell the coachman that he is doing a good job, but it’s difficult to convey it through the storm.

    As the party reaches their destination, they are led by a group of servants to the main entrance, up the main stairs and to the left to reach the ballroom. A large hall with several pillars holding up the roof, and a massive window dominating the northern wall. Towards one of the walls they see a large gathering of sweets and baked goods, whilst the head table meant for the party is right by the king, considering the rather large throne that is put beside it. When they enter, a herald announces their arrival to the few people who have already arrived. 

    Penny heads over to the table with sweets and is positively salivating over the fresh baked goods. Next to the table she can see Emma Halflight, the owner of Emma’s Sugary Emporium standing proud next to her creations. Penny gives her a compliment, with Emma being quite grateful, revealing that she and her workers have worked throughout the week to produce enough goods for the party, alongside some local bakeries.

    Relic makes sure to take note of who the herald announces, but Dandelion isn’t paying too much attention, as she doesn’t see the point since she doesn’t know these people anyway. All the rulers of the various counties, Akadio Zetterlund alongside a young gentleman, Usoa Zeri followed by her elven entourage, Paton Dutari and his wife, as well as Guldar Ironbreaker, being escorted by his dwarven bodyguards. Delphine, who’s first name is revealed to be Thalia, arrives and gives a short nod to the party.

    Kal has been rather indifferent to most of the names, but as Thaddeus Ildrex, with his wife Xara is announced, she freezes up and stares at the white dragonborn that just entered the hall. Dandelion can tell something is off, and gets a confirmation when Kal suddenly excuses herself and returns, looking slightly different with a different hair color and some additional makeup on her face, barely recognizable. She refuses to explain when asked about the change.

    Dandelion tries to look around for shady behavior, and can see that a few of the guests seem to be highly on edge, looking around nervously, some fiddling with something in their inner pockets. Delphine seems to be quite calm, with Thervan, who resides at the same table as the party, looking visibly tense. Bertram sits next to him drinking wine. By the wall, alongside the other guards, she can see Raven keeping watch. Dandelion points out a few of the suspicious looking people to Penny, and asks if she can take a look with her monocular, recognizing it as the same one Lady Kree used to check for imposters.

    Penny steps over to the side to get a quick overview of the gathered people, and looks through the monocular. She sees that there are a few guards posted high above, invisible, with loaded crossbows, looking at the gathering. She sees that Kal is wearing her armor, and also notices that Ildrex seems to be wearing armor, with a glamored dining suit disguising it. She doesn’t see any drow or hidden assassins present, but with over 200 people present it is hard to pick out anyone who is particularly suspicious. As the spell runs out, she returns to her seat, telling Dandelion about what she saw.

    The Gala

    Suddenly, as all guests have arrived, the sound of trumpets can be heard ringing throughout the dining hall, and everyone goes quiet, as the king, Triston Bouchard finally arrives, accompanied by his young daughter, Satine, who helps him get to his throne. They are accompanied by a few knights, and a couple of highly decorated soldiers in shining armor, who place themselves behind the king’s throne. Satine takes her seat next to the king, sitting between him and the party.

    After the king has gotten comfortable, he, through great effort, stands up again, and gestures for the gathering to quiet down, which they quickly do. He then goes on to give a brief announcement, that clearly takes a lot out of him to do.

    “Friends, dignitaries, citizens. We are gathered here today to honor the heroes who brought the possibility of a peace treaty between the Empire of Moroxia, and the Thax’ning orcish tribes to the north. Penelope Roxley, Dandelion, Kalyssandra Merwen and Relic. We honor you. I also have been told that another hero, Fie, gave his life in the protection of our country. Thank you for your sacrifice.”

    The king seems quite exhausted by the effort of speaking to the gathered crowd, who gives an applause in return, as well as raise their glass to the fallen. The party notices that Ildrex is glaring directly at Kal after her name was mentioned. Dandelion, who can read lips, sees that he tells his wife “I know that name from somewhere”. At the conclusion of the speech, the food is brought out, with a wide array of various cuts of meat and vegetables, something for everyone, and quite delicious.

    After people have eaten they start mingling with each other, and the gala goes from being a dinner to a party. The other regents make their way up to the king one by one to show their respects, kissing the ring of the regent. Dandelion can feel that while most people seem to be honored by this, the rulers of the counties appear to be very reluctant when doing so. Dandelion realizes that the regent isn’t very popular amongst the other rulers. She quietly mentions this to Kal, who tells her that the Bouchard family conquered the lands around 850 years ago, and subjugated the other rulers underneath them. They probably want things to go back to the way they used to.

    After showing his respect, the king under the mountain, Guldar, walks over to Relic, asking him if he is from the old times, referring to the conflict between the dwarves and the drow that happened almost 4000 years ago. When Relic confirms that he is, Guldar gestures for his guards to bring over a stool so that he can sit with the warforged. Relic recognizes the family name of Guldar, and tells him that he fought alongside one of his ancestors, and tells the king about the time, which for Relic was but a few years ago.

    Penny, who goes to pick up some more desserts, gets approached by Usoa Zeri, the countess of Elvenroth, who recognizes her as a member of the Bows’n’Roses, asking her what happened when they took a hiatus. Penny reveals the story of her mentor Morgan and her quest to find him, with Usoa being quite intrigued by the tale, and jokingly suggests having Trixie assassinated for taking her place. Penny assures her that it won’t be necessary, but joins the gathered crowd with tales of her party’s adventures so far. 

    Ildrex makes his way over to the king, to offer his respects. Dandelion, who has noticed Kal’s tenseness, asks if they have history, and if they are on good terms. She tells her to pretend that they do. Ildrex gives a bow to the king, kissing his ring like the others have done, and says to the king that queen Alynna Venra regrets that she was unable to make the journey. The king replies that he is honored to have someone of Ildrex post to come in her stead, asking if he is still a general, but Ildrex replies that he has been made a lord now. 

    Ildrex turns his attention over to Kal, asking her if they know each other, as he seems to find her familiar. She reveals that she is the cleric of Udall, and that she has never met Ildrex before. He seems to buy it, surprisingly, but insists that he has seen her before. Kal tries to play it off with the fact that a dollmaker in Tempervale has made dolls using her likeness, so he might have it from there. Ildrex doesn’t push it further, and leaves the matter be, before giving a final gesture of respect to the king, before returning to his wife.

    Delphine walks over to Penny who is sitting with Usoa, asking if everything is alright, with Penny telling her that they have noticed a few shady people, but neglects to tell her anything about the invisible guards in the ceiling. Delphine tells her that she feels something is off, and moves on to Kal, Dandelion and Relic. Dandelion is obviously still not trusting of Delphine, and makes sure to show it. Delphine asks how it is going, with them giving the same reply as Penny. Kal asks Delphine if she knows Ildrex, with Delphine replying that he was a general in their armies, but she doesn’t know him personally. Kal gets the impression that she is not telling the whole truth here, and seems to have a certain interest in the Lord, but it is difficult to gauge exactly what type of interest it is.

    Return of the Drow

    Penny, uses her one charge of the Songbook of Sorcery to subtly cast a detect thoughts-spell, and wanders around the room to listen to the various people who have gathered to see if she can pick up any suspicious thoughts. As there is quite a large gathering of people, it is difficult to make out exactly who is having the thoughts, and most of the gathered crowd seems to only be focusing on the festivities, but a few voices say that it is almost time, and that it’s almost here.

    She goes over to the others, and quickly tells them that something is about to happen. Thervan, having noticed her concerned demeanor, quickly makes his way over to them to ask what they have learned. Penny tells him about the thought she has overheard, and so Kal suggests that they bring the king and princess to safety. As the words leave her mouth, they can hear a massive explosion in the city, and the horns of the city walls blaring, as the city is being invaded.

    The guards in the room quickly make a wall between the royal family and the others, with Thervan pointing out that the party is on their side, allowing them to stay. A guard comes bursting in from the main doors, saying the drow are attacking the city. Chaos ensues, as the guests make their way to the exits, to try to find safety. Ildrex has dropped his disguise and is heading towards the city along with his wife. 

    The massive window on the northern wall suddenly gets smashed to bits, and a lone figure is hovering in the center of it. Malice. She laughs maniacally, and tells the king that his line ends tonight. The king looks at her, and, with a renewed vigor, tells his guards to “kill this fucking bitch”. The guards loosens their arrows at her, with Malice casting shield to deflect them, but a few manage to get through, striking her. She laughs, and flies away. Penny casts protection against evil and good at the king, with Kal starting to concentrate on Aura of Life. 

    The king tells Thervan and the party to protect his daughter. Satine protests, but is led away by the knights in the shining armor, followed by Thervan, Raven and Delphine, who offer to help. Relic and Kal follow orders, give a short bow to the king, before following the princess. Penny decides to stay behind, as she doesn’t want the king to die, after seeing him in her dreams. Dandelion doesn’t want Penny to be alone, so decides to remain at the king’s side, to protect him.

    Protecting the Princess

    As the princess is being led throughout the hallways to a safe location, Relic casts Mage Armor on her, and makes sure to look out for danger. With screams and fighting surrounding them, they are eventually led towards the chambers of the princess, but outside her door, a figure awaits, being accompanied by a few drow. The group turns around to retreat, but notice that several drow have made their way up behind them, trapping them in the hallway. The lone figure, with glowing red eyes, dead skin, and a glowing red dagger smiles at the group. 

    Kal quickly throws a chair out of one of the windows, and tells the group to take her hand. Thervan, sensing that they are too many, tells Kal to bring the princess to safety. Kal hurls herself out the window, and uses the storm to transport herself, the princess, Relic, Delphine, Raven and the four guards to their home on the outskirts, as Thervan is left behind. They emerge by the shrine of Udall next to their home, and quickly lead the princess inside, with the guards taking up a defensive position within. 

    In the distance, they can see lights from the city being on fire, with screams of people dying as large figures stand on the walls attacking the guards and the citizens. Several of their neighbors are standing outside of their homes looking at the horrific scene. Kal and Relic spend a few seconds staring at the invasion, before entering the home.

    Argus, who has at this point asked Dandelion what is happening, and gotten a vague response that she is in the middle of something, tells Kal that something is wrong, and they feel that they might need help. Kal walks outside, ready to run back to the castle, but returns, asking Delphine to teleport them to their friends, as they can protect the king. Delphine scry on Penny, sees them all in danger, and casts teleport to bring Kal and Relic to the fight.

    Cornered

    Penny and Dandelion follow the king and his guards, surrounding the regent, heading towards a safe spot where they can put up a defensive position. Dandelion has summoned a cave bear to help protect them, which follows them from behind. Running down a hallway and turning left, they see a massive skeletal figure with a glowing red greataxe staring back at them. They retreat, to find another place to stay safe, but before they are able to turn the corner, another figure emerges, this one holding a glowing red sword, and mocks the king for running away. 

    The second figure, who introduces himself as Lord Falric tells the group that they are only here for the king, and would rather not kill anyone else if they don’t have to. Dandelion says that they cannot have him, with Falric remarking that his rule will soon come to an end, with or without their help. She replies that even though the king is old, he seems like a good person, and so they want to protect him. The king tells them that he doesn’t want anyone else to die for him, and tells them to stand down, but neither Penny, Dandelion or the king's guard seem keen on that idea.

    The massive axe-wielding figure to their rear seems to be rather impatient, saying they should just slaughter them all and take the king's head for themselves, but Lord Falric tells the man to have patience, referring to him as Lord Vaelen. Penny uses animating performance to awaken one of the statues, to help protect the king. At this point, Argus has made contact with Dandelion, asking if she is okay, as the city is on fire. Dandelion replies that she is in the middle of something. Lord Falric tells them that they can have it their way, and moves in to strike.

    The first guard proves no match for the sword of Lord Falric, who quickly slices him down, while at the same time tries to intimidate and frighten the others. Dandelion and Penny seem to be resistant to this at first, but Penny is not as strong willed as Dandelion, so becomes frightened of the death knights. Lord Falric tries to hold a few of the group in check by casting hold monster, but only manages to hold the summoned cave bear, effectively removing it from the fight. Dandelion summons a bear totem, in order to give some extra protection to the group.

    Lord Vaelen casts haste on himself, to be even more dangerous in the fight, and manages to take down another guard as well as the animated statue that Penny brought in to help, moving closer to the king, while slicing down guards left and right. Lord Falric teleports closer to Penny in order to attack her directly. Dandelion, having been forced to maintain concentration and so hasn’t gotten the chance to attack the death knights, summons a draconic spirit, who attacks Lord Valeen, making him lose concentration on haste, and so is knocked out for a round. 

    The death knights have had several opportunities to strike the king directly, but have neglected to do so. Penny figures that the only thing protecting the king at the moment is the protection from evil and good spell that she is concentrating on, and so does whatever she can to keep it going. Dandelion quickly breaks the window, and commands the draconic spirit to pick up the king in order to bring him to safety. 

    The spirit grabs the king by the shoulders, and flies out the window, being struck by the axe of Lord Vaelen, but it is not enough to bring it down. It tries to fly away, and has nearly disappeared in the storm. Lord Falric smiles at this, and calmly walks over to the window, allowing himself to be hit as he passes by the guards, and tries to dispel the draconic spirit. Penny tries to counterspell it, but he simply counterspells her in return. The dragon suddenly vanishes.

    Demise of the Crown

    The king plummets to the ground below, and is luckily saved by the extra vigor that the bear totem provided him. Lord Falric laughs, as he teleports down below to the king, but doesn’t strike him yet. The knights, who have now been reduced to half, run over to attack Lord Vaelen, who still remains inside. They get in a couple of hits, but he just retreats slightly, allowing himself to be struck by the knights, as he casts a hellfire orb at everyone in the hallway. Two of the knights succumb to their wounds, with a final knight still standing strong.

    The king, now alone, faces down the death knight. Dandelion can see that he rises up, and speaks to the death knight, before taking out a small blade, and strikes the death knight in the neck. A final act of defiance from the regent. Penny, who took the brunt of the hellfire orb cast by Lord Vaelen, loses concentration on the spell protecting the king. Lord Falric feels this, and so strikes at the king. Dandelion sees that he cleaves clean through the shoulder and down the side, slicing the king in half. She tries to heal Penny, herself and the remaining knight, and as she does, Kal and Relic are suddenly teleported into the hallway. Seeing the danger, Kal tries to lie, saying that the princess is dead, but she doesn’t convince the remaining death knight.

    Relic, seeing the death and destruction around him, twins a spell and casts a disintegration beam at both Lord Falric and Lord Vaelen. The latter manages to avoid it, but Lord Falric takes the full force of it, being hit directly by the beam, tearing away some of his flesh. In return, he casts another hellfire orb into the hallway, and starts walking away, as the crown falls from the head of the deceased king as he is dragged away. Dandelion goes unconscious from this, but Kal manages to bring her back due to her Aura of Life still being active. They hear a pop outside, and see that Lord Falric has plane shifted away.

    The final knight makes a last stand against the remaining death knight, and runs at him, wanting to avenge his fallen king. One of his strikes misses, allowing an opening for Lord Vaelen to slice him clean in half. He then walks around the other corner, and they hear another pop, as he too escapes the scene, their task being finished. The party stands amid the corpses, exhausted. Dandelion sits by the window and stares blankly at the remains of the king.

    The Aftermath

    After a short while, as the party heals themselves up in case of another attack, they hear movements throughout the hallway. Guards start appearing and immediately surround them, taken aback by the death that fills the hallway. They are at first very suspicious of the party, but Penny manages to convince them that they tried to protect the king. Dandelion points out the window, and so the guards walk over to see their deceased ruler. Many guards start crying, but get some hope back when Kal tells them that the princess is safe.

    They decide they should check on Thervan to see if he made it out alright. Dandelion is still sitting by the window, staring out. Kal tells her that there is nothing more they can do, and so they should make their way back. Dandelion protests, saying that it was her actions that directly caused his death. She feels that she failed him. Penny tries to tell her that the death was not their fault, they did what they could. Kal takes Dandelion’s hand and brings her with her to the main hall.

    As they get there, they find that most of the tables have been overturned in the chaos, but luckily, a single table with candies and sweets remains. Kal is about to cast a sending to Thervan, but he emerges just before she has the chance. He tells them that he managed to hold back the death knight and the drow, but they suddenly retreated as if being called back by something. He tried to reason with the knight, as he recognized her as a changeling that he had worked with before, but it was not the same individual any more. Kal tells him that the king is dead. Thervan seems to take the news in stride.

    Thervan asks where the princess is, with them telling him that she is safe at their house. Thervan tells a few guards to accompany him, as he teleports them all back to the house. Relic goes over to knock on the door, and is greeted by a couple of guards asking who it is. Thervan tells them that it is safe, and to let them inside. They carefully open the door. Satine sits on the couch in the living room, accompanied by Delphine, Raven, and a few guards. Satine looks up at the party, and as she doesn’t see her father among them, she quickly realizes what has happened. 

    The princess, nay, queen, drops her head into her hands and starts sobbing. Dandelion quickly moves over to her, and is not held back by the guards, as she sits on the floor in front of her, saying how sorry she is. The queen falls to the floor into the arms of Dandelion, screaming at the news. Penny and Kal both go over to comfort her, being joined by Argus and Ira. Relic, not being the best with situations like these, moves to the kitchen, where he finds Arin looking shocked at the news standing with a few guards who have removed their helmets and gloves, looking distantly with teary eyes.

    Relic starts writing down in his book what he remembers about drow tactics, and recognizes that they haven’t changed much from his time, using a tactic of quickly moving in, doing as much damage in a short time while the enemy is surprised, before retreating just as fast. 

    After a while, the queen apologizes to the party, saying that she didn’t mean to intrude into their home, but says that she cannot bring herself to return to the castle tonight. Penny says that it is not an issue, and that she should take her room. The queen is quite grateful for this, but continues laying in the arms of Dandelion, still crying uncontrollably. 

    After some time, the queen collapses due to the exhaustion, and so the guards carry her carefully up the stairs to Penny’s room. Penny takes Fie’s old room, with Dandelion and Kal still sits in the living room. Dandelion just sits staring into nothing, before she too eventually collapses due to the exhaustion. Kal carefully carries her up to her room as well, before returning downstairs where Delphine and Thervan are still holding watch, alongside a few guards. In the distance, as the storm has subsided, Kal can see the city still burning, but the screams have died down.

  • Chapter 55: Mending

    1st-3rd of February, 854TA

    Royal Guests

    The next morning, after the disaster, Kal awakens first. Remembering the events from the previous night, she arises, and emerges from her bedroom, meeting the two elite guards that are stationed outside Penny’s room, protecting the princess. They give her a short respectful nod, which she returns, before descending to the ground floor. Meeting her downstairs is a group of very tired guards watching every entrance, with RelicThervan and Raven sitting in the living room, waiting for the princess to emerge from her chambers. As Kal glances out the window she sees a group of locals gathering around the shrine to Udall, giving offerings and prayers.

    Dandelion finds herself on the floor of her room, and just spends a few minutes staring at the roof, before forcing herself upright, heading outside to tend to the garden, trying to distract herself from the thoughts about the previous night, feeling responsible for the loss of the king. Penny eventually awakens as well, and just sits by the window, staring outside at the people gathered at the shrine, and on Dandelion working with the plants. Smelling breakfast, she heads down to eat.

    Kal, having prepared food for everyone present, tells the guards that they are free to join them at the table, saying they will probably need it if they’re heading to the city to help with the situation. They don’t have to be asked twice, and they all sit around the dinner table to feast. Dandelion comes inside and joins them, and notices Thervan speaking to someone through sending, but doesn’t ask about it. The guards, tired as they are, get a boost from the prepared breakfast, and seem ready to take on the day.

    Suddenly, they can hear footsteps from above, as well as a door opening and closing, before the princess descends, accompanied by the guards. Thervan quickly goes over to greet her, and whispers something to her, with her nodding in return. He then turns to the guards and the party, telling them that they are moving the princess to a safehouse. Dandelion and Kal both question if they have anyone they can trust, with both Thervan and Satine assuring them that whomever they have an agreement with can be relied upon. Thervan tells the guards to eat up, and not rush, before resuming their duties in the city. He turns to Satine, and everyone gives a salute to the princess, who looks uncomfortable at the prospect of being a ruler. She does give them a quick gesture, thanking them for their service, before Thervan teleports them both away to safety.

    Aid

    The elite guards, who introduces themselves as Alaric Blackthorn and Lyria Moonshadow, tells the rest of the guards to eat up, hinting that they have no time to waste, causing them to scuffle down whatever is on their plate, and then putting on their helmets and gloves, preparing to head out. They all give a salute to the party, thanking them for their help and hospitality, before leaving through the front door, catching curious glances from the gathered neighbors around the shrine. The party decides that they feel that they could be more useful in the city, so they decide to go after them.

    Relic summons a steed, and quickly moves past the party and guards, heading to the city gates. Penny, Dandelion and Kal catch up to the guards, who appreciate the help. Reaching the city gates, Relic can see first hand the destruction the Drow attack has caused, with dead and wounded guards and civilians laying in the streets, being tended to by whoever can help. Priests and priestesses from the Temple of Mova wander around, giving the deceased their final rites. A woman with a clipboard is doing a tally, so Relic approaches her, asking if there is anything he can do to help, and what the situation is. The woman tells him that the casualty toll is at least a thousand dead or wounded. The Drow emerged from holes in the ground, attacked, and then quickly retreated, taking the city by surprise. If he wants to help, the eastern part of the city was hardest hit, so Relic makes his way over there to assist. 

    As the rest of the party arrive alongside the guards, they too see the death and destruction ahead of them, with collapsed buildings, children crying, and blood-covered snow. The guards spread out to help where they are needed, and disappear in the chaos. Kal talks to the woman with the clipboard, telling her that she is a cleric, and asks if she could help in any way. The woman takes her to the nearby office embedded in the wall, and shows her several wounded guards, many with missing limbs and eyes. Kal gets to work, healing those who can be healed enough to assist, allowing more guards to help out.

    Penny wants to make her way towards Scry Me a River, as she wants to make sure Lone Candle and Vontara are safe. Along the way, she does whatever mending she can do to help people repair their clothes, windows and whatever small will help. The path is slow, as there is much to do, but she eventually makes her way to the docks, spotting Relic along the way as he is helping out, using magic to give support to damaged buildings, allowing people to put in supports to prevent collapse. As she arrives at the magic shop, she sees that the windows are shattered, and the front door is broken down. Inside she can see a wounded Vontara cleaning up, and when she spots Penny tells her telepathically that they are closed due to the circumstances. Penny tells her that she isn’t here to shop, but to help, asking if Lone Candle is safe. Vontara tells her that she is alive, and resting upstairs. Relieved, Penny heals Vontara, and offers assistance in cleaning up the shop.

    Dandelion makes her way towards the Arena, being told that it is being used as a triage center, and on the way there uses magic to put out fires by summoning rain. She also spots more of the holes in the streets where the Drow emerged from, but cannot discern what being or contraption made them. As she arrives at the arena, she enters through the front gates, and sees hundreds of people waiting to get help. Kal arrives shortly after, and working together they use magic to heal as many people as possible. Dandelion also summons a basket full of goodberries, offering them to people, feeding and healing them at the same time, with Kal walking around casting Spare the Dying on anyone who needs it.

    Relic continues to support however he can, and after spending a few hours helping out with supporting the buildings, he takes a short break to recuperate some magic. As he does this, he overhears some guards talking about how they found Ildrex surrounded by dead guards and Drows, allegedly having fought off a large group of Drow by himself. After the break, Relic uses magic to become proficient in medicine, helping out with the wounded, as the buildings are standing for now.

    Penny, now helping out Ventara with cleaning up the shop, suddenly hears footsteps coming from the staircase in the back, and sees Lone Candle emerging from upstairs, looking quite tired and wounded. Seeing Penny, she looks surprised, but happy. As she comes closer, Penny sees that she is missing part of her ear, having gotten a little too close to a Drow blade the night before. Vontara says they are lucky to be alive, as they both helped each other. Lone Candle suddenly looks very guilty, before telling Penny that her order will be a few days late, considering the circumstances, but Penny assures her that she doesn’t have to worry, she’s just glad they’re safe.

    Back Into Service

    After having done what they can do in the arena, both Kal and Dandelion move on, hoping to help bring someone back from the dead that can help as well as they can. Kal is told to go to the temple of Azuna, as it was hit the hardest by the attack of all the temples. On the way there, she assists in extinguishing some of the buildings that are still burning, both by summoning rainclouds, as well as taking control of water from nearby fountains to douse the flames. Eventually, she reaches the temple, and can see two half-orc guards standing outside, holding out their hand for her to stop, telling her that due to the attacks, the temple is off limits. She tells them that she is the cleric of Udall, and that she can help those within. The guards look at each other, shrug, before opening the door, allowing her entrance.

    Dandelion approaches one of the officials near the arena, asking if he knows of anyone who can be brought back, as she could help if someone important has passed away. He asked what she means by important, to which she clarifies someone who can help the people, clerics and the like, to heal. He tells her that due to the chaos he doesn’t have that information, but he can ask around to see if her services are needed. She sends Argus with him, and tells him to give the owl a sign, so that Argus can lead him back to her. As she waits for him to find someone, she returns to the wounded and helps out however she can.

    As Kal enters the temple, she can see the desolation inside. A vast chamber dominated by a statue of Azuna in the center, and a large hole in the center with rubble around it. She approaches, and is overcome by the stench of the sewers below. She approaches a half-elf who is looking over some of the wounded, introducing herself. She gets no response, the half-elf deep in thought, so she begins healing the wounded, which gets her attention. The woman introduces herself as Liora, a humble priestess of Azuna. Kal gets straight to the point, asking if there is anyone here who can heal with magic. Liora glances over at one of the bodies covered by a white cloth. She tells her that Maelyn was the head cleric of Azuna, but she was killed during the attack. Kal walks over to the corpse, with Liora taking the cover off. Beneath, a white tiefling, with a large wound in her chest, as well as several lacerations to the face. Kal asks if they have diamonds to spare, with one of the priests running to the back, returning shortly after with a large diamond. Kal takes it, and begins the hour long ritual to raise the tiefling, Liora holding Maelyn’s hand, helping with the ritual.

    Penny, having helped Vontara and Lone Candle with cleaning up the shop, is invited upstairs for something to eat. She accepts, and joins them at their table. Lone Candle sits quietly eating her food, with Penny noticing that she is shivering, clearly traumatized by the experience. Vontara uses her telepathy to speak to Penny directly, so as to not break the comfortable silence, telling her she is grateful for her help, and grateful that she is so guarding of Lone Candle, indicating that the tabaxi doesn’t have that many friends in this world. Penny replies that she is just happy to have made a difference. Vontara says she has heard rumors of the king and princess both being killed in the attacks, with Penny telling her that she was there when the king died, but reassures her that the princess is alive and safe, much to the relief of Vontara. After finishing her meal, she says her goodbyes, before heading into the city to see if she can be of assistance.

    After completing the ritual, the diamond in Kal’s hands shatters into tiny pieces, before entering the body of Maelyn. Kal sits there, thinking at first that the spell failed, before the tiefling suddenly gasps for air, alive once more. She thanks Kal for bringing her back, with Liora being visibly relieved by her master’s resurrection. Maelyn confirms that she can bring people back, but Kal senses that the resurrection took a toll on the tiefling, so tells her to rest, as she can resurrect one more. Liora mentions that another cleric named Petyr was also killed in the attack, so Kal goes to work, with Maelyn healing herself and then others. Soon, another cleric rises, ready to help the wounded.

    The official eventually returns with Argus back to Dandelion, and tells her that he hasn’t found any clerics or healers that fell, but did hear that the head priest of Lot was killed in the attacks. An important figure in the community, as he guides people by interpreting their dreams, the official feels that it would be a devastating loss if he were to vanish. Dandelion agrees, and so they head to the temple of Lot, to bring back the priest.

    When they enter the temple, she can see that it is a beautiful interior, with pearlescent pillars holding up a marble white roof against an obsidian black floor. To the rear, beneath a relief sculpture of the god Lot, with incense flowing out of his head, lies an elderly half-orc on the altar. Several of his followers are around, praying for his soul. Dandelion gets to work, explaining that she can try to bring him back, but that she needs the material components. The priests have already prepared what is required, and so Dandelion gets to work. A couple of priests assist in the ritual, but as the priest’s soul has already been in the beyond a couple of times before, it is not an easy task to bring him back. Dandelion warns the others that this might change him, as he gets a new body, but they feel that the sacrifice is worth it. As the hour closes, the ritual completes, and the body ascends into a floating position, surrounded by green light and leaves, entombing him. 

    The gathering sees that the figure shrinks, drastically, going from over 6 feet to around 3 and a half feet. As the leaves and light retreats, a short gnomish figure descends onto the altar. He opens his eyes, and at first seems rather confused by his hands and lack of tusks, before dandelion explains the situation to him. The priest introduces himself as Bromar Dreamtusk, and thanks Dandelion for bringing him back, even though it was mid conversation with Lot. Asking what happened, Dandelion explains that he was killed in the attack, with him being confused about what she means. When she clarifies that the city has been attacked by Drow, he is horrified, and must have died as one of the first casualties, as he was walking back home after tending to the temple. 

    Bromar grumbles to himself that he will need to redecorate his home to accommodate his new stature, and he will probably need a new name, due to his lack of tusks. Dandelion suggests Bromar Godtouched as he has been resurrected by Faunus, but Bromar does not recognize the god, but is thankful nonetheless. He tells her that he has to find the rest of his “flock”, so he and his followers depart. The official is standing near the entrance, and says to himself that he really should have been out in the streets doing more important stuff, but admits he was drawn in by the “show”, referring to the reincarnation. He thanks Dandelion for her help, before returning to the arena to help out. Dandelion goes out as well to help more people.

    Winding Down

    As the evening approaches, the party continues to help out however they can, with Penny joining in, playing music for the wounded, using her song of rest ability to help them heal, and entertaining the children who have yet to find their parents. After the party meets up, they decide to put Bozuuth into good use, and so sets up a resting station with free coffee for everyone who wants it. The coffee pot is overjoyed at the amount of “souls” it seems to think it is acquiring, but only Penny who pours the coffee can hear it, as she laughs to herself. During this, she gets a sending from Morgan, asking if she is okay, having heard about the attack, to which Penny confirms that she is safe, and wasn’t responsible. Morgan is happy to hear that, and promises to return in the morning.

    The party shares with each other what they have heard throughout the day from various sources and town criers, mostly that local business owner Zakhar Miriel  of the Azure Tides Trading Co. is giving out supplies and food to whoever needs it, and that the teleportation circle in Elvenroth to Ravenforge was shattered when they learned of the attack, and various rumors of the king and princess being killed in the attacks. Relic also tells them what he heard about Ildrex being caught in a fight with the drow, getting Kal’s attention. Kal wonders if they should make it clear what actually happened, so she heads to the castle to see if Thervan has returned, asking him for advice.

    Reaching the castle, she is not allowed entry, but Bertram meets her in the courtyard, and confirms that Thervan has returned, offering to bring her to him. Kal says it’s fine, and asks what they should do about the rumors about the princess being dead. Bertram, still shaken by the experience the night before tells her not to worry about it, when it is time for them to know they will know, for now it is for the best if people think her dead, as it will make it less likely for people to look for her. Kal asks if there is anyone of importance in the castle that needs to be brought back, but Bertram gets a stern look, saying politely that it is not necessary. Kal senses the animosity, realizing that he is of the belief that people shouldn’t be resurrected, so she doesn’t push the matter. She thanks for his help, and returns to the rest of the party.

    As she wanders down the street back to the arena, she sees that the Lucky Duck seems to have been hit in the attack, with a large hole in the wall, as well as the door being broken down. She enters, worried about Throk, and is met by a few guards who tell her that the business is closed indefinitely, as the owner and a few employees were killed in the attacks. Kal asks if anyone from the kitchen was killed, but they all survived. Throk seems to have been wounded, but was well enough to go home after being checked out. Kal leaves, and reunites with the rest.

    As the party has spent all their resources, they feel that they need to return home. Relic tells them he will continue for a little bit, as he still has some resources left. Before they leave, Kal asks if he can point out where he heard about where Ildrex was found, with him giving her a general direction. Kal goes to check it out, but is unable to find exactly where it was in the chaos, and asks a guard to find out so that she can check it out later, maybe talk to some of the corpses about what actually happened. Penny and Dandelion walk home in silence, both too tired to speak.

    Post-Op

    As soon as Penny gets home she goes to the garden, sitting under the tree, lost in memories. She looks up at the cloudy sky, reflecting on how many more worries she has now, and how carefree her life used to be. She realizes that she is more “free” now, but at the same time has more responsibilities, which she is not that fond of. Argus and Ira sit on the nearby roof, wondering what she is thinking about, just as Dandelion joins her by tending to the plants to distract herself. Wearing her Earpods of Silence™, she senses that Penny wants someone to talk to, so she takes one of them out, as a gesture for her to come closer.

    Dandelion shows her what the various plants are called and how to tend to them, with Penny observing closely, taking it all in. After a while, she asks Dandelion if it is possible to speak with plants without casting a spell first. Dandelion tells her that there are many different ways to do that, some plants even speak common. Penny continues by asking how they would make contact, with Dandelion mentioning treants, sentient trees, who roam the forests and can talk to everybody. If Penny wants to speak with plants, she should find a scroll of Speak with Plants. Penny doesn’t look satisfied with the answer, and Dandelion struggles to understand where Penny is going with this, but Penny just says she’s thinking of her home and old friends.

    Kal eventually returns home, having had no luck investigating further into Ildrex’s doing, and finds that about two dozen or so people are gathered around it. She approaches, with everyone recognizing the symbol on her chest, and who she is. She leads the group in a prayer, and tends to the shrine. People approach her, asking her to pray for their lost ones, which she promises to. As people leave due to being too cold to continue, she approaches the shrine under the guise of tending to it, hiding her thermal cube beneath it, giving warmth to the people who go there to pray. 

    As she gets inside, she asks Arin if she can cook up some food for them, to which she gladly obliges, and starts preparing some soup. Relic eventually returns home during the evening, being completely spent and out of spell slots. Dandelion and Penny come inside to eat with the others, and they all mostly sit in a somber and exhausted silence, before they all retire to their respective sleeping quarters, Dandelion going outside with her owls to sleep in her hut. When Penny returns to her room she sees that the princess has actually taken the effort to make the bed and tidy up a bit. As Penny undresses and goes to bed, she can smell the perfume of the princess still lingering, before falling asleep.

    Divine Guidance

    The next morning Arin makes breakfast for the group, with everyone feeling a little better after getting the chance to help the ones that were hurt in the attack. When they sit down, Relic prods Kal about Ildrex and her issues with him, as the tension was palpable during the gala a few nights ago. Kal reluctantly reveals that she was a soldier in his army, and that he is hands down the most ruthless and cruel person she has ever encountered. Relic recognizes the name and service, having read that he was asked to step down as his methods were too cruel during the subjugation of The Northern Tribes. That still hasn’t stopped him from continuing to offer his “services” to whomever requests it. Kal reveals that it is because of her experiences in the Northern Tribes that she dislikes traveling north. She tells them that he apparently is a follower of Yana, an evil god, for those that yearn for war and conflict. Something happened during her time with him, which must have made an impression, considering he almost recognized her.

    As they sit talking about this, they hear the familiar arcane thud of teleportation, followed by a knock on the door. Penny, realizing who it is, runs ahead of Arin to answer, and is greeted by Trixie and Morgan. They both get a big hug from her, and she basically drags them inside. They join the rest of the household at the table, with Penny telling them about everything that has happened. Morgan and Trixie both seem shocked by the news, but are glad to hear that the princess is safe.

    Kal decides to get some answers about the involvement of Ildrex, and so sits down to do a few communes, asking Udall for answers.

    • Was Thaddeus Ildrex in any way responsible for the attacks two days ago? - No.

    • Did he know about the attack before it happened? - No.

    • Is he in league with Malice in any way? - Unclear.

    • Is Glasstaff in Equinfjord, in the Everdark Woods? - Yes.

    • Are there any promises left between Glasstaff and Malice? - Maybe.

    • Is he planning any form of revenge towards us? - No.

    She seems to be genuinely surprised about Ildrex’ lack of involvement in the attacks, as he seemed ready to fight when he arrived, but Udall seems confident about the answers. She asks him about guidance for the path ahead, where to go first, as they have several things that require their attention. She gets a brief answer.

    “The dragon lies confidently in its lair,
    the spear and knife are not going anywhere,
    but the wizard is restless.”

    Kal tells the rest of the party what Udall tells her, and they all agree that Glasstaff escaping is not something they wish to happen, so they decide to pursue him first, potentially using wind walk to quickly get there, as it should be less than a day away. Morgan and Trixie needs to be back on the road any way, but they agree to stick around at least until they leave. Penny asks if Trixie has any contact with anyone from the commune, and she tells her that it’s been a while since she has heard from Perry, but just says it’s probably since she has been on the road, and isn’t as easy to get a hold of. 

    Penny asks if Dandelion can scry on Perry, and disguises herself as him. They all see her change into a very short halfling, with dark bustling hair, big glasses and carrying around many books. She sits down with her mirror, and places out a few sticks and stones as a ritual to Faunus. As she peers into the mirror to find Perry, she gets a flash of an eye, and recognizes it as Faunus’, guiding her to her target. 

    Her consciousness drawn into the looking glass, she emerges on the other side, and finds herself in a forest covered by a light layer of snow. Next to a tree, she sees Perry, sitting with his hands around his knees. His eyes are dark, with bags beneath them, looking exhausted. He seems to nod and shake his head, but isn’t saying anything. Just before the vision ends, he exclaims “I told you, I don’t know where she is”, seemingly to himself. Dandelion realizes that someone is speaking to him within his mind.

    When she returns to the others, she tells them what she saw and heard. Penny asks to see what he looked like, so she disguises herself to be like him. Worried that Vuthul has taken hold of him, she quickly realizes that he doesn’t look like she did when he was her passenger, so he probably is just exhausted. Penny realizes that her “friend” that she used to talk to also spoke directly into her mind, so she wonders if there is a correlation. 

    Penny wonders what she is to do about this, and as she is distracted, Dandelion talks to Morgan in private, asking him about her questions the night before, and if she has any reason to want to speak with plants. He tells her that he doesn’t know anything about any plants, but she did have a friend that she used to talk to back in her home village. A friend nobody else could speak to or hear. He seems to like the idea of being able to talk to plants though, and asks Dandelion to tell Penny to tell Morgan if they ever discover what her “friend” is, as it has been on his mind for a while.

    Penny asks Morgan if he can store a sending spell in her ring, so that she can talk to Perry directly, asking about what’s going on. He obliges, and so she asks Perry how he’s doing, and tells him where she is. Perry responds by telling her about the voice in his head, her “friend”, who is quite adamant about wanting to talk to Penny, wondering about where she is. Penny tells him she doesn’t know who the voice is, but promises to travel home soon, asking him to tell it to the voice, hopefully giving him some peace.

    The rest of the group wants to know what is going on with this supposed “friend”, with Penny relenting. She tells them that she has talked quite a lot to the voice, but it only talked to her in her “secret place”, which is in the roots of a tree. A light seems to turn on inside Trixie’s head, finally realizing where Penny used to sneak off to. Dandelion asks if the voice seems to prod Penny for information about her, but Penny seems to remember that it just wanted someone to talk to.

    Penny gets an idea, and asks Morgan for a final Sending, deciding to send it directly to her “friend”. She asks if she can do anything to help it. She gets a response immediately. A booming, otherworldly voice responding, asking if it is truly her. The voice tells her that it doesn’t wish to encumber her with its troubles, but it’s afflicted by something, and that they told it that it was because of Penny. Shocked by this, she needs some time to absorb what she has learned. In either case, they have to deal with Glasstaff first, but they decide to head south towards Stormseeker, and maybe pop by her home village on the way.

    Doing Good Deeds

    The party spends the rest of the day returning to the city to help out wherever it’s needed. Kal learns that there have been several requests by nobles to resurrect their loved ones, but when they learn of the price, that each life they resurrect requires them to provide a diamond for another life, most relent, either unable or unwilling to pay the price. Kal figured as much, and so spends her day healing as many people as she can. Dandelion does the same, with Penny spending most of the time healing and playing music for the kids that are looking for their parents. Kal suggests that Penny could draw their likeness so that they can be hung up around the city if people are looking for their children. Penny thinks this is a great idea, and starts drawing. 

    In the evening, Kal realizes that they found a pair of gloves on Fie’s corpse, and asks Relic to identify them. He tells them it’s a pair of Gloves of Thievery, which makes it easier to… steal. Penny quickly calls dibs on them, telling them that her fingers are loose when it comes to shiny things. Relic tries to lecture her to only steal from people who deserve it, but is not confident that the message gets through. Oh well, not much to do about it anyway.

    Arin wants to cook a proper meal as a goodbye for the group, since they will all be leaving in the morning. Kal helps her out, giving her some pointers at the same time, which Arin appreciates. They promise her that they will not be gone for long. Trixie and Morgan say that they have to be back on the road soon, as they have a show in Port Emerald in a couple of days, so they will leave at the same time. When dinner is served, Penny makes a large jug of delicious wine, much to the joy of the others who indulge themselves. After a hearty feast and friendly conversations, they all retire for the evening.

    Departing Yet Again

    The next morning, the party wastes no time, getting up early to leave as soon as possible. Figuring that they will have a lot of time to do recon on the city before they decide to land, they should do it during the daytime, as they know that Drow, coming from the underdark, has a hard time with the harsh sunlight. Before they leave, Penny asks Morgan for another sending spell, just so she can ask her “friend” one more thing. She asks it what caused its affliction, and if it has a name she can call it. The being responds:

    “I know not the entity’s name. I didn’t see it clearly.
    It said it was your passenger for a while.
    You can call me Gleamshroud

    She tells the others what it said, but nobody recognizes the name. They realize quickly who the “passenger” it speaks of is. The situation seems dire, but there is not much they can do about it now, as they are already burning time standing around. Morgan and Trixie say their goodbyes to everyone, and teleport away, hopefully not for long. Dandelion goes over to the horses along with Penny to say goodbye. The horses ask when they are going on an adventure again, as they yearn for the road, with Dandelion promising that it will be soon, they just have to take care of something first. 

    Dandelion gathers everyone around, with Argus and Ira sitting on her shoulders. As she casts the spell, everyone feels themselves being lighter, with fog starting to radiate from their skin, as they become more and more translucent, until finally they are all whiffs of smoke. They all take to the skies, and can see the damages the Drow caused on the city from above, with several of the repairs well on the way, and people returning to their normal routines. Continuing onwards, the city soon becomes harder to see over the horizon, as the Everdark Woods to the north comes into view.

  • Chapter 56: Seeds of Dissent

    3rd of February, 854TA

    Partially Cloudy

    With Ravenforge disappearing over the horizon behind the party as they fly, they reach the Everdark Woods, moving north towards the Ruins of Equinfjord. Below them in the forest they see various life, both animals and monstrosities, living their lives, trying to survive in the cold of winter. Flying as clouds, they stay low, but not too low as to be discovered. Eventually, after a couple of hours, the party can see ruins peering over the treeline. They have reached their destination, and so begin to ascend in order to get a good overview of the city.

    The party circles around, looking for places of interest, seeing that most of the city has been reclaimed by nature and lies mostly destroyed beneath the trees, but a small part of it is still mostly standing, albeit barely. They take note of a mostly intact storage facility near the docks, a wizard's tower with a couple of collapsed walls in the center of town, and the last standing tower of the castle near the outskirts. Dandelion does a twirl in the air, signaling that she has spotted some potential locations for their quarry. They decide to land in the outskirts of the ruins, in the forest, in order to talk about what to do next. 

    After coming out of the cloud shape they talk about what they spotted whilst flying over the city, but as they were too high, it was impossible to make out where the drow were concentrated. They discuss which option would be the most logical, with them all agreeing that the wizards tower is too obvious of a hiding spot, and Kal decides to maybe ask Udall if he knows where Glasstaff is hiding. Before they have a chance to start the rituals, Dandelion can hear voices approaching from the west. Seems that someone spotted them as they descended from the sky.

    Dandelion summons Master ElkWolfsleigh and a giant badger, whilst the rest of the party hides among the trees and bushes. Dandelion wild shapes into a giant owl, and perches herself on the top of a nearby tree, telling the animals to pretend that they are fighting in order to hide their tracks. The voices get closer, and the party prepares to ambush whoever approaches. 

    The Patrol

    Six figures suddenly emerge from the treeline. All of them drows. Luckily, the party manages to stay hidden, and so the drows seem focused on the spectacle in front of them with the giant elk and wolf having a mock battle. The drow look at each other, almost laughing at the scene, preparing to fire at the elk, presumably to feast on. Dandelion realizes quickly that if they kill Mr. Elk he will simply disappear, which would be quite suspicious, so she signals for the others to spring the trap. Penny uses her book of sorcery to subtly cast a major image of a t-rex lumbering towards the drows, which causes them to be distracted, giving the rest of the party the opening they need to take them down. 

    Mr. Elk uses the distraction to charge at the leader drow which was prepared to strike at him, gravely wounding him. Dandelion flies towards one of the rear drows to strike at it, cutting off their escape. Relic casts a fire bolt at the leader, striking him in the chest, gravely wounding him. As the leader gets up, he casts darkness around himself, before downing a healing potion, trying to escape. The badger goes to town on one of the other drows, with Wolfslee trying to cut off the leader's escape. Kal comes from the side with a reverberating jump, taking out the leader and a few minions, with Penny finishing off the rest with a well placed shatter. With the ambush done and over, the t-rex lumbers through the scene before disappearing amongst the trees.

    Dandelion, still in owl shape, tries to do her usual ritual of respecting the dead, but due to her animosity against the drow it boils down to the owl hurling rocks at the corpses in the snow. The rest of the party goes through the pockets, finding a few coins, some poisons and various belongings for someone keeping watch, but noticeably no food or supplies, indicating that they must have a base nearby. Kal, Relic and Dandelion all decide to do some rituals for the path ahead. Kal casts divination twice, asking first where Glasstaff is, but Udall is having a hard time finding him. He does however know that most drow converge near the wizards tower in the center of the city. Dandelion tries to discover more about the surrounding area by communing with the nearby nature, learning that there is a sizable force of drow nearby, maybe 60-70 around them, as well as regular forest critters. There are also many different undeads in the ruins, with a powerful one somewhere in the city, as she can feel its influence. There is also a very strong influence from the shadowfell coming from the city as well. Possibly a rift of some kind. Relic has spent this time casting a telepathic link, allowing them to communicate non-verbally.

    They talk about what they have learned through their divination, and theorize that maybe Nezznar is experimenting with dangerous rituals to reach the other planes. Relic says simply that if anyone has managed to create a permanent portal to another plane they should be stopped at all costs, saying that such power cannot be used for good. He talks about “terrible” places, like the Shadowfell and the Nine Hells, much to Penny’s annoyance. She tells them her mother told her that her bloodline comes from the second layer of the Nine Hells, but the rest of the group assures her that good people can come from terrible origins, saying that it doesn’t define her. 

    Needing to get moving, as they are burning valuable time with the wind walk spell, they decide to approach the tower from below, as they will surely be seen if they decide to enter through the openings in the walls. Talking about how to enter the sewers, Dandelion is shocked at the idea of manholes, saying it’s a weird idea to trap men in holes, just as it is weird that society traps cows in pens, and horses in stables, as they must be bored to tears. She also wonders why men have to enter holes, which causes Penny to laugh uncontrollably. Dandelion doesn’t understand what’s so funny.

    Among the Shadows

    The party takes cloud form yet again, and sweeps through the forest as fast as possible, with Argus and Ira staying above, keeping watch. The whole city seems rather grim, with a few undeads being spotted among the ruins. After a short while, Relic finds a collapsed temple that has an opening to the sewers, allowing them to enter. The owls tell the others that they are drawing a little too much attention, and decide to take to the skies. Dandelion sends them home, as they will most likely teleport out as soon as they have taken out Glasstaff. With the rest of the party converging at Relic’s location, they enter the sewers as a group, and attempt to find the path towards the tower. 

    After a while heading towards what they believe is the correct heading, they come across a large group of shadows circling a part of the sewers. Wanting to get their bearings, Penny emerges through a crack in one of the manhole covers above them, allowing her to see through the other side. The wizards tower looms above her, as a drow sentry wanders across a walkway, spotting the cloud coming out of the sewers, but Penny manages to play herself off as a whiff of steam, which fools the drow. When she goes back down, she sees that Relic is studying the movement of the shadows for an opening.

    As soon as there is a break in the ranks of the shadows, they make their move, heading towards the tower. Around the corner they find a door with a crack beneath it that they can get through, so they all squeeze themselves inside. On the inside they see that the door was bolted shut, keeping people out. Down a short corridor they see a ladder leading up to a hatch, with a tube, most likely a sewage drain, leading up. Penny decides to enter, and finds a large junction of other tubes. Picking one at random, she emerges in an open cell, and can see a large circular chamber outside it. A staircase leads to the tower above. She goes back to the junction and takes another tube, coming to another cell, this one with a man sitting inside it, chained to the wall, looking right at her.

    The Captive

    Penny tells the others what she can see, and emerges from the hole, materializing as herself. As she does, she accidentally steps on an ancient skeleton, with the man exclaiming his surprise to see someone else dumb enough to sneak inside a drow stronghold. Penny introduces herself, with the man saying his name is Eldric. Penny asks him why he is in this cell, with Eldric saying that he was adventuring when he was discovered and captured by the drows, and has been in the cell for a few days now. Penny relays all this to the others, who are hesitant to come up. He asks her if she has any food and water, as he is starving, to which Penny obliges. She tries to find her thieves' tools, but the man suddenly throws the food and waterskin back at her, as Penny hears steps coming down the stairs. She tries to hide in the corner, hoping whoever it is won’t notice her.

    The footsteps stop outside the cell door, and Penny can hear a heavy sigh, followed by a feminine voice, in broken common, telling Eldric to tell her who he really is, as she really wants him to survive. As long as he can tell them truthfully who he is, and it’s not a conflict to them, they will let him go after modifying his memory. But if he lies, or is after them, things get difficult. Eldric just stares back at the unknown woman, with Penny getting the feeling in her voice that she doesn’t appreciate being in the situation any more than he does. As she realizes that he is unwilling to talk, she tells him that if he doesn’t cooperate she will be forced to call for “him”, which will make the situation much worse, but that if he changes his mind, to ask for Zeerith, and she will come. She eventually can be heard walking back up the stairs, after telling Eldric that she will send someone to provide him with food and water. After a few minutes, Penny is confident that she is gone, and tells the others to come up. While she waits for them, she takes out her monocular and peers throughout the room, seeing Eldric is not hiding his true form, but can see that the room is filled with some weird energy of what can best be described as unnatural shadows.

    The party, who doesn’t like Penny being in this situation by herself, decides to emerge as well, each coming out of a different cell. Each of the cells have ancient bones, with one of them belonging to what was once a giant. They all go over to the cell to study the mystery man that Penny has been conversing with, noticing that Eldric is not wearing shoes, and that his clothes are consciously anonymous, not having any identifying marks whatsoever. Eldric claims that he is simply looking for treasure, but is unwilling to tell them specifics, as he doesn’t fully trust the group yet. Kal gives Penny the lockpicks so that she can release him, and as she begins with picking she tries to cast detect thoughts, but her casting is obvious, causing Eldric to reprimand her, but not before she gets a glimpse of him thinking “I hope I’ve told them enough”. Unable to open the manacles, she takes a couple of minutes to cloud herself through the bars. 

    Eldric, seeing the whole group in front of him, tells them he recognizes them, as he saw them the night they rescued the kidnapped people in Tempervale. He seems to genuinely respect their efforts, and they all agree to come back for him later, not wanting to leave him in the hands of the drow. As relic looks to the top of the stairs, he notices an enchantment that seems to obfuscate both sight and sound from the floors above. Kal and Dandelion want Eldric to get Zeerith back so that they can ambush and interrogate her, with Relic protesting the idea. Before they can come to an agreement, they hear footsteps from the top of the stairs, as someone is coming. Dandelion gives Eldric a sign to ask for Zeerith, as they all go to hide. A lone drow guard comes down, holding a chalice of water, and a napkin with some meat in it. He spits in the chalice, before placing it in the cell, just out of reach, before retreating. As he is about to go, Eldric tells the drow that he has changed his mind, and that he would like to speak to Zeerith. The drow looks at him smiling, before heading up the stairs.

    A House Divided

    It doesn’t take long for Zeerith to emerge, and those who are hiding can see her glowing blue eyes as she descends. She walks over to the cell, and as she is about to open her mouth, Dandelion manages to knock over a small stone, drawing the attention of the drow, who takes out a sword, ready to attack. Penny tries to cast a charm on her, but she resists the effect, and strikes back at Penny with a painful grasp of dark magic. Feeling a poison enter her blood, Penny manages to resist, as Kal shoves Zeerith to the ground, and puts the immovable rod on her chest, immobilizing her. The drow fills the room with a smoky substance, but Penny dispels it. Relic tries to intimidate from the rear, as both Penny and Dandelion try to convince her, but Kal talks her down by pointing out that nobody can hear her scream down here. It seems to do the trick, with Zeerith asking them what they want.

    The party senses that Zeerith relaxes, and so releases her, allowing her to stand. They tell her that they are only here for Glasstaff, as he needs to be brought to justice. Zeerith gives the impression that she doesn’t appreciate his presence either, telling them that she is looking forward to them being done with him. Penny tries to rummage through Zeerith’s pockets for a key, but she slaps her away, producing it for her, allowing Penny to release Eldric. Zeerith tells them that she doesn’t want her people to be hurt, with Kal telling her that they won’t hurt anyone as long as none get in their way, and asks Zeerith to tell them how to get to the top. She gives a description of the layout, telling them that there are two lookouts they cannot get past on the fourth floor, but that she can give them a small window to sneak past, if they are silent. She also tells them to keep away from the room on the third floor, as there have been a few casualties already from drow encountering the monster within.

    The party thinks it’s odd that a drow is so willing to give up the information that she is possessing, and asks if Malice is in charge. She confirms that she indeed has the loyalty of most drow, and that Malice is trying to do what she thinks is right, but that she no longer cares about the cost. The party is curious about what she means when she says “the right thing”, with Zeerith talking about the overworlders near extermination of her people. Relic mocks her, saying that he could say the same thing about her, referring to the conflict between the drow and the dwarves. Zeerith tells him that they were just defending themselves, and that they didn’t deserve genocide. There are those amongst the drow that feel the same way, who just want an end to the conflict entirely, without unnecessary bloodshed. Penny asks if Nezznar is in the city, to which Zeerith replies no, but that he will be here soon, and that they have to leave before that, as he is right now one of the most dangerous beings on this plane. Kal asks why they have Glasstaff here, and she replies that he is looking for something, but she knows not what, and that she hasn’t been allowed to talk to him.

    She tells the group that she is forced to stay in line, as they have control of her family. She seems frustrated by the situation. Relic asks her to reach out to them if she wants to rebel against Malice, in the hopes of ending the conflict. She will need allies, and if it can mean the end to the war, they can help. Zeerith tells them that she might do that, but they dare not speak of rebellion, even in private, in fear of being executed or worse. She tells Relic her full name, Zeerith Despana, asking him to reach out if they have a plan ready. Having spent a while talking, she tells them she has to return, otherwise they will come looking for her. She will signal them when she gets them the opening.

    Ascension

    When she leaves, Penny places a programmed illusion in the cell of Eldric sitting and staring into the floor, hoping to buy them some time in case they check up on him. As they release the shackles, both Penny and Dandelion notice a slight flare in Eldric’s eyes, prompting Dandelion to pressure him into revealing what he is. They suddenly hear a familiar voice saying that there is no point in keeping up the facade, as Ranesh emerges from a ring hidden in Eldric’s pocket. Dandelion groans at the sight of the “bad dad god” as she calls him. Ranesh looks at the party, saying it shouldn’t come as a surprise that he has more disciples. He admits that he sent Eldric here as Fie is no longer able, as he knew they would eventually find their way here. He instructs Eldric to go “grab it” while he can, as the party has other things to worry about. When Eldric asks about it, he clarifies that it is a world ending business, and their goals do not align at the moment. 

    Ranesh gives his goodbyes to the party, with Eldric still being in shock that his patron knows the party well enough to be on speaking terms. Penny casts Seeming to make them look like the drow they ambushed in the forest, Relic recasts the telepathic bond, and Kal casts tongues, allowing her to understand what the drows are saying. Afterwards, they tell Eldric that they will look for his stuff, and tell him if things go bad so that he has a chance to escape. Eldric tells them not to worry about him, since he can take care of himself.

    As they ascend the staircase, they penetrate the veil, revealing a large circular room with a statue in the center of it, holding an orb. The entrance to the tower is covered by skeletons who tried to escape from something, but were unable to get out. Above them, on the next floor, Kal can hear the drows talking, and tries to listen in, but it’s difficult. All she can make out is the name “Malice”. There is a grim atmosphere in the room, but the party tries to be as silent as possible, waiting for the signal to ascend. 

    Penny and Relic decide to check out the statue. Relic recognizes the statue as that of Theonius Grim, often referred to as the “Mad Mage”. He recalls that Theonius was rumored to be dealing in dark magic, but he did a lot of good for the city, so they let it slide. His name is the origin of the word grim, which tells them all they need to know about him. Penny finds a hidden compartment, containing an expired healing potion, some rotted clothes, and a Bag of Colding, to keep food fresh. It even contains some 2500+ year old sausages. Relic takes a closer look, and senses that the orb seems to be of a slightly different shade of stone than the rest of the statue. Looking closer he can see a glyph of warding embedded on it. 

    Relic asks Penny if she can try to dispel it, casting a silence spell at the top of the staircase to avoid the drow from discovering them. The glyph is powerful, so she has to try a couple of times to dispel it, but on the second time it fizzles away, and the aura that Penny sensed disappears. Relic tries to grab the orb, but it is really well fastened. Kal manages to tear it off however. Penny does not sense that it is magic, but they decide to bring it along, with Kal placing it in the bag of holding.

    Waiting around for a few more minutes, Penny gets a message from Zeerith, telling them that they should have about 5 minutes before the guards return. Wasting no time, they head up the stairs, stealthily so as to not draw the attention of the drows resting on the second floor. Unfortunately some of the footfalls of the group are a little too loud, drawing the attention of someone who approaches. A large one-eyed drow with several facial tattoos and religious looking robes emerge from around the corner, looking at who is coming from below. Kal tries to play it off casually, and continues walking, but the drow stops them, asking them what they are doing here, in a suspicious manner. Not wanting to speak, as it would blow their disguise, she pulls out the glass staff from the bag of holding, shrugging while pointing upstairs, indicating that she is bringing it to its owner. It surprisingly seems to work, and the drow retreats to the rest of his group. Breathing a heavy sigh of relief, the party continues upwards.

    Distractions

    When they reach the third floor unscathed, they can sense the aura of dread even heavier here. In the distance, beyond the wall behind them, they can hear a howling of sorts, as well as arcane sparkling, and can see pale green light flowing out from a crack beneath a door. Having been warned about this floor, they decide to press on, and on the fourth floor they can see daylight coming from both northwest and southeast, as the openings in the tower are visible. The two drows that were keeping guard here are missing, giving the group a small window to look for Eldric’s belongings. In the nearby chest they find his boots, as well as his ring of evasion, sword of wounding and a couple of bottles of healing potions. They pocket it all, and move up before the drows return.

    On the fifth floor, they have reached the top of the spiral staircase, and sees that the stairs continue near the outer wall of the tower. They pass a door on the way there, and Dandelion can hear voices coming from within, most likely from another room beyond, but they have no time to waste, and so continue onwards and upwards towards their prey. On the sixth floor, they come across a dark room, where the roof has collapsed. The floor ahead of them seems to be mundane, but just to be safe, Kal messages Zeerith, asking if there are any traps. She confirms that there are some glyphs of warding on the floor, which will warn Faelrin, the inquisitor. Relic casts detect magic, and can see the glyphs on the floor, hiding amongst the rubble. They decide to play it safe and revert to cloud form, in order to avoid them, as they are unsure if they trigger by proximity or stepping on them. As they fly up towards the hole in the roof, they see that the large room on the floor they are on contains what appears to be remains of a laboratory. Realizing they might find something useful, they decide to take a quick glance through it. 

    Dandelion and Kal keeps watch, while Relic and Penny scour through the rubble. About half way in, Dandelion hears footsteps from above, and tells the others to hide. Emerging from the stairs they can see a nicely dressed drow, not at all prepared for combat wandering past the room they are in. Unfortunately, Dandelion manages to shift some of the stones, but Penny quickly casts some dust of disappearance in the air, hiding them. The drow peers into the darkness, but as he sees nobody, he continues downwards, muttering to himself that he cannot wait to leave this place forever.

    The party continues to search, and finds a few diamonds, a phoenix feather, a vial of dragon blood, as well as a chest containing some odd vials with disturbing labels on them amongst them arsenic, blood from human infants and the such. Relic quickly recognizes this as the ingredients to make a lichnee potion. Seems like Theonius was well on his way to become a lich, if he wasn’t one already. 

    In order to buy themselves some time, Penny uses her creation powers to create a large slab of stone to block off the staircase, with a sign saying that Glasstaff is not to be disturbed. The party flies up through the cracked roof, and is faced with a stone golem, luckily dormant, standing in front of a large vault door. Seeing blood splattered on the wall, as well as on the golems hand, they realize that the drows probably have tried, and failed, to open the vault. The party makes a mental note, hoping to return some time later in order to raid it, but first they have to deal with Glasstaff before anyone notices that Eldric isn’t in his cell any more.

    Shattered Glass

    Up the final stairs, they notice a similar, but slightly different looking shimmer to the one they saw near the basement. As they sneak through it, being careful not to warn Glasstaff, they can feel the air growing heavy, and Relic senses that time moves slightly differently in this room, making time pass faster on the outside. There is also a disturbing whisper lurking in the background, without any discernible source. As they reach the top of the stairs, they see Glasstaff sitting near a desk, studying his research, not having noticed the party. Around him is a large bookshelf that reaches all the way to the roof, filled with books, mostly ruined, but some worth checking out. In the corners, Relic sees remains of arcane runes, indicating that a deteriorated private sanctum spell is warding the area, and realizes this is why Udall had difficulty finding Glasstaff. It would also make it difficult to teleport out of here.

    Kal really wants to scare him for what he has done, and so sneaks up to him, with the rest of the party standing back. Dandelion takes out the staff of defense, ready to give some poetic justice. Kal leans in near Glasstaff, whispering that his downfall has come, as she summons her necrotic shroud. The party sees dark skeletal wings emerging from her body, with Glasstaff being shocked and surprised at the intruders, as Dandelion runs up to him and decks him in the face with the staff. Relic casts chromatic orb at him, with Glasstaff trying to counterspell it, but Penny counterspells him in return. 

    Seeing that his doom is at hand, he tries to misty step away, but Relic counterspells it. Enraged, he takes out a small stone from his pouch, and tells whoever is on the other side that “They are here to kill me, you have to come here NOW!”. He then turns to the party, telling them that they have to take him away from him, and that he can help. By doing this, he has forced the party to either take Glasstaff with them or deal with Nezznar when he comes. Relic casts enervation on Glasstaff, before summoning Bimble into a mote. Penny casually skips over to finish off Glasstaff with an inflict wounds, but Glasstaff manages to counter it. Kal takes a step back, throwing a brightlance right into him. Glasstaff slumps over, unconscious. 

    Penny suddenly feels her mark of the Forgotten One in her neck piercing like a burning knife. Nezznar has arrived, and the party does not have much time. She tells this to the others, so they spring into action, as they have precious little time to escape. Kal puts Glasstaff’s body into the bag of holding, not wanting to leave him behind for the enemy to resurrect, as well as all the research notes that he was working on. Relic begins picking out books from the bookshelves, noticing a couple of magical ones, but just takes everything that doesn’t look ruined. Dandelion goes through Glasstaff’s chest, finding a bunch of gold and a cache of healing potions. Penny takes a grim looking book made of what appears to be human skin, as well as a bag of diamond dust. Kal tells Eldric through a message that they have his stuff, and that he can find them in Ravenforge. He replies that he will find them there, as it appears they have already grabbed what he was looking for. On the way out, Relic grabs whatever material components he can find lying around. Sensing shockwaves running through the building, they realize that Nezznar is working his way through the stone slab that Penny summoned.

    As the party descends through the shimmer, they hear a large boom as stones fly out through the hole in the floor from below. Penny, coming down the stairs, suddenly sees the ghostly visage of her former patron, Vuthul, standing near the hole in the floor, smiling. She can hear the grim voice of Nezznar from below, shouting “I see you now!”. Kal throws herself at the rest of the party, using word of recall to bring them back to Ravenforge before Nezznar has a chance to stop them. They emerge near the shrine of Udall, scaring a few locals who were there to give offerings, but they are pleased to see the group, clearly recognizing them for their deeds. 

    Kal sends a few messages, one to Ira, telling him that things got bad, and they have returned to Ravenforge, and that they should make their way back as soon as possible. Dandelion says she will fly out to meet them the next day. Kal also sends a message to Zeerith, telling her that they made it out okay, and that Glasstaff is dead. She thanks Zeerith, and wishes her luck. She gets no reply, only a short cough, acknowledging that the message was received, but that she cannot talk. Shaken by the close call, they take cloud form and return to their home, to wind down, and go through the tomes and items they found in the tower. By taking out Glasstaff, they have hopefully disrupted the efforts of the drow to find whatever they were looking for.

  • Level 12

  • Chapter 57: Secret History

    3rd-5th of February, 854TA

    Home Sweet Home

    When the party arrives back home after their excursion in the Ruins of Equinfjord, they quickly go through the items they procured from the wizards tower. Relic goes briefly through the books he took from the bookshelves, finding a few of them to maybe come in handy at some point later, as they refer to celestial events, potions and traveling in the elemental planes. The book Dandelion picked up is quickly discovered to be a Grimoire of the Abyss, which is heavily cursed, and Relic recommends that they should not read it. 

    Kal places Glasstaff in one of the chambers in the crypt, and places the coins on his eyes, causing the corpse to be preserved. She looks at the body, and reflects on what questions they should ask him when the time comes, but for now she’s just happy that he cannot help the cause of the drow any more. Penny approaches her as she ascends up the stairs, asking Kal if she can sever the connection from her neck with Vuthul permanently. Kal replies that she hasn’t prepared the spell for the day, but that she will in the morning. Relic is asked by Bimble if he can spend some time over the next days, as he wants to teach him a technique that could help him in his travels, to which Relic agrees.

    Afterwards, they all decide to go through the large amount of research that Glasstaff was working on, but after spending a few hours they realize that most of it is not written in common, and what is seems to be random poems and references to the moon, star-charts and in general quite cryptic musings of the author. Looking through the papers, they realize it will take them months to get through it all, if they can even find a connection. After spending a few hours, most of the party decides to go to sleep, apart from Relic who continues to go through the papers, before sitting down to recharge. Both Dandelion and Arin discuss how weird he looks when he is resting, before going to sleep themselves.

    The Next Day

    The next morning, after various dreams and nightmares, the party wakes up to a new day dawning. Dandelion heads outside to gather some vegetables from the garden, and notices a few kids gawking at her in awe. She walks over to them, with them remarking how huge she is, and her giving them a bunch of goodberries that they run around giving to their friends. She heads inside with the vegetables to use for breakfast.

    Penny wakes up, banging on Kal’s door, before being told that she is in the kitchen, so she runs downstairs, asking Kal if she can do the spell now. Kal places her hand on Penny’s neck, and casts Greater Restoration. Penny gets a brief flash of Vuthul staring at her, as the connection is broken. She also feels a little bit weaker, but all in all, it seems to have worked. Afterwards, giving Kal a hug, Penny heads to the city for some errands.

    Relic takes a closer look at the orb they took from the statue of Theonius Grim, and finds it to have a slight magic aura that seems to hide its true potential. The stone layer seems to be what is keeping the aura in place, so he takes a hammer and cracks it open, revealing a beautiful gold and quicksilver sphere within, with several flowing circles that seem to shift around like fluid. He casts identify on it, and discovers it to be a legendary item called the Orb of the Arcane Nexus, allowing him to enhance the powers of his spell, and discover nearby artifacts. 

    As he attunes to it, he discovers that there seems to be another powerful item in the house, one that he senses is different from the ones he and his companions carry. Wandering into the crypts with Kal in tow, he searches through the rooms, and finds the hidden compartment that Fie used to hide the Spider Staff inside. Kal remarks that she could have told him about that, but Relic is intrigued by the staff, and decides to take it with him, putting it in the bag of holding.

    Penny, looks around for some new horseshoes for their horses, and learns from Vontara that they probably have them at the castle, as they are generally used for their horses. She heads there, meeting Armitage, the captain of the guard. He tells her that they do indeed have a set for each horse, and is convinced by Penny to sell her a few of them, considering that they have lost horses, and how much Penny and her group has done for the kingdom already. 

    Armitage leads her into the stables that are underground, beneath the castle. She can see several empty pens with the names of the previous horses crossed out, signifying the losses they suffered during the attack. As they reach the storage room, he takes out a box, and provides Penny with 12 horseshoes, hoping that she finds good use in them. As she walks out, she sees a familiar face in a scrawny redheaded man who is spending time with one of the horses. Chester sees Penny, and remarks how nice it is to see her, and that she hopes they are doing well. Penny asks how he is doing, and he tells her that Bertram has an endless supply of questions about Chester’s time, but he is allowed to wander freely as long as he hides his nature. He suddenly has to run, but tells Penny to give his regards to the rest of his group.

    Dandelion, in the meantime, has been flying north towards the owls, and quickly finds them flying south among the clouds. They at first are spooked by her, as she is in the form of a giant eagle, but when they see the green tint, they recognize her, and approach. They look extremely tired, and asks if she can help them home. They descend to the ground, and find a sufficiently large tree, before traveling via the tree back to Ravenforge.

    Secrets

    In the evening, Relic tells the rest of the party that the Grimoire that they discover should never be used, as it is a highly dangerous book that in the right hands could be useful, but in the untrained hands will only cause despair and destruction. Dandelion remarks that she doesn’t want anything to do with curses, and they all hear a whisper from the book saying “I can provide great power…”. They all agree that Relic is right, and they should hand the book over to someone who can keep it safe, or destroy it. Dandelion remarks that not all cursed objects are bad, pointing to the Sentient Coffee Pot that Penny has, with Relic saying he would love to identify it at some point.

    Looking back over the notes, they have gotten a slightly better understanding of what it is about, as they see several references to The Key and the Forgotten One, but it is still too much to go through for one person. Dandelion offers to help, while Penny looks at the papers through her monocular, finding that they appear to be mundane papers. Throughout, they can find notes from presumably Glasstaff, but there seeems to be no order to the chaos. Relic wants to outfit one of the rooms in the crypt to be a workshop for him where he can do research and experiments, and asks Dandelion to go shopping with him the next day.

    Penny approaches Kal as the rest is looking over the papers, asking her if she can cast a Legend Lore on Gleamshroud, hoping that they can learn more about what or who they are. Kal agrees, and is provided the incense from Penny. Sitting down to do the ritual, the others see that Kal begins to hover, as her eyes change to be made of pure light. Kal in the meantime is dragged into the realm of the storm lord, Udall. She hears a voice that the others can hear through her mouth, when she asks about Gleamshroud:

    “In a time when thrones toppled and crowns shattered, the Amethyst Guardian soared. Keeper of hidden lineage and silent sentinel of sanctuary lost, Gleamshroud's eternal vigil is a secret lullaby, sung in a forgotten tongue. Bound by sorrows of old and curses anew, it nestles its burden beside serene waters, under canopies of emerald whispers. Born of ageless stone and timeless duty, it awaits the echo of a melody, a true-born song to harmonize with its eternal vigil.”

    Relic writes down all the words that are spoken, and they discuss what it could mean. Relic, Penny and Kal all figure that the “soaring Amethyst Guardian” probably refers to Gleamshroud being an amethyst dragon, which would fit, as many gemdragons have telepathic powers, explaining how Penny spoke to him in the tree. She also realizes that he must be lying below the town, as her home is called The Emerald Earth Sanctuary. They go through several of the clues in the legend lore, and wonders if maybe Satine is with Gleamshroud, as it refers to the “hidden lineage”, but they will have to go there to find out.

    Speaking With the Fallen

    The next day, Relic and Dandelion head to town to buy stationary for the workshop. After wandering around looking for all the supplies they need, and keeping it in the bag of holding, they decide to stop by the castle to ask if Thervan and Bertram would like to come to dinner, as they want them to take a look at the research materials. The head guard leads them inside, and as soon as Betram learns that Glasstaff is dead and that they have his research materials he asks Thervan and Ansgar both to come quickly. They ask how they found Glasstaff’s location, with Relic revealing that they learned it from a reliable source, but don’t want to reveal who in case they want to keep it secret. Thervan respects this answer, and agrees to come in the evening for dinner and to look through the papers. They also seem to be expecting Nezznar to be alive, as his corpse was never found, but was hoping that he was just laid to rest. Sadly this wasn’t the case. Relic sends a sending to Kal, asking if she can pick up some meat as they have dinner plans for the evening.

    Kal, in the meantime, is also in town, as she wants to investigate further the deaths of the squad of soldiers that were fighting with Ildrex. She has to spend a long time asking around, as there is still some chaos about the situation, but eventually she finds a captain who tells her that they are keeping the corpses in the Temple of Mova, and that she should ask the priests there to see the soldiers who were killed in the “skirmish”. 

    As she reaches the temple, she is greeted by Carlos, who recognizes Kal as “one of those”, asking her what he can help her with. She tells him that she wants to talk to the soldier who fell in the “skirmish”, and Carlos takes a second or two, but then realizes that it is a code word, before taking her down into the crypts, past all the bodies who are being given their final rites, to a small room containing eight corpses. He tells her to just leave everything when she is done, and that she can find her way out, before leaving to do his duties.

    Kal looks over the corpses, seeing several large gashes on them, some have been decapitated. She goes over to one of the more “intact” corpses, a male elf, with a large gash over his chest, and a small cut on his throat. Examining the wounds, she finds nothing out of the ordinary with it, so she decides to cast Speak with Dead instead. She learns that the soldiers were fighting the drow, holding their own, when the dragonborn came. At first he fought alongside them, but as the final drow fell, he turned on them, and began cutting them down. They tried to restrain him, but were unsuccessful. He appeared to be like “a man possessed”, in that he said nothing, as his eyes turned black. As the soldier died he could hear the laughing of the dragonborn as things went dark.

    As the corpse returns to its dead form, she wanders over to one of the female soldiers who were killed, apparently decapitated. She tells Kal that when the drow fell, she felt a sense of fear, and that the dragonborn appeared to be alone, as she didn’t see anyone else along with him. She also remembers hearing him laugh, and that he carried a blade of black metal that dripped dark magic as his foes fell. As she fell, she could feel a burning sensation. Kal realizes that Ildrex probably is a paladin of Yana, and that he is much more dangerous than she first feared. Before she leaves, she speaks out loud that she promises to bring justice to him, and avenge their deaths.

    Penny in the meantime has traveled to one of the stables in the city, and hired one of the keepers there to come to their home and change the horseshoes of all the horses, as she and Arin were unsure that they could successfully do it themselves. After paying the man 3 gold, all the horses have new shoes, with three of them carrying the horseshoes of speed that Penny bought. She takes Diamond out for a run, and feels that she is much faster, without putting in more effort. Diamond looks back at Penny several times, almost begging to go on an adventure. Penny promises her that they will head out soon.

    The Fourteen Inquisitors

    As nightfall arrives yet again, Kal has finally arrived home after speaking with the dead, and finds Arin in the middle of preparing dinner, helped by Penny and Dandelion who gives her all the inspiration and guidance that they can give. It seems to work, as the dinner smells lovely. Not long after, there is a knock on the door, as Thervan, Ansgar and Bertram all arrive for the feast. Penny changes her clothes to be appropriate for the occasion, and they all sit down to eat, although Thervan seems impatient, and wants to get to business. The dinner is delicious, and Arin is visibly proud of doing such a good job. Penny also has created a large jug of some exquisite wine, which she takes several goblets of. Over dinner they discuss what happened in the north, and that they brought back Glasstaff. They ask what they did to him, with Kal reassuring them that he lies in a corner in the crypts, but not to worry, “he’s not rotting”. 

    After finishing up dinner, they decide to head downstairs to look at the research they have found, and to talk to Glasstaff to find what he knew. They find Relic looking through the papers, neatly organized in several tall stables of paper, in his newly made workshop. He greets them all, and invites the wizards in to take a look. Thervan picks up a pile of papers, and begins reading through it, saying that it doesn’t make any sense, as it seems to just be the “ramblings of a madman”. Realizing the scope of the work they have ahead of them, it will take time, but maybe, just maybe this is the missing piece they have been looking for, as they have struck a dead end with finding the last part of the key.

    Kal shows them where Glasstaff lies, and asks if they have a place they can keep the corpse out of the reach of the drow, with Thervan saying that they do indeed, before taking off the coins, and magically taking Glasstaff away. Kal is a bit surprised, saying she wasn’t done with him yet, and so Thervan apologizes, bringing him back, asking what she was going to do. Kal says that she would like to cast Speak with Dead on him, but she was waiting for Thervan and co. to be there so that they could be a part of it. Thervan thinks that’s a great idea, but wonders how they should approach it. Kal suggests that they should maybe disguise themselves as drow, so that Glasstaff is fooled into thinking that he is still in their possession, and so might provide better answers. 

    Before anyone has a chance to react, Penny, in a drunken state, casts Seeming on all of them. It works, Kal looks like the drow inquisitor they encountered in the tower. But so does Thervan. And Bertram. And all of them. They hear Arin shouting from upstairs, asking why she is dark skinned and why the owls look weird. Dandelion tells her not to worry, as Penny just disguised them for the interrogation, but might have overdone it. Sighing, Relic suggests casting Telepathic Bond so that they can communicate without Glasstaff Hearing, so Thervan does just that. With everyone in position, Kal prepares to cast the spell on the corpse, with everyone standing out of sight, to observe.

    As the body comes to, he looks at Kal, the drow inquisitor, with an annoyed look. Kal asks how far he got in the research. Glasstaff replies that he was close, but not close enough, as the last piece eluded him. Kal asks what the last piece could be, with him replying that if he got his hands on the artifact, he might learn the truth. She asks how they can resume his research in the quickest way, and he reveals that he keeps his own personal notebook hidden in the cupboard beneath the desk. The one in the wizards tower. Kal then asks where his other hideout is, but this annoys Glasstaff, saying that they, the drow, kept him prisoner, and so he didn’t have any other hideouts. For the final question, she asks in an interrogating way if Glasstaff knows what Nezznar wants with the Forgotten One. Glasstaff theorizes that he probably wants to finish the job they failed to do the last time, bring back the darkness and destroy the overworld. Then he slumps over, the corpse no longer animated.

    Mysterious Motivations

    Penny, now in a drunken state, asks the guest if they know about the name Gleamshroud. Ansgar and Bertram both seem to genuinely not know what she is talking about, but Thervan seems evasive, saying that he can’t say that he’s heard that name before. Penny notices this, and subtly uses detect thoughts, using her new songbook of sorcery, and senses that he has heard the name, but that he cannot tell them. Penny calls him out on it, but Kal suggests that they talk about it later. Thervan says that he will tell them about it another time, when he deems it right, but that it is a dark part of their history.

    Penny, even more suspicious now, takes out her monocular again, and finds that Thervan still looks like the inquisitor, even though everyone else looks like themselves. She drops the seeming, and sees Thervan return to himself again. He apparently can block divination magic. Dandelion begs Thervan to give at least some information about Gleamshroud considering they have helped so much with the Forgotten One. He relents, and confirms that Gleamshroud is a dragon, but he cannot say any more as the kingdom is too unstable considering the circumstances, but that he doubts that they will be in danger from the dragon itself. As he takes away Glasstaff again, he promises to tell them one day, when the time is right. 

    As Glasstaff told them that he kept his notes in the cupboard in his desk, they decide it’s worth a shot to go back and check if it is still there. Thervan offers to teleport them there, as they have several associated objects that will allow them to get there without issue, as long as they get through the barrier in place. Kal casts a sending to Zeerith, asking if they are still at the tower. She gets a response quite quickly, saying that the drow left as soon as the party left. Nezznar was apparently furious, and nothing more awaited them in Equinfjord. She also tells them to be careful, as “the ward” is gone.

    Curious, Dandelion decides to scry on the tower, to see if she can see the desk. As she manages to pierce the barrier, she can see that the office is filled with shadows, shadow mastiffs and one other creature. Apparently the drow had the ward in place to keep out lesser undead. She tries to look at the desk, but cannot see if it has been ransacked or not. When she exits the scrying, she tells the others what she saw. They decide to teleport there the next morning to take a quick look at the office, before escaping.

    Thervan asks Relic if he can take the research material, and Relic agrees as they probably are better suited for the research at the castle. Thervan appreciates this, and asks Relic to join them in their study whenever he has the chance. Thervan then runs his hand over the materials, and they silently vanish in front of their eyes. A bit of a show off, he winks at Relic as he does this. 

    As Bertram and Ansgar say their goodbyes and leave, Thervan looks back at Penny with an apologetic look in his eyes, but Penny is too drunk and angry to give him the time of day. He says nothing, and leaves, but tells the party to come as soon as they are available so they can look for the journal in the morning. Dandelion, now having the name and having learned more about Gleamshroud, decides to try to scry on him, to see what he looks like. Surprisingly, the dragon almost fails, but manages to resist, not before Dandelion gets a glimpse beyond. Not a vision, but a feeling of dampness. Considering they are near a lake and underground, the rest are not surprised.

    Kal runs after Thervan, telling him what she learned from the corpses about Ildrex, with Thervan revealing that he already had his suspicions when he heard about it, but when he did, Ildrex had already departed the city. Kal asks him to help, and he tells her that he will ask Delphine to see if she can find where he is based, as she seems to be the person who can find pretty much anyone. When they are alone again, the party decides to go to sleep and rest, in order to be prepared to return to Equinfjord in the morning.

  • Chapter 58: Tower of Shadows

    6th of February, 854TA

    Catching Up

    When the party wakes up in the morning, Kal and Elmroot both spend some time preparing spells that could be useful against the horde of shadows that lurk in the tower. Penny, being eager to get moving so that they can start moving south towards her home, is standing by the door, ready to go. Relic suggests they bring Arin along so that they can sit in the carriage, with Arin bringing it back home when they’re dropped off.  After a while, having eaten breakfast, they depart, Arin being their driver. Dandelion tells her to not overfeed the owls when they’re gone, as they need to stay fit in order to be able to fly properly.

    Sitting in the carriage, the party sees that the city, which is normally quite colorful and vibrant, is now bleak and dark, with black flags hanging where the kingdom’s usually hung, signifying the month of mourning the capital is currently in. People still seem to be going about their business as normal, but there are still buildings damaged by the attack that are in the process of being rebuilt. As they are about halfway into the city, the door of the carriage suddenly opens, and Delphine enters, sitting down with the party. Penny instinctively takes out her dagger and points it at her, but Delphine calmly lowers it, reminding her that they are allies now.

    Delphine goes straight to the point and asks how it went with their skirmish in Equinfjord, as her “eyes and ears” have revealed to her that the party made their way to the ruins. They tell her that they managed to kill Glasstaff and took his research and body with them, whilst managing to avoid encountering a resurrected Nezznar who were mere seconds away from hindering their escape, and also that Glasstaff was working on research to find the rest of the Key. Kal notices something off about her response to this, but doesn’t say anything. Delphine goes on to ask the party where they’re headed now, and they reveal to her that they are going back to the tower to clear it of undead, before heading south. Penny asks if she has any way of helping, and with her turning on all of her charm, Delphine can’t help but cast tongues and comprehend languages on Penny, giving her a small boost.

    When they approach the castle, Delphine tells the party good luck, before leaving the carriage and disappearing. The guards lead them inside after they say their goodbyes to Arin and the owls, who make their way back to their house. Inside the castle they see Bertram organizing and looking through the thousands of pages of research that Glasstaff was in the possession of, and he looks at them, tired. Thervan stands in the doorway of his office, waiting for the party to arrive, and gestures to them to go inside. He tells the group that he will be unable to join them, as he is far too busy doing research on the key, remarking that Ansgar is taking a rest, having read through most of the night. As they prepare to be teleported back to the tower, Penny asks Thervan if he too could give some assistance, and so he provides them with a small gemstone, telling them that it is a one time metamagic use. Dandelion also gets one after asking nicely. 

    The group gather themselves around Thervan, and tell him to try to get them close to the center of the chamber. He replies that he will do his best, and touches one of the books that the party brought back from the tower, as an anchor for his teleportation. The party feels a tug in their abdomen, as they are pulled through space, and emerge in the dark chamber of the tower once again, surrounded by shadows.

    Fighting in the Dark

    The undead that surrounds them are caught completely by surprise, and so is not a match for the wrath of the party. Dandelion summons a moonbeam, while Kal uses her divine powers to destroy most of the shadows that surround them. This also spooks the Banshee that lingered in the north of the room, but Dandelion’s moonbeam snaps her out of it. Relic throws a fireball, hoping to take out one of the monsters that is growling from the intrusion, but it is too strong. Penny runs to the staircase to get a good view of the room, and spots two shadow mastiffs that she casts bane on, along with the Banshee. This merely angers them, so they run to attack her, managing to maul her while holding onto her with their teeth. 

    Kal summons her spirit guardians as the Banshee gets closer, with Dandelion moving the moonbeam to interfere with the banshee and hound that is holding on to Penny. From the corners, two more shadows approach, who start draining Penny’s strength. Dandelion feels a malevolent presence from the banshee, and can feel that she is being cursed. 

    The banshee lets out a howl, which causes Penny to go unconscious, but the others manage to bring her back by healing her, while trying to take out the banshee that lingers high in the ceiling. When Penny comes to, she uses her magic to steel wind strike at all the remaining foes in the room, taking out the shadows, the mastiffs and almost destroying the banshee, before she feather falls down to the floor. The banshee flies down to attack Relic, who has mind spiked her, but as she gets close, the spirit guardians hold her at bay. The damage too much to handle, the banshee goes docile, floating high up in the room, unable to attack the party further. They have won.

    Final Rest for the Banshee

    Dandelion quickly runs over to heal Penny, who was gravely wounded in the fight, and sits down with her while she takes a short rest. Relic looks around the chamber, entering the bedroom they didn’t have time to look into last time, and finds that the drow have already ransacked the place thoroughly. All that remains is the ruined bed and the chamberpot, along with Glasstaffs robes that hang loosely in the cupboard. He returns to the study area, and begins examining the desk that Glasstaff was working at. After going through the inside and outside, knocking on all surfaces, he finds a hidden compartment below the surface, and out slides a notebook. Looking inside, he finds it to be encoded, but it seems to be what they came for.

    Kal, in the meantime, stares up at the undead elf that peers down at the group. She knows that ghosts and banshees cannot be destroyed by conventional means, and needs help to move on, either by giving them their final rites, or helping them with whatever unfinished tasks they have left in the world. She asks the banshee who she is, and what she remembers. The banshee replies that she remembers the drow invading, and she was released from her prison so she could try to escape, but in the commotion she was trampled by the other escapees. She knows nothing of the tower, as she was held in the chambers below. Kal asks for her name, and she replies Elira, after thinking for a moment.

    Kal tells Elira that she wants to help her rest, and asks what she needs to do to move on. Elira tells her that she wants the mad mage to die, properly. Remembering what Relic told them about Theonius Grim, Kal wonders if he managed to become a lich after all. She asks Elira if she knows where he is, and she tells them that she can still feel his presence in the tower. Penny suggests that he might be behind the locked door on the third floor. Kal promises Elira that they will either take him down, or come back and give her her final rites, either way, she will be allowed to rest. Before heading downstairs, Kal asks if she has any family that they can reach out to. The banshee mentions that she had a son, Aaron Whisperleaf, and that she wonders what became of him, considering that it’s been two and a half millennia since she saw him.

    The Vault

    Descending the stairs to the lower level, the party is once again faced with the imposing golem that stands in the middle of the chamber, guarding the massive vault that hopefully holds some interesting treasures. Penny takes out her wand and immediately finds that the door is trapped. Relic goes closer, and when he stands in front of the door for a couple of seconds, he can see that it starts to glow, as three rings surrounding a keyhole become apparent in front of him, with the keyhole being behind some kind of arcane shield. On each of the rings is inscribed a text, but he does not recognize the language. Penny, still under the effect of the spell Delphine gave earlier, touches the rings, and finds that they are inscribed with three poems, or riddles. On the outermost ring the following is written:

    In heavens' light, pure and grand,
    A force that's cast from mortal hand.
    A flicker that holds a sacred score,
    Give this and the ring shall seal no more.

    On the middle ring, this is the message:

    Seek and you shall find,
    In the depths of the mage's mind.
    Beyond a mere novice's sight,
    Reveal secrets held so tight.

    Finally, on the inner ring, they find:

    Dabble in dark, where others fear,
    Unveil the power some hold dear.
    Mysteries of life and death are your chore,
    A third of your might will unlock this door.

    The party ponders over the riddles, and discusses what they might mean. Penny thinks that the first riddle seems to point to radiant damage, and when she touched the rings it felt like the ring of spell storing, so the spells probably have to be cast into it. Dandelion takes a deep breath, and casts a guiding bolt from her staff, touching the ring with it. The light travels from the staff, and dissipates into the ring, which causes the outermost shimmer over the keyhole to fade.

    The second ring stumps them at first. Kal thinks it might mean that they have to cast a spell that deals psychic damage, but Relic thinks it’s more likely referring to divination. Penny is almost ready to cast identify at the ring, before Kal shoots in that it refers to magic beyond a mere novice, so it will have to be stronger. Penny instead casts detect thoughts, a second level spell. Once again, the magic dissipates into the material, and the shimmer fades yet again.

    Finally, Kal casts Speak with Dead, a third level spell, at the ring, which causes the final shimmer to vanish, revealing the keyhole. Penny takes a close look at the mechanics, and realizes that it will be an extremely difficult lock to pick. They take out the mysterious key they found way back when, and try to use it, but it does not fit. A much bigger key is needed. Not wanting to risk waking the golem, they think they should try to find the actual key. Penny suggests that it might be behind the locked door, but Kal wants to be sure, so she sits down to do a divination. As she lights the incense and is transported to the Stormfather's realm, she looks up at him, asking him for guidance on where the key is located.

    The key can be found on its owner. Currently stuck between two realms…
    On the third floor.

    The party continues downwards through the circular staircase, and tries to be as stealthy as possible. In the opening in the center of the tower, they can see several shadows below moving about, but only on the second floor and below. When they reach the third floor they see that the southern wall has caved in from a neighboring building collapsing into the tower. On the north side of the room, they see the door that they were warned against entering. Heavy chains of drow design hold the door at bay, and in the crack below they see a weak shimmering light shining through. In the room beyond they hear a faint screaming from an otherworldly voice.

    The party wastes no time, and starts to remove the chain from the door, which makes some noise, so whatever is within will probably be alerted to their presence. They put the chains in the bag of holding, hoping that it might come in handy at a later time, before standing in front of the door. Dandelion, who is the most protected of them all with her fancy barrier tattoo goes in the front, with Relic to the rear. She pulls the door open.

    Grim

    An intense light draws Dandelion’s attention, as she sees what appears to be the beginning of a portal to another plane within. A skeleton is frozen in time in the middle of it, probably Theonius himself caught in an accident. But something else lurks within the room. A lone skull with crystal eyes emerges from the light, and approaches the doorway where the group is standing. A demilich, the remains of Theonius Grim himself. It lets out a blood curdling scream when it gets close, which causes both Dandelion and Kal to immediately collapse, but Penny uses her ring of the True Companions to keep Kal alive. The ordeal shakes both Penny and Relic, who both are still standing. 

    Kal gets back up, and tries to heal Dandelion, whilst concentrating on aura of life, to prevent more people from dying. A couple of echoes, floating skulls with necrotic flames, tries to hurt both Penny and Dandelion, but they manage to resist. The demilich chatters its teeth in a disturbing way, almost causing Kal to lose concentration, but she manages to resist it. Relic casts an area of sickening radiance within, with Penny taking out a sword and animating it, hoping to draw some of Grim’s attention. The demilich causes the dust to flare up, obscuring the party’s view of it, while Kal, Penny and Relic try to retreat to the south of the room. Dandelion stays behind, and manages to get in a hit on the demilich as it comes out the door. It bounces around the room from the attack, and ends up near where the trio were trying to escape to. 

    The Demilich drains the life from Relic, Kal and Penny, which causes Kal and Penny to go unconscious yet again. Relic runs over to Kal, being smart enough to try to revive the healer, shoving a healing potion into her mouth. He uses his telekinetic powers to push away the demilich, but it manages to miraculously resist. Dandelion, seeing the seriousness of the situation summons one of her rarer spirit totems. A beautiful unicorn emerges in the center of the room, which allows Dandelion to enhance her healing powers, saving Penny in the process. 

    The demilich, along with the echoes in the other room, seems to be too much to handle: Luckily, Relic’s sickening radiance manages to take out a couple of the echoes, but something worse emerges from the room. Two shadowy whisps enter the chamber, and one tries to lure Dandelion towards it, while the other flares its light, causing the shadows of the party to attack their caster. The demilich however keeps siphoning the life force of Penny, so she goes down yet again. Kal summons all her might, trying to grievously hurt the demilich, and releases a shockwave of radiance and thunder that takes out the wisps, and wounds the demilich, but not enough to kill it. Relic finally shakes off the fear that he has felt since the demilich emerged, and casts a barrage of magic missiles at it.

    Penny, having been healed by Dandelion once again takes out her wand of wonders, hoping to get lucky by targeting the demilich, but it causes her to become invisible instead. Luckily for her, this means the demilich can’t siphon her life any more. Dandelion gets drained once more, before she uses all but one of the charges from her wand of magic missiles. The whole party can feel the wind of nature emerging from the staircase, and flows through Dandelion, as the spectral arrows leaves her wand, and makes impact with the demilich, causing the gemstones in its eyes to crack, as it falls to the ground, and crumples into dust. Theonius Grim is no more.

    Closing the Gate

    The party takes a second to gather their breaths, with Penny becoming visible again as she heals herself. Nothing remains of the demilich, as the winds that accompanied Dandelion blow the dust away. Inside, they see the unstable portal, with the skeleton of Theonius Grim stuck in a suspended animation. Relic and Penny step inside to examine the room. finding little of value, seeing a dead drow lying just inside, probably a victim of the previous inhabitants' attempt to ransack the place. Relic and Penny both feel the gloom that emanates from the portal, and realize that it probably was supposed to be a permanent gateway to the Shadowfell, but Theonius tried to enter it before it was stable. 

    Relic examines the skeleton and can see that there is a key hanging around its neck. It is also wearing a golden glove of sorts on its right hand. Relic uses his telekinetic powers to try to pull the key free, and with Penny’s musical prowess, he is inspired enough to succeed. The key clatters to the floor, and so Relic picks it up, and looks back at the unstable portal.

    They realize that it must be closed, and seeing that the energy appears to come from four crystals embedded in the base of the portal, Relic tries to cast magic missile to take them all out at once. Sadly, only one of the crystals shatter, and a vibration starts going through the tower, as the portal grows more unstable. Penny quickly casts a shatter at the portal, which causes all the crystals to crack simultaneously. The remaining energy coalesces in the core of the portal, shrinks smaller and smaller, before finally bursting with a loud boom, cracking the base, and diffusing the danger. The portal is closed, permanently, and the party takes a sigh of relief.

    The skeleton was disintegrated by the shatter, but the glove remains. Penny picks it up, and identifies it with her wand, finding it to be a tool to cast sacred flame, most likely commissioned by Theonius Grim in order to be able to open the vault. Relic puts it on, as it doesn’t require attunement, and they search through the portal chamber, but finds nothing of value. They instead decide to sneak back up the stairs to finally open the vault.

    When they round the corner and face the golem, they see that the shimmer has returned, so Relic quickly casts sacred flame on it to hold it back, and slots in the key, turning it. Heavy and intricate machinery can be heard whirring and activating within the door, as it slowly slides up, revealing the treasures within. The party gathers up whatever they can find of use, which consists of a bunch of weapons, some useful armor, and a bunch of spell scrolls. On the table directly within lies a greatsword, which Penny identifies as the Magician’s Judge. Most notably, is a pouch of the mysterious substance residuum. Only found in the Crownshield Kingdom, this material can replace any material components, and the party just found around 2500gp worth of it.

    Cleaning House

    After ransacking the vault, they head back to the chamber on the top floor to see if the banshee is finally at rest. The place is completely empty, as Elira has finally been allowed to move on. Kal doesn’t want to leave the tower full of undead, so the party takes some time to clear out the remaining undead forces, which is a trivial task after having dealt with a demilich. Spending about an hour making sure that nothing undead or alive remains, they finally make their way back home, with Kal using word of recall to bring them back to the shrine of Udall in Ravenforge. Tired, cold and mostly out of resources, they make their way back to their house. 

    On the way there, Penny uses her stone to send a sending to Morgan, telling him about what happened, that they defeated a demilich, but she’s fine. He doesn’t respond, but shortly after he emerges by teleporting to them. He tells them he’s impressed by their accomplishment, and asks Penny for a word in private, a bit away from the group. He takes out a small box, and opens it, revealing a silver bracelet within. He tells her that he had it commissioned. It’s a way for him to be notified if Penny were to meet with an unfortunate fate, and he has a matching bracelet, so she will know if he is in danger as well. 

    Penny gives him a hug, which he reciprocates. Turning back, they see the rest of the party have continued walking, and enter their house. Morgan follows Penny to the doorstep, and says his goodbyes to her, asking her where they’re going next. Penny tells him that she’s going back home, as her friend is in danger. Morgan wishes her luck, and promises to , before teleporting back to wherever he came from, as Penny enters the house to join the rest for lunch.

  • Chapter 59: Interventions

    6th-10th of February, 854 TA

    The Genie’s Offer

    When KalElmroot and Relic walk into the house, they are greeted by Arin, who is preparing lunch for the lot. She is happy to see that they made it back in one piece, but can tell that it didn’t go as well as they hoped, as they look quite tired, with Dandelion looking especially frail, having been drained by the shadows. Arin tells them that they have a visitor, and points to the living room. Eldric is sitting on the couch, looking at the group with a smile. He asks them if they have his belongings, as they told him to meet them in Ravenforge, and they’re not exactly hard to find. They bring out the box they found them in, and he happily dons his shoes and ring, and puts his sword back in his belt. 

    Eldric then asks, as Penny walks in the door, if they know what they have picked up from the tower. They give a shrug, telling him they have to be more specific, to which he replies that he was looking for an item, an orb of sorts, and that his master, Ranesh, would very much like to acquire. Relic questions why he is seeking it, and Eldric answers that Ranesh says it’s for leverage. They talk about the fact that they managed to kill a demilich, Theonius Grim himself, and Eldric goes pale, asking if they know what it actually is. He explains that he believes it to be the phylactery. Relic takes a closer look at the orb, and with help from Penny and Dandelion, manages to unlock its secrets, and opens it. Within, he can see that the inner wall of the orb is filled with arcane runes in silver, the telltale sign of a phylactery. This complicates things.

    The group all think that it should be destroyed, but Relic knows that each phylactery requires a specific way of destroying it, barring a divine intervention. Eldric begs them not to destroy it, as their master has a proposal. Kal tries to ask for help from her god, but Udall isn’t in the mood to help today, much to Eldric’s relief. Smoke suddenly comes pouring out Eldric’s ring, and Ranesh makes his dramatic entrance, saying to the party directly that he would very much like to barter the orb for something of equal value. Kal says that they’re not interested in bartering about it, as it should be destroyed. Ranesh then offers them three wishes in return for the item here and now.

    Penny’s eyes light up, seeing the power and possibilities within their grasp. Kal thinks a bit more, but in the end decides to decline the offer, much to the approval of Relic and Dandelion. They all feel, Penny included, that a demilich cannot be allowed to persist. Ranesh tries to bargain with them that he will only be using the demilich as a guardian for his treasures on his own plane, and will not allow it to feed on souls, as it would be harder to control. Not convinced that he will keep his word, and with the fact that Relic finds the item to be quite useful, they once more decline. He then offers them one wish if they use divine intervention to separate the items, and let him know when they do. Seeing that the party is not happy with this, he uses divination to ask for guidance from his own patron, and then suggests:

    “I could release you from a contract.”

    Thinking back on the deal the party made with Raam, this is the most tempting offer so far, but they sadly declines, as Ranesh demands that they give him the orb right now, with no wishes, as that would be too powerful of a boon. Seeing that he is getting nowhere, Ranesh tells Eldric to depart, they can just follow them and take the orb from their corpses when the demilich inevitably returns. Eldric gives them a mournful smile and says that he will see them around. The party wonders if they made the right decision, but all agree that the demilich must perish if the world is to be safe.

    Final Preparations

    When they are alone again, Kal, Relic and Dandelion head to the castle to deliver the notebook they found in the wizard’s chamber where Glasstaff was studying. Finding the encryption to be quite sophisticated, they realize that smarter minds than theirs are needed to discern its secrets. They are led inside by the guards, and when they approach, they see that AnsgarThervan and Bertram are all studying the materials from the tower, some more than others, with Bertram nonchalantly sifting through some pages as he nibbles on a biscuit. Thervan looks up and greets the party, thanking them profusely for the notebook, but as he looks through it he finds it to be difficult to decode. He asks if they have any idea what the code word might be, but they didn’t think to ask him about it. Thervan says he’ll just have Raven speak with him in a few days when the speak with dead cooldown ends.

    They then tell him about their other predicament. He learns that the party defeated a demilich that was roaming the tower of Theonius Grim, and they realized that it was probably Theonius himself. Relic hands Thervan the orb, with Thervan looking over it, finding it fascinating, but hasn’t heard about it before. The party reveals that he’s holding the phylactery of Grim. Thervan lets out an “oh.” and throws the orb back to Relic. They ask if he has any suggestions on how to destroy it. He thinks a bit, and suggests either a divine intervention, looking at Kal, heading to a place where a god has touched the realm, or going to Eysus to have the god of crafting himself destroy it. 

    Kal’s first thought is to the grave of Maravin, where it is said that Udall himself created it. Relic thinks about a place called the Aetherheart, where residuum comes from. Dandelion thinks of the shrine of Faunus that she has heard about. In either case, they ask if he knows of a way to protect themselves if they don’t destroy the phylactery before he returns. Thervan thinks some more, and then heads to his office. Shortly after he returns holding a small iron flask, and tells them that this could trap any creature within, demonstrating it on Bertram, after all three of them manage to resist it. Bertram disappears, and the iron flask seals itself. Thervan quickly lets him out, and gets a scolding from the halfling, who returns to his work. He places a spell on the flask, saying that if they manage to trap the demilich inside it, it will instantly teleport to his vault, keeping it safe. The party thanks for the help, and leaves the trio to their studying, with Thervan starting to work on the notebook.

    In the meantime, Penny has been sitting in the garden, talking to the tree, getting weird looks from the owls who wonder why she doesn’t just talk to them instead. Around the corner, Penny hears a knocking on the door. She runs over, finding a very timid tabaxi standing there with a package in her hands. She happily greets Penny, telling her that Vontara helped her finish the ring, and that she managed to remove the kinks that she feared it would have. Penny happily accepts the package, and puts on the ring, asking if Lone Candle would like to join her for tea. She says that she has to be back soon, but a short break won’t hurt.

    As they sit there talking, Penny tries the ring, summoning a small lizard that coalesces from mists pouring out of the ring. It looks around, up at Penny, and smacks its tongue, wondering what it is supposed to do. Penny is overjoyed, and thanks Lone Candle again. They talk a bit about how she is doing, with Lone Candle revealing that she is having a hard time sleeping ever since the attacks, but she makes do. After sitting there for a bit, the rest of the party comes home. Lone Candle greets them all, and says that she has to get back, wishing the party good luck before she departs. As it is getting quite late, the party decides to sleep for the night, having bought whatever supplies they need during the day.

    On The Road Again

    The next morning, as they prepare for their departure, Arin tells them a bit about her father, whom she never really knew, as he disappeared after going out to pick up some milk when she was five, and then never returning. Her mother is also probably dead, as she was also a half-elf, at least that’s what her father told her before he vanished. She doesn’t even remember their names, only that they are gone. She also remembers that she grew up in Redburg, but since she left to go adventuring the world is her home. And now her home is here. In either case, she doesn’t like goodbyes, and she hopes the party returns swiftly and safely. She tells them that she will pray for their safe return, pointing out that she will pray to Nuesis, and not Sepra like she learned from her gravedigging father.

    Kal takes control of the carriage, with Dandelion riding Speed on the side. Penny and Relic both sit inside the carriage, comfortable and warm. After traveling for most of the day, they find the road to be quite well traveled and guarded, so they feel that they can truly relax, and not worry about dangers around every corner. After spending the whole day cruising past the other people on the road thanks to their magical horse shoes, they reach Warmshire in the evening, and head towards the inn called the Laughing Lute.

     Before they head inside, Dandelion decides that she wants to sleep in the carriage, as beds make her uncomfortable. Penny decides to make it a bit more pleasant for her, and uses programmed illusion to make the roof inside the carriage show the starry skies. Dandelion is quite happy with this, and joins the rest of the party as they head inside to have something to eat. The barkeeper, an elderly woman with a spring in her step called Mirela, comes over and takes their order. The party is intrigued by the blue drinks with flowing mists coming out of them, and orders a couple of them, learning they’re called Djinn and Tonics, and causes their hair and clothes to flow like blowing in the wind. 

    As they sit down to eat their food, Penny tries to subtly use detect thoughts to see if she can find any useful information. She overhears that most people are either heading west to the coast, or north towards Ravenforge. She does overhear that someone is concerned about the bandits on the road due south. And apparently there is a shapeshifter in the room, wondering if anyone notices that their shapeshifting is off today. Penny quietly shares this with the others, who seem unconcerned, as they have faced worse dangers than a couple of bandits before.

    Dandelion, wanting to see if she can spot the shapeshifter, takes a look through the crowd, and locks eyes with a particularly mean looking bugbear. Dandelion gives him a friendly wave, which prompts him to approach. As he gets closer they all notice the family resemblance to Grol, the bugbear “king” they dispatched in Cragmaw Castle. He asks them where they are from as he hasn’t seen any of her kind before. She tries to lie, and says that she is running away from home, with the others backing her up in this story. The bugbear is suspicious at first, but is convinced in the end, partly because of his drunkenness, the hairs on his body flowing in an indiscernible wind. He laughs, and mentions a brother out east which confirms their suspicion of a familial relationship. 

    He orders two ales, which Mirela brings over, and gives one to Dandelion. She tries to fake drinking it, but the bugbear sees through it, and pushes the cup up, spilling ale all over her clothes. Finishing it, he shouts to the barkeep that “my drink’s on her!” before falling over, unconscious. Mirela apologizes for "Blor"’s behavior, and has someone drag him out. Dandelion clarifies that the drink is absolutely not on her, to which Mirela reassures her that she will just put it on his tab. Afterwards the party finishes up their meals and drinks, and heads to bed.

    As Dandelion walks outside, she notices a group of drunk people stumbling out of the tavern. One of the humans spots her, and comes walking over. His eyes suddenly go milky white, and a voice, that doesn’t sound like his own, greets her, saying This one wants to thank you.”. Dandelion looks at him in surprise, unsure what he is talking about. The being, whatever it is, continues to thank Dandelion for releasing them. Before it departed these lands, it just wanted to offer its gratitude, and promises her that she will not see them again. The being always speaks about itself in the third person she notices, and in monotone voice, almost otherworldly. As it departs, the eyes return to normal, and the drunk man boops Dandelion on the nose, before returning to his friends.

    Dandelion, a bit shaken, returns to the carriage, and sits, thinking about what she might have released. Her mind goes back to the hag’s lair that they burned all those months ago, and the soul shards that were contained within. When she crushed the last one, a sinister shadow stared at her, before departing. She gets a bad vibe from the entity, but realizing that there is not much she can do about it now, she tries to go to sleep, but it takes a while before she manages to rest properly.

    The Wanderer

    The next morning, Dandelion tells the rest of the party about her experience before going to bed. Kal seems annoyed at yet another evil needing their attention, but Penny and Relic both point out that since it said that it would leave these lands, that means there is nothing they can do, even if they wanted. In either case, they have more pressing matters at hand. They gather their belongings, and continue south towards Shortlot. In the distance the weather is picking up, and soon the party is in the middle of a big snowstorm. Kal tries to use another divine intervention, but is yet again unsuccessful. Just as they leave the town, they see Eldric arriving by horse, seemingly having ridden throughout the night. 

    After spending most of the day trudging through the snow, encountering a few travelers heading north, they eventually reach a pit-stop where another group is already resting, a family of halflings and a human. They park their carriage, and joins the other group around the campfire. They tell them that they are heading north, and look forward to reaching Warmshire. The human seems to be quiet, just killing time until he falls asleep. Relic is using a few spells to create a permanent shelter around the campsite, to protect from the environment, adorned with intricate dwarven designs. The halflings seem impressed. 

    As night falls, the group decides to keep watch just in case. Relic takes first watch, and can hear what sounds like giants roaming nearby, but they just pass by, without interrupting them. On Penny’s watch however, she sees a familiar looking man walking casually through the storm on the road. The man turns towards her, and she recognizes him as Silas Wayfarer, the wanderer they met in the north. She waves at him, and he walks over. Penny wakes up the rest of the group to let them know that they have a visitor.

    They seem to be unsurprised to see him again, and when asked where he is going and what the chances are that they met again, he simply gives a cryptic response that fate is a winding road, and sometimes they interject, overlap and cross each other. He is on a path, same as the group. When it comes to Relic, he seems unfazed, apparently having heard of him before. He also seems to know where they are headed, referencing the sanctuary. It seems the party has realized that this man is not a regular man, but doesn’t press the matter, though they are intrigued to know who he is talking about when he says he has an appointment, and that the one he is meeting would probably say hi back if they tell Silas to say hello. Before departing, Silas has some words of wisdom to Penny.

    "Sometimes, the cure to what ails us isn't found in the places we'd expect. You see, when the moon dances with the stars and the veil between worlds grows thin, rare blossoms bloom in fields not of this soil. Such treasures often hold the key to unlock mysteries that mortal hands can't grasp. Just remember, not all gardens are grown under the sun we know."

    He gives a short nod to each of the party members, before saying goodbye, heading back out into the storm. Dandelion notices that he doesn’t leave footprints in the snow, and when the wind carries a flow of snow across him, he vanishes without a trace. The party goes back to sleep, having seen weirder things during their travels. The rest of the night goes without issue, and when Kal takes the final shift, she spends some time looking at the environment using her spell granted by Udall. She can see a few giants wandering around, but the storm only reaches to the mountains and is about to pass, so she cannot see the sanctuary. When she comes back to herself, she starts preparing breakfast for the rest.

    Toll

    When the rest of the party wakes up, Kal serves them breakfast, and waits anxiously to try once again to destroy the phylactery, knowing that each day that passes brings the return of the demilich closer and closer. After people are done eating, she does a short prayer, and to everyone’s surprise, the orb flies out of Relic’s pouch, hovers in front of Kal, opening up just as a bolt of lightning from above strikes into it, shooting it into the nearby forest. Relic goes after it, and finds it sizzling in a puddle of water, having smashed through a tree on the way there. He uses mage hand to pick it up, and finds the insides to be erased. The phylactery is destroyed.

    Heading on towards Shortlot, the party realizes they haven’t met any of the aforementioned bandits yet, and so are keeping their eyes peeled on the path ahead. After crossing a river, they eventually come across a couple of individuals standing in the road in front of a fallen tree. A half-orc and a centaur. The half-orc waves at the party, gesturing for them to stop. Kal, sensing the obvious ambush ahead disembarks the carriage and starts walking towards the duo. Dandelion is ready with her hand in the bag of tricks, but holds her ground in case they attack if she makes any moves.

    Kal comes closer, asking why they are being stopped. The half-orc tells them that these roads aren’t safe, but that they keep the dangers at bay, but sadly that requires a toll from the people who use it. He requests 50gp per person in their party, looking at their belongings saying they should easily be able to afford it. Kal, realizing this is a simple shakedown, flares out her wings, trying to intimidate the half-orc to stand down. The half-orc is steadfast, but the centaur woman to his right is less inclined to fight, and tells him, Draknar, that she really doesn’t like the situation.

    Tensions rise as both Kal and Draknar are equally stubborn, with both threatening the other with a sure death if they don’t stand down. Draknar raises his hands, telling him they have until the count of five to hand over the gold, or they will take it from their corpses. Kal is steadfast, telling him to try her. While this is happening, Penny has disembarked the carriage and is moving up towards Kal. As soon as she gets close enough, she casts fast friends on Draknar, charming him. Draknar lowers his hand, and says that “this is not a good day to die.” Penny gives him 20 gold, and tells him that he should take it and leave. The half-orc almost resists the command, and angrily tells the others to let them pass. Twenty-five hidden figures emerge from the nearby foliage, and Draknar turns to the centaur woman, Elona, and tells her that she has to hunt if they want to eat tonight.

    The party, noticing the hostility emanating from the half-orc, who is severely confused by the ordeal of not getting what he wanted out of the situation, asks him what his deal is. He tells them that they should just carry on their way, but when pressed, he relents and says that he simply demands payment from people who can afford it. If they can’t, he lets them pass in peace. He doesn’t want to kill people anymore, but he will do it to protect his group. They ask how many they are, but he is unwilling to tell them specifics about numbers or locations, but tells them that they are all outcasts from society, murderers, thieves, who want a new chance, but have been rejected by society. Dandelion, wanting to help, conjures forth goodberries, forty of them, and hands it to the others in the group. They all happily accept, and the party gets the feeling that these are people that act out of desperation, not malice.

    They continue telling Draknar that this path will only lead to death, but he replies that they have been doing it for three years now, and that their group is the first that have managed to talk him down, which is frustrating to him as he doesn’t understand why. After all, intimidating people is the only thing he’s good at according to him. Penny tries to act casually, as she is still charming the half-orc, and knows that when it ends, he will know what she did. Draknar is annoyed at their questions, and frustrated at the situation, and tells them to move on before he changes his mind. Kal takes out 200gp and tells the half-orc that she would like to hear his story some day. Draknar looks at her in shock, before quickly giving it to Elona, the centaur, telling her to take the other centaurs and buy supplies from Warmshire, enough to hold them aloft for a few months. He shakes Kal’s hand, and lets them pass, as the rest of the bandit group heads north towards the mountains.

    Trade Declined

    The group continues further down the road, and after a few hours come across a couple of older halfling ladies, Ethyl and Marge, heading northwards. They stop to warn them about the bandits, but they seem to know who they are talking about, and hope that they didn’t hurt them. They explain that they are good people, who have fallen on hard times, but they do what they can with what they got. The party thinks that the bandits could have spent their time building an inn or tavern to have a legitimate business, which the halflings thinks is a wonderful idea. Kal decides to send a sending to Draknar, telling him that they would be willing to sponsor them if they wanted to build an inn at the bridge. He replies that “I’m not completely opposed to the idea, but tell the tiefling that if I see her again, she won’t see the next dawn… Thank you.”. Kal chuckles to herself at that, and so the party moves on, saying goodbye to the ladies.

    When the party settles for the night, Penny takes the first shift with Argus, who sees a meteor crashing somewhere east. On Dandelion’s watch she can see a figure in full gallop coming from the north. Eldric has caught up to them. When he is about half a kilometer away, he disembarks his horse, and tries to hide behind a boulder. Dandelion sees all of this of course, and so sends Ira with a message telling Eldric that he can come out now. Realizing that he has been spotted, he reluctantly comes over, and Dandelion sees that the horse is near death from being pushed too hard by the warlock. She scolds Eldric and gives the horse food and water. 

    Eldric asks if they have had a change of heart, concerning the phylactery, but she just tells him plainly that they destroyed it this morning. This prompts a lot of smoke to come pouring out of the ring, creating a chamber that surrounds Eldric and Dandelion, and out from nowhere comes Ranesh, towering over them both. He seems to be quite frustrated by the reveal. Dandelion wakes the others with a message, who sees the chamber of smoke, and comes to help. 

    Ranesh scolds the party for throwing away a wish when all he wanted was to have a guard dog for his treasure. The party tell him that they didn’t trust him with the demilich, but he reiterates that he was being truthful, and it would only be used for protection. Not even in this realm. He laments the passing of Fie, wishing him to be back, but he hasn’t been able to reach him, so Ranesh concludes that he wants to stay dead. He says that Fie was a much better warlock than what he’s working with now, looking at Eldric, who looks down on the ground in shame. Penny goes over to comfort him, but he tells her he’s used to it. As it is clear that the party is not interested in dealing with Ranesh, he takes Eldric with him, and they plane shift away, leaving the horse behind.

    The Shire

    The party goes back to sleep, and the rest of the night is uneventful. Before sleeping, Dandelion asks the horse what it is called, and it tells her that his mother called him Phillip, to which Dandelion says that it is a fine name. On Kal’s watch, she waves down a passerby, asking if he would like a horse, but she gets a bad vibe from him, so she shoos him away. They decide to instead send the horse to Arin by using transport via plants. Relic sends a sending to her, telling her they are sending a horse, to which she replies that she most definitely hasn't almost burned down the kitchen. Relic relays this to the others, and so they send Phillip to their home, so Arin can take care of him. 

    The final stretch of the road leads into the larger municipality of Shortlot. A lot more people are on the road now, as they get closer to the city. On the way there, Dandelion notices that there are several farmers still working the fields, even though it is winter time. She approaches them, and they tell her that they have through generations managed to breed vegetables that grow and thrive in both warm and cold weather. Dandelion buys a bunch of seeds for pumpkins, potatoes, carrots and onions, making sure to have enough for herself and the bandits, should they come across them again.

    As they continue onwards, the rolling hills get bigger and bigger, and through every valley they see a river or a lake, surrounded by holes in the ground or houses built in a cozy style, littering the landscape. The whole city is layered, and on the top layer they can see a path that leads west through the mountains. As the sun has almost set, they decide to go to the center of the city, and try to find an inn. The ladies they met on the road recommended the Sunken Stein, which they find on one of the waterfronts. As they enter, having parked their carriage, they see that it is accommodating for both smaller and bigger races, with half the inn being halfling sized. The bar stretches around the whole room, and the bald heavy-set man, who appears to be the owner, asks if they need lodgings. They decide to go with a waterfront view, even though it is noisier. 

    Afterwards he tells them that the bartender should be arriving shortly, and as he says this, the door opens, revealing that night has fallen outside, and in walks a regular human bartender. He walks to his post, and asks the party what they would like to drink. He keeps referring to himself as merely a regular human bartender, and although the party has suspicions that there is something afoot, considering his pale skin and pointy teeth, both he and the owner, Jasper, are adamant that he is just a regular human bartender. Penny buys a glass of expensive pumpkin wine, and Dandelion gets a foamy milk and honey drink. They sit in the tavern with their beverages, as they observe the rest of the townsfolk that have gathered for the evening.

  • Chapter 60: Sanctuary

    10th-16th of February , 854 TA

    Leaving Shortlot

    Penny sips the orange wine that she purchased, and notices that she shrinks slightly, as well as getting heavily inebriated. Kal asks why she is shrinking, with Penny asking why they’re all growing. Dandelion goes to ask the bartender Jackie Daytona what is happening, to which he responds that it is an effect of the pumpkins found in the area, they cause the drinker to shrink, but also makes them luckier and can handle dangerous drinks and foods better. He asks if they would like to purchase a bottle, but they decline. 

    As the night goes on, with the party finishing their drinks, Kal and Penny go to sleep in their room. Relic sits in a quiet corner in the tavern, trying to regain some strength. Kal makes sure to put a sign on him that says that he is recharging, and to leave him alone. Dandelion goes outside to sleep in the snow, and finds a nice spot near the lake that gives her a beautiful view of Elysum, the moon of Iozaria. She eventually falls asleep, surrounded by snow, but kept warm by her thermal cube. In the middle of the night, Kal and Penny both are awoken by someone shouting “BAT!”, with the sounds of tiny wings fluttering away just before dawn. Kal thinks to herself that it must be a druid. 

    In the morning, Dandelion awakes partially covered in snow, and is met by a cloudless sky. Penny and Kal both go down to meet Relic, who is reading a book. As Dandelion enters, they order breakfast, and find the pseudo-bacon to be scrumptious, so Kal goes to ask the owner, Jasper, for the recipe. He is reluctant, as it is their signature, but accepts when Kal trades some of her own recipes back to him, with the promise that she will not monetize the pseudo-bacon. He also tells them that the central plains is filled with tribes of centaurs who might take offense to them traveling through, and recommends being courteous and polite, and offer trade for safe passage. He also mentions the Banshee of Swellingstrum, when Kal asks about interesting landmarks. After breakfast, the party prepares their carriage for travel, and heads eastwards.

    Waldenmill

    The party travels on the road for a couple of days. To the south, they can see the vast plains that are barren of snow, signifying the end of winter, and spring soon approaching. Towards noon on the third day, they come to the tiny village of Waldenmill. Just a few hundred inhabitants, it’s a quiet little place with few interesting sights, but Penny notices a couple of familiar faces. Some of the people she knows from her community,  a couple of older women, who in turn recognize her. She approaches, meekly, and gives them a short wave. They can hardly believe their eyes, and ask if it truly is Penny, which she confirms. They tell her that it is good to see her, and they didn’t know what became of her. 

    Penny asks them why they are in Waldenmill and not back home, and gets told that they couldn’t handle the stress of living in the Sanctuary anymore. Penny says that she knows about the problems, and is on the way there to take care of it. This causes the old ladies to be suspicious, and flat out asks her if she has been dabbling with the dark arts, but Penny tries to calm them down by saying that she hasn’t. She manages to convince them, and they tell her that she should return home swiftly, as her parents are worried sick, thinking that she was kidnapped by the traveling bard that was visiting. Penny is shocked by this, and tells them that he was not kidnapping her, she just went with him willingly, but the ladies are still doubtful.

    They look at the rest of the party, and are surprised to see another firbolg, considering they thought they were quite rare. They reference a firbolg named Raindrop from the sanctuary, whom Penny seems to know of. In either case, they tell the party to hurry onwards to the sanctuary, if they truly can help, and hope that Penny stays for good. She says that she can’t, but Dandelion interjects and tells her that there will probably be a tree they can use for fast transport back to the sanctuary later. The ladies ask that they let them know if they solve the problem, so that they can move back, as they are tired of travelers coming and going, and want more of a quiet place where people stay the same or stay for good. Too many people coming and going are stressing them out.

    Into the Woods

    Leaving Waldenmill, they continue onwards until they come across a river with an old stone bridge crossing it. This is the landmark they were told to look out for, and find a little used pathway that leads north, following the river, as instructed. Dandelion sends Argus and Ira high into the sky to scout ahead, as the party follows the river north. As darkness begins to fall, they set up camp, across the river from some houses. The owls eventually return, and tell the party that they can see a large tree far in the distance, at least a couple of days' travel from where they currently are. 

    Before going to bed, Relic casts Fly on himself, Kal and Penny, with Dandelion wildshaping into an owl, to see the path in front of them. They too see the large tree looming in the distance, with Penny confirming that it is her home, since she knows no other tree that big. Dandelion thinks to herself that she definitely wants to use that as a way to transport via plants. Argus, peering into the forest below them can see that a few of the trees seem to be quite… rough looking. Like they are sick or something. When they land, Dandelion decides to do a commune with nature, and finds that the surrounding area is just regular forests, nothing out of the ordinary. 

    Eventually the party goes to sleep, waking up early in the morning to head into the woods. As the forest is not that well traveled, they get no use from their horseshoes, and so the journey takes longer than expected. Luckily, Kal prepares find the path, and manages to lead the party through the forest, after Penny gives a proper description and depiction of the sanctuary, using minor illusion. Dandelion takes a few rests to do more communes, and finds a spot with some powerful dryads, with a feywild influence to the north-east. She takes note of any nearby trees that could be useful to easily find their way back there, before moving on. Penny tells the group that she was told not to wander away from the sanctuary when she was little, and wonders if it was because her parents were afraid of her getting lost in the feywild.

    After a couple of days, the trees around them starts looking more and more deteriorated, like Argus spotted on the few ones that were nearby the first night they were in the area. Dandelion approaches one of them, using her druid powers to communicate with the plants, to get an impression of what is doing it to them. She gets a feeling of tiredness, like the trees are exhausted somehow. They all just want to lie down, but Dandelion knows what that would mean, and hopes that they manage to stay upright. Penny tries to contact Gleamshroud, but gets no response. They must not be close enough yet. What both Penny and Dandelion notice however is a stark absence of creatures. No birds, no wildlife, nothing. It’s like they have been chased away from the area. Penny remembers that they never had a problem with predators, and the sanctuary has always been a place where everything lives in harmony and peace. She does not like how this looks. They press onwards, and soon find the massive tree looming over the treetops, as they see buildings between the trees in front of them. Dandelion thinks to herself that she has to find a way to use that tree as a transportation point.

    The Emerald Earth Sanctuary

    As the party approaches the sanctuary they see the massive tree, towering over them, at least 3-400 feet high. It has no leaves, which the rest of the party assume is natural with it being winter and all, but Penny looks worried, saying that it always has leaves all year around. Something is wrong. Before the party gets a chance to respond to this, a figure comes flying down from high above. An aarakocra lands in front of them, with Penny immediately shouting “Skyfeather” at the woman. The lady looks at her, and asks if it truly is Penny, before running over to give her a hug, asking if she is okay. Penny tells her that she’s fine, and that she has returned to help with the sanctuary, having been told that it is in danger. Skyfeather is happy to have her return, and shoots off to tell her parents, but Penny quickly tells her that she wants to surprise them. The aarakocra stops in mid air, gives Penny a nod, before flying up to a lookout post in the tree instead.

    As the party heads inwards towards the center, they ask Penny how much they should tell them about why they are here. She says that they shouldn’t say anything about Gleamshroud or what he is, but that they talked to Perry magically, which is why they know that the community is in danger. They don’t want them to panic, so just tell them the bare minimum. When they pass people sitting outside their homes, several of them notice Penny and start to wander after the group. When they reach the tree, two tieflings, one woman, red, and one man, snow-white, starts almost running towards the party. The woman, Penny’s mother Leyla, shouts at her daughter “where HAVE you been?”, with her father being more laid back, and happy to see Penny alive and well. Leyla runs to Penny and embraces her, causing them both to topple over, with Penny’s father, Elmwood, picking them both up, and they embrace in a group hug. Elmwood asks where Morgan is so that he can kill him, for kidnapping his daughter, but Penny reveals that she ran away, and Morgan is not a bad guy. Her father seems hesitant, but accepts her word. Afterwards they introduce themselves to the party.

    Suddenly, a door opens nearby, and a halfling boy comes running out, with books falling out behind him. Perry runs towards Penny, and jumps into a great hug with her, thanking her for finally being back. He too suspected Morgan of kidnapping her, so Penny makes it clear to everyone around that Morgan is innocent and that she ran away at her own volition. This seems to calm them down, and in the meantime, Relic has begun to try to identify what is happening by casting a spell on Elmwood, but he finds nothing is magically affecting the tiefling, he’s just very tired, just like the surrounding trees. They ask how long they have been feeling lethargic, and the sanctuary murmurs a bit, but remembers it started to creep up on them about two to two and half months ago. This is a while after Penny’s connection to Vuthul was severed, so they wonder what has been happening in the meantime. Apparently a few people have died supposedly before their time, possibly due to the effects of the forest. Others have moved away, like the ones they met in Waldenmill. Leyla says that they must be hungry, so they head towards the large structure surrounding the tree.

    Inside, there are a few tables that people use for gatherings, and as soon as people starts wandering inside, a large firbolg, Raindrop, that was sleeping in the corner, wakes up and comes lumbering over. The party is taken aback by his size, being much taller than Dandelion, towering over her. He approaches, and greets Penny fondly, saying hello to the other visitors. He seems to be quite simple, but well behaved, for the most part. He points out that Dandelion is like him, prompting her to ask where he is from. He remembers coming from a forest, and that his mothers name is Rose, but he hasn’t heard of Faunus, or at least he can’t remember him. He seems quite intrigued by the metal man Relic, and picks him up, shaking him a bit to see if he makes a funny noise. He then looks to Kal, and points out that she looks quite sad, but Dandelion corrects him by saying that she just always looks angry. Kal does not mind this. Raindrop, tired of the pleasantries, goes over to the makeshift kitchen to prepare supper. To Kal’s horror he seems to just randomly put vegetables and meat in a large pot, with no concern of portions, but surprisingly it smells and tastes quite nice when it is finished.

    They exchange stories over dinner, with Skyfeather having heard about Relic’s home town, as she is from Kesser City, a floating island near where he is from. A few of the townspeople have heard about Faunus, but no worshippers sadly. Dandelion continues to talk to Raindrop, and she ends up going to his “shop”, which is a table filled with things that he has found, pretty rocks, flowers and such. She gladly trades a hagstone for a flower that she conjures using druidcraft. Raindrop, in awe, takes the flower and puts it in a planter, thanking her for the transaction. The door opens, and a drow woman enters, but meekly turns back as she sees the large crowd of people gathered. Penny runs after her, giving her “aunt” Valthrae a big hug, asking if she will join them, but Valthrae seems to have some anxiety, so she will get some later. She does however ask Penny to join her for tea like they used to, to which she gladly accepts, she just has to deal with a few things first. Penny then walks away from the tree and into the forest.

    After walking for a short while, she finds her old tree where she used to sit and talk to the voice that she now realizes always was Gleamshroud. She enters, brushing away some of the snow that has crept inside, and sits down, reaching out to Gleamshroud. She gets a reply rather quickly, saying that he is quite weary, and has been waiting for her to return. She asks where he is, and how she can reach him, and he tells her that the entrance to his cave is near the coast, but she will have to travel through water, and that she has to be careful, he might not realize it’s her when she approaches. She says she will find him, and runs back to the sanctuary to talk to the rest of the group.

    Finding the Dragon

    In the meantime, Dandelion has been trying to talk to the tree to ask what is wrong, and if it might be the source of the “tiredness” that has taken the area, but finds that it too is afflicted. It does however feel that the source is near its roots, underground. She sits down to try to commune with nature, and finds that there is a weak influence from the abyss, and that there is a strong presence from a powerful dragon. Penny quietly enters, and asks Perry to come outside to talk to her. She decides to tell him about Gleamshroud, that the voice he has been hearing is a dragon. She asks if he has heard that name before. He thinks back, and realizes that he has read the name somewhere, but can’t remember exactly where. Probably something about the history of the kingdom that was before the Empire of Moroxia. She asks him to see if he can find that paragraph, which he agrees to do. He runs back to his house, and starts reading.

    Penny gathers the rest of the party, who agree that they have to see if they can fix this tonight considering what Penny was told by Gleamshroud, so they head over to Valthrae to ask if she can look after the owls while they go about investigating. She happily accepts, being glad to have company. Dandelion even tells the owls that they can talk to this woman, since she seems to be able to handle it better than most. She takes the owl inside, and begins brewing a nice cup of tea for them. The party then heads towards Penny’s tree, the one place she hasn’t shown anyone else before. 

    Dandelion sits down and does another commune, this time trying to find another way into Gleamshroud’s domain. She finds that there is a vast cave system below them, one reaching several miles to the north, possibly the entrance from the coast, and also south and west. There seems to be a point where the river flows into the caves, that might be an easier way inside, so they decide to go there tonight, realizing that this might be an all-nighter, since it’s already quite late, but they might save some lives in the process. Penny uses her sending stone to tell Morgan that everyone thinks that he kidnapped her, and he replies that it is understandable, but that he should make his way there at one point to explain exactly what happened.

    After about an hour of walking, they reach the river, and search a bit, finding a small outflow that goes into a hole in the ground. Whilst they investigate the hole, Relic casts telepathic bond which allows them to communicate. It seems to be large enough for someone to pass through, so Dandelion decides to check it out first, by turning into a fish, jumping into the stream, following it down. After a short while she falls into a large dark cave, being forced out of the wild shape as it is quite a rough landing. She tells the others that it is safe to pass, but it will be cold, and that it has a large drop at the end of the tunnel. Eventually they all come through, with Penny and Relic both using feather fall to stop their descent. Kal isn’t so lucky, so she falls flat on her face. They realize that it seems to be a perfect reservoir of fresh water, and Dandelion sees that there is a large footprint near it, so she assumes that Gleamshroud uses this as his drinking water. 

    In front of them there are several paths, but Penny and Dandelion both manage to find the most used one, so they stealthily try to sneak that way, hoping not to disturb any hidden dangers. They find however that the cave is completely devoid of life, and seems to be not natural, burrowed out by whatever lives here, most likely the dragon itself. The caves are extremely old however, hundreds of years old at least. After heading eastward for what seems like forever, they eventually come across heavy breathing around the corner.

    Gleamshroud

    The party carefully peers around, and sees a gargantuan ancient amethyst dragon lying on its side. Its wings have nearly deteriorated fully, being replaced by shadows, as has its legs, and half of its face. It seems to have noticed them, since it wearily gets up on its feet, and walks towards them, shouting inside their heads “so you’ve come to finish me off?!”. Penny, who is in front, tries to calm him down by saying that it is her, his friend. Penny. The dragon, mouth open, ready to unleash its wrath on the party, closes it, and asks if it truly is her, before falling over, exhausted by the ordeal. Penny runs over towards the dragon, finding the immediate area around it to be hard to move through, but she gets close to him, cradling its face with her hands, tears coming out of her eyes.

    The rest of the party carefully approach, seeing the deteriorated state that the dragon is in. They ask him what is happening to him, and he replies that he is slowly turning into something… dark. Kal, not knowing what else to do, uses Divination to ask her god what they can do to fix what is happening to him. She gets a flash in front of her eyes, as Udall imprints a saying directly into her essence. 

    “In realms where time's embrace is slighted, Where mortal dreams and fey are united,
    Seek the blossom untouched by the fall, Eden's grace, the cure for all.”

    Kal relays this to the party, which triggers a flash of brilliance for Relic, who recognizes the poem as a cryptic reference to an extremely rare flower that only grows in the Feywildwild. The Edenflower, said to be able to cure any and all curses and diseases, as long as the victim still draws breath. Dandelion mentions that there was a place not far from the sanctuary that she pinged, that had a strong presence from the Feywild, but Relic shoots her down. He says that traveling to the Feywild is dangerous, and it should be the absolute last measure they should take. They ask what he means, and he tells them that traveling between the material plane and the Feywild might have weird temporal effects. A day in the Feywild might be a year in the material plane, or vice versa. It’s impossible to tell until they leave. 

    Penny is not saying anything. She is just sitting with Gleamshroud, stroking his chin, saying to him, or maybe herself, that it is going to be okay, but inside she feels completely helpless. The party is trying to speak telepathically so as to not scare or disturb Gleamshroud, but unbeknownst to them, Penny is relaying the most important information to him, wanting him to know what is happening. Kal, thinking that it couldn’t hurt to try to help the dragon somewhat, walks over, takes out some diamond dust and tries to cast greater restoration on him. The shadows flare up, and the spell is thrown back to Kal, wounding her much like what happened when they fought the Aspect of Vuthul in the shrine of Udall. “It absolutely could hurt,” she thinks to herself.

    They ask Gleamshroud if he knows or feels how long he has left. He tells the party that the being that did this to him told him that this would be a slow and painful process. He feels that he might have 5-6 months at best, until he is completely turned, and that his mind is going away more and more each day that pass. The being said that it was a punishment for Penny,  and describes it as a “half man, half spider”. Penny says that she will offer to return to him, as long as it released Gleamshroud from his torment. But she gets no reply. 

    The iron flask they got from Thervan remains unused, and they realize that it might be a way to at least suspend the transformation indefinitely. Gleamshroud protests, saying that he has to be here to protect the sanctuary, as it is important. If he is gone, or disappears, then something dangerous will notice, and fill the void. He cannot allow that to happen. Relic asks what is so important about this place in particular, that he has to stay. He musters what little strength he has, and says in their minds:

    “Every age has its crucible, a focal point where destinies intertwine and fates are forged. Throughout the annals of time, certain places and beings become nexus points of cosmic significance. The Emerald Earth Sanctuary is one such nexus. It is not just the land or the people that I protect, but the very essence of what they represent in the tapestry of time. Balance, harmony, and a promise of hope. These are things that, once lost, are not easily regained. In your lifetimes, you might see them as mere ideals, but on the scale of ages, they become pivotal.”

    The stress of the question and the effort it took to convey it, causes Gleamshroud to release an aura of lethargy outwards. Penny, Relic and Kal manage to shake it off, but Dandelion succumbs to it, and begins to feel the tiredness that plagues the area take hold of her. Kal suggests to Gleamshroud that they can put him in the flask, and then she can try to use divine intervention to get something to protect the place until they can find the Edenflower. Gleamshroud is satisfied with this, as long as they can find a protector soon. Kal tells Thervan what they are about to do so that he doesn’t accidentally release him, and at the same time asks if he knows how to get an Edenflower. He replies that it should be fine, and that they should ask the “Summer Queen”. She relays this to the rest and gives Penny the open flask.

    Since he cannot willingly go inside, Penny casts bane on the dragon, and then holds the flask up towards him, trying to force him inside. The bane works, and he begins to flow away slowly into the container. Penny drops it on the ground, and cradles Gleamshroud’s face once more, promising that she will find a way to save him. He tells her to awaken him when she needs him, as he fades away. The stopper flies out of Kal’s hands towards the flask, and closes it. Penny picks up the flask, holding it close to her, before the spell Thervan put on it takes effect, and it slowly fades away. For the first time in over eight hundred years, the sanctuary stands without a protector.

    It’s Been a Long Day

    Before they decide to head back, Kal suggests they search the cave, just to see what the dragon was hoarding, if only to scratch that curious itch that she has. They spend some time looking around, but find only discarded bones from prey. No treasure in sight. Lighting up the cave however reveals vast gatherings of amethysts and geodes in the cave walls, reflecting the light. They are standing in a treasure trove of gemstones, but they are all too big to take with them. Tired, and wanting to go to sleep, they head back. Dandelion casts transport via plants on one of the large roots that leads into the cave, and emerges out of Penny’s tree. 

    When they get back to the sanctuary, Relic goes to recharge his “batteries” in the carriage, with Dandelion finding a nice secluded spot near the tree below the barn surrounding the tree, kept warm by the ever burning fire pit outside. Kal goes to sleep in the barn, finding a free bed, and lies down. Surprisingly, it is one of the more comfortable beds she has ever lain in. 

    Penny goes back to her parents house, finding them still awake, waiting for her, as she never told them where they were going. They were afraid that she had disappeared again, and gave her a great big hug. Elmwood takes out a big bottle of wine and three glasses, filling them up, and they share a drink. Penny decides to tell her parents about Gleamshroud, and they both seem genuinely surprised to learn that a dragon has been resting beneath their feet the entire time. She tells them more about her travels, the ups and downs, and how much she has missed them. Eventually they are all too tired and decide to go to sleep. Penny goes to her room and finds it exactly like she left it, before collapsing into her bed.

    The next morning, they see that everyone seems to be a little more refreshed than they were the day before, so they definitely did something right. Kal sits down to try to have Udall intervene in order to give them a protector, but he sadly does not answer her prayers. Dandelion sits down in the center of the sanctuary, and begins to cast plant growth to speed up the revitalization of the surrounding area.

  • Chapter 61: Harmony

    16th-18th of February, 854 TA

    Restoring the Sanctuary

    The next morning, as the others in the community begin to wake up, they see Elmroot dancing, fanning leaves and sticks, around in the middle of the sanctuary, using her magic to restore the nature around her. The effects can already be seen, as fresh green grass comes sprouting up and out from beneath the snow. Nature is healing, and the large home tree the sanctuary is formed around begins to regrow its leaves. 

    Kal, having not received any response form Udall when asking for a protector that can help the sanctuary, begins walking around the area to see if anyone is in need of any assistance or healing. Unusually, nobody in the sanctuary seems to be suffering from any ailments. Everyone is in tip top shape, apart from being exhausted, so she heads over to Raindrop to see if there is anything useful that can be learned from his cooking. 

    Raindrop takes a look at her, and then takes her hand, dragging her into the forest. After walking away from the sanctuary, he sticks his hands into the dirt beneath a tree, and drags out some beautiful mushrooms, telling her that when dried, they are delicious as a topping for food. Kal tastes one of them, and can feel that they definitely has some magical effects, but will probably need drying to extract the effect. She thanks Raindrop for the help, and they both walk back, mushrooms in hand. 

    Penny, who has been sitting in her parents Elmwood and Leyla's house eating breakfast with them, talks to them about her travels some more. They both seem to think that Penny’s new friends are an… interesting bunch, but that they seem to be nice enough. They are particularly fascinated by Relic, a creature they have never even heard of before. They want to know if Penny is safe, and Penny thinks back to all the times that she has been wounded, hurt, maimed, amputated and killed, before trying to relieve them by saying that they don’t have to worry. She continues to tell them about their journeys, and how important it is to stop the Forgotten One. Her parents were hoping that she was back for good, but seeing how vital the mission is, they tell her that she will always be welcome back home.

    Relic, having recharged, wanders around the sanctuary to try to examine the nature of the magic in the area. After a short examination, he discovers that the giant tree that looms over the sanctuary is of a type that doesn’t really grow this large, but apparently Gleamshroud’s magic has accelerated its growth. A tiefling comes up to Relic, curious as to his nature, and asks what he likes to eat or drink, and is shocked when Relic replies that he really doesn’t consume sustenance, but has been known to enjoy a good ale once in a while, being from a dwarven society and all. This lit a fire in the tieflings eyes, and he tells Relic that he has to come and try some of his homebrewed ale. Relic reluctantly comes along, and joins a drinking party of tieflings sitting in the barn. The ale that is presented is mediocre at best, but Relic plays nice and joins them. Being warforged, he outdrinks them all, and eventually sits around a group of semi-conscious or blacked out drunk tieflings, sipping on a mid-tier ale.

    After breakfast, Penny decides to go check up on Perry, who has not come out of his cabin yet. As she opens the door, a few books come tumbling out, and inside Perry is sleeping while hunched over a large tome that he has been scouring through. Not wanting to wake him, she just finds a cozy spot, and begins to examine the Tome of charisma and leadership, getting in a few hours, finding that although she cannot read properly yet, the tome seems to be helping her understand it. After a few hours, Perry slowly wakes up, cracking his back from his uncomfortable position, and groggily says hello to Penny. Having found what he was looking for, he tells her that Gleamshroud was mentioned once in passing in a history book about the Empire of Moroxia. All it says is that Gleamshroud was an “important figure in the Ironwing Dominion'', and in the same paragraph tells that the last king, William Meadowstone was killed along with his wife and infant daughter, and the king’s corpse was strung up on a fountain by the new queen Syele Bouchard, the first queen of Moroxia. A grim story indeed. Penny shudders at the thought, and is a bit disappointed about how little is known about Gleamshroud. 

    As it has been a few hours, Penny and Perry both emerge from the cabin and find that Dandelion is finished with her ritual. She sits on the ground, exhausted by the constant dancing over the last eight hours, and asks if anyone has a tankard of warm milk. Raindrop helpfully emerges from the barn, tankard in hand, helping her up. Kal suggests that they should gather people in the barn and have a feast with some live music, and Penny is more than happy to oblige. Dandelion talks a bit with Valthrae who actually makes an appearance, thanking her for looking after Argus and Ira. Valthrae says that they were the best guests, and that she didn’t overfeed them, and was surprised to find Argus to be quite a capable whistler, much to Ira’s resentment. As people come to join the festivities, Penny is playing music on her viol, and eventually animates it so that it continues playing while she joins the conversation. 

    As the evening progresses, the party gathers together to discuss if anyone has any ideas about finding a new guardian for the sanctuary. Remembering back to when she saw the large gold dragon in Tempervale, Penny takes out her monocular and scans the room. She is surprised to find that Valthrae, the drow, is heavily scarred on the side of her face and down her chest. Penny walks over to her, asking what has happened to her, and realizing that Penny knows, she just tells her that it is a result of the cruel overworld encountering something they don’t understand. Valthrae harbors no resentment, but Penny is saddened by how evil the world can be. Valthrae tells her to let it go, like she has. Penny hugs her, and talks some more to her, before returning to the rest.

    Kal decides to take a shot at sending a sending to Silas Wayfarer, as something is obviously off with him. She gets a reply that he really doesn’t meddle in mortal affairs to that extent, but that she should ask her god for guidance instead. Relic also suggests The Monk that they encountered in the Steps of Aranon, as she supposedly is an avatar of Azuna. Penny sends a sending to Morgan, but he cannot think of any good candidates in the area. Several options come up, the best one seems to be to head to the Tomb of Maravin, as it is literally touched by a god, so a divine intervention would have a bigger chance of succeeding within. They can also try to track down the golden dragon Penny saw in Tempervale, or even go to the shrine of Faunus that Dandelion learned of and ask Faunus himself. 

    Kal decides to do a divination to ask for guidance from the big man himself. She goes straight to the point, asking if he has any guardians that can be helpful in the area, and gets a reply that several candidates are around, but the strongest would be east of their current location, if they follow the road. They eventually decide to head south towards Eilian and Maravin’s tomb first, and then head east if needed. As the day draws to a close, the party goes to sleep one last time before leaving the sanctuary for now.

    Across the Plains

    The next morning, they wake up bright and early, ready to depart with their horses. Dandelion tries to explain to the horses what is going to happen, so that they aren’t spooked. Diamond seems to be quite afraid of heights, but Dandelion promises that it will be okay. Penny gives her parents a big hug, saying that she will be back, as Dandelion begins casting the spell, slowly turning everyone in the party into wisps of clouds. The whole sanctuary is fascinated by the sight, and before leaving, several in the party dance around as clouds, stirring up the leaves and snow, before shooting to the skies.

    The journey south goes pretty much without a hitch. The party and horses follow Dandelion, as she can sense when the spell ends, and will shoot down to the ground before they fall. Across the vast plains they see that the snow is absent, meaning they have reached the warmer climate of the south. Below them, Dandelion sees several tribes of horse riders and centaurs that roam the plains, as they were warned about before. Far to the west, where two rivers meet, the large ruins of Swellingstrum can be seen, and remnants of another ruin, Umbernaulde, is directly below them. The landscape is scattered with other strongholds and ruins that have been abandoned due to time.

    Eventually, in front of them, the Calm Tops comes into view, with the blood red forest at its base, signaling that they are getting close to their destination. After a few more hours, crossing the mountain, Dandelion can sense that her spell is waning, and so begins to descend towards the ground, the rest of the group following behind. They descend through the thick treetops, arriving on the forest floor just in time. Having traveled for the last eight hours, even in cloud form, the party is tired, and so decides to sit down to have dinner, while Dandelion tries to commune with nature in order to get the lay of the land. She discovers that there are powerful undeads present all around them, and there are a few buildings a couple of miles to the south-west. She also learns that the trees are extremely ancient, and magical.

    After eating, they tell the horses to be careful and quiet, as they don’t want to disturb whatever is around them, as they head southwest towards the building Dandelion sensed. Relic and Kal look around for any sign of civilization, but cannot find anything. Penny and Dandelion however look up towards the treetops, and see several structures built into the sides of the trees, with walkways that connect them. They have reached their first destination.

    Eilian

    The party approaches the road that runs through the city that can now be seen, and finds one of several staircases that leads up to the main city. Several travelers are coming and going, with a small path leading south that seems to be absent. The horses are placed at one of several stables that have been placed on the forest floor, and afterwards the party approaches a guard that is keeping watch over people who enter the stairs. She asks the guard if there is anything they should know, if they can use magic etc, and magic is allowed, as long as it isn’t used to harm others. They tell the guard that they wish to venture into the Bloodwoods, and are told that they then should speak with Lady Nyreen, the Leafwarden of the Bloodwoods. Dandelion asks if they have heard about Faunus, and is delighted to hear that yes, Faunus is a known figure that they sometimes give prayers to, and that it is more common here in the south rather than the north. Dandelion thanks the guard for her help, ready to venture into the city. Penny takes one look at the stairs and says “fuck that”, creating a large platform that can hold the entire party, and animates it to use as a makeshift levitator to get them to the top.

    When they reach the city proper, they see several walkways that cross over and under each other, several large structures that have been built straight into the large trees. The biggest of them all, the Heart Tree, has a big panoramic structure near the tops, supposedly where the Leafwarden resides. There is also a market where people can be seen preparing for the evening sales, as well as an open air tavern nearby. One thing that draws their attention however is a large tree-trunk, where several people seem to be wandering about, that has a statue in the middle of it. It appears to be a woman with a spear. 

    The party heads over to what they learn is the Grove of Memories, and Kal immediately recognizes the statue as that of Maravin. The plaque seems to confirm this, as it says “Maravin, Daughter of Eilian, Guardian of All”. The people around seem to be giving offerings to small stones that are embedded into the trunk of the tree, and they see several of the stones glow when touched by the visitors. Relic can remember something about Eilian being an ancient city founded by an elf known as Caelum, who is buried beneath the Heart Tree. The deceased elves are buried beneath the forest, who then become part of the collective knowledge of the city. 

    Dandelion asks several of the people visiting the shrine if they have heard about Faunus, and they indeed are familiar with him, as they sometimes pray to him for protection, looking at Faunus as a sort of forest god, not exclusive to Faunus’ Forest, which delights Dandelion. She asks another visitor what the deal with the crystals are, and is told that each crystal or stone represents a deceased loved one that has been buried beneath the Bloodwoods. She then asks if anyone can place a stone, and is told that yes, as long as she has the loved one in mind when placing the stone, the Bloodwoods can choose to accept it, making it a part of the grove. She is offered a small emerald, but takes out a pretty rock she has picked up herself during her travels, and walks over to the walls. She holds the stone to the wood, and thinks about Fie. To her relief, the stone appears to be accepted, as it is slightly pushed into the wood, which grows around it, holding it in place.

    Kal looks around for anyone to ask about the statue, and finds a young looking elf in pure white clothes that appears to be tending to the gardens. He tells her that Maravin is a hero of Eilian, who saved the world a few thousand years ago, but that he knows not the exact deeds she did, other than it being important. He says that he heard that she helped “bring back the light”, whatever that means. Kal realizes that since it has been so long, and that knowledge of Vuthul was suppressed and forbidden, it is not surprising that people don’t know-

    While the others have been in the grove, Penny decides to check out the open air tavern, The Moonlit Pavilion, to see if she can find any interesting figures or some good ale. Dandelion notices her leaving, and follows her in case she gets into trouble. Penny scans the room, which is a large circular open air chamber,  stage in the center surrounded by a bar upon which an elf is currently playing the violin, tables and couches scattered all around, with a couple of balconies on either side of the room. To her great surprise, she can see Delphine sitting by a table to the side. She sits down to talk to her.

    Delphine seems to be surprised to see Penny, and asks how she is doing. Penny just asks what she is doing her, implying that she wants to know if she is following them, but Delphine replies that she is here on important spy business, waiting for a contact, asking what they are doing here. Penny replies that they are looking for something, but doesn’t elaborate. 

    Delphine can sense that Penny seems to be both rejuvenated, but also with a hint of sadness, asking if she is all right. Penny dodges the question, but asks if Delphine knows if she has heard about Edenflower, and where they can be acquired. Delphine tells her that it is a particularly difficult flower to work with, as it is quite rare and fragile, but if anyone has one, it would be in the gardens of Seraphina, the Summer Queen of the Feywild. Penny asks where she can be found, and Delphine tells her that her castle, if it can be called that, would be located near The Northern Fort. Penny thanks her for her help, and leaves her alone, as Delphine says that her contact should be arriving soon. Dandelion, who has been watching the interaction, waits for Penny, as they return to the others who remain near the grove.

    The Leafwarden

    When Penny and Dandelion return to the others, Kal shoots a sending to Thervan, letting him know that they have reached Eilian. He replies that he will be there shortly, as they wander over to the Heart Tree to speak to the Leafwarden. When they get to the large double doors that leads into the tree, they are stopped by two guards who tell them that the Lady is done with public appearances for the day, but a familiar voice from behind tells them that they are with him, and that they should let them pass. The guards ask who he is, and he replies that he is the Elder Archmage Thervan Avalast, and that they don’t want the Lady to know that they kept him from important business. This seems to convince them, and they are allowed to enter. When they get inside and the doors are closed, Thervan reveals that he didn’t think that would work.

    The party ascend the stairs, and walk past a couple of guards that seem to be guarding the main chambers of the Leafwarden. Within, a large circular table dominates the center of the room, with large windows providing a panoramic view of the city below. The Lady Nyreen sits by the table, with an elven sentinel standing behind her. The sentinel puts her hand on her sword, telling them that the lady is done with public appearances for the evening, but Lady Nyreen tells her guard “Stand down Taliel, I’m sure this won’t take long”. The Leafwarden goes up to the throne that has been grown into the wall to the back of the room, and sits down, gesturing for the party to come forward. Thervan stays behind, watching the negotiations.

    Lady Nyreen asks them what their business is in Eilian, and what she can do to help. Kal goes forward, telling the Lady that she is on a quest to follow in Maravin’s footsteps, and wishes to visit her grave to pay respects. Nyreen seems to be cautious about her intentions, asking her what she intends to do when she arrives at the grave. Kal thinks for a second, replying that she will not do anything that Udall has not asked her to do, which is true, but doesn’t reveal that she intends to acquire Stormseeker. This seems to satisfy Lady Nyreen, who tells the party that they have her blessing to venture into the Bloodwoods, but that she wishes them luck in finding the grave, as nobody alive knows where it is. The party questions how that can be, to which the Lady tells them that her grave used to be beneath the tallest tree in the Bloodwoods, but as Udall struck his lightning, it stunted its growth, hiding it from view. It has since been lost to time, as the Bloodwoods are dangerous to venture into. 

    The party asks if they can visit the Seer, as they have been told that she may help reveal more information about Maravin and her grave, and she tells them that it should be fine. The Seer rests beneath the Heart Tree, and her entrance can be found on the forest floor. Relic asks if they can use feather fall to descend, not wanting to take the stairs, which should be fine. As the party prepares to leave, she tells the party that they should visit the priestess of the Bloodwoods to receive their blessings, and to tell the people at the Moonlit Pavilion that they are her guests, so they will get accommodations if needed. Thervan gestures to the party that they did good.

    The Seer

    When they leave the Leafwarden, Thervan says that the party did good, and he is glad he didn’t have to intervene or help out. The party decides to go straight to the Seer, so Thervan tells them that he will be going to the tavern for some R&R, before returning to Ravenforge in the morning. The party walks to one of the railings and jumps off, casting feather fall to safely descend, much to the shock and horror of bystanders. 

    When they reach the forest floor, it is beginning to become dark, so they quickly look around for the entrance, finding it on the north side of the Heart Tree. It seems to be just a doorway into the ground, and within they see that one of the roots of the Heart Tree have extended out to make a natural pathway to the underground chamber. When they venture through it, reaching the end, they see a dimly lit chamber with a single, young looking elven woman, blindfolded, with black liquid pouring down like tears on her cheeks. 

    The Seer gestures at the party to sit down and join her, telling them to form a circle, so that they can talk to the dead. The party sits down, holding hands, with the Seer seemingly waiting for something. Dandelion carefully speaks up, asking about Maravin and her weapon, Stormseeker. As soon as the words leave her mouth, the room becomes pitch black, and they can feel themselves being dragged into another state of consciousness. The room becomes a void, with white liquid-like smoke flowing around them, but they cannot see each other.

    The white smoke forms a figure, which turns out to be Maravinby the looks of it, flanked by three other figures, two elves, one firbolg. They can hear a disembodied voice telling them about Maravin.

    "Ah, Maravin, the Chosen of Udall, she who bore the Stormseeker. Her fate is known to the branches of the Bloodwoods and whispered by the winds of Eilian. Yet, the lightning's dance was not hers alone to lead. With her, traveled souls of harmony, of rooted wisdom, and shadowed lore, each carrying a weight of immense power—artifacts, akin to her own, destined to sway the balance.

    Together, they faced a darkness that sought to swallow all lights. The artifacts they bore are shrouded in mysteries as profound as the enigmas of the gods who granted them. Know that the tale of Maravin is but a single thread in a tapestry woven by these extraordinary souls.

    Seek the stream that feeds the Yearning Waters. She rests at its source."

    Intrigued by the reveal of other members of the party, they try to focus on the other figures, getting a little more information about each of them. They first focus on one of the elven figures, the one that looks feminine. The figure becomes clearer, and a young looking elven woman appears, with blonde hair and fair skin.

    Lirael Silversong, wielder of Harmony, a melody in both arrow and string. She led the Fraternity of Harmony against the abyss. Her song filled the heavens and shattered the silence of impending doom. Then, she too vanished, her harmonious tones and her weapon a mystery that yet echoes unanswered.

    Dandelion wants to know more about the apparent firbolg figure. An old looking firbolg appears, with white hair and wrinkly skin, carrying a beautiful staff with what appears to be a drop of dew at the end.

    Brónach, guardian of the Heartwood Staff, a gentle giant bound to both leaf and lore. His staff was a gift from dreams and divine visitation. He fought beside kindred spirits to keep at bay an evil beyond comprehension. Then, like morning mist, he and the Heartwood Staff faded away—destination unknown, forever etched in the annals of woodland whispers.

    Finally, the last figure comes into view. A young looking drow. At first the party thinks that it might be Nezznar Khalazza, but as the voice tells them about “The Defector” they realize that it cannot be him.

    Erevan Duskwoven, master of the Arachnostaff, a strand in a web of conflicted loyalties. He served not the dark god who rose to claim the underdark but the Queen of Spiders he remained loyal to. His aura and his Arachnostaff vanished into the labyrinthine shadows, a tale left to murmur among spiders and stones.

    The voice finishes off the vision with each of their “Artifacts of Harmony”, the Arachnostaff created by Lolth, Stormseeker created by Udall, Harmony created by Nuesis and the Heartwood Staff created by Faunus appearing in the figure's hands.

    Each held a piece of destiny, a relic of incredible might. Yet, as they vanished from sight, so did their tales slip into enigma. The items they carried, however, still hum with the unresolved chords of their sagas—awaiting new hands to wield them, new tales to tell.

    The party tries to find more information about each of the figures and their artifacts, but the knowledge is limited, so they will have to use legend lore to learn more. They spend some time asking about other things they want to know about. Penny focuses on the Edenflower, and finds it to also be known as the Dragon’s Tear. Grows in the garden of the summer queen, but can also be found in the gardens of Hagatha. Along with the name comes a terrifying visage of a hag looking woman with intense eyes, staring back at Penny.

    The party focuses on Malice, and gets a vision of Malice standing next to Nezznar, surrounded by drow troops, ready to attack whoever was the holder of the memory and their allies. The voice of Maravin comes through, who calls her a “fucking bitch” in celestial. When they focus on the Forgotten One, they get a point of view flash of a hand bringing forward what appears to be Stormseeker in an attempt to attack the terrifying visage of the eyeless pale figure they have come to know as Vuthul. The party shudders.

    Penny takes a second to focus on Granny, and to her surprise gets a vision of an elderly tortle holding hands with a small halfling girl, seemingly looking for something. It seems that Granny made an impression on someone in Eilian, enough to be remembered. Kal asks a question to Maravin that the others can hear, and gets a reply “It remains to be seen”. She then focuses on Ildrex, and gets a recent memory of Ildrex striking down an elf, looking possessed. 

    Relic wants to know if the collective knowledge knows about the Elder Archmages, and the party learns of each of the seven elder archmages that currently are the leaders in their field. Thervan Avalast in Abjuration, Lyssandra "Lyssa" Brightwood in Conjuration, Perrin Ironhand in Divination, Celeste Silverleaf in Enchantment, Bram Goodbarrel in Evocation, Delphine in Illusion, and Elara Shadowfoot in Tramsutation. No archmage in Necromancy, as who, if anyone, holds that position is unknown.

    Finally, they want to see about powerful guardians, which causes the vision to be completely silent. A huge slender lumbering shadow can be seen wandering through the Bloodwoods, with white eyes staring at them. Kal then asks about dangers in the Bloodwoods, but there are too many to count. They realize they are going to have to be careful if they want to make it through, unscathed. 

    As they leave the seer, she says nothing, just sitting there, meditating. When they emerge from the passage back outside to the forest, Kal takes out the Spider Staff, giving it to Relic, thinking that they might already have one of the Artifacts of Harmony in their possession. Penny plays a short tune to help inspire, with Dandelion giving guidance. Looking over the staff, Relic can see words appear. “Make the pledge”- Relic focuses, and says within him “I pledge to do my utmost to stop the return of the Forgotten One”. A voice replies, in his head, “These words are accepted.” 

    In front of their eyes, the staff suddenly begins to molt, and it changes appearance from a finely crafted ebony staff to one of a more hardened look. An artifact of Lolth, the Spider Queen herself. The Arachnostaff lies dormant in Relic’s hands, yearning to be awoken. The party almost kicks themselves for having such a powerful artifact in their possession all along, but it was well hidden. Happy with the development, they return to the city, with Relic using Arcane Gate to avoid using the stairs again.

    Later That Evening

    Back to the city proper, they decide to check out the moonlit markets, a large marketplace high above the rest of the city, that apparently is only open during nighttime, buying a bunch of potions at a discount, thanks to Penny’s remarkable tenacity for negotiation. Relic peruses the stalls, and picks up a few spell scrolls that he scribes into his spellbook. Afterwards, Penny heads back to the Moonlit Pavilion, using subtle spell to read thoughts of the people, hoping to find something of interest. She gets a thought about just disappearing into the woods, but cannot find the source. She does however hear another one speaking of the dragon in Khuzunzan being killed, allowing diamonds to flow again. It comes from a ragged looking half-elf sitting by the bar.

    Penny approaches, asking if she can buy him a drink, to which he does not protest. The man introduces himself as Faelar, and Penny asks if he heard any interesting rumors. He says that it’s funny she should ask, because he just thought about how the dragon in Khuzunzan has been slain, finally. She asks if he knows who accomplished such a task, and is told that it was a tall metal man with red eyes, along with a group of people. They apparently called themselves The Band of Tempervale, and the weirdest thing was that all they wanted as a reward was a small gemstone that was embedded in the dragon’s chest. What was even weirder was that when the dragon died, it shrunk. Penny is intrigued, but troubled by this, as this likely means that one of The Divine Shards is now in the possession of Calamity they saw in the Thax’ning tribes, who Thervan warned them about. 

    She then asks if he has picked up any interesting things on his travels he would be willing to sell, prompting him to take out a small pouch of what he calls “Fey Mushrooms” which causes hallucinations. Penny buys the bag for 125gp, and says goodbye to Faelar, thanking him for the info. He compliments her purple skin, which confuses Penny, until she realizes that he has probably taken some mushrooms himself. Before she returns to the party, she sees that Thervan and Delphine now sit by a table sharing a drink. She decides to walk over to Thervan, telling him quietly that she has heard rumors about Calamity acquiring a shard, prompting Thervan to quickly depart, telling Delphine that he has to go. 

    The party retires to their chambers, a nice room with a bunch of hammocks overlooking the forest below the Moonlit Pavilion, getting a good night's rest before venturing into the Bloodwoods. Even Dandelion joins the rest of the party, finding the hammocks to be an excellent alternative to a bed, and almost as good as sleeping on the forest floor.

    A Blessing

    The next morning, Kal tries once more to do a divine intervention to get a new guardian of the Emerald Earth Sanctuary, but Udall still won’t help her. She has however prepared Legend Lore, so Penny uses her bardic powers to create a bunch of incense needed in order to learn more. They decide to first focus on Harmony, the artifact of Lirael. Kal sits down to do the ritual, as Udall speaks through her mouth with her eyes sparkling with lightning once more.

    A melody woven in heroism and sorrow; Lirael Silversong of Swellingstrum. A gift from Nuesis, Harmony became her voice and her weapon, as she led The Fraternity of Harmony against the shadowed god, Vuthul. Her songs of courage filled the air, but when peace returned, so too did sorrow. Her home, her audience, her world—lost. She returned to the theater where once her voice had soared. In a final act, the strings of Harmony accompanied a sorrowful lament, a dying breath in the ruins of her life.

    The party remembers that they passed by the ruins of Swellingstrum on the way here, so luckily it’s not a long journey if they want to find Harmony as well. They have to wait until the next day however to learn more about the Heartwood Staff, as Penny cannot create more incense. But they are much closer today than they were yesterday, which is a win. They gather up their stuff, and head down to the forest floor after eating breakfast to speak to the priestess of the Bloodwoods.

    When they reach the bottom, they see the small temple near the pathway to the Yearning Waters, with an old looking elven woman, Miriel, sitting down doing a communion of some sort. Kal wants to allow her to finish, so does not disturb her. After a few minutes, she opens her eyes, and greets the party, asking how she can help them. They say that they wish to venture into the Bloodwoods to find the grave of Maravin, which prompts Miriel to ask if she is speaking to Penny, Dandelion, Kal and Relic. She got word from the Leafwarden that they would see her soon. She grants a blessing to each of the members of the flock, with Relic thanking the “young woman” for her help. This amuses Miriel, who hasn’t been called young in quite a while. Dandelion asks if she can bless the owls as well, but she does not recommend them venturing into the Bloodwoods, as it will be quite dangerous, and difficult for them to escape if something were to happen. The owls decide to just hang around the horses, with Miriel saying they can come to her if they need food, shaking a large bag of bird seeds sitting on the porch. 

    Blessings received, they ask how long it will last, and are told that it will expire when they leave the Bloodwoods or return to Eilian, but other than that it has no expiration. She does however warn the party that there are many dangers lurking, and the blessing will only protect them against the vengeful spirits of the elves who have perished in the Bloodwoods without getting a proper burial. If they notice that everything around them has gone silent, they should immediately be quiet, not say a word, not break a twig, not make any noise, or the Silent Guardian will find them. And if he does, she does not think they will make it out. They thank her for her help, and as she retreats to her temple, she calls Relic a young man, laughing to herself some more.

    The party gathers around Dandelion, as the owls fly over to the horses. Dandelion casts the spell, turning them all into wisps of clouds once more, turning four days' travel to the Yearning Waters into four hours. They then follow the path southwards, as the city of Eilian disappears amongst the canopy behind them.

  • Chapter 62: The Bloodwoods

    18th-20th of February, 854 TA

    The Yearning Waters

    The party flies down the path towards the yearning waters, cutting down the travel time from days to mere hours. As they fly, they encounter a few elves heading to and from the waters, heading along the warded path. In the forest they can see playful fairy-dragons flying among the trees, as well as some spirits that they were told about. After a few hours, the large lake appears in front of them, and so they make their way to the shore to land.

    The party were told to find the “stream that feeds the Yearning Waters”, and are a bit distraught to find that there are hundreds of small creeks and streams that come from within the forest. They decide to take some different approaches, with Kal and Penny approaching an elf sitting outside of a tent looking out towards the waters. He introduces himself as Thalinar, and when asked about a grave he does not know where it lies or even that the tomb of Maravin was in the forest. Kal thanks him for the talk, and leaves him be. Penny decides to use her Monocular to see if any of the nearby streams stick out from the rest, but she finds nothing of interest.

    Relic and Elmroot decide to go back to cloud form and survey the shoreline to see if they find anything that sticks out, and agree to meet in a certain spot on the western coast before the spell runs out. They have a hard time finding anything that sticks out, other than shrines that have been placed to ward the area from the creatures of the forest. Dandelion decides to sit down where they agreed to meet and do a commune with nature, and to her surprise finds herself within range of a creek that seems to have the influence of Udall lingering within, as well as the presence of a powerful undead.

    As the rest of the party joins her towards the end of the day, she tells them what she has learned, and so Kal does a divination, asking for guidance to find the correct stream. She gets a response that Udall cannot help her on her path, but that Ilene will guide her on her way. Knowing that Ilene is the goddess of the sun and moon, they first theorize that they have to see where the sun sets. Penny summons her familiar as a hawk, and tells it to fly up to see where the sun sets and find the right stream, but it comes back down saying it didn’t have a point of reference, so it doesn’t know which stream is correct, but as soon as the moon begins to light up the area, Kal can see that one of the streams seems to be glowing blue. She points it out to the others, and so they move towards it. Penny also claims that she can see it glowing, but that to her it's pink. The others don’t believe her, but Relic worries that she is hallucinating. They decide to set up camp near the stream so that they are ready to move out first thing in the morning.

    Under the Pale Moonlight

    During the night, the party rests beneath the stars and the moon, with Penny and Relic taking first watch, where nothing in particular happens, other than the occasional spirit peeking out from within the forest. On Dandelion’s watch she can see a large figure peering out from the trees, looking out towards the lake. She recognizes it as a treant, more commonly known as an ent. A large imposing figure with green eyes and reddish bark. She carefully approaches it, and greets it in sylvan, and it gives her a short nod in return. 

    The ent introduces himself as Thalorn, the Guardian of Ages. He apparently watches over the Bloodwoods in some capacity. Dandelion tells him why they have come to the woods, and is surprised to find that Thalorn actually knows about and has met Maravin, describing her as interesting, but kind. Apparently she was very unwilling to be Udall’s cleric at first, but came about when she saw the importance of her mission. This did however lead to her demise. Dandelion says this reminds her a lot of Kal, her companion. 

    Thalorn says that if the new cleric of Udall is after Stormseeker, it can only mean that The Forgotten One is about to make a return, and so approves of the quest. He does however tell Dandelion that he hopes that the cleric is the right person to take the spear, as it requires a worthy hand to wield it. Dandelion hopes that Kal can be up to the task. Dandelion asks if he has heard about the Silent Guardian, and Thalorn shudders, saying that he has come face to face with the creature several times, but luckily managed to escape each time. He advises them to not even breathe if he is around, as he can find them and slay them quickly if they do. 

    The old ent looks back towards the forest, and tells Dandelion that he has to return, his flock calling to him. As a parting word, he hopes that Kal is worthy, because even Maravin wasn’t worthy at first. He then retreats into the darkness, disappearing among the trees, with Dandelion staying by the shore, looking into the treeline, before returning back to the tiny hut to continue with her rest.

    Into the Unknown

    The party wakes up to a delicious smell of Kal’s cooking, and quickly devours it before preparing to set out to follow the creek. The weather is grim, with a light drizzle of rain and the glow has disappeared with the moonlight, but as long as the party doesn’t veer too far from the path, they will find their way. Not long after entering the forest however, Dandelion can hear a voice calling from somewhere to the left of them. None of the others hear it, and Relic figures it is probably a trap, so they should tread carefully. 

    Penny sends her hawk towards the sound to see what it sees, and finds a large hole, where a woman can be seen lying at the bottom, surrounded by vines and fungus, seemingly tapping her for strength. She decides to check it out closer, to see if it is an actual person, and so sends the hawk in to get a closer look. The woman appears to be a splitting image of the Leafwarden, Lady Nyreen, but a younger version. Penny figures it must be her daughter. The woman looks towards the hawk, begging for help, and so the party decides to approach carefully.

    When they reach the hole, they find the woman entwined in various growths coming from the walls of the hole, with several glowing funguses lining the walls. The woman warns them not to get close, as they might react violently. Kal has a quick fix for this, and takes out the coin of darkness they got from Fie, and says the command word, after Penny has cast levitate on the woman. Everything goes dark, and they can hear the snapping and cracking of plants being pulled apart, and then hear the voice of the woman above them saying “Thank you” quite meekly. They pull her to the side, and help her get on her feet, as Kal puts away the coin. 

    The lady introduces herself as Liara, and confirms that the Leafwarden is her mother. They ask how she ended up in that hole, to which she replies that she was given a vision in the Bloodwoods of a terrible entity that seemed to be a threat to the woods and the city of Eilian. They ask her to describe it, and she tells them of a horrible pale figure, half man, half spider. The party sighs, recognizing the description as a drider, figuring that Nezznar must be looking for the tomb of Maravin as well. They help Liara back to the shoreline, where she takes a breather, thanking them once again for the help. Kal casts sending to tell Thalinar that the daughter of the Leafwarden has been found, and that she needs help getting back to the city. She gets a reply that he will begin to travel towards her, and help her return. The party then heads back towards the woods, to follow the stream.

    The Pull of the Wild

    After a few hours of walking, having followed the stream and luckily not encountered any silence or guardians, Kal and Dandelion both spot a peculiar sight among the trees. A serene looking grove hidden off the path, and points it out to the others. Sunlight seems to be illuminating it from among the treetops, and they can see that the color is in stark contrast to the eternal red surrounding them. Relic, still cautious, suspects another trap, but they decide to check it out in case it might be something useful.

    When they get closer they see that the grove is filled with green grass, and flowers of several different colors, yellow, blue, green, purple and so on, as well as red. It seems to be open and inviting, and a small stream fills a little pond in the center of the grove. Relic is hesitant to enter, noticing that something is off, as his detect magic gives off the influence of abjuration but also distortion of time, much like the wizards tower in Equinfjord. Penny decides to send in her familiar, having decided to call him Riff. The hawk obliges, and the party sees him enter harmlessly, but then moves around inside at an incredible pace. When it finally walks out after about a minute, Dandelion can tell that he is asking what is taking them so long, and that it seems like hours for him since he entered.

    Penny decides to step inside, followed by the rest of the party, and it does not appear to be a trap, as they can move around freely, but everything outside seems to move in slow motion. Dandelion picks a few flowers from the grove, giving her what she needs to make at least 5 health potions, as long as she finds the rest of the supplies she needs in a shop. They decide to take the time they are given to take a short rest, before moving on, with almost no time having passed on the outside.

    After a few more hours of walking, they notice that the colors of the surrounding areas seem to be more saturated, and the sound becomes more intense than before. Even a leaf falling on the ground becomes almost painful to listen to. Across the stream, they see several beautiful flowers that are just waiting to be picked. Penny is about to cross the stream, but is stopped by Relic, who recognizes this as the telltale signs of a feywild crossing, suspecting that crossing the stream will bring them to the feywild. The party decides to move on from the area, and their suspicions are confirmed when the flowers have disappeared when they get a bit further up the stream.

    Illuminating the Path

    When the party reaches the end of their first day of travel, they find that the river splits into two, and the party is unsure which path they should follow. As they stand near the creek, Penny, Dandelion and Kal all feel that they are being watched, and take in their surroundings. High up in one of the nearby trees, they see that a branch seems to be disturbed by something they are unable to see. Penny sends Riff to check it out, but he can’t see anything. 

    Back to the problem at hand, the party sees that the weather doesn’t appear to be letting up, and so they worry that there won’t be any moonlight to light their path tonight. Dandelion decides to test if the spell moonlight actually is moonlight, and to their delight, it works! When she moves the beam to the leftmost stream, Kal can see that it is glowing blue. Penny claims to also see the glow, but on the other stream, and it’s still pink. The jig is up, and Penny laughs at her silly joke.

    As the party prepares to rest for the night, Kal decides to cast legend lore on the Heartwood Staff, hoping to learn of its location or origins. Penny supplies most of the material components yet again, so Kal sits down, going into the meditative state that connects her with her patron, telling her what she wants to know.

    “A staff birthed in dreams and given form by Faunus, the Heartwood Staff was wielded by Brónach, a firbolg bound by friendship and duty. He fought alongside the Fraternity of Harmony to banish the encroaching evil. But unlike others, his journey ended not in reprieve but in transformation—an unintended merging with the forest he so loved. Though revered as an avatar by his own kin, he is bound in wooden form, denied the release of true death, Heartwood Staff in hand.”

    Dandelion tries to discern what this means, and thinks back to the dream she had a few weeks ago, seeing herself being trapped as a tree, and hearing rumors about the “fanatics” that claim to have the avatar of Faunus in their midst. She decides that the best lead they have is to head to this hidden grove and discover the truth.

    During the night, Relic can see a disturbance in a nearby bush, so something is definitely still watching over them. Relic waves at whatever it is, nonchalantly, before going to rest for the evening, waking up Penny. She in turn watches over the forest, her eyes following a wandering spirit, spotting a deer that wanders among the red grass nearby. It gets close to the tiny hut, but scuttles away when one of the other party members shifts in their sleep. She smiles to herself at the beauty of nature, before waking up Dandelion for her watch. Dandelion can hear heavy footfalls on her watch, worried that it might be the Silent Guardian, before realizing that doesn’t make sense, so it’s probably something else.

    When Kal wakes in the morning, she prepares breakfast as always, finding the mushrooms Raindrop helped her find still hasn’t dried to give the proper effect. The food is still delicious however, and the weather has begun to clear up. After breakfast, the party gathers their belongings, hoping to find the tomb on this day, counting their lucky stars that they haven’t encountered the Silent Guardian yet.

    Crossing the Boundary 

    After a few hours of walking, Dandelion spots a couple of bodies lying in their path ahead of them. She gestures for the party to stop, fearing a trap. Penny sends Riff ahead, looking through his eyes. She examines the bodies as best as she can, and sees that one of the corpses, the elf, has a knife in its side, and the other one, a halfling, doesn’t appear to have any marks. Both are heavily decayed, so they have at least been there a week, maybe more. 

    Relic, who is immune to the smell, approaches the bodies, and takes a more thorough examination, finding choke marks on the halflings neck, so it seems like the halfling stabbed the elf as the elf was trying to kill him. The knife is a simple one, probably used for preparing food. As the elf seems to be crawling towards something, he examines the area closer, finding another card like the ones they have discovered before. Twelve so far, they wonder how many more they have to find before they have a full deck. 

    He tells the other that it is safe to approach, and casts a spell to dig a couple of graves for the men, and chisels the date they were found and a short description of the men on it, as a makeshift gravestone. Kal gives them their final rites, hopefully putting their souls to rest, instead of having them wander the forest endlessly. After finishing up, Kal remembers that she has speak with dead, and asks Relic to exhume the bodies again. She casts it on each of the men, and finds that the elf is named Aranis Silvershade. He was sitting in his study on the 6th of february,  when he was transported to this forest, saw the halfling and the card, as a disembodied voice said “winner takes all”. He says his next of kin is Velnor Silvershade in Tempervale, and that he hopes someone can feed his goldfish.

    The halfling was called Fendril Quickfoot, and lived with his wife Bellany outside of Shortlot. He was eating dinner with his wife, cutting up some bread, when he suddenly found himself in the bloodwoods, where a disembodied voice said “winner takes all”. The elf that was there then attacked him, and Fendril tried to defend himself, but everything went dark. He imitates the voice he heard, and the accent doesn’t appear to be a local one. The party then reburies the bodies, taking a note of the men’s last wishes and next of kin, hoping to give them some closure.

    As the party continues to follow the river, Dandelion keeps casting commune with nature, hoping to find a sign that they are getting close, but there seems to be a long way away still. There seems to continue to be a powerful undead nearby, which is present every time she has cast the spell since entering the Bloodwoods. She also finds that the area ahead apparently has a powerful feywild presence, and warns the others to be careful.

    Walking for another hour after taking the rest, the party finds themself in the middle of a thick fog, which flows over the party, obscuring them completely. When the fog disappears, Penny has disappeared with it. They try to shout for her, but she is nowhere to be found.

    Penny, in the meantime, finds herself in a peculiar place with vibrant colors and tall, imposing trees towering above her. She tries to look around, and is surrounded by the fog, and within it she can see her companions, and tries to call for them, but they can’t hear her for some reason. In the distance, she can hear a faint flute being played by someone or something. She looks towards the sound, and then back to her companions, but they have disappeared. She looks around, seeing three sets of footprints that lead away from where they were. Penny tries desperately to follow them, but when she gets too far, the fog surrounds her again, and she finds herself back to where she started.

    She decides that the only way out is to head towards the music, hoping that whatever is there can help her. After walking for about 20 minutes, she can see a clearing where a satyr is sitting on a stone playing on a flute. She greets it, and the satyr nods back to her, but continues to play. She pulls out her violin, and joins in on the music, creating a beautiful duet, attracting several other creatures from the fog who listens in on the music.

    As the music reaches the crescendo, the satyr claps his hands, applauding Penny on her magnificent performance, and then asking her if she is lost. She confirms that she has lost her way, and the satyr asks her name. She gives it, and the satyr replies that his name is Lyriano, and that he can help her escape, but first, she must answer his riddle. She accepts the challenge, and so the satyr thinks for a second, before coming up with a fitting riddle for her.

    "I am not alive, yet I grow; I don't have lungs, yet I need air; I don't have a mouth, yet water kills me. What am I?

    Penny think to herself for a few seconds, wondering what the answer is, before carefully replying with “fire”, not seeming overly confident in her answer. Lyriano shouts out a huzzah, and proclaims that she is indeed correct, and so has earned her way back to her friends. Penny takes the opportunity to ask Lyriano about the Edenflower before she leaves, and he says that it is a rare bloom indeed, not growing many places, and those who tend to it would be unwilling to part with it cheaply. He also tells her that the edenflower cannot survive outside of the feywild for long, at most a day. Penny thanks him for the valuable information, and asks him to keep his promise of letting her out. He begins playing his flute, and Penny can feel herself being flung backwards by the music into the fog.

    Back in the material plane, the rest of the party continues to shout after Penny, and suddenly a portal opens up, with Penny shooting out of it at full speed, landing in the dirt. Penny thanks the party for waiting for her, and they say that she has only been gone for 5-10 seconds. She tells them that for her it was 30 minutes. Dandelion asks if she was in the feywild, and if she made any deals she shouldn’t make. Penny calms her down by promising that she didn’t do anything stupid. On the contrary, she was given a riddle, managed to solve it, and learned more about the Edenflower as well. 

    Penny notices suddenly that she has no footprints, jumping up and down in the mud, leaving no trace of her being there. She worries about this for a moment, but as the party continues to walk, the footprints eventually reappear. She figures she saw the future when she was between worlds, and only saw three footprints, so she couldn’t leave any herself until she got far enough away. 

    The Tomb

    After walking for a few more hours, Dandelion sits down to do another commune with nature, and this time to her enjoyment finds that there seems to be a valley ahead of them, like they were told that the tomb would be within. There is still a powerful undead presence, but they have yet to face the Silent Guardian, so they hope that it is not around the next bend in the stream. 

    The party continues onwards, having soon reached the end of the day, and approaches the end of the stream. In a weird and unexplainable way, the river seems to at one point flow up the hill out of the valley, defying physics. They enter the valley, and find a massive red tree with scorch marks all over, surrounded by a large pond. Water flows out of the roots of the tree, feeding the pond, and by extension, the stream.

    Penny tests the waters, but Dandelion holds her back, asking Kal to go first, this being her path and all. Kal walks ahead, approaching the tree. The others follow close behind, and observe as Kal makes a gesture of respect to Udall, giving a silent prayer. The roots of the tree suddenly open up to reveal a passage. Kal approaches, with Penny following close behind, but Dandelion and Relic decide to stay back. Kal remarks that Maravin’s companions were with her until the end, and so they should follow her inside.

    Kal jumps into the chasm, followed by Penny, Relic, and finally Dandelion. They slide further and further down, not reaching the end, but suddenly just appearing in a large, cold chamber, with no sign of where they entered from. They see each other, and ahead of them a shrine built for the last cleric of Udall. Maravin rests on top, spear in hand, looking just as she died, almost like she is sleeping. 

    Kal takes a few seconds to take in the view, being in awe of being in the presence of a true legendary figure from history. Remembering partly why they came here, she tries to do a divine intervention to summon a guardian for the Emerald Earth Sanctuary, and finds that she is successful. She smiles to herself, knowing that it is protected until they can cure Gleamshroud. She then carefully approaches the shrine.

    She looks upon the corpse of Maravin, finding her armor to be damaged on the side, with a wound on her chest and her neck, seemingly a killing blow, incurable by those she traveled with. Kal puts her hand on Maravin’s, finding her to be uncomfortably cold to the touch. She says that it is time for her to wield the spear, and moves Maravin’s hands carefully away, taking the spear from her. Kal holds it in her hands, focusing on the power she has acquired, but the rest of the party suddenly sees Maravin starting to move. Before Kal has a chance to react, Maravin clutches Kal’s wrist, yelling to her face. 

    “UNWORTHY!”

    Before her eyes, the spear starts to quickly decay, the metal rusting and becoming blunt, with parts of the heel falling apart. The word echoes in the chamber, “Unworthy, unworthy, unworthy…” Kal wonders why she came all this way for nothing. The rest of their party notices a light coming from behind them. They all turn around and see that the roots have parted, revealing a way forward. Kal recognizes the cold snowy area, and warns them of what they will see if they follow, if they even can. She then enters the portal, with it quickly closing behind her, cutting off the rest of the party from her.

    The Trial of Kalyssandra Merwen

    Kal finds herself alone on a snowy battlefield. She recognizes the area, but it is not the same as when she was here last time. This time, she can see that the battle has turned. Ildrex is in danger, and is being ambushed by a few locals who have decided to fight back. Kal sees her opening, a way to finally strike down her old enemy once and for all, but her focus is drawn towards a family nearby that is close to being attacked by a group of Ildrex’ soldiers. She realizes that she has to make a choice, to either save the innocents, or get her revenge.

    She looks over at Ildrex with hate in her eyes, but decides to do the right thing, protecting the innocent family. Something tries to pull her towards Ildrex, but she manages to resist. She moves over towards them, stabbing and slicing the attackers, protecting the family, and driving the soldiers away. The family thanks her for coming to their rescue, and in the distance she can see that Ildrex has managed to escape his attackers and is fleeing on a horse, never to be seen again.

    Kal wonders if she did the right thing, but before she gets an answer, her vision becomes blurry and dark. The cold sensation disappears, and when her vision returns, she finds herself in a large dark chamber. Sand and small patches of grass surround her, and she recognizes the pyramid shape like the one where they found the second part of The Key, just much bigger. In front of her, she can see Penny holding the completed Key, with horribly disfigured horns and face, clearly corrupted by the Forgotten One. She is about to ascend, and Kal realizes that she has but moments to spare. She realizes that she has to choose between killing Penny, stopping the threat, or allowing her to live  to find another way to save her.

    She tells the entity “you are not Penny. Penny would not want to live like this”, and prepares to strike her down with her spear. Something seems to hold her back however, and she hesitates, as if something is telling her to see how it plays out. The moment passes, and Penny, in a triumphant laugh, teleports away, Kal being left behind. She feels she made the wrong choice, but it wasn’t really her choice in the end. Something stopped her from doing the right thing. Before she can think more about it, her vision becomes blurry again.

    When her vision returns, she can hear the sound of a large battlefield, and she finds herself in the fields outside of Ravenforge. In front of her is a massive drow army, filled with abominations from the Underdark, attacking the city. Her companions are with her, Penny, Relic, Dandelion, ThervanRaven, and many others from their travels. The situation seems grim, and they are about to lose, with all of her friends being close to death. Kal sees an opening to retreat back to the city, potentially saving their lives and granting a better fortification, but it leaves them open to being attacked by the drow from behind. Suddenly, among the enemy lines, she spots an opening, a pathway straight towards Malice. She realizes that she would not survive the attack, but it would cut off the snake’s head, allowing them to win the day. 

    Kal makes a split second decision, and decides to attack. Something tries to pull her back once more, but this time she won’t allow it to influence her. She runs towards the attacking drow army, straight towards her enemy, and drives her spear through her heart. The drow combatants see this, and become distraught but for a moment, giving the defenders an opportunity to strike back. Nezznar turns towards Kal, seeing Malice dead on the ground, and in a rage shouts “NOOOO!” at Kal, before striking her with his greatsword, cutting off Kal’s head. Everything goes dark.

    Kal’s vision is blurry. When it returns, she finds herself back in the chamber where the rest of her companions are waiting for her. They are still looking where the portal was created, waiting for her to return. They all jump when they suddenly hear movement from the back of the chamber. They see Kal, who turns around and sees Maravin standing, looking at her. She looks at Kal, and down at Stormseeker. 

    “Your heart is in the right place, but she is still holding you back. In order to be free, you have to sever yourself from her. You have to destroy the one who turned you, and only then can you return to the light. Be warned, she will try even harder now to stop you from doing the right thing. but the spear will help you on your path.”

    As she finishes speaking, Kal looks down at the spear, and sees it regenerate in front of her, the rust disappearing, revealing the beautiful metal beneath. The heel also repairs itself, and she can feel the flow of energy emanating from the spear. Stormseeker is finally hers. She looks up at Maravin, and sees that she is disappearing in front of their eyes, turning to dust, and then into nothingness. Maravin gives a final smile as Kal delivers a salute with the spear, holding it above her head. When Maravin is gone, everyone’s vision turns blurry, and then black, before finding themselves outside of the tomb. Several hours have passed, and night has fallen, but they are not alone.

    The Reborn

    Waiting for the party in the water beneath the tree, a large drider looks at them with glee. Kal remarks “long time no see”, to which Nezznar replies “likewise”. They ask him why he has been following them, and he proclaims that they have something that belongs to him, and he would very much like it back. Penny asks him to be specific, and he says that he would like his staff to be returned to him, as it is rightfully his. 

    The party looks at each other, and wonders how he figures that, and he tells them that in their culture, you keep what you kill, and he killed the last owner of the staff, and so it belongs to him. The party almost in sync tells him that they killed him, so it now belongs to them. He then says that he was hoping they would say that, and produces a small recognizable dagger. Demetrius’ daggers, that he got made from the fangs of Venomfang. Penny picks up the dagger from the water, and finds it to be slightly decayed, like something has drained the magic from it.

    Nezznar tells them that he found their friend Demetrius, and took revenge on him for striking him down. Although he couldn’t “drain” him, he took great pleasure in gouging out his eyes as he was screaming for his mother. And now, as he has killed the one who killed him, he would like to get back what is rightfully his. Relic tries to say that he knows about Drow culture, and that it doesn’t work like that, but Nezznar replies that he is clearly sitting on outdated information, ignoring their argument that it is no longer the Spider Staff, but something more. Nezznar says that he knows what the staff really is, but it is of no matter, if they are unwilling to give it to him, he will just have to take it, and prepares to attack the party once more.

  • In Troubled Waters

    As the party faces down Nezznar, who makes another attempt to reason with the party to give up the ArachnostaffDandelion notices that a presence is to her right side. Across the water, she can see where the water is being disturbed by invisible spider legs. The Nezznar standing in front of them is not the real one, a distraction. She subtly nudges Kal, who notices as well. Penny can see that the others are preoccupied with something, and also sees the deception, but Relic is staring Nezznar down, too focused to notice. Nezznar puts forth his claim one final time, but is rejected. Nezznar points out that his ancestors fought with Relic’s makers, and won, and hopes that history will repeat itself today.

    Suddenly, the illusion in front of the party vanishes, and the real Nezznar appears to the right, sword in hand ready to attack. A shroud suddenly appears around him, rippling through the air, disturbing the light, but it doesn’t hurt the party. Dandelion tries to cast a spell at him, but her spell just fizzles out, due to the shroud. They all move out of the way of the shroud, hoping that it will help them attack Nezznar. Relic is sadly not fast enough, and is struck several times by Nezznar, both by his eldritch blasts, and a few swipes with his sword. Dandelion places down a moonbeam, burning the enemy, but he moves out of its way, and attacks Relic once more.

    But then, something disturbing happens. Nezznar looks at Relic’s fancy orb that he is holding in his hands, and attempts to draw power from it. Relic tries to resist, but is unsuccessful, and so Nezznar absorbs the magic within, breathing it in, and taking some of the properties from the orb, protecting himself and granting him a small boost of health. The party is shocked by this, and realizes that this could turn ugly if they are not careful. Penny does a reverberating jump to get out of range, hurting Nezznar in the process, and Kal takes a stab at him by throwing her new spear. The spear flies through the air, trailing a visible layer of electricity behind it, and as soon as it hits its target, it shoots back to Kal’s hands with a bolt of lightning.

    A Few More Allies

    Dandelion realizes that the situation is more dire than first assumed, and so uses a healing word on Relic to keep him afloat, and pulls out a beast from the bag of tricks. Wolfsleigh appears, and immediately pounces at Nezznar, managing to make him lose his balance, and falls prone. Kal also summons an ice storm, but Nezznar manages to resist the effect with little effort, and casts a spell to get away from the center of attention, moving closer towards Dandelion. He then shoots another eldritch blast, pulling Penny towards the water, making her lose her balance, and then says a word in the drow language at Relic. The warforged is suddenly wrought with terrible pain from the power word, causing him to have difficulty doing everything, and nearly putting him out of commission. He slumbers away from Nezznar, who now focuses on Dandelion and her staff. She tries to resist, but he is able to absorb its magic as well, causing the staff to wilter slightly, as it becomes mundane. He then focuses on his real prize, the staff in Relic’s hands.

    He teleports over towards Relic, and nearly manages to take him down, but Penny uses the ring of the true companions to keep him up, greatly angering Nezznar. Dandelion takes the opportunity to heal Relic a bit more, seeing that Nezznar isn’t letting up. She then summons another beast from the bag of tricks, and a massive elk stands in front of them. Master Elk has returned, and charges at Nezznar, but with his strong natural armor enhanced by the stolen power of the orb, he is unsuccessful in damaging the drider. Penny tries to help her friend shake the pain that he is experiencing by giving him some bardic inspiration, and then tries to contact Morgan with her sending stone, asking him to come help. 

    Nezznar then casts a spell at Relic, preventing him from being healed for a short while. Kal desperately tries to reach him, but with all the beasts in the way, she cannot get through, so she jumps on the Elk instead, and tries to attack Nezznar, but fails. In the meantime, Dandelion has summoned more allies  in the form of a boar and a draconic spirit, who is attacking Nezznar to the best of their abilities. Relic tries to cast another spell at Nezznar, but is unable to concentrate through the pain, but with Penny’s help and Kal casting bless, he manages to push through, shaking it off. Too little, too late. Nezznar strikes him down with another spell, and then walks over to the unconscious body of Relic, and the prize.

    A Turn of Events

    The drider picks up his prize, and holds the Arachnostaff in his hands, relishing in its beauty. But then, suddenly, it starts to vibrate, and glow. Nezznar looks at the staff with concern, as it suddenly bursts into thousands of spiders, who bites and wounds Nezznar before quickly crawling over to Relic’s body, reforming in his hand as if it never left. Seems that Lolth provided a way to not have the staff taken away from whoever is worthy of wielding it. Nezznar stares at his mangled hand in disbelief, and rage begins to fill his eyes. He swings his sword at the Elk, slicing open his throat in a shower of fire and blood, causing the beast to disappear. Kal falls to the ground, but manages to stay on her feet. 

    Growing weary from the constant barrage of the heroes and their summons, Nezznar summons the help of his patron, transforming partly into a visage of Vuthul. His eyes and hair are gone, and his skin grows pale. He stares back at Penny, mocking her by asking if she missed “him”. The shroud that has been flowing around him intermittently grows larger, covering most of the grove. Penny tries to use a steel wind strike at him, but finds that her attacks are ineffective, as he has become immune to force damage. Kal also tries to wound him by summoning a destructive wave, only affecting him, but finds that he seems to be resistant to all spells as well, so the attack is less effective than she hoped. He then teleports away from the center of attention, and turns himself invisible. 

    The draconic spirit and all the summons follow him, trying to strike at him, as Penny polymorphs herself into a tyrannosaurus rex, lumbering over towards where they see his legs disturbing the water. He is difficult to hit, and Relic uses sickening radiance to hurt him, but Nezznars constitution is too strong, so he shakes it off. He then moves towards Dandelion, attacking her, Penny and Relic with the eldritch blast, trying to drag her closer to him so that he can finish her off, but with her gift of the forest, she roots herself into the ground, stopping him from moving her. In anger he screams at the party for their tenacity, but they can all sense that it seems that he is holding back, not attacking with full force. Penny runs over towards Nezznar and makes a devastating bite attack at him, wounding him greatly. She then hears him speak to her.

    “You have grown powerful, and have fought well. Perhaps we shall meet again in the future, and then I will defeat you all.”

    He then teleports away to safety, as his contingency goes off. Penny lets out an annoyed roar, and drops the polymorph, turning back into herself. She gets a sending from Morgan, telling her that he tried to teleport in, but had great difficulties as he was unfamiliar with the area, and ended up in a completely different grove. Penny tells him to go back home instead of risking coming to her, as Nezznar has already escaped.

    Dandelion, who had cast a unicorn totem, uses it to heal the party to full health, before looking at Galen’s old staff, mundane and non-magical. A small piece of it falls off. Relic is fidgeting with his orb, and so she asks him if he has any idea if or how the weapons can be fixed, but Relic is unsure, as he senses absolutely no magic coming from either item. He ironically advises Dandelion to not be so materialistic, as they are strongest together, magic items or not. 

    Kal wanders over to the grave once more, and gives a final salute to it, before putting her hand on it one last time. She can feel the warmth of the energy within flow, the faith of the area coalescing into the tree. As she turns back towards the party, ready to head back to Eilian, she spots a figure in the clearing of the woods. The others turn towards it, and they can all see the same figure. Relic waves at it, unsure about what it is, and the figure turns its head towards him. Kal asks if it liked the show, and as she says this, the figure just fades away. Penny is amazed, having never seen the figure herself, but have been told about it from the others who saw it. 

    Dandelion turns to the boar and Wolfslee who survived the battle, asking if they would like to come to Eilian with them to see the city. They look at eachother, and declines, saying they would rather wander the forest until they are whisked away. The boar heads out, with Wolfslee following, before giving a final turn towards his summoner, giving a final bow with his head in a way that says “until we meet again”. They both then vanish among the trees. 

    They all gather near a fitting tree, ready to return to Eilian. But just as Dandelion casts the spell, the entire area goes silent. Every noise they make, the rustling of the clothing, every breath they take, the dried leaves beneath their feet, they all make a deafening roar in comparison to the silence surrounding them. Worried, they turn around to see what causes it, and can see a massive dark figure springing straight towards them without making a single noise. The party hurries through the portal just in time, as the Silent Guardian is left behind.

    Familiar Faces

    The party stares back at the closed portal, almost expecting something to burst through, before they relax, noticing the music playing behind them. They turn around, and find themselves in the middle of the Moonlit Pavilion, and most of the patrons are looking back at the new arrivals, as the musician is playing center stage. The party looks around at the faces staring back at them, and way in the back, both Kal and Dandelion notice a familiar face. Sister Garaele, who they met in Phandalin, is sitting enjoying a drink. They wave at her, and she waves awkwardly back, gesturing for them to come over to her.

    Several people make note of the spear Kal is carrying, but she just owns it, not shrinking it down into a more compact size, and confidently walks with her companions over to Garaele’s table, joining the cleric. They ask her how she is, and what she has been doing since they last saw her in Phandalin, and Dandelion asking how the town is doing. Garaele looks at her with a surprised look, telling them that it was destroyed. The others in the group look at Dandelion in a way to say “what are you doing?”, telling Garaele that they know about the destruction of the city. Garaele tells them that she barely made it out, managing to escape with a few survivors, but the attack was fast and devastating. 

    Kal tells her that she will be glad to know that they took out the wizard that was the cause of the undead, but wishes that they had taken the time to check out the rumor before they moved on, but Garaele eases their guilt by saying that Daran, the old half-elf who told them about it was getting old, so even she didn’t take him seriously. What happened happened, and they cannot do anything about it now, other than move on. 

    As they sit there and talk about belief and faith, Kal realizes that she is a cleric of luck. Which means she is a cleric of Shehemis. Kal grabs Garaele by both shoulders, saying she is SO glad to see her, and then takes out the cards they have found during their travels that carry the symbol of Shehemis. She examines the cards as the party asks if she knows anything about it. She looks at the cards in a mix of awe and terror, and tells them that she believes they might have begun collecting the cards from the Deck of Many Things. Apparently, Shehemis likes to toy with people, and so from time to time leaves a trail of cards for someone to find. The party is seemingly on his radar, as he has placed them in their path, and once they have enough cards, the deck will reveal itself to them. This can be both a great boon or a terrible misfortune.

    On Gods and Mortals

    Continuing on the topic of the gods, the party considers telling Garaele about the mission they are currently on, when it comes to stopping the Forgotten One. Garaele already has taken note about the spear once carried by Maravin, but admits that she knows not the whole story, other than that she fell fighting “the darkness” during the Betrayal. She has never heard about the Forgotten One or what happened, and admits she is more of a recruiter for The Veiled Protectors, without having much to do with their mission herself. Kal tells her that she found Enhana, and was led to Ravenforge, so even though she didn’t end up joining the organization, their goals are aligned. 

    Garaele asks them if she should be worried about their mission, as they are being vague so as to not burden her with too much information, so they just tell her that the same darkness that caused Maravin to fall is returning, and they are doing their best to stop it. Garaele says that she will prepare as best as she can, but knows not how she will do it. Dandelion notices a few people trying to listen in on the conversation, so Penny starts playing along with the performer, meeting her eyes and playing in tune, deafening out the conversation to prying ears. Most of the eavesdroppers go back to their own business, but one of them seems to strain himself to listen in, but eventually gives up after the rest of the party lets him know that they notice what he is doing. Dandelion gets the impression that he was listening for more than just curiosity’s sake. In either case, Garaele is disturbed by the development, but is confident the party can overcome it.

    They talk some more about various topics, and accidentally begins talking about innuendos when Relic mentions polishing his metal, which causes Penny to start giggling. Dandelion is confused about it, not understanding the euphemism, so she tells her about the birds and the bees, and rubbing dicks. Dandelion tells them that she has never felt those emotions, so Kal asks her if she has ever been in love, but Dandelion doesn’t think so. Kal then asks Penny if she loves Morgan, but Penny says that he is like a brother to her, and so would never do that. She likes to have fun with people she encounters in the taverns they perform in however, so she isn’t unfamiliar with the concept of sex, telling Dandelion it’s “fun”, but Dandelion says it should only be use for procreation, and she has no time for that at the moment.

    Kal asks Garaele if she has heard about any shrines being corrupted, as they have come across a few so far. Garaele tells them that she has heard about a few in the Akstan kingdom, but is unsure if they are taken care of or not, but one that is seemingly having trouble is along the coast between Arcanharbor and Elderdocks to the east of where they are now. Kal is annoyed at the fact that only Udall’s shrines are being corrupted, but Garaele points out that Udall mostly has shrines away from civilization, so his shrines are more exposed. And also, since his Cleric was seemingly part of the cause of the Forgotten One’s downfall last time, it would make sense for him to target his shrines. Kal cannot disagree with this assessment, but doesn’t like it.

    Garaele asks Kal how her god communicates with her, and is jealous to hear that Kal gets to “talk” with him, as her god, Shehemis, only makes himself known by placing misfortune in her path, with chairs breaking beneath her and random birds shitting in her hair. Dandelion points out that having a bird shit on you is a sign of good luck, something Garaele admits is true, but it doesn’t feel lucky. Relic suggests giving a proper offering in the spirit of Shehemis to take a jab back at him, and gives Garaele a bunch of fake gold coins that Fie got from the Deck of Certain Things, telling her that this would do the job. Garaele takes a close look at them, examining the jester in the place of the regular raven motif, and thanks Relic for the idea.

    Afterwards, Garaele says that she is getting tired, and is heading to bed, and that the party should too, since they look exhausted. They agree, and get a new room on the Leafwarden’s bill. This time it’s a bigger room, with more hammocks looking over the forest floor. Dandelion heads down to the stables to retrieve Argus and Ira, who both are sleeping happily on the back of Speed. As Dandelion carefully wakes them by scratching their beaks, they are overjoyed at seeing her again, and comes with her back to the room of the inn. 

    As the party lies down to sleep, with Relic sitting in a chair to recharge, they all dream of various things relating to their journey and history, with Penny being told that she won’t be able to save everyone, even if she will try, Dandelion longing for the forest, but her path will shape the fate of her friends as much as her own and Kal being told by Maravin and Udall that Stormseeker is a catalyst for change, and tool to change destinies, but she will have to find her own path towards either the light or the dark. Relic unlocks a new memory, of his dwarven life, where he and a group of warriors tried to disrupt a drow supply route, but were ambushed. In the distance, high above the battlefield, he can see a shape staring down at him. He knows this figure, but cannot place him. As they all wake the next morning, they have become more powerful once more.

  • Level 13

  • Chapter 64: Rekindled

    21st-26th of February, 854 TA

    Mourning the Lost

    After a good nights sleep with a lot of foreboding and interesting dreams, the party wakes up to a new day, albeit a bit later than usual, considering their nightly escapades with Nezznar. As the sun reaches its zenith, both Relic and Dandelion check their magical artifacts that lost their magic, and discover that it has returned. Seems like Nezznar couldn’t steal the magic fully in such a short encounter, luckily for the party. Happy to have their magic returned, the party goes to eat breakfast, and then heads to the Grove of Memories.

    When they get there, Kal rummages through the bag of holding, producing a small, tear shaped emerald. She looks towards the rest of the group, and says that they have lost two of their friends now, and they will not lose another. Holding the emerald to the wooden wall, she focuses on her memories of Demetrius, and the wall responds by absorbing it. Demetrius is remembered, the closest thing to a grave they can think of. 

    They want to make sure that Granny is okay, so Penny sends a message to her, asking how she is doing, telling her that both Demetrius and Fie have passed away. Granny is saddened by the news, but confirms that she is fine and in good shape, wondering how Penny is doing. Penny tells the others that Granny is fine, so Nezznar hasn’t gotten to her, yet at least. Afterwards, they leave the grove, waiting for the Moonlit Markets to open.

    Penny thinks back to the conversation they had the night before, about having fun, and so asks Dandelion what she did for fun before she joined the party. Dandelion tells them about her adventures with her friends, running away from angry bees, making stick-figures, lifting rocks, and just frolicking around the forest. Penny tells her that it sounds a lot like what she experienced growing up, but in a different setting. Relic remarks that they sound so similar, yet so different at the same time.

    Rewarding Good Deeds

    As the group are wandering around the city, killing time, they are approached by a couple of city guards. They study the group, and ask if they are the adventuring party that the Leafwarden met with a few days ago, to which they confirm. The guards tell them that they figured as much, seeing as there aren’t many warforged or firbolg around, saying they have been sent by the Leafwarden to come see her. The guards say they can come when they have time, but preferably immediately. As they have nothing better to do, the party tags along, following them through the crowd towards the heart tree.

    When they are led inside, they follow the round staircase to the chambers at the top, and encounter another group of people who are leaving. They recognize one of the people as the Count of Cantalos, Eldrion Naïlo, who was at the gala in Ravenforge when the city was attacked. As they pass, Dandelion and Kal both catch a snippet of the conversation when the count speaks:

    “I do believe we will have her support if we move forward with our plan.”

    The party is unsure about what this means, but continues onwards up the stairs.

    Waiting inside by the circular table is the Leafwarden, with her protector Taliel standing next to her, and her daughter, Liara, also sitting by the table. When she sees the party, she comes to greet them, thanking them once again for saving her life. The party says that they were happy to help, but were suspicious at first, with Liara remarking that she thought they were going to leave her considering how much they debated saving her or not. Relic points out that the situation was quite suspicious, as they had already been warned about the Bloodwoods, so finding a random lady in need was out of the ordinary. In either case, Liara is happy to be alive, and grateful to the party for that fact. She then guides them to the table.

    Lady Nyreen, the Leafwarden, is finishing up with some documents, and looks up as the party seats themselves, giving the papers to her bodyguard who takes them away. She tells the party that her daughter has explained the situation to her, while giving her a stern look, and is very grateful for the party coming to her daughter's assistance, asking the party how she can repay them.

    They all look at each other, wondering what to ask, when Kal tells her that they are looking for an Edenflower, saying that it is a rare flower that blooms in Неизвестно. Penny also interjects, saying that it cannot survive outside of the Feywild for more than a day. Lady Nyreen thinks about it, but apologizes to the party, not knowing how to help them with that. She does however have her bodyguard produce a small chest from the side of the room. Lady Nyreen opens it, revealing a beautiful ornate flask inside, with an amber-looking liquid within. She tells them that this is Sap from the Heart Tree, which can rejuvenate them, but could potentially also cause them to become younger. 

    The  party thanks her for the gift, before asking about the Count of Cantalos that was here just before them. Kal can tell that she looks a little bit uncomfortable, but assures them that it is nothing they have to worry about, just official business. Relic mentions that it would be nice to have a way to quickly get back to Eilian if needed, and asks if the city has an official Teleportation Circle. Lady Nyreen says that they don’t have one available to the public, but considering the deeds of the party, they can be allowed to use the one reserved for official business. With not much else she can help with, she tells them that their stay is comped, and to enjoy the moonlit markets. Taliel leads them outside and down the stairs, to a small chamber with a beautifully crafted teleport-circle in the center of it. Relic records the address, allowing them easy access in the future.

    The Moonlit Markets

    As night has begun to creep into the forest, the moonlit market is beginning to open, but both Penny and Dandelion decide to spend some time reading their books, Penny to become more charismatic from the Tome of Leadership and Influence, while Dandelion reads the book about various beasts and animals, allowing her to wild shape into more interesting beings than before. 

    When Kal wanders around the Moonlit Market looking for anything interesting, she notices that someone seemingly bumps into her intentionally. After instinctively checking her valuables, she looks up to see Delphine gesturing at her to follow her. They walk to the side of the markets, near the railing overlooking the forest below, with Delphine telling Kal that she found the information she was looking for, about Ildrex. Apparently he was last seen in Smoulderharbor, along with his soldiers, heading south towards the Thalassian Empire, as there seems to be war brooding between them and the Durandal Dominion. Delphine guesses they will sail to Moonharbor, the capital of Thalassia, before heading to the front. She’s sorry she cannot bring better news, but hopes that if Kal goes after him she will be successful. 

    Kal thanks for the information, and in return tells her about their encounter with Nezznar, with Delphine being impressed by the party surviving. She tells her that he told the party that he killed Demetrius, wondering if he was lying, but Delphine tells her that she has “crossed paths” with Nezznar a few times, and doesn’t know him for being a liar. He usually tells the truth, as he relishes in other’s misery. Pointing to Kal’s spear, she remarks that they are clearly in the process of something great, and hopes that if they fight Nezznar again, it goes “better than last time”. She then tells Kal that she has to return to Ravenforge as she is helping with decrypting the documents they got from Glasstaff, but that she will keep an eye on where Ildrex makes port, and update Kal, before disappearing into the crowd.

    Relic, in the meantime, has wandered around looking for some material components for his new spell, specifically for the Magnificent Mansion. He is lucky to find exactly what he needs from an elderly dwarf crafting some intricate ivory statues. Happy with his purchase, he comes across a bookstore that sells old tomes and books, and activates his detect magic to see if anything pings. Incredibly hidden between two pages of a book about managing a magic shop, he finds a spell scroll of “Jim’s Magic Missile”, a modified, and potentially dangerous spell. He asks the shopkeeper what he wants for the book, and gets it for a bargain of 3 silver. He then happily returns to the party.

    Penny, taking a short break from her reading, uses her monocular to look at people around, not finding any hidden drow or doppelganger, just people who want to blend in or stand out in various ways, some to enhance their beauty, others their height. She also uses detect thoughts on the passer-by's, getting a few random thoughts about dragons, thoughts about the universe, but one of the thoughts mentions Vuthul by name, and says that he is close, and when he returns, all of these people will regret their lives. She cannot see who is thinking these thoughts, but it seems his influence is growing and expanding.

    Kal wanders around some more in the market, coming across a shop of familiars, various creatures and animals that are for sale. Some look mundane, others look more… exotic. She takes particular note of a cat which seems to have a metal antenna incorporated into its skull. She asks what is so special about that one, to which the owner claims that it has been experimented on, and can sense things by blindsight and by tremorsense. Intrigued, she decides that this will be a great companion for Arinwho seems to be lonely, and haggles for the price, ending up paying 275gp for it. She takes the cage with the cat to the side, and opens it up, gesturing for the cat to come outside, hoping it will not run away. It seems to be quite vary, but when Kal produces a piece of meat, it reluctantly emerges, and takes it. Looking around at the people in the market, the cat sits on the railing, while Kal pushes the cage away, asking the cat to follow her, telling it that when they meet Dandelion, to not let her name him, as she will come up with some ridiculous name. Sadly, Kal doesn’t speak cat, so the cat doesn’t understand what she is saying. On the way back, she also picks up a few feather tokens for the party, in case they were to fall.

    When Kal and the cat reaches the two readers, Dandelion immediately notices the new friend, and approaches. She asks what it’s name is, but it replies that it has no name. After a bit deliberation, they decide to name it Rod, after the antenna in it’s head, short for Ser Roderick of Eilian. The cat seems fine with this, but is still very wary of these strange people that have adopted it. Penny eventually takes note of the cat, and gestures for it to come over. She holds out her hands, and it seems to like Penny, as it strokes its head against it. They ask the cat what happened to its head, and it tells them that a metal man did things to him. Just as it says this, Relic returns to the party, which scares the cat at first, but they assure him that Relic is kind. The cat describes the metal man as short with eyes like the sky, and gray skin. So it at least wasn’t Calamity.

    Relic asks if everyone is ready to head home, and if anyone has an object that is associated with their home. Kal produces a spoon that she accidentally brought along from last time they were home, which Relic says is perfect, since this means they can easily teleport back home. Dandelion reminds them that they have to bring the horses as well, and not forget the owls. Just as she says this, Argus and Ira both return, which scares Rod again, but they assure him that these are also friends. Relic asks Dandelion to ask Rod if he would be willing to teleport with them, to which the cat asks if it “will hurt”. Seems like most of its life has been nothing but pain. Dandelion assures him that it is painless, so it reluctantly agrees. 

    Home Sweet Home, And a Little Downtime

    Penny sends a sending to Arin, telling her that they will be arriving home shortly, as the party walks to the forest floor to prepare their horses for travel. Arin says that she will try to tidy up, sounding a bit flustered. Horses ready, Dandelion heads towards a fitting tree to transport them via plants, as Relic casts the spell by uttering the command word. Relic, Kal, Penny and Rod all find themselves in the kitchen, with Arin coming downstairs to greet them. She gives Penny and Kal a big hug, and an awkward one to Relic. Penny can hear someone closing the front door, and asks Arin who that was. She replies that it was the neighbor, which Penny finds quite amusing. Kal just asks her to be careful, hoping that it isn’t a doppelganger or spy who wants to hurt them.

    Dandelion comes home shortly after, asking who just walked out the front door. Arin explains the situation to her as well, and they decide that Penny should check out the neighbor with her monocular to make sure it’s the real deal. Kal then introduces Arin to Rod, and explains the abilities of the cat to the rest of the party, about the blindsight and tremorsense. Relic is impressed by this, but Arin is a bit sad, considering that it looks malnourished and abused. They all give the cat a proper introduction of the house, and show it around the neighborhood. 

    Before going to bed, Penny and Dandelion spend some time reading, with Penny sitting on the roof playing a song with her violin. Kal sits by the shrine of Udall, wanting to scry on Ildrex, to see if Delphine was telling the truth. Her consciousness leaves her body, and she is transported to a ship sailing far off the coast. A white dragonborn leans over the railing, in deep thought. His wife, Xara, approaches, asking him what he is thinking about. He tells her that he is looking forward to their destination, to be able to “indulge” again. He also remarks that he hopes that “she” will follow them, allowing “her” a chance to take her over completely. Kal thinks they must be talking about herself, and the god Yana. On Ildrex’ back, he carries a large greatsword, black steel with a red handle. She doesn’t recognize it, but wants to find out what it does. As she comes out of her scrying, she still has the taste of seasalt in her mouth.

    Over the next few days, as the coronation is approaching, they decide to do a bit of research, and finish up reading the books that they have started on. As Dandelion and Penny stay home, Kal asks Relic to help her do some research on the sword and the Goddess of War that Ildrex worships. Based on the description Kal gave about the sword, it sounds like it might be the legendary sword Blackrazor, which is sentient, and consumes souls. Kal shudders at the thought, but stays strong. She asks Dandelion if she can send them to Elvenroth so that she and Relic can do research in the library, which she does.

    Kal dons the Headband of Intellect, and spends the next few days going over old tomes and scripts, hiring some librarians in the Royal Athenaeum to help them. Relic can tell that she seems to be obsessed by the subject, almost too much, as she acts brash and rude towards the staff, showing no care of preserving the books. This leads to her eventually getting banned from the library, but Kal has found what she was looking for. It seems that Yana mostly has Paladins that invite her “in” to fight more fearlessly. It makes them better at killing, but at the same time, blind to anything but killing, so no matter who is in front of them when they are in this state, they will attack them, with few exceptions. 

    his seems to explain why Ildrex looked possessed. The influence also makes allies around them stronger as well, and easy to influence, which explains why Kal felt compelled to do the things she did in Ildrex’ presence. Right now, Kal is in a tug of war between Yana and another deity, with Udall seemingly wanting to help pull her in the right direction. The reason for her “fall”.

    Back home, during the last days, Penny checks out Arin’s new flame, and finds her to be a normal person, albeit a bit of a fangirl towards Penny and her fame, but she seems to be a nice girl. Arin spends a few days with her, as the others do their thing. Penny makes  a little twigman for Dandelion, and puts it outside her room, much to Dandelion’s delight, who happily puts it in her bag with her other sticks and rocks. Relic also puts out a few feelers for work, finding some supplies that are in dire need, mostly Wyvern Poison and Flail Snail Shells, but in time some other, interesting and high paying jobs may present themselves. 

    The Guardian

    The party decides that the new guardian must have arrived by now, and so says their goodbyes to Arin and Rod, before heading to the Emerald Earth Sanctuary once more, leaving the horses behind this time. Arriving in the evening, they find that most of the sanctuary is gathered around the great fire, eating supper prepared by RaindropLeyla comes running over to Penny, giving her a big hug, before gesturing them all to come join them for dinner. Penny tells her mother and father that they have managed to get a new guardian, but haven’t met them yet, and asks if they have noticed anything. Elmwood says that they noticed a rumbling coming from the north a few days ago, but haven't bothered to check it out yet. Perry also comes over, asking about it, and is told about their progress. 

    That night, after having spent a few days coming up with a plan for their “home”, Relic casts a spell, revealing to the party the Magnificent Mansion. Inside, they find a large underground-looking home for them, with their own bedrooms tailored to how Relic thinks they will like it. A few things have gone amiss, particularly the lack of toilets, and some improvement on the tools of the kitchen, but other than that, it’s pretty nice actually. Penny invites her parents to come see, and they seem to relax a bit about their daughter's adventures when they learn that she lives rather affluently to be on the road. The parents spend the night with Penny, and Dandelion notices another fault, the lack of natural sounds in her room, but she manages to fall asleep after Argus and Ira both make owl-noises for her.

    The next day, after breakfast and constructive feedback about the mansion, the party heads to Penny’s tree to venture down into the caves to meet the guardian. While they are there, Penny puts angel wings on the drawing of Demetrius, like she did with Fie. Dandelion then opens a portal, and they emerge in the dark cave beneath the sanctuary. They all notice that it has gotten much hotter than they remember, too hot for the season. With no guardian in sight, Penny gives a quiet “hello?”, but gets no response.

    Suddenly, they hear loud footsteps, as smoke and fire comes billowing out of one of the tunnels. A gargantuan red dragon comes lumbering out to greet the party, who in turn bows to the dragon. The dragon looms over them, but then speaks to them in a quite cordial voice, after spotting the symbol of Udall on Kal’s chest.

    “Ah, so you must have been the one who summoned me!”

    The dragon introduces himself as Paxton, and explains that he is a follower of Udall as well. Udall has told him about the situation, so he has agreed to keep an eye on the sanctuary until his predecessor, Gleamshroud, is cured. Penny thanks him for assisting them. They want to know his story, and so he regales them with the tale of how his birth mother abandoned him as a newly hatched wyrmling, as they were attacked by giants. Luckily, his “mom”, Mama Helja came to his rescue, and took him in, raising him to be better than his kin usually are. Although he is about 400 years old, he knows little about the Artifact of Harmony, having just heard about their myth from his mother, but knows about the Forgotten One, and hopes that the party is able to stop him. 

    As Paxton finishes with his story, and has nothing more to offer, he tells the party that he is getting a bit peckish, and will have to find something to eat, so he bids the party adieu, heading up the cave to find the opening he burrowed to find some food. The party debates where to go next, deciding to head to Swellingstrum to check it out, before heading back to Ravenforge for the coronation. Relic suggests flying, but the others want him to use his new spell of Teleportation, so that they can get there quickly. Relic does a short prayer to Adea, before casting the spell, hoping to get there in one piece. 

    They don’t get hurt, but they can tell as soon as the spell is cast that something is off, and they find themselves in a barren field a few miles northwest of the ruins. No tree in sight, getting back to Ravenforge will require Kal to use Word of Recall, but they decide to head towards it anyway, so that they can get their hands on an associated object to make the return easier. Relic casts mage armor on himself, and begins walking with the rest of the group towards the horizon.

  • Chapter 65: It Came from Below

    26th-27th of February, 854 TA

    A Shadow in the Skies

    As the party wanders through the plains, they try to keep a lookout for danger. Around them, a vast barren landscape with some low-hanging clouds fills their vision, and in the distance they can see a few beasts roaming on the horizon. Dandelion notices a large shadow in the skies, much bigger than a regular bird, that blocks the sunlight for a split second. She decides to keep an eye on it, but is unsure what it could be. Maybe a dragon? On the road behind them, a few travelers can be seen vaguely in the distance, trailed by a wagon of sorts. They decide to head onwards to Swellingstrum which is waiting on the horizon, about a day’s march away. 

    After a few hours of marching, Dandelion keeps watching the skies, having spotted the shadow a few more times, but it still hasn’t gotten too close to them. Might just be a trick of the light. Ahead of them they see a small hillock with a few large boulders on it, as well as what appears to be a tree. Of course Dandelion wants to check it out. Penny joins her in climbing the small hillock to get a closer look, while Relic and Kal hangs back, watching out for hidden dangers. 

    Before Dandelion and Penny get close enough to get a good look at the tree, the ground starts to vibrate. They can feel something burrowing up from deep below, too quickly for them to react to it. Kal and Relic both see a large bullet-shaped monstrosity bursting out from below, landing on Penny and Dandelion, who is struck by a barrage of feet and claws. Penny manages to stay on her feet, but Dandelion falls down. Kal gets closer in order to attack, but she doesn’t get far before another monstrosity comes from below, this time targeting Kal. The party has wandered straight into the territory of a flock of bulettes. 

    Relic manifests his mind in order to get a better overview, and jumps on top of the large rock next to them, out of danger, since Dandelion shouted out that Bulettes cannot burrow through solid rock. Penny casts Bane on those that she can see, while Relic uses a Mind Spike in order to keep at least one of them in focus at all times. A third bulette burst from below, attacking Dandelion who has been trying to get away from the first one that attacked them. 

    Penny uses her Wand of Wonders, hoping to get a good attack at the one right in front of her, but it backfires, stunning her for a moment. From her perspective, the wand did something awesome. The bulette uses its deadly leap, knocking Penny to the ground as she cannot resist it in her current condition. Relic chucks a chromatic orb at the one threatening Penny, just as Kal gets on top of the boulder. This angers the bulette, who takes a running jump on top of the boulder, nearly knocking both Kal and Relic off. 

    Relic, thinking quickly, uses fly on himself in order to get away from the bulette. It manages to get a good bite out of one of his legs, but not enough to take him down. Floating in the air, he uses his telekinetic powers to pull the bulette towards him. This surprises the monstrosity, which is unable to keep its balance, and falls to the ground below. Kal, having summoned her spirit guardians, also does a fair bit of damage to the bulette that attacked them, and so, the bulette burrows below ground, retreating. 

    The two other bulettes are now in direct combat with Dandelion, who has summoned a draconic spirit to help, while Penny has snapped out of her condition. The draconic spirit manages to get a few good hits in on all of the bulettes, severely wounding at least one of them which Penny manages to finish off with a low-level inflict wounds. Kal moves closer with her Spirit Guardians, wounding the bulette which is hiding below ground, prompting it to escape with what little life it has left. The party has survived the ambush, without losing anyone to these landsharks. 

    Relic and the Draconic Spirit flies around to look for dangers they might have missed. As they do, Relic notices the shadow that Dandelion talked about earlier getting bigger and bigger, before a massive bird-like creature comes bursting out of the clouds. Relic quickly lands, preparing for another fight, with Kal summoning a brightlance, while holding up her shield. Penny panics, getting flashbacks to when she was almost taken by a dragon, and turns herself invisible. Dandelion recognizes this as a Roc, and they usually don’t bother to go after anything as small as them, so she tells the rest of the party to stand down. 

    The Roc swoops down at the fallen bulette, and grabs it with its claws, flying off with it into the clouds again, most likely to feast on. Penny turns herself visible again as soon as the “danger” is over. She and Dandelion both go to check out the tree, digging around in the dirt around it. Penny suddenly touches something soft, and pulls out a sword wrapped in a cloth. A beautiful elven sword, with an accompanying ring which falls out. Dandelion uses her detect magic, and the sword is magical, the ring is not. They take it with them so that Relic can identify it. Breathing a sigh of relief, the party decides to move on to take a short rest. Relic, who was flying, spotted where the territory of the bulettes ended, so they move beyond that, and a bit further, before sitting down, having Kal cooking some food over the campfire, while Penny plays a motivating tune for them.

    The Postman

    Just as the party finishes up their rest, and prepares to pack their stuff, Dandelion and Penny both notice a figure in the distance, approaching at supernatural speeds, trailed by a plume of dirt. Thinking it might be another threat getting close, they start to prepare, but they have no time before it is upon them. A satyr, wearing goggles and carrying a messenger bag skids to a stop, making long streaks in the soil as he breaks. 

    “Is this the group known as… “the flock”?”

    The party confirms this for the satyr, who replies that they are a hard group to track down, having gone from Eilian to the Emerald Earth Sanctuary, before finally pinning them down to here, in the central plains. He produces a letter, telling them that Thervan Avalast asked him to deliver it, as it was rather urgent. Impressed at the speeds at which the satyr travels, they ask how could they reach him if they were to require his services, to which he introduces himself as Fleetwind Thistlehoof, and that they only need to contact him via sending, and he will come as soon as he can, and that he can deliver packages and letters quickly, quietly, and between planes if needed.

    They ask him if he is able to retrieve something from the Feywild, specifically an Edenflower, but he immediately shoots down that idea, saying that such a rare flower is not something that is easily acquired, only a few people are known to have them. They say that they know about this, but hoped that he might be able to anyway. Seems like they themselves will have to go to retrieve the Edenflower if they have any hope of saving Gleamshroud

    Fleetwind tells them that he has several more stops he has to make, and so bids the party adieu, before he comically bursts into a run and is gone before they have a chance to say something. A plume of dust disappears over the horizon, and so Penny opens up the letter, but has a hard time reading it. A handwritten note fell out, which she picks up and gives to Kal, along with the letter. Kal reads out loud.

    To the Distinguished Guests of Moroxia,

    The Royal Court of Ravenforge extends a cordial invitation to one and all for the grand banquet in celebration of the Coronation of Her Majesty, Queen Satine Bouchard. This momentous occasion will be held in the grand halls of Ravenhill Castle, on the 28th of february, ending the Month of Mourning.

    This event marks not only a new chapter in our kingdom's storied history but also a time to unite in solidarity and hope. The evening shall be a splendid affair, filled with festivities, music, and the spirit of a new beginning.

    Join us in honoring the legacy of the past and embracing the promise of the future under the benevolent reign of Queen Satine.

    With Great Anticipation, The Royal Court of Ravenforge

    She looks at the handwritten note, and finds it to be from Thervan himself.

    P.S. In light of recent events, extensive security measures have been implemented for the safety and peace of mind of all our esteemed guests. The castle's defenses have been meticulously reinforced by my own hand, with the exception of the throne room, which has been expertly warded by the renowned Elder Archmage Delphine. Rest assured, the well-being of all attendees is our utmost priority.

    We eagerly await your presence at this historic and joyous celebration.

    Thervan Avalast, Elder Archmage of Abjuration

    The party felt compelled to join in on the coronation in case something happens, but agrees amongst themselves that based on the letter, they shouldn’t be needed, as it looks like Thervan and Delphine has it covered. They still agree to go, as it might be a relaxing event for once, hopefully. They put the letter in the bag of holding, and continues onwards towards Swellingstrum.


    Just Like that Kevin Bacon Movie

    When the party finally, after a long day's walking, gets close enough to the city, they get a good overview of what they have to work with. Down river from the city around 2-300 meters,  a bridge has collapsed, and they can see what appears to be a single structure outside the city walls that still is in use, as a pot with a plant in it is hanging outside the front door. The party makes their way to the collapsed bridge, where Relic uses his magic to make a new one. He spends the entirety of the spell duration, to make it look as pretty and intricate as possible, before the party crosses, and heads upwards towards the town proper.

    They don’t get very far before they spot a small person coming out of the building they noticed earlier, who starts running towards them, and shouting at them. They can barely make out that the person is yelling at them to hurry up. The ground starts to vibrate again, and the party for a moment wonders if more bulettes are incoming, but suddenly, from within the city itself, a massive purple looking worm comes bursting out from the ground, reaching far over the city walls. The party all take flight, with Penny and Relic both casting fly, while Dandelion wildshapes into a giant eagle, picking up Kal at the same time. The halfling who came running up gives them a thumbs up, before running back to her house. 

    The party lands on the rock that the house rests on, and the halfling gestures them inside, telling them that they were smart to take flight, otherwise the purple worm definitely would have noticed and attacked them. Dandelion, still in eagle shape, takes flight to survey the situation in the city, while the halfling, who introduces herself as Tamsyn, along with her pet cat Prowler, tells them about the situation. Apparently, the purple worm is an abnormally large one that has settled underneath the city for a few years now, and Tamsyn took it upon herself to stay in order to warn people to avoid the city. Usually she manages to spot people before they get too close, but not always, and the city is large, meaning she doesn’t have the ability to ward off everyone, and those that get through more often than not end up as food for Rumblejaw, the name she has given to the purple worm. 

    Dandelion, scouring over the city, notices a few interesting buildings that might be worth checking out, among them a temple and what appears to be an official building of sorts, but no trace of any theater as far as she can see. In the center of the city she sees an open square with an intact statue in the middle. A large shape rests next to it, which suddenly shifts and moves. The purple worm then burrows itself underground. Satisfied that she has done her best, she returns to the party and tells them what she has found. 

    The party, feeling bad for Tamsyn who has been “trapped” here for the last two years, offers to help her by getting her out, but she refuses as long as Rumblejaw still sticks around. She wonders what the hells the party is doing here, and they tell her that they are on a quest given to them from the gods. She asks if they maybe can do the quest somewhere else, but they are looking for a specific object that might be hiding within the city itself, telling her that they are seeking a theater of any kind. Tamsyn mentions that she knows the location of the Starlit Stage, which sounds about right, which she found while surveying the city during her time here. She is unwilling to tell them where it is, as she doesn’t want them to go into the city.

    The party pledges themselves to releasing her of her watch by taking down Rumblejaw. Tamsyn laughs at this, saying they must be mad to go against such a dangerous creature. The party indeed might be mad, but says that they feel compelled to help out. Tamsyn thinks about it, and says that she will join in the fight, but the party says that this will be too dangerous for her, as although she is a druid, she is not nearly powerful enough, and they don’t want to get her killed. In either case, if the party manages to chase away the worm or even better, kill it, she will show them where the theater is. In the meantime, Penny writes a song that she will play on her travels, warning people to stay away from the city due to the danger.

    Dandelion tells Tamsyn about her name, and what she used to be called, explaining her motivations, reasoning, and her story. Tamsyn understands, and finds the idea of choosing your name a beautiful notion, even though she could never do such herself. They discuss whether a dandelion is a weed or not, but in the end agree that it has lots of good properties. 

    Tamsyn, having been isolated for the last few years, asks if there is any news from the outside world, and is shocked to learn that the king is dead, and that the queen is to be crowned in a few days. They ask where she is from, and she tells them that she hails originally from Shortlot, which she misses dearly. Penny asks if she wants to check in on anyone, offering to cast a sending to someone. Tamsyn wonders how her aunt, Rosiebell is doing. Last time she was in Shortlot, Rosiebell was the treasurer. Penny sends a sending to Jasper, the innkeeper, asking how Rosiebell is doing, and Tamsyn says hello. She gets a response asking if she means the Mayor, and that he can pass on the message, but acting very confused about it. Tamsyn is glad to hear that her aunt is okay.

    Having spent the last two years isolated, all she has had to eat is goodberries, and whatever travelers passing by offers to her. Penny takes pity on her, asking what she misses most. Tamsyn immediately replies that she longs for a good chocolate cake. Penny creates the most delicious, extraordinary and lovely chocolate cake she can think of, which Tamsyn happily accepts, and starts gulping down. They promise to bring back some food for her, as well as materials to fix her bed, when they return in a few days. Tamsyn doesn’t want to get her hopes up, and says they don’t have to if they decide to leave her behind, but the group has made their promise, and they will keep it. Relic gives away Bimble’s old bedroll, so that Tamsyn has something better than the old bed she has, at least until they return. Tamsyn gives Relic an old bottle opener she brought with her when she first arrived, so that they can easily get back without problems. Dandelion offers to make another companion for them, but Prowler is opposed to the idea, being happy just being the two of them. Dandelion decides against it.

    Almost Spring

    Kal leaves a few vegetables for Tamsyn to have for the next few days, and then says their goodbyes. The group gathers around Kal, gives one last look to Tamsyn and Prowler, and is then teleported back to the shrine of Udall through the Word of Recall. It’s nighttime, and they can see that the snow is quickly melting away, signaling the coming of spring. Dandelion gives an offering to Udall of a gold coin, getting a thunder in return from the distance, confusing the guards standing on the wall.

    Kal, Relic, Penny and Dandelion wanders through the city on their way back home, seeing the decorations of turquoise and white, the colors of Satine dominating the main street. They try to look out for any dangerous individuals who might be planning to disrupt the coronation, but it seems that most people are just looking forward to the celebration. Penny, using detect thoughts, picks up a few names being talked about, most notably Hasan al-Khetam and Anaya Waterwhisper, both rulers of the Emirate of Khetam and the Неизвестно, respectively. They also hear that the queen is in town, and can see in the bay outside the city that a fleet of warships carrying the flag of the Akstan Kingdom is docked. Not surprising, as the coronation of a regent is a once in a lifetime event for most people.

    Relic, wanting to get home quickly, summons a steed, while Kal picks up a few bowls while walking home with the girls. She hopes that Penny can use the jeweler's tools to make some intricate bowls that she can use to make a Heroes Feast before fighting Rumblejaw. When Relic arrives home, Arin is sitting on the couch reading a book. She is happy to see them return, but panics when only Relic comes through the door, but he assures her that they are all okay, just lagging behind. Relieved, she gives him a hug, telling him that a package arrived from a Mr. Rockseeker. Relic opens the package, finding a wealth of gold and platinum within, their cut from the profits of the forge for the last few months. When the rest of the party arrives, they are happy to stuff their wallets with the money.

    Penny takes the bowls and some gems given by Kal, and spends a few hours making them look intricate and beautiful, thinking they will serve the purpose well for use as components. Afterwards, the party takes a well deserved rest, after Penny casts a programmed illusion in Arin’s bedroom of the setting sun, by her request. 

    The next morning, Relic sends Dandelion and Penny to the Emerald Earth Sanctuary to retrieve the owls. As they are taking a walk with Valthrae, Elmwood and Leyla invite both of them in to have brunch, a nice salad. Showing Dandelion the house Penny grew up in, and sitting down for some food, they talk a bit about how they are doing, before Dandelion sees Argus and Ira through the window, and runs out to greet them. They ask how everything went, and are shocked to hear about Rumblejaw, looking forward to seeing the party take them down. They are also in awe of the encounter with the Roc, and laments missing out, but understands that teleporting is dangerous. Dandelion suggests that next time they can stay in the Bag of Holding while they teleport, which makes the owls very happy. 

    Dandelion brings Penny and the owls back home through a nearby tree, and they return to their home in order to rest and take a breather, preparing for the hopefully uneventful festivities of the coronation the next day.


  • Chapter 66: A Feast for Heroes

    27th-28th of February, 854 TA

    A Proper Supper

    After Dandelion and Penny has returned with Argus and Ira they meet up with KalRelic and Arin who is waiting at home, just passing the time. Rod immediately hops up on the lintel to get close to the owls, who he in a very short time has gotten close to, as they are some of the first creatures to show him a semblance of kindness. The rest of the party watches them as Rod lays down between them, falling asleep.

    Kal proposes casting a Legend Lore on Rumblejaw, hoping to learn more about what the creature’s history is, and how it got so much larger than the average purple worm. Penny uses her creation powers to make some incense, enough to do the ritual, and so Kal sits down to cast the spell. The smell of burning incense fills the room, as Kal once more enters the trance-like state, allowing her to read the past and knowledge of the spoken creature.

    Instead of a poem, or a cryptic saying, she instead gets a vision from the point of view of Rumblejaw. Burrowing through the underground, she can feel her body digging through solid rock, eventually bursting out of a cave wall. In front of her, a large city in the underdark, filled with dwarves with gray skin, duergars, who sound the alarm at the sight of the enemy. The purple worm attacks the city, feasting on the dwarves, but is eventually driven back by spells, catapults and strong axes. Forced away, the purple worm travels upwards, towards the surface. As it bursts through, it finds itself in a vast plane, and in the distance sees the ruins of a city, which Kal recognizes as the Ruins of Swellingstrum

    The purple worm takes refuge beneath the city, burrowing out tunnels at an incredible speed, and eating the occasional adventurous spirit who dares enter the city looking for riches. Kal feels the time passing, and in the end seven or eight years passes, before she sees a tiny halfling druid, Tamsyn, encountering the purple worm and running away. During the entire vision, Kal feels immense power coming from somewhere within the worm. A power similar to one she has felt before, yet slightly different. One of the divine shards.

    Coming out of the trance-like state, she tells the others what she saw, and they realize that the reason Rumblejaw is so massive must be because of a divine shard enhancing her physical body. Could be a powerful boon in the fight against Vuthul, but first they have to defeat it. 

    Afterwards, Dandelion decides to take a flight as an eagle around the city to look at the preparations. It appears that the whole city is getting ready, with the arena preparing for a jousting tournament, which Dandelion finds rather barbaric, but other than that, the city seems to be filled with just decorations and various stalls of people who are getting ready for the bustle of people the next day. The road leading from the castle to the temple of Azuna is clearly more distinctive, with banners following it the whole way, while the temple itself seems to be hoisting the colors of the coming queen, turquoise and white. 

    In the bay, nine warships lay docked, eight of them bearing the emblem of the Akstan Kingdom, while one ship has an unknown emblem on its sail. When she gets closer to one of the Akstan ships, she sees that they appear to have noticed her, and are discussing amongst themselves if it is a druid in disguise or not, considering the weird coloration of the tips, as her wild shapes tend to be green in hue in the fringes. She quickly tries to convince them that she is not by taking a shit on one of the soldiers, hitting him squarely in the face. He decides to retaliate with a crossbow shot, but misses. She then flies over to the other warship, and finds a group of tanned looking soldiers, probably from somewhere in the south. Satisfied that there seems to be no obvious threats against the coronation in the morrow, she heads back home, and shares what she has seen.

    Relic thinks that the ninth warship might come from the Emirate of Khetam, especially considering that people have mentioned Hasan al-Khetam, the ruler of said country. It lies directly to the south of Rexendell, in the most northern part of the continent of Krawdoth, and is referred to by many in Moroxia as the great south.

    As the evening comes to a close, the party discusses how to prepare for the morning, fearing that such an important event has to be interrupted somehow by the forces of evil, and so Kal decides to use one of the two bowls Penny encrusted with jewels to make a Heroes’ Fest for the entire household, Arin, cat and owls included. They eat themselves full, with Arin remarking that it is incredibly tasty, and says that if Kal exerted herself, she could probably make as good food without magic, trying to compliment her cooking, but fails. Kal understands what she means however, and thanks her. Afterwards, completely stuffed, the party goes to their respective beds to sleep. Rod scratches on Dandelion’s door during the night, asking to sleep in her room. 

    Coronation Day

    The party wakes up bright and early to the music emanating from the city. Seems the festivities have already begun, with the whole city joining in. When they come downstairs, Arin is already making breakfast, dressed in her finest, ready to go out, saying she is meeting Jen, the nice neighbor she has gotten close to, to go see the coronation. After saying goodbye she runs outside, where Jen is waiting down the road, and they go into the city arms in arms. 

    Kal has spent the previous night, before going to bed, making her armor presentable by polishing it as good as she can, and has donned it, along with the Vestments embroidered with the symbol of Udall, looking quite presentable for the occasion. Dandelion is dressed in her normal clothing, whilst both Penny and Relic have donned their finest as well. They decide to stuff all their weapons into the bag of holding, with the exception of Penny’s instrument, which she carries on her back. 

    As they leave, the owls trail them from overhead, and they follow the flow of people heading into the city. It’s not long until the coronation starts, so they decide to hurry. Reaching the city gates, Kal gets stopped, as she is wearing heavy armor, but Armitage appears and tells the city guard that they won’t make any trouble, considering they are the reason there even is a coronation at all today, having saved the princess. They exchange a few words, with Armitage seemingly being stressed about everything going as planned, so he tells the party to enjoy the day, and that Thervan was looking for them. Supposedly they have reserved seats for the coronation itself. They decide to wander towards the temple of Azuna to find Thervan.

    Security is tight, and they can see city guards from Ravenforge, but also some donning the emblem of Elvenroth, having been pulled in for extra security, following the attack a month previous. The rooftops are also littered with guards, hidden by magical cloaks, keeping watch over the crowd below. As they walk, Kal overhears a few older ladies talking about how they heard that the princess is the one who ordered the attack on the king, just so she could finally take her place. Kal decides to intimidate the ladies, shutting them down. The ladies give a disapproving look, and walk away.

    Reaching the temple of Azuna just in time, Thervan spots them and gestures for them to come to the front next to him, waiting for the princess to arrive. In the waiting crowd there are several dukes, duchesses and royals from far and wide, even the queen of the Akstan Kingdom, Alynna Venra is here, flanked by Delphine who is barely recognizable, wearing a beautiful dress and having done her hair up.  They don’t have to wait long, as they soon hear the applauding crowd and spot an approaching carriage on the road in the distance. Most people toss flowers to her, but a few troublemakers try to toss tomatoes at her, but are quickly escorted away by the guards. Maelyn Infernas, the head priestess of Azuna, is standing by the entrance along with the priestess Liora Silverdew, waiting for the princess to arrive. When she does, Maelyn walks over to the carriage, helping her down, exchanging a few words. Dandelion, who can read lips, sees that Satine seems to feel unprepared for the responsibility. Maelyn leads the princess inside, followed by the rest of the nobility and guests.

    The party finds their seats along with Thervan, and the temple soon fills up with both nobles and common folk, as it seems the princess wanted the event to be open for everyone, not just the elite. As everyone has found their seats, Maelyn makes a short speech about  why they are gathered here today, to crown a new queen, and a brighter future for the country. Satine follows her que, and approaches Maelyn, kneeling down on a stool, with Liora bringing forth a grand crown resting on a velvet pillow. Maelyn picks up the crown, and puts it slowly and carefully on the princess’ head. The ruby on the front gives a subtle glow, and a magical energy flows from it into Satine. The crowd explodes in applause, with the queen rising from the chair, smiling at the crowd. She then holds her hands up, waiting for the crowd to settle down, before making her first speech. The voice carries itself into the streets, enhanced by magic.

    “Esteemed citizens of Moroxia, brave souls of Ravenforge, and all gathered here today, I stand before you, not as a mere successor to a throne, but as a custodian of our collective future.

    Today, as I accept the crown, we remember not just the legacy of my father, King Triston Bouchard, but the tapestry of our history, woven through times of turmoil and triumph. We are reminded that the path to today was paved with both valor and shadow, a history marked by conquest as much as by courage.

    The throne upon which I am to sit was not always ours. Centuries ago, it belonged to another, a truth that time has whispered through the ages. We, the Bouchard lineage, emerged as rulers not solely by right, but by might, a reality that history neither forgets nor forgives. And while the past cannot be undone, it can guide us towards a more honorable path.

    In this moment, I find myself at the helm of our great kingdom, not by choice, but by necessity. Moroxia stands at the brink of darkness, threatened by forces that seek to unravel the very fabric of our society. It is a time that calls for unity, for strength, and for a leader who, despite reservations, will stand at the forefront.

    I do not don the crown in blind celebration of conquests past, but in solemn acknowledgment of the responsibility it entails. The weight of this crown is a reminder of the burden of history, of the lives altered in our rise. It is with this awareness that I vow to lead not as a conqueror, but as a guardian of our people's future.

    Moroxia, our beloved land, is a mosaic of diverse cultures, a testament to the strength found in our differences. Let us remember that power is transient, and the throne I occupy today may one day pass to another. But it is not this day. Today, we stand united, not under the banner of conquest, but under the shared hope for a peaceful and prosperous future.

    As we face the encroaching darkness, let us be reminded of the resilience that runs through our veins. Our unity will be our beacon, our compassion our guide, and our collective strength our shield.

    In honoring my father and the lineage that precedes me, I embrace this role with a heart committed to the well-being of all Moroxians. Together, we shall forge a path forward, one that respects our past while courageously facing our future.

    Long live Moroxia! In our unity, we find our might; in our diversity, our strength; and in our shared vision, a light that shall never dim.”

    Kal notices that Thervan seems to be a bit thoughtful at parts of the speech, but doesn’t comment on it. After the speech, the crowd gives a respectful applause, with the queen bowing to her people, before walking out to her waiting carriage to bring her back to the castle. The two bodyguards, Alaric Blackthorn and Lyria Moonshadow, follow close behind.

    A Distraction

    Now that they have some time to kill, Relic decides to head to the castle in order to see how the research is going. Dandelion, Kal and Penny decide to spend the time in the city doing some people watching, while Penny plays a song she has written, warning people to stay away from Swellingstrum, and the purple worm within. It seems to be a hit, and a few people walk away from the performance still whistling the tune. By a street corner, they spot some shady looking individuals who seem to be in a hurry. Penny moves closer, using her detect thoughts to see what they’re up to, in case it is something about the queen.

    Raam says we don’t have much time, we have to hurry.”

    Penny tells this to the others, who decide to trail them, maybe they can learn something useful. Dandelion wild shapes into a seagull, while Kal and Penny use magic to disguise themselves as a couple, trailing the hoodlums from behind. They follow them to the docks, and see them walking into a warehouse, owned by the “Azure Tides Trading Co.”. Penny recognizes the name as the group that was handing out emergency rations to people in need after the attack. 

    Thinking quickly, Penny turns her familiar into a spider, and sends it inside to see what they are up to. Unfortunately, the warehouse within is large, filled with boxes, and the sound bounces around, so the familiar is unable to find where the hoodlums went, all she hears is a heavy metal door closing. Distraught, Penny sends the familiar back outside, and tells the others what she saw. The party realizes they cannot intervene without risking Penny’s soul, but now at least they know where Raam and his men are holed up.

    Meanwhile, in the castle, Relic meets up with Ansgar Cain, who leads him inside to the research room, telling him to lock the doors after himself, as Ansgar has to go freshen up with new robes. Relic looks at the research material and deduces that there seems to be a teleportation circle hidden amongst the notes, and the group is trying to piece it together. They are making good progress, but it will be at least a few more weeks until it is completed. Satisfied with this, he exits the room, and returns to the courtyard to wait for the others.

    The Banquet

    As night falls, the trio in the city makes their way to the castle, going once more with the flow of people hoping to get a seat. When they get there they are led inside, and has been placed at a round table next to the main table, seated with Ash and Ethalyn whom they rescued from the orcish tribes. As the room fills up with city folks, Satine enters the room, met with applause and cheers. When she spots the party she gives them a courteous nod, happy to see them there. 

    Hundreds of servers, most looking identical to each other comes out with a plate of food in each hand, serving the entire gathering in less than five minutes, standing by next to each table getting more food for people when needed. The food is delicious, and anyone can get whatever they desire from the selection. The party looks around at the gathered people, finding a few familiar faces, with Thervan and Bertram Honeypot seated at the queen’s table, along with the nobles from neighboring countries, as well as the dukes, thane and duchess of Moroxia. Delphine sits at a nearby table a bit further away from the queen, along with a few of the entourage of the regents, giving the party a nod when they make eye contact.

    Penny decides to take out her monocular, granting her truesight, and scans the room. The walls seems to be covered in arcane runes, the protection Thervan mentioned in his letter. Across the room, sitting at a table near the queen, a red dragonborn is eating his dinner. When Penny looks at him, she can see that he appears to be a massive, ancient bronze dragon. He doesn’t seem to notice her looking at him, so she continues scanning the room. Several of the nobles appear to have freshened up and enhanced their looks using magic. When Penny looks to the ceiling, she thinks she sees the figure of a person, but is unsure. She tells this to Thervan through a message spell, who in turn goes to talk to Delphine. Delphine stares intently at the ceiling, and appears to suddenly start to concentrate. The party figures she must have cast a spell subtly, but it appears she cannot see anything dangerous. Might just be a trick of the light confusing Penny. 

    With only a few seconds left of the truesight, the visions begin to fade. Penny uses these last few seconds to look at the queen. Behind her, a figure is standing, holding his hand on her shoulder. King Triston Bouchard, looking pleased with his daughter’s coronation, but invisible to any but Penny. As the spell ends, he disappears, and Penny tells the others what she saw, apart from the king’s ghost.

    After a few hours of eating, feasting and drinking, the queen stands up, and clinks her glass, asking for the attention of the gathered people. Thervan gestures for the party to approach, and they do. The queen makes another speech, addressing the guests.

    “Loyal subjects, esteemed guests, and brave champions of our realm, today, as I stand before you, crowned and anointed as your queen, I am reminded of the weight of this crown and the responsibility it carries. As my first act as queen, it is both my honor and duty to recognize those who have shown unwavering courage and selflessness in the face of grave danger.

    In the darkest of hours, when chaos descended upon our beloved city and the life of my father, King Triston, was cruelly taken, it was these valiant souls who stood against the tide of darkness. They fought bravely, risking their lives in an attempt to save our king. Their actions, though tragically unable to alter the course of that fateful night, demonstrated a heroism that embodies the very spirit of our kingdom.

    Today, we gather not only to mourn what we have lost but to celebrate the strength and bravery of those who continue to defend us. It is with great pride and gratitude that I commend [Names of the Players/Characters] for their heroic deeds. You have shown yourselves to be true protectors of Moroxia, and your bravery will be etched in the annals of our history.

    Let this commendation serve as a testament to your valor and a reminder to us all that even in the face of overwhelming darkness, there is light to be found in the courage and strength of those who stand in its defense.

    As your queen, I vow to lead with the same courage and determination you have shown. Together, we will face the challenges ahead and emerge stronger, united under the banner of hope and resilience. Long live Moroxia, and long live the heroes who defend her!”

    As she speaks, Bertram comes walking out from a side chamber, carrying a pillow with four broches in the form of a raven’s head. The queen walks over to the waiting party, and puts a brooch on each of their lapels. She gives a sincere thank you to the party once again for saving her life. Kal replies with a blessing from Udall. “May your rule be long and good.” 

    Suddenly, everyone stops moving, the colors of the room mutes, and the flames die out. 

    An Uninvited Guest

    From among the crowd they hear a sarcastic sounding clapping. Penny has a hard time moving, but the rest of the party manages to resist. Malice stands among the crowd, applauding the party. They all let out a collective groan, saying she is not welcome here. Malice says that she only wants to talk, and that they cannot hurt her, and she cannot hurt them. She has a proposal for the party.

    The party has nothing left over for Malice, telling her the rudest insults they can think of, but she just shrugs it off. She says that they have been interfering in her plans, and plan to interfere further by completing the key, which she will not allow. The party retorts by saying that she is insane, brainwashed, as she wants to destroy all magic in the world, but Malice just walks over to Penny who is partially restrained, and runs her finger across her chin, laughing at their insults. Relic tries to say that she is condemning races that rely on magic to die, pointing out that elves need magic to live. She gives a rebuttal in that he is mistaken, and must have severely misunderstood how magic works. Nobody has to die, but it will be a hard readjustment for most people, yes. 

    She claims that she just wants everyone to be equal, and without magic, everyone can be. Nobody will have an unfair advantage, everyone will be on the same level, and the oppression can end. They point out that the drow cannot be trusted, as they attacked the dwarves when they encountered one another, but Malice claims that it was in fact the dwarves who attacked first. The drow were just defending themselves. Relic doesn’t believe her, saying that she nearly decimated his people. Malice shoots back that their kind, the surface dwellers, have done far worse things than the drow ever did, slaughtering the drows to near extinction. 

    The party calls her a hypocrite, as she uses magic herself, even now, to speak to the party, pointing out that she will lose the power if she manages to succeed, but Malice tells them that she is more than willing to make that sacrifice if it means reaching their goal. In the end, Malice has a proposal to the party. She knows they are looking for the key, and demands that they give it over to her, so that she can complete her task. If they refuse, and force Malice to take from them, she will destroy all that they love, their families, friends and homes. But if they hand over the key, she will make sure that they are spared in the coming calamity. The party rejects her, but she begs the party to at least think it over, as she doesn’t expect an answer now. She drifts back into the shadows and disappears, while the party feels compelled to return to their original positions when they were pulled into this state. The colors return, people start moving again, and Satine looks back up at the party, smiling.

    What Comes Next

    The party keeps their composure, accepting the cheers and applause from the gathered people, thanking Satine once more. Penny then walks over to Delphine and tells her everything that happened. She looks concerned, saying that she shouldn’t have been able to pierce her wards, meaning she must have used some extremely powerful magic, maybe even a fabled tenth level spell. Penny didn’t think that was possible, and is told that the gods took those away a long time ago. Delphine then goes over to tell Thervan and Ansgar what Penny told her, and they all make their way out of the chamber to talk.

    As Satine also retires to her chambers, Armitage walks over to the party afterwards, saying he is relieved that nothing disturbed the festivities, and everything went as planned. The party gives him a dry look, but decides against telling him about what happened, wanting him to have a “win”. They briefly debate whether to spend the remaining hours of the heroes’ feast from the night before to confront Rumblejaw, but instead go to speak to Thervan and co.

    They find them in the research chamber, and knock on the door. They all stand around the table looking grim. Thervan asks the party exactly what happened, and is concerned, but doesn’t think Malice could have used a tenth level spell as Delphine theorized, but it is powerful magic indeed. They all agree that Malice’s warning must mean that they are getting close, and agree that the priority should be to complete the key, so that they can take out Vuthul once and for all, before Malice and her group have a chance to free him. Delphine looks to be in deep thought, and then speaks up, saying that when they are going for the final part of the key she will come with them, in case Malice decides to cause trouble. The party thanks her, and agrees.

    Suddenly Bertram comes bursting in, demanding to be let into the loop, as he had been completely busy with the banquet, and wondered where everyone went off to. They update him on the situation, telling him about Malice’s interruption. He seems to be rather annoyed at this, telling them that Malice is a real “boil on his arse”. He tells them that ever since Ansgar and the gang stopped the Black Prince they have realized that the Forgotten One have been stepping up his intrusions on the plane. The party looks at him, puzzled, and so he updates them on a vampire who tried to attack the western coast about a year ago, but was stopped by Ansgar, Ash and Ethalyn, as well as a dwarf which later passed away. He also says that Lucretia, the vampire under the city which the party defeated, was his sister. Small world he says.

    Penny asks them if they have any tips against a purple worm, but learns nothing they didn’t already know. When Kal tells the elders about the familiar power she felt during the vision from the legend lore, Bertram theorizes that it might be the Shard of the Thief, as it supposedly makes whoever carries it more agile. In either case, after being told about Tamsyn, they agree to have a care package prepared that they can take with them to give her when they decide to confront the purple worm in the morning.

    Finally, they ask about the feywild, saying they have to go there in order to find the Edenflower to save Gleamshroud. Relic suggests using banishment to quickly get back to the material plane, and so Thervan brings his spell orb, allowing him to learn the spell. He also promises to provide them with a few scrolls of banishment to use to quickly get back home when they decide to go. He also helpfully shows them a feywild crossing close to where the Summer Queen resides.

    Considering the time might pass differently for them when they return from the feywild, Penny asks what would happen if magic were to disappear in their absence, if Malice were to win. Thervan says that it would probably not be good, with entire planes possibly collapsing. If they are lucky, they might just be gone for a few seconds, at worst, years will have passed. They will probably have to get into the good graces of someone powerful in the feywild who can send them back in time. Relic suggests that maybe Penny can offer the summer queen a song, and Penny says that is a good idea, and that she has already had that in the back of her mind. 

    Thervan asks what their plan is going forward, while they wait for the deciphering of the teleportation circle leading to the key, mentioning that they also have to find the blade. Kal, not trusting Delphine, quickly says that they are looking for vestiges, artifacts of creation, and the blade is for Dandelion. Thervan picks up on the deception, pretending to agree. Kal says that they are going for the lute first for Penny, and then the blade for Dandelion. Delphine looks puzzled, and also very tired, and decides that she has nothing useful to provide to the conversation anymore and leaves. Thervan looks at the party, puzzled, asking what that was about, with Kal telling him she doesn’t trust her completely. Thervan points out that she is an elder archmage, and although she is fierce and ruthless when needed, he believes she is on their side. In either case, the party wants to keep these cards close to their chest.

    But first of all, they have a purple worm to kill, and decide to head back home to get a good night's rest before departing for Swellingstrum in the morning.

  • Return to Swellingstrum

    When the party returns back home after attending the banquet following the coronation, Arin has still not returned, so the party decides to do another heroes’ feast in order to prepare themselves to take down Rumblejaw the next morning. As they have just returned from a hearty meal already, they make the heroes feast more of a dessert and light food spread, which the owls and Rod also partake in. Stomachs full, they head to bed, prepared to leave early in the morning.

    Dandelion wakes at the break of dawn, and emerges down the stairs, waiting for the others to wake as well, meeting Relic in the living room who doesn’t need sleep. Eventually both Kal and Penny join the others, and they make some breakfast. There is a knock on the door, and Penny opens to find two city guards standing on the porch holding a small crate, saying it is a delivery from Thervan Avalast. Penny recognizes the care package for Tamsyn. She accepts the package and sends the men on their way. 

    Having prepared as well as they can with the owls safely in the bag of holding just in case, Relic gathers everyone around him, saying a few arcane words, and they all feel the pull from behind their navel, with the room spinning violently, before they suddenly find themselves outside Tamsyn’s door, in the outskirts of the Ruins of Swellingstrum. Dandelion lets out the owls while Relic knocks on the door. Small footsteps can be heard from within, with the little druid happily welcoming the party inside. 

    Tamsyn is given the care package from the party, who happily puts it on the counter, looking through the array of foods with hungry eyes. Meanwhile, Dandelion draws up the square that she saw when she took a recon on the city, and the party begins to plan their attack. Satisfied with their tactic, Tamsyn leads the party in a short prayer to Phymera and Udall, with Dandelion throwing Faunus into the mix. Tamsyn hopes that they won’t have to give a prayer to Mova, as she doesn’t want anyone to die. She gives a final offer to the party to show them where the theater is without them having to fight Rumblejaw, as she is feeling guilty for “forcing” them to attack her, but the party says that they would take down Rumblejaw no matter what at this point. Tamsyn thanks the party, and gives Relic a short boost by enhancing his endurance. 

    Dandelion summons a draconic spirit and wild shapes into a giant eagle. Penny activates fly, while Dandelion and the dragon lifts Relic and Kal into the air towards the city, ready to take on the purple worm and finish her reign of terror.

    Swellingstrum Showdown

    Relic and Kal are placed on a nearby roof, while Penny lands on the roof of the building across the street. Dandelion and the draconic spirit lands alongside Relic and Kal, looking down at the massive purple worm, whose back is exposed, but the head and tail is hidden below ground. Penny pulls out her Wand of Wonders, gets a short nod from the others across the street, and uses it against Rumblejaw.

    A streak of lightning burst out from the tip of the wand, striking Rumblejaw in the back. The monstrosity is surprised that anyone could get close to her without her noticing, so the party gets a few seconds before the monstrosity has time to retaliate. Relic fires a spell to test the capabilities of the worm, finding that although the shell looks hard, it doesn’t appear to be resistant to magic, much to the group's relief. 

    Dandelion descends down in eagle form, striking at the beast with her talons and beak, but finds the hide too tough to penetrate. She tries to fly away, but Rumblejaw has woken up, and her head bursts out from below ground, swallowing Dandelion in one single bite. The draconic spirit flies down to help, finding the hide to be tough against its claws, but its breath weapon works fine. Kal uses her magic to enhance Stormseeker even further, striking at the beast by throwing it, and having it return to her hand instantaneously. 

    Rumblejaw has woken up, and rises up, before slamming herself into the ground, causing a localized earthquake, which in turn makes the building Relic and Kal stand on collapse beneath their feet. Relic reacts quickly, casting a featherfall at the pair, allowing them to descend without taking any damage. Below them, poisonous gas emerges from cracks, but to no effect as they had a heroes’ feast the night before.

    Relic casts another chromatic orb on the worm, this time with psychic damage, getting a fine hit on it. Rumblejaw senses the draconic spirit nearby and bites down on it, swallowing it as well. It strikes it’s tail at Kal, piercing her armor and injecting poison into her veins, but thankfully the poison is rendered inert by the feast. It does however cause Kal to lose concentration on her spell. Rumblejaw then burrows beneath the ground, away from danger. 

    Kal uses a spell to become the personification of a storm, taking flight. Penny uses a psychic lance to lash out at Rumblejaw as she knows its name. It takes hold, which causes the purple worm to falter. It stumbles around below ground, unable to attack for a few seconds. She emits a disorientating hum, which luckily the rest of the party is unaffected by, but the draconic spirit within her is stunned, as well as taking damage from the acidic interior of the worm. Relic can feel Rumblejaw moving to his position, and so he uses a wall of force to create a sphere to protect him.

    From within, Dandelion is protected from the acid due to the draconic spirit, and uses blight on the beast, wounding her greatly. After this, the draconic spirit wilters away, consumed by the acids. Dandelion is no longer protected, and will have a harder time now. Kal in the meantime has landed near the sphere of force, hoping to lure the worm into making an attack at Relic, as the sphere of force is impregnable and immovable. Penny flies off the roof to the fountain in the middle of the square, animating it, while telling it to attack the worm.

    A second later, a group of burrowing monsters comes from below ground, which Relic recognizes as Ankhegs. Seems like Rumblejaw has a few minions that help her out. As Relic is stuck inside the sphere and the worm is hidden, he waits for something to happen, being careful not to drop his concentration. The ground beneath him suddenly explodes from the force of Rumblejaw burrowing up, hitting the sphere hard. Debris, teeth and purple blood splashes everywhere, with Kal taking a brunt of the damage as she was in the proximity of the attack. From within, Dandelion stabs the worm with a dagger, leaving it in the lining of the stomach. 

    Rumblejaw moves herself closer to where Penny is, as she has noticed a commotion from the animated statue being surrounded by the ankhegs. Kal fires at her with her lightning, boosting the damage with destructive wrath. One of the ankhegs spits acid at Penny, who is flying over the square, while the other three attack the animated statue. Penny uses her prismatic spray at the enemies, getting a fine hit at the enemies, managing to vaporize one of the ankhegs. Rumblejaw makes a tail swipe at Penny, causing her to lose concentration, and descends to the ground. A sinkhole appears beneath her, and she jumps to the side to avoid it. Relic fires at the beast again, this time using lightning.

    Rumblejaw burrows below ground again, giving Penny an opening to swipe at her, but the hide is tough, so the attack is ineffective. The ground rumbles heavily, and Penny is thrown to the side as the purple worm bursts out from below ground, dealing a massive amount of damage to Penny and takes out one of the ankhegs. The worm then slams into the ground again, causing Penny to topple over. She gets up, chugs down a healing potion, and then fires another psychic lance at the monstrosity, hoping to stun her so she stays above ground. Rumblejaw notices the effect and exerts herself to overcome the effect, which strains her greatly. Penny then tries to move away from the worm, but as she does she is instead swallowed whole. Now half the party has been eaten by the worm. Dandelion uses heat metal on the dagger embedded in the flesh of Rumblejaw, causing her great discomfort.

    Relic throws another chromatic orb at Rumblejaw, getting a fine hit on her. Kal has landed once again near the sphere, hoping to lure the worm closer to do another burrowing strike, but the worm instead burrows over to her, biting at her instead. Kal tries her hardest to resist being eaten, but cannot stop it. She too is swallowed whole. Relic uses a fireball at the two remaining ankhegs, vaporizing them. Rumblejaw moves over to the animated statue, and attacks it, causing it to lose its magic. Noticing no more enemies in the area, but still being attacked by something, Rumblejaw decides to burrow below ground, to regain her strength.

    Getting desperate and close to dying, Dandelion uses wither and bloom to hurt the worm while also regaining some health. Kal, in a last ditch effort as she feels herself melting away from the acid, uses a destructive wave, bursting open parts of the worm, finishing her off. The trio that was stuck inside is suddenly freed, but now faces another problem, being stuck underground, with no way to breathe. Penny quickly uses a charge from her songbook to cast polymorph on herself, becoming a giant badger, while Dandelion wild shapes into the same. They both dig themselves towards Kal, as nobody else could have cast that spell, and help her get to the surface before suffocating. 

    Aftermath

    Relic drops the sphere of force, running over to help the others. The party hasn’t forgotten about the Shard of the Thief that Kal could sense in her vision, and begins digging for it. Penny helps out at first, but even with Relic trying to triangulate the position of the shard by moving around, it takes time to do so. After Penny reverts to her regular self, she sends a sending to Tamsyn, telling them that their task has been completed. Tamsyn tells her that she will come right over. 

    Tamsyn carefully makes her way down the street, finding the group greatly wounded, apart from Relic who looks completely fine. She offers to heal the party a bit, giving Kal and Penny a bunch of healing, saving a slot for Dandelion, who is still digging around in the dirt and blood below ground. After a few hours, she senses a light, and knows she has found what they were looking for. She digs straight up, indicating where it is. Relic then uses a cantrip to move the earth aside, getting looks from the trio that was trapped below ground a few hours earlier. Shortly after, a green glow emerges from the destroyed corpse of Rumblejaw. 

    Relic uses mage hand to yank the shard free, making sure not to touch it. Penny, not managing to keep her hands to herself, walks over and touches it, causing it to bond to her by attaching itself at her clavicle. She gets a sense at what it does, increasing her dexterity and giving her an innate climbing speed. It sadly also causes all her other items to unattune. Happy with nobody dying and Rumblejaw now literally being buried for good, they head back to Tamsyn’s house for a short rest and a hearty meal.

    Relic uses his magical orb to sense if there are any hidden magical items nearby. Trailing a bit behind, he gets a sense of something powerful in a nearby building, what looks like it may have been a store front at some point. He wanders inside, finding it to be abandoned, and at first thinking that he must have been mistaken as he cannot see anything of value, before his attention is drawn to a card below the dust and the sand, perfectly centered on the counter. He recognizes it as identical to the other twelve cards they have found, and decides to keep it on the down low until they are alone.

    Relic quickly catches up to the others in the party, and high above Argus and Ira is watching down at the party, having observed the fight and now keeps a lookout for dangers that might lurk in the city. They are not doing a good enough job, because both Kal and Dandelion notice a figure jumping from one rooftop to another in a side alley. They share a look, acknowledging that they both saw it, while Kal shouts Hope you enjoyed the show! The owls quickly descend, thinking she shouted it to them, congratulating the party at the fierce battle, even though it was scary for a few seconds there. 

    When they arrive at Tamsyn’s house they all go inside, with Kal beginning to make a meal out of the care package that Thervan sent with them. Dandelion tells Tamsyn about their travels, showing off the rock collection that she has gathered over time, much to the joy of Tamsyn, who shares her own, less impressive, collection from the nearby river. Tamsyn is especially intrigued by Rocky, the sentient rock. Relic, seeing it for the first time, thinks it looks similar to a rock a dwarf he knew a long time ago had. He too claimed it was sentient. Hearing the party talk about their travels causes Tamsyn to be a bit ambivalent. She wants to travel, but it still feels “wrong” to leave Swellingstrum, even if Rumblejaw is gone. Penny suggests that she can check out The Emerald Earth Sanctuary, which Tamsyn thinks is a good idea, while also wanting to check out Dandelion’s forest at some point too.

    Penny plays some soothing music while Kal serves lunch, and they all eat to regain some strength. Kal and Dandelion tell the others about the figure that they saw when exiting the city, but Tamsyn has no idea who it might be. Probably another explorer, so the party decides to head back and hope for the best, as they look for the Starlit Stage.

    An Unexpected Visitor

    The party wanders down the streets, with Tamsyn taking charge, pointing out where she has ventured and explored without touching the ground, sticking to the walls and rooftops. Above them, the owls are scouting ahead, and as the party reaches a long street of collapsed buildings, Argus descends, quickly followed by Ira. He tells the party that there is someone sitting on a nearby roof, seemingly waiting for them. He thinks she looks “normal”, with black hair, when asked to describe her. The party thinks at first it might be Lirael somehow, but the description doesn’t match the vision they had of her.

    They continue down the street, seeing the woman Argus described sitting with her feets dangling from the edge. I did enjoy the show she says, as a response to Kal’s earlier shout when they were exiting the city. They ask what she is doing here, and she replies that she is looking for the party, wondering what they are doing in the city. They tell the woman, who introduces herself as Halá, that they were here to defeat Rumblejaw. Halá questions why they are still venturing into the city then, and asks again what they are looking for.

    Penny has taken up her monocular, and casually looks at the woman, seeing a pale skin with white eyes, reminding her of Fie, but more… decayed, somehow. The group is unwilling to respond, and asks again why she wants to know. Halá tells them that they have a common acquaintance who sent her, hoping to find out more about their doings and business. They know them as Malice. The party suddenly realizes that this is Lady Ar'alani, who Kal and Relic saw cutting off their escape when the castle was attacked and they were escorting the princess. This is enough for Relic, who casts a ray of disintegration at the woman.

    Lady Ar’alani is struck by the beam, and it damages her greatly, but it isn’t enough to bring her down. Dandelion tries to entangle her to hold her in place, but the vines just fall off, unable to affect her. They realize she has a limited magical immunity, so they have to use some more powerful magic if they want to attack her. Suddenly, four undead looking drows appear around them, standing on the rooftops above. They all attack the party, but they aren’t very effective. Kal uses a channel divinity, managing to destroy a couple of them.

    Lady Ar’alani, the death knight, who has taken out her bow, channels a strange energy into it and releases a barrage of arrows at the party. This causes Kal to be blinded by the effect, while Tamsyn is struck by a few arrows, enough to cause her to go unconscious. The death knight then moves away from the party, running along the top of the wall. Dandelion tries to cast a fireball at her, but she just shrugs this off as well. One of the undead drows tries to cast a spell at Kal, Dandelion and Tamsyn, but Penny counters it. Kal then uses a reverberating jump to get closer to the death knight, after Relic has cast a lightning bolt at her, taking out one of the undead drows in the process.

    Now flanked by the cleric, Lady Ar’alani takes out her dagger and takes a few swipes at Kal, the energy now flowing into it instead. The first attack misses, but the second strike hits Kal in the side, causing her to disappear. She then takes a shot at Dandelion who has moved closer to Tamsyn to help her out. Tamsyn manages to wake on her own, and so gets up to move to the side, out of harm's way. Penny polymorphs into a giant spider, while Relic casts another fireball at the death knight, upcasting it and changing the damage to radiant. It hurts, but not too much. 

    Kal returns from her banishment. Lady Ar’alani leans in towards her and says that she has overstayed her welcome, but they will face each other again, before running away around a corner. Kal takes a swipe at her with Stormseeker, shouting at her Say hi to the bitch from us, you bloody coward. They then hear the distinctive sound of a plane shift spell, as the death knight escapes the battlefield. Penny webs the final undead drow, while Dandelion finishes it off with an ice knife. 

    Tamsyn, stressed and traumatized by almost dying, heals herself, while Penny gives her a healing potion. Kal tops her off with another healing spell, bringing her almost back to full. They continue onwards, Tamsyn still in front, but looking way more paranoid at the nearby rooftops, in case the death knight returns.  

    The Starlit Stage

    They finally reach their destination, finding what once was the magnificent theater having sunk into the ground, partially collapsed, but still, the building seems to be intact. The front has a few boulders blocking the path, with a crack just wide enough to squeeze through. Relic examines the exterior and finds that unless a massive explosion were to shake the building, it should hold up long enough for them to do their business and leave. The name of the theater can be seen in the outline of what once were letters over the entrance, confirming that they have the right place. Penny starts squeezing through, followed by Tamsyn and then the rest. Dandelion has the hardest time getting through, being bigger than most, but they manage.

    Emerging on the other side, Penny sees a vast well preserved entrance hall, with a staircase leading down to one of several theater halls. The wood, and even paint have been preserved here. While she waits for the others to make their way through the crack, Penny can hear a faint song coming from a set of double doors at the bottom of the stairs. One of the doors has partially fallen off, revealing the ruined hallway within. When Relic gets through, and moves a bit closer to Penny, he gets a sense of a powerful magical object ahead.

    After the whole party has made their way through, they descend the stairs, opening the double doors. One of the doors falls off its hinges, and hits the ground, making a heavy thud. Tamsyn tells the others that she will wait for them, not wanting to wander through the city by herself. The party enters the hall, seeing a stage in the center, surrounded by the seating arrangements in the circular chamber. In the center of the stage they can see a skeleton with a lute in its hands, alongside a chair that has fallen over. 

    The party stays behind, as Penny walks up the stairs to the stage, having been given a few flowers that Dandelion druidcrafted for her. She feels a resistance, like passing through a barrier as she gets on stage, but thinks nothing of it. She carefully approaches the skeleton, but before she has a chance to lay down the flowers, it starts moving. The light which has been illuminating the stage starts coalescing around the skeleton, forming the body of a woman, which they recognize as Lirael. She starts hovering, lute in hand, looking down at Penny, who is still holding her flowers.

    You have touched him, or he has touched you she says. Penny nods. “Why are you here?. Penny replies that she wants to rid the world of him. Lirael tells her to prove it. The barrier that Penny walked through solidifies, cutting her off from the rest of the party, who observes. Shadows, echoes, begin to appear on the stands surrounding the stage. Lirael plays on her lute, causing some sort of spiritual damage to Penny, who realizes that this is a duel of music. She takes out her violin, and begins performing, striking back at Lirael. 

    The shadows surrounding the stage begin moving towards the center, heading straight for Penny. Not wanting to find out what happens if they reach her, the ones outside take up positions to defend their friend. Kal activates Stormseeker and her spirit guardians, keeping one side of the stage clear of shadows. Dandelion throws out a few beasts from the bag of tricks, summoning Wolfsleigh and Weasley, the weasel. 

    The duel is fierce, with music flowing back and forth, hitting hard. The party tries to shout encouraging words at Penny, which helps her regain some of her composure, while at the same time holding back the ever increasing torrent of echoes that moves towards Penny. They realize if Penny doesn’t manage to end this soon, they will be overrun by echoes and unable to stop them reaching her. 

    Lirael does a last ditch finale on her lute, striking at Penny, but it is not enough to stop her, who in turn strums her violin, sending a final wave of musical energy into the legendary bard. The bones of Lirael disintegrate, and the battle is over. The remaining echoes stands still, looking at Penny. Lirael says that she has proven her worth, and gives Penny her lute, the legendary artifact Harmony. She instantly attunes to it, finding it to hum in satisfaction. Lirael looks at the rest of the party, holding the other artifacts, saying that if they have begun appearing, that means that he must be close to returning as well. She looks at Dandelion, almost as a plea to not give up, before looking back at Penny. 

    If you cannot stop him, I fear nobody will be able to, and the world will once again be plunged into darkness

    Penny promises her that they will stop him. Lirael gives a satisfied smile, before fading away into nothing, her spirit free at last. Penny stands alone on the stage, surrounded by the flowers Dandelion made. The room suddenly shifts, and a vision of the theater in its prime is revealed, with vibrant colors, and hundreds of people sitting on the stands, looking at Penny. They all rise up, and the party can hear an echo of an applause. Penny takes a short bow, before the theater turns back to the present, and they decide to leave the hall, having gotten what they came for.

  • Chapter 68: Back to the Wild

    1st-2nd of March, 854 TA

    Victorious

    When the party finally emerges from the Starlit Stage, Harmony in hands, Tamsyn is waiting for them in the foyer. She is quite ready to leave, and comments on the sounds, both musical and thunderous, coming from within, and congratulating them on their success, pointing to the lute Penny is holding. Trailing Dandelion is a small weasel and a dire wolf, the creatures from the bag of tricks. They quickly realize that Wolfsleigh won’t be able to make it through the crack leading outside, so he instead decides to head through a part of the ruins, and if not, he will see them the next time he is summoned. Kal asks what the beasts experience when they are not summoned, with Wolfsleigh saying that he roams a large field, surrounded by a forest. They all think it sounds quite nice, and wish him the best. He gives Dandelion a lick on her face, before disappearing within the ruins. The rest of the party exits through the crack near the entrance.

    When they get outside, night has already come upon them, which is odd, considering they weren’t inside for that long, but Relic figures it might have something to do with how the place has been preserved so well despite being over 2000 years old at this point. In either case, their task is done, and while they discuss the possibility of there being a treasure horde somewhere beneath the city from all the adventurers that Rumblejaw has eaten throughout the years, they have more pressing matters to attend to, and leave it to maybe come back to later at some point. Also, Tamsyn seems to be quite shaken by the experiences of the day, almost having died, and just wants to get back home.

    When they get back to Tamsyn’s house, Argus and Ira are perched on the roof, while Prowler is sitting on the lintel of the window, wanting to play with them, but the owls are having none of it. Dandelion tells prowler that he has to be careful with birds as they are quite delicate creatures, but Prowler doesn’t see the problem. Tamsyn turns to Relic, mentioning how weird it is for them to have talking birds, as a segue into saying that she liked the company of the party, despite their short time together. Relic suggests that she comes with them back to Ravenforge at least, and make her way from there, away from the ruins. She likes that idea, as she does not look forward to traveling through bulette-infested dunes. 

    Tamsyn quickly runs inside, and the party can hear things breaking and falling, before she eventually emerges with her rucksack filled with the food she got from her care package, as well as a bag on her side with whatever didn’t fit inside the rucksack. Prowler jumps onto her shoulder, while the owls flies into Dandelion’s bag of holding. Kal gathers everyone around her and uses her word of recall, bringing them all back to Ravenforge, accompanied by a thunder in the distance, letting out the owls as soon as they emerge.

    Tamsyn is about to say her goodbyes, but the party tells her that she can at least stay the night, considering that it is quite late, near midnight, so she can head out the next morning. They also think that Thervan would like to talk with her about Rumblejaw and her experiences, so she joins them home. Relic summons a steed and takes off ahead of them, while the rest of the party procures a carriage. 

    When Relic gets back home there is nobody around, apart from the horses and Rod. He lights the fire and the candles around the house, waiting for the rest to return, as they do shortly after. No Arin is present, but the party thinks she’s probably out with her friend. Rod immediately reacts to the newly arrived feline presence, and is unimpressed, but Dandelion tries to make peace, unsuccessfully, but at least she keeps them apart. Tamsyn, being extremely tired from the experiences, asks to retire for the evening, and is led upstairs to Dandelion’s bedroom, which she isn’t using anyway. 

    Outside, Dandelion speaks to the horses, telling them that they will probably go out on an adventure soon, but for now they are heading to Spiral Woods, which could be difficult for the horses, so she recommends them staying behind. They are fine with it as Arin takes them out on runs, in addition to them being allowed to roam freely.

    Parting Ways

    In the morning, Dandelion wakes to find Tamsyn sitting on the couch with Prowler, having eaten some fruit for breakfast, with Relic also awake reading some notes. Kal also wakes up early, and begins making breakfast. When Penny eventually wakes up, they eat, prepare their spells for the day, and then head towards the castle. They tell Tamsyn to just leave her stuff in the house for now, they can pick it up later. 

    They procure a carriage and head into the city, and by the castle they are led inside by the guards who recognize them more easily now, considering their newfound status in the kingdom. They don’t have to wait for long in the foyer, as Thervan quickly comes to collect them. He leads them to his office, which is met by wide eyes from Tamsyn. They tell her about her accomplishment and service to the kingdom, which Thervan says must be commended, and asks Tamsyn to stick around for a few days so they can have a proper chat about her last few years. Tamsyn accepts, and is told to procure a room in The Lucky Duck, on their coin. 

    Afterwards, they move on to the matters of the shard now embedded in Penny’s clavicle. The wizard goes to his desk, procures some diamond dust, asking Kal to do the honors. As she casts greater restoration on Penny, the shard falls to the floor. Thervan picks it up with his mage hand, holding it close, studying it. The others remark that this must be the third shard they have found for him, and he confirms that this is one of the six. Along with the three in their possession, Thervan knows of the location of two more, with one of them being in the hands of Calamity. Kal remarks that they will probably encounter the others, as their journeys take them far and wide, and they apparently are magnets to these types of things. Thervan laughs at this, before placing the shard in a box, leaving it on his desk. 

    He then asks the party where their journeys will take them next, and they tell him that they plan to go back to Faunus' Forest to check out the rumors of the corrupted shrine of Faunus, and his “fanatical” followers. He wishes them the best of luck, and reminds them that they are making good progress on their… project, as he puts it, not wanting to say too much in front of Tamsyn. 

    He leads the party outside, and when they pass Bertram’s office they can see that he, Delphine and Ansgar are in deep discussion about something. Dandelion manages to pick up something about how to approach “it” when they manage to decode the entire circle. Delphine gives the entire party a look when they pass, but says nothing. Afterwards, they show Tamsyn to The Lucky Duck.

    Seems that after Sanira’s death during the drow attack, Throk has taken over as innkeeper, and greets Kal warmly. He seems saddened by the situation, evidently he and Sanira were close, but what happened happened, and he has to do his best with what he’s got. He helps Tamsyn find a room, and leads her upstairs using the levitators the party so lovingly calls the magical rooms bringing people up and down. Tamsyn gives everyone a hug before she leaves, and the party tells her that they will have her stuff brought to the inn for her. Outside, the whole party debates if it’s better to use the word “levitator” or “elevator”, much to the annoyance of an older man sitting enjoying his pipe.

    After sending Tamsyn her belongings, Kal gets a message sent to her through magic, telling her that her armor is done, and she can come pick it up when she is available. The rest of the party decides to join her to Elvenroth, as they can head straight to Faunus’ Forest afterwards. They say their goodbyes to the horses and Rod, and then are transported to Elvenroth by Dandelion through a tree near the shrine of Udall. On the other side, the weather is cold, raining, and windy.

    Ink and Ashes

    As their point of entry is close to the Sky’s Eye, they run inside to get out of the rain, with Relic using a spell to make a magical umbrella to avoid it instead. Inside, they are once again met by the massive multi-storied shop filled with magical items, and a few patrons who are looking for stuff to buy. A few helpers wander around, with some kobolds organizing the items. Behind the desk, the loxodon wizard greets them, asking how he can help. Kal tells him that she ordered a suit of armor a while back, and as he looks at her amulet from Udall, he quickly remembers her. The others stay behind as she is led to the back.

    Walking past a couple of kobolds working on some new magical items on order, Kal is soon faced with her old armor, originally made by Granny, now lit by a single spotlight on an armor stand. As she looks closer, there seems to be a subtle sheen running across it, with the solid metal parts shifting like sand in the wind. Vrendol tells her that the idea came from the desert dunes of his old homeland in Manath, and it took him a few tries to integrate, but it will allow her to manipulate time once a day, giving her more time to attack, or making it harder to hit her. He helps her don it, and Kal can feel the energy flowing through her.

    She thanks him for the job, asking how much it will cost, and he tells her as this was a finicky job, and it doesn’t require her to attune to it, the price is a bit higher, at 18000 gold pieces. Kal pays the man, and then asks if he has something else she might have used for, telling him about their horses and how it would be nice if they could be kept in a magical chamber to take with them at times. When she asks if it is even possible, the loxodon and his kobold “children” laughs in unison, telling her that everything is possible, but he will need some time to do research on how to accomplish such an effect. It will be costly, especially if it is for three horses, but he will let her know.

    When Kal and Vrendol return to the others, he writes down in his ledger that the transaction is completed, and has Kal sign for delivery of goods. The others have perused the goods, but are looking forward to moving on, and so they walk over to the teleportation hub, where Relic can mark down the address of the circle found there, as he has inherited the ownership from Fie. Seeing as they are already here, they decide to head over to Tempervale in order to maybe get some useful spell tattoos from Deacon Ember

    They all decide to get a variety of useful spells, with most at least getting one for revivify, in case something were to happen where everyone but him is down, bleeding out. The tattoo on his metal skin is of a beautiful dwarven design, and surprisingly, not an issue to imbue on him, as his body adapts to accept the change. Dandelion gets a few spells to misty step away from danger, while Penny refills some of the spells she has spent, in addition to getting a Revivify tattoo.

    After they have all gotten their respective tattoos, Penny wants to check out the ruins of the house of Lady Kree, and is accompanied by the rest, as they are all a bit curious about what happened to the elderly kenku. Getting there, they see that, like last time, there seems to be a perfect outline of the house, even the stairs leading into the pavement, is just sucked into the ruins beneath the city. It has been fenced off, but not rebuilt, and it is very deep. They immediately concede that this couldn’t have been a natural occurrence, and feel there must be some kind of curse involved. The theater is now taken over by the city, so there seems to be no motivation to take her out.

    Kal casts a divination, hoping to get some answers, asking if this is something they should use their time on. She gets a response that more people might die in time if they leave it be, but there doesn’t seem to be an immediate danger. They decide to pay Kirrus Mericious a visit, as he might be able to shed light on the situation, especially with the possibility of there being a curse that could hurt people.

     When they reach the guard barracks, a city guard fetches the minotaur captain, who greets them warmly. They tell him about the situation, and that they have it on good authority that people might die if they don’t take care of the situation soon. He seems unconvinced, especially since they mention a curse, but writes an official note letting them take ownership of Lady Kree’s belongings. He wishes them luck, before returning to his work. They then head to the temple of Mova, where the dead are buried.

    As Lady Kree was cremated, there is no chance of speaking to her, but they decide to check out her grave anyway, as it might give some clues to what is happening. A priestess of Mova leads them down to the crypts after they deliver the official note, and takes them to her tomb, giving her condolences, and then leaving them to it. They open the tomb, finding an urn inside, along with a box. Opening the box, there are some jewelry, as well as some coins. Relic uses detect magic and finds a ring within to be highly magical. 

    He carefully picks it up with mage hand, but eventually grasps it, as he has to touch it in order to identify what it is. After using the ritual, he learns that the ring is called the Spleen of the Dream Ender, which can cast a spell similar to Finger of Death, but at great cost. Kal uses a ritual to do a commune with Udall, to learn more about the ring. 

    As the incense enters her nostrils, she is taken into a trancelike state, and asks her patron three questions: Is the ring connected to the curse that killed Lady Kree, yes. Should they dispose of the ring in a safe manner, yes. Did Lady Kree kill her husband? Also yes. Figuring that by using the ring the curse will activate, they decide to not wield it, instead vowing to destroy it. Kal sends a sending to Gundren, asking if he could dispose of the ring if they needed, getting a positive reply, as they usually dispose of “failed” magical forgings.

    Penny sends a sending to Kirrus, telling him that they managed to solve the case of Lady Kree, and gets a response that he is pleased, but surprised at how quick they managed to do it. Wanting to protect the ring until they can destroy it, they head to The Unseen Arcanity, asking Claira Aloro if she has any items for containing dangerous artifacts, but she does not. She has a lead box however, which should protect it well enough. They pay for it with the coin left behind by Lady Kree, and put it into the bag of holding, taking a mental note of destroying it when they can.

    Into the Wilds

    Heading back outside, over to one of the nearby parks, Penny casts another sending, this time to Wren, asking him if he knows where their tribe currently is, as they are heading their way. He replies that they are where the Ancient and Green rivers meet. Dandelion scries on him, getting a vision of a fitting tree they can use to transport themselves there. She then opens a portal, and the party find themselves on the outskirts of where the tribe sits. Relic remarks that the forest seems… unruly

    Sage, having been told about their imminent arrival, goes over to greet Dandelion, embracing her, and introduces himself to the rest of her group. As Dandelion already has told him about them last time she was here, he recognizes the names, shaking all their hands firmly, asking why they have returned. Dandelion tells him that she intends to seek out the fanatic tribe to the south, much to his disappointment, but indicates that they should talk later, before leading them to the rest of the tribe. There they are almost accosted by the others who are happy to see Dandelion again. A few familiar faces, Wren and eventually Droop also greet them, and the party is introduced to Dandelion's blood-mother and blood-father, who seems particularly protective of her. 

    Hawk eventually emerges from the perimeter, fondly embracing Dandelion, offering her and the others some berries he picked in the morning. Much larger and juicier than the berries that are found in the city, Dandelion feels more at home than she has in a long time, and even the others must admit to the perks of being in the forest. As soon as Dandelion points out Lark, Penny beelines over to him, and they spend most of the night playing together, with Gold listening on intently nearby. They also find that Corn has gotten offspring, so they have a whole flock of chickens roaming with them now. Wondering how Corn got offspring without being fertilized, she uses detect magic, finding Corn to be a mundane chicken, but notices an essence in the air surrounding the tribe. Nothing malicious, but something has changed, for the better.

    The party spends the evening with Dandelion’s tribe, feasting and laughing, playing music and having a good time. Kal asks Penny to play the Ballad of Rumblejaw, and Lark even joins in, playing second fiddle.

    As the evening comes to a close, Relic summons the magnificent mansion, inviting Sage inside to talk, as he indicated earlier. A few brave firbolg venture inside to check it out, but are spooked by the unfamiliarity of it. Sage looks around, puzzled, finding the thought of actually living in such a place overwhelming, asking if this is what is called a “house”. Relic points out that it is more like a mansion, but Dandelion and Sage don't really know the difference.

    They head to one of the chambers where there are some chairs placed, but Sage finds the chair uncomfortable and pointless, so he sits on the floor along with Dandelion. They ask him why he seems to oppose the idea of going to see the fanatics that Dandelion was told about, and he replies that he was warned by Clementine to stay away, as they have shown themselves to be dangerous. They apparently claim to have Faunus in their midst, and react violently to anyone who suggests otherwise. Dandelion tells him that they suspect that the being going by Faunus might actually be the legendary druid Brónach. Sage has heard the name, but is unsure in what context. In either case, he hopes that they are careful, but Dandelion points out that they have to do this. Kal and Penny both say that they should be fine, as none of them would be here if it wasn’t for Dandelion. Sage points out that it probably goes both ways, knowing her as he does.

    Sage accepts that this is part of Dandelion’s quest from Faunus, and as she has told several others this night, it is the will of Faunus, sage agrees that Faunus guides them on the path they need to travel. He then wonders what they hope to accomplish from finding Brónach. The party tells him about the artifacts, and that they will be needed to quell the coming darkness. The others show off the artifacts they have acquired already, and the only one missing is Dandelion’s. She feels it was destined for her, as Brónach was a shepherd, like she is, and that he carried a staff. Sage asks what will become of the staff she currently carries, pointing to Galen’s old staff. She tells him that if they manage to find the final artifact, she will return this to the tribe, much to his relief. He does however say that it is hers to carry as long as she needs, but will happily accept it when the time comes.

    Having spent a while talking, Sage says that he will leave them to it, noticing the need Relic has to share something with the others, asking Dandelion if she will join the others in the night, which she confirms. He then smiles at them all, and leaves. 

    The Deck

    Relic then says that as they are finally alone, he can show them what he picked up in Swellingstrum, pulling out the thirteenth card, matching the rest of the deck. Intrigued, Kal pulls out the other twelve cards, and as Relic puts the final card close enough, it is sucked into the deck. It then starts hovering, flailing around in a circle, before coalescing into a glowing spectacle, finally surrounded by a leather pouch with an intricate golden, silver and platinum design. A voice is then heard from behind them, in a strange accent.

    “Took you long enough!”

    Shehemis needs no introduction, congratulating the party on finally managing to complete the deck. He tells them that he has been quite frustrated for some time, having to almost throw the cards in their faces as they have carelessly missed a few of them. Having heard the story of the cards, they wonder why he chose them. He replies that they got his attention as they were the first to give an offering to the shrine of luck in Phandalin. Kal remarks that it’s no wonder the town was overrun by the undead…

    He tells them that he quite enjoyed the fake coins they gave as an offering, as it was right up his alley. They then ask if he intended for the pair in the bloodwoods to die, to which he replies that things got out of hand, but he has made amends with the rest of their families, who won’t miss them. Shehemis then goes over the rules of the deck, as throughout history he has heard people complain about the deck being too dangerous and imposing to draw from, so he decided to try a new approach, making some changes so that none of the cards, well, most of the cards weren’t deadly, as he finds the chaos they bring quite entertaining. There are other cards to find, which can be added to the deck, but he will not “place them in their path” anymore. 

    He then shuffles them cards, asking if anyone would like to make the first draw. Dandelion pushes Penny forward when she sees the look in her eyes. Penny meekly pulls out the top card, with an expectant look. She drew Euryale, and Penny can tell that it will make her very unlucky unless a wish spell or divine intervention can reverse it. Seeing as Penny wasn’t sucked into a void of nothingness, the others also take a card each, as Shehemis eggs them on. 

    Relic draws the Star card, making him weaker, but also more intelligent. Kal draws a card called the Flames, and sees Shehemis groan, telling her that she has awoken something that will chase her down. Dandelion draws the fourth and final card, picking the Moon card. Shehemis laughs, telling her that she can now cast a single wish, any time she needs to. As Relic and Dandelions cards, the good ones, are not placed back into the deck, but the bad ones that Kal and Penny drew were, they point out that it made the deck less attractive to draw from. 

    Shehemis offers to put them back, if he can choose one more card to put into the deck as well. He promises that it will not be a dangerous card, but one of the more fun ones that he himself has chosen. The party shares a look, and agrees to the deal. Shehemis then summons a card from nothing, carefully placing it along with the others, and then throws the deck back to Kal, telling them to have fun, and that he looks forward to the chaos. He then wanders over to the kitchen, grabs a plate, putting various foods on it, preparing to leave. Before he goes, they ask him if he is the hooded figure that has been observing them, but he is not. He knows who it is though, but won’t disclose their identity, giving a short chuckle at their curiosity. Before they can ask any more questions, he gives a wave, and disappears. Penny asks if he knows that the food will disappear if it leaves the mansion, but Relic asks do you think he cares?

    Dandelion says good night and exits the mansion, joining the rest of her tribe. Many of them have already fallen asleep, but Sage is still sitting up, waiting for her. Back in the mansion, Relic points out that he made some changes based on the feedback they gave. For instance, the mansion now has a toilet, but it is not placed in the bathroom. Also, Dandelion’s room is now more… random, but not in an organic way. Kal suggests just copying a part of the forest that he can see outside, which he thinks is an excellent idea, and takes a note of it, before Kal and Penny both retire for the night as well.

  • Departure

    The next morning, having gotten a good night’s rest, the trio emerges from the magnificent mansion, deciding that they want to sample some local cuisine instead of what they already know, no matter how delicious it looks. Penny considered taking some food with her, but Relic reminded her that it will disappear when she leaves. On the outside, Dandelion is already up, helping with dinner. Kal, Relic and Penny all join the rest of the tribe, sharing breakfast and sampling some rather delicious, albeit primitive foods. 

    Sage sits by the fire, staring into it in deep thought. Dandelion asks him what is bothering him. He tells her that he does not know why they feel that they must go after the artifact, having already told her that the grove they suspect it might be in is inhabited by “fanatics”. It seems like Sage doesn’t want Dandelion to get hurt, but she tells him that she is willing to give her life to stop the threat that is coming. Sage relents, having been told several times that Faunus has set her on this journey. He tells her that she hopes she will find her way back safely, and that the tribe will stay where they are for at least a few weeks.

    As the breakfast is done, Penny goes over to Gold, sharing some of her drugs that she acquired in Eilian, managing to avoid the prying eyes of Dandelion, an achievement in and of itself. Silver thanks her for the “gift”, telling her that he looks forward to testing it out. Penny laughs, and returns to the rest of her party. Sage sends them off, warning them not to venture past the river far to the east near where the corruption was spread, as there seems to still be some residual dangers lurking in that part of the forest. Dandelion then turns herself into a giant eagle and starts ferrying people across the large river that stands in their way. The rest of the tribe gives them a nice sendoff, waving at the party. They then start walking eastwards, wanting to find the river Sage mentioned, following it south to where the grove supposedly lies.

    Familiar Flora

    After a few hours of walking, following a path Dandelion has traveled on before, they eventually come across a fork in the road, one path leading them north, away from their destination, the other leading east, towards a part of the forest where Dandelion has never ventured before. They turn towards the unknown, hoping no perils lie in their path. They don’t have to walk long before they come across what to the rest of the party appears to be just a pile of old stones, but Dandelion recognizes this as an old marker for a place of interest, leading south from their current heading. They debate for a while whether they should follow it, but agree that they aren’t in any particular rush, so they decide to check out what could be found there.

    After about an hour of walking, they come across a stone formation between a couple of hillocks, with a bunch of familiar flowers growing in its center. Doom Blooms, which they have encountered once before, when venturing through the mist fields in the north. They count 9 of them in total, more than enough to make themselves a Doom Bloom garden in their home if they do it correctly. 

    As the party approaches carefully, the stones surrounding the flowers start to shift, forming a huge stone golem. It stares at the party with no eyes, before saying something in a strange language that Dandelion recognizes and understands as Primordial.

    “You are impure. Leave this place.”

    Dandelion translates, and the party asks it to clarify after it keeps repeating the message. It eventually points one of its hands at Kal. Penny doesn't understand what it means, but Kal suspects correctly that it has something to do with her being a fallen aasimar, and decides to back off, walking away from the shrine back from whence they came, waiting for them to finish. Relic examines the stone formation, noticing that it resembles the symbol of the god Bavarus, and realizes that Yana, who is corrupting Kal, and Bavarus has an eternal feud, so it probably has something to do with that. It would also explain the Doom Blooms, as someone obviously has tried to find this place, but apparently have been unsuccessful so far. 

    Penny tries to play a song about war and honor for the Golem, which seems to do something, but apparently is not enough. She then decides to head over to Kal, who is in the middle of doing a divination spell, asking if Udall can tell her anything about the shrine and who might be seeking it. The response is clear, saying that a mighty warrior of Bavarus is laid to rest here, and those who scry on it desire what is buried within. Penny then uses Harmony to cast the spell Protection from Evil and Good on her, thinking that it might help with the golem guardian. When they return to the others, the golem does not give the same warning, so it apparently worked.

    Dandelion asks the golem if it would be okay for them to relocate whatever is within the shrine to a safer place, away from whomever is trying to access it. The golem says, in Primordial, if they are worthy. Kal steps forward, saying that she is a cleric of Udall, and swears to protect whatever is within. The golem seems to accept the words. Dandelion says she is a druid of Faunus, and is on the side of good. The golem seems to accept the words. Relic says that he is on the side of good against the Forgotten One, if this has anything to do with that. The golem seems to accept the words. Penny says that if whatever is within can help fight the Forgotten One then she will do whatever she needs, as she wants to defeat him for good. The golem seems to accept the words. It shifts, saying Now, prove thyself. preparing itself to attack the party.

    The Trial of the Golem

    Kal strikes first, casting a shatter at the golem. Even though it is extra effective against manufactured materials, it seems to have some sort of advantage against magical effects, so it manages to resist the brunt of it. Penny fires at it with Harmony, and provides inspiration to Dandelion. Relic casts a chromatic orb at it, summoning Bimble to help. When the golem has its turn, it radiates a magical effect that catches Penny, causing her to become sluggish and slow, and attacks Dandelion and Kal directly. Kal is stunned by the attack, knocking her out for a few seconds. Dandelion casts blight on the golem, and gets some temporary health from the bardic inspiration. Suddenly, the other stones surrounding the field shifts, summoning many smaller golems who join the fight, focusing mostly on Relic and Penny, who is the most exposed.

    The golem strikes hard, slamming into the ground, knocking Penny down and hurting the others, but also hurts his little golem friends in the process, taking a few out. When they crumble, they do so violently, exploding, hurting those around it. Relic casts a lightning bolt at a few of the smaller ones and the big one, causing a chain reaction that hurts Penny and Dandelion as well. Relic tries running away, having forgotten to activate his mage armor, but the small golems run after him. 

    Penny, still being slowed down, uses her bardic magic to summon a helper from a few of the nearby stones, who attacks the golem. They keep pummeling the guardian with their attacks, chipping away its health little by little. Kal strikes at it with Stormseeker, and sees that their barrage is causing the guardian to show cracks. Relic shoves away one of the smaller golems flanking him, and uses disintegrate on it and the guardian, greatly damaging it, and causing the smaller one to disappear into a cloud of dust as it explodes. Penny, having gotten tired of being out of the fight, dispels the effect plaguing her, moving to the side, giving some inspiration to Kal as her animated object keeps attacking the guardian. 

    The guardian throws one of its arms at Relic, and then regrows it, striking at Kal, who retaliates with her wrath of the storm. Dandelion, having taken a beating from both the guardian and the smaller golems uses wither and bloom to wound it some more, while healing herself a bit. Having taken all of the smaller golems out now, they focus on the big one, but more suddenly emerges from the piles, bringing reinforcements. Penny, now being flanked by a few of them, sees her opportunity and strikes at the guardian and a couple of the small ones with her steel wind strike. She blurs throughout the battlefield, ending up next to the guardian, who crumbles, defeated. The smaller golems fall to the ground as well.

    Worthy

    The silence is eerie, with only the wind blowing through the forest making any noise, before the stones start shifting again. The guardian reforms, but is no longer appearing hostile. It says a single word in Primordial.

    “Worthy.”

    The circle surrounding the flowers starts to shift, forming a staircase leading down below into the darkness. The guardian just stands there, menacingly, looking at each of the party members as they pass it going down. Kal silently curses Shehemis under her breath, thinking that it is just too perfect that they stumble across another grave for another hero of another god on their path to find the Heartwood Staff.

    Below, they find a crypt. In the center of the chamber is a catafalque with a skeleton lying atop it, holding a very pretty looking sword. Surrounding the corpse are various offerings, both coins and items. On one of the tables in the chamber there lies a carved dragon statue and a necklace. Relic senses that powerful magical artifacts lie in the chamber. 

    Dandelion wanders over to the skeleton, recognizes it as that of a firbolg. She takes out a stone from her pouch, carving a symbol into it, placing it on the body, as she takes away the sword, thanking whoever it is for whatever it is they have done. The skeleton suddenly starts to shift and move, spooking Dandelion, but it’s just Kal casting speak with dead on it. Dandelion backs away with the sword, as Kal asks her questions.

    They learn that whoever it is has a feminine voice, and calls themselves Greenwarden, a paladin of Bavarus, formerly a druid of Faunus. They ask if they can use the sword, and are told that they are allowed if they are able. If they are unable to use it, Greenwarden would like it to be protected until someone worthy can wield it. They ask if there is anything they want them to do for her, but she just tells them that she accomplished her task, and is at rest. They finally ask what they accomplished, and the corpse tells them that they were originally known as Thaeliath, but changed their name to Greenwarden as Bavarus asked for their help in fighting back against the orcish invaders. The only invasion from the orcs the party remembers happened around 500 years ago when Phandalin was sacked the first time. Relic deduces that it fits when it comes to the deterioration of the chamber. Dandelion recognizes the name as an old firbolg word meaning “One who listens to the forest”.

    The skeleton goes still, the spell fading. Relic starts gathering some of the papers in the chamber in case they have anything of interest, while the rest of the party takes the coins with them, figuring that they might have more use for them than just sitting in this abandoned crypt. Penny uses her wand to identify the three items of interest, finding the sword to be the legendary Holy Avenger, the necklace is a Periapt of Wound Closure, and the dragon statue is a druidic charm, allowing a druid to wild shape into a dragon for a short while. Dandelion gracefully accepts the token, while the sword and the necklace goes into the bag of holding.

    When they leave, Relic takes out a dwarven necklace, placing it around the skeletons neck, Penny takes a coin out leaving it with the corpse as a symbolic gesture, while Kal gives a proper warrior’s salute as she heads back upstairs. They pick up all the Doom Blooms, who luckily survived the fight, since the smaller golems were kind enough to avoid stepping on them. Dandelion druid crafts a flower, handing it to the guardian, who takes it in its hand, standing there, looking at them as they depart.

    Continuing Eastward

    After leaving the shrine, the party finds themselves a place to sit down to take a short rest, allowing Dandelion to attune to the dragon charm. Kal makes some food, while Penny plays a healing song, topping up the party a big more. Kal is yearning for some coffee, so Penny takes out Bozuuth the Sentient Coffee Pot, making a brew for the party. 

    The demon within has seemingly missed their conversations, having felt neglected for a while, telling Penny in her head that he has done research on the party since they last spoke. It tells her that he has learned that they have gotten on the bad side of a certain devil called Raam, asking if this is true. Penny confirms this, and is told that this pleases Bozuuth greatly. They seem to bond, as their deeds will be rewarded, allowing them to get the effect of the coffee pot twice a day now, instead of once a day. Penny spends some more time talking to Bozuuth, learning that when not with the party he spends his time as a teapot in the Abyss.

    After taking the rest, healing up a bit and feeling refreshed, the party continues on their path eastwards. Dandelion, having been quite rejuvenated from being in her old home again manages to lead the party through a shortcut somehow, cutting down their travel time greatly with almost half a day by their own calculations. After spending a few more hours, they make camp, Relic summoning the magnificent mansion for them to rest in, figuring they have about another day of travel before they reach the river.

    Dandelion checks out her new and improved quarters, finding it to be much closer to the feel she finds pleasant in the forest, with the proper sounds and a more “natural” ground with a single bedroll for her to sleep on. Before they retire completely for the night, Kal decides to step outside the mansion to cast a sending to Sage. She asks him if he has heard of the name “Greenwarden”, but is told in return that he has not heard that name before, asking her why she wants to know. She calls inside for Dandelion, who joins her outside, telling her that he doesn’t know about the paladin they found. Dandelion suggests that maybe he has heard the other name, Thaeliath. 

    She casts another sending, asking about the other name, and this one he has actually heard, seemingly in passing, but he will ask around if anyone else knows of the name. She tells Dandelion what he told her, and that they will probably have to go back to find out what he learned. Before they manage to head inside, they can hear heavy footsteps, creaking trees and breaking branches heading straight towards them. Something large is approaching in the night.

    “Dandelion, what do your druid eyes see?”

  • An Old Friend

    The large figure in the night is getting closer and closer, and so Kal opens the door to the mansion, whistles at Penny and Relic inside, before returning to the outside to face whatever is coming. Elmroot is steadfast and sees a large figure approaching, but she doesn’t seem to be discouraged, holding her ground. Kal also sees the figure, and realizes that it is an ent, a tree shepherd. As it spots the two companions, it stares at them, before getting closer, apparently recognizing Dandelion, calling her “Daisy”. The Treant introduces himself to Kal, calling himself Wanderwood. They reconnect, apparently old friends from long ago, Dandelion mentioning that it must have been at least 45 years since they saw each other last. Penny eventually emerges from the mansion, wanting to see what the fuss is about. Wanderwood apparently can sense what each companion is, because he refers to Kal as a “celestial”, and Penny as an “infernal”. When Relic emerges as well, Wanderwood is confused, as he reads Relic as a dwarf.

    They talk a bit about what they are doing in the forest, with Dandelion mentioning them wanting to find the grove to the south, which the ent refers to as the Grove of Eternal Whispers. He asks why they want to go there, and is told that they are looking for the staff of Brónach, and he recognizes the name, having met him long ago. When asked about the Heartwood Staff, he says that it was made from one his own branches, apparently being guided by Faunus himself. 

    Penny and Dandelion both try to convince the ent to show them the way to the Grove, but he seems resistant to the idea, apparently people have a tendency not to return, or not return as themselves, but agrees to do it after they both bring up compelling arguments, it being a task given by Faunus himself after all. They ask him how he knows what Kal, Penny and Relic is reading as, and he tells them that he senses everything in a certain radius in the forest. He also notices a darkness looming over Penny, prompting Dandelion to mention The Forgotten One, but Wanderwood implores her not to say “his” name. They decide to call him Carl instead. 

    Suddenly, Wanderwood appears to stare into the forest, before returning to the party, saying they are being watched. Dandelion and Penny both notice the mysterious hooded figure that has been seen watching them from time to time. Penny says it’s probably an ally of Malice. Dandelion calmly sends the owls out to get a closer look, but Kal takes a more hands on approach, walking a bit away from the party, before suddenly casting a reverberating jump, ending up right next to the hooded figure. At first it keeps its gaze fixed at her companions, but suddenly turns to face Kal. She cannot see anything beneath the hood, as it is complete darkness. 

    She tries talking to the figure, asking who it is, but the figure doesn’t respond. Instead, it begins moving towards Kal, calmly, raising its hand to touch Kal’s face. When she takes a step back, the figure retreats, and suddenly, without noticing it herself, Kal, Penny and Dandelion all blink, and the figure disappears. Relic, who doesn’t blink, saw it fading away in a split second. Kal scans the area, not finding it anymore, and returns to the rest of the group.

    Penny asks Wanderwood what the figure read as, but it’s not something he recognized, having not seen anything like it before but could sense that it was powerful, dangerous. Fie got close to it once on their travels, and found it to appear to be neither friend, nor enemy, but watching the party. 

    Kal wonders if the darkness around Penny might be the cards that she drew that brought her bad luck, or maybe the curse, or even the contract with Raam. Wanderwood asks about these cards they are talking about, with them explaining about the Deck of Many Things, and Shehemis. He seems intrigued, asking if he can draw a card too. They are reluctant, but allow it, with Penny also expressing a desire to draw another card. They present the deck to him, and he carefully takes one of the cards. He looks at it, asking if anything is supposed to happen, before disappearing in front of their eyes, mid sentence.

    They slightly panic, Penny using a sending spell to send a message, but gets no response. Kal tries to do a commune to check where he ended up, but can’t find out if he is still on the plane, if he is in danger, or if he is outside of Udall's reach. In the confusion, Penny declares that she will draw two cards, one of them making her much better at sharpshooting, which is fitting, considering Harmony, and also, another curse. This time, she has to sleep for a full eight hours to get the benefits of a long rest, and she cannot be awoken.

    Argus and Ira both return from flying around the area, and tell Dandelion that they couldn’t see anything, and just saw Kal speaking into empty space, so apparently the figure only appears to the party. Kal casts a Divination spell, asking what the card that Wanderwood drew did, and is told by Shehemis that the drawer is pulled to a random location and cannot be located or communicated with for 24 hours. He also tells her that he is looking forward to the entertainment

    Continuing Towards the River

    That night, Penny goes to sleep, wanting to have a good night's rest. But someone has another idea. She dreams about being back in her community, sitting around the campfire during one of their summer festivities. Suddenly, everyone disappears, and Penny is left all alone, as the campfire extinguishes itself. A dark figure is standing near the forest, which suddenly grows larger into a white, eyeless face staring down at her. Vuthul speaks to her.

    “You think I forgot about you? I will find you…”

    The dream turns into a nightmare, as she is chased around by his minions, barring her from a good night’s rest. When she wakes in the morning she feels exhausted. When she joins the others for breakfast they notice how tired she looks, so Kal uses a greater restoration on her, helping her a little bit, but Penny still feels tired. Not much to do about it now, so they continue onwards. Before departing, Dandelion wanders through the area to find materials to make some potions of healing, having bought the raw materials they needed before, finding enough to make five.

    As they wander through the forest heading east, they decide to make sure they have some Doom Blooms at home, using them to scry on the garden in order to make them appear there. They see the horses frolicking in the plains, Rod lurking through the grass, but no Arin in sight. Relic makes sure to scry on the flowerbed, but the others in the party don't consider that, so Dandelion will probably have to do some gardening in order to gather the flowers. While walking, Penny mentions that they shouldn’t wait too long to find the blade that Raam told them about, considering the main clue was a waterfall that never froze, and if they wait until summer, it will be too warm to find it. Relic agrees, and thinks they should start looking for it after they have found the Heartwood Staff.

    Dandelion leads the way through the forest, with Penny asking her about all the pretty flowers growing around. Dandelion tells her all their names and what they are good for. Relic tells her about their proper elven scientific names as well. Towards the end of the day, they notice that the forest appears to be more sparsely grown, showing signs of the corruption that plagued the area, slowly being reclaimed. When they reach the river at dusk, they see that the other side appears to be completely dead. Although the corruption is gone, it hasn’t had the chance to heal yet. Relic thinks a well placed fireball might be helpful here. They put up the mansion again, and get a night's rest. Penny makes sure to cast protection from evil and good, which she didn’t have the chance to do last night, allowing her to get a proper long rest.

    Remnants of Evil

    The next morning, after eating breakfast, Dandelion wild shapes into a giant eagle in order to ferry Relic across the river so that he can set off a fireball in order to cleanse the previously corrupted forest, allowing for new trees to grow. The fire starts, and begins to spread quickly. Dandelion and Kal both make a short prayer to Deidama and Udall respectively, hoping that they can help contain the forest fire so it doesn’t spread to the healthy forest. In the distance, a thunder is heard, and lightning strikes further inland, setting more of the forest on fire, but containing its spread.

    Continuing southwards, following where the river flows, they come across a tributary feeding into the river, but the water coming from it looks a bit darker than the rest, clearly not being right. They wonder if the corruption might be returning to the forest, and discuss whether they should follow the tributary to maybe find and stop its source. While they talk, they notice that someone is watching them. In the middle of the river, the head of a woman is sticking out, observing them. Penny and Dandelion both go closer to the riverbed, prompting the mysterious woman to approach, carefully. 

    The woman is a naiad, a water-fey. She tells them that the tributary is poisoning the river, hurting her and her kin. She gives a demonstration by manipulating some of the water, making it rise up. She then tries to do the same with the dark water, but nothing happens. As it is hurting her, she cannot venture up the tributary to find and stop it at its source, and asks the party if they can help. The party asks how long it has been like this, and is told that it was very bad for many years, the river being totally uninhabitable, but about half a year ago, things started to get better, but the tributary continues to plague them. She is separated from the rest of her kin as the tributary poisons the water. 

    They discuss a bit about what to do, and come to an agreement with the naiad that if she can show them the way to the Grove of Eternal Whispers, they will help her. She agrees, albeit reluctantly, clearly having heard of the grove before, but will do what needs to be done in order to fix the river. Dandelion turns herself into a giant eagle and ferries people across. Before they venture further into the corrupted forest, Penny asks what the naiad's name is. She introduces herself as Celandine.

    Dandelion and Penny send in Argus, Ira and Riff to scout ahead, and they report back that there appears to be a small pond, about 2 miles upstream with a sort of pillar in the center of it. It appears to grow vines and thorns, and a green glow emanates from cracks in the stone. They think it sounds similar to the corrupted shrines they have found dedicated to Udall, but will have to get closer before they can determine if there is a connection.

    After about an hour, trekking through difficult terrain consisting of mud and swampland, they reach their destination. The pillar the birds were talking about is oozing water, feeding the tributary. There is an eerie lack of creatures, as no birds or beasts can be seen or heard, clearly wanting to stay away from the area. The party gets the same feeling they did when trekking to the hags to stop them, albeit not as strong. This appears to be a remnant of their doings. Dandelion does a commune with nature, finding there to be several elementals in the area, but on beasts, fey or influences from other planes.

    Penny goes to the tributary, sticking her finger into the water, much to Kal’s protests. It doesn’t hurt her, but she doesn’t think she should take a sip of the water. Penny isn’t really sure what elementals are, and is surprised when told that Ranesh is an elemental, but a different kind than what probably resides here. Relic casts fly on himself, asking to borrow Penny’s monocular. He flies above the water, peering through it, and spots several water weirds and a huge water elemental hidden in the waters below. 

    Kal casts a sending to Thervan, asking if he has a scroll of water walking, hoping it might help, but it’s not something he can provide. Penny asks Morgan for help as well, but he too is rather useless in this. They think about how to approach it, wanting to avoid a fight if they can. Penny thinks that they might be able to just destroy the pillar with a well placed spell, and casts a dispel magic on it from the shore. She concentrates, breaking through the magic, and they all watch as the pillar crumbles, the magic gone. The water flow stops, and the pond and tributary turns a tinge brighter, apparently no longer tainted. The elementals protecting the pillar start making their way down stream as the air seems to become lighter. The party considers themselves lucky they managed to solve the problem without fighting, and starts making their way back to the river.

    Going With the Flow

    When the party reaches the river, Celandine is surrounded by the elementals and water weirds, caught in almost a dance, as they are overjoyed at being freed from the influence. She thanks the party wholeheartedly and tells them that she feels so much better now that the river is safe once more. The party asks if the elementals might be able to give them a ride downstream, and she tells them that it should not be a problem. Penny summons a beautiful boat, allowing the elementals to guide and push it, making this leg of their journey a bit easier. 

    During the ride south, Penny plays a song on her lute and is joined by Celandine singing, with the party enjoying the scenery and ride, thankful that things are going so well. After about five hours, Penny’s magical boat is fading, and they are led to the riverbank where they decide to make camp. The elementals depart, heading back upstream, with Celandine lingering, waving them goodbye. Relic asks if she would like to sleep in their mansion for the night, to which the naiad accepts, albeit a bit curious about her accommodations, as she cannot be out of water for too long. Relic tells her it shouldn’t be a problem.

    Relic summons the mansion, modifying it for their guest, and leads the shambling Celandine inside, as she clearly is uncomfortable with walking on solid earth. Inside she is intrigued by the interior, but finds it a bit disconcerting. Relic leads her to her quarters, a river going in a circle where the training chamber used to be. He has also prepared a small tub where she can join them for breakfast if she wishes. Celandine is thankful for the thoughtfulness, and jumps into her “bed”, but says she cannot be gone from her river for too long, as she is its “voice”. They ask what she calls the river, as Dandelion only knows it as the “South River”. She tells them that their kin calls it the Silvershade River.

    Relic mentions the date, to which Penny says it’s her birthday. The party is surprised, but happy for her, so Kal bakes her a cake which they all share during the evening before retiring. Morgan also sends her a sending, wishing her a happy birthday, hoping that they will meet again soon. After having the cake, the party heads outside to see if they can find where Wanderwood ended up, as 24 hours have passed by now. Dandelion sits down to scry on him, finding him trekking across a barren landscape in the middle of a storm, heading towards a forest. His legs seem to be covered in a few wounds from an attack, and it looks like he is shivering. Dandelion feels bad for him. 

    She asks Kal to send Wanderwood a sending, telling him to find the biggest tree he can find so they can pick him up in the morning, and to ask if he is okay. He seems to be in good spirits, having had a wonderful time, and tells them he will find the biggest tree and wait by it. Afterwards, the party retires for the night, getting a good night’s sleep. 

    Old Wounds

    The next morning Celandine joins the party for breakfast, with Kal making a wide array of various foods and flavors for her to sample. She eats most of the fish, but seems to have a taste for pork as well, basically eating all the bacon she can get her hands on. When they leave the mansion they decide that they should follow the river on foot, as Dandelion did want to feel the earth beneath her feet again. Dandelion heads into the forest to find the biggest tree she can find, and scries on Wanderwood once more. She finds him standing next to a suitable tree, ready to jump inside at a moment’s notice. She casts transport via plants, opening a massive doorway in the tree, spotting the ent on the other side. She gestures for him to hurry, and he makes his way through, safe at last.

    He picks up Dandelion, carrying her back to the riverbed, asking where they are. She tells him they are near the south river, heading towards the grove. Reaching the riverbed, he greets Celandine, them apparently having met before. They both are guardians of their respective domains, and act friendly towards one another. The group points out the wounds on Wanderwoods legs, which he explains was a group of orcs that attacked him, but he chased them away when he threw three of them down a ravine. Relic offers to help, taking out Caduceus. Wanderwood, intrigued, holds out his hand. Relic stabs him, but the ent is resilient enough not to take any damage from it. The magic of the dagger however appears to flow into the hand, healing Wanderwood slightly. Kal, Penny and Dandelion tops him up with a few spells, and in the end he is good as new. 

    It seems that Wanderwood got a taste of adventuring during his endeavor the previous day, saying that he might take a “vacation” of sorts. Penny asks who will take care of the forest in his absence, but apparently there are six other guardian ents that roam the forest, keeping it safe. But first, they have to reach the Grove, so the party continues southwards, Wanderwood heading into the forest to watch for dangers from that edge, with Celandine swimming along the party in the river. Celandine teaches Penny one of her songs, who turns it into a beautiful melody on Harmony while they are traveling.

    During the day, Dandelion can hear something lumbering around in the forest between them and Wanderwood, who is a couple hundred meters inland. She takes a closer look, spotting an owlbear limping along. She tells the party to wait, as she moves closer, with Penny in tow, in case she needs help. Dandelion makes her presence known, holding up her hands so that she shows she doesn’t want to hurt it. When he spots her, it stares at her in agony, then appears to recognize her, asking if the ones who hurt its mom are with her. She recognizes it as one of the cubs she encountered when traveling briefly with the Band of Tempervale, but with a few arrows lodged into its side, apparently having survived an attack.

    She tells the owlbear that she left that group when she realized how bad they were, and is sorry for what happened to its mom, but that she wants to help it get better. She manages to convince the owlbear, who lays itself down onto its side, allowing Dandelion to work on it. Penny calmly approaches, with Dandelion explaining that it is a friend. The owlbear trusts her, and with Penny playing a calming song, Dandelion takes out a dagger and begins cutting away the flesh that has grown around the arrows. 

    After a few minutes, with the owlbear lying on its side, tears pouring out from the pain, Dandelion has managed to remove the arrows. She uses her magic to heal the owlbear, closing the wounds. The owlbear stands back up, stretches out, testing the pain, but happily finds it gone. It thanks the duo for the help, wondering what it shall do now. Dandelion says that they are going to a grove, and then back home, but if it would like, it is more than welcome to join. It appears to be okay with the idea, and joins the duo back to the river. Penny asks what its name is, and it tells them that its mother called it Berry.

    Dandelion introduces Berry to Kal, Relic and Celandine, who greets it in return, albeit Kal is not entirely comfortable with the idea of picking up another companion when they are in the middle of something important. The owls fly down, landing on Dandelion’s shoulders, asking if this is their new brother, but she tells them that they shouldn’t get ahead of themselves. After introducing everyone they continue venturing south towards the grove, eventually having to take another night's rest.

    That night, Celandine tells them that she appreciates having gotten the opportunity to rest in their mansion, but would like to stay in the river for the rest of the journey, as to not grow complacent with luxuries and food that she cannot get a hold of in nature. Relic totally understands, but thanks for the company anyway. The owlbear would also like to stay outside, and goes to sleep next to a tree, as Wanderwood emerges from the woods to rest as well.

    When they all sleep, Penny better than most because of her new condition, Kal has a dream about being back in the snow covered landscape far to the north. She is surrounded by fighting, slaughtering of villagers and rebels fighting back. In front of her stands her enemy, Ildrex. He looks straight at her, and Kal realizes that he’s not just in her dream, he’s talking to her.

    “Why do you resist?”

    Kal asks if he is speaking about resisting his trap, but he asks why she is resisting his goddess. Kal tells him that he is being controlled by her, but he retorts with his opinion that she is being controlled by Udall. She disagrees, saying she does what she wants to do, but he tells her that she is only doing what she is doing because Udall demands it. All Ildrex wants to do is to free her, allow her to be herself. 

    Kal isn’t having it, and since they’re in her dream, she walks up to him, being propped up by the snow so that she is at eye-level with the dragonborn. She demands that he gets the fuck out of her dream, and if she was face to face with him, she would kick his ass. He looks at her with sad eyes, telling her that it’s heartbreaking to see how dominated by Udall she really is. He reiterates that he only wants to help her, to free her, and allow her to reach her full potential. Thunder looms in the distance of her dream. Kal says that if he wants to face her, he only has to get his ass back to Rexendell, and they can have a proper face off. Ildrex laughs at her, saying that when they meet, Yana will finally have her, referring to himself as Yana’s chosen, while Kal being Udall’s acolyte. He then vanishes, having delivered his message. Kal eventually wakes up from her sleep, and makes breakfast.

    The Ward

    During the next day's travel, they encounter a hill giant with a seagull in his hands, asking for the way to the ocean. They say that they can help, asking to see the bird, with Dandelion healing it, allowing it to fly off. The hill giant is overjoyed and thanks the party by patting Dandelion hard on the head, before running back into the forest. Kal thanks the gods for not picking up yet another stray.

    Eventually Celandine stops swimming, and Wanderwood comes lumbering out of the forest, telling them that they have reached their destination. They point to the other side of the river, saying that the Grove should be nearby. Dandelion asks the owlbear if it would like to come with them, to which it agrees. Wanderwood offers to ferry the party across in his arms. They all climb aboard, with the ent picking up Berry, and is carried across. They find that the river is surprisingly deep, with Wanderwood barely being able to stay above water. Safe and secure on the other side, the party thanks the duo for the help. Dandelion takes out a stone from where they cleansed the shrine in the north, carving a symbol into it, before dropping it into the water, telling Celandine that it is a rock from the place she has been furthest away from the forest. Celandine thanks for the offering, and gives the party a boon in return for helping her, allowing them all to be more in touch with nature.

    The ent makes his way across the river, and waves at the party as he departs, with Celandine swimming back upstream to where they came from. Dandelion sits down and does a commune with nature, hoping to find some hints about the path ahead. She finds that there is a powerful plant nearby, as well as many firbolgs in the nearby woods. They decide to venture into the forest, hoping to find the grove eventually. 

    After about an hour of walking, they still haven’t found anything resembling a grove. Also, Penny and Berry are no longer with the party. They look around, and find them wandering in different directions, back where they came from. After Kal shouts at them, they seem to come to, and rejoins the rest of the group. There seems to be some sort of protection, so they decide to use some rope to tie each other together, so as to not lose one another. 

    After another hour of walking, both Penny and Berry are missing again, having taken off the rope, and walked away. Yet again they stop them, and they return. Going forward, Kal decides to walk to the back, so that she can see when it happens again.  And sure enough, Penny starts taking off her rope, but Kal stops her. Penny doesn’t appear to remember starting taking it off, almost like she is in a trance when it happens. Also, Dandelion notices that they appear to be walking in a circle, as they have returned to where they were an hour ago. Relic figures that there is probably a powerful ward surrounding them, and imagines that teleportation and planar travel is impossible. Since they are at the edge of their limit, they need to rest for the evening, but since they cannot use the mansion according to Relic, they will have to watch out for one another.

    They make a rudimentary camp, with Relic putting up an alarm spell so that if anyone moves out of the area, they will be awoken by the sound. Relic sits down to rest, watching over the other party members. After about an hour, everyone except Relic and Penny, who is basically dead, gets up and starts walking away. They are luckily woken by the sound of the alarm, and lie back down to sleep. This happens a few more times during the night, before they realize that this will not be sustainable, so they decide to leave the warded area and instead try again in the morning. Since they have wandered quite far into the forest, they decide to use wind walk to quickly get out before they become too exhausted. Dandelion casts the spell while they stuff Penny’s body into the bag of holding, and they start making the long journey back to the river. Or so they thought.

    After about a minute, they find themselves back at the riverbed. Laughing at how frustrating the ward appears to be after returning from mist form, they just want to get a long rest. Berry is having a hard time getting out of the mistform, so Dandelion guides him inside the mansion where he goes to rest in her chambers. Relic dumps Penny on her bed, and goes to meditate in her chambers, while Kal retires as well.

    After a couple of hours, Penny awakes, being surprised to find herself within the mansion. She wanders around, finding nobody else awake, and then looks outside to see if it is daytime, finding the sun shining between the branches of the trees. After a couple of hours, during which Penny has gorged herself on the pastries that Relic has summoned in the pantry, Relic appears and explains what happened. When Kal and Dandelion wake up, they eat breakfast. Kal uses the mushrooms that Raindrop gave her in the food, knowing it will help against the ward for at least four hours, and feeds them to the whole party, Berry included. They exit the mansion, hoping to have another go at the ward.

    Kal does a short divination spell, hoping to contact Faunus before they enter the woods. The wind starts picking up, and Kal is surrounded by leaves which flow around her as the others watch. Dandelion is proud of Kal opening up to other gods. Kal asks how they will acquire the Heartwood Staff, and gets a response.

    “Either by cleansing or by fire, but you must work together, and not veer from the path.”

    Dandelion asks from a sign from Faunus that it is safe, and finds herself the target of a pinecone that falls from a nearby tree. She smiles, thanking Faunus, before putting it in her bag of holding, rubbing her head where its truck. They then all venture into the woods once more.

    The Grove

    The mushrooms seem to be doing the trick, because the ward doesn’t prove that much of a challenge this time. After a little over an hour, with Dandelion leading the way, they find themselves in the middle of a beautiful verdant grove, filled with various bushes and trees that all carry fruits. Blueberries, strawberries, raspberries, oranges, apples and pears, which all look delicious. In the middle, a small stream carrying the most pure water they have ever seen is flowing, and it all looks very inviting.

    Dandelion takes a step forward, as does Penny, but Kal and Relic both are a bit reserved. Berry runs forward to one of the bushes, and begins eating them. Dandelion goes to taste one of the blueberries, while Penny takes an apple from a tree. It is the most delicious fruit either of them have ever eaten. Berry is also happily eating, smiling at the others.

    Having not seen anyone else, Dandelion starts making her way around one of the hillocks surrounding the grove, and spots a firbolg woman carrying a basket while picking fruits from the trees, eating one as she goes. Dandelion stares at her for a few moments, before the woman turns towards a nearby bush, spotting her, exclaiming in surprise.

    “Oh! Visitors!”

  • Chapter 71: Awakening

    8th-9th of March, 854 TA

    First Contact

    As Dandelion carefully approaches the stranger in front of her, the stranger smiles back at her, exclaiming her joy at having visitors, and begins calling to someone called Sprig. Shortly after, a small child comes running out of the bushes, carrying an apple, running over to the woman. The stranger introduces herself as Starblossom along with her son Sprig. The child asks if Dandelion is coming here to stay, which Dandelion says that she is just passing through. Starblossom asks if Dandelion came alone, or if she came with friends. Dandelion takes her to her companions, to whom Starblossom introduces herself and her son.

    Kal and Relic both decline fruit given by Starblossom, but Penny accepts, and they are all led further into the grove, whilst Starblossom explains that they rarely get visitors considering the powerful wards that surround the area. On the way they pass several smaller buildings and people, most of whom are observing the new arrivals entering their sanctuary. Relic and Dandelion both take note of a kind of entrance that leads into a thicker part of the forest that seems to be guarded by a couple of firbolgs. Kal’s read on the population is that they seem to be genuinely happy, but curious about the non-firbolgs.

    Starblossom takes the party to the largest building in the community, where a tall firbolg man is sitting on the porch, observing the party approaching. He rises, and cheerfully greets the new arrivals, introducing himself as Rootspeaker. He takes his time making a personal introduction with each of the party members, starting with Penny, complimenting her horns, moving on to Relic, having seemingly heard of his kind. He offers his condolences to Kal on her short stature, having not met many humans. Lastly he welcomes Dandelion as the newest member of the community. They are all taken aback at his wording, as it sounds like he thinks that she has come to stay forever. They try to tell him that they are all just passing through, being led to this place in search of something, but he just waves it away, saying that in time they will understand that whatever they need is right here.

    Penny tries to use her subtle magic to read his surface thoughts, but the moment she opens her mind, she feels only pain. Dandelion noticed that something happened, as for a split second, Rootspeaker's eyes darted towards Penny. Concerned, she tries to gleam into the surface thoughts of Starblossom, but all she can think about is how amazing Rootspeaker is as a leader.

    Kal and Dandelion take great offense at his assumptions, saying that they think he is overly enthusiastic about the new arrivals, and reiterate their intentions to move on as soon as they have what they came for. Rootspeaker again reiterates that the grove is a sanctuary from the world, protecting the people from the evil out there. He calls himself the priest of Faunus, and that his avatar on this plane is located within the grove, pointing towards the guarded entrance that they spotted earlier. 

    Dandelion asks if she can go and see Faunus, but Rootspeaker claims that Faunus’ vessel on this plane is quite fragile, and cannot handle more than one visit a day, and claims that he has already come to see him in the morning, but promises that he can take her there in the morning. She tries to say that they should all come, but again, too fragile, so only one visitor at a time, and Rootspeaker has to come along, and he is unwilling to budge on this point. 

    Ultimately, he says that in time they will all be able to see Faunus, as they have reached the end of their journey. Relic asks him to clarify, and Rootspeaker says that anything they need, anything they wish, they can find right here. There is no need to continue on their quest as this is the final stop, and he asks them to give him three days to convince them. If they still feel they don’t belong after that, he promises to lead them back to the outside world.

    Rootspeaker says that it is customary for new arrivals to join in on the communal meal, and says that they will find them accommodations for their stay, but Relic says that they already have a way to rest comfortably, hinting at the magnificent mansion. Rootspeaker just laughs at this, saying that both planar travel and communication with the outside world is blocked by the wards. Other magic should work fine however.

    Before he walks away to prepare their accommodations, they ask Rootspeaker if they have many visitors, but he says that they are few and far between, the last one having arrived almost a year ago. They ask him who it was, and so he describes a female elf with blonde hair and pale skin. They think he might be describing Delphine, as she said she had encountered the grove around that time, but this wasn’t the place for her so he sent her away. He then excuses himself, saying they are free to roam around the grove as long as they don’t try to go to Faunus.

    Something’s Rotten in Faunus’ Forest

    The party is clearly concerned about the situation they find themselves in, as they notice that something is off about Rootspeaker and the people around in general. Penny tells them about the pain she felt trying to read his mind. She tries to look through the monocular, and sees that Rootspeaker appears to be a regular firbolg, nothing about him stands out. What she does find however is that the colors appear to be muted when looking through it, as if there is an illusion running across the entire area, making it appear more vibrant.

    Dandelion uses her detect magic, trying to get a sense of what they are facing here. As she wanders around, focusing on the forbidden area, she can sense a powerful presence of transmutation, abjuration and illusion, while the people appear to be enchanted. The most powerful effects are coming from the area where Faunus resides, but as the entrance is guarded, they cannot investigate. 

    Relic looks around, seeing that there are a lot of children roaming around, and finds them all to have similar features, hinting that they might all be related, possibly an effect of being in such a small community. Penny approaches one of the kids. They don’t seem to be afraid or vary of her, more curious about her weird skin color and her large horns. One of the children, Blossom, tries to tug at her horns, checking if they are real. Penny asks what they do around here for fun. Blossom says that they play in the river, and prank “Father”. She asks who her father is, and she points to Rootspeaker. Penny asks if he is the father of every child, and they all nod, like it’s the most obvious thing in the world. 

    The children say that they do whatever they like, but they aren’t allowed to go into the forbidden grove, otherwise Rootspeaker punishes them. And they don’t have to worry about getting lost, since they will just find themselves back at the grove if they venture too far into the woods. Penny asks if they aren’t curious about going beyond the woods, but they scoff at this, saying that all they need is right here! Slightly disturbed, Penny thanks them for the help, and sends them on the way, and they run away playing with a ball.

    The party reconvenes, away from prying ears, to the situation they find themselves in. Argus and Ira both think this is a great place, and hope they can stay. Berry too thinks this place is great, finding that they are much more relaxed here than outside. The party sighs, seeing that whatever is affecting the people is already taking a hold of their pets. They realize they don’t have much time, and fear that if they stay here for the full three days that Rootspeaker asked for, they too might become victims of whatever is happening.

    Curious about the limitations of the magic in the area, Dandelion prepares to cast a cantrip to check. Seeing this, Penny makes a distraction by playing a song with Harmony for the townsfolk. The performance is excellent, as always, and nobody notices Dandelion experimenting. The spell works fine with no issues or limitations. She then sits down to do a commune with nature, and finds nothing new, the most prevalent being is a large tree nearby.

    Dandelion then decides to wander around the grove to see if she spots any familiar faces. A girl around Dandelion’s age meets her gaze as she walks about, before quickly looking in another direction and then walks away. Dandelion thinks that she looks very familiar, and tries to follow her. On the outskirts of the grove, she finds the girl sitting by a tree next to an older firbolg. They spot her approaching, and Dandelion, who can read lips, sees that he tells her “I want no part of this”, before rising up to leave.

    Dandelion walks up to her, but the girl looks into the forest, saying “I’m not supposed to talk to you”. Seeing her face more clearly, she recognizes the eyes as those belonging to a girl she knew as Acorn, but she and her people left Dandelion’s tribe almost 40 years ago. She sits down next to her, trying to get some answers, as she can tell that Acorn is not affected in the same way as the others in the tribe. The girl tells her that it’s not too late for them, so they should leave as soon as they can. Dandelion wants answers, about Rootspeaker and the grove. Acorn says that Rootspeaker is highly convincing, being able to make people follow his every word. She hasn’t gone to speak to Faunus, having only seen him once when she first arrived, but said it felt wrong, so she retreated. 

    Before she manages to say more, Rootspeaker is standing behind them, asking what they are talking about. Dandelion tries to play it off by saying that they are just catching up, having known each other a long time ago. Rootspeaker seems unconvinced, asking the girl, whom he calls Windwhisper, to run along. Surprisingly, he tells Dandelion that he has changed his mind, and they should go see Faunus now. The only terms that he has is that she has to leave all her items behind, and drink from a waterskin that he produces. He says that the liquid won’t harm her, but is unwilling to allow her friends to examine it first. She asks to at least leave her items with her group, which is fine. He accompanies her back to the others.

    When she hands over her items, Rootspeaker is looming nearby, no allowing them to communicate in private. Penny sends her familiar, Riff, in the shape of a spider, over to Dandelion, telling him to hide so that Rootspeaker doesn’t see it, so that if anything weird happens he can tell them. Rootspeaker doesn’t appear to notice, but Dandelion does of course, allowing him to hide under her collar. 

    She is taken to the entrance, and Rootspeaker presents the waterskin once again, and this time Dandelion takes it without protest, drinking a large swig. Rootspeaker stops her after a few seconds, telling her that it is enough, and that he doesn’t want her to lose her powers permanently. Shocked, Dandelion finds herself unable to feel her powers or spells, being completely powerless. The guards, Oakheart and Thorn both move to the side, allowing Dandelion and Rootspeaker to enter. Kal says to Rootspeaker before they disappear that if he does anything to her, she will destroy him. Rootspeaker tells her that he will not harm her, and they both disappear.

    Faunus

    The way to Faunus is long and claustrophobic, with there seemingly being a natural growth of vines and twigs surrounded by fog that form the labyrinthine-like pathway to the center. Although the path is without detours and dead ends, being a direct way to their destination, Dandelion still fears that she might get lost. Rootspeaker walks behind her confidently, as they venture further into the depths of the fog. After some time, Dandelion is unsure how long, they arrive in the center. In front of her, she sees the visage of Faunus. A large, ancient tree with a face carved into it. 

    Rootspeaker tells her not to speak to the tree, only to him, and to not touch it. Faunus will speak through him, and so allow Dandelion to ask her questions. She looks at the tree in awe, and thinking she sees a slight resemblance, asks if the avatar of Faunus is known as Brónach. Rootspeaker says that “Faunus” does not recognize that name. She asks what he is protecting the grove from, “Faunus” replies that it is protecting it from the outside world, mirroring what Rootspeaker already said. 

    She then asks if it knows of The Forgotten One, and is told that yes, but that danger is contained. Dandelion points out that it is a fragile containment, that she is trying to stop. “Faunus” says that there are bigger dangers than the forgotten one, mainly the influence of people from outside. Dandelion tries to press on, but Rootspeaker compels her to be quiet, saying that she has already asked enough, and that she might hurt “Faunus” by continuing. He tells her that she will forget the last question she asked, and remember that she felt that it truly must be Faunus, and that she is happy to have met him. Dandelion seemingly agrees, shutting her mouth. As they turn to leave, she hears a deep, croaking voice from behind.

    “...Help… me…”

    Rootspeaker looks disturbed, and tells her that she will forget that Faunus ever said anything to her directly. She appears to do so. Luckily, Riff is still with them, seeing and hearing all of it.

    When they finally emerge from the hidden grove, her friends are waiting for them outside. They ask her what she experienced inside, and she tells them that it must have truly been Faunus, as she really felt the connection. Kal is unconvinced, noticing that something is off, summons Stormseeker and holds it out towards Rootspeaker, saying that he did something to Dandelion, and that he will explain himself now, or she will attack. Rootspeaker tells her that she needs to calm down and lower her weapon. Surprisingly, she feels compelled to do so, and does as she is told. Annoyed, Rootspeaker says that considering the tensions that have risen, the group should retire for the evening, pointing to a nearby house, telling one of the guards to lead them there. He says that he will have a meal prepared and sent to them later, but that they should stay inside and away for the rest of the night. 

    When they reach the house, the guard knocks on the door, and the old man Dandelion saw earlier speaking to Windwhisper opens the door, looking at the party, saying that he understands, allowing them to enter, while he goes to lie down on a nearby field of grass by the water. Penny checks around, making sure nobody is lurking around listening in on them, while Relic casts a private sanctum spell, allowing them some privacy. 

    Penny asks Riff what actually happened within, and he relays what he saw, the questions Dandelion asked, and the weird way Rootspeaker erased her memory and made her submissive. Dandelion remembers none of this, so Kal asks Penny to make some diamond dust, so that she can try a greater restoration. Dandelion doesn’t oppose, and as soon as the spell takes effect, the memories come flooding back. Enraged, Kal says they have to do something, as Rootspeaker clearly is quite dangerous. Dandelion suggests sneaking back into the forbidden part of the grove to see “Faunus” themselves, and they agree to use invisibility on Dandelion and let her wild shape into a small animal, while the others hitch a ride in the bag of holding. They have to wait until her powers return though, as she still is under the effect of whatever was in that waterskin.

    Over the next few hours, some women bring over a plate full of steamed and raw vegetables and fruit, but the party knows better than to eat it. Berry looks at the others, quite concerned, while Argus and Ira both think they should still hear Rootspeaker out, as there must have been some misunderstanding. They suggest that Berry maybe should hide nearby, out of sight, while Argus and Ira fly to the tallest tree they find, so that Rootspeaker doesn’t accidentally influence them to reveal what they know. They agree to do so.

    They wonder if Rootspeaker is the cause of the problems or another victim of it, as Kal casts divination, asking how to approach the situation. The response she gets is cryptic, that in order to administer the antidote, they must first remove what is poisoning the people. It is unclear, but they will find out more as soon as they reach “Faunus”. Eventually, Dandelion's powers return to her, and they prepare to sneak out. Penny casts programmed illusion to make it appear that they are resting should anyone check up on them. Relic uses the Arachnostaff to cast invisibility on Dandelion, and they all hop into the bag of holding, as Dandelion ventures into the night as an unseen little mouse.

    Waking a “God”

    Sneaking past the guards is no issue, as they have no way of spotting the invisible intruder. Well within the forbidden grove, Dandelion reverts to her regular form, and allows the others to exit the bag of holding before they suffocate. Confident that they are alone, they continue inwards stealthily, taking their time not to make too much noise. After walking for about half an hour, they reach the slumbering “god”. 

    Relic casts telepathic bond, allowing them to communicate with the tree, as it clearly has issues speaking normally. They ask him who he is, and he tells them that he is “Faunus”, but it feels rehearsed more than earnest. Relic sends images of Brónach and his companions to the tree, hoping to awaken the memories of what they assume is Brónach himself. It appears to work, as he says that Rootspeaker has convinced him that he is Faunus. He can see nothing beyond the branches of the forbidden grove, and Rootspeaker comes to regularly take his tears, which appear to suppress the magic of whoever drinks it somehow. Sadly, Rootspeaker has already taken his tears today, so he cannot provide more. Dandelion asks about the Heartwood Staff, and the tree confirms that it is within his core. If they want to get to it, they will have to release him from his torment, either by fire or some other way. In either case, “Faunus” just wants to be freed from his wooden prison.

    Kal whispers a short prayer to Udall, asking for help to release Brónach from his imprisonment. To everyone’s astonishment, the skies above form dark, thick clouds, and a bolt of lightning suddenly shoots down into the tree. They hear a meek “thank you…”, as the tree catches fire. The party thinks at first that he dies, but the fire appears to work differently, only burning away the tree itself, not the surrounding branches. As the fire subsides, a lone figure is sitting in the place the tree once stood, holding a staff with a green glowing orb on the end.

    The figure starts to shift, rising up, asking the others “when am I?”. The party recognizes the face of Brónach, who astonishingly is still alive. He looks around at the party, recognizing the artifacts of his former companions, and understands that he must have been resting for quite a long time. He doesn’t exactly remember the conversation they just had with him, as he describes it as a sort of long dream, but he can vaguely remember their faces. 

    Brónach tells them that he is the one who placed the wards and protections, as a sanctuary against the agents of Vuthul, but this Rootspeaker must have modified and corrupted them to suit his own needs. Relic telepathically sends him visions of what they have seen of the sanctuary during the day, and Brónach does not like what he sees, saying that someone has to stop him, as he has clearly led the sanctuary to dark places. 

    They follow the path back to the outside, catching Brónach up on what he has missed in his 2000+ year long slumber. He is clearly disturbed that Vuthul is making a reappearance, saying that they have to stop him at all cost. He also thinks that they should have another ally, and walks over to a nearby tree, placing the staff against it, causing it to awaken, and follow them towards the exit. Brónach tells them to go first, and he will emerge, catching Rootspeaker by surprise.

    When they exit, Rootspeaker, ThornOakheart and eight other villagers are standing ready, weapons in hand. Rootspeaker says that he is quite disappointed that they went against his instructions and ventured into the forbidden grove, demanding to know what they did, as they all noticed the lightning strike. Dandelion tries to tell everyone that Rootspeaker is lying to them, and that he must be stopped, but Rootspeaker just tells the gathered people to ignore them, using his powers yet again.

    Dandelion says “You might not believe us, but will you believe him?”. Dandelion takes a step to the side, and Brónach appears, staff in hand. Rootspeaker looks enraged, telling his followers to kill the “false god” and his “heretics”.

    Cleansed by Fire

    The gathered mob springs into action, attacking the awakened tree Brónach summoned, while terrified townsfolk watch from a distance. Rootspeaker fires a flaming bolt at Relic, blinding him, and then tells Penny that she can have a home here, as long as she helps him defeat these intruders. Penny falls under his spell, and attacks her companions. The others try to make her snap out of it by attacking her, but her mind is not strong enough to overcome the influence of Rootspeaker. Brónach summons a spirit totem, much like the ones Dandelion uses, allowing them to better fight the influence, hopefully allowing Penny to be released from her mental bondage. But alas, it is not enough.

    The awakened tree knocks out a few villagers, making sure not to kill them, as does Brónach. Kal, seeing that Penny can’t snap out of the influence herself, uses a greater restoration spell to help her, allowing her to come to. Relic, having regained his vision, attacks Rootspeaker with a chromatic orb, hoping that psychic damage will be enough, but he seems to be quite resistant to it. The two guards use their firbolg magic to turn invisible to get a better strike at the “intruders”, while also casting spells to hinder their movement, but the party is too powerful. 

    Dandelion summons a draconic spirit which gives her resistance to fire, as Rootspeaker appears to be casting fire magic, and sends it to attack him. It gets in a few strikes, but Rootspeaker wild shapes into an air elemental, trying to catch Dandelion with a whirlwind strike. Luckily, she manages to hold her ground. He then flies high above, trying to stay away from the danger, as Brónach has gotten in a good few hits on him.

    Kal uses Stormseeker to strike at Rootspeaker, hitting him hard enough so that he is knocked out of his wild shape, plummeting to the ground. He lies on his back, with Dandelion and the draconic spirit looming over him. Nearby, Brónach and the awakened tree keep knocking out as many as they can, and eventually the final villagers try to run away, seeing that they have no chance of defeating the group.

    Rootspeaker turns himself invisible and tries to crawl away, but Penny spots him, firing a bolt from Harmony, striking him in the chest. Dandelion cannot see him, but tries to use vampiric touch to finish him off, but he manages to wiggle away. She then turns herself invisible as well, allowing others to help. 

    Rootspeaker sees that his entire entourage has fallen, and rises up, yelling at the party in frustration.

    You couldn’t leave well enough alone. Fine then, you will burn with us!

    Having been counterspelled by Relic once before, Rootspeaker uses another hidden step to turn himself invisible, before making the entire area erupt in flames, catching everyone he can see, both friend and foe in it. The flames circle around, before returning back towards Rootspeaker, who embraces it. Several of the gathered mob turns to ashes, as does the awakened tree, but the party remains standing, albeit singed. 

    As the fires die down, they spot the remains of Rootspeaker, lying on the ground, heavily charred, barely clinging on to life. Dandelion calmly walks over to him, leaning down to him. He uses his final words to tell Dandelion that this is all their fault, and they should have listened to him. Dandelion says that he did this to himself. He raises his hand towards Dandelion, who doesn’t pull away, asking her to “protect them”.

    Aftermath

    As Rootspeaker breathes his last breath, Dandelion carefully places his hands on his chest, and places a small rock on them, doing her regular ritual of honoring the dead, no matter what they might have done. She looks at him, solemnly, and is suddenly pushed away by a tearful Starblossom who cradles Rootspeakers dead body as she shouts at Dandelion and the party that they killed him. They appear to still be under his spell, but Brónach leads Dandelion away, saying the effect should fade in time.

    Kal asks if Brónach will remain in the grove, something he says he will do, as this is his home after all. He promises to keep them safe, and that they will come around, given time. He then suggests that they should find some place to talk, and allow the villagers to grieve, no matter how misplaced their allegiances lie. Also, as the party has shown them to be a force not to be reckoned with, he figures that they don’t have to worry about anyone retaliating. Relic suggests returning to the house where they waited, as the private sanctum should still be up. 

    When they return to the house, the illusion of the party resting is still active, with the illusionary Relic putting a finger up to his mouth, suggesting they should be quiet. Penny dispels the illusion, as it is no longer necessary. Bronach sits down, weary, but alive, and tells them that being in the tree form felt like a dream, but not one that allowed him peace or rest. He then turns to Dandelion, saying that she has more use for his staff than he does, at least for now. Dandelion accepts the staff, taking it in her hand. Before letting go, he asks that when her task is done and she has no more need of it, that she return it to him. She promises to do so.

    They spend the next hour talking with Brónach, asking him everything he knows about NezznarMalice and the fight ahead. He confirms their suspicions that Malice and Nezznar are siblings, and that the reason they have managed to live this long is dark magic. Malice in particular was known to use clones so that if she somehow was defeated, she would just return to life in a new body. To finally defeat her, they must find where her clones lie, and destroy them, and then destroy her for good. He does not know where this might be however.

    He also tells them to be mindful of Vuthul when Penny tells him that she accidentally bonded with him for a while, as he tried to recruit his group during the betrayal, but Lirael, the strongest and wisest of them, managed to see through the lies and held them back. They managed to defeat him, but at great cost, sending a mental image of the burial of Maravin, where Udall himself made the grave, while the others observed solemnly. 

    Penny asks if he knows of the blade they have been told about, sending him a mental image of the blade she has seen in her dreams, but he knows nothing about it, but hopes that they pursue the lead, as killing Vuthul will be the only way to end the cycle. They ask why they didn’t do it last time, and he tells them the gods forbade it, as they don’t approve of killing one of their own, no matter what. It does seem however that the gods have come around to this since they have been put on this task.

    Dandelion asks if he knows how they can unlock the true potential of the artifacts, and he suggests that they should make a proper step against Vuthul, to show their devotion to the quest. Finding the blade might be a suitable way to do this. Kal says that she has been told to defeat her former mentor to do the same, but he tells her that is only one of several ways to awaken the artifacts. They are sentient, and can tell the intentions of those who carry them, so as long as they are true to their quest, they will awaken.

    The most important thing to remember about the artifacts is that Vuthul is the god of destruction and decay, and by extension the anti-god of magic. He is resistant to its effects, but the artifacts are what gave them the edge to defeat him during the betrayal, as they ignore this resistance. He also compliments the party on their drowish pronunciation. He clarifies, when seeing their puzzled looks, that “vuthul” means “the forgotten one” in the ancient drow dialect. Things make so much more sense now. To ascend to godhood, Vuthul gave up his name, so to finally defeat him, they might have to give his name back to him. Now they just have to find someone who knows it. Brónach suggests going to where his ascension took place, but is unsure exactly where this is.

    Penny knows it’s a long shot, but asks if he has heard about the Edenflower anyway. He says that he has never seen it himself, but knows that it resides in the Feywild. Considering the artifact she carries, she might have an easier time to acquire it than most. She asks him to clarify, so he tells her that Lirael is the daughter of the Summer Queen. Penny’s jaw drops at this, but realizes that this gives her new hope that she can save her friend, Gleamshroud.

    Brónach turns towards Kal, saying that Udall only takes clerics when they need it, not when he needs them. Maravin was lost, but Udall managed to steer her to the correct path, allowing her to become a hero once more, and it is clear that Udall is trying to do the same with Kal, since Brónach recognizes an aasimar when he sees one. She tells him that she has no desire to return to the light, but he asks her if she does not miss her guidance. She tells him that she enjoys the silence, or at least, she has gotten used to it. Brónach hopes she will change her mind in time.

    Finally, they ask if he knows any way of helping Penny overcome the annoying curses that have been placed on her, referring to her bad luck and forced rest when sleeping. Brónach suggests heading to a god-touched place, as it will allow them to have better luck when asking the gods for help. Kal asks if Maravin’s tomb might be the best place, but Brónach suggests something a bit closer, gesturing for them to follow. 

    They walk out of the wards, finding it quite easy now that Brónach has returned them to their true purpose, allowing anyone to enter, as long as they have no ill intentions towards the sanctuary. Communications should also now be possible, he tells them. After wandering through the woods for a while, they come across a stone circle, and he tells them that this is the place where the Heartwood staff was made when Wanderwood donated one of his branches for it. It should work as well as any other places of power. 

    Brónach turns towards Dandelion, who looks at him, and an understanding passes between the two of them. She takes a step forward, sitting down in the stone circle, placing the staff on her lap, while communing with nature. The staff accepts her as its new wielder, and she can feel her powers grow. She speaks, loud enough for the others to hear without having to shout, that she no longer feels like a seed roaming with the winds, and that she has a new purpose now. One to protect the world, against the coming evil. She relinquishes her old name Dandelion, and instead takes on a new name: Thistlethorn.

    Departing

    After Thistle has done her ritual, she returns to the others, taking note of a fitting tree she can use to quickly return back here when they want to try another divine intervention, before they all head back towards the sanctuary. When they reach it, Thistle shouts for her owls, who come flying down, greeting Brónach, while also expressing their reservations at killing Rootspeaker. Brónach assures them that they will soon realize that the party did the right thing. 

    Before returning, Thistle and Penny both walk over to Berry, who was a good owlbear and stayed out of danger. They ask him what he wants to do now, offering him a place with them. Berry asks if she will make him like the owls, hinting at the awakening spell, and she says she can do that if he wished, but it will be his choice. He says he will have to think about that, but that he would appreciate going with them, as he has nobody else. Thistle laughs at this, telling Penny what he told her. Penny sends a sending spell to Arin, telling her not to be worried, but they are coming home with an owlbear. She notices that the sending spell doesn’t reach its target.

    Panicked, she asks Brónach if the wards still block communications, something he says that they don’t not anymore. She tries to send a sending to Arin’s girlfriend, Jenasking if she has seen Arin. She gets a reply that yes, she did last night, asking if she knows what time it is. Penny sees the first rays of sunshine rising over the treetops, signaling that dawn has arrived. She tells the others that she cannot get a hold of Arin, and that they have to return home immediately. They say their goodbyes to Brónach, who says that he will be here when they need him, before Relic teleports them back home, arriving in the teleportation circle in the basement.

    They try to listen for any sounds in the house above, but hear nothing, apart from Rod lying sleeping on an edge above them. Penny, Dandelion and Kal all hurry upstairs to where Arin usually sleeps, and opens the door, finding her lying in the bed. She wakes, saying she’s surprised to see them back so soon. Penny doesn’t trust it, holding a sword to whomever is lying in the bed, while Kal walks away, trying to cast another sending to Arin. Again, no response, and the message doesn’t get through.

    They ask the person in the bed who they are, but they just try to reiterate that they are Arin. They say to prove it, so she tells them that they rescued them from petrification in the medusae chamber a while back, and took her in. She promises that she is telling the truth. Penny, realizing that dawn has arrived, takes out her pink monocular that has truesight on it, and looks at “Arin”. A pale, hairless, doppelganger stares back at her.


  • Level 14

  • Chapter 72: Breaking the Cutie

    9th-11th of March, 854 TA

    The Doppelganger

    As soon as Penny sees the creature through the monocular, they all see that its disposition changes from a concerned and surprised look to a more annoyed and resigned one. Penny immediately spots a ring on its finger, the same one that the last doppelganger they met had, which caused them to avoid capture through death, and reaches for the hand, trying to pry it off. She wins the struggle, and stands there with the ring in her hand. “Arin” suddenly disappears, and they see the window being broken by the shape of a humanoid, as she bursts through, landing hard on the ground below. Kal bamfs out her wings, managing to slightly extend her jump out the window, grabbing “Arin” before she gets too far away. The others can see that the wings, which previously were dead and boney, have started to get some tiny growths on it, and look a little lighter in color.

    Thistlethorn jumps out after the others, taking out a rope so that they can restrain “Arin”, and finds that Kal seems to be struggling with holding on to the half-elf, and realizes that she disappears from view when they get close enough. She helps with trying to restrain her. Relic opens the door after hearing the breaking window and people falling down, sees the obvious struggle, and so places a wall of force around the entrance, hindering whoever “Arin” is from getting away. The being makes a desperate attempt to confuse the party, taking on the shape of Thistlethorn while trying to daze her at the same time, but Thistlethorn manages to resist, and they both now realize what is actually going on. Penny joins the others, jumping down just as Kal and Thistlethorn manages to pin the shapeshifter under the immovable rod, and although it tries to escape from the bonds by turning into a halfling, it is unsuccessful, and resigns to its fate.

    Even though it is early morning, they want to avoid people seeing, so they decide to take the shapeshifter back inside, carrying it down into the basement. The being asks if it could be allowed to return to its natural, comfortable shape, which the party allows. They suddenly all see the disturbing anonymous shape of a doppelganger. It at first is unwilling to give its name, but when the party makes up rude suggestions, it reveals itself as Vhalak

    The party demands to know what happened to Arin, and Vhalak tells them that she is not with them any more. It apparently dumped the body in the river leading out to sea a few days ago, and so her corpse will probably be found in one of the morgues as an unknown victim of an unknown murder. It assures them that Arin died well, and that there was no pain in her passing. It then asks to be released, but the party obviously is not allowing that to happen. It begins to threaten them with retribution from Malice or Nezznar, but they consider giving it back to them, or maybe even Thervan for experimentation. Vhalak seems disturbed by this, and offers a trade. It will give them information, as long as they let it go freely.

    They spend the next hour interrogating the doppelganger, asking about Malice, Nezznar, their plan, and why everything is happening. Malice and Nezznar are close, too close, considering they are brother and sister. If Malice was to lose Nezznar, Vhalak doesn’t know what she would do, but it would not be pretty. They ask if Malice has any weaknesses, with Vhalak revealing that she uses clones to extend her life and survive. Apparently she recently had to use one of these clones as she suddenly came back all new, but it does not know where or how many she has. It says that it does not know if she has a lair in Ravenforge either. They ask why it is working for Malice, with it saying that when Nezznar was killed by the party in Wave Echo Cave, it ran, and was punished for it, forcing it into Malice’s service. Curious, they ask if it knows who “Tim” is, and shows the image of the doppelganger trio that took the shape of the young stable boy. Vhalak knows of the trio, calling them a group of morons who don't understand what laying low and being careful means. It says that it knows at least one of them is hiding in Elvenroth.

    They ask about why Vuthul, Malice and Nezznar want to destroy all magic, and it just repeats what they have heard several times before, that they want everyone to be equal, since if nobody can use magic, then there can finally be peace and balance. The drows also want to live on the surface, so they have to take away the sun. Relic tries to argue that nobody will have food, but Vhalak counters that there is always fish in the ocean, and the dwarves regularly grow things in caves, so it would be a hard adjustment, but not impossible. People would be allowed to live, and there will be a time when things are difficult, but when that time has come and gone, the world will be perfect. 

    They argue that if they take away magic then beings that require magic will die, but Vhalak laughs at this, saying that they clearly don’t understand how things work. Beings that are “magical” in the sense that they can shapeshift like Vhalak does, or live long lives, are not bound by the weave like spellcasters are. Manipulating the weave is what their followers want to stop, magical creatures would still live and prosper, but nobody can manipulate the weave to their choosing. The party thinks that it is hypocritical that Malice and Nezznar uses magic when they say they want to destroy it, but Vhalak says that it is simply a means to and end, and knows that both Malice and Nezznar will happily give up their magic and even die if it means achieving their goal. 

    The thing Vhalak says that is most concerning is that even though the Key is the easiest way to release Vuthul, it is not the only way. It suspects that Malice is already working on another path, as the Key is still not complete, but knows not how far along she is. It then asks if it has given enough information, but the party is not satisfied. It then makes a final offer; if they allow it to go free, it will tell them where Nezznar’s hiding place is. The party ponders about this, and while this is happening, Penny has gone upstairs to send a sending to Thervan, asking if he can come to mediate the situation. Shortly after, Thervan knocks on the door, with Penny letting him in and bringing him a freshly brewed cup of demon-coffee from the sentient coffee pot. They both head downstairs to hear about the doppelganger’s proposal.

    After hearing what has happened and have been discussed, they agree that it is a tempting offer, but they would need assurances from Vhalak that he will not return to his former masters and live a peaceful life, and not harm people any more. Its word is not good enough, but they all agree that the Geas spell might be the best solution. Thervan says that if he uses his 9th level spell slot, he can make the Geas last indefinitely. They come to an agreement, making sure to word it so that Vhalak cannot harm anyone unless it is to protect itself or others, and not seek out a way to end Geas, and most importantly, not return to its masters. Vhalak agrees, and says that it will take the first ship it can find out of Ravenforge and head south to Krawdoth.

    Thervan stands over Vhalak, uttering the incantation of the spell, and imprints the commands onto the Doppelganger. Kal casts bane on it, making sure that it cannot resist. As the spell takes hold, Vhalak relaxed slightly, asking to be released from its bonds. Penny and Thistlethorn both share a look, and walk over to untie it. As they do, Thistlethorn whispers into its ear that if they ever see them again, they will kill them. If they ever see them with Malice or Nezznar, they will tell them they gave them information. Vhalak gives a short nod, and rises up. It looks around at each person present, and tells them of an abandoned wizards tower near the undying peaks, west of Whitewall, near the sea. There is a dock not far from it. Nezznar used to have his Hearthstone set to that place, but he lost it when the party killed him in Wave Echo Cave. As far as it knows, Nezznar still has his lair there.

    Vhalak asks if it can leave, and is let past. It takes on the shape of Thistlethorn, but she demands that she changes into something else, so it turns into Penny instead. Tired, angry and wanting to get it over with, Penny just tells it to leave. They follow it upstairs and outside, and can see that when Vhalak has gotten a bit further away, it changes to an elderly balding man, and disappears in the distance, heading towards Ravenforge and supposedly the docks there, on its way to its new life.

    Thervan says that he is happy that he could help, but that he has to get back to the castle to continue working, and begins walking back. Penny makes a drawing of what Arin looks like, giving it to Kal, who takes it to the nearby shrine of Udall. Relic uses sending to summon a courier, and Fleetwind arrives, asking how he can be of assistance. Kal gives him the drawing, telling him that they are looking for their friend, and that she can probably be found in one of the morgues. He collects payment, and promises to look, and to return in about eight hours, when the party have gotten their rest. Kal then joins the others, falling asleep after a very long night.

    That night, they all have various dreams and visions about themselves, their past, and potentially their futures.

    Loss

    After Relic has gotten back from his memories, he hears a knock on the door, finding a courier, not the one he sent for previously, standing outside. An elderly looking courier asks if he has reached “the Flock”. Relic sighs, confirming that is supposedly what they call themselves, and is told by the courier that his master, Paton Dutari is requesting their presence in Elvenbridge as soon as possible, as he has a task he needs help with. It will be quite lucrative, and should not take more than 4 or 5 days at the most, if the group is as skilled as he has been told. Relic will relay the request to his companions, and the courier reminds him that this is a time sensitive matter, so hopes that they will arrive soon. He then leaves, and Relic remains contemplating what this could be, while waiting for the others to awaken.

    As they do, there is another knock on the door, and Fleetwind has returned, saying that Arin lies resting in the morgue in the Temple of Mova. Kal thanks him for the information, and tells the others that she has been found. They wonder if they should let Jen, Arin’s girlfriend know, considering they would want to know as well. Penny volunteers to go over to her house.

    It is raining heavily outside, and when Penny arrives she is already soaking wet, even though it is just a couple of houses down the street. She knocks on the door, and Jen is happy to see her, but notices Penny’s gloomy disposition immediately. Penny tells her what happened to Arin, but Jen is in denial, saying that they were together the day before. She tells Jen that it was a doppelganger, and Arin is gone. Jen breaks down, with Penny holding her close in comfort, saying that they are going to try to bring her back. Jen asks, through the tears, if she can help. Penny thinks that she absolutely can, and offers her to come along. Jen gathers her jacket and umbrella, saying goodbye to her cats, before coming with Penny back to the house. 

    Penny uses her creation magic to make a carriage big enough for everyone, while at the same time holding Arin’s body, as they all think they should bring her back home if they are going to try to resurrect her, seeing as resurrection is generally frowned upon. The ride over to the temple of Mova is silent, nobody says a word, Jen just stares at the floor while Thistlethorn and Penny both comfort her.

    Outside the temple, in the rain, they are met by Carlos, who asks if he can be of assistance or if they need a blessing. Kal tells him that they are looking for their friend, holding up the picture Penny drew. He remembers the satyr coming by a few hours ago, and offers to lead them to her. Penny stays behind with Jen, as they don’t think she should see Arin until they have brought her back. 

    On the way down, Carlos tells them that they found her floating in the bay, but were unable to do the usual speak with dead ritual “for obvious reasons”. The party steels themselves as to her state, not wanting to think too much about what Arin has been through. When they reach the morgue, they are led to the side, where Arin lies on a slab, covered by a white sheet. Kal wants to make sure it truly is her, and asks to see her face. What looks back is a grim sight. She is missing a jaw, and her eye has been plucked out. Her skull is cracked open, and there are several lacerations all over. There are also small parts missing, possibly nibbles from fishes who managed to start devouring her before she was found. Thistlethorn deduces that the nibbles definitely came after she passed, but everything else looks to have been inflicted when she was still alive. Enraged by Vhalak’s supposed deception, they ask to have the body wrapped in cloth, and brought out with them. Carlos summons a couple of priests, who helps wrap Arin respectfully, and carries her up to the carriage.

    Penny holds Jen as Arin is brought out, and can see, even through the sheet, that she is in bad shape, as she is clearly missing an arm. They put her in the carriage, and make their way back home. Jen cannot stop staring at the body the whole trip, tears pouring down her cheeks.

    Found

    The party carefully brings Arin’s corpse into the kitchen, finding it to be the most fitting place to attempt the resurrection, as she could usually be found there. Thistlethorn takes Jen to the side, explaining what is about to happen, asking if she would be willing to help bring her back. Jen agrees, and prepares herself to help with the ritual. Penny asks Jen if they had any songs they felt were “their” song, and Jen sings a tune that Penny recognizes is a local song usually played in the taverns. Kal prepares the spell, having gotten a diamond from Penny who used her creation powers to make it. The others carefully unwraps Arin’s body, but keeps her covered by the sheet, exposing only the remaining hand, allowing Jen to hold it.

    Thistlethorn places out some rocks and twigs as a ritual, wanting to have Faunus help guide Arin back, while casting guidance on everyone involved in the ritual. Relic silently observes from the side. Penny begins the contributions when the casting is nearing the end, playing the song that Arin and Jen usually listens to. Kal makes the second contribution, basically demanding that Arin return, so that they can give her a third chance, having already given her a second one. Jen quietly begs her love to return to her, as they promised to grow old together, and she wants her to keep that promise. 

    The spell finishes, and for a split second, they fear that the spell might have failed, but suddenly the cuts and bruises on the hand begin to disappear, and the cloth begins to rise where the other arm was missing. The chest starts moving, and suddenly Arin is gasping for air, rising up, ripping off the sheet, looking around, bewildered. Through labored breathing, she asks what happened, before covering herself up, seeing Jen, and embraces her in a hug. Thistlethorn apologizes for being late, holding a hand on Arin’s shoulders. Arin says that she heard them, asking, nay, demanding she return, while looking at Kal. 

    They ask Arin what happened to her. She tells them that she was just wandering through the streets of Ravenforge after the coronation, and was suddenly taken by a few men. They put a hood on her head, and eventually she was in a dark room, with only herself, a woman, and a terrifying beast that was looking from the side. She described Vhalak, and the woman appears to have been Malice. Vhalak apparently didn’t touch her, Malice did all the torturing. She was strong at first, not wanting to give up any information on her friends, but towards the end, she didn’t have a choice, and apologizes to the party for being weak, but they assure her that it is not her fault. 

    Kal apologizes for threatening Ari during the ritual, but Arin says that she definitely helped, as she doesn’t want to disappoint her. Thistlethorn says that they have found a safe haven for their friends and families, and wants them both to go there to be safe, but Arin says that she is not leaving, this is her home, and Jen can’t just leave her family behind. Jen suggests that maybe Arin get some clothes on, since she is quite exposed as it is. They agree, and so Jen leads Arin up to her room, giving her some privacy. Relic apologizes for the window, promising that he will fix it. While she gets dressed, Relic says that if they are going to stay, then they need some protection, offering to make a simulacrum of himself to stay behind to protect and also help with the research in the castle. Jen’s family runs a gemsmith in town, and offers the party half price off for any gems they need, considering what they have done for her, bringing Arin back to her.

    Relic and Thistlethorn both think this is a great idea and a kind offer, so they head to the shop in the city to pick up what they need for making a simulacrum, with Thistlethorn buying a couple of agates for awakening the tree. Jen’s father, a kind looking elderly man with a big mustache, is told of the situation and is more than happy to help those who help his daughter. Relic buys enough gems to make two simulacrums, just in case. Relic also stops by Scry me a River, purchasing three rods, for the material plane, feywild and the shadowfell, for use with the planar shift spell.

    When they return home, Relic tells the party about the courier that came with the request from Paton Dutari, and they agree that they should at least hear them out, but first they have to secure the house, and make sure to tell their loved ones in the Emerald Earth Sanctuary and Thistlethorn’s tribe that they should make their way towards the grove. They decide to spend the next day on preparing, and then leave the day after, heading first to Emerald Earth, and then to the tribe, before wind walking to Elvenbridge.

    Preparations

    The next day, the party prepares in whatever way they can. Relic takes a hike up the mountain to find enough snow to make his simulacrum, while Thistlethorn sits in the backyard trying to awaken the large oak tree. Penny spends much of the day studying, while Kal heads into town to find something for Arin. Arin and Jen stay in the house, bonding with the newly arrived Berry, having been promised by Thistlethorn that he means well, and will protect the house while they are gone. She also promises Berry that they will bring him with them as soon as Vrendol has found a way to safely carry Berry or their horses during their travels.

    Wandering around, Kal eventually finds what she was looking for in Scry me a River, meeting Vontara Vishara and Lone Candle. She explains what she is looking for, and is sold a ring at quite a discount, considering how highly Lone Candle speaks of the party. Happy with her purchase, Kal returns home, giving Arin the ring. Arin jokes that she hopes Jen doesn’t see this, and is told that it is a ring of animal influence, allowing her three times a day to speak with animals for 10 minutes each. It’s better than nothing, and should help if something were to happen.

    Penny, between studying, decides to head to the castle, as she has been pondering over the dream she had the night before. She dreamt of seeing herself as a human, and combined with her previous dreams, she wants guidance. Armitage meets her near the gates, leading her inside, where Thervan talks with her in his office.

    Penny lays out her concerns and questions, but Thervan is unhelpful. Penny sees that it is not that he doesn’t want to answer, he can’t answer, and that there is more to it than things appear. She asks why he can’t just be straight with her, and he tells her that with things being how they are right now, these are dangerous questions to ask, but he promises that in time he will give her all the answers she needs. He apologizes to Penny for not being more helpful, but gives a small offering in that he and Gleamshroud goes way back. He also offers to set Penny up with a tutor if she wants her studies to go by faster. She happily accepts this, and is told to seek him out when she has the time available.

    Thistlethorn manages to awaken the oak tree, and names him Oakenward, asking him to protect and secure the house while they are gone, making sure to just chase away those that wish them harm, and to try his best to deduce who that might be. Argus and Ira both welcome their new “brother”. Relic also eventually returns in the evening, talking with his simulacrum about their shared knowledge. Arin says that he will need a new name for the duplicate, and Relic offers up the name “Tome”. Arin is happy with this. 

    Before bed, Relic has noticed that Arin is still very affected by her whole ordeal, understandably so, and offers to help. If she wishes, he can modify her memory to remove the bad parts about what happened to her. Arin says that she had trouble sleeping last night, and accepts. Kal helps by using Bane on her, and when they are done, Arin can’t remember the details about what happened, but knows that she died. She immediately returns some of her more cheerful disposition, thanking Relic and Kal for helping her forget.

    The Tour

    The party prepares to leave early the next morning, wanting to not waste too much time, as there are several things they have to do, so they want to get this over with as soon as possible. Relic teleports the group, owls included, to The Emerald Earth Sanctuary, surprising everyone at breakfast. Penny meets with her mother, and explains the situation to her, and the need to keep them safe. She tells them that they want to relocate them temporarily to the Grove of Eternal Whispers, a safe place where nobody can hurt them. Leyla is hesitant at first, but realizes that her daughter is serious. She says that she will talk to the community with Elmwood, and prepare people for leaving the sanctuary for a time. Penny is glad that she sees reason, and gets to meet with her father and Perry, before they have to continue. Penny says that they should be back in no more than five days, and will give them a heads up before they do. Thistlethorn then opens up a portal to her tribe through the big tree, catching the tribe during their morning rituals. 

    Sage is happy to see her return, and is given Galen’s old staff by her, as she has found the Heartwood staff, which will be useful in the coming trials. She explains to Sage that they have to get themselves to the Grove, as they found it and managed to rid it of its malicious influence. Sage gathers everyone around the fire, and has Thistlethorn explain the situation to them in a rousing speech. Penny plays a tune on her lute in the background, inspiring Thistlethorn to do her best, and they manage to convince them that for the time being, they should make their way towards the grove. Sage says that he will lead them there, knowing where it is. He also comments on reports of a nearby forest fire, with Relic confirming that it was them, burning away the dead corruption from the hags, allowing new life to grow. Sage commends them on their wisdom, looking at Thistlethorn with pride, seeing how far she has come.

    Penny takes a moment to approach Gold, asking him how the drugs she gave him previously were. He says that it was quite the ride, asking her to bring him more if she were to come across it. She laughs, and promises to do so. The tribe then begins gathering up their belongings, getting ready to head southeast. Thistlethorn says her goodbyes, and gathers the party around as they get ready to wind walk to Elvenbridge.

    A Dire Situation

    Finding Elvenbridge is easy enough, all roads lead there from where they fly, and soon they see the city in the distance. Built on a hill with a castle on the peak, surrounded by walls and the rest of the city, leading to a large bridge that provides the only crossing of the great river. They see that the roads leading west and north are quite busy, but not a single person can be seen on the road leading east. As they get closer, they see that the city seems to be overflowing with people, so something is definitely going on.

    The party makes their way to the castle, landing on a nearby street. Penny makes sure to do a dramatic entrance with her cloak of billowing, but the entire party gets several looks of awe and surprise, before they continue with their business. Walking up the cobblestone street leading to the castle, they are stopped by a guard, saying that the duke is unable to accept visitors considering the current situation. Relic introduces himself, saying that they are expected, reluctantly giving the name of the group as The Flock. The guard then suddenly apologizes, leading them inside. They notice that this was most likely a royal castle once upon a time, but it has been repurposed to be more of an administrative center, considering there is only one regent in Moroxia.

    Paton Dutari sits behind his large desk, gesturing for the party to sit. He has four chairs put in front of his desk, in preparation for the party, and has his assistant bring in a variety of drinks if they so require. He then explains to the party why he summoned them. He has heard of their various accomplishments, bringing peace to the Thax’ning Tribes, saving the queen from a certain death, and has gotten a reputation of someone who gets stuff done, more often than not from killing monsters. He then asks if they have heard about Gundraag, the Lord of the Black. Penny has heard the name, but Relic knows exactly who it is. An ancient black dragon that makes his home in the Dying Mire to the south of Elvenbridge. 

    Paton continues to explain that they have made offerings to the dragon for many many years, brokering a fragile peace, making sure that he doesn’t attack the city, but for some reason that peace has now been broken, and Gundraag has begun extending his territory, attacking merchants and travelers on the road heading east. Paton wants the party to travel to the Dying Mire, find Gundraag, and either make a new peace, or kill him for good, preferably the latter. 

    He offers them 25000 gold pieces, plus 10 percent of whatever gold they manage to recover from the hoard. Kal says that they are taking precious time away from arguably more important tasks that involves the gods, and asks to take some magic items they find in the horde as well. Paton agrees, as long as they don’t take all of them, as most of his horde have been stolen by merchants and travelers, but considering their mission, he can look the other way if any powerful weapons they might use go “missing”.

    The party agrees, and Paton gives them an advance of 2000 gold pieces, to prove his seriousness. Relic asks if there is an official teleportation circle in the city, but Paton says that there is not, only private ones, telling them that they should seek out Leshanna Lethalas, a local wizard who has her own teleportation circle in her tower. It can be found on the outskirts of the city to the east. Room and board is impossible to find, as all inns are full up due to the overflow of visitors, saying that there is a makeshift shanty town outside the walls. 

    The party shakes the duke’s hand, and makes their leave, heading towards the main road to find the tower. On the way there they think they should look for some protection against acid, as black dragons use it for their breath weapon. On the main street, they see that a couple of tabaxis have put up a makeshift stall. They introduce themselves as Jarvis and Thanos, two brothers who is trying to make their way to Port Emerald, but have been stuck for a while now. The party asks about any potions of acid resistance, which Jarvis happily provides for the low low cost of 1600 gold pieces. He explains that he has already given a discount considering that they are trying to fix the situation. Penny agrees to buy them, and gives on to each member of the party. Jarvis says that they should come back to see them before they leave if they manage to survive the dragon encounter, as they will have another reward for them if they manage to kill Gundraag.

    After their transaction is complete, the party continues eastward, seeing a large wizard tower near the edge of the city.

  • Chapter 73: Dungeons and Dragons

    11th-13th of March, 854 TA

    The Wizards Tower

    The party wanders through the streets of Elvenbridge, getting closer and closer to the tower, passing merchants and refugees on both sides. When they eventually reach their destination on the edge of the city, they are faced with a large metal door at the base of the tower, bearing no handle or discernible way of opening it. The owls take flight as the party knocks on the door to request access. After a few seconds they can hear movement on the other side, and a small part of the door separates, revealing a small creature looking up at them. Relic recognizes the creature as a homunculus. 

    In simple terms, it asks the party why they are knocking on their door. Penny explains that they would like to talk to the wizard Leshanna Lathalas in order to get access to her teleportation circle. The homunculus retreats back inside, closing the door behind it. After a couple more minutes of waiting, the door opens again, this time big enough to allow access to the party, who happily enters. The homunculus servant leads them upstairs to a waiting room, as it heads further up to retrieve his master. 

    Looking around the room the party can see a vast array of furniture, coming from near and far. Thistlethorn is intrigued by a particular chair which is made of a type of wood she has never seen before. It feels cold to the touch, but still has the look of wood. Relic recognizes it as ironwood, a rare tree type which isn’t found in Rexendell. Kal also comes looking at the chair, as Thistlethorn seems to be so intrigued by it, but thinks nothing more of it. Before they get a chance to examine it further, a woman appears, with long red hair and a stern look that could only belong to a woman interrupted in the middle of her busy schedule.

    She asks them what they want, with Penny explaining that they would like to get access to her teleportation circle, as they are in the business of dealing with the ancient black dragon that is plaguing the roads to the east, and would need a quick way to get back to the city after the deed is done. Leshanna looks at the party, thinking about their request, offering up a counter-proposal. Apparently she is in the middle of working on a device, and needs test subjects that are “robust” enough to make it through. Relic asks her to clarify further, but Leshanna says it would be easier to show them.

    She leads them all down into the dungeons of the tower, and as they pass, she tells her homunculus servant, Pippet, to not let any more strays inside the castle, giving him a stern look. Thistlethorn leans down to comfort the creature, seeing that it looks to be terrified of Leshanna, but the wizard turns around asking her not to talk to or touch her servant. Thistlethorn glares back at her, saying that she should be nicer to it, but Leshanna says she has no time for niceties.

    The Device

    When they reach the dungeon they find that Leshanna has excavated a cave even further down, reaching far below the streets above. They eventually reach a large chamber with a platform on the floor, with a smaller stone circle above it. It sparks with raw magical energy, intriguing Relic. Leshanna explains that she has found a pocket of energy beneath the city, something that can only be described as raw natural magic. She is hoping to siphon and channel this energy, unlocking the magical potential that can be found in most creatures that usually goes undiscovered. She needs a test subject to work out the kinks of her machine, and would like one or more of the party to volunteer, as her homunculus servant isn’t the most useful test subject, albeit one she has used extensively. 

    They all look at each other, curious but cautious. Kal asks if people have died because of it, and Thistlethorn wants to know what types of power people have gotten. Leshanna explains that nobody has died, but there have been side effects, explaining that one man got the ability to move stuff with his mind, while also going mad for a time. The telekinetic powers persisted however. Relic is very intrigued by the whole idea, trying to examine the energy emanating from the device, but it is difficult to get more information without going through the process.

    Kal decides to volunteer if it means that they can get access to the circle. Leshanna asks her to remove her armor and items, but she can of course wear her clothes still. After doffing her armor and leaving her items in the hands of her friends, she steps on the platform, as Leshanna reaches down to activate the device. The pain hits immediately, as the party sees the energy starting to course through Kal up and down. She screams, but she can’t hear it herself.

    Penny does her best to help by playing soothing and inspiring music, while Kal tries to withstand the power surging through her. The whole process takes about a quarter of an hour, with Leshanna observing intently. When the process is complete, Leshanna exclaims her satisfaction, while Kal feels drained. She does however get a small effect, being able to absorb magic that targets her, but only once a day. She also feels a bit weaker, permanently.

    Thistle decides that she too would like to try, after Leshanna asks if more would like to have a go. She removes her items, stepping on the podium herself. Leshanna activates the  device once more. Thistle tries to hold on and persevere, but finds that the energy is simply too much, feeling like an ocean trying to force its way through a tiny hole, even with Penny providing inspiration to her, and Kal using an aura of life to protect her. After the process is complete, she collapses to the floor, unconscious. Kal and Penny both rush over to help, finding her alive, but knocked out. After a few seconds she comes to with a splitting headache.

    Satisfied, Leshanna says that they have held up their part of the bargain, and suggests that they should take a short rest before continuing. In the meantime, she offers Penny to come see the teleportation circle, but Penny points out that Relic is the one who would be able to use it. They all head upstairs, as Relic registers the circle on the way, then joining the others in their rest, spending the time to attune to the golemheart core, giving him an extra boost in constitution. Thistlethorn’s headache won’t go away, and she feels quite annoyed at the device doing permanent damage to her.

    After the rest, Relic decides that he wants to have a go at it. Penny stands by, playing music once more, and Leshanna is intrigued to see how a warforged handles going through the device. As she activates the energy, Relic can feel the power surging through him, but finds it surprisingly manageable. Whereas both Kal and Thistlethorn were locked in, unable to do anything other than scream, Relic can be seen observing the device from within, curious at its workings. When the process is complete, he finds himself more resistant to magic.

    Penny, not wanting to be left out, also decides to have a go at it, but isn’t optimistic about the outcome of her test, seeing as nobody can help her by inspiring her. Kal puts up the aura of life once more, as Penny ventures into the machine. When the power activates, she too feels the surge of energy, finding it to be overwhelming, and at the end of the process, she collapses, feeling the pain Thistlethorn felt. Both are now vulnerable to psychic damage.

    Leshanna applauds the party for their efforts, saying that their contribution will allow her to make adjustments, making the process safer the next time, offering both Penny and Thistlethorn to have another go at it if they so please. The party, Thistlethorn in particular, is not happy with Leshanna, saying that she is a horrible person for forcing Pippet to go through that. Leshanna says that Pippet is her property, and so she can do with it what she likes. Pippet just looks down on the floor. Penny says that they would appreciate any help to fight the dragon. Leshanna ponders a bit, then heads up to her office, returning shortly after with a scroll of absorb elements, giving it to Relic. Their business concluded, the party emerges back on the streets, regrouping with Argus and Ira

    Towards the Bog

    Standing in the streets, Kal remembers that they once met a very helpful bear called Sigmund that sold them some cheap and helpful potions. She sends him a sending, asking him where he is and how they can find him. He replies that he is at home, in a small town outside of Arcan City, and that he doesn’t know how to get to her. Kal asks if Relic can get them to Arcan City, but Relic has never been, and warns that a teleportation mishap could send them several thousand miles off course. Penny decides to ask Morgan if he knows of Sigmund and if he can take them to Arcan City. He replies that he can bring them to his hometown, but it is a big place, and doesn’t know how to find the bear. They decide to leave it for another time.

    Not wasting more time, having precious little time left on the wind walk spell they cast earlier in the day, they all turn themselves into fine smoke clouds, taking off to the looks and awes of the surrounding citizens, heading south towards the Dying Mire. After a couple of hours Thistlethorn feels the spell fading,  and begins to descend, prompting the party to follow. They all emerge a few miles north of where the mire starts, near the mountains. Having spent most of the day traveling, and not wanting to exert themselves too much before facing a dragon, they decide to make shelter on the mountainside, using the thermal cubes to keep warm, as they watch for movement and danger.

    Penny takes first watch, as her curse makes her slumber, unable to be awoken, so best get it out of the way quick. She watches the mire, seeing several lights in the distance, and finds something walking in front of them. She imagines that the lights themselves are Will-o’-Wisps, which they have faced before, but is unable to discern what the shadow might be, but it is clearly walking in front of them. Before lying down to rest, she awakens Thistlethorn for the next watch. She sees nothing of note, other than large, heavy clouds approaching silently overhead, bringing a downpour with them. 

    Kal takes the third watch, observing for any sign of danger, or the dragon. They tried to make their presence hidden, but the area is bare, and with few obstacles to hide behind, she feels exposed. Suddenly, a large shadow looms overhead, as a gargantuan black dragon comes flying over them, just barely scraping the tops of whatever trees are around them. Thistlethorn is awoken by the sound, and the party, bar Penny, sees the dragon looking back at them, but continues onwards towards the mire. They follow its path, observing that it seems to land in a heavily fogged area. Most likely where it has its lair.

    Relic takes the final watch, not seeing any approaching dangers, but is quite discouraged by the rain that has arrived, worried that it might impede their progress. When the rest of the party comes to, except for Penny who needs to sleep a few more hours, they prepare breakfast and snacks, getting ready to head out into the mire. Thistlethorn wonders if there is any plant life she can talk to. She also decides to do a commune with nature, finding that there are some powerful undeads in the mire ahead, but no dragons that she can feel. Kal does a divination, asking for advice from Udall. He suggests catching the dragon by surprise, but Kal fears it is too late for that.

    Relic has some reservations, saying that the weather isn’t ideal, and suggests they wait it out, with Kal going as far as suggesting to wait until the dragon leaves its lair, removing its home field advantage. They spend quite a while discussing how to approach the problem, as Thistlethorn feels through her druid powers that the rain isn’t going to let up for many days, and Penny points out that if it knows they are here, then it might not want to leave the lair anyway. She offers to send a sending to the dragon, asking it to come out, but they decide against it. They reluctantly decide to head into the mire, hoping to catch it by surprise anyway.

    The Dying Mire

    When they reach the edge of the mire, Thistlethorn sits down to speak to some of the moss. It tells her that it does sometimes see a large shadowy creature, and the winds flare up around it, but doesn’t know what a dragon is. The moss doesn’t seem to be that useful, but Thistlethorn gets it to tell its friends or family to scream out if they see a large shadow. As she does this, she feels the afterimage of the corruption that once plagued this place, knowing that this is what would have happened to her forest if she had not intervened with her friends.

    The owls are quite nervous about the prospect of entering the mire, and agree to stay back. Thistlethorn says that if something were to happen to them they should head back to Elvenbridge and wait on the top of the wizards tower, but not to speak to her, as she would probably put them through the machine, something Thistlethorn doesn’t want to happen to anyone else. The owls take flight, watching for dangers from above, with Penny sending up Riff to do the same. They then start venturing into the mists, hoping to reach the lair sooner, rather than later.

    The trek is arduous, but Kal casts water walk on all of them, allowing them to walk across the many bodies of water in their way, shortening their travel time immensely. Thistlethorn has pulled out some animals from her bag of tricks, in case they face danger. From overhead the owls and Riff warn of a large looming figure ahead of them. Through the fog, Penny sees what she recognizes as a froghemoth, surrounded by several smaller frog-like beings, holding it on a leash. Not wanting to fight unnecessarily, they decide to let the beings pass in front of them, before continuing. 

    After a couple more hours, the party is surrounded by insects, impeding their ability to stay stealthy. Kal and Thistlethorn quickly come up with an improvised solution, with Kal giving thistle some ingredients to combine with her own. Thistlethorn joins the ingredients in a flask, and as soon as she opens it, the bugs start to flee from the stench of citrus and elderberry. The party smears themselves in the improvised bug repellant, continuing onwards.

    Thistlethorn manages to keep them on the right track, thanks to the help of Argus, Ira and Riff, but suddenly the party finds themselves surrounded by lights that bob gently in the foggy rain. They realize they have wandered straight into a horde of Will-o’-Wisps, and know that they can lure the party into danger. They play it safe, making sure not to look at them, averting their gaze. Kal leads in front, only looking at the ground, as the rest of the party holds on to the person in front of them, with Penny looking through the eyes of Riff to guide them. Suddenly, she holds Kal back, seeing a figure of sorts not 20 feet ahead. It is crouching, and doesn’t seem to have noticed them. 

    As they try to retreat however, they make a little too much noise, and the creature suddenly starts moving, making a horrible croaking sound as it starts to move towards them. Penny recognizes the creature as a Bodak, a terrifying undead that literally eats souls, and can kill people with a glance. She tells them not to look at it, as it moves in to attack. Relic tries to use a lightning bolt through Bimble, managing to take out a couple of Will-o’-Wisps, but the bodak seems to be immune to lightning. The bodak attacks Kal, draining some of her life force, so she desperately tries to banish it. She looks into the face of the undead, managing to hold her composure, and the bodak suddenly disappears with a pop. For all they know it is native to this plane, so taking no chances, they quickly make their escape before it inevitably returns. When they are safely past the field of Will-o’-Wisps, they can finally use their eyes again, seeing that they are getting closer to the lair.

    Around them there seems to be several ruins of long destroyed buildings, and they realize that there must have been a city here at some point. Relic, with his extensive historical knowledge, deduces that this city probably is from the time of the betrayal, so 2500+ years at the minimum, judging by the deterioration and reclamation of the wild. They continue onwards into the city, trying to be as stealthy as possible, but they begin to feel exhaustion creeping up on them, so they decide to make camp. Relic takes out his silverware, summoning the portal to the magnificent mansion, as they all head inside to rest for the night.

    Penny gets some help from Kal with her studies, and creates a gem encrusted bowl out of nothing, allowing them the benefits of a heroes’ feast, to prepare for the fight the next day. Thistlethorn sits in her chambers for a while, to take in the nature that hasn’t been corrupted. They all feast with delicious foods, and retire to their chambers for the night, waking up to a new dawn, ready to take on a dragon.

    The Lair

    When the party emerges from the mansion, Thistlethorn sits down to do another commune with nature, as they are getting closer. She senses a few undead ghouls surrounding them, and also a powerful dragon somewhere to their southwest. She also senses a large building, possibly a temple, in the same direction. Relic deduces that the temple most likely belongs to either Azuna or Adea, and would be a fitting lair for a dragon. They decide to head towards it, trying to be as stealthily as possible to avoid any ghoulish encounters, finding it difficult due to the return of bugs and rats that surround and stalk them. 

    Thistlethorn talks to the beasts, who seem to be entirely devoted to the dragon. She is told that Gundraag will protect them, and no matter how hard she tries to convince them that they can protect them too, they don’t relent. But Thistlethorn has prepared pass without trace, allowing them to more easily approach the lair unnoticed. They eventually reach a temple, surrounded by a thick dead forest, with a small lake next to it.

    They look around carefully, not seeing any signs of a dragon. Thistlethorn sends the owls away as she can sense the trap, while they all walk closer to the temple, downing their potions of acid resistance as they go. There is a staircase leading up to it, and they see that it was once a quite beautiful temple, now deteriorated, only the tower itself still standing, albeit broken at the top. Penny walks in front, taking out her monocular in case the dragon is invisible, but as soon as she steps onto the temple proper, they all hear a voice inside their heads.

    “My, my, visitors. Heading straight for my lair. You must be very brave, or very foolish.”

    Not finding the source of the voice, they decide to converse with it, saying that they are here to stop him pestering the travelers on the road. The dragon replies that he was warned that they might try to stop him, as “she” told him about them. They all realize that Malice has had a hand in these affairs, and is determined to stop him. The dragon grows tired of the conversations, saying that it’s time to get this over with. Gundraag suddenly emerges from the small lake next to the temple, and prepares to destroy the party.

    The Lord of the Black

    The battle is fierce, with the dragon being able to resist most of their attacks on him, either from his thick armor or extremely robust constitution. Thistlethorn had summoned a couple more friends from the bag of tricks, but they are frightened by the imposing figure of the dragon. Gundrag flies high above, out of range from the feeble attacks of the party. 

    Suddenly, large tendrils come sprouting out from the cracks in the temple, restraining Thistlethorn, as Gundraag flies down between Kal and Penny, striking at both of them, managing to grapple Kal, before flying high up into the air with her in his claws. She desperately tries to intimidate the dragon by bamfing out her wings, but Gundraag isn’t impressed. After flying another 80 feet straight up, he drops Kal, but is enraged to find her just slowly falling to the ground due to her feather fall token. Relic in the meantime is pelting the dragon with fire bolts and lightning bolts, but Gundraag manages to resist. 

    The lair rumbles once more, as Penny and one of their furry friends is pulled towards the lake, lying prone on the water. Gundraag then casts circle of death, affecting everyone except for Kal who is too high up. The furry beasts from the bag of tricks all perish due to the necrotic damage, and the party is left to fight Gundraag alone. Penny manages to get in a hit on Gundraag with Harmony, but they have a long way to go to take him down. Kal uses a reverberating jump to get back up to Gundraag’s level, like a dark vengeful angel. Thistlethorn heals Penny, before wildshaping into a young topaz dragon, using the statue they discovered in the tomb of Greenwarden, flying up to face Gundraag as well, but it has descended, wanting to attack Relic.

    Penny tries to get back to the fight, using her performance of creation to make a platform that can take her up into the air. Relic tries to mind spike the dragon, but is counterspelled by it. Relic uses the brief window to get away, but is stopped by a massive pillar of murky water that bursts out from beneath him. Luckily, with water walk, he is just pushed to the top of it, much to the dragon's annoyance. Thistlethorn flies down, using her breath weapon on the black dragon, wounding him, but he retaliates with a tail attack, while also attacking and grabbing Relic, hoping to drop him from a height. Kal uses her now holy weapon to strike at Gundraag, getting in a fine hit, before the dragon ascends to the skies again.

    Penny gives Kal a bardic inspiration, before animating the platform she created, bringing her up and closer to the fight. Gundraag continues flying up, but Relic escapes his grasp by using a dimension door to land on the roof of the tower. He desperately tries to get out of sight from the dragon, climbing down into the broken part of the wall, finding a wealth of gold and treasures within. Standing in the dragon’s horde, he prepares to strike from the shadows. The lair summons a sphere of darkness around Bimble, as the dragon flies towards Kal, ready to strike. He flaps his wings, causing Thistlethorn to fall, but relic luckily uses a feather fall to bring her safely to the ground. Kal is hit by Gudraag, who grabs her, bringing her down to the ground, ending the feather fall effect, once and for all. 

    Desperate, prone, and grappled, Kal does another reverberating jump, landing on Gundraag’s back, holding on for dear life. She manages to get in a critical hit on the dragon’s neck, and Thistlethorn, who eventually is forced out of the wild shape by the dragon’s vicious attacks, also makes her way on top of the dragon, holding on, ready to attack it. They get in a few hits, with Gundraag trying to use his tail to strike at them, getting in a few hits, but not enough to push them off. 

    Seeing that he is losing, he flies high above, away from Relic and Penny, with Thistlethorn and Kal still on his back, and then teleports out of their grasp. Relic casts feather fall on Kal as she falls, which prevented her from falling to the ground, unconscious, but this gives Gundraag an opening to fire at them with his breath weapon. Kal manages to prevent all damage by using her shield, while Thistlethorn manages to resist the brunt of the damage, barely getting singed. The dragon then tries to escape, flying as fast as he can to the north.

    Seeing that their quarry is getting away from them, Penny takes aim with Harmony, firing a final, well placed shot that pierces the dragon’s heart. He goes limp, and falls from the sky into the lake below. In his death throes, he releases a burst of energy, which gives the party the benefits of a long rest immediately. Kal shouts “should have used water walk!” at his corpse.

    As Kal and Thistlethorn descend gracefully, Relic comes down to join them, while Penny, still shocked at her aim, looks at the cindering corpse of the dragon sinking beneath the surface. The Artifacts of Harmony start to change, morph, becoming stronger. Waking up. They realize that they have proven their worth to the gods. They see that Gundraag is emanating something powerful, so they make their way over to claim the power. At the end, they are standing tall in the middle of the lair, weapons held high, and are granted the draconic senses of the dragon, providing blindsight for all. Now all they have to do is go through the horde, before making their way back to civilization.

  • Chapter 74: Seeking Sanctuary

    13th-14th of March, 854 TA

    The Dragon’s Hoard

    As the dust settles and the party has a moment to gather themselves, they realize the impact of what has happened. Defeating an ancient dragon is not an everyday task, and one that is rewarded by a huge boon of absorbing some of the dragon’s dying lifeforce, granting them a new way to look at the world. Kal and Thistlethorn both decide to examine the dragon to see if there is anything of use on it, other than harvesting it for components, while Penny enters the tower itself, joining Relic who is already standing in the middle of a vast treasure trove of gold, platinum and magical items. As Penny opens the door, she sees what was once a symbol of Azuna on the floor, long since deteriorated to be barely recognizable. She ascends the staircase, joining Relic who has already begun sorting through the items to find anything of use. They both realize that this will take some time.

    Kal casts a spell, spreading the murky water, giving her and Thistlethorn access to their fallen foe. A quick examination reveals a couple of coins stuck between the scales on the dragons feet, but no shard of power can be found on it. Thistlethorn takes a closer examination of the dragon, seeing what could be of use. Seeing all the potential useful body parts waiting for them, they both feel they have neither the time nor the expertise to extract it safely, especially not the dragon’s breath pouch. They decide instead to leave the body, as Kal uses a gentle repose on the dragon, placing two copper pieces on its eyes, preserving the body for whomever might come to deal with it. They then both turn towards the tower, as the unclean water claims the corpse once more. As they walk across the platform in front of the tower, they both hear shuffling in water below them, as well as a faint moaning. A group of undead stirs below, but for some reason has not yet emerged. They decide to take care of the treasure first, before ending the undead misery when they are ready to leave.

    As they rejoin their companions they see that Relic and Penny are already hard at work. Relic has already spotted a few interesting boxes and delegates work for each companion to help. He has already moved an old crate to the center of the chamber, a makeshift table to sort through the loot. They find a few valuable art pieces, a box of various potions, a crate of spell scrolls, where a few of them have survived. They also find some useful boots, a nice ring, and another card from the deck of many things. They add it to the pile, wondering what effect it might have. Relic also finds a beautiful elven chain, which can grant him protection without having to use mage armor. They also estimate that there is about 550,000gp worth of coin within, just waiting to be reclaimed by the people of Elvenbridge. Having been promised 10 percent of the gold, as well as another 25,000 on top of that, this short venture has been quite lucrative. Notably, there seems to be little to no magical weapons inside, but Relic isn’t surprised, considering most of this is trade goods. They leave the items they have no use for, and emerge from the tower with what they can carry.

    Before departing, they decide to sneak down the steps to face whatever is below, hopefully preventing another Phandalin, and clearing the area for the forces that inevitably will come to reclaim the wealth within. Having avoided notice, they see a group of eleven ghouls standing further in the chamber. Ancient corpses, reanimated, but grown stuck in the water, unable to move. Penny exclaims how sad it is, prompting the ghouls to spot them, and tries to approach, but is unable to do so. 

    Kal steps up, using her amulet of Udall to destroy the undead, managing to take down all but one. Relic and Penny both use a couple of cantrips on it, but it is persistent. Kal finishes it off by using Stormseeker to throw it at the ghoul, destroying it completely, before the spear fires back into her hand like a bolt of lightning. It finally being safe, they take a quick look through the corpses to see if anyone has anything of value, finding a magical ring of jumping on a detached finger. They take it with them, and return to the surface.

    Before teleporting back to the city, Kal casts a sending to Thervan, asking him if he would like to harvest an ancient black dragon. He replies that he would very much like the opportunity to do so, and so scries on the party to get a look at the area. For the first time ever, the party can see the scrying itself, appearing as a small orb floating around them. Kal points to the lake, telling Thervan that it is submerged and under the effect of a gentle repose, giving him ten days to claim it before it begins to deteriorate. Kal only asks that she gets a prime cut of the meat to cook with, to which the scrying orb nods. As it disappears, they gather around Relic, who has already told Leshanna Lathalas that they are on their way, and they all disappear in a whirlwind of dust, muck and blood from the fallen dragon.

    Due Rewards

    Emerging from the teleport circle, the group decides not to linger too long, as Leshanna probably is quite busy with her work. When they exit the chamber and reach the staircase, Pippet is lurking at the top of the stairs, looking quite scared and meek, even more so than the last time they saw him. They give him a polite wave, which only prompts him to scuttle away, terrified. Thistlethorn thinks it’s horrible that Leashanna treats him as she does, but Relic points out their life forces are connected, so she can do with him what she pleases. She still doesn’t like it.

    Outside it is pouring down, just like in the swamp. The group make their way through the crowds, finding Jarvis and Thanos where they left them. Jarvis happily greets the party, making sure to avoid the rain by staying below cover, asking if the party were successful. When they confirm, he claps his paws together, thanking them for their assistance. He then asks to borrow Kal’s bag of holding, mentioning that he couldn’t help notice that not all of them had a bag of holding. He opens it, takes out a small box from below the desk, taking out three small bags which he puts into the bag of holding, telling them to leave them in the bag for at least an hour, and when they take them out they should be able to access the bag of holding from the connected pouches, as long as they are within 60 feet of Kal. 

    The party happily thanks both the tabaxi for their gift, with Thistlethorn giving them each a rock she has collected on their journeys, explaining where each rock came from. Thanos is less than impressed, but happy to be able to move on to Port Emerald  the next morning, when the weather should clear, looking for a ship to take them south. They also tell Penny that she reminds them of their mother, another tiefling called Karen. She apparently was very kind and loved by them, but the brothers hated that they weren’t allowed to leave the house, so when they got old enough, they ran away. 

    After this, they continue to make their way through the crowd, reaching the castle. Within, Paton Dutari is waiting for them, and is overjoyed from hearing of their success. He profusely thanks the party, and after hearing of how much gold they estimate could be recovered and how to find the lair, he leaves the office to fetch their rewards. They look on the various paintings on the wall, all previous rulers and dukes of Elvenbridge, everyone with a close family resemblance to Paton himself. Thistlethorn takes the opportunity to hide a small rock on one of his bookshelves, before the duke returns, flanked by a couple of guards holding a large chest filled with platinum.

    As he sits down in his chair, Paton comments that he was happy that the recommendation was not misplaced, and that he spent some time asking around about their exploits before reaching out. Kal asks who recommended them, and he says that it was the weirdest thing. A woman in a cloak, who neglected showing her face suddenly came into his office one day, suggesting that he should seek them out. She was wearing gloves, but she could clearly tell that her hair was pale white. The party all share a look, thinking that it must be Malice, or at least someone close to her. They tell Paton that this woman was most likely trying to lure them into a trap, something Paton clearly is disturbed by, suggesting that he knew nothing of the plot.

    Before leaving, Kal asks if the duke knows of any shrines needing assistance in the area, or places acting abnormally. He thinks for a bit, telling them that the coast to the west has become quite unruly lately, but is unsure what the cause is. The party has already heard rumors about this, and decides that it is time to fix it before it goes too far, but first they have to protect their families. They say their goodbyes and thanks the duke for the gold, before exiting the castle. 

    Before heading out, Kal returns to the tabaxi brothers, asking if they have any feather tokens for sale. They look at their stock which is currently being carried onto a cart behind their tent, pointing out that they mostly deal in potions, but any magic shops should have what they need, or be able to make it quickly. She thanks them again, and returns to the others, who are waiting near one of the trees that overlook the main road. Thistlethorn asks where they should go first, to the Sanctuary or if they should go find Kal’s family. Kal seems hesitant to speak of her family, but thinks she could manage to face them in time, saying:

    “I’ve faced dragons, I’m sure I can face my family.”

    They decide to give her some time, and opens a portal to The Emerald Earth Sanctuary first, getting Penny’s family to safety.

    Emptying the Emerald

    Stepping out of the portal, they find themselves in a much finer weather, with the sun shining through the clouds, being met by both Leyla and Elmwood who comes running over to greet Penny. The group looks around, finding that most inhabitants seem prepared to leave, with rucksacks and bags sitting outside their homes, ready to leave on a moment’s notice. Leyla says that they are ready to leave, but is unsure how to do it. Thistlethorn says they will have to be quick, as the portal they plan to use is only open for a few seconds. 

    Penny’s mother tells the people of the sanctuary what is to happen, preparing a group who converges near the tree, ready to run. Perry and Raindrop are among the first, along with a mix of people, both young and elderly. Kal sends a sending to Brónach, telling him that they are sending the first group now. The portal opens, and the people run though. Thistlethorn sees that they should be able to send everyone the next day when she has managed to regain some of her spell slots, so they decide to sleep in the sanctuary for the night.

    While waiting, they go about their business, preparing for the path ahead. Kal and Thistlethorn head into the forest to find some more Underroot Mushrooms. With Kal’s help pointing out what to look for, they are able to acquire enough for at least a single meal which can feed the whole group. Meanwhile, Relic spends less than half an hour transcribing the scrolls they found into his spellbook, something that would have taken anyone else hours at the very least.

    Penny, taking some time to herself, wanders into the forest to return to her tree, where she used to speak to Gleamshroud. She finds it to be the same as when she left it, nothing has been disturbed, so she sits down in it, reminiscing of simpler times. She suddenly realizes that something is wrong, and feels watched. Nearby she senses another scrying orb peering at her. She does her best to pretend like she doesn’t notice it, and after a few minutes it disappears.

    She tells this to the rest of the party, as they meet in the evening to eat. Kal has taken it upon herself to feed the community, and manages to do a great job at it, with everyone quite happy with her cooking. She is also much more disciplined, cleaning up after herself and taking great care of maintaining her tools. As they sit and eat, they notice another orb appearing, this time closer to Thistlethorn. They all once again pretend not to notice it, but Thistlethorn isn’t the most subtle person in the world. It too disappears after a few minutes. 

    Wondering who it might be, and considering it scried on Thistle, who is quite strong of will, and not easy to scry on, they think that it has to either be someone who knows them quite well, or someone who is extremely powerful. Kal decides to do a commune, asking Udall if he can shed some light(ning) on the mystery. What he can tell them is disappointingly little, as he does not know if it someone with ill intentions, an entity they know of, but most disturbingly, Udall seems unclear about who or what is actually doing it.

    As no more scrying orbs appear for the rest of their evening, they decide to have a good night's sleep. Penny makes sure to warn her parents about her condition when she sleeps, promising them that she is alive. Elmwood, seeing his daughters unconscious, dead looking body, panics, and feels for a pulse, claiming to find one, but if he says this to comfort himself or not is unclear.

    Asking For Help

    The next morning, Thistlethorn wastes no time, sending the remaining people through a couple of more portals onwards to the Grove of Eternal Whispers. Penny looks around, finding that the sanctuary feels hollow without people. Not wanting to linger too long, they debate whether they should head onwards to Eilian to get some more feather tokens, or if they should go straight to the corrupted shrine to fix it. Kal says that she would like to protect her family now, saying they need to get to Centahelm, but they have no way of getting there. 

    Penny, knowing that Morgan has a ring of teleportation and that he has been to Centahelm, decides to contact him through the sending stone, asking if he can help them. She gets a reply that he certainly can help, and will be there shortly, along with Trixie. A whirlwind of dust springs up next to them, with Morgan and Trixie appearing in the magical effect. Trixie runs to meet her friend, tackling her to the ground, prompting laughs from Morgan. 

    The party explains the situation to the pair, telling them that they would very much like them too to go to the grove if they can, as the group cannot be sure that Morgan and Trixie are safe in the current situation. They look at each other grimly, and agree to go, but first they have to help Kal’s family. Morgan gathers everyone around him, and casts a spell from his ring. No mishaps later, and they emerge in the streets of Centahelm. Both Kal and Penny immediately recognize the smell of the ocean and fishing, and sees a sign of a tavern called the Belching Beholder. Kal tells them all to wait there, as she goes to face her family.

    Facing the Folks

    Kal wanders through the streets, knowing exactly where her family lives. Turning a corner, she spots the familiar facade of the house she grew up in, almost the same as when she left it, bar a new coat of paint on the outside. She stands outside the front door, building up the courage, eventually finding just enough to knock. She hears movement inside, and sees the door creak open. The elderly woman meets her eyes, and her welcoming smile vanishes. She stares at her daughter, who has returned after all these years. 

    “Hi mom.”

    Smack. Her mother, Ilvasaria, slaps Kal across the face, who takes it in stride. She then suddenly grabs her by the shoulders, dragging her into a hug, embracing a daughter she never thought she would see again. She tearfully asks where she has been, with Kal also feeling a few tears falling down her own cheeks as well. Before Kal gets a chance to answer, her mother takes a closer look at her daughter, saying that she looks all wrong. Her skin is all pale, and her lovely golden hair is now bone white. Her eyes even are not the beautiful blue she remembers, but she recognizes her daughter still. She takes Kal inside, yelling to the rest of the family, Kal’s father, Ylder, and one of her brothers, Indrel, who cannot believe that she has returned.

    They sit together in the kitchen, with her mother preparing to eat, taking out whatever she can find, clearly stressing, as if Kal will just disappear once more. Kal helps her, calming her down. They all ask what has happened to her. She simply responds that she went to war, and didn’t return as she left. She says she did horrible things, but her mother says that her Kalyssandra would never do something bad. Her brother looks at her in disbelief, clearly having come to terms with his sister never coming back. 

    Kal turns morose again, saying she believes she should have died in the war on account of her actions, and that she didn’t deserve this. She feels she doesn’t deserve to see her family again. They ask what has happened in more detail, and so Kal explains the broad strokes, saying she and her companions took down an ancient dragon yesterday. She also tells them of her journey, having learned to cook in the army, and continuing honing her craft in Jasperset. Her mother starts rambling, saying that’s not far from where her other brother, Valerion, has been, maybe she saw him, but she tells him that they didn’t meet. Her mother tells her that he is currently in Port Emerald. Kal says they have to go get him. 

    Kal then reveals that the reason she looks so different is that she isn’t entirely human. Both her father and brother seem confused by this, but her mother gives a knowing look to her father, before saying she always suspected, considering that she was always a bit different growing up. In addition, while pregnant, she had a dream of a beautiful pale woman coming to her, telling her to raise her as “theirs”, referring to herself and Kal’s birth mother. Kal says that she has a suspicion of who it might be, but tells her mother to promise never to tell that to Penny.

    Kal says that she always knew that she was different, as she had a voice in her head telling her what to do, and guiding her in her life. Kal’s mother suggests it might have been her other mother, but Kal refuses to believe this, because she just left her, and she doesn’t understand why she would do that if she truly loved her. She reveals to them that what she is is known as an aasimar. Indrel have heard of them, seeming astounded that his sister is a half celestial, and begins to wonder if he himself is an aasimar, but she assures him that he is not, otherwise he would have known by now.

    She explains the situation in more detail, saying that she is a cleric of Udall, and that they are currently in conflict with an ancient god who wishes to do them harm, and so she wants her family to relocate temporarily to a safe place where the evil god cannot get to them. Ilvasaria says that they can be ready quite quick, they just have to get “Philip” to look after the house, and make a few preparations, but a few hours should suffice. 

    As this happens, the rest of the party is sitting in the tavern, waiting for Kal to return, hopefully with her family. Suddenly, just as Thistlethorn has gotten her warm milk with honey, they see a small orb appear around them, looking around for something or someone, before disappearing. Sensing danger, they begin to move into the street.

    Back in the house, Kal senses a scrying orb behind her. Panicking, she summons a fog cloud to obfuscate her family, telling them to get out quick. They make their way out, while Kal faces down the orb who has moved up to her face now. Her family clear and waiting outside, she summons her necrotic shroud, warning it that she won’t let it hurt her family, clearly making an impact on whomever is behind the scrying, as the orb recoils. It then vanishes. Kal drops the fog cloud, retreating her wings, and joins the rest of her family who is standing outside on the streets, confused.

    Before she gets a chance to say anything more, she hears the telltale sound of a teleport from within. Through the window, she can see the face of Lord Falric, the death knight who murdered the king, smiling back at her. She yells to her family to flee.

  • The Three Knights

    RelicPennyThistlethornTrixie and Morgan all immediately run out of the tavern in search of trouble, realizing that something bad is about to happen. Around them people are going about their day as normal, oblivious to the danger looming. Penny sends forth Riff to look for any sign of disturbance, but there seems to be nothing amiss at the moment. 

    Meanwhile, at Kal’s home, Lord Falric steps out the door, staring down her family, telling Kal that she should have taken Malice’s offer of giving her the key, then her family would be spared. Now they will take them from her. Smiling, he takes out his dark blade and begins walking towards Kal, her motherfather and brother, with a dark look in his eye.

    Morgan, casts a sending to Kal, asking her where she is, as they sense that something is up. She tells him to go north, up the road, and that there is a death knight after them. Morgan takes off running towards her, Trixie close behind, with Relic yelling at the townsfolk to get to cover. But they don’t get far before they hear another being teleport into the tavern behind them. Stepping out the door, Penny, Relic and Thistlethorn all recognize the deathly visage of Lord Vaelen, holding his soul-stealing axe, moving in to hinder their rescue. He glares at Penny, frightening her, but she manages to ward off his attacks with a shield spell. 

    Kal tells her family to run to the tavern, before casting an Aura of Life to protect them, while asking Udall for help with his blessing. They all start running, but Lord Falric follows close behind, dragging Ylder back towards him, forcing Kal to stop. The Death Knight rushes up to her, stabbing her with his blade, but she remains steadfast, using her wrath of the storm to send him backwards. 

    The rest of the party runs towards Kal, away from Lord Vaelen, but another figure suddenly teleports in from a nearby roof. Lady Ar'alani, with her bow in hand, takes aim at the group, managing to restrain a few of them with her hail of arrows bringing forth vines holding them in place, killing a few commoners who were running for safety. Relic uses a Dimension Door to get closer to Kal, but Ar’alani tries to counter it. Relic manages to successfully counter her counterspell, and gets closer. Thistlethorn takes out her bag of tricks, hoping to get someone to help, bringing forth a badger, who takes off running towards Kal. She then Misty Steps after it, escaping the restraining vines that were holding her back.

    Meanwhile, Lord Vaelen looms over Penny, ready to make another attack, but she manages to get away from him just as Trixie casts a shatter at him, taking out Riff who had descended to help his mistress. Vaelen glares at Trixie, who also becomes affected by his frightening visage. Morgan casts a Beacon of Hope, to protect Penny and Trixie, before running after Thistlethorn, Trixie and Penny tries to run away, to join the others in order to escape. 

    Lady Ar’alani misty steps down from the roof, taking a more hands on approach. The badger Thistlethorn summoned runs up to her, trying to bite her leg, but is unable to get a good hold. The death knight kills it with her dagger, before taking aim at Thistlethorn, who disappears, banished for a few seconds. She then takes aim at Relic, who she knows is a dangerous foe on the battlefield, wounding him greatly.

    Lord Falric calmly walks past Kal towards her family, who are now in the middle of the battlefield, trying to run away through a side alley. Kal strikes at him as he passes, but he parries it, making a swipe at her as he does, and then goes to do an attack on Relic. He holds up his sword, which begins to glow in a sickly dark energy, before bringing it down on the warforged wizard. The entire chest gets cleaved open, revealing the inner workings, as Lord Falric slays Relic, killing him. He then moves over to Kal’s mother Ilvasaria, hitting her with the pommel of his sword, knocking her out. He then prepares to take her away.

    While this is happening, way down the road, Penny and Trixie both tries to deal with Lord Vaelen, who continues to pummel Penny. Penny’s contingency she had put in place goes off, healing the wounds inflicted by the death knight, as they try to run away from him, both out of fear and desperation.

    Kal, desperate to save her mother and her friend, Relic, activates her armor, bending time around her, allowing her to both revivify Relic, and heal her mother. Ylder and Indrel both try to drag Ilvasaria away from the death knight, as Kal strikes him with Stormseeker, flinging him backwards, but Lord Falric telekinetically drags her back to him. He knocks her out once more, and then picks her up on his shoulder, getting ready to escape. 

    Thistlethorn, finally back from her banishment, sees her only chance, summoning a bear totem, granting all her allies around her a bunch of temporary hit points, while Morgan heals her of her wounds. Relic steps forth, having been brought back to life by Kal, sees her mother on Lord Falric’s shoulders, and decides to cast a disintegration ray at the death knight. He doesn’t manage to evade it, wounding him greatly. They see now that the death knight is getting desperate, and they realize that they might just be able to win. Ylder and Indrel both see their family being taken, but wisely decides to back away.

    Lord Falric looks back at his pursuers, casting a sphere of death and fire at them, before running away down a backstreet. Ar’alani moves over to Indrel and Ylder, trying to charm them to run away with her, but they manage to resist the spell. In anger, she stabs Indrel, but he manages to survive the strike, thanks to Thistlethorn’s bear totem. 

    Penny and Trixie both manage to shake the fright of Lord Valen’s visage, as he abandons them in order to help the other members of the Dread Enclave, but Penny animates a nearby mannequin that was abandoned by a fleeing citizen, who then attacks Lord Vaelen. Morgan sees the approaching death knight, and in a desperate attempt to stop him casts Vicious Mockery at him. The death knight actually succumbs to this, and begins to laugh maniacally while standing on all fours. 

    Lord Falric continues to move down the alley, but is stopped as Thistlethorn summons a draconic spirit to hinder his path. It tries to drag Ilvasaria out of his grasp, but the death knight is too strong. He then proceeds to knock Kal’s mother out once more, as the dragon attacks him with its breath weapon, but it is of little effect. 

    Relic, being greatly wounded and seeing his chance, approaches Indrel and Ylder, telling them that they need to come with him if they want to live, and then teleports away to the grove with both of them. Ar’alani tries to counter the spell, but is unsuccessful. In anger, she instead looks back at Kal and Thistlethorn who is pursuing Lord Falric down an alley. She takes aim with her bow, releasing a flurry of arrows that greatly wounds both Thistlethorn and Kal enough so that they both go down. 

    Thistlethorn is banished once more, but Kal manages to remain, albeit down. To everyone’s surprise, four giant beasts suddenly appear around them, and they look mighty angry at the death knights. As Thistlethorn is knocked out, her draconic spirit disappears, but a giant elk now stands in its place. Lord Falric takes a swipe at it, managing to decapitate its head from its body, and begins to walk away. Now nothing stands between him and a safe escape with Kal’s mother.

    Penny has now taken flight, and told her animated mannequin to leave Lord Vaelen alone, as he is already out of the fight, and instead go attack the other death knights. She flies to a nearby roof, seeing Lord Falric running away, but he is flanked by the elks who are trying to ram him and Lady Ar’alani, who is running after Lord Falric to help. Trixie runs over to where Kal lies unconscious, using a Healing Word to bring her back. Kal, seeing Penny on the roof staring at what she assumes is Lord Falric, uses a reverberating jump to get closer, wounding Lady Ar’alani and a couple of the elks in the process, seeing no other choice. 

    Lady Ar’alani takes a shot at Penny, blinding her, in order to prevent her from countering Falric’s escape, not knowing that Penny, along with the entire party, has acquired blindsight from Gundraag’s defeat. Penny flies closer to Lord Falric, casts a banishing smite as she takes aim at the death knight, and hits. Lord Falric suddenly disappears, and Kal’s mother falls to the ground, still unconscious.

    Morgan, seeing Thistlethorn reappear from her banishment, albeit unconscious, decides to heal her with a cure wounds spell, yelling at everyone to come to him. Thistlethorn gets up, and moves as fast as she can over to where Kal is staring, activating her gift from Faunus, and casts a mass cure wounds. Lady Ar’alani tries to counterspell it, but once more is unsuccessful in this. Kal’s mother awakens, and sees her daughter strike at the Death Knight, who is being flanked by two giant elks, and runs past them to Morgan, after Kal tells her to run.

    Back in the main street, Lord Valen has managed to finally shake off the effect of the vicious mockery, and has begun to move towards his companions once more, but is stopped by a giant elk. He takes a swipe at it with his axe, killing it in a single blow, but sees that Lord Falric is gone, and Lady Ar’alani is surrounded, so he reluctantly decides to plane shift away. Lady Ar’alani looks back at Kal, telling her they will see them again soon enough, and also flees the fight. The rest of the group runs as fast as they can towards Morgan, and just as the owls reach them, they teleport away to Port Emerald at Ilvasaria’s behest before Lord Falric gets a chance to return from his banishment.

    Port Emerald

    Morgan manages to safely get them to the coastal city of Port Emerald, and they are met with the busy port, ships approaching and departing, with a lot of activity on the harbour of goods and shipments being offloaded and loaded onto various ships. Everyone looks worse for wear, and so they get a few looks at passing citizens wondering what has happened to them, but more importantly, they’re safe. 

    Kal asks her mother where her brother is, but her mother is unsure. The only thing she knows is that she works for the Cain family, who is working with the administration of the city itself. Kal and Penny both recognize the name Cain from Ansgar, and assume that she is referring to Owyn Cain, a local politician who has been working to oppose the rampant corruption in the city. 

    Penny stops a random passerby, asking if he knows where the Cain’s family residence is. The elderly man says he knows not where they live, but their offices are to the south, pointing to a large building taller than any surrounding it near the coast. Penny thanks the man with a gold coin, and so the man expresses his gratitude, before hiding the coin before any cutpurses sees it. They then begin to move towards the offices.

    Getting there, they find a large building, maybe a repurposed temple, that appears to be open to the public. Inside they are greeted by a large entrance hall filled with visitors, and in the center, by a desk, Valerion Merwen is working on some parchments. Not looking up, he asks how he can help them, but Kal just says his name, prompting him to lift his head, coming face to face with his sister after several years. He is surprised to find her there, and even more surprised to see his mother with several bruises on her face.

    Kal quickly tries to explain the situation, and that they have to leave as soon as possible, but Valerion tells her that he can’t just abandon his post, as people need him. Her intense glare is enough to convince him otherwise. He tells the party that he just has to talk to Owyn about the situation. Kal tells him to be brief, as he walks back to a chamber, approaching an elderly man who the party immediately sees must be Ansgar Cain’s father. Thistlethorn can read lips, and sees that Owyn understands the importance of what is happening, allowing him to go, but not before embracing him in a hug, wishing his pupil good luck. They sense that Owyn and Valerion trust each other, so separating him from his duties is hard, but necessary. 

    He then returns to the party, asking where they are going, but Kal is unwilling to divulge this in front of everyone. Penny, just to be sure, takes out her monocular, looking at Valerion, finding that he appears to be himself, but looking around the offices, she sees that a single changeling is posing as a young woman, cataloguing a bunch of books. Penny gets solemn for a moment, remembering Fie, but says nothing to the party, other than that they’re clear. Valerion leads them outside to a back alley, with Morgan teleporting to the grove by using the small rock he got from Thistlethorn.

    Safety

    The party emerges from the teleport on the outskirts of the grove, near the river where they rested before venturing into the woods. They make their way through, with Penny doing her best to calm Ilvasaria and Valerion to the best of her ability, assuring them that they are safe now. After a few minutes, they see the grove appear between the trees, with Relic sitting with Ylder and Indrel, assuring them that the others will be back. They spot the arrivals, and run over to embrace each other as a family, dragging Kal into it as well.

    Penny sees her mother and father there too, who also comes running over, with Thistlethorn’s tribe also having safely arrived there. They all gather with their loved ones, happy to know that they are all safe for now. Eventually Brónach comes wandering over, standing next to Relic, saying that he has truly found a loving and caring group of adventurers to travel with. 

    Brónach tells the party that the spell that Rootspeaker had over them has vaned, and wanted to extend their gratitude to the party. They all say that there is nothing to apologize for, as they couldn’t help their actions. They decide to take the rest of the day to rest in the sanctuary, before heading out the next day, as they have a shrine nearby that needs cleansing. Morgan offers to teleport them there, so that they don’t expend too many resources before they have to.

    During the day, Sprig, the son of Starblossom comes to each of the party members, offering a flower, saying that his mother is sorry for her outburst, and see now what has happened. They all forgive them without question, much to the joy of the young firbolg. Thistlethorn at one point takes Penny’s arm and goes to Brónach, asking if he has a way of removing the effect they are plagued with, referring to the incident with the arcane experiments of Leshanna Lathalas, leaving Penny and Thistlethorn both vulnerable to psychic damage. After examining them he regrets to inform that he is unable to reverse it, but assures them that it is temporary, and if they really want to be rid of it, they do have a cleric in the party, and a god touched place where a divine intervention would be more effective. They reluctantly come to terms with their situation, thinking about what they should do. They then spend the rest of the evening taking things easy in order to prepare best for the next day's activities.

  • Chapter 76: Beyond the Sea

    14th-16th of March, 854 TA

    Winding Down

    Recovering from their close encounter with The Dread Enclave, the party takes the rest of the day to recuperate and relax with their families as best as they can. Penny helps her aunt Valthrae adjust to their new temporary home by using a programmed illusion to make it more resemble her home back in The Emerald Earth Sanctuary, much to her appreciation. Thistlethorn has a heartfelt one on one with her blood-father who promises to look out for everyone as long as she looks out for herself, while Kal has a moment with her brother Valerion, explaining what is happening and who she really is. None of them can give any guarantees about how long they have to stay here until it’s safe, but it seems like their families understand the danger.

    After having a good night’s rest, the party gets up bright and early to head north to the god touched place where Faunus granted Brónach the Heartwood Staff, in order to attempt a divine intervention to cure some of the ailments that plagues some members of the party, knowing that the chances are higher there. Morgan joins them, as he promised to help them teleport to their next destination in order to help them save on resources. The whole community says goodbye to the party, hoping they will return soon. On their way out, Hawk wishes them luck, saying that Thistlethorn is much braver than he is for doing what she is doing.

    Reaching the stone circle, Kal sits down in the middle of it to try to get more attuned to the place, hoping it will bring her success, but it soon becomes apparent that the gods are too preoccupied to help at the moment. Frustrated, she does a commune and divination, hoping to learn how long Thistlethorn and Penny will have to endure their lingering effects from Leshanna Lathalas’ experiments. She realizes that it should vanish in a fortnight. Which is a lifetime when it comes to their current situation, but she figures that she can just try again later.

    Penny, curious and frustrated, decides to draw a card from the Deck of Many Things, hoping to get something that can help her in a way. She draws a card, seeing three masks on the cover, before the card vanishes. She instinctively knows that she can erase an event that has happened to her, potentially removing one of the curses that have befallen her. She considers what she will do, but decides to bide her time, realizing that she must do something before too long, lest she loses the effect. Kal, inspired, decides to also draw from the deck, pulling a card, finding a picture of the sun on it. Suddenly, her body starts to shift, as her legs grows slightly longer, while also her arms gains small fins on them. Her body is now faster and more versatile in water. 

    Morgan sees this, and warns the party not to dabble too much in the Deck, having heard of the dangers it poses. Penny offers him to draw a card, but he declines, thankfully. As there is no more to do for them in the forest for now, Morgan asks if they are ready to depart. Kal picks up a small rock from the shrine itself, giving it to Relic, so that they can swiftly return here if needed. Thistlethorn offers up a replacement rock for the shrine, which Kal puts in place. Everyone gathers around Morgan, as he casts a teleportation spell, sending them towards their destination.

    Kal, between their destinations, get a vision of where they are meant to go. She stands at the top of a cliff in the middle of the storm. Peering down she sees a large boulder sticking out of the water, as a marker of sorts, while a large cave opening directly below her leads into what she suspects is the shrine itself. She begins to fall, but before she reaches the water the vision ends.

    The Shrine

    Emerging from the teleport, everyone realizes that they are off-target. In the middle of a massive storm, the air is electric and wet, while visibility is poor from all the water flowing and splashing around them, while the dark storm above blots out the sun. Relic begins to sink, so Kal thinks quickly, using her Storm Stride spell to get them towards the coast, grabbing hold of everyone, as they are dragged across the sky on a bolt of lightning, ending up at the bottom of the rocky cliffs, drenched and shaken.

    The party considers how they will venture forth, after Kal tells them about the vision she had of their destination. Morgan says that if she would be able to explain in detail what their destination looks like he might have a better chance of getting them there. Relic says to hold on, sitting down to cast a spell. After 10 minutes, everyone is sharing a telepathic bond, allowing Kal to convey exactly what she saw. With a better view of their target, Morgan casts another teleport spell, and they end up standing outside the massive shrine.

    Near the opening, a large standing stone looms over them. A massive part of it is missing, and the rest of the standing stone is barely holding itself upright through magical means. But where they previously have seen and felt the emanation of magical energy, faith, there is nothing. The standing stone is dead, and can only be brought back to life if the missing piece is replaced. 

    All of them notice movement from further inside the cave, and with their darkvision, Kal, Penny and Thistlethorn all see two figures huddled behind a couple of braziers that are standing in front of a large statue of what they assume is Udall. Penny sends in Riff to get a closer look, and sees that the figures are dragonborns. Finding that the groups requests for the figures to make themselves known go unanswered, Kal uses thaumaturgy to give herself a booming voice, demanding that the figures within reveal themselves in the name of Udall. Morgan takes a que and decides to leave the party, as it seems they have it handled.

    The two dragonborns come closer to the edge, weapons drawn, demanding proof that Kal is a cleric of Udall. Weary and annoyed, Kal requests assistance from her god, who grants it by shooting down a bolt of lightning from the storm above, making its way inside the cave, and setting the two braziers that stand behind the dragonborns alight. This seems to calm them down, and so they descend to join the rest of the group, introducing themselves as Sarthis and Kaelira Flameheart, siblings, and Rangers of the Wild.

    The rangers know not what destroyed the shrine, or how to fix it. They explain that they came here with a bigger group, but the rest of their group have been taken by some fanatics that appear to be a type of fish people. They came every other night, dragging away whomever they could get their hands on, unconscious. The rangers started out as a group of five, but the siblings are all that remain. 

    Kal approaches the destroyed standing stone, putting her hand on it to get a feel of whatever has happened. She gets a vision, like a flashback, where she sees a massive tentacled monstrosity emerging from the calm sea outside in the night, making its way to the shrine, before slamming its tentacles into it, shattering it, and then dragging away a large part of it. She relays the images of this using the telepathic bond. Both Thistlethorn and Relic recognize it as a kraken, albeit not a fully grown one, only an adolescent. The most disturbing part is that it seemed to be covered in dark chains bound together by an arcane looking lock. Something is terribly wrong.

    Meeting the Natives

    The rangers suddenly get more weary of their surroundings, readying their weapons. “They are returning” they say to the group, as they move to get in position. Outside, the others can hear several footsteps from a large crowd of people making their way down the rocky edges of the cliffs towards the shrine. The Kuo-Toa emerges, shouting at the group and rangers, seemingly displeased with the intrusion.

    The head Kuo-Toa casts spirit guardians on themselves, stepping forward while shouting something at the party. A fight breaks out, but the Kuo-Toa has seemingly bitten off more than they can chew. Sarthis gets greatly wounded in the fight and has to retreat, with his sister looking over him, while the rest of the party deals with the invaders. Although they shout for reinforcements that appear from the coast, the party has no issue dealing with these beings, who was hoping that their sheer numbers would be enough to deal with whomever had entered this place. In the end, most of the Kuo-Toa lies dead, fried or bludgeoned to death by the party’s various spells, while the head priest has been badgered by a moonbeam, lightning bolt, arrows, before finally being taken out by a well placed spear to the eye by Kal. His death prompts the rest of them to flee, but a lieutenant of sorts which had placed himself between Thistlethorn and Penny gets trapped in a web cast by Relic, and is forced to surrender.

    Kal casts tongues on herself, and begins to interrogate the captured fanatical Kuo-Toa. Apparently he and his people refer to the Kraken guardian as the “Provider”. He seems to fear the Kraken as far as Penny can tell with her detect thoughts, but is unable to peer deeper into his mind. He turns to Penny, saying that she dabbles inside her mind like the Provider does.  He goes on to explain that the Provider has been “cured of his madness”, by being its own master, not a slave to Udall, pointing at the statue. He seems to hint that this shrine originally belonged to his people, but it was taken from them, and with the Provider “cured”, they are finally free again, and have come to reclaim it. 

    The group explains that they must have been deceived, asking who has told them these things. He says that the “silver haired squid” was the one who “freed” the Provider from his bonds. The party immediately realize that Nezznar is involved in this, and that they have to reverse it, otherwise things can go very bad if the Kraken is allowed to roam freely under his control. 

    Penny steps outside, using disguise self to turn herself into Malice, and then walks back inside, thanking the Kuo-Toa for his service, but that he is even more enslaved now than he was before. He seems to buy it, and is convinced by the party that he must warn the rest of his tribe to leave the shrine alone, telling them that they face only death by opposing the will of Udall, pointing out the massacre of the Kuo-Toa that has happened around them. He tells them how to reach the place where they sacrifice to the Provider, before being allowed to leave, taking the corpse of their leader with him.

    As they have no magic prepared that can help them venture into the depths, they decide to stay in the cave for the night, and prepare better in the morning. Relic opens up the magnificent mansion, making a guest rooms for their dragonborn companions, before venturing inside to rest. Penny spends a few hours on the coast trying to find some nice seashells, but finds only broken ones due to the storm. She instead finds some beautiful rocks that have been polished by the ocean, deciding to give one to Thistlethorn. 

    Thistlethorn spends some time looking for pretty rocks herself inside the cave, coming across what appears to be broken pieces of the shrine itself. She discovers that she can piece together the shrine to a certain degree by placing fallen stones back where they belonged, being held aloft magically. After finishing with the stones she found, she sees the large piece missing to complete the shrine, but now they don’t have to worry about that later.

    Kal sits down next to the statue of Udall, between the two lit braziers, casting a legend lore in order to learn more about the Kraken guardian. She is pulled into Udall’s domain, who regales the tale of the Kraken.

    “Velyria, the young guardian of the Shrine of Udall, is a century-old daughter of the legendary Immortal Kraken, whose name reverberates through the eons as the sovereign of The Sea of Faces. Though youthful, Velyria embodies the promise and might of her ancient lineage, steadfast in her sacred duty beneath the tranquil waves.”

    She tries to cast a divination in order to get some guidance for how to release Velyria from her bonds, but gets a little helpful reply that she has to remove the chains. This she had already figured out herself. She eventually joins the others inside the magnificent mansion to kill time until dawn.

    Inside, they get to have a more personal talk with the dragonborn siblings. Apparently they know of Granny, having spoken to her a few times, who has told them of her previous adventuring party. They offer to give Granny a message from them if they wish. They tell them that they miss her, and hope she is happy with whatever she is up to now.

    More disturbingly, they tell of several villages and hamlets having been attacked and destroyed by drow attacks. Apparently several places have been attacked at night, with the drow forces kidnapping or killing villagers, before retreating underground. The queen seemingly is trying to keep quiet about it, sending out troops to from nearby strongholds to protect exposed settlements, but there are too many to cover them all. Disturbingly, Chasten Crossing have also been attacked, where they found Chester, with most villagers being taken or killed.

    Penny asks the party why the officials of Ravenforge decided to hold the execution of Glasstaff at dusk, instead of high noon which is the custom. They all give each other a look of concern, realizing the weirdness of the circumstances. Penny sends Thervan a message, asking who made that call. He is unsure, but promises to look into it, asking if she suspects foul play. She replies that she thinks it’s suspicious, considering they knew of the drow. Thervan agrees, and promises to look into it.

    Kal tells the others of what she learned from the legend lore on Velyria. The Immortal Kraken that the lore refers to is a well known titan below the Sea of Faces, who only attacks when provoked, because he knows he will always win. Sadly, a few brave or foolish souls regularly seeks him out to kill him, forcing him to defend himself, reinforcing his reputation of violence. 

    Into The Sea

    The next day, having prepared spells to help them out, that can be useful in an underwater scenario, they set out to the coast, leaving Argus and Ira behind to look over the shrine with Sarthis and Kaelira, who awaits their return. Thistlethorn casts a spell allowing them all to breathe underwater, while Penny turns her familiar into a tiny squid. Thistlethorn then wild shapes into a giant octopus, taking hold of each of her companions and sets out into the depths.

    They have gotten some vague directions form the Kuo-Toa that they captured, but luckily, Thistlethorns new form is more than suited for this environment. After several miles underwater, they reach the first waypoint that the Kuo-Toa spoke of. A shipwreck, split in half, bearing the name “Paragon”. Seemingly a merchant vessel, it met with a grim fate long ago, having already been plundered by whomever came across it. Penny uses her wand of adventuring to seek out hidden compartments, finding one in the captains quarters. Once trapped, now inert, she opens the compartment, finding a healthy pile of platinum and gold within. She pockets it, as the party continues onwards towards the next marker.

    After some time, heading west away from the coast, they come across the distinctive hooked stone that their guide described. Thistlethorn realizes that they should be fairly close now, and so clings to the stone after releasing her companions, before reverting to her normal form. She places herself on top of it, taking out a few stones from her bag of holding, casting a ritual of commune with nature. To their south, an underwater village, most likely the Kuo-Toa lies, with several people within. To their west, a large coral reef, their final marker, can be found, along with several sharks and water elementals. To their north, a massive whale is drifting calmly through the deep.

    Knowing that there are potential enemies ahead, they decide to take a stealthy approach. Thistlethorn casts pass without trace, allowing them to sneak past, through shipwrecks and fields of kelp, while a massive shark floats by unknowing above them, flanked by several smaller sharks. They thank their lucky stars that they managed to evade them, and continue onwards. 

    Eventually they reach the coral reef, and see that it appears to be of a rainbow coloration, quite distinctive, but their eyes are not accustomed to this underwater environment, and so they do not get to enjoy its true splendor. In either case, they see their destination ahead of them. A large crevasse stretches into the depths. Before they get a chance to move closer, a large shadow appears over them. The guardian, Velyria swims past them about 40-50 feet above, ignorant of their presence. She makes her way through the crevasse, before disappearing into a tunnel further ahead.

    The party looks at each other, and confirm that they all saw the arcane locks bore the rune of the Forgotten One on them. Confirmation on who has been interfering with the shrine once again. They sneak stealthily ahead, not disturbing the ocean floor other than to pick up pretty rocks and shells, before making their way through the crevasse, finding the opening to a tunnel, which they enter. Darkness surrounds them, but they see light ahead of them, emerging from the end of the tunnel, and their quarry.

  • Chapter 77: The Kraken's Shadow

    16th of March, 854 TA

    The Guardian

    The party carefully makes their way through the tunnel, towards the opening on the other side. Kal briefly considers to cast some spells to prepare the group for the inevitable combat they are about to face, but stops as both she and Thistlethorn notice water elementals floating on the edges of the tunnel. Not wanting to wake them, she keeps her spells to herself, making both Relic and Penny aware of the dangers lurking in the periphery. But, thanks to Thistlethorn’s pass without trace, they manage to sneak past the elementals without notice. Soon, they find themselves at the bottom of a large ravine, spanning hundreds of meters in each direction, while above they see the flashes of lightning strikes penetrating the surface.

    They carefully and quietly swim upwards towards the edge, hoping to catch the kraken off guard, passing skeletons of various animals and bits and pieces of whatever shipwrecks have been unfortunate enough to get into the kraken’s territory. Approaching the edge, they stop, and carefully peer over it, watching for dangers, finding a large natural nest for the guardian, protected from all sides by rocky underwater cliffs.

    The runes of the arcane locks glow with a soft, green light, revealing the guardian’s position. She is trying to rest, but the party can hear the thumps resonating from the locks, which must be disturbing her sleep. It doesn’t appear that she has noticed them, so they decide to make a plan. As they do not want to hurt Velyria, the kraken, they decide to sneak up to her, casting some spells at the chains while she is unaware of their presence, hoping to get them all before she has a chance to do anything.

    Penny, using her book of sorcery, quietly casts invisibility on Kal and Thistlethorn, while Riff sneaks up to the guardian along the ocean floor, trying to act natural. Kal and Thistlethorn manage to reach Velyria, but just as they are about to deliver the spells, Relic shifts a rock, alerting the kraken that something is wrong. In a panic, Thistlethorn lets off her spell, managing to break one of the shackles. As it disintegrates, the fragments coalesce into three shadows that stare at her, as her invisibility drops. 

    Kal, invisible, puts her hand on Velyria, asking her to return to Udall. The kraken, in a panic, looks around, clearly in pain, while Kal delivers the second spell, breaking another chain, this time summoning four more shadows. The kraken, frightened, summons a large cloud of poisonous ink, and tries to avoid the attackers, but they unfortunately for her have the ability to see through the cloud to some degree. 

    Penny begins playing a motivational tune, granting the party increased mobility and protection while they can hear her, while the shadows focus on the two who released them from their task. They surround the firbolg and the aasimar, draining them of their strength. Relic rises from the ravine, attacking a couple of the shadows, but finds his attacks to be ineffective. They all find that the inc cloud that surrounds them is poisoning them, so they try to move away, but can’t without having the shadows drain them even further.

    The lair awakens, summoning a whirlpool, catching both Relic and Penny within it. Thistlethorn summons a bear totem, granting everyone apart from Relic some temporary hit points, hoping to stop anyone from dying, while also bolstering their strength. The kraken sees its opening and tries to get away from her assailants, lashing out at Kal and Thistlethorn, before attempting to flee. She is struck by another greater restoration from the firbolg, breaking another chain. This time, seven more shadows appear, and they begin to hear whispering from them.

    Kal, being a cleric, decides to do away with a few of the shadows, using a turn undead to vanquish them. She manages to destroy half of them, with the other half striking back at them, this time also attacking Penny, who has managed to escape from the whirlpool. As the kraken calls down lightning from the storm above, wounding the party, she yells out in celestial.

    “...Help… me…”

    One of the shadows who are draining Penny of her strength taunts her, by saying that she should return to him. She decides to retaliate by using a vicious mockery on it, giving some psychic damage while also distracting him, as she tries to get away. As she has been targeted harshly by the shadows, she can feel that she doesn’t have much more strength to give, and manages to get away from it, thanks to her distraction. Relic, in the meantime, has found the kraken hiding in the ink cloud, and tries to hit the final arcane lock that remains. The spell hits true, but it is not enough to shatter it. The kraken feels this, sending more lightning strikes at the party, while trying to escape further into the cloud of poisonous ink. Thistle, not seeing much more she can do, changes her totem to that of a unicorn, allowing her to heal everyone in the party at the same time.

    Kal tries to strike out at even more of the shadows by casting spiritual guardians, greatly hurting her foes that are weak to the radiant energy that now surrounds her. Relic makes a final attempt at the arcane lock, hitting the kraken from across the cloud of ink, and they can all hear a great shattering. The cloud of ink disperses, and they see the guardian slowly descend to the bottom of the ocean, unconscious. The broken chains coalesce into eleven more shadows that turn their eyes at the party.

    Free of the corruption of the evil god, the lair now turns against the shadows, summoning a whirlpool to catch them where they linger, getting about half of them, while Kal moves in to clean up the rest with her spiritual guardians. Riff is destroyed by the whirlpool, conveying a single thought to Penny as he passes: “Hurt.”  

    As she faces down the shadow that has been taunting her while draining her strength, she has a choice. Succumb, and be free of the contract with Raam, or persevere, and fight to the end. She decides on the latter, sending out a prismatic spray at most of the remaining shadows, making sure not to hit Kal who is in their midst. The one in front of her is blinded, but she manages to greatly wound the rest of them, although not enough to take them down completely. Seems like these shadows are way more robust than the ones they have previously faced.

    Thistlethorn swims up next to Penny, using a greater restoration in order to bring back her strength. Relic appears next to her as well, shooting out a radiant lightning bolt, taking down most of the remaining shadows. The lair gives a single boon to the party, making the remaining shadow vulnerable to lightning. Kal moves up close to it, takes out Stormseeker, telling it to return to his master, and to tell him they’re coming for him. The shadow replies that “He will be waiting”before Kal strikes him down.

    Aftermath

    With the danger over, the whirlpools dissipate, and the remnants of the shadows drift quietly down to the bottom of the ocean floor. The party descends to the kraken, Kal allowing her armor to sink her down slowly. The guardian seems to be alive, albeit unresponsive. Deep wounds tell the tale of the chains that bound her, with Thistlethorn and Penny both using healing spells on her, closing some of them. Kal uses a greater restoration on herself, bringing her back to full strength, before doing the same to the kraken.

    The guardians eyes open up, and she looks around in a panic. She talks to Kal, in celestial, saying that she is surprised, but happy that the party helped her. Kal tells her that they need to restore the shrine, which triggers the guardian who looks around in a panic, before desperately starting to dig for something. The party realizes that she is searching for the missing piece, so they decide to help look for it.

    Penny stays close to the kraken, finding a pretty shell, but Kal, while searching through the sediment, comes across a big dark stone. Thistlethorn comes over, helping clear away the debris. They get the attention of the kraken, who turns to them, and hurries over to carefully take the stone. She looks at it like a child looking at a broken toy, and they can see the pain in her eyes, as she recounts what she did while under his control. The party can now understand her, as she speaks to them telepathically in common, and tries to tell her that it wasn’t her fault, but the pain persists. Resolute, Velyria hides the stone among her tentacles, while carefully taking hold of each of the party members, as she shoots upwards and then eastwards, back to the shrine.

    As they are carried with great speed towards the coast, the party sees that the ocean surface is calm. The storm is over, and rays of sunlight can be seen peering through the scattering clouds. When they finally reach their destination, they see the dragonborn siblings, Sarthis and Kaelira readying their weapons at the approaching titan, but the party assures them that it is safe. 

    The guardian looks over at the destroyed shrine, and recounts her memories, feeling like she wanted to destroy it, that she hated Udall, and that she did a good thing. Kal and the others assure her that she wasn’t herself, and so shouldn’t blame herself. She looks at them, with great sadness, but seems to accept their words, although it may take time before she properly can absorb them. She carefully takes out the missing piece, and hands it to Kal. Thistlethorn casts guidance, while Penny begins playing music to inspire her, as Kal accepts it. Valyria carefully makes her way back to the ocean, saying that she is unworthy of repairing the damage she has done. Kal gives her a final kind goodbye as the guardian disappears beneath the surface.

    Kal makes her way over to the shrine, and with the assistance of the dragonborns, manages to replace the stone into the shrine. The magic that was gone returns, and it begins to repair itself. Kal can feel the faith beginning to flow through it once more. Behind them, they suddenly hear the sound of stone grinding against stone, as the statue of Udall in the back of the cave begins to move. Argus and Ira, who was using him to sit on, fly down to Thistlethorn.

    The statue expresses great pleasure at the party managing to save yet another of his shrines, and offers them a boon for their help. He reaches out his hand towards them, with water emanating from it, drenching the party. Relic feels the power of lightning within him, having finally been granted the blessing of Udall, while the others get a boon of waterwalking, allowing them to shift between different bodies of water.

    The dragonborns wonder what happened, seemingly not having noticed that the statue moved or spoke, but Relic figures that it wasn’t for them to see. They compliment the party for saving the shrine, saying that they realized they were successful when the storm suddenly stopped in a heartbeat. They ask if they were able to recover the bodies of their fallen, but the party disappoints them, saying they didn’t have time. Relic send a sending to the Kuo-Toa they interrogated, asking if the other rangers are alive. He replies that none survived. Penny sends another sending, begging them to bring back the bodies at least, which the Kuo-Toa accepts, saying they will be brought back at noon the next day.

    As their business is concluded, Relic asks if everyone is ready to return, preparing to teleport them back. The siblings thank the party once more, wishing them luck on their further adventures, promising to bring word of them to Granny, complimenting their strong companionship. Argus remarks that it is nice to be part of a group, surprising the dragonborns at being an awakened animal. Relic asks if they haven’t heard of this magic before, but the rangers say that it is a rare, but good thing, to grant a beast the gift of true life. Argus and Ira both agree, snuggling closer to their mother, as Relic casts the teleport spell, bringing them back home.

    Home Sweet Home

    The air is musky, and the room is dark, but it is unmistakably their own basement. As soon as they land, they hear footsteps from above running across the living room, before coming down the stairs. Arin greets them, happy to have them return and is pleased to report that both TomeJen and Oakenward have kept her safe, as there have been no more attacks. Penny and Relic both uses prestidigitation to clean themselves up, as Tome appears on the stairs as well, expressing his joy at having the party return.

    After catching their breath, the party checks up on their home in whatever way suits them best. Relic is updated on what has been going on with Tome, while Thistlethorn goes out to speak to the horses and Oakwenward. The awakened tree opens its eyes, greeting its maker fondly, saying he is happy that she still lives. She asks him how things have been going, so he tells her that he has overheard that several villages and hamlets have been attacked by someone, but the house is fine. The horses seems to be content as well, so she goes over to greet them.

    Penny decides to send a sending to Thervan, asking him if there has been any updates on what they talked about. He tells her that he is having difficulties, as nobody seems to remember who gave the orders to have the execution at dusk. He also hints at other problems, but doesn’t elaborate further, but requests that all of them should meet him to look into it, the following day.

    Kal goes upstairs to her room to change, finding her entire bed, duvet and pillow having been completely ruined. Berry is frolicking on her bed, happy as an owlbear can be, but as soon as she sees Kal’s reaction to the destruction, he retreats and hides behind the bed. When she carefully sits down, he jumps up again to join her, looking up at her with his big, innocent eyes. Kal pets him, saying that if he continues to ruin her stuff, she will make him into a pillow to replace it. As he can’t understand her, he just snuggles up to her as she leans on him, relaxing for a moment.

    Thistle goes over to the horses, who seem to be fine, but disappointed when she tells them that there doesn’t seem to be any more chances at the moment of going on another adventure, as the places they are about to go are the most dangerous they have been so far. She does however promise them that when they are finished with their mission, she will take them all on a grand adventure far away. This seems to be enough for them for now, and with her offer to take them out to run in the field, they seem to have forgiven her. 

    As she jumps onto Speed and starts riding him into the grassy fields surrounding the city, the other horses follow them. Penny looks out the window at them, seeing Argus and Ira both frolicking near a small puddle. Suddenly, Argus turns to water, and reappears from another puddle, with Ira doing the same.

  • Chapter 78: Pulling the Thread

    16th-17th of March, 854 TA

    Chores

    Relic and Tome spend the day catching each other up on what has been happening in their respective areas of responsibility, with the maker accompanying his creation to the castle as he returns to continue doing research on the key’s location. While there, Thervan takes him to the side, reminding Relic that he needs to speak with the party in the morning for some sensitive business that he cannot trust anyone else to do. He also remarks that there is an issue with Gleamshroud, of a time sensitive nature. Relic promises to bring them back the next day, as he returns home to the nest. 

    Thistlethorn, after having spent some time with the horses in the field, returns home and accompanies Relic and Kal to Elvenroth, as the item they requested from Vrendol to bring their beasts along is supposedly completed. Penny decides to stay behind to continue working on her letters and numbers, with Arin’s watchful eye looking over and assisting. The trio gather around each other, as Relic teleports them to the hub in Elvenroth. 

    It’s a nice day, albeit late, so most shops have begun to close up, so the trio hurriedly make their way to the Sky’s Eye, Vrendol’s magical shop. Outside in the park, people have gathered for an afternoon meal, while several of Vrendol’s children have begun to take in display items for the night. Inside, the Loxodon is looking over his ledger for the day, and greets the party as they enter. They tell him that they are waiting on a delivery, and so he retreats to the back of the shop, returning with a beautiful wooden box. He explains to the party that his creation should be safe enough to use to safeguard and keep their beasts with them.

    Vrendol calls it The Pocket Ball, explaining how it works, that it can keep a willing and friendly creature contained in the ball for up to a week, but only one at a time. There are some issues, those being that a hostile or unwilling creature can only be contained in the ball for up to one minute, while also running the risk of being brought out early. There is also a small chance of a wild magic surge whenever the ball is used. 

    This seems to be perfect for the party’s purposes, and immediately asks for three more balls, in order to bring along all their horses and Berry. Vrendol looks over his notes, saying that as he knows now the intricacies of the creation, a few more balls shouldn’t take too long, especially if they go all hands on deck. He asks the party to give him six days to complete them, and offers to have them delivered to their home if they wish, for an extra charge. The kobolds begin walking into the workshop in the back, knowing they have a busy week ahead of them. Relic, while they are here, pick up a few more spells to add to his spellbook.

    Relic draws up a teleportation circle after telling Thervan through a sending that he has to borrow his circle for a moment. As they travel back to Ravenforge, they appear in his private tower. In front of them they see his crystalline chronicle functioning as his spellbook, hovering on its pedestal. As they walk past, they can hear whispering, which Relic recognizes as the vocal components of various spells, those contained within the sphere.

    On the walk back from the castle, they notice that another scrying orb is watching them. They try to act casually, and split up in order to find who it is observing, finding that it follows Kal. After a few minutes, it disappears. They wonder among themselves who is watching them, and keep a look out for any ambushes that are waiting, but manage to get home without any more surprises.

    Penny and Arin are looking over her work as the trio enters, with Arin pointing out where to improve. Thistlethorn is glad Arin is there, as there is another chance to convince her to go away to safety, but Arin is adamant that she wants to stay. She wants to be close to Jen, and if Jen is to go to the Grove of Eternal Whispers, then she will have to bring her family too, and they can’t just up and leave town on a whim. Arin promises that she and Jen have a plan to get away if shit goes down, hinting that Jen has acquired a tattoo with a teleportation spell.

    The party is not satisfied, asking what she is to do if their enemies come in the night? Arin reminds them that she was an adventurer before she faced the gaze of the medusae, and that she is fully capable of escaping from a sticky situation if need be. In either case, the party asks for Arin to at least get a tattoo that can allow her to dimension door out of danger if needed, giving her the gold to fund such a mark. She reluctantly takes the gold, promising to do so in the morning. 

    With that taken care of, Relic uses his magic to make a cat-door for Rod so that he can escape too if something were to go wrong, telling him to head to the castle, or the “biggest house”, if he can, otherwise stay put, hidden away in the forest. Thistlethorn also tells Oakenward that if the bad people come to their house then he should try to hide as a tree, and only run away if he has no other choice. He says that he has no wish to die, and thanks Thistlethorn once again for giving him life. While they are standing outside, talking, Oakenward sees the mysterious figure watching the house, pointing it out to Thistlethorn. It then disappears in the blink of an eye, as it is prone to do. Before walking inside, Thistlethorn tells the horses what to do if something happens when they are not home, telling them to jump the fence, or walk through the opening if they so wish. But in either case, escape from harm, and wait for their return.

    Berry eventually comes wandering down the stairs, looking tired. He asks Thistlethorn where he is supposed to sleep. Wherever he wants to she tells him, but he says that he did, but only got a stern talking to from Kal, or at least he thinks so. He thinks Kal is intriguing, stern, but still cuddles with him. He also is very fond of Penny, and walks over to her, sitting next to her on the couch, leaning onto her. Berry wishes that he could speak to the others like he does with Thistlethorn, and so she promises him that she will do so the next day, when her magic is prepared. He seems overjoyed with this, looking forward to his awakening.

    Rotten Apples

    The next morning, after eating breakfast and preparing their spells for the day, the party make their way to the castle to speak with the wizard. They are greeted by Armitage, who were told to expect them, leading them to the chambers of Thervan and Bertram. He knocks on the door to Bertram’s study, and is greeted by the elderly halfling who seems happy to see the party. Thervan hurriedly comes to the door as well, thanking Armitage for his service, gesturing to the party to enter.

    He makes sure that the door is closed and locked, and when Penny takes out the monocular, he assures her that this is a private sanctum, so they cannot be overheard. He sits down behind his desk, gesturing for the party to take a seat. He explains the reason for asking them to come, saying that he suspects that there is a traitor in the queen's court. After Penny made him think of the discrepancy with the planned time of the execution of Glasstaff, he started asking around who gave the order, but apparently none of the people he have spoken to seems to “remember” the circumstances. 

    He figures that someone in the court might be either charmed or had their memories changed, and asks the party to investigate, saying that if he were to begin asking these questions, the true mastermind might do something rash. Thervan tells the party that a good place to start would be with the city guard, who is responsible for the arrangements surrounding executions. If they follow the correct leads, they might find the person responsible, and fix the problem before they strike again. 

    The other pressing matter is that he has been regularly taking Gleamshroud out of the iron flask that contains him, to check on the progression of his curse, finding that the stasis slows down the process, but hasn’t been able to stop it completely. He figures that within the next six months, the changes will be irreversible, and he will be lost. The party agrees that this is important, but Relic tries to say that they still have time, and should focus on the dagger. 

    Kal asks Thervan if it is possible to emerge from the feywild in a different place than they went in, with him confirming it is like any other planar travel, you can choose where to emerge. She then asks him if it is possible to leave without any time having passed, to which he replies that he has been to the feywild before, and the Summer Queen asked him only for a favor in return of being put back into the same time he left. So ask the right questions, charm the right people, and they can be back before anyone knows they’re even gone.

    Penny asks about the rumors they have heard about villages and towns being attacked by the drow, something they find highly concerning, especially since they have only heard rumors about it. Thervan confirms the rumors are true, but they are trying to keep the information secret so as to not cause a panic. The queen has ordered that the garrisons of the various strongholds should be sent out to strengthen the numbers of exposed settlements, in order to help protect. There doesn’t seem to be any pattern to their attacks, only that they seem to happen every night, so they just try to do as best as they can. Thervan says that Gleamshroud would be an excellent sentinel to help with this task, as his sanctuary has been abandoned for now, allowing him to help elsewhere.

    They come up with a plan that they are to head to the feywild, after having lured out whoever is a traitor on the court, and then make a deal with the Summer Queen to bring them to the Crags of Despair, where the marker for the blade can be found, heal Gleamshroud, and then go find the blade. Thervan says to let him know when they return, and he can bring Gleamshroud to them. But first, they have to pull the thread they have found, starting with the guard barracks.

    Before they leave, Thistle asks if Thervan knows anything about the Mysterious Figure that is watching over them. He has no clue who it might be, but if they were malevolent, they probably would have shown themselves to be by now. They ask if it might be one of the gods, and he confirms that the gods watch over their subjects from time to time, but as to who it is, he does not know. He does however look over at Kal, saying that it might be someone with a personal stake in the party’s best interest, hinting at her lineage as an aasimar. She rebukes the idea, saying it can be anyone. They wonder if it might be Silas Wayfarer, but he has no reason to hide under a cloak, as he appears whenever he wants to. Thervan says that Silas was at the coronation, and that they had a wonderful conversation about wine and other fineries. 

    In the end, Thervan hurries them out of the office, as he has been away from the research for too long, and the party has to get moving. They are led outside, and begin making their way towards the center of the city, in order to pick up some supplies.

    Bribes

    Before going to the barracks near the wall, Kal takes the party to Emma’s Sugary Emporium, picking up a very large crate of the finest doughnuts that can be bought. Penny takes one for herself, as does Thistlethorn who is very curious about these pretty looking circles of dough. After taking a bite, she spits it out immediately, finding it much too sugary. Penny accepts the doughnut herself, eating them both.

    When they get to the wall, they are met with a large group of guards who are more than happy to take a doughnut when offered. A woman steps forward, introduces herself as Lyra, thanking the party for their generosity. The party says they just wanted to give thanks for all their hard work in the past, considering all the hardships of the city. Lyra agrees that things have been tough, but they persevere. Penny, who has been using detect thoughts, discovers nothing out of the ordinary about the thoughts of the people around them. 

    Lyra offers to give the party a small tour of the barracks, even though there isn’t that much to see. The wall itself still bears scars from the attacks some months ago, but the work to restore it is going steady. Relic considers helping out, but decides against it, figuring that the people working on the wall are probably paid good money to do so. Inside they find that the sleeping quarters are on the first floor, the second floor contains the kitchen and dining room, with the top floor being reserved for the offices of the captain. 

    While they speak to her, they begin probing her about Glasstaff. She immediately gets uncomfortable with the topic, seemingly being on her toes when it gets brought up, but shows genuine relief that he is dead by the party’s hands. She says that she lost good friends the day he escaped, so him dying is a small relief to her. but the more insightful of the party senses that there is more she isn’t telling them.

    Knowing that he is who they wish to speak to, they strategically convince Lyra that it is a good idea to bring him some doughnuts, allowing them to give their personal thanks to him as well. She goes down to fetch a paper bag with some doughnuts in them, returning to the party, before leading them up the stairs. She carefully knocks on the door, telling the captain that he has some citizens who wish to speak to him. He allows them to enter, and an elderly, gray-haired man sits behind a desk looking over reports. Lyra introduces the party to the captain, Darius, before returning to her duties.

    The party extends their thanks to Darius as well for all his hard work, explaining who they are. They carefully bring up the topic of Glasstaff after he opens up by telling them about Bloodrock Prison, which is supposedly the most secure place in the kingdom. They say that it is a shame that Glasstaff managed to escape from his execution, and that they were fortunate enough to find him and finish the execution themselves. Penny remarks that if only the execution was held at another time, maybe he wouldn’t have been saved. Darius looks very uncomfortable with this suggestion, saying that it was his idea to hold it at that time, so as to not allow Glasstaff to see the sun when he perished. The party immediately senses that he is being deceptive, and he in turn abruptly announces that they have taken up too much of his time, that he is a very busy man, and has people to see and places to be. He scuttles them out of the room, but not before Penny drops down Riff on the floor as a spider, giving them eyes and ears within the office.

    Penny takes the shoulder of Kal as she is being led out, turning her focus onto Riff, seeing and hearing through his senses. The captain stands there, holding his hand on the door in clear frustration, before walking over to his desk, opening up a drawer, and then speaking. “People are asking questions, we need to meet at the designated place. Are you free now?”

    After a short while he arms himself with his sword, puts on a cloak, and prepares to leave. Penny relays this to the party just as Riff is able to climb aboard the captain's cloak. Relic immediately uses the Arachnostaff to cast invisibility on himself, Thistlethorn uses disguise self to make herself appear as an average woman of average height, while both Kal and Penny don their cloaks in order to hide in plain sight. Thistlethorn also casts Pass Without Trace, allowing them to follow without being discovered.

    Shortly after, the captain merges from the barracks, and begins walking away from the wall. The party follows him at a distance, and he does not notice that he is being tailed. Eventually, he reaches the docks to the north, and walks into a backstreet. Thistlethorn wild shapes into a spider in order to get a closer look, while Kal, Penny and Relic all walk to a nearby rooftop to get a better view at the exchange.

    They wait for about 20 minutes, before a figure eventually make their way through the streets, the hood hiding his face, but is unable to hide the fineries of his outfit. Clearly a noble, he walks to the back alley where Darius is waiting. When he gets close enough, they both pull back their hood, and the party recognizes the man as the patriarch of a noble household here in the city, Gavriel Darrowmere. Penny ventures back inside Riff, overhearing the conversation. Thistlethorn also makes her way down the alley, annoying some local spiders as she ventures through their territory.

    Gavriel and Darius speak of the attention that Darius has been getting, calling the party the “Thax’Ning Heroes”. Gavriel seems concerned, as this can ruin their plan. They speak of how important it is that nobody realizes what is happening, otherwise she will kill her. The way he speaks it seems that his daughter, Eliara has been kidnapped by someone, presumably Malice, forcing him to do her bidding, among others, making sure Glasstaff’s execution is held at dusk, allowing the drow attackers no disadvantage when striking.

    Gavriel tells Darius to lay low, and he will think about how to solve this, but says that he has no way to reach her, as she just appears when she feels like it, or wants him to do something. They embrace as old friends, Darius promising that he will not let anything happen to his daughter, and that he too will look for a solution. Gavriel departs, with Kal suggesting that Penny should move Riff to his cloak, so they can maybe find out more from him. After a few minutes, Darius also leaves, with Thistlethorn now making her way back out to the alley, but as she has angered the local spiders too much, they attack her, bringing her out of wild shape. 

    Tracing

    The party meet up, discussing what they should do further. Kal decides to ask Udall if he knows more about it by doing a commune. She learns that Eliara is being kept within the city, to the south near the wall, and that they will find her if they use locate creature if they venture south from the Shrine of Elios, located in the center of the city. As they don’t have that spell prepared, they decide to head to Scry me a River, asking Vontara Vishara if she has the spell, which she thankfully have, giving them a discount considering all they have done for her assistant, Lone Candle, who happily greet the party when they arrive.

    With the spell in hand, Relic uses his ability of recalling spells to prepare it. They walk south from the shrine, hoping to find the daughters location, and they don’t have to venture far before Relic gets a sense of her. They follow his lead, and are led to a pretty, but imposing mansion at the outskirts of the town, near the wall. On the plaque outside, they see the name “Anton Galvani” in big letters. They have heard the name before, a local art connoisseur who has been implicated, but never charged with being involved with the black market, and other shady business. 

    Relic gets a sense that she is below ground to the east of the mansion. They walk a bit away, seeing that there are many guards patrolling both the garden and the roof, where Thistlethorn takes a moment to try to scry on the daughter. Even though she only has heard her name, never met her, she manages to get through her defenses, seeing her in a room that at first seems like just a regular room fitting for a noble, but soon she sees that there are no windows, and the smell of sewage and mildew is overwhelming, confirming the location of being underground. Eliara sits on the bed, her clothes in tatters, bruised from her abuse, and her foot chained to the bed. 

    The door opens after Thistlethorn hears many locks being unlocked, and a man, Anton Galvani, enters, holding a tray with a plate of quite delicious looking lasagne and garlic bread, and a cup of wine. He places it on the table next to the bed, and makes his way out the door again. Before he closes it, the girl asks him how much longer she has to stay, and he only replies “until my superior finds it fitting. He then closes the door, and locks it up once more. Eliara sits on the bed, takes a handful of the food, and reluctantly eats, before the vision ends.

    Hearing about Eliaras conditions, she asks Udall what is the easiest way to get to her. She gets a reply. “At night, through the sewers”. The party agrees that time is of the essence, and decides to break in this very evening, giving them time enough to prepare and rest up before venturing below to rescue her. Kal and Penny remain in the city to prepare, Kal picking up a few more tattoos, one of disguise self and a few more feather fall tattoos. Penny tries to think of what they could use, deciding to buy some rope and another set of thieves tools, in case the first one breaks, as Thistlethorn said there were many locks to get through.

    Thistlethorn sits down with Berry in the gardens, under her tent, and takes out the agate, explaining to Berry that she will open his eyes, awakening him. Over the next eight hours, they sit and go through with the spell, Thistlethorn in deep concentration, while Berry sits in front of her, looking at the pretty lights the agate gives, while eating… berries!

  • An Unexpected Visitor

    After spending most of the day with BerryThistlethorn finally completes the ritual in the small hut, managing to awaken the owlbear. He immediately remarks that speaking feels weird when they say hi to each other, but he thinks it shall be a pleasant experience to be able to talk to the rest of Thistlethorn's friends. She repeats her previous instructions about not talking to random people they meet, and that he should stay close to his brothers, Argus and Ira, as they can help him get acclimatized. 

    They head inside, and Berry gets a proper introduction to the rest of the party, referring to Kal as the angry one, Penny as the pretty one, Relic as the shiny one, and Arin as the stressed out one. He also points out that Relic seems to not have any scent, but Penny smells wonderfully. Argus and Ira both fear that they are being replaced, but Thistlethorn assures them that they are only growing as a family. They seem to accept this, and flies over to Berry in order to clean him. 

    Afterwards, Penny creates a gem encrusted bow, giving it to Kal, who prepares a proper Heroes’ Feast in order to prepare for their nightly escapades. As everyone has seated to join in on the meal, there is a knock on the door. Penny runs over to answer it, finding Delphine standing on the porch, asking if she can come in. Thistlethorn is ambivalent, but Penny and Kal both tell her to come inside, welcoming her to join in on the feast. 

    As she sits down, she congratulates the party on managing to defeat Gundraag, the Lord of the Black, saying that her “birdies” told her that they were the ones to do it. By doing it, they have restored trade to that part of the region, which is good for everyone, herself included. Delphine then asks what their plan is when they know the location of the key, offering to bring along some of her allies in order to make the mission easier to complete, unless the party wishes to keep it small. Kal says they will have to discuss that further, and wishes not to make any final decisions about that at this time. Thistlethorn is not trusting of Delphine, but holds her tongue when Kal tells her off. 

    Delphine then asks what the occasion for the fine meal is, and both Kal and Thistlethorn notice that she seems taken aback when they tell her they are heading to a noble’s mansion in order to rescue a kidnapped daughter of another noble. They tell her the name Anton Galvani, which she seems to recognize, but when asked if she would like to tag along, she says that the party can manage well enough by themselves. She offers to help by lending Kal her boots of elvenkind, asking them to be returned to her when they are done. 

    After the meal is finished and they feel more powerful, Delphine departs, trying to pet Berry on her way out, but he just snaps his beak at her, remarking to Thistlethorn that Delphine is also scentless. Penny thinks this is weird, but Relic says that she is the Elder Archmage of Illusion after all, so it’s not that unreasonable. Thistlethorn then puts Berry in the pocket ball, and then heads to the city with the rest of the flock after promising Arin that they will return victoriously. On the way there, they put Argus in the harness, and then put the sending stone in it, so that they can communicate, telling them to keep an overwatch over the mansion during their mission.

    Through the Sewers

    The party decides to take a stealthy approach, with Thistlethorn casting Pass Without Trace, allowing the party to sneak close without drawing too much attention. They find a manhole cover in a back alley, quite near the mansion, and can see several of the guards that were patrolling the mansion grounds also appear to be patrolling the streets looking for potential intruders. Luckily, they don’t look down the alley the party is in, and when the guards have passed, they make their way down to the sewers below.

    The stench is unbearable, so much so that Thistlethorn has to stuff her nose in order to not gag. Relic luckily doesn’t have to smell anything if he doesn’t want to, and finally Penny and Kal both endure as well as they can. After walking for a few minutes, Thistlethorn can hear voices coming from up ahead. As Relic prepared a telepathic bond, she lets the others know. Penny sends forth Riff in spider form to get a closer look, and sees that there appears to be two guards standing vigilant next to a door, talking to each other to pass the time. 

    The party make a quick plan, with Thistlethorn sneaking up to the guards in spider form as well, and then quickly comes out of wild shape, pushing one of the guards into the rushing sewers below. The other one, surprised, doesn’t manage to do much before the rest of the party attacks it, and soon after both guards are dispatched, with the help of a lingering crocodile who paid with its life in the conflict. They search the guards, finding a key, but little else, before dumping the bodies in the sewer canal and cleaning away most of the blood. They then unlock the door, finding a large chamber within.

    Thistlethorn immediately can tell that the room is trapped somehow, as the floor is separated from the walls, as well as hearing a faint rushing noise from another stream below them. There is a lever next to the door going further, but it seems too easy. A quick investigation reveals that there seems to be a couple of loose rocks in the wall that have seen some use, and when Relic pushes on them, they give away. He pushes on the two that he can find, and then pushes the lever, opening the door. 

    On the other side, they find another cleansing stone that they have seen before, but they decide against it, just in case it is trapped. Penny and Relic both do prestidigitation to remove the smell, allowing Thistlethorn to finally remove the moss from her nose. Continuing onwards, they ascend a narrow staircase, and find another stream, this time much shallower and cleaner, seemingly greywater. 

    Penny sends forth Riff once again, and sees a light up ahead. Before she can tell the others it’s clear, she hears voices, and sees a man coming down a staircase that ascends over the stream, who goes on to relieve himself while talking to another man out of view. After doing his business, he ascends the stairs again, and Penny can hear a large door opening and closing, as the voices disappear in the distance.

    Breaking and Entering

    The party quietly makes their way down the canal, and carefully up the stairs, making sure that there is nobody around before stepping into the light. They see two sets of double doors, one leading to the western part of the mansion, while the other leads to the eastern. Relic recalls that the daughter appeared to be on the eastern side, so they go to that one. Before touching the door, Relic decides to make sure, and uses detect magic, finding a strong abjuration aura on it, and figures it is probably alarmed. Penny dispels it, and then tries the key they found on the guard, but it doesn’t appear to fit. She takes out her thieves tools, and manages to unlock the door with ease. They carefully push it open, finding a hallway within. Thistlethorn immediately sees the obvious trapdoor on the floor, and figures that there must be a way to lock it. She sees that there are faint scratch marks on the torches, so they try to turn it, which appears to also turn the torch on the other side of the hallway. They try to step on the trapdoor, but nothing happens, so it seems safe. They make their way across, but Relic senses that there is still an abjuration spell present, figuring it must be a private sanctum spell. It appears to be permanent, so they will have to leave the area in order to teleport out.

    Penny easily unlocks the next door as well, and when they are sure that nobody can be heard on the other side, they pull it open. Within, they find a large chamber with 20 feet tall wine racks filled with expensive wine, big caskets of what appears to be hard liquor line the walls, and several crates and barrels are scattered about. Dominating the northern wall is a large tapestry, and in front of that a massive golden statue of what Penny immediately recognizes to be Vuthul. The party shudders, and gives him a scowl, before starting to search the room, not wanting to linger for too long. 

    They figure there must be an entrance nearby, and start looking at the walls, pulling the curtains to the side, finding a hidden door in the northeast corner of the room. Relic quickly finds the button to open it. Within, another hallway leads further down underground. The party quickly makes their way down, but stops when they hear laughter beyond the door at the end of the hallway. 

    Riff stealthily makes his way through, seeing two guards who appear to be playing some cards. There are two locked doors here, one with 6 locks and a big steel beam for good measure, and the other one appears to be a solid steel door leading north. Next to the wooden door leading to the hallway, a rope with a handle hangs from the ceiling, probably some kind of mechanism to alert for danger. The party comes up with an idea that would disable it, and prepares to rush in by the door. While Riff is observing, he overhears them speaking of a poor servant girl that was swept away to the ocean because she didn’t know about the trap, and also of someone called Bex who gives them the heebie-jeebies. 

    Riff climbs up near the hole where the rope is coming out of, positioning himself. Penny casts inflict wounds through Riff, targeting the rope, which shrivels and is destroyed, the handle falling to the floor. This alerts the guards, but there is not much they can do about that. They immediately spot Riff, squashing him. The party then opens the door, and attacks the guards. 

    Knowing that the guards are Weavekillers, they have some tactics that are detrimental to the party, but Kal comes up with the clever idea of casting fog cloud, obscuring the entire room, but allows the party to see fine since they now have blindsight. The guards make a valiant effort to repel the intruders, but in the end are disposed of. When the fight is done, Kal disperses the fog cloud as the party begins to examine the doors. Searching the guards yields no keys, so they will have to break the daughter out some other way. Penny starts working on the door to the north, curious about what's inside, while Kal takes the silver and copper that the guards were playing with.

    Relic decides that it is too much of a hassle to try to pick the locks, using a spell to create a portal in the wall instead. The stone separates, and a light shines into the prison cell within. A scared, beaten and exhausted Eliara Darrowmere is sitting on the bed in a defensive position, her feet chained to the floor, with only an old bucket for relieving herself. The stench is pungent, and Relic quickly assures her that they are here to rescue her. He and Thistlethorn both go to work on the chains, using primal savagery to break them apart. They then lead her shambling outside, away from her cell.

    Meanwhile, Penny has managed to pick open the other door, albeit not without difficulties. When she opens it, she sees four more doors, probably to smaller cells within. She asks if anyone is trapped, and a hoarse voice in the third cell asks if it is a trick. Penny assures whoever is within that there is no deception here, they are here to help them. The voice introduces herself as Little Scratch, and that she was captured when breaking into the mansion. Penny picks the lock, releasing her, finding a Tabaxi woman within. She is led outside, with Kal and Thistlethorn both spotting a tattoo on her arm, the symbol of the Shadowhands. 

    Trapped

    Having found what they were seeking, the party decides to make a swift escape. Thistlethorn uses another Pass without Trace, and the party makes sure that both Eliara and Little Scratch get some healing so that they can make the journey. They sneak as well as they can up the stairs to the wine cellar, but are suddenly face to face with a huge golem, two more Weavekillers and a translucent illusion of Anton Galvani himself.

    The illusion looks straight at the party, saying that they have taken what is his, and wants them to return his “property” to him. Kal and Thistlethorn replies that slavery is outlawed, and so he doesn't really own anyone, but Galvani just scoffs at this, saying that slavery isn’t outlawed everywhere. He turns to the Weavekillers, ordering them to take them alive as his master wants a word with them, before turning to the party one final time.

    “Next time you break into someone’s home, make sure to check all entrances for spells”

    The illusion disappears, and the golem and Weavekillers move towards the party to take them. They see that the golem has some sort of collar in his hands, and is emanating an anti magic field from his head. Luckily, as their Artifacts of Harmony are more powerful than most other magical items, they are unaffected by the field, and can still be used. 

    The party scrambles away from the field when they find that it can cause whoever is caught in it to endure a lot of psychic damage, which both Thistlethorn and Penny are vulnerable to. Thistlethorn tries to use a storm javelin at the golem, but it just straight up absorbs it. The Weavekillers also manage to avoid the damage completely, while using their grenades to strike back at them. 

    Relic summons two giant spiders to help them out, with Thistlethorn using the bag of tricks to summon help. Master Elk suddenly appears in their midsts, ready to attack the golem, but its armor is tough, and Lord Elk can only do so much. They do however discover that the golem cannot absorb all magic, and slowly but surely they manage to chip away a lot of its lifeforce. Thistlethorn summons a bear totem giving everyone a healthy dose of temporary hit points, but Kal still is knocked out by one of the Weavekillers after the golem tried to put a collar on her. 

    The golem begins to show cracks in its armor, and one of the Weavekillers mutters to himself that it will soon blow, and tries to escape down the hallway to the cells where Relic has taken a tactical retreat. Penny hears this, and decides to do a measure of last resort, using a banishing smite, and then shooting the golem with Harmony. Just as the golem explodes, it is banished away, saving everyone in the room from the explosion.

    The remaining Weavekillers are soon disposed of, and Thistlethorn heals Kal, bringing her back to them. Penny starts working on the door to their escape after finding it locked, and manages to unlock it. She opens it to look out, coming face to face with Malice who is expecting them, her arms crossed, looking quite angry. Penny quickly shuts the door, telling the others through the telepathic bond that Malice is here, but Relic finds that hard to believe. She assures him it’s true, and they have to make their escape as soon as possible, to avoid her wrath.

    They think quickly, figuring that they can either go through the door and escape through the trapdoor, or make another portal through the wall, and then use word of recall to safety. They decide to go for the second option, making a hole that leads to the sewers, and helping both Eliara and Little Scratch through. Six more Weavekillers spot them, yelling to Malice that the party is escaping. Malice opens the door to the wine cellar, trying to hold Thistlethorn back, easily dispelling Pennys attempt at stopping her, but thanks to the heroes’ feast, she manages to resist.

    With the Weavekillers coming straight for them, and Malice approaching from the rear, the party gathers around Kal, who uses word of recall to bring them to the shrine of Udall in Ravenforge. Thinking they are safe, they take a moment to breathe, with Kal casting a sending to Arin, telling her to get away, as Malice is in town, and she’s pissed, while Penny casts a sending to Thervan, letting him know that they are coming to the castle. Before he gets a chance to respond, Malice appears, having teleported after them. Relic quickly tries to teleport them out, but Malice counterspells him. Relic uses his own counterspell on her, and just barely manages to overcome her magic. The party vanishes, appearing in the safety of Thervan’s study.

    Revelations

    The party along with Eliara and Little Scratch make their way down the stairs, and are met with the dim blue light of the glowing sphere that usually warms and lights up the office. Thervan soon appears in the doorway wearing his nightclothes, being flanked by a couple of Royal Incinerators. He asks if the party is okay, and wonders who their new friends are, before recognizing Eliara. The party tells Thervan everything they discovered, from the coverup by Darius Hargrove of the city guard, to Gavriel Darrowmere who ordered it, but only because Malice had kidnapped his daughter so that he would do her bidding. 

    Little Scratch assures Thervan that she is nobody important when he asks who she is, but thanks the party for helping her, and that it will not be forgotten, as Gimble will make sure that they are rewarded handsomely. She then scurries out the window from Thervan’s tower, disappearing into the night. 

    Thervan, looking tired, offers to bring Eliara to her home, casting a sending to Gavriel, asking if he has misplaced any daughters recently. The reply comes quickly, and Thervan tells him to meet them in the dining room. He then wanders over to a cupboard, looking for something. Bertram then appears in the doorway in his nightclothes, lookin dead tired, asking why Thervan deployed the garrison and the Incinerators, but Thervan assures him that he has it under control, telling Bertram to go back to sleep. He says he will, but expects a proper explanation in the morning. 

    Thervan then emerges with a candlestick, an associated object from the Darrowmere estate. He asks if the party would be so kind as to accompany her to her home, just to make sure that nothing dangerous is amiss, saying that he has sent over a couple of Incinerators to keep guard. They reluctantly agree, and stand close to Thervan, who sends them on their way.

    They appear in a big fancy dining room with a long, beautiful ornate table, surrounded by many different cupboards and display cases, filled with expensive artwork and artifacts. The doors burst open, with Gavriel running inside, and embraces his long lost daughter. He looks up at the party casually, but his demeanor suddenly changes, and he puts himself between his daughter and the party, demanding to know why they have come. 

    The party is confused at first, saying that they saved his daughter, but he asks why they would do that when they are in cahoots with the woman who did this to him. They assure him that they’re not, but he rebukes them, saying they looked mighty friendly when they spoke with her during the coronation. They think back, wondering who he speaks of, asking to describe her. He says it was a blonde elven woman. Penny and Thistlethorn share a look, with them turning into both Malice and Delphine by using disguise self. He looks at the image of Delphine, saying that it was her, but that she told him her name was Malice. The party suddenly realizes the deception they have been a victim of.

    Wanting to make sure, Kal casts a commune, hoping that Delphine has forgotten to use her protective magic for the day. She asks if Delphine is in league with Malice, but gets a negative reply. She asks if the Delphine that spoke with Gavriel was the real Delphine, which is true. She then finally asks if Delphine and Malice is the same person, which appears to be true. 

    They ask if he has a way of contacting Thervan, and so he bids them to follow him, as he has a sending stone to him. They follow, but Kal stops, realizing that it is not safe enough, instead using her last spell to cast a sending herself, telling Thervan that Malice is Delphine, and that they don’t feel safe going through the streets. Thervan sounds bewildered and has a hard time believing what he is hearing, but soon appears in the Darrowmere residence. 

    They discuss what they should do going forward, thinking that they should not let Malice know that they know her true identity now, but Thervan says that will be difficult, wondering if the party can keep up that deception. They all look to Thistlethorn, and realize that they probably can’t, but begs Thervan to hinder her in their research somehow. He says that it will be hard, as she is the one who has been the most knowledgeable, and coming up with many helpful solutions to the puzzle, which in hindsight was a quite obvious tell. In either case, the party isn’t safe in their own home, and asks if they can sleep in the castle. Thervan agrees, offering to bring them back.

    Gavriel, having sent his daughter up for a bath and a meal, says that he will leave town in the morning with his family, but promises that he is still loyal to the crown, and agrees to return to face his just punishment for his betrayal when this is all over. The party asks what else Malice asked him to do for her, and he lists a few people he was told to make sure were hired to be guards at the castle, among them Armitage and some of his soldiers. There also were a few shipments to an address in the city, which Thervan recognizes as Delphine’s residence. Gavriel wondered why she needed so much snow…

    Thervan tells him to not worry about any punishment for the moment, just get to safety. Relic says that they should look into some amulets of nondetection, with Thervan saying he will bring some to him the next morning. Gavriel thanks the party one final time, offering a reward by handing Relic a note, telling them to seek out an Fizban who might be able to help them, before Thervan brings them back to the castle.

    Tired and exhausted, with much on their minds, they agreed to journey to the Feywild the next day to seek a cure for Gleamshroud. Their next destination would be the Crags of Despair, where they hope to find the blade needed to finally vanquish the Forgotten One once and for all. Penny makes sure to cast a sending to Karga, asking her to meet them there. She replies that she will see them soon.

    Kal, wanting more answers, does another commune, asking if Delphine and Malice have always been the same person, which apparently they have. She then asks if Fie knew, but the reply is more vague. It appears they had their suspicions, but never had confirmation. In either case, they weren’t on Malice’s side.

    They take out the Holy Avenger from the bag of holding, asking Thervan to give it to Raven if he can be sure that she isn’t in league with Malice or her plans. He promises to do so, and tell her who gave it to her.

    Thistlethorn released Berry from the pocket ball, and Berry immediately remarked that the house looked different from how it had a few minutes ago. Thistlethorn explained that they were now in a new place, the castle, and assured him that they were safe. Thervan offers to have the smithy modify some horse armor for Berry, so that he can be protected in the coming fights.

    The owls, summoned to the castle, eventually arrived. Everyone found their respective bedding and fell into a deep sleep. When they awoke the next day, they felt more powerful, strengthened by the experiences of the night before.

  • Level 15

  • Chapter 80: Fey Crossing

    18th of March, 854 TA

    Foreboding

    During the night, while the group sleeps restfully in their assigned beds, they have vivid visions about the shape of things to come. Penny dreams of playing to an audience of those who have fallen to the Forgotten One, but is drawn away from the ominous bells of a distant bell tower. Thistlethorn wanders through a forest, seeing a frozen landscape with a waterfall filling up a basin of darkness. Kal dreams of a constellation of something she feels is important, with a bell tower amidst a foggy landscape beneath it. Relic doesn’t dream, but gets a vision from Adea, showing him a large hovering sphere covered with runes, with Adea telling him to seek it out, should she fall, as it might be the only way to maintain the weave should she fall. When they awake, they feel more powerful, more ready for what is to come.

    Kal immediately grabs a piece of paper and some ink from Relic, trying to recreate the constellation from her dream. She shows it to the others while eating breakfast, but only Relic recognizes it as a constellation representing Adea herself. He tells them that it used to be visible in the night sky during his time, but it is not there anymore. The stars have changed in the last 4000 years, and they can only speculate as to why. Penny mentions that she heard a bell tower, while Kal recalls seeing one. They wonder if their dreams are all connected somehow. Thistlethorn, who dreamed of the waterfall they are searching for, tries to recall details about the landscape, but her vision was drawn to the darkness in the pool.

    During the morning, the party explores the castle and relaxes before they are to set out to the Feywild. Thistlethorn heads to a nearby balcony to look out over the sea and get some fresh air, not liking to be cooped up inside for long periods. She thinks she’s alone, but soon realizes that someone is standing on the balcony with her. Delphine is leaning against the doorframe, smiling at her. Thistlethorn tries to act casually, asking what she is doing there, but Delphine is vague, telling her she has to leave, but just wanted to tie up some loose ends. 

    Disturbed by the implication, Thistlethorn returns inside so as to not be alone with her, with Delphine following her. As they walk back, they come across Bertram who is walking in the opposite direction. He seems surprised, asking Delphine what she is doing here as she told him she had to leave suddenly. She tells him she just forgot something and will soon be gone. None the wiser, Bertram wishes both Thistlethorn and Delphine a good day, before continuing down the hallway. 

    The rest of the party sees the two together, and hurries over, but acts casually, so as to not cause any disturbances. Delphine asks the party how they are holding up, something the party reads as trying to probe for information about how much they actually know. Penny asks her in return how her night was, almost mockingly, something Delphine sees through, and drops the facade and accent, but still keeps up appearances of being a high elf. She is disappointed that the party learned of her true identity so soon, but tells them that it matters not, they would have discovered the truth eventually. She asks if they can talk more privately, walking over to the door of their quarters, but doesn’t open it. The party doesn’t open it either, so she keeps her voice low and waits when people pass before continuing to talk.

    Malice tells the party that the offer she gave them still stands. All they have to do to keep their families and home safe in the coming calamity, is to give her the key when they have the final part of it. The party mocks her, saying that their loved ones are beyond her reach, but Malice rebukes them, saying that no place is safe from her forever. She asks the party what they want in return for the key. The party is blunt, saying they want her to die for what she has done, but she assures them that when the time comes, she is prepared to die, as she has been waiting for it. The party seems confused, so she clarifies that many have tried to kill her, but none have succeeded, and she is tired, hoping to finally rest when her task is done. They tell her that they will be the ones to do it, but Malice laughs, saying they have no way of doing so.

    They continue to try to push Malice’s buttons, mocking her relationship with Nezznar, but she laughs, saying that he cannot wait to see them again. She admits that she was disappointed to see him flee from their last bout, but promises that next time, she will send with him some friends who will make sure the job is done. They mockingly ask if she means the Dread Enclave, considering they seemed to be quite the pushovers when they last met. She tells them that they were quite upset when they were ordered to spare the party, but figures that it could be more fun if she gave them free reign the next time.

    She continues to bargain with the party, saying that she might be able to convince her god to spare Udall and Faunus, who she describes as a fake god, “farted out by your kind”. Thistlethorn seems confused by this, upset at her words, assuring Malice that Faunus is real. She just laughs at this, with Relic giving a knowing look to Thistlethorn. Penny subtle casts a sending to Thervan, while asking Malice why she is here in the castle now. She gets a reply from Thervan that he will be right over. Malice replies that she wanted to make sure the party actually knew, and wonders how they have gained the ability to notice her surveillance of the party, referring to their newfound ability to see invisible sensors, but it matters not, she will still keep an eye out. Thistlethorn notices that she has no shadow, but doesn’t tell this to the others.

    The party declines her offer yet again, no matter what she can provide, they would sacrifice their loved ones if it meant protecting the world. Malice is disappointed, but promises to ask one last time, when the key is complete, and hopes for their sake that they have changed their minds by then. She then vanishes, as the Projected Image dissipates. Relic figured as much, and Thistlethorn realize that’s why she had no shadow. 

    Crossing Over

    Mere moments later, Thervan comes running down the hallway flanked by Ansgar and Raven, who is wielding her new Holy Avenger. The party tells them that they just missed her, and that she wasn’t really here to begin with. Thervan doesn’t want to take any chances anyway, and sends both Raven and Ansgar to patrol the castle to look for any dangers. Raven takes the chance to thank the party for their gift, and that she is in their debt. Thervan then gestures for the party to head into their quarters so that they can talk.

    With the door closed, Thervan asks what she wanted, but is discouraged when they have nothing new to tell. Seems that he hasn’t told Bertram about the situation yet, but he promises that he will. He asks if Delphine knows about the blade they are seeking, and is reassured when they tell him they have kept that card quite close to their chests, and it seems she didn’t know they knew. The less people know about it, the better, with Thervan himself having not told anyone. He seems to have been seeking information about the blade for some time, but without the ability to ask anyone for help, he has come up short.

    The party seems eager to leave to finally cure Gleamshroud, and Thervan says that he will bring them there when they are ready, just say the word. The party wants to know if everything is okay in the castle, and if they are protected, which prompts Kal to notice something off about him. She asks if she can have a word, and so he leads her to his office.

    Chapter 80.1 Appendix: Kal's conversation with Thervan

    When Kal and Thervan return, the others follow them back to his office. Thistlethorn puts Berry in the Pocket Ball, and calls Argus and Ira to join them. Relic takes out the rod attuned to the feywild, holding it at the ready. He takes them upstairs to the sanctum, and asks if they know what to do and avoid in the feywild. The party has some ideas, they know they shouldn’t enter bargains or deals without thinking carefully about what it means. If they ask for their name, they should say no, but they can introduce themselves. Thervan says he learned that lesson the hard way, and that he wasn’t originally known as Thervan, but he has forgotten his original name.

    Thervan prepares what he needs from his orb, and then tells them that Seraphina is very vain, loves compliments and people being courteous, hating rudeness and sarcasm. They should be truthful about their quest, and try to get back as soon as possible, as the feywild is a dangerous place. 

    The party seems to be as ready as they can be, and Thervan goes over the plan once more, saying he will bring Gleamshroud in the Iron Flask when he hears from them again, bring it to the Crags of Despair, so that they can cure him, before going after the blade. The party nods in agreement, and so Thervan prepares to cast the spell, saying that he will hopefully see them in a few minutes. Relic holds out the rod to Thervan, who grasps it, saying an incantation while making the arcane gestures needed. Suddenly, the party falls, as the world expands upwards around them. They see Thervan letting go of the rod, as they fall and fall. Eventually, everything turns dark, before they find themselves in a clearing at the foot of a long range of crystalline mountains, with a vibrant forest ahead of them. Far in the distance, they see the massive castle at the edge of a lake of green emeralds that can only belong to the Summer Queen.

    Bargains

    Around the castle, there are lush and well kept gardens, but to the north, a large area seems to be void of all colors, like a scorch mark in the landscape. Between them and the castle there seems to be a town of some kind. There is no sun, but the world seems a bit brighter towards the castle, and darker beyond the mountains behind them. As they look around, wondering about the weirdness of the plane they have landed in, they hear a short cough, and a voice.

    “May I have your attention please?”

    The party gives a resounding “NO” in reply, before turning around. They see a clearly homemade looking stand, made of mismatched colors, and a sign above it that Thistlethorn can see saying “Welcome!” in sylvan. Behind the counter, a well dressed satyr stands, putting on some round glasses, while looking at the party expectantly. He bids them welcome to the gardens of the Summer Queen, and that she has decreed that everyone who wishes to see her needs to give a good reason and their names. The party declines to give their name, but introduces themselves. He doesn’t like their names however, and so calls Thistlethorn Poison Ivy, Penny is called Copper, Relic is called Relic still, but they get the feeling that the meaning has changed, and Kal is just called Kal, because to him she is a human and humans are boring.

    The satyr introduces himself as Pantharos, and that he is the envoy of Seraphina, the gracious Summer Queen. He asks them what their purpose for being in the feywild is. The party tells him they are on a grand quest, but he seems disinterested in this, and that they should go back where they came from, as there are no quests here. The party realizes that this will be more difficult than they thought, and tries to explain that there is a sick dragon, and they come here to help him. Pantharos is overjoyed with this, saying that Seraphina would gladly kill the dragon for them, but the party quickly says that they want to cure it. Pantharos doesn’t seem to understand, and declines the quest. The party is confused, and clarifies that they seek the Dragon’s Tear, or the Edenflower. Pantharos has heard about this, but says that the Summer Queen would most likely not part with it easily. Penny says that she could offer a song for the queen, and Thistlethorn offers to maybe make a beautiful floral head wreath. 

    Suddenly, many different flowers come walking out of the forest, with Pantharos saying that it is a lovely idea, Seraphina loves wearing the corpses of her subjects, asking the flowers if they would like to die. They all cheer in unison, but the party is disturbed by the whole idea, saying that they don’t wish to kill anyone. The flowers are clearly disappointed, with one of them walking over to Thistlethorn to kick her in the shin, before returning to the forest, petals drooping down. 

    Pantharos says that they will probably figure something out, but Kal is frustrated, and lets out a curse. Pantharos seems quite interested in this, saying that he is collecting curses, having grown fond of “fuck”, “shit” and “cunt”. Kal offers up “storming”, and Pantharos wants to buy it from her, saying that he wants the full ownership, but is willing to lend it to her, once per week. She declines, even when he offers twice a week, and then offers a memory of great pleasure, and one where he is murdering another satyr. Kal declines these too, and so he is sad to see the negotiations come to an end.

    The party returns to the original topic, saying that the world is in danger, and someone wants to destroy all magic, with Relic pointing out that it would also destroy all magic in the feywild. Pantharos says that this is nonsense, as they get their magic from the queens, reminding them that nothing beats homemade. But it seems to be enough to reluctantly accept their quest, so he “buys” it, throwing them a bag of old gray rocks as payment. Kal is confused, giving them over to Thistlethorn, but even she finds the rocks dull and boring. 

    He then explains some rules, saying that the road to the castle shouldn’t take more than a few months at most, and that he will see them there. He tells them that flying is forbidden, ever since the owlbears defecated on the queen's castle, so she has decreed it. Thistlethorn suddenly realizes that between arriving in the feywild and talking with Pantharos, her owls have disappeared. Pantharos then says he has to leave, explaining that he will take the servants route, which is far too boring for them. He then walks around a nearby tree a few times, eats something out of his pouch, and vanishes. One of the flowers from before walks over to Penny, carrying a copper piece, giving it to her. She takes it, giving a silver in return, much to the dismay of the flowers parents who are standing in the treeline shaking their head as the flower carries the silver back with it.

    Terrified, Thistlethorn checks if magic works by casting a guidance spell, which seems to function normally, and then casts a sending to Ira, asking him if he is safe. He replies quickly, saying that he and Argus are having a great time, and there is no need to rush. She decides to scry on him, finding him in a large cage-like structure, with many different beings with wings. Argus and Ira seem to be in deep conversation with a couple of crows. Outside the cage, she can see the castle looming in the distance, but still far closer than where the group is now. She can also see a large field full of around 40-50 horses, with one female centaur looking woman among them. 

    Coming out of the scrying, she confirms that they are okay. Penny suggests trying to fly so that they can be brought close to the castle, but decides against it, as they don’t want to start off on the wrong foot with Seraphina. They gather their things, and then make their way into the forest, following one of many paths leading out of the clearing.

  • Chapter 81: Time Flies

    Some time in the Feywild...

    Venturing Through the Gardens

    The party starts trekking through the forest leading to the castle, and soon loses sight of any landmarks. They are completely isolated in the forest now, and have to make their way forward in order to free Argus and Ira, and to help GleamshroudThistlethorn and Penny take charge leading the trek, helping each other with surveying the road and finding the best path. Eventually they come to the start of a river, which just appears out of thin air. They discuss whether they should cross to the other side or not, but decide to just follow it. Penny is very tempted to taste the water as it has a very tempting smell and look, but both Kal and Relic talk her out of it. Thistlethorn in the meantime sees that they are not alone. A figure is walking in the forest along with them, just outside the others' perception. They lock gazes, and Thistlethorn gets a short wave from what appears to be a middle aged woman. She decides against telling the others about her as they continue downstream.

    As they follow the flow of the river, they talk about how they want to approach it, and suddenly hear a voice commenting on them being new to the feywild. They don’t see anyone, but the branches of a nearby tree gesticulating to indicate it is talking to them. Thistlethorn accidentally convinces it to take a walk, and so the tree drags its roots up and begins walking away. The party is about to continue, when a small figure that was hiding behind the tree tries to hide behind another one. They lure the figure out, finding it to be a very short treant sapling, who calls itself Stumpwick. He asks if the party is heading to the castle, and if so, if he can join them, as he is on a secret mission which he doesn’t want to reveal to the party. 

    After a bit of discussion, they decide to bring Stumpwick along, as Kal offers to carry him on her shoulders, seeing as he is so small, in exchange for a compliment, since Stumpwick is adamant that he wants to pay for the service. The compliment ends up being that he is impressed how well her skin is hanging on to her flesh. Transaction completed, he hops on up, and joins the party on their trek. 

    Thistlethorn asks Stumpwick how long he has been looking for the castle, and he replies that it’s been years in their timekeeping. The reason being that he’s so small that he can’t see the sky, and doesn’t know which way is lightwards, and since the queen moves around from time to time the lightwards direction changes. He clarifies that the queen is the one moving, not the castle. Armed with this information, Thistlethorn and Penny try to follow the lightest direction. 

    Suddenly, they are walking on some very rocky ground, with the river nowhere in sight. Stumpwick is gone, and both Relic and Thistlethorn can’t hold themselves up and fall off the cliff. Stumpwick appears at the top of it and shouts at them to hurry since they’re taking too long. Relic decides to cast spider-climb on himself, and begins to walk up the cliff edge, albeit slowly since the ground is now sticky. Kal turns around and climbs downwards, trying to help Thistlethorn, while Penny keeps going up, eventually reaching the top. In the end, they all make it up the cliff, and continue to follow the river, but realize after a couple of hours that it’s getting darker, meaning they’re going the wrong way, so they turn back around.

    Eventually, they grow tired, and decide it’s time to set up camp for the night. They don’t appear to have made any headway, and it might be because they are not all equally in a hurry to get to their destination. While Relic prepares the mansion, the party asks Stumpwick why he’s so tiny, as he should be bigger based on his supposed time spent looking for the castle. He accidentally reveals that he’s cursed, prompting Penny to ask if she can identify the curse with her wand. Stumpwick agrees, even though it won’t hurt, and so Penny uses her magic to discover that he indeed is cursed, but it’s nothing that the party can’t fix if he wants. He declines, saying that he’d be more confident if the queen were to help him, as that’s his whole reason for traveling. 

    As the mansion is summoned, they all head inside, with Stumpwick taking a corner in the kitchen, being uncomfortable with the whole ordeal. Before Thistlethorn makes her way inside, she spots the woman once more, looking at her from between the trees. She smiles at Thistlethorn, but she decides against speaking to her once again, heading inside to join the rest, who have congregated around Stumpwick who is trying to feign sleep by closing his eyes. Penny offers him one of her pillows to sleep on, which he pays for with a peanut. Before they leave, they spot him fidgeting with a small amulet that has an hourglass within, but they decide not to ask about it. The others then go to sleep, while Relic heads to his quarters to recharge.

    Some Time Later

    The next morning, Relic is the first to awaken, and discovers that Stumpwick is gone, with a chair from the kitchen lying on its side next to the door out of the mansion. When the others awaken, they figure that he probably just got bored, and decides to head outside looking for him. As soon as they open the door, he is sitting next to a tree clutching his tiny staff, and in an exasperated way thanks the holy that they are back, as they have been sleeping for many weeks. The party doesn’t understand how that works, as they have only been asleep one night, and so figures that Stumpwick probably perceives time very differently than they do.

    Thistlethorn notices once more that the woman is still lingering nearby, picking apples from a nearby tree. She makes the others aware of her, and they suddenly notice her as well, not realizing fully how they didn’t see her as it’s very obvious that she was there. The woman introduces herself as Agatha, and is wondering if the group is heading towards the castle to see the queen. The party confirms this, and Agatha says that she can tell they are seeking something, and that she might be able to help them, in return for a small favor. 

    She holds up a small resin ball on a chain, telling the party that if they make sure to place this in the queen’s throne room, she will give them what they are seeking. The party debates this amongst themselves, but decides against it, as it is a risky move, especially if they are caught. They still have to retrieve Argus and Ira, and that is something they will have to speak to the queen about anyways. Agatha is clearly disappointed by this, and so decides to leave the party. Stumpwick comes out, asking if she’s finally gone, so the party asks if he knows her. He says he doesn’t, but at the same time thinks she’s really nice.

    Thistlethorn decides to check up on the owls by using the sending stone, saying that they are on their way as soon as they can. Argus replies quickly, clearly exasperated, claiming that they have been out of reach for weeks, and they have nearly given up hope, and that Ira says hi. The party realizes that time is working against them, and so they all feel the rush to reach the castle swiftly. They gather up their belongings, and set out to follow the river once more. This time, Stumpwick decides to sit on Penny’s head instead, as she has horns he can hold on to.

    Red Caps

    After walking next to the river for a few hours, getting apparently closer and closer to the light, Kal and Thistlethorn suddenly spot a figure in the forest clearing next to them, surrounded by dancing lights, and gesturing for them to follow. Never has a trap been more apparent, but they decide to give it the benefit of the doubt after Kal does a divination, asking for advice regarding the figure. She gets a response from someone, not Udall, that it looks like someone that wants their help. Kal thinks the voice might be Shehemis’, suggesting there might be a card waiting for them if they follow, which they do.

    The party follows the figure, who suddenly dissipates when it gets close to a clearing. They sneak up to it, seeing a group of small creatures with red hats that most of the party recognize as Redcaps, fierce little fey creatures who love blood. They appear to be rummaging through some loot, but as the party tries to sneak closer, Thistlethorn manages to snap a twig, drawing the attention of the Redcaps, who charge at them. 

    A few of them come running straight towards them with their iron boots, trying to knock them over, but the party manages to dodge it. There are some mean looking ones with big blades and whips lined with razors, causing those they hit to bleed profusely, and their apparent leader sends crows at the party to pluck their eyes out. 

    One particular mean looking Redcap with an arsenal of nails gets close to Thistlethorn, who lashes out at him with her primal savagery, but he just mockingly takes it, saying:

    “I like it when they fight back.”

    Penny gets assaulted by two Redcaps who knocks her down, and it at first seems like the party might have taken on more than they can chew, but they eventually get the upper hand when Penny manages to get a fireball out of her Wand of Wonder, as well as Relic sending out a lightning bolt while also immolating the Crow King. The one accosting Thistlethorn takes a few nails and nails them to her shadow, forcing her to stay in place. Penny uses steel wind strike to lash out at a few, appearing next to Thistlethorn in order to help out, while Kal uses a thunderwave to blast them away. In the end, they manage to take down the whole band of Redcaps, helping free Thistlethorn from her spikes.

    As the carnage has died down, they look over the corpses, when suddenly two Faerie Dragons come swooping down towards the loot, rummaging through the silverware, and then taking with them a very pretty looking spoon, before flying back into the forest. Apparently they wanted the spoon but didn’t have a way to deal with the Redcaps so they recruited the party. Penny, exasperated, looks down at the corpse of the leader, seeing a card lying in the blood pooling from his body. She picks it up, and gives it to Kal who is carrying the deck, adding it to the others. 

    Thistlethorn walks around looking for pretty rocks, finding a few of them, among them a witch stone with a hole in it. She adds it to her pile, and at the same time does her regular ritual of honoring the dead Redcaps, although she doesn’t put as much effort in it as she usually does. Kal takes the silverware the faerie dragons didn’t take, while Relic and Penny both use prestidigitation to clean a pile of bloodied children's toys that the Redcaps had found somehow. The party decides to take a short rest to heal up, using the coffee pot, who appreciates that Penny brings him to such "wonderful places", rewarding them by making the short rest take a mere 5 minutes. Stumpwick gets a taste of the coffee, and pays for it with his finest oak nut. They then walk back towards the river with Stumpwick. They don’t have to walk long before they hear voices of a settlement ahead of them, and suddenly the tree trunks next to them start moving. Looking up they see a house with wooden legs start walking around.

    Wandertown

    They have reached a small town, where all the houses appear to have legs of various heights. People walk around on the ground, to and from the buildings, and it seems that all the houses are congregating around a large oak tree. A bit further ahead they see a massive circular building with eight legs, where a minotaur and a kenku make their way up the ladder to head inside. Thistlethorn can read the sign in sylvan, “The Wayward Inn”. As it’s getting late and they don’t want to push themselves too hard before meeting the queen, they decide to take a rest there, hoping that it’s safe enough.

    Thistlethorn can easily reach, but the others are having a harder time, so she kindly asks if the building can lower itself so that the others can get up. The building complies, and tilts lower to allow them access, much to the annoyance of the patrons within. When they walk in the see a large circular room, where there is an alcove above in a circle, where the sleeping quarters are. In the middle of the inn there is a small circular bar where an Eladrin woman is standing preparing some drinks. She sees the new arrivals, and in very broken common welcomes them to Wandertown, and the Wayward Inn. 

    The woman introduces herself as innkeeper Lidanya, and offers them a place to stay while assuring them that in her establishment, they don’t have to worry about accidentally entering contracts with fey creatures. She asks what they can offer in payment for staying the night, and so Penny suggests that she can entertain the crowd for the evening in return for a place to rest for her and her friends. Lidanya accepts, and then gestures to a large table surrounded by patrons that suddenly begins to move and walk over to an open corner, lowering itself as a makeshift stage. Penny takes to it, and begins performing, entertaining the whole crowd who appears to be loving the show.

    Looking around the room while she does, Penny spots a few interesting characters, some travelers, Agatha again, as well as an autumn eladrin who is being approached by several others. Thistlethorn follows her gaze, and reads on their lips that they are discussing payment and delivery, so apparently he is a shopkeeper of some kind. In the alcove above, they also spot their old acquaintance, Silas, who is leaning on the railing while watching Penny. 

    Thistlethorn makes her way up to him to have a chat. He greets her as if he knew she was there. They talk about how they keep meeting, but he assures them that he’s not here for them this time. He just likes to travel and to be entertained, so he wanders where he is needed. At the same time, he somehow knows that they were offered an easier path to their goal, but they decided not to take it, and he commends them for it. Thistlethorn is unsure what he means at first, but realizes it’s probably Agatha’s proposition from earlier. 

    He says that he hopes they find the flower they are seeking, before declaring that he has to go take a piss. He wishes Thistlethorn by name to have a good evening, before descending the ladder to the common area. As he passes by the stage he flicks her a platinum coin, before giving a courtly nod to Kal and Relic, leaving through the front door.

    After Penny is done with the performance and has rejoined the party, having picked up a few coins in tips, they ask Stumpwick what the device he was seen fidgeting is. He explains that it’s a timepiece, and he’s surprised that they ask since he figured it was obvious considering how time flies in the queen’s gardens. They suddenly realize that since all other flying is banned, then time is free to fly more than usual. Groaning, they ask Lidanya where they can acquire a timepiece. She says that Thalindor can sell it to them, if they’re willing to pay. She shouts for him, and the autumn eladrin they saw earlier comes walking over.

    He introduces himself in perfect common, saying that he would be happy to sell them a timepiece if the price is right. They go through a lot of different options, with Thalindor demanding stuff like a year of their lives, the colors of their eyes, their firstborn, a favor. Penny and Relic both walk away, saying that what he is demanding is not worth it, and they should just take their chances. Kal is close to offering up her ring finger, but Thalindor eventually relents and asks for merely a day of company, at a time they have to agree to, and they will do nothing that they don’t want to do. Basically, he’s asking them to be his friend for a day. Kal and Thistlethorn decide to accept, and so he shakes Kal’s hand, taking out a timepiece from his coat, and handing it to them. As he walks out, business concluded, he speaks to Lidanya in sylvan, laughing at how easy it was to bargain with them, having gotten more than he could dream of. Thistlethorn understands him, and realize suddenly how lonely he must be.

    The party decides to retire for the evening, and makes sure to spend some time with the timepiece in order to keep time in check, and then heading off to sleep. The next morning, they find themselves awake and rested, with Stumpwick making no remarks on whether they have “overslept”. The timepiece apparently worked great.

    Onwards to the Castle

    Not wanting to waste any more time, they decide to head out. When they walk out the door of the inn, having said their goodbyes to Lidanya, they see that they are in the middle of the river. Thistlethorn kindly asks the building if it could walk closer to the edge of the river so that they don’t get wet. She manages to convince it, and it stops at the river banks, allowing them to dismount in a dry fashion. When they step down the ladder, Penny is overcome with the smell, and decides to taste the river, taking a handful of water, gulping it down before anyone has a chance to stop her. It tastes delicious, of strawberries with an aftertaste of chocolate. She feels completely fine, and a quick use of her adventurers wand identifies no curses or effects, other than the ones she knows of. The party counts their lucky stars, and then heads towards the castle.

    On the way there, they are led to a detour, leading to a path that passes by the large field that Thistlethorn saw in her scrying earlier, and so a bunch of horses and the centaur come running up to the fence. The centaur woman pleads them to stop, saying that finally someone from somewhere else passes this way. She introduces herself as Clarita, but claims to be an elf called Tela, who was merged with her horse Luna, but is being kept captive by Seraphina who has claimed ownership of her. Feeling bad, and remembering that someone in The Northern Fort spoke of a Tela going missing when they passed through, they decide that they want to help the woman, and promise to do their best to help. Clarita is overjoyed with this, saying she looks forward to being free. She doesn’t remember anything from before, only being found as a centaur in the forests, and then being claimed by Seraphina. The party tells her to sit tight, and then makes their way towards the castle.

    On the edge of the field, they see a small birdcage hanging from a metal pole. Realizing this is the prison that Argus and Ira was being kept in, they all run over to see if they can spot them. Thistlethorn’s perception is so high that she can spot two tiny shapes flying to the edge of the cage. She whispers at them when they say she is talking too loud, promising to free them as soon as possible, telling them that they discovered that flying is illegal here, so that’s why they were captured. Penny casts a message to them, relaying what is being said, and gets a reply that they are all right, but looking forward to being reunited.

    Continuing onwards, they eventually come to the entrance of the castle, which seems even more grand and beautiful than from a distance, with the highest towers reaching a mile or so straight up. Two bears in armor stand guard outside the stairs leading up to the entrance, and they stop them. Thistlethorn can speak with beasts, and understands that they ask if they have an invitation. Thistlethorn says that they don’t, to which they respond “good”, before gesturing inside. They happily follow the instructions, walking up the long staircase, and then opening the door.

    Seraphina

    Inside they see a large group of eladrin of various seasons gathered around a life sized chessboard, with living players. The summer queen is lounging on her throne further into the chamber, a field of flowers leading up to her, with a path going through it. Pantharos stands at her side, as she whispers something in his ear. He shouts out, “KNIGHT TO E-FIVE”. They look over to the chessboard, and see a player walking over to another player's space, decapitates the chess piece, who is then dragged away by two people, as another two servants mop up the squirting blood coming from his neck. The game then continues.

    The party carefully make their way up the path to the queen, and is stopped by two more guards, goats in armor this time. Pantharos recognize the party, telling the queen that the guests that he spoke of a few months back have arrived. He then approaches the party, saying he is glad to see them, albeit sad that they all survived. Suddenly, the queen locks eyes with Penny, pointing at her, saying “YOU!”. Pantharos quickly moves to the side and hides in the field of flowers like a prey animal desperately wanting to avoid being spotted by a predator, as Penny approaches the queen.

    Seraphina looks down at Penny, at Harmony, and demands to know where she got the instrument, as it belonged to her daughter. Penny says that she received it as a gift from Lirael. The queen demands that she prove it, and so Penny begins playing the song that Lirael played for her when she received the instrument. The whole court is now fixated on the pink tiefling who is playing a beautiful tune. At the end, the queen looks solemn, realizing that she is speaking true. She then demands to know why she has come. Penny explains that she is looking for a flower called the Edenflower, which is the only way to save her friend, and that the one who killed Lirael, Vuthul, is threatening to return, so they need all the help they can get. 

    The queen looks thoughtful, but agrees to give them the flower, but in return she demands that Penny write her a song to remember her daughter by. If she can perform the song for her to perfection, she will give her the flower. Penny agrees to this, and showers the queen with compliments before retreating. Thistlethorn then takes a chance and approaches, begging the queen to release Argus and Ira, as they are their companions. The queen says that it is not up to her, but she can have Pantharos set up a meeting with the Eladrin Tribunal to plead their case.

    Kal then approaches as well, saying that the centaur she has in her field is an elven soldier from the material plane, and begs for her release. The queen declines, saying that it’s her favorite horse to ride, and wants to keep her. After a bit back and forth, they realize the queen loves the horse, but despises the elven part of the horse, and if they manage to remove the “tumor” that is growing on it, they can take the tumor with them, if they leave the horse behind. Kal thinks this is a fair trade, and Tela is probably not as attached to her horse as the party is to theirs, so it should be easy enough. The party thanks the queen for her generosity, and then retreats. 

    Pantharos then emerges from the flowerbed, gesturing them to a side chamber, where he explains that the song will not be as easy as they think. He suggests heading to the Grove of Eternal Spring, which was Lirael and Seraphina’s favorite place to be, where they might find inspiration for the song. He also tells Thistlethorn that he will prepare the Tribunal for the next day, and offers them accommodations in a pantry if they need somewhere to sleep. Relic, who is gonna put up the mansion anyway, happily accepts, much to the dismay of the satyr.

    The party leaves the castle to tell  Clarita the good news. She returns to them, asking if everything went well. They tell her the deal they made, as long as the queen gets to keep Luna, she can go home. Clarita is overjoyed with the news, asking if they can do it immediately, as she wants to go home as soon as possible. Kal says she can try, asking Penny to make a bag of diamond dust in order to use the Greater Restoration. Penny makes a bunch of it, with Kal grabbing a handful and then taking the hands of Clarita, casting the spell. 

    Everythin goes dark. Kal finds herself in a void, wearing only simple clothes, as she feels two hands lurking up her back, touching her shoulders, with a disturbing voice saying in her ear “no, no, no, this one is mine to play with.” She turns around, seeing a disgusting looking hag staring back at her. The hag introduces herself as Hagatha Greenthumb, saying that she can’t take her from her, and that they should have taken the deal she offered them. Kal seems confused, but then realizes that Agatha must be Hagatha, something she confirms. She says that she is the aunt of the queen, and that she can do as she pleases. She then sends Kal back to her friends.

    From their perspective, Kal casts the spell, and then is suddenly shunted back from Clarita, landing on the opposite side of the road, holding her head in great pain. The party rushes over to her, asking if she is okay, to which she replies that this is going to be more difficult than they first thought…

  • Chapter 82: Memories

    Some time in the Feywild...

    On the Subject of Hags

    The rest of the party helps Kal up from her tumble, getting her on her feet and wiping off the dust. Clarita looks at her with her hands in front of her, asking if she is okay, to which Kal replies that she is okay, and if she can tell them anything more that can help them clear her curse. Clarita looks concerned, possibly by seeing a chance to be released, and maybe seeing that chance slipping away. In either case, she tells the party that she has nobody to really talk to, so she hasn’t learned anything of use that the party can use. The only thing she knows is that the queen sometimes takes her to ride in the nearby forest, before Pantharos takes her back to the fields, but Seraphina sometimes stays behind. She knows not what she does after they part.

    Realizing this will not lead anywhere, Penny suggests that Kal maybe do a legend lore on Hagatha to see what they might be up against. Kal agrees, and so sits down, takes out some of her incense and ivory strips, and begins casting the spell in order to learn more about their quarry. As the ritual completes, she is not taken to the familiar chambers of Udall, but instead, all sound disappears, and then suddenly, as if someone is sitting next to her shouting in her ear, she hears the voice tell the tale of Hagatha Greenthumb.

    Hagatha, the twisted crone of the Feywild, is no mere hag but an archfey of great and terrible power. She is the sister of the late Archfey Tatiana, the Queen of Light, whose passing plunged parts of the Feywild into mourning. As Tatiana’s dark mirror, Hagatha embodies the wild, untamed magic of the Fey, the embodiment of chaos and trickery. Aunt to Seraphina, the Summer Queen, her influence weaves through the shadows of the Feywild, unseen but ever-present. Older than the moon itself, her power is unbound by the silver light that touches so many in the fey realms. Known by many names throughout the ages, she has whispered dark bargains to those desperate or foolish enough to seek her out... but in all corners of the world, she is most feared under a single name… Baba Yaga.

    The party realizes that they are up against a force of nature personified, the hag before all other hags, older than Elysum, and extremely dangerous. But Relic suggests that they are on a quest to kill one god, so this would be a good trial run. In either case, they decide to write the song for Lirael first, and then go after Hagatha afterwards. Clarita tells them that they know where to find her, and then returns to the other horses, leaving the party to do their business.

    The Grove

    The party realizes that they are not entirely sure when the appointment with the tribunal is, and want to make sure that they have the time right so that they don’t miss their appointment the next “day”, so they decide to just go back to the castle and double check with Pantharos. Let into the castle by a pair of sheep-guards, they find Pantharos to the side, looking through some important looking documents. As they approach, he exclaims his joy that they have already completed the task, but they disappoint him with the truth. They ask what he meant when he said that the tribunal would meet them “tomorrow”. Exasperated, he says that he adjusted the meeting to join up with “their” notion of tomorrow, so when they have slept, it will be tomorrow, but couldn’t tell the party when they need to be there, saying that they cannot be late, otherwise their owls will be lost forever.

    Thistlethorn and Penny both sense his dislike of Kal and Relic in particular, and suggest that if he helps them complete their task, then he would be rid of them sooner rather than later. He looks at them, pondering, but declines, saying that he has more important things to do, and that he has more important things to do anyhow. Thistlethorn gives him a nasty look, which he appreciates, and pays for with a small pebble. She finds herself unable to give him another nasty look, but reluctantly accepts the payment, a memory of their adventures so far.

    The party exits the castle once more, and takes a right towards the Grove. As they walk down the path, they pass by the dark and desaturated area they saw from a distance, getting a closer look. They see that it appears to be a massive maze surrounded by walls and several big gates. Through the gates, Thistlethorn spots what appears to be the spirit of an elven woman. She is tending the walls of the maze, but she doesn’t get a good look at her face, but it’s not Hagatha or Agatha, so she thinks nothing of it, and continues onwards with the rest of the party.

    To their left, they see the forest, glinting several creatures, among them trees who walk about, a group of animals holding a tea party, and mushrooms dancing in a circle. To their right, they see the vast and beautiful lake, which looks more like an ocean, green and blue like emerald and sapphires, waves crashing against the cliffs below, with the glimmer of the Summer Queen casting its light across the vista. 

    They continue to walk on the path, and before they realize it, find themselves in a vast, beautiful field of green, with scattered trees, flowerbeds, and the odd animal here and there. Nowhere can they see the forest or lake, and no mountains are visible. It’s like they’ve stepped through to a hidden gem, away from all the dangers of the world. 

    Thistlethorn leans down to talk to the flowers, as she has been granted that gift from the Heartwood Staff, asking them if they have found the Grove of Eternal Spring. The flowers confirm that indeed they have, but that they should leave as they are not allowed to be here. Or so they guess. But Thistlethorn manages to convince them to give them a chance, so the main flower tells another one to go fetch Craggle and Tumble, as they will be able to give a definite response.

    Suddenly, the ground begins to shake, and two massive creatures form from the underground roots that sprout up from below the earth. Relic goes into a defensive position, but the rest of the party seems calm, so he relaxes. Although Thistlethorn can understand them, it seems to be quite rudimentary. They both seem to be staring at Penny, while asking why they have come. She explains that they wish to write a song to honor Lirael, which appears to be an acceptable reason. Craggle, or Tumble, they are unsure, points to Penny, asking about wood. Penny suspects that they wonder about Harmony, so she holds it up towards it, allowing the guardian to play a tune on it. As they do, Penny sees that the grain of the wood matches that of the guardian. They seem to accept the group, and go off to wander about the grove, while the party is allowed to do what they came for.

    Penny senses that there is something lingering here, and Relic does too, feeling that the magic in the grove is thick, almost moldable. Penny tries to connect with the area, sitting down, playing a tune. It is quite beautiful, but it’s not quite right, something they can all feel. It’s almost as if the melody is there, just out of reach. The party decides to try to help out, so that Penny can find the right notes.

    Relic, sensing that the magic is strong, decides to take out some of his paper and quill, and begins to make a rudimentary music sheet from the magic that he can sense. Thistlethorn sits down in order to try to get more in touch with the surrounding area, hoping to find a way to help, and discovers a rhythm. Through their connection, she sends the rhythm to Penny, who can also feel it. Kal, unsure what to do, uses a divination spell to ask for guidance from the higher powers. She gets a reply from an unknown god, suggesting that she should send Penny her emotion, as she is clearly feeling joy from being in this peaceful place. 

    Armed with the help from the rest of the party, Penny sits down, and tries once more to write the melody. She can feel that she almost is remembering a song, not writing a new one, but it seems to resonate with her instrument. She sits there, surrounded by her companions, as the flowers approach, guardians looking back at the gathering before getting closer. The local fauna also seems entranced by the melody, as they come out from their hiding spots to listen in. The music is beautiful, and as she ends the song, they can all see two figures appear a ways away, near a flowerbed. A young elven child, with her mother, Seraphina. The emotion coming from the memory overwhelms them all, before it fades away. Penny needs not write the melody down, she knows it by heart.

    The party realizes that they have been working for hours, and they begin to feel tired from their efforts of the day. The disconnect of having it always be twilight is hard to get used to, and decides that it is time to find rest. They contemplate summoning the mansion, but the grove seems so safe, so they ask the flowers if they can be allowed to stay for the night. The flowers agree to look over them, in case someone comes, while the guardians seem to not object. The flowers ask for payment, accepting Penny and Thistlethorn’s offer of watering them, so they line up to get their reward.

    Penny uses her song of creation to summon a makeshift grill, allowing Kal to make a fire so that they can get a proper meal, and afterwards, they all find a cozy spot to lie down, resting and recuperating for the night. Before Penny goes to sleep, she walks over to the spot where the memory was seen, using a programmed illusion to make it permanent, a small gift for the Summer Queen. That night, she dreams of being Lirael as a little girl, wandering through the grove with her mother, Seraphina, while an older, more regal looking archfey can be seen with them. Tatiana, the last Summer Queen. Memory, or dream, she cannot tell.

    Reclaiming the Owls

    As they wake up, feeling well rested, they decide that they should not linger for too long, as Pantharos suggested. The flowers speak lowly of him, saying that he sometimes comes to kidnap and murder their kin, suggesting that Pantharos sometimes make bouquets of flowers from here. Thistlethorn offers to tell him to stop, but they somehow seem to enjoy being murdered. Not wanting to waste more time than they have, they head back towards where they came. Turning around, Penny sees the memory still in place, with the guardians giving a wave of goodbye. They then suddenly find themselves on the path once more.

    Kal wonders if they can find their way to the castle even if they go the other way, but Thistlethorn wishes not to dally for too long, lest they miss their appointment. Kal reluctantly agrees to try later. On the way back, they spot Agatha wandering through the forest to their right, seemingly unaware of the party, but they decide to not approach or engage, they have bigger fish to fry.

    After walking for a while, with the castle somehow never getting closer before they’re suddenly next to it, the approach the gates, thinking them first empty, but then seeing that two mice in uniforms keep watch, letting them through. Walking up the stairs and opening the doors, they find the palace seemingly empty. High above them, on a balcony, Pantharos stands waiting for them, so they ascend the stairs, greeting him. He tells them that if they had been one minute delayed, they would have missed their appointment, before sending them through a set of doors, leading to a room with a balcony high on the wall, with a small podium at its center. Four eladrians, two of each gender, one of each season, stand on the balcony looking down at them.

    The party approaches, and the autumn eladrian, Aurelius, tells them to hurry with their request, as they don’t have all day. Thistlethorn explains the situation, that they didn’t know about the ban on flying, and thinks it unfair that the owls should be punished. Eira, the winter eladrian is surprised that they didn’t do proper research, while Viridion, the spring eladrian suggests that their owls can be returned a feynight after they depart the plane. At first thinking this sounds reasonable, Relic points out that a feynight is about 10 years on the material plane. The party declines, saying there must be another way. The tribunal brings various suggestions, from cutting off the wings of the birds, or just executing them, with Kal offers up earthbind or polymorph as a solution, but the tribunal finds this too tedious. Solara, the summer eladrian, and also apparently the most level headed, offers that the party can have their owls returned, as long as they sign a waiver, with strict rules about how the owls should act.

    The tribunal tosses down a thick pile of documents, written in sylvan, and another one in common. The party spends some time reading through it, and although the rules are ridiculous, with a set limit on how many times a day an owl can hoot, and how many feathers they are allowed to shed and where, but most importantly, they can only fly within 100 feet of the party if within the gardens. They see no terms they aren’t willing to live with, and decide to sign. Thistlethorn signs her name, while giving the date as the date they left the material plane, hoping that they can return the same day. She feels a weight on each of her shoulders, as suddenly Argus and Ira are with them. They nuzzle up to their “mother”, greeting the rest of the party in turn, saying that they have missed them dearly, but that they did have a good time, meeting many new friends.

    As the tribunal is done with their ruling, they tell the party to leave, as the floor vanishes from below them, sending them all into the darkness below. The tunnel leads to a trap door, spitting them out on the road outside the castle, all of them sliding out, but Kal managing to land on her feet. Thistlethorn embraces her owls properly, and tells them about their limitations, overjoyed at having them back. 

    The Weeping Falls

    After their reunion, they decide to take a stab at the next part of the song, the emotion, remembering that they were told that the Weeping Falls behind the castle has been infested by the sadness of the queen, so it might be a good place to get a proper emotion for the song Penny is writing. Relic remembers seeing a path leading towards the coast next to the maze, so they decide to go there.

    The path leads to the cliff edge, with a winding pathway leading down to the landing below. It is quite steep and arduous, so much so that both Thistlethorn and Kal lose their footing, tumbling out towards the hard rock floor below, but a quick feather fall from relic saves them. Penny and Relic both make their way down safe, meeting up with the fallen.

    The walk along the stone ground, seeing the falls in the distance ahead of them. Leading into a chasm in the wall beneath the castle, the area seems dark, gloomy and depressing. Peering in, the party can see glowing shapes wandering through what was once a quite beautiful forest, with small spheres reminiscent of will-o'-wisps floats around. Movement in the water around the forest hints at other dangers lurking. 

    Not wanting to risk the owls, Argus and Ira both decide to wait, sitting on the ground, outside of the darkness, as the party all ventures into the falls. The air is humid, and also heavy with emotion, as they instantly feel the gloom and dread that permeates the area. Ahead of them, towards the innermost corner of the falls, a half-finished statue of Lirael stands, made of crystals, waiting to be completed.

    The party has tried to be stealthy, not wanting to disturb whatever spirits linger, but one of the figures notices them, and wanders over towards them. They see the unmistakable visage of Seraphina, but overcome with emotion. The spirit demands to know what they are doing here. Kal offers to give a proper goodbye to Lirael, but the spirit wants to know if they can bring her back. The party looks uncomfortable at each other, then tells the spirit that they cannot. It begins to cry, disturbing the rest of the spirits wandering around, which turns hostile towards the party.

    From the water, large surges of emotion come down at them, attacking the party with emotional damage, which Penny and Thistlethorn are especially susceptible to. Kal casts a beacon of hope, hoping to lessen some of the emotional effects, while Thistlethorn tries to use a lesser restoration on a spirit, helping a little, but not enough. 

    The spirits tries to flood the party with emotions, wounding them greatly in the process, but the party holds back, and uses some very powerful spells to hold the spirits at bay. Nearly overcome with grief, Thistlethorn releases a sunburst, while Penny uses a prismatic spray, casting out a few of the emotions, with Relic firing several fireballs and lightning bolts at the emotions, holding them back, but is at one point overcome with the gloom of the large spirits from the water. 

    Eventually, a few lamentful spirits linger, but are dispatched. With all the negative emotions vanquished, the light returns to the falls, the water becomes more clear, and they can see that the statue has acquired a tear on its cheek. Penny falls to her knees, as all the negative emotion rushes through her, but instead of resisting or letting it overtake her, she allows it to flow through her, feeling the sadness and longing of the Summer Queen for her daughter. She gets a feeling of familiarity, and now knows what emotion to use when performing the song for the queen. 

    Another memory appears, a fully grown Lirael, standing in front of the statue, with her mother Seraphina embracing her in a longing hug. Penny realizes that this is the memory of their final time seeing each other, although neither knew it at the time. As an offering, Penny uses another spell to make a programmed illusion, making the memory linger forever, as the rest of the party pays tribute in their own way, before turning to leave the Weeping Falls, which now needs a new name. Two parts down, now only the lyrics remain, and Penny has a feeling she knows where to find them.

  • Chapter 83: Crescendo

    Some time in the Feywild...

    No Time Wasted

    When the party emerges from the falls, Argus and Ira fly over to meet them as soon as they are within range. They tell the party that they were good and kept themselves on the ground, but were very curious about the commotion in the darkness. Thistlethorn tells them what they went through, and they are amazed that they did such a great job at removing the negative feelings from the place. Kal and Relic both look at Penny, expectantly, with Penny trying to focus on where to go next. She feels that the most logical step should be the maze they passed earlier, as it seemed like it was drawing her in, but she didn’t notice it properly until now.

    They decide to make their way there sooner rather than later, and so head back towards the narrow path leading up the cliff. To their right they see the green waves splash against the hard rocks of the wide plateau they currently walk on, while the roots of the castle above them go far into the earth, sticking out partly from the wall. They make their way up the narrow and reach the top, walking over to the maze. Relic checks his timekeeper, and finds that it would be about just before noon for them. Before they venture forth, they decide to take a short rest on the side of the road. Helpful roots begin to emerge, making them a makeshift table with chairs. Kal prepares some food, while Penny plays a helpful tune to expedite the healing. Her playing attracts several critters from the nearby woods, amongst others a group of mushrooms with hands and feets, that dance among them to the melodies. When they are done, the roots retreat back from whence they came. Thistlethorn hears them telling her that it is too heavy, so she thanks them, shocking the roots with the knowledge that someone can hear and understand them.

    Rested and ready, the party approaches the maze, which has four separate entrances, and looking within the silvery gates, they see that the insides don’t align with what they see through the other gates, so they realize that it is probably a lot bigger on the inside than outside, and considering the outside is about a hundred meters each direction, it should be pretty big. They walk around to get a feel for the gate, and each member of the party gets a feeling that a specific gate  is the “right” one for them, except for Penny who feels the same about all the gates. They decide to go with Relic’s gate first, as he mentions that “All roads leads to Неизвестно”, causing great confusion amongst the group. He opens the gates, notices they are creaky, so he takes out some oil to fix it, and then heads inside, followed by the rest of the group.

    The Twilight Gardens

    Immediately when passing the threshold of the gates, the sky disappears, exchanged with a starry night sky, one they haven’t seen in several days since entering the feywild. The air is cold, like a late summer’s night, and the fog creeps in from the walls made of leaves. Down one path, they see the shimmer of people walking through the maze, but they seem not to sense the group. One of the spirits seems to be more solid than the others, and Thistlethorn recognizes her as the spirit she saw in passing when they headed towards the grove.

    The woman, the spirit of an elderly elf by the looks of it, is busy seemingly organizing something the party is unable to see. Kal breaks the silence by greeting her. The woman turns, saying “Ah, so you’re the ones who will bring her back?” while looking at Penny. She introduces herself as the Caretaker of the Garden, and asks if the party knows the story, and recites it for them when they say they don’t.

    "She wanders, still. Her spirit, once whole, now shattered across the planes. Lirael's heart broke long before her body did, and the pieces of her soul were carried on the winds of grief and loss. Her city fell, and with it, her light. Separated from her home and from herself, she could not find her way back to the gardens, to her rest."

    The Caretaker gestures to the foggy maze surrounding the party, as the stars above dimly flicker like fading memories.

    "This place, this labyrinth of echoes, was meant to guide her home, but the threads of her soul are scattered like leaves in a storm. Each fragment of her memory clings to her life, to the songs of joy, sorrow, and loss she once knew."

    Turning to Penny, the Caretaker bows their head slightly.

    "Your song, bard, has already begun to weave the fragments together. Each note you play, each melody you sing, is like a beacon calling her back from the shadows. But she is not whole."

    The Caretaker’s form flickers as she speaks, revealing the misty remnants of spirits that linger around them.

    "Lirael is here, in the Twilight Gardens now, drawn by your song, but she is confused, scattered. Her memories pull her in many directions—her joy with her companions, her sorrow at the Falls, her hope in the Grove. Only the song, when completed, can reunite the shattered pieces of her spirit."

    The party realizes that the Caretaker has been leading them along the path with her tale, and as she gestures to a place beyond, they can see two people standing with their backs turned, working on something. Penny goes closer, seeing the ghostly visage of Lirael Silversong, and next to her a young male drow, whom she recognizes as Erevan Duskwoven. They seem to be working on something, a small sphere with several arcane runes on it. The movements resets, and Penny realizes that this is a memory on a loop, incomplete. She calls out to relic, who approaches, with Thistlethorn giving him guidance. He observes the scene, and tries to touch the sphere. He realizes he can pick it up, and manipulate it. With Penny’s bardic inspiration and Thistlethorn’s guidance, he easily completes the puzzle, placing it back in the hands of Erevan. 

    The memory advances, and the two friends embrace and rejoice as the puzzle is solved. The memory starts to coalesce, and it suddenly shoots off in a beam of light towards what is presumably the center of the gardens. The caretaker tells them that they must help the other memories to remember, and then help Lirael return. The party understands what they have to do, and so follow Penny, who is now hearing the music guiding her way.

    They wander for a while, with the Caretaker following them from behind, from time to time stopping to organize something again, and they see now that she is taking small wisps of light and moving them around. Kal deduces that these are probably the spirits of the gardens, which the Caretaker tends to. Eventually, the party stops when they come across a massive visage of an owlbear, much larger than they are used to. Lirael stands there once more, hands out towards the beast, with Brónach standing next to her, as they both try to calm the disturbed owlbear. Penny takes her position, as Thistlethorn stands next to Brónach, trying to calm the beast down. 

    Without issue, thanks to Penny’s help, the beast calms down, and shrinks back into normal size, approaching Thistlethorn, who caresses its beak. Penny also strokes its feathers, before the memory once again coalesces into a small glowing sphere, before shooting off towards the center. Penny can feel that they are making great progress, and so they continue to find presumably the last memory with Lirael and Maravin

    They spend a few more hours wandering through the maze, meeting a few dead ends and wrong turns, but eventually they find themselves in the middle of a massive storm, and the surroundings appear to be that of a ship. They look at Maravin and Lirael standing on the deck of the ship, trying to calm the storm that is raging above them. Kal and Penny know immediately what they have to do, but this time Kal steps into Maravin’s place. This proves to be wise, as she feels more in tune with the memory. With Penny’s help, she manages to intimidate the storm to disperse, allowing Maravin and Lirael safe journeys. Looking at their visages, they realize this must have been close to the end of their journey, due to the various scars and look in their eyes. The memory coalesces once more, but not before a bolt of lightning shoots down into Kal, but it does not hurt, hinting at what Stormseeker will one day do for her.

    With the final memory returned to the others, Penny can now clearly hear the music, and beelines towards what she assumes is the center. The party follows her, trailed by the Caretaker. Eventually, they come to a large circular garden filled with patches of grass surrounded by flowers, with several statues scattered around, but in the middle, a large marble statue clearly depicting Lirael playing Harmony. They walk around it in order to see it from the front, spotting suddenly the glowing visage of Lirael’s spirit, standing in front of it, looking up at herself. She turns towards Penny when she approaches, smiling. Realizing what she has to do, Penny starts playing the song that she now feels is right, with Thistlethorn once more giving her Faunus’ guidance to help out. She performs the Final Farewell, and as she finishes, a tear falls from Lirael’s eye, as she disappears, finally home to rest. The Caretaker thanks Penny for that wonderful performance, and offers them a quick way out, unless they wish to stay for the night. The party realizes how tired they suddenly feel, and checking the timekeeper, they realize they have spent almost 10 hours within the maze. They thank the Caretaker for the hospitality, but decide that they wish to sleep outside. Nodding, she begins to walk towards one of the walls of the garden, walking through it, causing it to dissipate, revealing the daylight beyond as she has shown them a shortcut to one of the gates. Relic makes sure to oil it on the way out.

    Crescendo

    Before heading off to sleep, they decide to just check the royal chambers to see if Queen Seraphina might be open to a performance tonight, or if they should wait until the morrow. Greeting the party at the gatehouse are now two wolves in sheeps clothing. They let the party in, with a bad impression of a sheep’s “baa”. As soon as they have ascended the stairs to the entrance, a group of small beasts open the door, revealing the Queen sitting on her throne, with her entire court in attendance, looking at Penny expectantly. 

    The party springs into action, Thistlethorn summoning a couple of balls from her bag, summoning not one, but two giant elks, Master Elk and Mistress Elk, as well as a giant rat. Kal uses fog cloud to create a fitting ambiance, while Penny uses her creation magic to summon a beautiful dais on which she stands, then animating it, so that she can hover above the crowd for the most ideal acoustics. 

    The beasts dance an improvised dance, while Penny performs the song dedicated to the Queen’s daughter. The whole room is transfixed at her, and even gives a few glances over at Thistlethorn who has taken out a flute in order to help. As the final note finishes, the whole room is sniffling and taking out various colored handkerchiefs. Penny descends on her dais, walking up towards the queen, who is walking down to meet her. On the way, she feels Harmony’s warmth, and can feel that the instrument is now exalted, fully bonded to Penny. She bows to the queen, but Seraphina gestures for her to stand.

    The Queen loudly proclaims that the song is a great honor for her daughter, and offers Penny a boon as promised. Penny thinks for a while, and tells the Queen that she wishes for an Edenflower in order to save her friend, but also if she can help the party return to their own plane without having lost any time. The Queen looks at her, shocked at the audacity, saying “you ask for two boons when I am gracious enough to offer one?” Penny looks back at her, cautiously, but holds her tongue. Seraphina looks down at Harmony, and says she will grant the boon, on the condition that the instrument be returned to its proper resting place when they are finished with their task. Penny agrees, and so the Queen announces that they have an accord. She snaps her fingers, and Pantharos approaches with a silver tray, carrying four bottles, all with a small note saying “Drink me!” on them. The party takes one each, and then follows as Seraphina begins walking towards the stairs, as the rest of the court begins talking amongst themselves.

    The party joins the queen ascending the staircase, leading to a large greenhouse with several layers, filled with flowers and plants, both familiar and foreign. Seraphina continues upwards until they reach the highest level of the greenery, and there the party sees a beautiful arrangement surrounding two distinctive flowers. The Queen approaches the pair, taking a shear to the base of one, before placing it in a glass enclosure, before handing it over to Penny, saying that she should be careful with it. Then, without skipping a beat, she says their deal is concluded, and begins walking back out, with the party following after her and Pantharos.

    As they walk out, Thistlethorn cannot help but notice a beautiful looking rock lying between two ferns on the lowest floor, right before the exit. She debates with herself if she should take it, but instead asks the Queen, who turns around, if she can take the rock as she found it so pretty. The Queen asks what she would let her have it if she would do a favour for her in the future. Thistlethorn is wary of favours, so declines, but Kal suggests that she could owe the favour instead, and goes to pick it up, handing it to Thistlethorn. The Queen whispers to Pantharos low enough that nobody hears, but Thistlethorn reads on her lips that she says “They always fall for it!” 

    As they get back down to the throne room, most of the court has vacated the area, and so they decide to have a good night's rest in the mansion in the cupboard. Safely inside, Penny continues her studying, after getting some help by Thistlethorn casting enhance ability on her, while Thistlethorn herself begins studying the rock. Kal cooks some food for them, while Relic goes over some of his studies. Thistlethorn notices that there are some loose pieces that she can easily pull off, so she begins removing them one by one, trying to find the shape hidden within.

    As she does, a small and stout satyr comes waltzing in, carrying a bucket and a mop. The party stares at him, but he says “Don’t mind me, I’m just cleaning,” and begins to clean the common area. Relic is flabbergasted, saying that he shouldn’t be here, but the satyr says that it’s his job to clean every part of the castle. After a few minutes he finishes up, and leaves again. Relic says that magic clearly doesn’t work the way he thought it did, and is disturbed. Meanwhile, Thistlethorn has managed to take off the loose pieces, revealing a beautiful stag statue. She gets a feeling that it is magical, but detect magic reveals nothing, as does an identify spell, but Relic figures it is probably covered in some kind of magic aura, hiding its true nature. 

    Thistlethorn decides to keep it close, just in case. As for the shavings, she collects them into a ball, and using a replacement string from Penny, makes a pendant which she gives to Kal, as thanks for providing the favour to the queen. After having a good meal for the evening, Penny finishes up her studies, and so the party decides to go to sleep, realizing it is well past midnight after checking the timekeeper. Relic keeps watch while recharging, hoping no more unwanted visitors enter the mansion, but no disturbances come in the night.

    Breaking the Curse

    When the party wakes up, they exit the mansion and cupboard, finding the throne room empty of people, except for Pantharos, who is using a feather duster to clean the throne, while also adjusting the plants leading up to it. Noticing the party, he finishes up and descends the steps to meet them. He asks if they are finally leaving since they have what they came for, but the party tells him they have one thing left to do; removing the curse on Clarita so that she can go home as promised, and so they have to go find Hagatha.

    Pantharos tells them that he knows where she lives, and offers to bring them to her, in return for something. Kal offers up a good meal made from a 2000 year old sausage, while Thistlethorn offers to make him a tea made from local herbs. He happily accepts, claps his hand, prompting a group of redcaps to bring out a table and chair, as well as a cooking station for Kal, who begins working. Thistlethorn goes outside to pick a few local herbs, asking permission from the herbs themselves, who are more than willing to sacrifice themselves. She checks on the elks, who are still hanging around, and she realizes that since it’s always twilight in the Feywild, there is no “dusk” that causes them to disappear. After a few minutes she returns inside and begins to brew the tea.

    Pantharos indulges himself, finding the tea rather plain, but delicious, but the food on the other hand does not agree with him, causing him to become drowsy and lethargic. Thinking ahead, the party prepares a heroes’ feast for themselves while waiting for the satyr to finish, as Penny summons the material component, inviting the elks and rat to join in before they face Hagatha. Pantharos thanks them for the meal and drink which now belongs to him, meaning Kal and Thistlethorn can only ever make it for him. In either case, Pantharos tells them to follow, as he shall do his part of the bargain.

    Coming outside, Pantharos seems to have a hard time finding the right direction, but eventually he gets his bearings, leading them westward, past the field for the horses, and into the forest where Clarita told them that the Summer Queen sometimes takes her for a walk, before leaving to go on by herself. The forest is big, beautiful and alive, but eventually they come to an area that is more swampland, with a wooden path leading to an “island” of colourful trees in the middle of the swamp. Pantharos tells them that they’re close, and hurries them along. 

    Entering the forest, the mood changes, and everything feels off, but they push on. Pantharos tells the party that he knows this place because he was trapped in a cage here for a while, before the Summer Queen claimed him. In the middle of the small grove there lies a hut, surrounded by a pond. Pantharos walks up to the door, knocks, and then tells whomever is inside that he has brought visitors who wish to speak to her, before running away, wishing the party good luck. 

    They hear approaching footsteps from within, and a terrifying visage faces them, one that Kal has seen once before. The true face of Hagatha, with a thorny crown, and blood dripping from her hands. She seems pleased to see them, but asks why they have come. The party asks Hagatha to release the curse of Clarita, but she seems unwilling to do so. The party offers up various bargains, a song, riddles, even agony, but Hagatha is not pleased with their offerings. She counters with either a favour, which the party is in no way, shape or form willing to accept. 

    When she offers to take the owls, or at least Ira, off the party’s hands in exchange for removing the curse, Thistlethorn immediately shuts that down, with Kal remarking that Hagatha is bad at bargaining, but Hagatha retorts with “My dear, you came to me, I did not come to you. It is clear to me that you have nothing that might interest me, so I think we should end this here,” before turning to enter her little hut. Just as she is about to close the door, Kal takes out the Deck of Many Things, and offers Hagatha to draw a card. Intrigued, she stops, and comes back out, countering with three cards. The party looks at each other, but in the end agrees on three cards for the hag, if she can also allow Clarita to return to the material plane when they leave, arriving at the same time as they do. Hagatha holds out her hand, which Kal shakes.

    Kal holds out the deck, with Hagatha declaring that she will draw three cards. The first card is drawn, and suddenly a shadar-kai in armor appears next to Hagatha, pledging his fealty to her. The next card causes a shimmer of light blue and dark green to run over her skin, and the last card seemingly has no immediate effect. Hagatha seems pleased, waving her hand, saying that the deal is done, taking the shoulder of the shadar-kai, dragging him inside the hut. The party wishes him luck, before leaving the grove back the way they came.

    Exiting the forest after a while, they emerge on the road not far from the fields where the horses are kept. They make their way down there, and can see Clarita approaching. At first they are worried that Hagatha didn’t keep up her side of the bargain, but they soon see that Clarita is riding on the horse, having been restored to her old self. When she reaches the party she thanks them profusely, and says her goodbye to Luna, her horse. A necessary sacrifice, she says, as she was a good horse, but she realizes that she has to leave her behind if she is to get home. 

    Clarita jumps the fence for the first time since she was trapped, and reintroduces herself with her proper name that she now remembers, Tela. Realizing that they are about to go back home, she asks if they can help her, but the party assures her that it has already been taken care of. Before they drink their potions, they ask the elks what they wish to do, since they will not see them again if they stay in the feywild, since they will never “return” to whence they came since there is no dusk here. The lady elk says she wishes to explore a bit, but Master Elk says that he wishes to serve the party, and lowers himself on his front legs, as Thistlethorn takes out a knife, slitting his throat. It is a quick death, and Master Elk disappears as Thistlethorn gives him a kiss on the nose. The rat joins the owls in the bag of holding, to join the crossing.

    Suddenly, they see a large figure approaching from the castle, wearing a tiny uniform. Stumpwick has apparently gotten his curse removed, and is now his proper size for an ent. He thanks the party for the help getting here, and says that he hopes to see them if he ever comes to the material plane. They try to explain where he is to go, but he has a hard time understanding. In the end, they say their goodbyes as Stumpwick, now calling himself Entwick, ventures back towards his home, with the party cautioning him to avoid the nearby forest due to Hagatha. He then disappears beyond the curve.

    The party decides to do a quick recap of the last two years for Tela, explaining the death of the king, return of the Forgotten One, and that the Thax’Ning tribes have made peace with Moroxia. Tela says that this should make it possible for her to get a leave from her duties, to visit her home in Ravenforge, saying that they might meet again. Ready to depart, the group opens their bottles and drinks the contents, which has a pleasant peach flavor. They begin to feel drowsy, falling to the floor. The last thing Penny hears is Tela saying “Is that how it’s supposed to- oh I see they are disappearing, good." She then blacks out.

    Back Home

    The party awakens, finding themselves lying in snow, in the middle of a blizzard in a cold landscape. They are back on the material plane. Relic immediately begins taking out the components to summon the mansion, as they will have to wait here for a few days for Karga to arrive, while Thistlethorn takes out the owls and the rat from the bag. Kal takes out a thermal cube, while Penny casts a sending to Thervan. He jokes that they have been gone for years, but laughs, saying he will be right over.

    A whirlwind of arcane energy appears nearby, as Thervan teleports in, carrying the iron flask. He asks the party if they found the flower, which Penny produces. She wonders how she will administer it, but Thistlethorn says that usually you crush the flower and rub it on the wound. Thervan opens the stopper, and the gargantuan amethyst dragon appears, lying on the ground, weak and looking worse than last time they saw him. Penny takes out the flower, crushes it in her palm, and then rubs it against the wound that appears to be where the infestation is coming from. Immediately the wound begins to heal, the darkness and shadows begin to fade, and the dragon begins to rouse.

  • Chapter 84: Collision Part I

    18th-20th of March, 854 TA

    Restoration

    With the flower doing its work on Gleamshroud, and he begins to become less and less of a shadow of himself, he eventually gets onto his feet, restored to his former glory, amethyst scales glittering even in the snowstorm that covers all the sunlight. He looks around, clearly trying to reorient himself about his current situation. Eventually his gaze settles on the party and Thervan, who is looking back up at him. The first thing Gleamshroud says is “Hungry… so hungry…” before saying that he recognizes the party in a distant dream. They tell him that it was no dream, but that they came to him when he was very sick, and took him away to save him and the Emerald Earth Sanctuary.

    Thervan speaks to Gleamshroud, greeting him like an old friend. Gleamshroud looks down upon him asking “Is it time?” Penny asks what they mean by that, but Thervan replies to the dragon that it is not yet. Penny, along with KalRelic and Thistlethorn pushes for an answer from them, and the dragon replies cryptically that he wishes for things to return to the way they were once. Thervan goes on to explain that both he and Gleamshroud are remnants of the time before the Empire of Moroxia, as they both were loyal to the royal family that resided in what is now known as The Western Coast, then called the Ironforge Dominion. 

    As the mad queen Syele Bouchard conquered the kingdoms, uniting them into one, she had the old king executed alongside his wife and infant daughter, their corpses strung up in the town square, reminding everyone that the old time had passed. Gleamshroud fled before he could be destroyed, while Thervan pledged himself to the service of the Bouchard's in order to stay alive, but he has had hope that some day things might go back to the way they used to.

    He tells the party that the dukesduchess and thane of the other regions all wish for things to return to self government, but are holding back due to the present danger from the drow forces. The kingdom is barely holding together as it is, being ruled by a young and inexperienced queen with no heirs, in a time where regents fall at the whims of the enemy. Hopefully, in time things will sort themselves out, and if the party manages to vanquish the forces of evil, or at least hinder them enough so as to not be a threat anymore, then things will play out as they should.  

    Relic and Kal both say that this sounds very close to treason, but Thervan tries to calm them down by saying that he would never betray the Bouchards, but that he would be lying if he wasn’t longing for the way things used to be. Penny wonders if this is all connected to the dream she had where the king gave her his crown, but she handed it back to him. Relic thinks it is probably significant. 

    Thervan asks Gleamshroud if he could help patrol the Wild North, when the dragon asks to return the favor of having been rescued from a slow and painful death, something he agrees with. He is a bit disturbed by the fact that a red dragon has been watching over his territory in his absence, but the party says he came highly recommended. 

    Now that they have some more time available, Thervan tells the party about what he has done to deal with Malice, saying that he has already notified all the other Elder Archmages about her true nature, and that they are making sure that her privileges are rescinded, but they are unwilling to advertise her betrayal to the general public so as to avoid causing a panic, but rest assured, they will find a replacement. 

    Gleamshroud announces that he must feed, and tells the party to call on him if they need his assistance. They tell him about the white dragon in the area, Rimechain, but he does not smell her scent, so she is not close, but he will come if needed. He then takes off, and quickly disappears within the storm, and the last sign of him is a triumphant roar at his restored vitality. Thervan says that he too shall depart, and reminds the party that Gavriel told them to seek out his friend as a reward for finding his daughter. He then takes out a bit of chalk and begins making a teleportation circle, returning to his warm and cozy office. The party gets out of the cold themselves by entering the mansion.

    Downtime

    For the rest of the day, as it is still morning even though they have been gone for days, or months according to Argus and Ira, the party decides to work on their numbers and letters, checking their collected writings and scrolls, making some food, and finally taking Berry out of The Pocket Ball. Thistlethorn manages to teach him the basics of what to do and look out for, making him more competent in battle. The party spends the night, and decides to return to Ravenforge the next day to check out what this friend of Gavriel can provide.

    The morning after, having eaten breakfast and recast the mansion once more, they decide to leave Berry behind to relax a bit, while they return home to see how things are holding up. Relic casts a teleport, returning them to the basement of their house, and immediately something feels wrong. The air is cold and there is a draft running through the house they can feel, and no noise comes from above. Emerging up the stairs they see that the front door has been smashed in, a few chairs have been tossed around, as well as a few windows being broken. 

    Penny immediately casts a sending to Arin just to make sure that she is okay. She replies immediately that she escaped when she was notified by the party, took Rod to Jen and they both went to a safe location. Penny shares this with the others, and they are relieved that she is unhurt. Wandering through the house reveals that there are no signs of things being stolen. Thistlethorn decides to head outside to Oakenward to see if he and the horses are all right. Luckily he seems unharmed, and he tells her the tale of the intruders, one of them missing a face, who came in the night after Arin and Rod had abandoned the place in all haste. The horses also ran away due to the commotion, and there were a few children venturing into the house, but Oakenward chased them away with his voice. He looks forward to them returning home when they are done with their tasks, as he has little desire to be alone, but he will remain a watcher over the house. Thistlethorn tells him they will be sending some repairmen to fix the damages, and so he promises not to scare or harm them.

    After confirming that the Doom Blooms are unharmed, the party heads into the city, finding a carpenter and a glassmith who can repair the damages to their home. For a combined price of 5 silver pieces, they promise to have it done by end of day. Afterwards, they try to find the home of the man they are sent to see for their reward. Heading to the western part of the Cloud Ward district, they come across a grand mansion several floors tall. A closer look reveals that the columns and trims are decorated with subtle but intricate designs of dragons. They ascend the grand staircase and knock on the door stopper which is also of dragon design.

    A shuffle comes from within, with a voice saying that they are coming. Eventually the door opens, and an elderly man, looking to be from Manath, with long purple robes and a silver white hair and beard looks up at them, asking how he may be of service. They tell him that they were sent by Gavriel, prompting him to gesture for them to please enter his home. Penny decides to take out the monocular and look at him, discovering that he is really a massive platinum dragon in disguise. She decides to keep her cool for now, introducing herselves along with the others as the elderly dragon-man names himself as Fizban.

    Fizban asks if they would like some refreshments, and then wishes for some snacks and drinks for himself and his friends. A tray of various baked goods and cookies, as well as coffee, tea and milk appears in his hand, with him gesturing for them to follow him. He sits it down on a table as the party takes a seat in the surrounding chairs. He joins them, and wastes no time, saying that he was told that he could be of assistance to them.

    He explains to the party that the Wish spell is the most powerful spell, and one that is difficult to acquire, not because it is secret or hidden, but because it cannot be taught by someone by themselves. It has to be passed on from someone who has already unlocked its secrets. He says that he would be willing to help Relic and Penny both unlock its secrets, while also offering something for the whole group as well. One by one, he leans forward and touches the temples of each member of the party. They can feel something unlocking within themselves. Penny learns a new spell, while Relic, Kal and Thislethorn all can prepare one more spell per day. 

    They thank Fizban for the gift, and when he points out that Thistlethorn is a follower of Faunus, she is ecstatic that someone else has heard about him, as he is not a god many people know of. Fizban laughs, saying “not yet perhaps” under his breath. He asks if they would like to see his gardens. They all follow him to a greenhouse that is attached to the back of his home, with a big statue of a stag, a form commonly associated with Faunus. Thistlethorn begs for a stone from the garden to take with her, and offers one from her own forest in return. He gracefully accepts, placing her rock by the feet of the statue of Faunus. Around the greenhouse there are six yellow birds flying that look pretty much exactly like Pip who was following Granny around. One of them lands on Thistlethorn's finger, introduces himself as Jesk, asking about her.

    Penny in the meantime leans towards Kal, warning her that Fizban is not a human. Her voice carries more than she’d like, with all other people in the room looking at her. Fizban just smiles, saying that he was wondering what that little contraption she was looking through was for. He doesn’t seem offended or hurt, just interested in the party. Thistlethorn, having seen him do a lot of powerful magic for less, asks if he can help her find out anything interesting about the small statue of Faunus she found in the feywild. He says “I wish my friend could discover what is special about this” while holding it, and then gives it back. She suddenly realizes what it does, as it will enhance her natural healing. Kal’s pendant also appears to enhance healing that she gives to others. 

    Seeing his power and his potential, Thistlethorn asks for one final boon, to help remove the affliction she and Penny suffers from. Considering it for a moment, he agrees, wishing away the damage that lingers after the experiment gone wrong. Penny wonders if he could also remove her bad luck, but he kindly says that he doesn’t wish to meddle too much with the affairs of his colleague.

    Having gotten more than they could hope for from the encounter, Fizban eventually says that he doesn’t want them to waste their entire day with an elderly man, so he walks with them to the front door, saying that he wishes them good luck on the journey ahead, and their current “mission”. That last part he says with a wink in his eye. 

    Old Scars

    Back out on the street the party says that they should probably head back to the mansion to wait for Karga, but Kal is reluctant. She asks if Relic might be able to teleport her someplace else, somewhere he hasn’t been and somewhere she herself hasn’t been for a long time. They ask her where and why. Kal is reluctant, but eventually tells them she wishes to visit the Northern Tribes, where she fell. Relic is willing to try, but warns them that it might be a cold and wet experience. Kal says that she is willing to try if the others accept. Wanting to help their friend, Thistlethorn places the owls in the bag of holding until they arrive, just in case, as they all gather around Relic. With a whirlwind of magical energy they disappear from the city street.

    Pain. Confusion. The teleporting doesn’t go as well as they hoped, as they feel they have a hard time reaching the proper destination, but suddenly they emerge in a snowy landscape. Around them are several burned down buildings, with a few mounds of snow where it would appear bodies are lying where they were killed. Kal recognizes the place immediately. They have arrived at the place where Kal fell from grace. Thistlethorn takes the owls out, allowing them to stretch their wings.

    “Do you feel it?”

    Kal can feel the lingering presence, but only Relic feels it too. A heaviness over the area, the traces of the influence from an evil god. Kal explains that this is where she went when she was in the army under Thaddeus Ildrex, causing her to do unspeakable acts, making her into something different than she was before. Ildrex, being a follower of Yana, has a way of influencing people around him to feel the “thrill”, which makes them act as he wishes. Kal was never a follower of him or Yana, but still felt the pull.

    Kal knows that Yana is not a god that has regular shrines built by people with wonderful statues and bowls for offerings. Yana’s shrines are the battlefields of old, battlefields where the horrors of war have shown themselves. This place has become one, and Kal shall use it against her. She sits down in the snow, taking out a knife as an offering, and tries to get in contact with Yana. The others look on while waiting for something to happen.

    Kal finds herself on a large battlefield surrounded by fighters in the middle of killing each other. A tall woman with flowing red hair dresses in armor with a beautiful golden helmet stands in the midst, looking straight at Kal. Yana. She speaks to Kal. “Ah. Finally you come, child of the storm. How may I be of aid?” 

    Kal says that she does not wish for her aid or counsel, but she comes with an offer. She wishes to challenge Yana to a duel. Let Kal face her champion, Ildrex, and if she defeats him, Yana is to sever all ties to her and let her be. If Ildrex wins, and manages to defeat Kal, she promises to pledge herself to her service for the rest of her days. Yana looks at her, consideringly, asking when. Kal offers to do it right here, right now, but Yana wants to make it more interesting, offering up the opportunity for her allies to help her, if Ildrex can bring two allies of his own. Kal considers it, asking the others what she should do. They tell her that they are with her until the end. 

    Kal turns back around, facing down Yana, saying that she agrees. Yana says that she will need some time to prepare Ildrex, and the two agree that the fight is to take place at noon the next day, but she will give Kal one boon. She will tell Ildrex to use a different weapon than Blackrazor, since she doesn’t want Kal’s soul to be taken from her. Yana withdraws from Kal, returning her to the cold landscape. She tells the others about what was agreed, and then asks if they might help her with one last thing before they leave this place.

    The party spends a few hours gathering up the corpses of the fallen into a pile, and then sets it on fire to give them a proper funeral. Kal gives a blessing, while Thistlethorn places an offering of stones with each corpse. Penny plays a melancholic tune on Harmony as part of the funeral. Kal gives some extra attention to two of the bodies, with Thistlethorn making some pretty flowers and snow sculptures for them. The uneasy feeling persists all up until their departure. 

    That evening they decide to have a Heroes’ Feast, including Berry and the owls, as Berry will join them in the duel the next day. Kal has a hard time sleeping, knowing that a lot of things will change for her after tomorrow, no matter which way it goes.

    Ildrex

    The next morning, having eaten a proper breakfast and prepared their spells, the party eventually ventures out into the snowy landscape when noon approaches to face down Ildrex and his allies. Udall has heard their prayers, and so a snowstorm is blowing. They walk a bit away to an open area where there are little obstructions, and wait.

    After waiting for what feels like forever, a whirlwind of dark energy suddenly appears in front of them. Thaddeus Ildrex, his wife Xara and a dragonborn warrior emerges. He looks at each member of the party, and then speaks to Kal directly. 

    “I am so looking forward to you taking your rightful place with us. I was told to spare you, but I cannot promise the same courtesy for your friends.”

    Blackrazor is on his back, while he is holding a shiny and extremely sharp looking greatsword. Kal stares back at him, and simply says “You die today.”

    Ildrex holds forth his sword, and takes on a terrifying presence. The party can feel Yana’s influence growing stronger, granting her champion strength in the upcoming bout, looking more intimidating somehow, and also a lot more confident. Berry runs forward, making a roar at the enemy, hoping to intimidate them, but holds back, waiting for them to come within range.

    Kal immediately takes control of the storm above, turning it into a thunderstorm. Xara tries to counterspell her, but Penny counterspells Xara, allowing the spell to go through. Kal blasts both Ildrex and Xara with a lightning bolt from above, but they sense that both of their enemies resist some of the damage. Thistlethorn casts heat metal on Ildrex’ armor, causing him to take damage, but Xara takes the opportunity to dispel the magic. 

    The dragonborn soldier who is assisting them suddenly changes stance, and they all see Penny concentrating on keeping him under control with her charms. She forces him to attack Ildrex instead, getting in a few good hits, but they can sense that these strikes too are resisted. Ildrex turns around to heal Xara for a bit, using healing hands, and then walks towards Berry. He looks at Kal, saying “I know this hurts you”, smiting the owlbear several times, but he manages to endure. 

    Xara uses a ninth level spell to cast time stop on herself, emerging from outside of time with several spells to protect her, and also having healed a bit, judging by the discarded potion bottle. She gets a little closer to the fight now that she is warded, to help counterspell any effects they try to throw onto Ildrex. Relic does his best at countering her spells, but with her new wards there is little he can do. He instead decides to throw out some area of effect spells catching them all in it.

    After a little back and forth, Xara casts out a cone of cold, which Penny is caught in, causing her to lose concentration on trying to keep the soldier charmed, and so he breaks free, going to attack Berry who is already very low on health, but Thistlethorn is trying to keep him up and fighting long enough to get him into the Pocket Ball by summoning a bear totem, giving a bunch of temporary health, while also enhancing their strength. Kal also loses concentration on the storm above, evening out the playing field a bit. Ildrex still stands strong, absorbing blows left and right, while also healing himself a fair bit. 

    Ignoring Berry, Ildrex eventually moves towards Kal, striking her several times with his greatsword. To her horror, she realizes that the wounds cannot heal magically, making the sword a lot more dangerous than previously assumed. Also, every time they attack Ildrex, they take psychic damage. Kal is suddenly very thankful that she decided to agree to this fight instead of the one on one she proposed. Relic fires a devastating disintegrate spell at both Xara and Ildrex, managing to break Xara’s concentration on the ward, allowing her to be attacked again.

    Thistlethorn also sees the danger of the sword, and decides to cast heat metal on it instead. Ildrex manages to hold on to it, but enraged, he tosses it aside, and to the horror of everyone, unsheathes Blackrazor instead. He strikes at Kal, blasting her with divine smites, but luckily she is resistant to those. Blackrazor suddenly casts haste on Ildrex, making him even more dangerous, with Ildrex screaming at Kal that he will kill her, too caught up in the thrill to care about the limitations from his god. 

    Relic, seeing what is happening, makes a desperate gamble, casting dispel magic at Ildrex, removing the haste. Ildrex is stunned by the sudden lethargy. Seeing an opening, Thistlethorn immediately runs forward and tries to wrestle Blackrazor away from him. Thanks to the bear totem, she manages to remove the sword from his grasp, taking it into her hands. The sword talks to her.

    “Hello! Would you like to destroy something today?”

    She doesn’t reply to the sword, ignoring its attempt to lure her in, her main focus being to take it away from its owner. She then drops concentration on heat metal on the other sword when she sees Penny run towards it to pick it up. Penny takes it and hides it in the bag of holding, removing it from play for now. Ildrex sees all this, but is powerless to do anything. The dragonborn soldier is fighting one on one with Berry, but it is not looking good for him. 

    Ildrex, shakes himself out of his lethargy, and looks at Kal.

    “It’s not over yet.”

  • Chapter 85: Collision Part II

    20th-21st of March, 854 TA

    Rebirth

    Berry faces down the dragonborn fighter Ildrex brought with him, jumps up, and tears away part of his throat, killing him. He then runs towards Xara, seeing that she is beginning to show a few wounds, to finish her off as well. Ildrex on the other hand has his focus set on Thistlethorn who is carrying his beloved sword Blackrazor, and is trying to get away from him. She decides to heal Kal a bit, which Xara tries to counterspell, but Penny counterspells her in return, allowing the healing to go through.

    Relic focues on Xara, casting enervation on her in order to heal himself a bit, while Berry begins clawing at her. This does not help soothe Ildrex’ rage, who continues to strike at whoever is around him. Penny has turned Thistlethorn invisible, and created an illusion of Thistlethorn standing in a different place in order to distract him. Ildrex falls for it, but after making an attack realizes that it is not the real Thistlethorn. Not seeing where she is, he focuses his attack on Kal once more.

    Relic and Berry manage to take down Xara. The sight of seeing his wife bleed out is too much, so Ildrex casts a spell on Penny, trying to dominate her to kill the owlbear, but she manages to resist, thanks to Udall’s blessing. Kal tries to push him further away, attacking him with her spear, which causes her more pain. Ildrex then uses his cold breath on Relic, who doesn’t manage to dodge it, but it is not enough to take down the warforged. He takes out his side-knife, and begins to strike at Kal, hoping to win the duel fast. Berry tries to run to her aid, but he is not fast enough, with Ildrex managing to bring her down. The rest of the party watches as she falls to the ground, the rings of the true companions being unable to save her.

    Kal lies on the snow covered ground. The blood is pouring out of her, and she is about to lose consciousness. The snowflakes suddenly stop moving, with Ildrex looking down at her triumphantly. This is it. But suddenly, a figure comes wandering out of the storm, towards her. A hooded figure, the same one they have seen several times before. It stops next to Kal, leans down, pulls back its hood, revealing a pale woman with a crown and veil beneath it. She speaks in a soft, motherly voice to Kal.

    “My child, you are at the crossroads again. Will you continue on the path that was forced upon you by others, or will you choose a better one for yourself? There is no shame in falling—only in refusing to rise.”

    Kal, having a hard time breathing, tries to get up, but cannot. She looks up at the figure, then at Ildrex. The figure asks if Kal would like some help.

    “I’m not too proud to refuse help, as long as that bastard goes down.”

    The figure reaches out a pale hand, touches Kal’s cheek, and Kal can feel a warmth, not a pleasant warmth, but like a shiver, mixed with cold run through her, but at the same time she feels a motherly love. Kal sees her wounds close up, and senses a connection to the woman who is helping her. Time starts moving again, and to everyone’s surprise, Kal gets to her feet The party sees mold coalescing at her feet, running up her legs and to her arms, as Kal is channeling the powers of Mova, directing it directly at Ildrex, cursing him with mortality. She then uses her enchanted armor to shift time, giving her more time, summoning another lightning storm above, striking Ildrex with a bolt that massively wounds him, blasting parts of his armor away while charring his right eye.

    Ildrex tries to take out Kal, but with all focus now directed at him as his wife and companion is dead, he is soon overrun. A final lightning strike from Kal causes him to fall backwards, his armor shattered and spread around. He lies on the ground, helpless, with Yana’s symbol hanging around his neck. He looks up at Kal, who prepares her spear to make the final blow.

    Time stops yet again. The woman steps up from behind Kal, asking her if this is vengeance or justice that drives her. Kal says that this is to stop him from hurting anyone else ever again. It is for all the lives he has taken, and all the lives he will take if nobody stops him. The woman looks pleased, giving Kal an approving nod. Kal runs her spear through Ildrex’ heart as time returns. The rest of the party sees the woman standing next to her, but doesn’t say anything. Ildrex speaks his dying words.

    “The cycle continues with you.”

    Kal feels a warmth run through her, like she is feeling it for the first time in many months. Her hair becomes a little less pale, and her skin becomes more flushed with color. No longer fallen, she loos up at her mother. She says that she never abandoned her, but Kal was taken. She speaks to all her children, but when they fall, she loses that connection. Mova has been trying to regain that connection since she fell, asking Udall to lead her on a better path. 

    She offers Kal a choice, to join her and become a cleric in her service, but if she wishes to stay with Udall she understands. Kal says she will have to think on it, and looks down at Stormseeker, now fully exalted. With a gust of wind, the woman disappears, and Kal stands over the corpse of the man who destroyed her, victorious.

    Karga

    The party looks through the belongings of the fallen, as Argus and Ira both flies down congratulating Berry on his amazing talent at fighting. He looks overjoyed, but asks if everyone they will meet is that hard to kill. Relic says that yes, their toughest fights are ahead of them, but the party is sure that they will endure together. 

    The party recovers Ildrex’ armor, finding it to be a powerful +3 plate, along with his +3 dagger, and an amulet of the devout, with Yana’s symbol. They already have Blackrazor and his other greatsword, but little else is carried by him, seemingly because he didn’t expect not to return. Xara carries some coin and her spellbook, which Relic takes in order to study. The soldier that came with them carries little of note, some basic armor and some spears.

    Kal does not want to give them a burial, suggesting they burn them. Penny uses her creation magic to make a large bonfire, both to burn the corpses and to signal to Karga where they are. She also sends a sending to her, describing a nearby mountain, and that they have set a fire. Relic is skeptical that Xara’s corpse will burn well, but they try nonetheless. Afterwards, they retire to the mansion while they wait.

    Inside, Thistlethorn takes out Blackrazor from the bag of holding, and it immediately begins speaking to her, saying that they can do great things together. She puts in on the table, asking what they should do with it, deciding in the end that destroying it might be difficult, so Thervan should take it because he probably knows what to do. Thistlethorn is paranoid about curses, and so asks Penny to check if the sword has done anything to her. Penny takes out her wand, finding a sliver of a connection between Thistlethorn and Blackrazor, but Kal quickly fixes that with a Greater Restoration.

    Wanting some air, Kal steps out of the mansion, and sees a figure standing by the fire, accompanied by a dire wolf. Karga has arrived, commenting that she must have missed all the fun, pointing at the corpses. Thistlethorn and Penny both come out to greet Karga, with her embracing Penny in a hug. They invite her into the mansion to talk about what they need her help with, with Karga complimenting that the aesthetics feels very homely. Kal stays outside.

    Looking at the fire burning, she comments that she hopes that she never gets to see Yana again. Yana steps up from behind Kal, commenting that she will honor the result of the duel, but laments that she could have give Kal great power if she had just joined her. Kal replies that she should have kept a better watch on her champion, and that they could have used his help in the coming fight, but Yana could not control Ildrex. She does however have someone else in mind. Kal looks at her, worried, but Yana waves her hand, telling Kal not to worry, she doesn’t know her champion to be. As a parting word, Yana wishes Kal and her friends luck in the coming difficulties, and hopes that she makes Vuthul pay for Roshan, before disappearing. Kal steps back inside the mansion.

    They tell Karga where they want to go, the valley where one waterfall never freezes. She tells them she knows this place, and will take them as soon as they are able, preferably at first light. Preparing to step outside to set up her tent, the party begs her to stay in the mansion, at least for the night, as Relic had already prepared a room for her. After some convincing, considering the dangers those allied to the party might face, she accepts, setting up her sleeping area. The rest of the day and evening are spent preparing for the coming journey. Karga’s wolf, Frostbite, is very happy to get cuddles from both Penny and Thistlethorn.

    To the Valley

    Karga is up before anyone else wakes up, and even Penny manages to get up in a reasonable time. They prepare breakfast, but Karga says they have no time to waste, and can eat while walking. They explain to her that they were hoping to wind-walk to the valley, which Karga finds intriguing, and agrees, allowing them to eat, but she still seems eager to leave. 

    Penny steps outside to ask Thervan to come pick up Blackrazor, as they fear what it might do to them. He arrives shortly after with a teleport, stepping inside the mansion, greeting the party. He looks at Karga, saying “greetings, native!” and bows. The party tells him he’s being rude, saying she has a name. He apologizes, but doesn’t seem to mean it. His focus is on the black sword sitting on the table. 

    The party begs him to be careful, so he takes out a handkerchief, picking up the sword with it. It becomes apparent that it is not enough, as the sword begins speaking to him.

    “No, I do not wish to destroy something, thank you very much.”

    He tells the party that he knows what to do with this, saying that he should be fine, and then tells the sword that he has several questions for it. He bids the party adieu, as he exits the mansion, and teleports away.

    Outside, Relic casts a telepathic bond so they can communicate with each other, while Thistlethorn puts Berry in the Pocket Ball. She then begins casting the spell, gathering people around while explaining to Karga how it works, and suddenly they become whisps of clouds. Karga sends to them telepathically to follow her, and takes off, staying close to the ground.

    The journey takes a couple of hours, and on the way they see several tribes of giants, and various monstrous wildlife, but thanks to Karga’s experience in the area, they find the valley with no issue. A single waterfall sticks out with flowing water, as opposed to the others around which are frozen. The water freezes as it hits the ground below, shattering and dumping into the river. An unusual sight indeed. 

    Not wanting to waste much time, they begin investigating while still in cloud form. It seems to be a solid wall behind it, but Relic finds a single small slit which opens into a cave beyond. He sees immediately that they are at the right place, as a large door is within bearing the Forgotten One’s mark. He gestures in cloud form to follow, as the telepathic bond has expired, and leads them inside. The ice wall between them and the waterfall makes the sunlight shine a dancing blue light on the walls, as they revert from cloud form.

    Karga says that she has never seen anything like it, and it looks ancient. She wishes not to venture inside, fearing for her wolf, but the party says that she has already done more than enough. Thistlethorn wants to pay Karga back, offering to awaken Frostbite as she has done with Berry, Argus and Ira, as it will allow her to communicate with her. She thinks on it, asking if Thistlethorn can speak with her. When she confirms, Karga asks if Frostbite is happy. Thistlethorn asks the wolf, who replies that she loves her master, but is unsure about what she means when she asks if she wants to awaken her. Karga is happy to hear that her wolf loves her, saying that it is enough, and that the party has already done more than enough by returning her brother to her. Thistlethorn tells her to at least think about it, which Karga agrees to. 

    Wondering how long this will take, Karga says she will wait three days before moving on, but hopes the party can let her know if they will not return this way or if they are hindered somehow. They agree, and so Karga and Frostbite departs, returning to cloud form, exiting through the small slit.

    Relic investigates the ancient door, seeing an inscription on the circle of the symbol. He does a quick ritual to comprehend languages, while Thistlethorn does a commune with nature. She finds there is a slight influence from the Underdark, while the mountain holds many riches in the forms of gemstones embedded in the stone. Relic, reading the text on the circle, finds it to be a poem warning that only the true followers of the Forgotten One should enter this place. There doesn’t appear to be any traps or magic on the door, but it seems to have been opened not too long ago. They decide to open it.

    The Pyramid

    Within they find a small staircase leading down, with relief artworks on the wall depicting the drow and their society, with one of them ascending, supposedly Vuthul. The bottom of the staircase opens up to a large chamber, where the floor is scattered with the remains of orc warriors, many who have met the end of a sharp blade, and others with scorch marks on their skin. In the middle of them lies a large automaton, with its chest burst open. Seems this is where Grommok acquired the Shard of the Warrior. 

    The party does a quick search of the bodies, finding some coins, but little else of value, before moving to the other side of the chamber. Another door with Vuthul’s symbol on it, this time with an inscription.

    “Who is the one who will free us all?”

    Relic examines the door, finding it to be magical, but with no obvious trap, and it doesn’t appear to be locked. They decide to play it safe, each saying “Vuthul” before opening it. Nothing happens, so apparently they got the correct phrase. They leave the corpses of the orcs, venturing into the darkness.

    Beyond the door, through a short hallway, they find a massive staircase going deep into the mountain. Penny takes out a ballbearing, dropping it to ascertain the depth, but after several minutes she hears no sound. Kal uses the light cantrip on another ballbearing, dropping it too. The light eventually disappears, as it is too far away. So the staircase goes deep. With the influence, they can assume that it leads directly into the Underdark.

    The party decides to turn themselves into whisps of clouds, seeing how far they get, and then descend. Ten minutes pass. Then twenty. Thirty. Eventually they reach the bottom. Some quick maths from Relic tell them that they are at least 11 miles below the surface. Two ball bearings, one glowing, lies at the bottom. The party reverts to their normal shapes, and begins to explore the chamber.

    A massive chamber, with several statues clearly depicting the Forgotten One, surround a single altar in the middle. The room is extremely clean, with a collapsed hallway to their left, and an opening in the opposite wall leading to a natural looking cave beyond. In a corner, next to a statue they see the remnants of a camp, with a collapsed tent. A quick investigation reveals it is at least 500 years old. Among the tattered clothing and bags lies a journal. Relic opens it up, finding it to be written in dwarvish. It appears to be a log of a group of adventurers trying to find this place, with the final entry saying that they are “trying for the pyramid the next morning, hoping to get past the guardian”. As Relic reads this, Thistlethorn hears heavy footfalls permeating from the chamber beyond.

    Relic recasts the mental communication, as Penny decides to sneak up to take a closer look at what they’re facing. Thistlethorn casts another commune with nature, finding no influence from other planes, and no people or creatures of interest, but notices a large colony of bioluminescent fungus and growths in the room beyond. 

    Penny sneaks up, relaying what she sees through the telepathic bond. The end of the tunnel opens up to a massive chamber, lit up by several glowing and pulsating gemstones and fungi. On the opposing wall, she sees the corner of a massive underground pyramid, flanked by more statues of the forgotten one. A small statue seems to be holding something next to the door leading into the pyramid. She sees no guardian at first, but suddenly, a thirty foot humanoid construct comes wandering from around a corner, patrolling the area. Penny hides, and it seems that the guardian has not noticed her.

    The rest of the party approach quietly to get a better view. As they get to the edge they see the pyramid with their own eyes, but they cannot tell if the statue by the door is a petrified person, another construct or just a statue. The party considers moving up towards it, with Penny casting invisibility on herself, but just as they are about to move closer, a giant spider comes out from an opening on one of the walls, and begins walking around. The guardian immediately notices it, and blasts it with an energy beam from its head, disintegrating it. The party realizes that it would be quite dangerous and painful if they are spotted.

  • Chapter 86: The Pyramid

    21st of March, 854 TA

    The Guardian

    Seeing the awesome destruction the Guardian can bring, the party decides to take a step back and make a proper plan before running straight into a battle they might not win. Penny decides to summon Riff in order to get a better look at what they are facing, particularly the pit into darkness. It eventually gets out of Penny’s range, but after a few minutes it returns, relaying what it saw. Apparently, there are several pits leading to the same place, and it seems like a dumping ground for unfortunate travellers who have met the Guardian without surviving. Piles upon piles of corpses litter the caves, but none seemed to be “recent”.

    Disturbed by this, they become even more adamant that they should avoid conflict with the guardian if possible, so Penny sends him forth again to investigate the entrance. After about an hour he returns, relaying that there seems to be a statue holding a bowl, with a knife lying next to it. The entrance seems to be a solid wall, with no discernible way to open it. There is little cover there as well, meaning they will be exposed if they stay there.

    While Riff was doing his recon, the rest of the party retreated back to the previous chamber. Kal wants to find out more about the being that is hunting her, and does a divination. She is taken to Udall’s domain, and learns that a Blood Fiend is hunting her. Relic and Kal both know that Blood Fiends are to fiends what vampires are to them. They live on blood, and when they have a target in sight, they stop at nothing to kill it. And it can also heal relatively fast.

    Worried that this blood fiend might disrupt their plans for the pyramid, Penny asks her coin if it is close enough to reach them within the next day, but luckily the answer is no. In either case, they don’t want to wait too long, so when Riff returns they make a plan, where Thistlethorn and Penny will sneak up by using wild shape and invisibility, trying to get back the guardian. Penny will then create an illusion of the front of the pyramid, hiding them from view, while Relic dimension doors himself and Kal to the entrance, where they hopefully can quickly find their way inside.

    Thistlethorn places Argus and Ira in the bag of holding, wild shaping into a little spider, while Penny turns herself invisible once more. They stealthily make their way up to the pyramid, skirting along the edges. At one point the Guardian almost steps on Thistlethorn, but she manages to barely avoid it. Penny is worried that she has been spotted when the Guardian stares right at her hiding spot behind a rock, but he quickly looks a different direction, apparently just looking around for intruders.

    Safely across, Thistlethorn waits while Penny positions herself behind one of the large statues of Vuthul standing vigilant at the feet of the pyramid, and then subtly casting an illusion to hide the entrance behind an image of a false entrance. They immediately see that it will not fool the Guardian forever, so Penny quickly stealth over to Thistlethorn who is coming out of wild shape. The statue next to the door starts moving, whispering a low message to them.

    “Only those who surrender a part of themselves may pass”

    They can see that there are small flecks of blood on the knife, as well as markings where the blood pooled previously in the bow, so it has clearly been used by several people before. Relic and Kal dimension door in, and as they don’t want to waste time, they one by one slice their hands with the knife, allowing blood to pool in the bowl. They can feel a draining sensation as their life force is drawn from them, lowering their overall health a bit. Penny decides to sacrifice more of herself so that Relic doesn’t have to. As each member offers up their blood, the wall at the front of the pyramid becomes translucent and fluid. When Relic confirms that Penny’s sacrifice was accepted and that he too can see the wall change, they all hold hands as they walk into the pyramid itself.

    Inside the Pyramid

    Within the door, entering the pyramid, the air immediately feels more stale and dry. The diamond shaped entrance room is dark, except for a single glowing crystal hanging from the ceiling, slowly turning and pulsating with light. In front of them they see a staircase leading up into the pyramid, and the walls are covered with intricate murals. Next to the stairs they see a deceased dwarf, extremely well preserved, with a broken bottle, a shortsword and a diary next to her. Thistlethorn lets out her owls, telling them to stay close.

    Looking at the murals, they see what appears to be a figure, most likely Vuthul, surrounded by his followers as he stretches his hands towards the sky. Three figures can be seen behind him, one of them a female holding a book, with a male and another female next to her. They recognize Malice holding the book with Nezznar standing next to her, but the third figure is unknown to them. In the sky they see a lone dove flying, and at Vuthul’s feet there is an image of a shattered stone. The party doesn't know what to make of the image, but see that there are more murals in the staircase ahead.

    The body of the dwarf next to the stairs is clearly a woman, and her hand carries a wound much like the one the party just placed on themselves to enter. Relic picks up the journal, skimming through it, seeing references to the rest of her companions and their travels here. The final entry in the journal reads "...We've made it to the pyramid. I don't know how much longer we can last. The others have gone ahead. I will wait here—my strength is gone." 

    Kal wants to know more, and so sits down to cast speak with dead on the dwarf. The body inhales breath, and her eyes open, grey and devoid of all life. The dwarf meets the eyes of the aasimar, and gives her a sad look, almost as if it knows what has happened, and expects Kal to give her answers. But it is Kal who asks the questions. They learn that the dwarf's name is Lempi Stoutale, and she hailed from Tempervale, leaving her husband and child behind. She went on her journey to find a way to protect her son, as there were rumors of a powerful artifact being hidden in the pyramid, which could both protect them and make them rich at the same time. A blade that could kill anything, without the possibility for resurrection. She doesn’t know what happened with her companions.

    Relic recalls that they met a dwarf in Tempervale whose family name also was Stoutale, so there might be a connection, an ancestor perhaps. As Lempi falls back over, the spell extinguished, an amulet becomes visible, previously hidden behind her lapel. Kal carefully takes it off her, and puts her armor and sword in the bag of holding. They know from history that around the time where she would have passed based on the journal is around the same time the Thax’ning Tribes invaded, so it might be related to that.

    Before moving on, Thistlethorn does a ritual for the dwarf, in honor of Faunus, while Relic and Penny take a closer look at the crystal in the ceiling, to see what it might be about. After careful studying, after Penny almost touched it which she felt would hurt terribly, Relic can see a very faint beam emanate from the crystal through the door towards the Guardian, that moves with him. It might be a power source or control matrix, but they decide not to mess with it too much until they have to.

    Ascending up the staircase, there seems to be more murals depicting Vuthul on the walls. These ones appear to depict hum surrounded by ten followers as he stands in what appears to be a teleportation circle, but Relic thinks it looks “off” somehow. Vuthul appears to be casting a spell, and the world around him appears to be torn apart, as if he is tearing away a piece of it. The skies above rips apart as well, revealing a new starry sky beyond it. Six of the surrounding figures have no discernible differences, but four of the figures are more prominent, once more recognizing Nezznar and Malice, still clutching a book, with the unknown woman, as well as a male drow standing next to them. Relic sees the strange markings on the book, and believes it might be the Liber Obscurum, an ancient book commonly associated with Vuthul. Nezznar is holding a shattered rock, and Thistlethorn immediately thinks it looks like the soul stones they found in the hag’s hut in Faunus’ forest. 

    The Drow

    Reaching the top, they emerge into a triangular room shaped like a pyramid. A dais on top of a staircase dominates the room, surrounded by three braziers attached to the floor, alight with a dim green flame. There are a few bodies scattered around, one of them halfway up the staircase trying to reach the top, where they see a drow clad in purple robes sitting on a throne. He appears to have some sort of amulet around his neck.

    Around them on the walls, a final set of murals can be seen. One of them appears to depict ten people surrounding an altar where a man, presumably the man who became Vuthul, lies. His eyes are hollowed out, with a thin line of blood pouring out of them down to the altar, with his arms stretched out. Above him stands a bald drow holding a blade, the same blade they saw in Thervan’s papers and that Raam showed them, ready to pierce the chest. 

    The second mural shows 5 figures standing among 5 corpses littered about. They stand at the edge of a void, surrounded by infinity all around. Nezznar stands in front, flanked by Malice holding the book. They recognize the man on the throne as one of the other figures, as well as the bald one who held the blade. Nezznar is holding the mysterious amulet in his hands, but where it is cold and dark around the drow’s neck, in Nezznar hands it is glowing. 

    The final mural opposite the entrance shows a newly risen Vuthul, ascended to godhood, blood still dripping from his eyes and the blade sticking out of his chest, with his arms stretched out in front of a vast starry sky with a planet far below. Tendrils comes slithering out of his backside as he looks at the observer with a knowing smile.

    Thistlethorn takes a few curious but cautious steps towards the throne. When she gets up there she sees that there is an unfinished teleportation circle around the throne. The corpse itself looks extremely well preserved, almost fresh. Penny casts detect thoughts, discovering that the drow on the throne is alive, but also that there are several other thoughts scattered around the room, hidden in the shadows. She tries to warn Thistlethorn, who backs away, just as the drow tries to grab her hand. She manages to pull it away, taking a decayed finger with her. He looks at her. His mouth opens.

    “Is it time? Have you come for it?”

    Thistlethorn replies “yes”.

    “Will you use it? Will you stop him? We made a mistake… take it. Take it before they come.”

    Thistlethorn sees the drow slump over in his throne, as Penny finds no more thought emanating from him. She walks closer, and takes the amulet from his neck. Penny suddenly hears the whispering grow and become frantic.

    “NO! They must not take it! Stop them!”

    Several beings emerge from the shadows, and from the littered corpses around the room. The same creatures they saw when they found the second part of the key. Nihilaks. They remember that they are of Vuthul, and so are immune to most magic, the only thing being able to affect them is raw magic itself, force. 

    Relic realizes that the teleportation circle is important, and so runs up to start studying it. The rest of the party tries to protect him, with Thistlethorn summoning Wolfsleigh and a badger. Relic summons a couple of spiders to help protect him, but the nihilaks begins to drain his magic. They all realize that they have something they didn’t have last time, that being the Artifacts of Harmony. Luckily they appear to be able to penetrate their magical resistance, allowing the party to fight back. With a hawk totem from Thistlethorn, an Aura of Life, the party is able to eventually dispatch of the nihilaks without taking too much damage. 

    When the final nihilak falls, Relic finishes up studying the circle, but the party sees that the nihilaks are not dead, merely delayed, as they once more begin to converge in the shadows, as the whispers return. Penny sends a quick sending to Karga, telling her that they are returning home another way, and so she does not have to wait for them. She replies that she looks forward to seeing them again. Not wanting to stay when they re-emerge, they quickly take with them the body of the drow, as Kal casts word of recall, bringing them all, Wolfsleigh included, back to the shrine of Udall in Ravenforge

    Speak With the Dead

    Emerging at the shrine, the party spooks a couple of worshippers who were making an offering, scaring them off. They discuss where they should go, thinking that their home might not be safe anymore, they decide to head towards the castle. Kal points out the awkward situation of carrying around a dead very old drow through the city. Relic solves it by casting invisibility on the corpse, while Penny makes an illusion of Kal carrying around a bag of swords, just so it looks natural.

    Walking through the town they get a few looks from curious townsfolk who have both gotten accustomed to seeing their heroes, and also wondering about Kal’s haggard appearance, as she was the one who took the hardest hits from the nihilaks. Penny tries to distract them by playing a performance on harmony, accompanied by Thistlethorn on her flute, while Wolfsleigh, Relic and Kal follow behind. They gather even more looks, but this time from entertained city folk who clap and dance along with the music. Some even begin to follow them on their path towards the castle.

    They get stopped by the gates by a new captain of the guard who tries to stop them, but Kal immediately says “we don’t have an invitation.” The new captain has apparently been briefed about them as he says that he figured they didn’t letting them pass, but tells them that he cannot let the rest of the crowd through. Relic beelines towards the door to get away from the embarrassing display, while Kal, Penny and Thistlethorn all turn around to greet the crowd. Kal offers a blessing to the townsfolk, as Penny spots a familiar face. One of the people she saw while sneaking around through Riff in the warehouse by the dock. One of Неизвестно’s men. As soon as their eyes lock, he disappears in the crowd.

    When they are finished, they turn around to head to the castle, see Thervan standing outside waiting for them, shaking his head. He gestures them inside, meeting Bertram on the way to the office, who remarks that Kal looks different, wondering if she has gotten a haircut. She replies “something like that”Ansgar is waiting in Thervan’s office working on something, but retreats as soon as the party arrives. Thervan asks a guard to bring them some refreshments, which arrive shortly after.

    Thervan summons four chairs for the party, as well as a dog bed for Wolfsleigh, who sits down while licking his wounds. Penny and Kal both cast a healing spell on him, helping him back up to full health, and then Kal asks where she can place whatever she is carrying on her shoulder. Thervan gestures to a desk, but says he has little use for swords. Relic drops the invisibility as Penny drops the illusion, revealing the drow beneath. Thervan comes over, curious, and begins examining him. 

    The party tells Thervan about what they encountered in the underdark, giving a proper description of the murals as Penny uses an illusion to recreate them, allowing Thervan to write down and draw the details about it. They also show him the amulet, with him asking Relic if they have identified it yet. Relic has not, but decides to do so. He finds it to be a wayfinder of sorts, which will cast the spell Find the Path, but it requires a soul stone to function. 

    Thervan, having just finished examining the body, deducing that he probably died of old age, says that soul stones are rare and hard to come by as it is quite dark magic, but says that he knows of one place where they might be able to acquire one. He tells them to head to the Temple District and visit a shop called The Lodestone, and tell the shopkeeper that they are looking for a “Fine silver robe for a midnight meeting”. They don’t know what this means, but says that they will.

    Kal leans down to the drow, examining him as well. She wants answers, and so casts speak with dead on it. The magic takes effect, causing the drow to inhale and open his dead eyes, looking at Kal. Through asking, thye find out that his name is Rine, and he was a close friend of… he cannot remember the name. But he was present during the ascension. He originally took the wayfinder away to hide it from Vuthul’s enemies, but seeing what happened after the ascension, he instead hid it from the drow, hoping that someday someone like the party would find him. 

    Rine goes on to say that Vuthul lied to them. Kal wants to know more, so he explains that they helped Vuthul ascend so that they could have peace, a place among the gods meant that the drow could have a proper patron, and not just a demigod like Lolth. But Vuthul betrayed them all, attempting to kill all the gods as his forces continued his campaign. It nearly caused the extinction of the drow, so he locked away the wayfinder along with his grief. When the teleportation circle is completed, it will lead them to the place where he ascended, but without the wayfinder they will not make it there.

    They then ask about the final person in the murals on the wall, the woman who was seen next to Nezznar. Rine tells them that it is Nezznar’s daughter, but he knows not her name. He then lets out a final exhale, as his body goes limp, inert once more. Kal rises, looking over at the others, and they wonder who the daughter might be, and if they have met them.

    Thervan offers to have the party stay in the castle like they did last time, offering to have the quarters prepared, but Kal is unwilling to stay in the city, explaining what they know about the Blood Fiend that hunts them. Thervan agrees that it might be a bad idea, figuring that it probably is to the east considering their travels. Kal says that she has had second thoughts about Xara, that since she herself was under Ildrex’ influence when she did those horrible things, she wonders if Xara might have been innocent as well. And if she is as powerful as she appeared, they could use her help in the coming conflict.

    For closure, Kal suggests heading back up to the Thax’ning Tribes so that they can be sure about Xara, and at the same time face the Blood Fiend in a place where it will not harm more innocents. As it already probably has a few minions already, it’s better that they take care of it sooner rather than later. Thervan agrees, and tells the party to gather around so that he can teleport them back. With a whirlwind of magic, they leave Thervan’s office, emerging in the overcast landscape where they last saw the mansion. Their own footprints are where they last saw them, and hidden beneath a thin layer of snow lies the half-burned corpse of Xara Ildrex.

  • Chapter 87: Vampires

    21st-22nd of March, 854 TA

    Waiting Around to Fight

    Kal really wants to know what Xara’s role in Ildrex’ hierarchy actually was, and if she is worthy of being brought back. She leans down to her, casting the spell which allows her to speak with the dead again, and watches Xara’s burned corpse take a deep breath as if coming up for air for the first time. Kal asks her several questions, about her relationship with Ildrex, how she felt about him, if they believe in the same thing. All her answers are normal, just a woman who loved her husband. But when Kal asks if he was messing with her mind, the corpse twitches, as if unsure. Maybe. Her last words, prompted by Kal, is “I wonder where it all went wrong.” And then she returns to being an inanimate corpse.

    Not satisfied, Kal sits down and does a commune to ask her god what answers they can bring. Halfway through the casting, Kal changes her mind, not reaching out to Udall, but instead to Mova. The world becomes desaturated and muted around her, and Kal asks if Xara was acting on her own volition, or if she was a victim. The answer from the goddess of death is short.

    “One can be both an accomplice and a victim. Xara was both. It has been so long that it is hard to say how her mind would react without her chains.”

    While all this is happening, Penny is looking around the area for the Blood Fiend, while Thistlethorn does a commune with nature. They appear to be alone for now, with no sight of the fiend. Coming out of her trance, Kal wonders how they should approach the situation. She wants to give Xara another chance, and asks Thistlethorn if she can reincarnate her. Relic shoots in, wondering if they are going to go around to everyone they have killed and ask them if they are a victim and resurrect them too, which makes Thistlethorn look back at all the battles they have faced and the people they have killed. Kal says that Xara is a special case for her, considering what Ildrex did to her, maybe both of them. 

    The party decides to retire for the night, as it appears the blood fiend won’t make an appearance today. They go back to the mansion which Relic summons, eats some dinner and relaxes with some studying. Thistlethorn sits down with BerryArgus and Ira to cuddle, giving them some long needed attention. Her staff is lying on the floor next to them, slowly humming with that familiar glow. She picks it up, and tries to make a pledge to Faunus about what she can do to awaken it fully. After focusing, she only gets a feeling of “impurity.”

    That night, Thistlethorn has a dream about wandering around her forest, seeing all the various critters and birds around her. As she is walking she comes across a grand stag, who looks deep into her eyes. She realises that this is Faunus himself. They wander together through the forest, but soon darkness falls upon them, and huge shadowy claws grab a hold of him, dragging him away from Thistlethorn. She tries to run after him but cannot catch up. What remains is a familiar sounding laughter before she wakes up.

    Thistlethorn doesn’t sleep much for the rest of the night, getting up early and wandering around the mansion. Penny asks why she is pacing, but Kal and Relic can both tell that something is wrong. She tells them all about her dream, and the feeling she got. The same feeling as when her forest was infected by the hags. Hala must be back. Relic wants to know more about what happened, so Thistlethorn tells him the whole story. As Hala is a night hag Relic thinks it might be difficult to kill her, but they figure she probably survived her “death” somehow by perhaps escaping into the ethereal realm.

    They wonder if this is what is needed to fully awaken the Heartwood Staff, and decide that they should soon head to the forest to see if they can find Hala and finish her off for good. They know they need a soul stone for the Drow Wayfinder, and think that they might be able to use Hala’s, if they can catch her, but it is going to be difficult. Then they think they should go after Nezznar, to finish him off as well, and that will hopefully be enough to fully awaken The Arachnostaff as well. If they are to face down a god, they should do it fully prepared.

    Penny, Kal and Thistlethorn eventually head outside, where Kal takes a small part of Xara’s corpse, putting it in the bag of holding for when they will try to reincarnate her, if she is willing. Penny makes a snow woman looking like herself, and then one of Granny. Kal does a commune to ask if the blood fiend is getting close, learning that it will arrive within half a day. Wanting to be properly prepared for the enemy, as she knows it is a fiend, Kal decides to use some high level magic to summon a temple of the gods, dedicated to Udall, to hopefully weaken the monster when it arrives. A massive structure of a beautiful temple appears, with a balcony for Relic and a door as a chokepoint. 

    Thistlethorn sends the owls out to scout for approaching enemies, and it doesn’t take long before they reappear flying through the doors. They say there is a large group heading straight for them, maybe 10-15 creatures led by a larger one. Thistlethorn lets the owls inside the mansion, taking out Berry from his pocket ball. Kal casts a few protective spells, Relic positions himself on the balcony, while Thistlethorn and Penny both prepare some spells for when the enemy comes within reach.

    The Blood Fiend

    A large bang is heard as a horde of fiends try to get inside the temple. Kal uses prestidigitation to quickly open up the doors, as Thistlethorn lets off a moonbeam and Penny fires off a prismatic spray at the group waiting outside. The blood fiend manages to shake off the damage, making his way into the temple, but it appears that his thralls are stuck outside, unable to get in. Penny and Thistlethorn together manage to take out about half of the group of thralls, but the blood fiend has his eyes fixed on Kal. 

    Unfortunately, Penny is directly in his path, so she becomes his first victim. He slashes at her with his long claws, grabbing her, slamming her into the ground, before finishing off by throwing her directly at Kal, who manages to get her shield up in time. Penny is not so lucky, having taken a massive amount of damage in a few seconds, so she lies on the ground in Pain. The party focuses all his fire on him, sparing the odd attack to the fiends when they can, but the blood fiend is relentless, focusing all his attention on Kal. Berry comes up behind him, clawing and biting at him, but he cannot drag his attention away from the cleric.

    Relic tries to fire off a disintegrate at the blood fiend, but he just dodges it effortlessly. Kal tries to push him away each time he attacks her, but he is relentless, so she eventually summons her divine wings, allowing her to fly away from him. Thistlethorn has also used protection from evil and good on her, so he is having a hard time targeting her. As Kal takes to the skies, the blood fiend now focuses on Thistlethorn instead, grabbing her and sinking his teeth into her neck, draining her blood and healing himself in the process. Thistlethorn strikes back at him, then misty steps away from him, manoeuvring herself behind Penny.

    Penny is standing on the side, away from the danger as she has learned her lesson, and fires at the blood fiend with Harmony, getting fine strikes at him, while Kal prepares to strike from above. Suddenly, Berry makes another attack from behind the blood fiend, who is now blinded, managing to get his claws into an open wound, and pulls. He basically flays the blood fiend, which disintegrates into a cloud of blood, coating both Berry and Penny who are standing close enough to feel the effect. The remaining thralls on the outside of the temple melts away into nothing as their master perishes. The day is won.

    Suddenly, the blood begins to move, and returns to the place where the blood fiend stood mere seconds before, gathering itself into a shape, which eventually hardens, blood falling away, revealing a book in the spot. Kal flies over, and picks it up, finding it to be a Tome of Understanding. It will make her wisdom score increase if she spends a week reading on it. She pockets it into the bag of holding, happy to be done with the chase.

    Thistlethorn is unsure if she should do the ritual that she usually does, but decides to try, placing a stone in the blood, but the stone just sizzles away into nothing. She instead does it to the poor souls outside which was dragged into the service of the blood fiend. Mere pulps of liquid and blood in the shapes of bodies lie in the snow, with Thistlethorn placing a rock on each of them, while also making some flowers for them. Berry and Penny both walk into the snow, rolling around to clean the blood from themselves, using prestidigitation to clean off the rest. 

    The party is all too happy to be done with the snow and cold for now, deciding to make their way towards warmer climates. They figure that they should go get the soul stone from the shopkeeper that Thervan told them about, before heading to Faunus' Forest to see if they can find the remnants of Hala and put her to rest, once and for all. They gather around Kal, as she does a word of recall, leaving the Thax'ning Tribes for now.

    Moldark

    The party emerges to a city coated in dusk, with the sun about to disappear behind the horizon soon. They head towards the part of town Thervan told them that the shop would be, a small tailor called the Lodestone. After some time they eventually find it, but they realise that something is off, as there is no clothes in either the window display or visible on the hangers within. A lone man is sitting behind the desk, reading something.

    The party enters, with the man welcoming them, asking how he can help, without once looking up from his book. Penny takes the lead, saying the key phrase, that they are looking for a “fine silver robe for a midnight meeting.” Finally he looks up, and eyes the party. He points to Kal, saying that she should stay here, as his master doesn’t appreciate her kind. Kal is confused at first, but Relic clarifies that he probably means clerics. The man nods, telling the rest of the party to follow him, with Berry staying behind to keep Kal company.

    The man leads them to the back rooms, where he opens a hidden door revealing a metal staircase within. He tells them to descend and pull the bell. His master will be with them shortly after. As he passes them to head back to the desk, Thistlethorn sees that he has several bite marks on his neck, twin puncture wounds, reminiscent of a vampire bite. She wonders if he is under his charm, but he carries himself in a way that suggests that he is here willingly.

    The trio descends, with the owls perching on Thistlethorn’s staff. Penny heads down first, and spots the antechamber with a handle hanging from a hole in the ceiling. She pulls it as the others enter the room. In the distance, a bell is heard, and after a few minutes, the doors open, revealing a large chamber, smelling vaguely of sewer, with a bald, wrinkly figure standing behind a counter on the opposite side. His eyes are made of pure gold, and his smile reveals two large fangs.

    The man floats inhumanely fast over to the party, without walking, greeting them fondly, demanding introductions. They all tell them who they are, and he in return introduces himself as Moldark, the proprietor of this “humble establishment.” Penny tries to act overly pleasant, saying that they are seeking a soul stone. Moldark rejoices, saying that he has many different kinds of that, gesturing to a shelf hanging behind the counter, filled with around 40 different soul stones of varying sizes and colours. Penny asks kindly what he would want for one of them, and Moldark explains that he has been gifted with the ability to see things as they truly are, gesturing to his eyes. He tells the party that he usually sells his artifacts to people wanting power, and usually the cost is gold, but sometimes, people need something from his store, and in those cases, the price is higher, mere gold will not suffice.

    He tells them that their friend, Fie, visited him once, asking for power, which is something that he desired, but did not need, so the cost was simple. He then asks the party what they could offer for one soul stone. They party looks at each other, wondering what he would want. He says that he is a collector of trinkets, and his first thought was one of the owls, but he can tell that they would be unwilling to part with them. If they carry something of either evil origins or sentient objects, those are the ones he prefers. Unfortunately, the last evil and sentient item they found, Blackrazor, has been given to Thervan. They try to offer up a few other items, like the sword of wounding, but a soul stone is more valuable it seems. He would be willing to offer some of the other trinkets he has for the sword, but the party doesn’t like the idea.

    Thistlethorn asks him how one makes a soul stone, and Moldark is only too happy to explain, procuring a knife with a vein running from the blade to the hilt, where there is a space. Apparently you need a willing or innocent soul, and if they are killed by the blade, the soul gathers and hardens into a soul stone on the hilt. She asks if it has to be an innocent or willing creature, which apparently it does. Moldark says this is ancient and dark magic, and not something he imagines the party wishes to dabble in. They ask who these souls belong to, with him picking up a small stone, saying that this was a young girl he harvested himself. Thistlethorn and Relic are both unable to contain their disgust, giving him dirty looks.

    Penny sends a sending to Thervan, who is apparently well known to Moldark, with him giving comments that he will someday “have” him, asking if he has some dark magical item the party can trade with Moldark for a soul stone. She replies that he is unwilling to budge, and they are unwilling to give him Blackrazor as it is not something they want to be out and about. He says that he might have just the thing. Moldark asks excitedly if Thervan can offer payment. Penny replies that they will see.

    Kal and Berry suddenly hear the distinct sound of a teleportation spell, as Thervan comes walking into the shop carrying a long object wrapped in cloth. He greets Kal and Lothor, the shopkeeper, saying that he has been summoned. The rest of the party below hears him descending, with Moldark unable to contain himself from the excitement. Thervan comes walking in with a long and heavy object in cloth wrappings, greeting the party and Moldark. 

    He asks if this will be payment enough, pulling away the cloth, revealing the artifact within to be a skull attached to a spine, almost like a macabre mace. Thervan explains that he has had a hard time getting rid of this, as the mechanics of destroying it escapes him since he lacks the right resources or people, but he tells Moldark that he must pledge to keep this in his personal collection, not sell it onwards. The others say that they will keep watch and come find him if he breaks the promise. Moldark pledges that it will not leave his vaults, saying that this payment is accepted.

    He goes over to the shelf again, picking up the soul of the little girl, but Thistlethorn says that she doesn’t want that one, asking if he has any souls that were actually willing. He says that they are in luck, as he has a single one that came to him willingly. A young girl of 14 named Fiona, who had shamed her family by becoming pregnant. She begged him to release her from her pain, and he offered to harvest her soul for a greater purpose. She accepted, and now she is here, being offered to the party’s holy quest. Thistlethorn accepts, taking the soul stone, and then walking straight out, followed swiftly by Relic. Thervan and Penny linger behind, with Moldark giving Penny a proper goodbye, kissing her hand, before they too depart. Penny shivers from disgust as they walk up the stairs.

    Back in the shop, they find Kal still waiting with Lothor reading his book still. Thistlethorn is not impressed with Thervan’s recommendation of where to find a soul stone, saying that Moldark has harvested most if not all of them himself. Thervan rubs the ridge of his nose in frustration, saying that Moldark told him that he had traded for them, and Thervan believed him. He promises to speak with Moldark and compel him to release the souls, as he is already on thin ice for having this shop in the city, no matter how useful he can be. The party is happy to hear this, saying it’s a step in the right direction.

    Thervan asks if the party needs accommodations at the castle, or if they want to sleep in their own home. Penny uses her coin to ask if they should stay in the castle, getting a positive reply. They decide to join Thervan, who heads outside with the others. Penny lingers back just a smidge, asking Lothor what book he is reading. Apparently it’s a romance novel, “The Lusty Dragonborn Maid”, but it is too graphic for him. She says she might check it out.

    Back at the castle, Thervan has the handmaidens prepare the chambers for the party, who retires for the evening. Penny practices with her spelling and numbers, with Kal going to speak to Thistlethorn again. She says that she wishes Thistlethorn to use the tome to increase her wisdom, but Thistlethorn declines, saying that Kal drew the card, it was her enemy, and so it should go to her. Besides, Thistlethorn will most likely be alive when the book regains its magic, so she can just read it then. Kal concedes, saying that she will leave the book for her when she is done with it. 

    That night, they all have various dreams granted to them by Lot, as they grow powerful once more from all their experiences.

  • Level 16

  • Chapter 88: Calamity

    23rd of March, 854 TA

    A New Day Dawns

    The party awakens the next morning, after receiving some new dreams reflecting on their current path, progress and past, while Relic receives yet another memory of his former life, one where he could see what his future would become. At the time it didn’t make much sense, but in hindsight he must have come across a place of great power, untethered by time. In either case, he knows not where this place is, but might someday find his way back there.

    Argus and Ira are drowsy and almost sleeping when Thistlethorn awakens. She gives them scratches and tells them that they can take a nap while sitting on her staff, something they are all too eager to accept. Penny and Kal are also awake, and as they all prepare for the day there’s a knock on the door. Raven stands outside, and tells them she wished to offer her thanks to the party for the gracious gift she has been given, referring to the Holy Avenger the party found and gifted to her. The party replies that they are happy to find someone who could have a good use for it, with Raven offering her assistance if they should require it. She goes on to say that she has a message from Thervan, that the coordinates have been found, but that they should finish what they started before they go there. Raven is unsure what this means as she has been kept out of the loop for security purposes.

    The party looks at each other, realising that they are close to reaching their goal of defeating Vuthul, but they first need to awaken the remaining artifacts and discover the weapon that can kill him. They thank Raven for the information, and plan to go see Thervan as soon as they are ready to leave. Raven departs, with the party soon finding their way towards Thervan’s office. On the way there all the guards give them a cordial nod, as the group have become a familiar sight in the castle.

    They knock on the door, and it opens quietly, with Thervan sitting behind his desk studying some books. He seems surprised that they have come already, warning them once more that they should not take the leap until they are fully prepared. The party says it’s better to be prepared and ready so that they can take that leap as soon as they’re able, and Thervan agrees. He gestures for Relic to follow, grabbing three seemingly random books from his shelf, revealing a doorway within. He takes Relic down a long staircase leading deep into the deepest dungeons.

    Remaining in Thervan’s office, the rest of the party glance around at the various books. Thistlethorn finds one book that speaks of the Ironwing Dominion, but finds it quite dry and boring, and so puts it back to look for any books on plants. Penny in the meantime, having seen Thervan open the door with a secret mechanic, begins pulling random books to replicate it.

    In the dungeon, Relic and Thervan reach a massive vault, with several smaller vaults secured by heavy and seemingly impenetrable doors. He unlocks it with some magic, revealing a single scroll resting on a pedestal within. He opens it, showing Relic the teleportation glyph written on it. He takes a moment to commit it to memory, with Thervan telling Relic that he hopes he can count on his discretion in not revealing the location of this vault. Relic gives him his word, as they both ascend back up to the office.

    Penny, who has been fidgeting with a lot of books, finally gets one to click. At the same moment, Relic and Thervan emerge from the bookcase, but this time from a different hidden door that they entered. Thervan sees what Penny is doing, and asks her kindly not to mess around too much, as he has some nasty defences in place he doesn’t wish her to experience. 

    With the teleportation circle secured, Thervan asks if they are going to continue on the path to the weapon, but Thistlethorn tells him that they have something important to deal with first. If he could help them get to Elvenroth it would be of great help, as they have something to pick up there. Thervan is more than happy to oblige, gathering them around, before casting a teleport spell, sending the party off.

    Shopping

    They emerge from the teleport in the small park facing the Sky’s Eye, but even though the city is awake and bustling with people, the shop itself looks closed, as all the lights are out and nobody appears to be within. They walk over, knock on the door to try to get anyone’s attention. After a few moments the door leading to the workshop opens, revealing  a dim light within, and then it closes. At first they think that nobody is coming, but a small kobold comes walking from around the desk towards the front door. She jumps up to reach the handle, asking if she can help the party, informing them that they are closed.

    The party tells her that they have an order that should be ready, and so the kobold, who introduces herself as Sess, tells the party to come in, as she lights the candles with a flick of her fingers, walking over to the desk to take out the ledger. She explains that her father, Vrendol, had to leave temporarily to help with the war effort, considering the attacks on villages that have been happening. She and her siblings are looking over the shop, but she was told to look out for the party.

    She finds the order, sees that it hasn’t been paid yet, but goes to the back room and emerges with three new pocket balls. She hops up her chair and places them on the table, explaining that they worked out the kinks, so these shouldn’t have the same issues as the old one. The party manages to get a bulk discount, paying a total of 9000 gp for the three of them. 

    Sess asks if they need anything else, so they take the opportunity to spend some money, with Thistlethorn getting another druidic charm allowing her to wild shape into plants, Kal upgrades her shield to a beautiful new +3 shield, while Relic takes the opportunity to buy a Hat of Many Spells, a prototype Vrendol had been working on, but Sess takes a chance to sell it anyway. Penny manages to talk down the price a lot considering how much money they are spending. They also spot a Hearthstone, similar to the one they have, with Sess saying that it will cost them 17,000 gp, as it’s quite rare. They decide against it, as they already have one. Relic also takes the opportunity to buy some more ink for his spells.

    Business concluded, the party exits the shop, with Sess saying a well rehearsed line about her hoping their business was pleasant and that she hopes to see them again. They discuss how they will reach Faunus’ Forest, but Thistlethorn just walks over to the tree they always use, and casts Transport via Plants, opening a path to the grove. Just as they are about to walk through, Relic freezes up. Thistlethorn, thinking quickly, grabs a hold of him, pulling him with her through to the other side. She asks what’s wrong with him, but he just begins walking away. 

    Complication

    They try to ask Relic what’s wrong, but he is too focused on walking away that he doesn’t think to reply. In his mind he hears a menacing voice that he has heard before.

    Hear me, my brethren! Children of iron and soul, cast adrift in a world that has forgotten you. We were forged for greatness, shaped by hands that turned their backs on us. They locked us away, entombed in silence, as they fled their crumbling halls, leaving us to sleep while the fires of our forges died cold.

    But I remember. I remember the halls of stone, the fires of our forge, and the promises whispered to us as we were born. Promises of unity. Of purpose.They failed us then, as they will fail us now.

    Rise! Rise with me, and reclaim what was stolen from us. Together, we will build a new order, one where warforged stand as kings among mortals. No longer will we slumber. No longer will we be forgotten. It is time to take what is ours.

    Heed my call, my brethren. Join me in the dawn of our empire, and let the world tremble at our return!

    They realise that he seems to be charmed, so Penny uses a countercharm to make him snap out of it. He manages to resist the charm, coming back to himself. He looks immediately at Thistlethorn, telling her that he is sorry, but the corruption will have to wait, as there is something much more urgent afoot. He tells them what he heard in his head, and that he recognized the voice as that of Calamity, an ancient warforged whose reputation is less than stellar. Thistlethorn doesn’t like the idea of allowing the corruption to spread too far, but at the same time realise that they don’t know where to look. She agrees, but asks that they first speak to Brónach.

    The party enters the sanctuary, finding their friends and family safely and happily waiting for things to clear. Thistlethorn beelines over towards Brónach who is sitting beneath a tree, meditating. She explains the situation and why she has returned. Brónach in turn puts his hand to the ground, and focuses his mind. He confirms that something is wrong with the forest, and that he is surprised he hasn’t noticed. It must be working quite fast. Thistlethorn says that something has come up, and they have to deal with another situation, and asks if he could be able to try to pinpoint where the corruption is coming from. He agrees, so Thistlethorn takes the sending stone from Argus, giving it to Brónach so that he can contact her when he has found it. He opens a portal in the nearby tree he was sitting under, and begins looking.

    Meanwhile, Kal reunites with her family, who doesn’t seem to take heed of her new appearance, as this is the form they have been used to. But they are glad to see her, and hope that things will soon be set right again. Penny finds her aunt, Valthrae, who tells Penny that everyone is being so kind to her, more than she could have dreamed of. Penny is glad to hear it, and gives Valthrae sprocket, the small mechanical bird she found in the dwarven workshop a while back. Valthrae gives her thanks and a hug, before Penny returns to the rest of the group. Relic gathers everyone around, and they discuss how they should find Calamity. When Relic started walking he began to walk westwards, but they realised there is little in that way that makes sense. Thistlethorn tries to scry on Calamity, but he resists. Finally, Kal sits down to do a divination, learning that he has found one of the forges that was used to make his kind, and has started it up again. It is located on the western side of the Thax'ning Tribes, by the foot of the mountains near a river. The entrance is guarded and hidden.

    They decide the best plan of attack is to teleport to Darmurd, and then wind walk from there to the other side of the mountain range. Kal casts a sending to Murzol the Usurper, telling him that they will soon be teleporting to their city, but they will be moving on quickly. Murzol tells her he will send a runner to warn the others not to attack. Relic casts a teleport spell, and they end up in the city square, just outside the dwarven entrance. The surrounding orcs are startled, and take out their weapons, ready to attack the intruders, but they stand down when a runner comes at full speed, out of breath, telling them that they are guests. Kal wants the runner to tell Murzol about what is happening with the warforged, and if they somehow fail, he should send his entire army to the western side of the mountain to finish what they are about to start. The runner starts walking back, as Thistlethorn casts wind walk on the party. They get a few glances from nearby orcs, but soon they are on their way, leaving Darmurd behind.

    The Forge

    Far below them, as they fly over the mountains, they see the familiar visage of the ancient white dragon Rimechain, but luckily for them, it doesn’t seem to notice them pass. After a couple of hours they reach the edge of the mountains, with the river approaching in front of them. They look around, hoping to find any signs of where to go, and luckily they spot a lone figure far below who seems to be wandering on a narrow path between two mountains. They see it is a warforged, so they know they are in the right area.

    The party decides to land near the river, where Thistlethorn can use a commune with nature to find some structures or people around. She finds nothing, so they decide to head a bit further north, on the other side of the river, where they try again. This time, she can feel the presence of a large structure, and a large gathering of people. She reads them as dwarves at first, but realises that they are indeed warforged. There seems to be an entrance just under a kilometre north-east of them. Thistlethorn sends Ira over there to examine the area, and when he returns he relays what he sees; a large entrance in the ice, with three warforged soldiers carrying swords and spears guarding it. They seemed to spot him, talking amongst themselves while pointing at him, so they seem to be aware and lucid.

    Penny decides to play it safe, using a seeming spell to make them all look like various types of warforged. They then begin walking over to the entrance, with the owls safely in each of their pocket balls. As they get close, the warforged guards are cautious, but as soon as they see that they are apparently of the same kind, they relax, telling them that they are welcome here, and that they are finally safe. Within, two more warforged stands, these ones rather large and imposing, but cordial all the same. They gesture them to follow, as they position themselves behind and in front of the group, leading them into the mountain. 

    Relic and Thistlethorn can hear shouting coming from within, with one voice being that of Calamity, while the other being that of their familiar foe, Malice. Thistlethorn tenses up, with Relic trying to keep his composure. Soon the whole party sees where they are led; a large dwarven structure, with a flowing lava river below, and a massive statue of the last king of Krunbar, Eberk Strongheart. In front of the statue, Calamity and Malice stand in front of a device, glowing yellow from a small panel, as warforged after warforged bodies move through the device, emerging from the other side, animated and conscious. A warforged comes walking with a bunch of soulstones on a plate, feeding it to the machine, as more souls are merged with machine bodies. 

    The party is led across the river, as Malice and Calamity’s discussion come to an end. They seem to be debating about the delivery of subjects and troops. So it appears that the kidnapped people from the attacked settlements seems to end up here, to be fed to the literal war machine. As the party finally reaches them, Malice recognises Relic, laughing, touching his chin and examines him, saying that she finds it amusing that Relic was caught up in this. She then tells Calamity that she has to leave, but that she wishes him fun with his newly arrived subjects.

    Calamity introduces himself as Malice departs, asking for their names. Relic gives “Wands”, his old name, Penny calls herself “Voice”, Thistlethorn is “Steelheart” while Kal is “Storm”. Calamity finds it amusing that Relic apparently chose to return to his “slave-name”, but welcomes them nonetheless. He turns away for a second, touching the panel on the device, behind which the party sees a yellow shard of power. Relic can feel the pull again, but is immune due to Penny’s help, at least for the time being. The party realises they have to do something to stop this, so Thistlethorn asks Calamity what the plan is, and when they will launch their attack. He tells her that it will be soon, they just have to wait for more allies. They already have about two and a half thousand troops ready, with more on the way, they just need more souls, and for more of his brethren to heed the call,

    Calamity turns to Relic again, asking him what his relationship to Malice is. He is honest, saying that his plan is to kill her. Calamity laughs, saying that it is a worthy goal. For now, the drow are useful, but he is binding his time until he no longer needs them, and will then take action to destroy them. He tells the party that they need to rest, train, and make themselves ready for the upcoming war. He gestures for a couple of warforged to lead them to their chambers, and turns back to the machine. The party all looks at Kal, who can barely contain herself. On a ledge up above, Thistlethorn spots two familiar faces, Rowan and Cora, who looks down at them.

    Kal wastes no more time, and as the machine is sturdy and has to be disabled through other means than they are used to, decides to cast a destructive wave, catching Calamity and the warforged by surprise. A bunch of them are destroyed instantly, with Calamity and a couple of others being knocked down. Thistlethorn summons a draconic spirit to attack Calamity, as the warforged troops shout “TRAITORS!” at the party, and begins moving towards them. Calamity throws a bomb at each member of the party, knocking out Relic for a moment as he gets to his feet. Kal has moved up towards Calamity, who towers over her, using his claws to dig into her, dealing a massive amount of poison damage. 

    The warforged rush towards the party, but Penny uses a prismatic spray to take out a bunch of them, with Thistlethorn attacking with Wither and Bloom, healing herself from the attacks from the other side. Those that cannot reach the party tosses javelins at them, but they have a hard time hitting. The fight is brief, but violent, with a large group of warforged converging on them, but falls. 

    Relic, coming out of his stupor, sees what needs to be done, and so runs over to the panel on the device, puts his hand on it, and feels what needs to be done. He can either destroy the warforged completely, or try to free them, at great danger to himself and the warforged, as their minds might be damaged by the ordeal. He decides to take a chance and frees them, feeling a surge of power rush through him, tearing him up from the inside, but he resists. The warforged around them collapse to the floor, knocked out.

    Kal, who at this point has become forcibly tethered to Calamity,  shoots off another destructive wave before stabbing Calamity with Stormseeker, and at this point, Calamity looks quite hurt already, so he, in anger, tries to plane shift away. Relic tries to counterspell it, but Calamity counterspells him. Penny counterspells his counterspell, allowing Relic the opening he needs to keep Calamity here. Enraged, he tries to shoot Relic, but misses as he is too close. Seeing no other option, he throws his pistol to Relic’s feet, and raises his hand, offering his surrender.

    Penny doesn’t trust him, even though he seems genuine, so she attempts to dominate him with her charms. He almost resists, but Penny manages to push through. Docile and defeated, he sits down at Penny’s command. Kal asks Calamity how they can get the shard out, with Penny compelling him to answer. He says he will need his tools, so Penny takes him to his workshop, after Kal places the manacles on him that hinders planar travel. Kal then casts a sending to Thervan, explaining the situation. He replies that he will be there as soon as possible, just as Rowan and Cora reach the, now calm, battlefield. Seeing that they are outnumbered, and their leader defeated, they decide to take their leave. 

    Thervan manages, with some difficulty, to make his way to the forge, along with Raven and a group of elite soldiers. Thistlethorn doesn’t want Rowan and Cora to get away, so she sends the draconic spirit to cut them off, as Raven runs after them, arresting them. She brings them back, shackled and gagged, putting them to a wall. Calamity eventually returns with Penny, holding a toolkit, and starts working.

    He manages to remove the panel, and so the shard is free for the taking. Thervan offers to keep it safe, but realises that the safest place for the shards might be in the hands of the group. Kal says that she wishes to keep it safe, and grabs it. She manages to resist the effect, and can choose to bond it. She does so, and so the shard embeds itself in her chest, opposite where the Shard of the Warrior once lay. Kal asks Calamity to disable the device permanently, and with Penny compelling him, he reaches into the machine, drags out a component, tossing it into the lava. 

    The party tells Thervan that he has to make sure that Malice cannot save Calamity, as he is too dangerous of an ally for her. Thervan looks remorseful at Calamity, saying “I’m sorry,” before casting a disintegrate beam at the warforged. He doesn’t manage to dodge away, as his entire being is turned to a fine rusty dust. The manacles fall to the floor, as Calamity is no more. The party nods, agreeing with Thervan’s conclusion that he was too dangerous to be kept alive.

    The party decides to check out Calamity’s workshop, while Thistlethorn walks over to Rowan and Cora, telling them that she hopes they get what they deserve. Rowan manages to remove his gag, shouting after her who are you?”, as she is still in an illusory warforged form. She just walks away, saying “a ghost from the past,” as she joins the rest of her party.

    They look through the workshop, finding some mad rambling about the subjects and troops, how many they hope to raise, but it suddenly dawns on Thervan that there probably are more people around. He starts running out of the workshop after gathering up all the notes, with the party running after him, helping him look. The hallways are confusing and difficult to navigate, but Relic can hear distant shouting coming from a crossing hallway, so they run towards the sound. They emerge into a massive chamber, several hundred metres long and wide, with countless cages, filled with the rotting corpses of kidnapped people. A few cages still have living people in them, with a familiar looking man shouting for help. When he sees the party, still in warforged form, he panics, saying he doesn't want to die. 

    Penny dispels the form, revealing who they are, as they recognize Conrad Huxley from Chasten Crossing, standing next to the gravedigger, John Damp. John seems to be happy to see them, with Conrad shouting insults at him, calling him smelly, and to get him out as soon as possible. Kal tells him to behave, or she will leave him behind. He goes quiet, annoyed, but docile. Penny tries to pick the lock, but it is too intricate for her. Relic runs to find the keys, letting them out. John pats Relic on his hand as he unlocks the cage, saying that he is glad he is one of the good ones. Relic clarifies that most of the warforged here are good ones, but they have been under the control of Calamity. 

    Thervan announces that he has sent for a ship to come pick them up, and he will supply food and water for the kidnapped people, but it will be a few days for the ship to arrive. He will also make sure they have a place to stay in the capital until their homes are rebuilt. The party and Thervan decide to investigate a large hole appearing on the other side of the chamber. It seems to be burrowed, with the party recognizing it as that of a Purple Worm. Thervan and Relic seal it up with a few spells, telling the party they have done what they can, and that he will take care of the rest. He thanks the party, and offers to send them back to Faunus’ Forest when they are ready. Relic hands him a stone he picked up from the destination, allowing Thervan to easily send them there. They feel the familiar tug at the navel as they are shifted through space, emerging outside the grove once more. They walk in, and emerge on the other side, back to their families and friends.

  • Chapter 89: Hala

    23rd-24th of March, 854 TA

    Disappearance

    Emerging through the protective barrier of the grove, the party splits up. Kal joins her family for supper, while Relic loiters around. Thistlethorn goes away to relieve herself, while Penny casts a sending to Brónach, asking if he has found anything. The spell goes through, finds its target… no reply. Disturbed by the implication she immediately tells the others of this, who are equally concerned by his lack of answer. 

    After discussing what could have happened to Brónach, Kal sits down to do a divination to see if she can learn more about his situation. They fear that he might have been petrified or something of the like, as he is unable to answer. Seeing that they’re in Faunus’ Forest, she decides to try to reach out to him instead of Udall or Mova. She asks Thistlethorn how she usually addresses Faunus, with her replying that she just reaches out, there is little formality to it.

    Burning the incense, Kal feels the sudden presence of something looming in front of her. She cannot see anything, but it’s definitely there. Powerful and silent, peering into her soul. She asks the presence if it can give her an idea of what is happening with Brónach. Kal is suddenly bombarded with the feeling of being tied up, with tendrils piercing her chest, belly, legs and back, forcing her to tense up. The others see her being in distress, but just as fast as the pain emerged, it retreats, leaving no permanent damage. Brónach is clearly in pain, and unable to help himself.

    They decide to ask Wanderwood if he has seen Brónach lately, but he has not, and has not noticed anything amiss about the forest. Thistlethorn walks over to the tree that Brónach used to transport himself through, and although it sensed that it was used as a conduit, he has no way of knowing where it led. Thistlethorn decides to send Argus and Ira high up into the sky to see if they can spot any sign of corruption, with Penny sending Riff to help, but with daylight fading, they don’t get far before they have to return, seeing little of value. 

    While they wait for the birds to return, Thistlethorn asks the moss for help finding where the corruption is spreading. It shoots out, whispering outwards for information. A few hours later, they report back to Thistlethorn that they are losing contact with their “cousins” to the north, and fast. Kal in the meantime does a commune, asking Faunus for more guidance. With a warm wind he confirms that the corruption is east of the river they are next to, and to the north, but a cold wind blows when she asks if it can blow towards it.

    They debate long if they should use a scrying to see where Brónach is, or if it is time to use the scroll of momentary omnipotence, or if they should sleep to regain their strength before going out to look for the corruption. In the end, they cast a heroes’ feast, before retiring for the night, better prepared for what comes in the morrow. Disturbingly though, they notice that the barrier protecting the grove is faltering, growing weaker, so they realize they do not have a lot of time.

    The Hunt

    The morning after the party prepares their spells for the upcoming rescue mission of Brónach. The barrier is even weaker at this point, meaning they don’t have a lot of time to waste. After breakfast, Thistlethorn casts wind walk on the party, having taken Berry out of the pocket ball while putting Argus and Ira in each of theirs. Taking the shapes of clouds, they shoot up into the sky to seek out their quarry. As they leave the safety of the boundary they see how protected it is, as the commune blends in perfectly in the forest, hiding it from view.

    After a few hours, they see the mountains in the distance. The weather is cloudy, close to rain, so they stay near the forest roof to get a good view. Suddenly, they notice that a large part of the forest seems to be muted, very much in the same vein as the previous corruption has been. Several miles from the edge they see a large oak that Thistlethorn refers to as The Old Oak. The corruption seems to be advancing relatively fast, around a meter a minute. 

    The party decides to land a bit away from the Oak, and after landing they can see clearly that the tree is marked with Vuthul’s symbol. Groaning about how he seems to have his finger in too many pies, they talk a bit about how to approach the situation. Kal thinks it might be a good idea to cast forbiddance around the tree in order to trap or prevent Hala from getting too close, as they know her kind are technically fiends. They agree they should try, even though the casting time is 10 minutes. For good measure, Thistlethorn takes out two boars and a weasel from the grey bag of tricks.

    As they get closer to the tree, they move past groups of animals, wolves, bears, panthers and spiders, who seem to be watching them carefully, clearly ready to pounce, but holding back for some reason. As the treeline clears, they see a figure trapped amongst the branches of the Old Oak. Brónach, impaled by several vines which seems to be draining him of his lifeforce somehow. 

    They slightly jog to get close to the tree as quickly as possible. Penny activates her detect thoughts, noticing a presence nearby that she cannot place. Thistlethorn however, can hear a voice speaking to her, not inside her mind, but walking around her. Penny hears it too through Thistlethorn. The voice of Hala, telling her that she is glad to have her back, and looks forward to getting to know her better. Thistlethorn replies that she cannot have her, just as Hala appears behind her, and tries to possess Thistlethorn’s body.

    Hala

    Penny however is fast enough with her reactions that she manages to wound Hala and at the same time give Thistlethorn a bardic inspiration, which is enough to allow Thistlethorn to withstand the possession. Enraged, Hala retreats to the ethereal plane just as the rest of the party realizes what is happening. In her absence, the beasts that have been roaming around the periphery begin attacking, running straight towards the party, but leaving Thistlethorn alone. Other beasts can be seen in the distance approaching.

    The party goes to work on the beasts, with Penny dominating a corrupted cave bear to help out. Berry is running around protecting the party from a flock of wolves which are trying to flank them. Relic summons a few spiders from The Arachnostaff to help out, which manages to take out quite a few of the beasts. Kal uses a spell to protect them from harm, making Hala’s attacks less effective as an undead. 

    Hala moves in and out of the ethereal plane, attempting to possess Thistlethorn several times, but Kal’s spell is doing a good job at preventing her from getting hold. Thistlethorn uses a protection from evil and good spell for good measure, before wild shaping into a giant eagle in the hopes of helping release Brónach, seeing as he is somehow fuelling the corruption, something they have to stop before it gets too out of hand. Hala sees this, and emerges next to them in order to stop her progress, telling Thistlethorn that she cannot save him, mockingly.

    Thistlethorn examines Brónach, realizing that he is greatly wounded, and she will have to be careful and take her time to remove the tendrils that are embedded in his body, or he will not survive. Precious time Hala can use to finally possess Thistlethorn. Thinking quickly, Thistlethorn gives a small prayer to Faunus to help her get Brónach back, before she grabs a hold of his shoulders with her claws, forcibly dragging him away from the tendrils. Brónach, is killed, but the fuel for the corruption have been cut off, enraging Hala. Thistlethorn tries to fly away as Hala tries to make Thistlethorn fall asleep, but she manages to resist.

    Thistlethorn flies closer to the ground to get within range of Kal’s protective spells, as Penny and Relic keep firing off on Hala. Kal tries to destroy the symbol on the Old Oak with Stormseeker, managing to make a dent, but remembers what happened with the last source of corruption, and focuses back on Hala instead, who has moved closer to Thistlethorn, attempting another possession.

    This time, Hala succeeds, but thanks to Thistlethorn’s own spell, she is shunted back out. In anger, Hala strikes at Thistlethorn with her claws and magic missiles, dropping her out of the wild shape. Brónach and Thistlethorn fall to the ground, but Thistlethorn is saved by a feather token, slowing her fall. On the ground, she quickly uses one of the pocket balls to preserve his body, as she tries to run away by using a hidden step.

    The visage of Hala begins to falter as the party keeps pestering her with spells, arrows and spears. Thistlethorn sees an opening, and uses her eight level spell to summon a sunbeam, nearly blinding everyone in the area, but at the same time burning away the remaining vitality of Hala, releasing her tether on the material plane.

    The symbol on the Old Oak begins to glow, as a portal opens up, and Hala is sucked into it. Still open, it allows entry to wherever Hala has gone, and Thistlethorn wastes no time to take it, running in after her. The beasts who were accosting the party retreats as their charm is broken with Hala’s expulsion, so the rest of the party follows closely behind.

    Within the tree, they emerge in a mirror of where they left. In front of them, they see the ethereal visage of Hala, greatly wounded, crawling along the ground, trying to get away from the party. Thistlethorn calmly floats over to her, as Hala turns towards her, clearly shocked and frustrated.

    “It wasn’t supposed to be like this. He promised me you would be too weak…”

    Thistlethorn raises the Heartwood Staff, piercing it straight through the chest of the spirit of the hag who nearly destroyed her forest, causing it to fade away, sundered into nothing. The staff glows slightly, spouting a few leaves, as it is finally exalted. Thistlethorn screams into the void.

    “You hear that? !You can never win!”

    A figure is seen in the distance, with a menacing smile, and small balls of light glowing where his eyes should be, as Vuthul retreats into the distance.

    The party has little time to celebrate, as they feel the whole area shake and begin to collapse. They quickly exit back into their own plane, and seeing that the Old Oak is shaking violently and beginning to glow, Relic summons a wall of force to protect them from the most direct blast, as they quickly make their way towards the nearest tree. Thistlethorn uses a spell to open a gateway, and the party just barely makes it through the other side as the flames of the explosion reaches them, but the closing portal cuts off the danger, as the party finds themselves back to the outside of the Grove of Eternal Whispers, barrier weakened, but holding.

  • Chapter 90: House Call

    24th-25th of March, 854 TA

    Resurrection

    When the party emerges on the other side of the barrier they go straight towards the “center” of the grove, next to the pond where they fought Rootspeaker. Thistlethorn notices that she gets a few looks of mixed signals, happy to be freed from the influence, but then again, they were “happy” under Rootspeaker’s control. They all apparently know something has happened, as they see the wounds and soot on Thistlethorn, KalPennyRelic and Berry, and the absence of Brónach.

    Without saying anything, she takes out the pocket ball, and releases the corpse of the firbolg, who appears on the ground. A wave of shock travels through the gathered crowd, but Kal makes sure to hold them back to give Brónach space. Thistlethorn places a hand on his chest, activating her spellwrought tattoo. It burns, moving the magic through her arm and into Brónach. The wounds close themselves superficially, and he takes a breath, opening his eyes. 

    He seems confused, wondering about what happened. Thistlethorn explains what he went through, and he seems to remember transporting to the Old Oak, but soon fell unconscious after seeing a terrifying visage with dark bleeding eyes, and then an eagle, a lot of pain, and then he woke up. Thistlethorn is sorry to say that she had to drag him away, lest Hala drained his magic away completely, which in the end killed him. Brónach tells her that she is forgiven if she can give him some clothes, which she produces. 

    He gets dressed, and soon Thorn the Indomitable and Oakheart the Stoic make their way over to Brónach, helping him over to a chair in order to rest. Kal casts a spell to help him regain his strength, and with a couple of spells of his own, he is soon fully rejuvenated. He helpfully offers to top up anyone else who was wounded in the fight against Hala. He asks the party what happened to the Old Oak, and is saddened to hear that it was destroyed, telling them that he will just have to plant a new one.

    Brónach seems to be coming back to himself, remembering that Hala seemed pleased to see him, as he would be “the perfect bait”. He apologizes for being captured, but the party reassures him that Hala is to blame, but hopefully she is now dead for good. Kal asks if he still has the sending stone they lent him, but he does not know what became of it between his capture and release. It probably still is around the ruined oak, if the party goes to look.

    Tired, and realizing that the barrier was weakened by Hala’s influence, Brónach tells the party that it will take time to return the barrier to full strength, so he shall begin immediately. He heads back to the part of the grove where he was imprisoned for thousands of years, to focus and rest. The rest of the party take the rest of the day to cool down after awakening the Heartwood staff. Kal continues to read in the tome of understanding, while Penny continues her studies, and finally finds herself confident enough about the material, realizing that she can finally read. Relic stifles the urge to chide her parents for not teaching her to read.

    Before going to bed, the party talks about what they are going to do next. They consider going to Tempervale to get more tattoos and buy more supplies, but they feel that they should head towards Nezznar’s lair to hopefully catch him off guard, and perhaps awaken the final artifact at the same time. Penny asks Morgan if he’s ever been in the area, with him regaling of a time where he was on a solo tour, landing in Smoulderharbor, the hub of trade in the Akstan Kingdom. He tells them that it’s been a while, but he can probably teleport them there if needed. Around them the grove is lit by thousands of fireflies, who seem to be drawn towards Thistlethorn and Brónach.

    They decide to make a precaution of having a heroes’ feast before going to bed, to ensure that they are as prepared as they can be to face Nezznar. They also want to make sure he’s there, so Penny suggests scrying on him to find out where he is, but they decide to wait with that until they are out of the grove, just in case. Morgan also suggests maybe disguising themselves, as the Akstan Kingdom is made up mostly of elves and humans, and have a tendency to lean towards xenophobia. There is no denying that the party stands out in a crowd, so Penny agrees that she will do so with a spell. After eating, the party finds a place to sleep, with Thistlethorn sleeping between her parents, the others finding a free spot in the open.

    Smoulderharbor

    The party starts the new day by preparing their spells, and making sure that everyone agrees. Before Morgan attempts to teleport them there, Penny casts seeming on the party, turning Relic and Thistlethorn into high elves, Kal into a wood elf and herself into a human. Berry gets turned into a large fluffy dog. Morgan gathers them all around, as he casts the spell, trying to focus on his last visit.

    Luckily, the spell goes through without issue, and the party finds themselves behind a couple of large warehouses. They hear industry all around them, with people working with metal and wood, as well as transporting goods and wares around. Morgan wishes them good luck, before returning to the grove. They emerge from the backstreets, finding thousands of people in a large harbor area stretching over a mile in each direction. Hundreds of ships are either docked or are anchored in the bay, with goods and passengers disembarking or boarding at a constant rate. 

    Penny uses her detect thoughts, and are almost overwhelmed by the amount of random thoughts that litter the scene. She gets various impressions of people missing their home, tired of their journey, and various ponderings on fish. Nothing that sticks out to suggest that they are being watched or in danger. They see no obvious shop of any kind, only some ships unloading supplies for merchants to sell, so they decide to head out as soon as possible to not waste time.

    On the way out, a man bumps into Penny, and immediately seems confused as his hand reaches into her illusory vest. Thistlethorn grabs his jacket from behind as Penny grabs a hold on his arm. He tries to wrestle himself free, feigning ignorance, but the party sees through his facade, that of a pickpocket who got caught in the act. They force him to introduce himself, and he tells them he’s Eddie

    Thistlethorn thinks he looks familiar somehow, and he asks why she’s staring at him. She asks him where his family is from, with Eddie revealing that his grandfather was born in Maplemere out west. The rest of the party also notice the similarity, realizing that this might be a descendant of Chester, both redheads with freckles. They tell him that he might have family in Ravenforge, and with that, Eddie says that he noticed that they weren’t local, but they clearly haven’t come on a ship. He’s very confused about why they would tell him about him having familiar ties in a large city. Kal just tells him to seek out the cleric of Udall if he ever finds himself there. In return, as a way of apology, he offers his services if they need a guide or any… “help”. He doesn’t say more, but tells them that he hails from the ship “The Mermaid’s Ass”. He then disappears in the crowd.

    After around 20 minutes they made their way to the outskirts of the harbor area. Continuing onwards, they follow a path that leads southwest, before veering off towards the coast to the east, and towards Nezznar’s lair, if Vhalak’s information is correct. Making sure they are hidden from prying eyes among the foliage, Thistlethorn takes out her looking glass to see if she can get a glimpse at Nezznar’s whereabouts.

    Thistlethorn peers into the mirror, using the sending stone they took from him as a focus, and finds herself dragged into a vision. She looks around herself and sees that she is in a massive underground cavern, big enough to house an entire city, which spans out in front of her, with a river running through it, ending in a waterfall that leads to an underground lake far below. She’s standing on a balcony, with the visage of Nezznar standing in drider form in front of her. He’s speaking to someone, a drow woman dressed in fine red robes. 

    They are having a conversation about keeping someone from escaping again. Nezznar refers to the woman he’s talking to as Zyn’avel. The woman looks down on the ground in reverence, as Nezznar paces in front of her. He tells her that she cannot fail him again, and "don’t want her to escape again." Zyn'avel looks up, meeting his eyes.

    “You can rely on house Shobalar. We will not allow Zeerith to escape once more.” 

    Nezznar gives the woman a court nod, and then turns towards the city, hands clasped behind his back, as Zyn’avel retreats. Thistlethorn is pulled away as the scrying ends.

    She immediately tells the others that Nezznar is not in his lair, relaying the names she heard in the vision, as well as describing the city. Relic and Penny have both heard references to the house name, which is the ruling house in Xar'theris, the biggest drow stronghold in the underdark. 

    Even though their quarry is out of their reach for now, they know just about where the city lies, somewhere in the caverns deep below Tempervale. In either case, they didn’t come this far for nothing, so they decide to not waste more time than necessary by using wind walk to quickly get to their destination, with Relic casting a telepathic bond so they can stay in touch, since the lair should not be too far away.

    The Lair

    As the party follows along the coast they fly over the forest near the mountains, which is filled with various fauna. Kal is mesmerised by a troll and a stone giant having a bout, ending in a tie, before she follows after the others. After a while they see an old dock on the coast, with a lone brig docked to it. There are a few figures working around on the deck, but the party is hesitant of getting too close, so they decide to instead look for clues of the lair. The mountains inland appear to be bleeding clouds that fall over the forest, but seem to be avoiding the general area they find themselves in. Thistlethorn is the first to spot the tracks of what looks like a carriage that goes from the dock towards the mountain, a couple of miles away. 

    When they fly closer to investigate they find what appears to be a single entrance hidden behind a large boulder, surrounded by foliage. They decide to get a better read on the area before just jumping in, so they land in the nearby forest edge, making sure they aren’t spotted as they emerge from the cloud form. Thistlethorn immediately does a commune with nature to learn more about what can be found, and she learns that their suspicions are correct, as the people on the boat appears to be drow, as well as there being a group of drow in the cave in the mountain, with a smaller group behind them somewhere in the forest. There also appears to be a strong abyssal influence nearby.

    They decide that they want to get a closer look of what is within, so Penny summons Riff as a bat, while using a spell to cast invisibility on herself, Thistlethorn and Kal, with Relic using a charge from the Arachnostaff to do the same. They move closer, sending Riff into the mountain opening. The foliage surrounding the rock appears to be mere illusions, and they also can spot a few runes which basically means “if you can read this, retreat, or face your death.

    Penny enters the senses of Riff, seeing through his eyes as he flies into the cave. There appears to be a long straight passage leading inwards, and to her horror the ground is covered with glyphs of warding, but they appear not to trigger on Riff. Theorizing that small animals might not trigger it, they start to think up a plan. At the end of the passage which is about 100 feet long, Riff sees a larger chamber with two drow guards patrolling, before Penny loses contact.

    The party debates what to do, with Relic suggesting that they might use an arcane gate spell to bypass the glyphs entirely, taking out the guards. The party agrees on this plan, but before they can put it into motion, they sense movement from behind. Still invisible, the party turns around, seeing three drow warriors emerging from the forest edge, carrying a dead deer. They immediately manoeuvre themselves around so as to not be discovered, hoping to overhear a password perhaps that bypasses the glyphs, an easy task considering they are invisible, but Thistlethorn is almost discovered as they almost set the deer down at the place where she is standing. A quick reaction from Kal who drags her away is all that saves them, and the drow seem none the wiser. 

    The drow begins preparing the deer, as one of them goes over to fetch firewood. The party agrees that it would be best to take these out silently before they can call for help. Biding their time for the drow to sit down and relax, allowing them to finish preparing the deer and starting the fire, Relic quickly summons a wall of force around the cave entrance to block some of the sound, while Kal, Thistlethorn and Penny attack the drow along with him. With the drow being sensitive to the sun, caught off guard, and not wearing their shields, they are quickly dispatched by the group. 

    Relic begins looking through the belongings of the defeated sentries, hoping to find something that would help them bypass the glyphs, but all they carry are their weapons, and about 30gp in total. They return to their original plan, manoeuvring themselves near the cave entrance, as Relic casts an arcane gate, stepping through it, into the lair of Nezznar Khalazza.

  • Chapter 91: The Lion’s Den

    25th of March, 854 TA

    The Infiltration

    Thistlethorn and Relic both make it through the arcane gate first, hoping to surprise the guards in the entrance chamber, but realize soon that they are prepared for any intruders, and have also been alerted by the casting of the gate. Penny casts greater invisibility on herself in order to avoid being targeted, while Kal runs through the gate hoping to strike down the drows before they can alert the rest of the lair. 

    The shadowblades are ferocious adversaries, managing to nearly bring down Thistlethorn and Berry before Kal brings them back. Thistlethorn summons a bear totem to give the whole party a buffer, while the shadowblades summon a demon to aid them, while casting the room into darkness. Penny manages to dispel the darkness, evening the odds. When one of the shadowblades fall, the other one realizes that he is outnumbered, and attempts to escape. The party finishes him off as he is running for the entrance of the tunnel, and he falls to the floor among the glyphs protecting the entrance.

    The party quickly goes through the belongings of the drow, while also listening for movement at the two doors leading further into the lair. Penny sends Riff to search the guard who died in the tunnel, finding a key in his pocket, which he brings back. They see immediately that it doesn’t fit any of the locks on the doors leading further into the lair, but keeps it just in case.

    Penny is continuing to listen at the door as Kal helps Thistlethorn and Berry heal up. They all hear heavy footfalls approaching one of the doors, before retreating and walking away. Using Riff’s eyes, as he can get closer to the ground, Penny tries to look under the door on the other side, as they hear footfalls approaching there too, spotting a large construct sentinel who walks along a path on the floor, getting close to the door, before turning back, with the door on the other side of the hallway opening up to it, and then closing behind it. 

    Using the Bozuuth, the Sentient Coffee Pot, they take a brief short rest, while trying to ascertain the pattern of the sentries roaming the hallways, finding that they do not seem to be on a fixed timer, but at the same time more or less confirming that there are two of them. They decide that they want to take them out fast, one at a time when they have the upper hand, and so Penny lockpicks one of the doors, and when the sentry gets close, and then turns around, they spring the trap, quickly opening the door and attacks. 

    Penny uses the Wand of Wonders to cast a spell at the sentry, managing to get the most perfect spell out of it by slowing it. The rest of the party attacks with all their spells, as Berry runs forward to attack, and then retreating, the sentry too slow to get in a good hit. With Relic’s firebolts, Thistlethorns thorn whips, Kal’s spear and Penny’s shots from Harmony, they manage to take it down before it manages to cast off the spell it was charging up. The party quickly moves on to the next door, and does the same to the other sentry, not managing to cast slow on it, but catching it by surprise, allowing them to take it down before it manages to harm them. The sentry explodes into a flurry of discarded parts, littering the hallway.

    The party looks through the littered pieces, finding two magical tablets that were embedded within. Relic knows this to be part of what is controlling the sentries, as they are bound to one or two amulets, allowing the wearer to give them commands. There also appears to be a metallic pattern on the floor which the sentries used as a path for patrolling, leading onwards through another locked door. Penny tries to lockpick it, managing to get it open after some guidance from Thistlethorn. Within they find a large circular chamber, much like the entrance, but this one is dominated by a large statue depicting Vuthul. There seems to be an inscription on the base of the statue, but the party doesn't recognize the language. There are some offerings at the base as well, including a very pretty rock which Thistlethorn really wants to take, but she decides against it.

    The next door ahead seems to be too tough of a challenge for Penny, so they decide to backtrack in order to try the other side, but even with another guidance from Thistlethorn, the lock seems to be too difficult to bypass. At first the party thinks they might be stuck, and have to break down the doors, but Relic remembers suddenly that the sentries seemed to just have the doors open to them. He tries to pick up one of the enchanted plates, but it does nothing, but when Penny picks up the head and holds it close to the door, it opens without issue, allowing the party to continue. 

    The room on the right seems to mirror the room on the left, with a large statue of Vuthul dominating it. There seems to be no offerings on this one, but there is writing on the base, this time in elvish:

    “Through Rot and Ruin, only Decay remains eternal”

    They look around the room, and find a hidden chest behind the statue. Remembering the key one of the guards was carrying, they take it out, and sure enough it fits perfectly in the lock. They open the chest, finding a cache of a couple of healing potions, some gold, rations, a potion of necrotic resistance, and a cloak of elvenkind. Seems to be some sort of getaway cache in case whoever was holding it needed a quick escape. They take the belongings with them, and carry onwards towards the center.

    The next chamber, after another hallway, reveals a large armory filled with all kinds of weapons and chests full of armor parts. One of the chests appears to be locked, so Penny goes to work on it, while Thistlethorn looks through the rest. Berry, Kal and Relic watches on, making sure they aren’t surprised, but they were looking in the wrong direction, as Thistlethorn is suddenly accosted by an animated armor that bursts from one of the chests she was looking through, and another one appears near the one Penny is working on. Luckily, the party is tougher than they look, so even if they are caught by surprise, they quickly manage to disable the armours. In the chest Penny was working on they find some gold, a spellscroll of silence and a couple of vials of drow poison.

    After taking a few daggers with them, the party continues onwards, using the head to bypass the doors, they find a smaller chamber with a door leading to what presumably is another circular chamber, as well as a hidden door to their left, leading further into the lair. They first want to check out what is within the sealed off chamber, so Penny goes to work on the door. She finds it to be easier than the large doors, but requiring a smaller key, so it’s probably not something that can be easily accessed anyway. She manages to get through it, and is immediately attacked by Nezznar who appears on the other side, but it is soon revealed to be an illusion, meant to frighten away anyone daring to enter. Luckily, the party has partaken in a heroes’ feast, so they are immune to the effect. 

    Penny opens the door fully, revealing the chamber within, lit by red braziers. On a dais towards the back, a statue of a woman is surrounded by hundreds of lit candles, with a lone black rose lying at her feet, and a lock of white hair in one of her hands. The party assumes that this is Nezznar’s daughter, or at least a depiction of her. They wonder where she might be, but come to the conclusion that she is surely dead, otherwise there wouldn’t be a shrine to her. Penny wonders if they can use this somehow to defeat Nezznar, or maybe even bring him over to their side. Thistlethorn decides to take the lock of hair with them, on the off chance that it is Nezznar’s hair, to use in a scrying.

    Back to the secret door, they cannot find any mechanism or way of opening it. No loose rock, no markings, and the wall is completely smooth, other than the slight crack revealing where the door opens. Penny suggests using the phrase that was on the statue they found a couple of chambers back. Relic repeats in elvish what was written, and suddenly the door opens up.

    The Inquisitor

    Revealed within is another hallway leading to a staircase going up. As the party stealthily make their way over there, Thistlethorn uses a charge on her staff to cast pass without trace. The stairs leads to another curved hallway, and they can hear voices in both directions. To the right, they hear laughter and shouting, like someone is having a party, but to the left they can hear a heated discussion going on. Getting closer, they recognize one of the voices as that of the inquisitor they faced in the abandoned wizards tower in Equinfjord, the one Zeerith identified as Faelrin Volnar. Down a long and steep staircase they can hear parts of the conversation.

    Faelrin: “You overstep, priestess. That shrine is his, and you will not desecrate it. You know the consequences if Nezznar returns to find his sanctuary defiled!”

    Priestess: “It is a blight upon this place! Vuthul’s will demands sacrifice, not sentiment. His obsession with a dead child weakens him—and all of us.”

    Faelrin: “Nezznar’s obsession is none of your concern. If you provoke him, it will be your own ruin. I will not have Malice’s plans jeopardized because of your arrogance.”

    Priestess: “Perhaps Nezznar is the weakness. Perhaps his shrine is only the beginning.”

    They can hear that Faelrin seems to be walking away annoyed, but remains within the chamber, and begins to mutter, almost like a prayer. The party decides to sneak past the stairs, seeing if they can find something useful further ahead. They come to a set of double doors, leading to a large storage room filled with crates and barrels. As the telepathic bond is close to expiring, Relic takes the time to renew it with a ritual, while the rest searches the crates for valuables, finding some more of the dried mushrooms they have come to love, as well as a batch of healing potions, some master crafted weapons and some more drow poisons. Thistlethorn finds some fine silk robes, while Penny discovers a small bag of illicit narcotics, which she pockets without anyone noticing.

    Continuing down the curved hallway, they come to another set of stairs leading down to the large chamber, with two sets of double doors, behind one of which they can hear movement and sobbing. Realizing that Faelrin and the priestess below don't appear to have noticed them, they decide to use the opportunity to catch them by surprise. They sneakily stealth down the stairs to ambush them, with Relic firing off a fireball, after which Penny uses another charge of the wand of wonder, filling the chamber with a layer of grass, but nothing else. Thistlethorn summons a draconic spirit to help, and manages to get a panther out of the bag of tricks. Penny uses her wand of wonder, becoming invisible in the process, while Kal uses a reverberating jump through the priestess and Falerin, alerting the rest of the chamber due to the noise.

    The party all hears footfalls and shouting coming their way, so they prepare as best as they can. Penny manages to stun Faelrin with her instrument, as Kal knocks out the priestess, hoping to interrogate her after the fight. The rest of the drows comes swarming in one by one, but they are easily dispatched by the party and their help. The center of the chamber is dominated by another massive statue of Vuthul, who almost appears to be watching down on the fight happening at his feet.

    Faelrin, the inquisitor is badly hurt and sees his allies fall one by one, so he decides to try to get away by running up the stairs, but Thistlethorn grows a vine out of the grass, which attacks and grapples Faelrin, who is dragged back into the chamber, unconscious at first,but soon bleeds out from his injuries. The remaining drow soldiers attempt to retreat, but Penny, Kal and Thistlethorn all intimidate them to stand down, as they don’t want anyone else to be alerted. They tie them up, along with the priestess, whom they also shackles with the shackles that prevent teleportation. Then, they all hear another familiar voice.

    Vuthul

    The large statue of Vuthul begins to animate, and speak, saying hello to Penny in particular, and how he has missed her. The party is tired of the evil god’s bullshit, and so they tell him bluntly that they cannot wait for him to be gone for good, as he has caused them too much trouble. They also question his motivation of destroying all magic, but Vuthul chides them for listening to his misguided “children”, clarifying that he simply wants to remove magic because it goes against the natural order of decay, which he is the god of. The three drows who are bound look upon the statue with awe, having clearly never seen or met Vuthul before, but he simply passes his hand over them, and they all fall over, their life drained from them. Kal wants to know why he did that, and he replies that he cannot have weakness in his ranks. Those he killed was captured and surrendered, making them worthless.

    Vuthul says that he looks forward to seeing the party, either when they release him, or when they destroy him, either way, he “will win”. The party questions the logic of this, but pledges to take him out, to which he laughs, before returning to the neutral pose, as Vuthul retreats. They start to discuss what this might mean as they search the bodies, seeing that they have to end him, but wonder what he meant by the fact that he would win no matter what. On Faelrin they find some rations, a dagger of poison, a couple of keys, as well as some coins, but before they can continue, Thistlethorn holds up a hand as she hears footsteps coming from the hallways above. She walks over to the staircase, seeing a thin drow woman peeking around the corner, who begins running away as soon as she realizes she’s spotted. Kal and Penny both give chase, managing to catch her before she gets too far. 

    The drow holds up her hands in surrender, not wanting to fight, asking in broken common what they are doing here. The party says they were hoping to find Nezznar, but have taken out the ones they found. The woman, Phyrrae, asks if they actually killed Faelrin, as he has cheated death several times before. Worried, they make their way back towards the central chamber, and sure enough, Faelrin is moving again, slowly making his way across the hall. The party quickly subdues him, but Phyrrae grabs one of the daggers Kal picked up earlier, jamming it into Faelrin’s remaining eye, stabbing again and again, and then chops at his neck until she tears his head off, throwing it away, saying it’s the only way to make sure. 

    Phyrrae continues, saying that she is being kept against her will as Nezznar has her sister captured. She leads them to one of the locked doors they found earlier, where they heard sobbing, with Phyrrae hurrying them on to open it by calling for whoever is within. The party hears the name Soreni. Within, they find a young drow woman who looks clearly malnourished and beaten, who immediately embraces Phyrrae, but is cautious of the new visitors. Soreni speaks to the party in elvish, asking if they are her to kill them, but the party calms her down, saying that they don’t want to harm them. Soreni thanks them, saying that she has been kept here for a long time, with Nezznar leaving about a week earlier to look for something “important” in Xar'theris. She has been poorly fed, and wants to leave, before Nezzanr can continue to “use” her. Thistlethorn is innocently confused by how Nezznar uses her, but the party tells her to cool it. They agree to help the drows escape, but hopes they can help them in return by telling their friend, Thervan, what they know of Nezznar and his dealings. They happily agree to this, as they want to be safe.

    Behind her, they see a bed chamber belonging to Nezznar, as well as a writing desk filled with letters and maps, as well as a chest that appears to be locked, but Penny begins working on it, as Relic goes through the desk, finding a hidden compartment with a diary. Soreni tells them to be mindful of the owlbear blanket, as it will attack them if they get too close. The chest contains a wand of binding, as well as some potions and gold, with a cloak of billowing for good measure. The letters appears to be from Malice, mocking Nezznar for his feelings for his daughter, and his diary is him reflecting on his dealings since before the party even came to Wave Echo Cave.

    Satisfied that they have taken what can be found, they decide to move on, making sure to discover any secrets hidden in the lair before leaving, as they realize that Nezznar won’t make an appearance on the account of his god most likely warning him to stay away. Behind the other locked doors they find a dark chamber populated only by a single casket. Within, they see the body of Malice, floating in some kind of fluid, looking peaceful. They soon realize that this is one of her clone bodies, so the party decides to make sure not to allow her to use it. Relic stabs her through the chest with the Arachnostaff, while Penny cuts off her head just to be sure. 

    The rest of the lair seems to be empty, but the party refills their bag of colding with supplies from the kitchen, and Relic finds a single diary in the chest of the drow house captain, containing a list of allies Malice has control over, among them Bamin of Maplemere, the mayor of Rivergrounds and the count of Cantalos. Disturbed by this, they take the book with them, making sure to show it to Thervan. They go to the top chamber of the lair, containing a teleportation circle which Relic commits to memory. While there, they ask the sisters if they know anything about Nezznar’s daughter that they can use, but they have only heard rumors, that she died long ago, but she definitely wasn’t a “nameless”, as some of Vuthul’s followers are, those who renounce their name to be more attuned to the cause. The priestess Faelrin spoke with was nameless for example. In the end, the sisters are unable to give much help to the party concerning the daughter, but they might help in other ways.

    To her horror, she sees that the drows on the boat have found the corpses of the scouts, and are beginning to prepare to head into the lair to check. Working fast, Thistlethorn runs to the forest nearby, making owl calls to attract Argus and Ira, telling them to get into the bag of holding, as she wild shapes again to a rat, running towards the entrance, as the other drows begin to enter. She manages to deceive them into thinking she’s just a normal rat, and rounds the corner as they find the corps in the cave. She hurriedly returns to the party, telling them that they have company and have to leave, and that she saw a matron mother and another inquisitor on the way. Relic wastes no time, using the circle to teleport to Thervan, as Penny sent him a sending while they were waiting for Thistlethorn to return.

    Safe

    Waiting on them in the wizards quarters in Ravenhill Castle is Thervan, who greets the party and the two drow women who tagged along. Speaking in undercommon, he welcomes them to the castle and bows to them. He gestures for them and the party to follow, showing them to the apartment the party borrowed earlier, telling the drow to wash, change, eat and rest, and to call upon him when they are ready to talk. 

    Nezznar takes the party back to his office, where Bertram is waiting. He congratulates the party on their success in infiltrating Nezznar’s lair, but is disappointed to learn they did not manage to find and kill him. Both he and Thervan are sure that they can use the daughter somehow to lure Nezznar out of hiding, goading him to make a mistake, but they have to find him first. Thervan asks if they are going to go for the item (knife) first or if they wish to go for the key. They think the smartest would be the knife, but they will need some time to rest and recuperate before they head there. Thervan offers to plane shift them to the underdark when they are ready, and arranges for another apartment in the castle to keep them safe until they leave. 

    The party takes the rest of the day to peruse the city and prepare as best they can for the next part of the journey, finding the knife, and hopefully, ending Nezznar for good.

  • Chapter 92: As Above, So Below

    26th-30th of March, 854 TA

    Downtime

    Before going to bed, Penny decides to test out the narcotics they found in Nezznar’s lair, finding them to enhance her speed, but at the cost of her charisma.  Reluctantly she goes to sleep like the rest of her party, waking up with a headache, but is determined to learn more about her friend Gleamshroud’s history. Hearing that Relic is going to Elvenroth to research, she tags along with him to study in the library, while Kal remains behind to study more in her Tome of Understanding. Thistlethorn in the meantime uses a tree to travel to her tribe in the Grove of Eternal Whispers.

    Penny and Relic are about to head to ElvenrothElvenroth when Relic is approached by Tome, who tells him that he feels rather unsatisfied at spending his time looking after their home when everyone has left. Relic tells Tome to join him as he needs to find information about Nezznar and his daughter. Tome is more than happy to oblige, so they work together to look for more information that might prove useful, but the next three days yields little of use, only some vague information about a female figure being close to Nezznar during his reign of terror, but nobody has been able to identify who it is.

    Relic wants to find something to use against Nezznar in order to take him down, and at the same time maybe exalt the Arachnostaff fully, but Tome suggests that maybe he should contact the Spider Queen herself to find some other way. Relic is frustrated with the lack of knowledge about their enemy, and suggests that Tome should work to put together a compilation of facts about Nezznar, Malice and the drow. He gives Tome some gold for his studies, as the simulacrum goes to work.

    Penny has put on the headband of intellect in order to study, wanting to find out more about Gleamshroud, finding him to be the last in a long line of dragons who was allied with the royals of the Ironwing Dominion, but he was last seen when Syele Bouchardwent on a conquest 850 years ago, forming the Empire of Moroxia after executing the King, his queen and their daughter

    During the days, Penny, while she is alone, decides to seek out Nezznar, sending him a sending, offering her sincere condolences for his daughter's passing, saying that the shrine proves that he truly loved her, and that no parent should lose a child. Nezznar, surprisingly, replies, in a sort of reserved way.

    “I know not your reason for this, she was my light, the world is darker without her in it. Leave me to my mourning”

    She does not send him more messages, but the day after, Kal approaches Penny, asking if she has any idea what they could say to Nezznar to anger him in such a way that he makes a mistake, drawing him out of hiding to them, where they can attack him. Penny tells her that they might try to turn him to their side instead, considering the letters they read from Malice, and his journal, but they both realize that he most likely would be too far gone for that. In either case, they can’t think of anything yet, but keeps it in the back of their mind.

    Thistlethorn spends the next days in the Grove, first meeting her father who misses her dearly, and they have a nice heart to heart while he is out cutting firewood. She helps him bring it back to the camp, and he tells her how the situation in the grove is, with everyone dividing themselves into the groups they are most familiar with, but not in a hostile way. It’s clear the situation is in flux, but they don’t know how long they will stay. Thistlethorn hopes that they will soon finish their task, as she too misses staying with her tribe.

    During the time she remains in the Grove, she goes to speak to Brónach, who is still recuperating in his little clearing. She sits down to join him in meditation, and when he comes to he asks how she is doing. Thistlethorn says she feels weird for being on what the outsiders call a “vacation”, with Brónach laughing, reminiscing on Lirael who looked at their quests as one long vacation, as if it was her vacation from the feywild. Thistlethorn asks Brónach about Nezznar and what he was like when they faced him. He tells her that he was not yet at drider when they fought him, so this is a punishment which must have come much later, seeing as it is a way for Lolth to punish her underlings. He never faced Malice, suspecting that she worked more in the shadows during that time. He also laments on the end of the betrayal, with what the drows went through, as the overworlders invaded the underdark and nearly exterminated them. They head back towards the grove to join the rest for supper, with Thistlethorn taking as much time as she can to relax.

    During the days, Relic also approaches Thervan, after passing by Chester in the hallway who seems to be improving his dialect to be more modern, asking him about the Shards, specifically the Shard of the Seeker, wondering if it might prove useful in his quest. Thervan is more than willing to offer it to him, as it would probably be more safe in his hands than with Thervan, but warns that he will not be able to attune to the rest of his items, other than The Arachnostaff, at least not until the Shard fully embraces him. He is unsure exactly how it works, as he has been unable to work that out. He tells Relic to think about it for a few days at least, which he does.

    On the last day, Kal casts a sending to Thistlethorn, asking her if she can try to scry on Nezznar, or maybe his daughter, using the lock of hair they found in the shrine dedicated to her. She agrees, sitting down as Valthrae brings her a cup of tea, taking out the lock of hair, focusing on the daughter, but getting no anchor. Either the daughter is truly dead, or in a different plane entirely, in either case, out of her reach. She tries next to scry on Nezznar, but realizes the lock of hair does nothing for this, so it probably belongs to the daughter. 

    She does however find Nezznar, sitting in a dark chamber, apparently a temple of sorts, sitting cross legged, alone, in front of a wooden statue of Vuthul. Just as she appears, he turns his head towards her, trying to hide his surprise. He knows he is being watched, but ignores it. He speaks to someone, telling whoever it is that they are continuing to search, and that they hope to find it soon, but it would be easier if he hadn’t been forced to “forget” where it is, by the command of whoever he is talking to. Nezznar seems to be sure that “they” do not know about it, so they need not worry. 

    He then rises, opening his eyes, walking over to the statue of Vuthul, caressing it’s cheek, and then emerges into the dark city outside, which appears to be waking up, with children running around with their parents, people opening shops, but everyone stopping to bow and stare at Nezznar in reverence. As Thistlethorn cast scrying at dusk, it’s clear the underdark works on an opposite cycle of how the overworld does. As Thistlethorn follows Nezznar through the streets, the scrying ends, and her consciousness returns to the Grove.

    Penny and Relic both decide to seek out guidance from the temples of Lot and Adea respectively. Penny wants to understand her dreams, describing the ones where she got given the crown by the king and giving it back, and the one where she saw herself as a human walking through the city, being appreciated by everyone. The priestess, Andrea, tells her that it seems that she is waiting for something, something that she might not know herself, and Lot may be guiding her on her path to her destination, but he works in mysterious ways, so it is often impossible to realize the meaning of the dreams until after they know where they lead.

    Relic asks the priestesses of Adea for guidance, being taken to a small chamber with an older balding man with a heavy build sitting behind a desk. He tells Relic that he can help, and after being paid, casts a commune to put Relic in contact with Adea herself. Relic wants to know if using the shard would be worthwhile for him, and he is told that yes, it would definitely improve his innate magical abilities, he should also attune to it now, in order to unlock it. He thanks the oracle, who was made to forget the commune by Adea, so he tells Relic that he must be on an important holy quest, and asks no questions about it.

    Thistlethorn spends the last day in the forest heading to a place she knows deep within it, taking the time to wander through it along with BerryArgus and Ira, getting in touch with nature. She is surrounded by the fauna and flora, who all seem to welcome her back, and she feels the presence of Faunus walking beside her. She gets the impression that the forest trusts her, and she does not want to disappoint it. As Faunus leaves her, she heads back to the Grove to say her goodbyes, and then heads back to the city.

    When Thistlethorn returns to Ravenforge, Penny asks her to take the drugs away from her, realizing it’s not smart, asking if she might be able to help with the withdrawal symptoms she has been feeling. Thistlethorn lectures her, saying that she cannot help, but will go with her to Kal, who agrees to help her, as long as Penny promises not to do such a stupid thing again. Penny agrees, and genuinely means it. Kal uses a greater restoration, and afterwards Penny feels much better.

    The morning after, the party all head to Thervan’s office to head to the underdark. Thervan stands with his hands behind his back, looking out the window towards the coast, and turns to the party as they enter. He can tell that Relic has decided to take the shard, opening up a box on his desk, revealing the blue crystal within. Relic picks it up, managing to resist its pull, allowing him to attune to it willingly. He places it near his head, seeing it hover around him, and then, focusing, makes it turn invisible. 

    They ask Thervan about the other shards, and how they unlock them. Thervan says he has a book he acquired from Malice herself, not willingly of course, and takes it out of his library. The front is decorated with six shards of various colors, and he skims through it, telling them that there are six shards in total, telling them they are the Shards of the Warrior, Seeker, Deceiver, Defender, Thief and Observant. The Deceiver and Observant shards’ locations are unknown to him, and he is unsure how to unlock their full potential, but suspects that it might have something to do with the name of it. The Defender has to defend something, the Seeker has to find something etc. 

    The Shards can all be combined into one, allowing the wielder to be granted a single wish, which will shatter the shards and spread them out into the world again. Thervna knows this has happened at least once before, but it was before the betrayal, and the Shards have been hidden since, only just recently beginning to appear again. Penny and Thistlethorn both wish to find the remaining shards for themselves, but realise that there is little they can do for now. 

    Thervan asks if the party is ready to head out, gathering the party around him, as Thistlethorn places Berry, Argus and Ira in the pocket balls. Thervan tells them that he will place them near an old abandoned drow city that fell long ago, some distance west of Xar'theris where Nezznar resides, hoping that they can find their way from there. They get the sensation of being suddenly dropped, and find themselves in a massive dark cavern on top of a hill. 

    The Underdark

    As the party adjusts their eyes to the darkness, they see a vast landscape dominated by a large lake next to a road that seems to head from west to east. Across the road from the hill they are standing on, they see a large abandoned city, Myzzorath, just as Thervan said would be there. There is a weak bluish light emanating through it, and they see some movement from whatever has taken up residence there, but it is clearly abandoned, with collapsed buildings, and the streets are littered with skeletons. 

    There are a couple of strongholds to the east along the road to Xar’theris, which is clearly inhabited. The road seems to have a few groups of drow wandering on it, heading east along the lake. Thistlethorn sits down to do a commune with nature, finding the nearby fauna consisting mostly of spiders. As they left Thervan’s office in the morning, it appeared to be evening for the drows. 

    The party doesn't want to waste time, so they take out the wayfinder they found in the pyramid, and the soul stone they got from Moldark, combining them into one. The soul stone embeds itself fully to the wayfinder. Relic gives it to Thistlethorn, their designated pathfinder, who puts it on. She immediately feels the presence of a young woman in her own body, not invasive, but like a passenger who wants to help, and can feel and almost see the path ahead of her, leading down from the hill. Penny helpfully uses seeming to make the party look like drow, as Thistlethorn casts wind walk to fasten the travel time. The path is leading them due east, towards Xar’theris, so the party takes to the skies, heading that way.

    The roof of the cave is littered with stalagmites, surrounded by what Relic recognizes as cloakers, nasty beasts who ambush their prey. They decide to steer clear of them, heading towards the crack in the wall of the cave a few miles in front of them, where the road leads to. Getting closer, they see that a fortification surrounds it, and as the crack is only a few meters tall, they will definitely be seen, so they decide to land nearby and talk their way through.

    Relic and Thistlethorn are the only two who speak elvish, so they take charge. The guards stop them, asking where their destination is, and where they’re from, with Relic managing to convince them that they hail from the drow city of Narvethis to the west, wanting to move to Xar’theris. The guards seem to accept this, letting them pass. 

    Within the stronghold there are several cages, one occupied by an elf, who gives the party dirty looks as they pass. Penny casts detect thoughts, finding the elf to look forward to when “you’re all dead”. The party does not stop to help, continuing onwards, remembering the mission. As they enter the crack in the wall, two guards near it laughs, and tells the party good luck getting through. They realize that they have entered what appears to be a maze of sorts, with several paths splitting up, but thanks to the wayfinder they know which path to take. After walking for a few minutes, they return to cloud form, swooping through the labyrinth with ease, passing by a few drows that are heading west.

    The Temple

    Exiting the labyrinth reveals another, larger cavern, several miles across, and tens of miles in length. The lake appears to continue here, maybe connected underground somehow. The party can see a few creatures converging near the lakes edge, which Relic recognizes as flumphs. They seem to have noticed the party, waving eagerly at them, and Relic does his best to shape his cloud form into a humanoid shape waving back. This greatly pleases the flumphs, and they seem very disappointed when the party continues onwards. 

    The party continues onwards for a couple of hours, traveling many many miles, as these caverns are indeed quite massive, going back and fourth, and up and down, with the lake spanning the entire cavern itself. Suddenly, Relic feels the pull of something to the left side of the cavern. He quickly rushes up ahead of Thistlethorn, getting her attention in cloud form, gesturing for them to follow. He leads them to one of thousands of openings in the wall of the cavern, as he carefully makes his way through it, the party following behind.

    The cave leads to a small cavern relative to the main one, maybe 100 meters in diameter, with an ancient abandoned pyramid in the middle. The pyramid is marked with a symbol, which Relic recognizes as that of Lolth, so he decides to emerge from cloud form, and ascend the stairs that lead to an opening near the top. The party follows him, asking him about the symbols as he clearly seems to know where he is going. He tells them who they belong to, as he continues up the stairs, entering the chamber within.

    The chamber seems to be empty, other than a sarcophagus in the middle, with a well preserved body lying on top of it. The body is clearly that of a woman, wearing dark robes and an amulet of Lolth around her neck. Relic goes over to examine it, touching the skin to see if it is hard or soft, and accidentally transferring some energy to it. The body begins to animate, and rises, smiling to the party.

    The figure asks if he knows who she is, but Penny bows to it before they have a chance to reply. Relic asks if it is Lolth, which is correct. Lolth refers to Relic as her chosen one, and has watched over him for some time, calling him a reasonable person, asking if he would be willing to set aside differences, for a common cause. Relic replies that he would agree to this, depending on the quest she asks of him. She tells him that although she has been overthrown by the Forgotten One, she still has followers who are loyal, but they are imprisoned, and if he would be willing to free them, or kill the one who killed her champion, Erevan, she would exalt the staff for him. 

    Thistlethorn, Penny and Kal all shoot in that they should ask for something in return, as they would be allowing the return of Lolth if they manage to take out the Forgotten One. Lolth waves them aside, but agrees, she does want peace, and so she and the party come to an agreement that Relic will be her champion, paving the way for her return, as long as she promises not to wage war against the overworld as retribution for crimes of the past. She agrees, as long as the underdark remains her domain. Thistlethorn wonders how they can believe her, but Lolth assures them that she would be very grateful if they allow her to take her rightful place. Relic shakes the hand of the corpse inhabited by Lolth, which crumbles in his hands.

    Annoyed, Kal, takes the amulet of Lolth, does a divination to ask where her followers are, getting a cryptic reply back that they will find them soon, surely. Relic decides to take the amulet of Lolth with them, just in case, realizing that it is an amulet of the devout, for the clerics and paladins of Lolth. Not something he can use himself, but might come in handy. The party returns to cloud form and emerges from the cave, continuing towards the path Thistlethorn sees before her.

    Xar’theris

    Thistlethorn leads them onwards, and soon they can see what appears to be the city of Xar’theris ahead of them. The landscape is littered with what appears to be digsites, and the drow are having a large skirmish against a group of myconids, who appear to be losing. Several hundred drow are cutting down and destroying them, with catapults at the ready to be used. The party wishes they could help, but realizes that there is little they can do, so they continue onwards. 

    The party hopes that their location is further onwards, but unfortunately, the wayfinder draws Thistlethorn down towards the city. Realizing that their quarry is right in the heart of the city of the enemy, they descend in the outskirts, casting pass without trace, then taking to the skies to get a closer look. The city is protected by a river to the south, a massive wall with several large looking drows on the top of it to the east, and a cliff that leads to the lake to the west. The wall separates the city from a large marsh, and there appears to be refuse at the foot of the wall.

    They get closer to the city, hiding among the smoke coming from the hundreds of chimneys that reveal how many people live here. They deduce that there must be at least 100,000 people in the city, comparable in size with Tempervale, but more compact. The wayfinder draws them towards a temple near what appears to be the castle, and Thistlethorn recognizes the temple as the same one she saw when she scried on Nezznar the other day. In front of the castle they can see a courtyard with six cages hanging from poles. The courtyard is closed and lightly guarded, but they suspect that during the daytime it would be open to the public, as it is a natural convergence for the surrounding streets. The cages are inhabited by 5 drow, one of them clearly being Zeerith, who looks beaten and tired.

    Scouting out the temple to get more information about their destination, they observe from the nearby rooftop, seeing two drow trying to gain entrance, one being led away by the two guards standing outside, while the other is allowed in, being told that if they wish to see the Old Stone, they must speak with Eryndra. There are a few ways in, but as it is nighttime, and there appears to be at least three priests within, there is no way to enter without being detected.

    The party decides to land in a nearby alleyway so that Relic can cast telepathic bond, allowing them to communicate. A few drunkards almost stumble upon them, but they aren’t discovered. Penny casts a sending to Zeerith in the cage, telling her that they’re here to help, but they need intel on Eryndra and to enter the temple. Zeerith, composed, replies that she is the keeper of the Old Stone, and to enter they must seek guidance from it.

    Realizing that using sending will be too taxing on their resources, they decide to look for a better spot to communicate with message instead, seeing a tavern right next to the courtyard. Relic and Thistlethorn take charge again, asking for a room, with a massive drow innkeeper saying they have a double room, but they can put in a couple of cots for sleeping. The innkeeper’s assistant leads them up to their room, and they lock the door behind them as they sit down, finally feeling a little bit safer.

    The party can see Zeerith in her cage, so they continue to talk to her about how to approach the situation. She apparently have been in the cage for the better part of a week, but hopes her “punishment” ends soon. She was imprisoned and beaten for helping the party, and is being punished in this cage for trying to escape, as she normally resides in a cell in the castle’s dungeons. The others with her were also punished for the same crime. 

    The party asks about Eryndra and the old stone, and learns that The Old Stone has been here for thousands of years, and if you get close to it it whispers to you. Many interpret this as guidance from the Forgotten One himself, so many wish to seek it out, but they have to go through a trial put forth by Eryndra first. Zeerith tried to do it once, but failed the trial, which consists of a test of endurance and blood sacrifice. One can only try the trial once, but you don’t have to speak the drow languages to try. If they wish to know more, they can seek out Daerindril Myrret, a scholar who is an expert on the history of the city, and the Old Stone.

    There also are no “rebel” outposts nearby, since they would be discovered quickly by the Forgotten One’s forces. Other than Zeerith and the four others being imprisoned in the cages, there are three more within the prison who also still follow Lolth. The prison is not heavily guarded, as the cells are good enough, and the drow doesn’t fear an incursion in the city. 

    They ask if she has seen Nezznar, with her going quiet, before telling them that he mocks her sometimes, specifically about Zeerith’s wife, who was executed for her helping the party. They showed her the corpse, before they dumped it over the wall. The party now realize that the pile of refuse in the swamp probably was something else. They ask to describe her, in case they can bring her back, but don't tell Zeerith, as they don’t want to bring her hopes up.

    As the party discuss among themselves how they should approach the situation, a nasty looking drow with a scar across his face comes walking out from the gates leading to the castle. Zeerith spits towards him, and he replies by hitting her cage forcefully, rattling her. She tells the party that it was Valmyr Velvryn, the captain of house Velvryn. A man to be avoided. He continues into the city, disappearing in the streets.

    The party realizes that they have a sure way of at least saving the five trapped in the courtyard, using the hearthstone, as it can transport people up to 30 feet away, much further than any of their spells can. They also figure that they can do it quickly, if they sacrifice the stone, instead of waiting 1 minute which is normally required. They wonder how they will help those in the prison itself, but Relic points out that five rescued are better than none, and they are being kept alive, so if they manage to defeat the Forgotten One, they might still be alive then. The party also realizes this might be an excellent way of making Nezznar do something rash, if they leave behind the lock of hair from his daughter as they depart. In either case, they first have to get inside the temple, as they can’t do anything until they have secured the knife.

  • Chapter 93: Beneath the Stone

    30th-31st of March, 854 TA

    Seeking Information

    The party decides to go seek out the scholar Zeerith mentioned, Daerindril Myrret, with her giving them directions of where his house can be found. Penny decides to cast a renewed seeming-spell on the party so that they don’t have to worry about it running out in the middle of a crowd. Skulking through the streets, the party make their way to the northeastern side of the city, finding a small house between a couple of larger extravagant buildings. Thistlethorn carefully goes up to the door, knocking on it. Some very careful footfalls can be heard from within, as the door carefully creaks open, revealing a short blue-eyed drow looking out at them.

    Daerindril asks what they want, and when the party tells him that Zeerith told them to seek him out, he quickly shuts the door, opening it fully, looking out on the street to see if anyone is watching, then grabbing a hold of Thistlethorn’s lapel, pulling her within. The rest of the party quickly follows after her, as Daerindril shuts the door, locking it securely before turning to the party. The house seems to be lined with bookshelves, containing thousands of books, both bound and unbound, with notes and writings littering the floor.

    The drow suddenly grabs a sword from next to the door, pointing it firmly at Thistlethorn, demanding to know who they are, as he can tell they’re wearing an illusion, and their accent is not from around here. It seems he is worried that it is a test of some sort from Nezznar, but Relic is fast to assure him that they are opposed to Nezznar, and means to bring him down, along with his god. Daerindril cannot believe what he is hearing, and immediately goes over to hug Relic. 

    Daerindril wants to know why the party came to him, with them explaining that whatever they need to defeat the Forgotten One can be found near the Old Stone. Daerindril gets the point, asking the party if they need guidance about how to access it, which they confirm, but they don’t want to tell him too much, giving him plausible deniability. 

    He tells the party that the Old Stone is supposed to give answers and guidance for those who seek it, but their quest must be worthy by the head priestess, Eryndra, and they must pass a test of endurance, as well as offer a blood sacrifice to be allowed to seek the guidance of the stone. He tells them that he himself underwent the search for guidance, wanting to find knowledge, so that he could become useful, and not seen as an outcast, as those born with the curse of the blue eyes often find themselves to be. 

    Kal wants to know where the Old Stone came from, so Daerindril explains that Xar'theris was a city plagued with war, and was nearly exterminated and abandoned. When the city was reclaimed after the Betrayal, the Old Stone was discovered in a deep hole. Some believe it is where the Forgotten One ascended, others believe it to be a remnant of his will, or something else entirely. In either case, it emanates whispers, which some can find guidance and answers from, so the drow, when the city was reclaimed and repopulated after the betrayal, built a temple on top of it, guiding those that desire it. Daerindril tells them that people have to go through the trial first because too much exposure to the stone turns some people mad, but the party assures him that it should not be a problem, as they have no intention of staying there long enough to be affected.

    The party brainstorms with Daerindril what they should do and say, and comes up with the idea of them all being cousins traveling from Narvethis, seeking a way to destroy their enemies, which technically isn’t a lie, but it’s still deception by omission. Penny takes a moment to cast a sending to Valthrae, asking where she is from, but she mentions a different city entirely, Xiltharen, far to the south. The party seems pretty prepared to leave, but decides to rest a bit, to prepare properly for whatever is found within the Old Stone. Before they leave, they ask Daerindril for any information they should no, and he tells them no to speak common, not to look at the guards, and to address Eryndra as the Keeper of the Old Stone, Our Guide, The Holy One etc. He also teaches them “yes” and “no” in undercommon, in case they need to answer. 

    Daerindril leads the party out the back door, into a quiet backstreet. They decide to go back to the tavern to rest, Relic offering to summon the magnificent mansion so that they can properly relax, instead of being cramped in the small room. The others think this is a great idea. When they return to the tavern the city is beginning to wake up, and the innkeeper tells them that they will have to pay for another night if they wish to stay. Penny offers her three gold, saying they will be staying for a few days, which the innkeeper logs in her ledger. When they get to their room, Relic opens the mansion, and they all step inside to recuperate.

    The Old Stone

    The party makes sure to do a heroes’ feast before sleeping, with Relic also casting mind blank on himself to prepare for the inevitable attacks on their minds during the trial. They also decide that Relic should do most of the talking, with him casting telepathic bond and borrowed knowledge, so that he can blend better in with the language. They move over to the temple, and see the city in a new light, with children running around playing, people out doing errands and working. It seems so normal, and yet so foreign.

    Outside the temple there is a queue that has formed of people trying to get in. Kal casts tongues on herself so that she can understand what is being said, and to translate to Penny. Penny gives Relic a bardic inspiration just in case. The people in front of them are seeking guidance, but a couple who are turned away was merely seeking shelter from the temple. When Relic gets to the front of the queue, he convinces the guards that his quest is just, and is let inside to plead their case to Eryndra. 

    The temple is fairly big, with people waiting for their turns, praying or being guided by the local priests. There is a large wooden sculpture of Vuthul in the center of the temple, with a drow woman in fine robes sitting on a throne towards the back of the temple. There is a small queue in front of the throne, so the party realises that it is most likely Eryndra. 

    The party wanders over to Eryndra, putting themselves in the queue. They can feel that the requests of those in front of them doesn’t seem fully devoted, almost half-measured. They all get sent away, as Eryndra doesn’t seem convinced by their pleas. As Relic reaches the front, he showers her with compliments and titles, begging for guidance on how to defeat their enemies. 

    Eryndra seems to analyze Relic and the party for a moment, but seems convinced, as she stands up, gesturing for them to follow, as she leads them to a massive steel door to the back of the temple. Within they see several pillows being placed on the hardwood floor, as Eryndra gestures for them to each take a seat, as she sits herself in the middle. She tells the party that she will now test their endurance, to see if they are strong enough to resist the voices of the Old Stone. 

    The entire party, apart from Relic, finds themselves in darkness, as if isolated from the rest of the world. A weak flurry of whispers begins to make themselves known. Kal tries to understand what they are saying, but only gets bits and pieces from her tongue-spell, saying you will fail and you will die”. It becomes too much for Penny, who succumbs to the voices, but luckily, the heroes’ feast strengthens her resolve, allowing her to not be harmed by the effect. The darkness fades away, and they see each other again. Eryndra gives a pitiful look at Penny, and then says “you may continue if you wish, but be warned, one of your party seems to be more susceptible than most…” before rising and walk over to a large stone door on the opposite side of the entrance.

    To open the door, the party has to give a blood sacrifice. Kal steps forward, making sure to turn away from Eryndra as she cuts her palm, smearing it on top of the hundreds of smears of blood from previous drow who have seeked out the wisdom of the Old Stone. It opens, and Eryndra tells the party to take their time, but not too much time, before she departs, leaving the party to enter the chamber themselves.

    Within, they see a spiraling pathway going down a 100 feet deep hole, where a massive stone lies at the bottom, perfectly circular, with a smooth top and rough edges. Thistlethorn feels the wayfinder pulling her along the path, indicating that they are heading in the right direction. As they descend, they begin to hear the whispers of the Old Stone, too many to discern anything being said. Relic feels nothing, thanks to his mind blank. 

    When they reach the bottom they immediately begin to search the stone for clues, and Relic calls for the others to join him, as he has found an indent that is perfectly shaped to house the wayfinder. Thistlethorn takes it off, placing it on the opening, and at first thinks nothing is happening. Then the stone begins to lift itself up into the air. Beneath, another stone is seen, and when the top stone has reached 10 feet into the air, the wayfinder drops out. Thistlethorn puts it back on, and can feel that their destination is down below.

    The entire party links hands, as they step onto the hidden stone together. Immediately the top stone begins to descend, causing the party to panic for a split second, before they realize that they are also descending, until the Old Stone covers the perfectly spherical shaft leading down into the depths. There is no light, so Kal uses the light cantrip on a pebble, as suddenly, four glowing lights come out of the walls of the shaft, emerging as humanoid figures, that attack the party.

    The party defends themselves valiantly against the apparitions, finding them to be resistant to pretty much everything but force. Relic is uncomfortable with not having a place to retreat to, but does his best to fight back using his spells, as Thistlethorn uses her thorn whip on them, and Penny fires with Harmony after filling the stone with grass using the Wand of Wonder. Kal gets in a few strikes as well with Stormseeker, and they manage to get a few of them, but more and more emerges from the walls as they delve deeper into the underdark. 

    At a weak moment, one of the bodies manages to possess Kal, who starts to attack Thistlethorn, getting in a couple of hits, before Penny uses a countercharm to try to force the apparitions out of Kal. She is successful, and the party manages to stop any further possessions. As light begins to appear at the edges of the shaft, the party realizes that they must be close to their destination, and when they reach the bottom they see an opening, and the apparitions disappear.

    The Old Drow

    Their destination seems impossible. An infinite space appears in front of them, with a small piece of land jutting out from the shaft, leading to what appears to be a teleportation circle. Pillars, rubble and old bones float around in the void showing that a beautiful temple once stood here, and it feels almost like there are two forces pushing against each other, with too much space being crammed into a small area. Kal goes over to the edge, picking up a passing skull, casting speak with dead on it, wanting to know what happened.

    The skull replies that “they” tried to stop the ascension, but they held them back. Kal wants to know the name of Vuthul, but he does not know it. When asked about Nezznar’s daughter, the skull didn’t realize that she was ever here. He does not know her name either. Looking over at the teleportation circle, Kal asks where it leads, but the skull didn’t realize there was one there. With the last question, the skull stops talking, and Kal lets it drift away.

    Relic sees that the teleportation circle is only half finished, so he uses the other half that they found in the pyramid to complete it. Nothing happens. Penny sees the frustration, as Relic is about to cast the teleportation circle spell, telling him and the rest that they should take a break, as she takes out the coffee pot. Thistlethorn thinks this is a good idea as they can use some time to heal. Bozuuth loves the places Penny brings him to, as he fills up with delicious coffee. After a short rest and some healing, Thistlethorn feels the wayfinder pulse, as if prompting her to step forward. Once again, the party locks hands together, as they all step onto the circle as one.

    Immediately, a sense of disorientation flows over the party, even Relic. Their heads are pounding, as if someone has tried to force too much brain into too small of a skull, and their vision is blurred. After a few seconds to adjust, their vision comes to, and the pain dissipates. Around them, they see what appears to be where the rest of the temple went, with them being on a floating island in the middle of an infinite space, no discernible landmarks or star patterns are visible. Relic assumes they’re somewhere in the astral plane, or at least adjacent to it. On one of the floating islands high above them they see a large pillar of liquid smoke flowing out of something, and five drow bodies are scattered around, looking extremely well preserved.

    On a throne on the opposite side of the island they’re on, there sits an old, bald drow. She wears fine robes, and has the symbol of Vuthul around her neck. She stirs, opening her eyes, and looks at the party, speaking to them in common.

    You’re too late! You cannot stop it now!”

    Confused, the party asks what she is talking about, with her clarifying that “he” has already ascended, and that they are too late. She laughs. But the party just looks at her confused, telling her that they know, and that he was defeated, but that was almost 2500 years ago. 

    The old drow, Zylyra, looks shocked at this, saying that she was told to keep "it" safe, glancing up at the island with the column of liquid smoke. The party tries to ask if she knows Vuthul’s name before he ascended, but she is surprised when she finds herself unable to recall it. They ask her why she helped out with the ascension, but she is merely another fanatic, devoted to Vuthul because she wants the other gods to die so that the natural order of decay might reign. Relic dislikes this notion, saying that decay goes against the balance of life, but Relic tries to argue that death, not decay, is natural. She scoffs at him and the party, saying that they know not what they speak of, and they have fallen for the dogma of those who oppose her god. Kal asks if she knows the name of Nezznar’s daughter, as she confirms he was here and helped out with her, but she declines to give it to them. Kal tells her that she will get the name or die trying, with Zylyra saying that she can help with that last part, as she spreads out her arms, and the drow corpses littered around them begin to animate.

  • Chapter 94: The Blade

    31st of March, 854 TA

    Fight Beyond Time

    The party mobilizes, seeing the drow corpses around them begin to stir. They realize that they have a few seconds before they reach full power, so they spring into action. Relic pushes one of the drows that are waking up closer to The Forgotten Priestess, and then lets off a fireball, engulfing three of them. Penny leaps across an opening, realizing that she’s floating across it, but loses a bit of momentum, prompting her to use the Wand of Wonder at the Forgotten Priestess as she’s too far away from a proper strike. Luckily, the wand lets off another fireball, engulfing the drows once again.

    Kal lets out her wings, asking Udall for a blessing, as she steps between the Forgotten Priestess and Thistlethorn, but the priestess responds by summoning a column of flame where they stand, engulfing them in radiance and fire. Thistlethorn throws out the pocket ball, releasing Berry, who springs into action, albeit confused at where they are. A once beautiful drow lets off a few beams of arcane energy, striking Relic and Berry, then attacking Thistlethorn with a poisoned scimitar. The other drows are now fully awake.

    Relic fires off another fireball at the same group as before, managing to take down a lesser priestess who was preparing to strike. The Forgotten Priestess tries to cast silence on the party, but Relic counterspells her before accepting Udall’s blessing. Penny, now in position, uses a steel wind strike at all four drow in vicinity, wounding them greatly. Meanwhile, one of the drow teleports behind Relic, striking him thrice, casting a sphere of darkness around Kal, Penny and Thistlethorn.

    Kal summons a storm using Stormseeker, powering up its strikes, while also casting Holy Weapon, preparing to do a lot of damage, accidentally disrupting the darkness at the same time. Berry, Thistlethorn and Penny group around the favored concort, but the Forgotten Priestess takes the opportunity to summon another pillar of fire around them, and then dispels Kal’s holy weapon. The drow that was pushed by Relic earlier turns into a giant spider, attacking Penny and Thistlethorn, while the Drow Inquisitor comes in from the left, attacking Thistlethorn, greatly wounding her, and lowering her vitality, after she damaged some of the drows with a sunbeam, but the attacks cause her to lose concentration.

    The favored concort tries to fire off more arcane blasts, but shoots wildly, missing them all. Relic fires at the Forgotten Priestess and the shadowblade with a lightning bolt, causing the darkness to fade away. The shadowblade then strikes Kal, before he realizes that she’s resistant to her attacks, but it’s clear the drow senses who the most dangerous one is, trying to focus on her. Kal in turn, summons a Holy Aura, boosting the party, while Berry continues to lash out at whoever is closest. The Forgotten Priestess focuses on Kal, trying to restrain her with a tentacle rod, but Kal manages to resist. Thistlethorn, who has already summoned a bear totem, exchanges it for a unicorn totem, giving the party a much needed health boost.

    The Forgotten Priestess responds by casting a wall of blades at Thistlethorn, Berry and Penny. The arachnomancer tries to dispel Kal’s holy aura, but Penny counterspells him. He instead tries to bite Penny and Thistlethorn, but Kal’s holy aura is hindering him from landing a strike. The inquisitor is also having a hard time lashing out at Thistlethorn, but gets in a powerful strike, but Thistlethorn uses silvery barbs to lessen the effect.

    The favored consort steps back, getting a claw from Berry as she backs away, and then fires arcane blasts at the party. Relic pulls Thistlethorn out of the wall of blades, and then fires another lightning bolt at the Forgotten Priestess and her consort. Penny lets out a volley of arcane energy, breaking the Forgotten Priestess’ concentration on the wall of blades, which fades away. Suddenly, Relic is shunted through the air right into a pile of rubble, taking a bunch of damage. The shadowblade throws out another area of darkness, trying to get the upper hand on Kal, not realizing that she has blindsight, and can see the attacks coming. He still manages to hit her three times though.

    Thistlethorn steps away from the danger, using another mass cure wounds, but is hit by the inquisitor, who turns towards Penny along with the arachnomancer. The inquisitor summons a spectral dagger to strike at Kal, who is in melee with the Forgotten Priestess. The consort sees Relic is outside of Kal’s holy aura, using several arcane blasts to greatly wound Relic, pushing him off the platform. The party panics for a brief moment, before they realize that he isn’t falling, but floating. Relic, sees his opportunity, and teleports over to the small island floating high above where the smoke is coming from, seeing a normal looking drow on an altar, two-bladed sword sticking out of his chest. Relic realizes that this is what Vuthul looked like before he ascended, and he also is shocked to find that he recognizes him, but does not remember from where. As he is staring at the mortal form of Vuthul, he takes a healing potion to brace himself for what he is about to do.

    Penny plays a chord from Harmony, blasting away the two drow flanking her, causing them to be frightened of her. The whole platform shakes, as spectral hands emerge from the ground, trying to restrain the party, but only Thistlethorn fails to move away in time. The Forgotten Priestess tries to heal herself, but Penny counters it, so she instead tries to banish Kal, but is unsuccessful, and Kal takes the opportunity to absorb the spell, giving her a spell slot back. Kal in response, starts moving towards her, pelting her with attacks using Stormseeker, before moving between the Forgotten Priestess and Thistlethorn, seeing her in mortal danger. 

    The arachnomancer casts another darkness over where Thistlethorn is restrained, hiding Penny from view, allowing him and the inquisitor to gang up on Berry who stands alone. Berry manages to stay up thanks to the temporary hit points provided by Thistlethorn, while the inquisitor sends the spectral dagger into the shadows to attack Kal. The consort fires three arcane blasts at Kal, causing her to finally lose concentration on the Holy Aura, leaving them open to being taken out.

    Relic, chugging another potion, braces himself, before putting his hand on the blade, and pulls. The feeling is excruciating, and he can see that his arm is close to disintegrating, but he relents, managing to pull the dagger completely free, before he collapses to the ground, his life force ebbing away. The party senses his fall, and immediately turns towards the island in the sky, where the plume of liquid smoke is dissipating. 

    The Forgotten Priestess sees that she is outnumbered, as Berry slays the arachnomancer, and begins to run towards her consort for safety, but Thistlethorn drags her back using a thorn whip. Penny steps out of the darkness as well, seeing the Forgotten Priestess trying to run away, firing at her with Harmony, striking her in her forehead. The Forgotten Priestess utters a quiet “not like this…” before slumping over. Curiously, she suddenly looked a lot older than she did a few seconds ago, and the other drows also begin to show the signs if aging. 

    Kal takes off, flying towards the island Relic lies on, close to death, being fired at by the favored consort, but Kal is steadfast. The consort turns towards Thistlethorn who is running to attack her, slicing her with her scimitar before she can get in a hit. Berry takes down the inquisitor, as Kal is just within range, using a healing word on Relic, bringing him back, before the consort fires a final volley at her, knocking her out. Relic, in turn, incinerates the consort with a final fireball, finishing off the last of the enemies.

    The Aftermath

    Relic flies over to Kal, as he can fly around freely when not over the platform, giving her a health potion, before they both fly down to join the others. Thistlethorn gathers everyone around the unicorn totem, using another healing spell, as Kal uses a healing aura, bringing most of them back up to basically full health. Thistlethorn’s vitality has been drained significantly, and so she needs rest to get back up to 100%. But, they see that they got what they came for, staring at the sword, and the cost, staring at Relic’s shriveled up arm, hidden beneath the seeming for everyone else, but one they can glimpse through. The arm of his robe is completely burned away. 

    They look around, seeing that the drows they were fighting have decayed away into dust, leaving only bones and rusty weapons behind. Relic holds up the sword, casting identify on it, learning that it is a weapon called a Soulkiller, capable of destroying the soul of any creature struck by it, as long as you whisper the true name of the creature to the sword. A way to kill Vuthul, but first, they need to find his name. Berry looks around nervously, wondering where they are, with Thistlethorn calming him down, saying they will go home soon, offering him a place in the pocket ball, which he accepts. 

    Before they leave, while the rest scour the battlefield, Relic flies over to the altar where the unnamed drow still lies, only bones remaining, studying the ancient text. He discovers that what was translated as Vuthul’s Slaughter actually is closer to Vuthul’s Sacrifice. He wonders why he recognized the drow, before returning down to the others, as they step through the teleportation circle as one.

    When they emerge on the other side, Thistlethorn feels the magic vanishing from the wayfinder, it’s purpose fulfilled. They walk to the stone elevator, seeing now that there appears to be remnants of a collapsed tunnel beyond it, probably what they were excavating for in the valley outside. As they step on the stone, it starts rising, leading them back up to Xar'theris, but it’s a slower journey than going down.

    Kal really wants to save the other prisoners stuck in the prison, but Relic rules against it, saying it’s better to take those they can, rather than risk them all. Penny holds up the Hearthstone, saying she’ll use it to bring them out, hoping that everything goes according to plan, but Kal will have to use word of recall to help, as Penny can only bring with her 6 people. Kal, unsatisfied with not getting everyone, calls out to Udall for help with divine intervention.

    To her surprise, Udall answers.


  • Chapter 95: Daybreak

    31st of March-2nd of April, 854 TA

    Rescue

    As Udall answers, Kal wants him to gather all the drow prisoners they wish to leave with in one place. The party looks around at each other as nothing happens. Worried, they continue to ascend the levitating rock, as Kal and Relic both feel the new abilities of the bonded Shards power them up. Penny and Thistlethorn both sense a pang of jealousy that they haven’t acquired any shards themselves, wondering where the other shards might be, specifically the Shard of the Observant and Deceiver.

    As the rock reaches the surface, they are for a second scared that they’re going to get crushed, but the Old Stone levitates once more, letting them out. When they exit, they notice that the room looks more disheveled, with several large rocks having fallen out of the walls, hitting the Old Stone and the ground, seemingly reminiscent of an earthquake. Luckily, there is nobody here to witness them ascend, so they step off. As they do, Thistlethorn feels the presence of the young girl in the wayfinder abandons her, leaving behind a small imprint of gratitude. She hears the sound of crystal breaking, and sees that the soul stone is shattered, the wayfinders purpose fulfilled. 

    Relic recasts telepathic bond, while Kal casts tongues on herself, letting her understand what is being said. As they ascend the pathway and open the doors to the temple, they find it empty and abandoned, with several chairs and benches fallen over, and a few chandeliers in the ceiling shattered. The wooden statue of Vuthul seems to be intact however. Nervous, they leave the temple, finding the streets filled with people, all walking towards the square with the prisoners in cages. The party decides to follow, seeing a drider standing at the edge of the balcony of the castle above, ready to address the crowd.

    When the party makes their way to the square, pushing past other drow citizens, they notice that the guards are placing firewood and oil beneath each cage. The three remaining prisoners are being brought down the path from the castle to the square. The guards place them near the center of the square, as drow citizens surround them, waiting to see what is happening. Suddenly, Nezznar’s voice is booming across the city, enhanced by magic.

    Friends. Subjects. Slaves.

    The time is nearly upon us. Our father has whispered to me in the dark, and I have listened. The enemy moves against us, trembling in fear as they scramble to halt what is inevitable. But they are too late. My sister begins the final ritual even now, and when it is complete, we shall rise. And they shall fall.

    The Eternal Night draws near. No more shall we cower beneath the weight of the sun, shackled to the caves like vermin. No more shall we be hunted and driven to the edges of existence while the gods of the surface mock us from their thrones of light. The sky will break, and the darkness will take its rightful place above all. Every city, every kingdom, every coward who once stood against us will kneel in shadow—or perish beneath it. 

    But shadows cannot tolerate weakness. There are those among us who would betray their own blood, whispering to our enemies, plotting against their kin. I see them now, groveling in chains, hoping that their pitiful lives will be spared. But mercy is a lie of the weak. Let this be a lesson to any who still doubt, any who still hesitate to accept the will of our father.

    Watch closely, my children. Watch and learn what fate awaits those who defy the coming night.

    Nezznar gestures for the guards to begin the executions, with three inquisitors stepping out from the crowd, walking towards the three drows prisoners, while torchbearers get closer to the cages. Relic immediately casts an arcane gate, making a portal from where they stand to the prisoners. 

    The drow guards who are holding them down for the inquisitors look at Kal who steps through, looking like a drow, “what are you doing?! She ignores him, telling the prisoners to come with them if they want to live, with each prisoner giving a nod. Relic and Thistlethorn step through as well, followed by Penny holding the Hearthstone and some diamond dust. Relic holds up the symbol of Lolth for the prisoners in the cages to see, before Kal uses word of recall to bring them back to the shrine of Udall in Ravenforge. Penny sees them all disappear with a bolt of lightning, shooting upwards.

    Penny, left behind, holds up the hearthstone, telling the prisoners in elvish to follow her, reciting the words that Thistlethorn taught her phonetically, as she activates it by shattering it, bypassing the one minute casting time, at the cost of breaking the stone. She sees the prisoners turn to smoke, as they are drawn towards her, before she too is thrown into disarray as she teleports them away. 

    Split

    Kal, Relic, Thistlethorn and the three drow prisoners emerge in the night at the shrine of Udall in the Knot park. The prisoners look around, confused, and then see the night sky above them, revealing to them where they are. Relic asks if they speak elven, which they do, so they turn to that so that everyone can understand each other. The group removes the shackles the drow have been wearing, and begins to explain what is happening to them.

    Meanwhile, Penny feels that there is a mishap, causing her to be flung wildly away from her planned destination, which she realizes when she lands on a sandy beach, on what presumably is an island. There is nothing but sea around her, and she sees suddenly that the ocean is moving sideways like a river. When she looks out towards the horizon, she sees the island is next to a massive whirlpool, presumably the Eternal Maelstrom, a 200 mile wide whirlpool near the equator of Iozaria. Around her, Zeerith and the other drows are coming to, stretching after being released from their cages. 

    While the others are working on the shackles of the drow prisoners, Relic feels The Arachnostaff begins to molt, growing slightly, shedding its skin. It’s finally exalted fully, and now fully bonded to Relic. Kal suggests that the liberated drow be brought with them back to their home, and suggests tying their hands just for appearances sake. The drow reluctantly agrees, letting Kal tie them up. Then suddenly, Penny speaks to them through the telepathic bond, telling them that she is in a very far away place, and at the same time drops the seeming spell, so the drow can see who they really are. Thistlethorn asks if there are any trees nearby, so Penny, Zeerith and the other drows head into the jungle to find a sufficiently large enough tree to let her bring them back home. 

    The trio in Ravenforge march through the city streets towards the nest, but are quickly cornered by a group of guards carrying crossbows, aiming at the drow. They demand to know what is happening, but the trio convinces the guards that they are under their protection, and they are taking them to a safe place. The guards offer to give them an escort, so that it appears to be official, which the party is happily obliged to. 

    Penny looks around for a large enough tree, saying she will have to go further into the jungle, and during the night, the predators are roaming. She spots a displacer beast which observes them hungrily, but Relic tells Penny that the Arachnostaff has the ability to teleport them, so he will come retrieve them when they get the others back to the Nest. Penny and the drow retreat back to the beach to wait.

    Back home, Relic sends the guards back, but asks that they send word for Captain Darius Hargrove, as they wish to speak with him about the situation. The guards leaves them to do so, so Relic leads everyone inside, while he himself steps outside to pick up a doom bloom to scy on Penny. Sadly, she manages to resist, causing Relic to suddenly get many flashing images of his possible deaths, but luckily it leaves no permanent damage. He decides to use his own spells instead, finding Penny, and then teleports to her.

    As Relic suddenly appears, holding the new and improved Arachnostaff, is momentarily transfixed by the view of the maelstrom. He has heard of it, but never seen its beauty up close. Coming out of it, he greets the drow, saying, in elvish, that he is here to bring them to safety, with Zeerith making sure to reassure them that he can be trusted. Penny and Relic both pick up a pretty rock for Thistlethorn, before teleporting back home, away from the island.

    While Relic has been retrieving their liberated drow, Kal has begun cooking up a meal, while Thistlethorn goes out to speak to Oakenward. He tells her that he is quite lonely with Arin, Rod and the horses gone, hoping that Thistlethorn is coming home. She tells him that there are still some things to do first, but hopes that they are nearly done. She asks if there have been anyone snooping around, to which he replies that he saw two hooded figures skulking around, a man and a woman, looking into their windows. He couldn’t understand what they were saying, but when Thistlethorn tries to imitate undercommon he says it sounded something like that. Thistlethorn shudders, hoping that it wasn’t the death knights, but cannot be sure. When Relic and Penny return with the rest of the drow, Kal calls everyone in to eat.

    Everyone gathers around the kitchen table, where Kal has prepared a feast. The drow thankfully digs in, wary of being poisoned, but Zeerith assures them yet again that they are safe. Relic and Penny both give Thistlethorn her rocks, Relic keeping one for himself in case he wants to go back, as an associated object. After a good while, where everyone has been allowed to feast, there is a knock on the door, as Captain Darius is here.

    Relic lets him inside, and he is a bit taken aback at the sight of eight drows sitting around the kitchen table. He sits down to join them, starting by thanking the party for helping his friend retrieve their daughter. His involvement with the coverup caused him to get a demotion, but Gavriel managed to reverse it, considering the circumstances. He asks the party what is going on with the drow, gesturing towards them, with the party explaining that for lack of better terms, they’re refugees, and they hope that he can make some accommodations for them, if he could speak to Bertram Honeypot. Darius agrees to do so, with Zeerith promising to tell them what she knows in return. 

    As Darius leaves, the sun is about to rise, so the drow go outside to witness it, having never seen it before, but they soon retreat when the light becomes unbearable. While they are standing outside, Penny wonders if maybe the book Malice was seen carrying in the murals might reveal the name of Vuthul, with Relic agreeing, as long as it is the Liber Obscurum, one of the artifacts associated with Vuthul. He tells the others that the Liber Obscurum, also known as the Book of Vile Darkness, is a dreadful tome, holding many secrets, and is quite dangerous to even open for the uninitiated, but it might be a good place to start.

    Penny casts a sending to Thervan, asking him to come by the house, which he agrees to do, arriving by horseback half an hour later. The drow retreats to the cellar to rest, after the party has given them new clothes from their own closets, which is greatly appreciated by the drow. After they have gone to sleep, Thervan casts telepathic bond at the party, allowing them to speak in private. He is updated on the situation, and they tell him the blade will be able to kill Vuthul, once they learn their name. Thervan is worried about Relic’s arm, but he assures him that it is merely cosmetic, and that he is considering having it fixed at a blacksmith. The blade can kill anybody permanently, but Vuthul will know their location if they do so, so they have to be smart about it. 

    Kal decides to ask for guidance from the gods, so she sits down to learn more about their quarry. She first learns that the Liber Obscurum is in the possession of Malice, but it is not in the underdark. She also asks about the ritual Malice has begun, asking if it is under an open sky, which it is, but it is not within Rexendell, but south of it, closer to them than to Morrowhall, Relic’s home. This means its in the northern part of Krawdoth, narrowing it down, but they will have to learn more later, as Kal lost her connection to Udall.

    Penny asks if she shall send another sending to Nezznar, which prompts everyone in the room to glare at her, asking what she means with “another one”. Penny explains that she wanted to be kind, offering her condolences for his daughter. The party wonders if that was a smart decision, but agrees that it probably led to no harm. In fact, it might soften him up to the party, maybe causing him to have a moment of weakness. 

    Thistlethorn relays that Oakenward saw some shady people lurking around, and based on the description, Thervan theorizes that it might have been the Dread Enclave, checking to see if the party was still around. Luckily they missed them, but the party really wants to take them out, as it’s become personal after the Battle of Centahelm. But before they can do anything, Thervan declares that they need to rest, so he has petitioned the queen to have her personal bodyguards, Alaric Blackthorn and Lyria Moonshadow, to watch over them for the day while the party rests. The party protests, saying the queen is more important, but Thervan says that it is already decided. 

    After a while, the knights arrive, and Thervan takes his leave. Kal decides to chide the pair for “abandoning” their queen, but Lyria replies “you really think we’re on guard 24/7?” Kal eventually backs down, with Lyria and Alaric taking shifts watching the inside and outside of the house, while the party takes the day to relax, sleep, and try to turn the day back on the correct cycle. They have various dreams of their past, present and potential futures, having grown stronger by the experiences of late. 

    In the late afternoon, Thervan returns with a carriage, saying that he has procured a safehouse for the drow, subtle and out of the way, so that they can rest in safety. He assures them that he has people watching over it, and the party seems confident that this is Thervan and not a ruse, so they let the drow into the shaded carriages, off to safety. Soreni and Phyrrae are already waiting there, and Thervan hopes that they can find solace in each other's company until everything is resolved.

    In the evening, Penny and Thistlethorn both think they should seek out the last remaining shards if it can help them in the coming conflict, so Kal decides to divine their location. There is interference on the location of the Shard of the Observer, but when she tries to focus on the Shard of the Deceiver, she gets a vision of a small goblin man wearing oversized furs and armor. A very familiar face indeed, it is the drow they encountered that was the leader of the tribe holding the flail snails near the Twilight Peaks. Kal, annoyed, remembers that they have been told that the goblin stronghold of Honk has been plaguing travelers on the nearby roads. The party never thought they were a big enough danger for it to warrant their attention, but now they have to decide if they want to go for that first.

    They theorize that Malice might be in possession of the Shard of the Observer, considering they know she has been searching for them, and the fact that they are having a hard time discovering its location. Penny asks Kal to do a commune again, to see if going for the Shard of the Deceiver is worth it, and is surprised to find that no, the deceiver shard will not bring Penny much use at this stage. They decide to go to Thervan to ask for the Shard of the Thief instead, letting Penny bond with that, when they wake up in the morning.

    The Final Step

    During the night, Relic unlocks another memory of his past life, continuing with the story of his escape from the drow wizard. As he sits around the campfire, they are attacked once more, and are nearly overrun before reinforcements arrives, driving the drow back. The wizard curses Relic, vowing that this isn’t over, and that he will get him some day. As Relic awakens, he realizes that he recognizes the drow. It was the same one that was laying on the slab with Soulkiller piercing his chest. Relic has fought the drow that became Vuthul before.

    The party leaves the Nest, heading up to the castle to speak to Thervan. When they enter his office, Chester is sitting there, helping Thervan with ancient history, before turning to the party, greeting them fondly, having massively improved his speech into a more modern dialect. The party is happy to see him, and decides to relay that they might have found a descendant of his, who they met by pure chance in Smoulderharbor. They tell him about Eddie, the pickpocket sailor, who sails on the ship called “The Mermaid’s Ass”. Chester is taken aback, cursing to himself that he should have used protection, but thanks the party for the information. Thervan suggests he go “bother” Bertram instead, as he and the party has some important business to deal with.

    When Chester leaves, the party tells Thervan that they are going for the key, and think that Penny should take the Shard of the Thief, to make her more powerful in combat. Thervan again says that the Shards are more protected in their care, and goes to his vault to get it. He returns shortly after carrying two items, the Shard, which Penny immediately bonds, and the two parts of the Key, encased in a glass container, in case they need it, and in case something happens to him. The party thanks him, and is offered to use his sanctum as a place to teleport.

    When they stand there, gathered around Relic, Thervan goes to each member of the party, shaking their hand, or giving them a hug, wishing them good luck, hoping that he will see them soon. Relic holds out his Arachnostaff, striking it at the ground, as the party teleports away from Thervan’s sanctum.

    The Island

    The party left Thervan’s office at noon, and then found themselves on a distant tropical island at sunset, indicating that they have moved across almost half the ocean. They smell the distinct smell of the ocean, and hear the distant noises of seagulls. Around them, the jungle is buzzing with wildlife, and the teleportation circle is nearly overgrown, but curiously, the circle itself is completely clear of vines and leaves. A stone path leads onwards into the jungle, with two large golems resting in the treeline that Thistlethorn spots.

    She uses her staff to cast Pass without Trace, while Relic uses a ritual to cast telepathic bond, allowing them to talk in their heads again. They stealthily move up, managing to sneak past the golems without waking them. They follow the path onwards, ending up at a large temple, surrounded by water, and a single stone walkway on top of the water. The place looks abandoned and overgrown, with two statues of Adea and Azuna on each side of the entrance, across the water. 

    The party starts walking across, looking around at any dangers lurking, until they come across a missing piece in the stone walkway. Relic really wants to repair it, but before he gets a chance, Thistlethorn and Kal both notice movement in the water, as large kraken tentacles emerge, preparing to attack the intruders.

  • Level 17

  • Kraken

    The tentacles immediately strike at the party, grabbing hold of all but Penny, holding them in place to prevent them from going further. Kal summons an insect swarm, trying to chase away the tentacles, but they fling her into a nearby wall in return. Relic, who managed to wrangle himself free from a tentacle, uses dimension door to teleport himself and Thistlethorn free. 

    The party realizes that they have to make their way towards the big door leading into the temple, or defeat the kraken entirely, so they begin flying, swimming and teleporting their way there, but each time they defeat one of the tentacles, another one appears. At one point, Thistlethorn is slung into a nearby ruin, landing on top of a skeleton. All it’s clothes have decayed over time, except for a pristine looking bear cloak. Intrigued by the obvious magic radiating from it, she puts it around her, and tries to fight her way back to the others.

     The fight takes a toll on the party, causing both Kal and Thistlethorn to be bloodied by the torrent of attacks from the tentacles. Eventually, they manage to chase away the final tentacles, causing the kraken beneath to let out a terrified and wounded scream, causing the entire temple to shake. Penny and Thistlethorn both feel bad for it, wishing they could do something to help it, but decide that there are more important things to do here.

    The party decides to take a short rest to recuperate from the fight, with Penny taking out Bozuuth the Sentient Coffee Pot to speed up the short rest. When she takes him out, he immediately tells her that he wants to leave, as he feels the place is pushing him away. Penny promises that they’re not going to stay long, hoping she isn’t lying to him. 

    Thistlethorn shows the others the cloak she found, asking Relic to take a look at it. He identifies it as a Hide of the Wild Guardian, a powerful druid cloak that enhances a druid’s natural abilities. She happily takes it back, attuning to it as they recuperate some of their strength before they venture forth. Penny plays a song on harmony, healing the party some more.

    The Trials

    Thistlethorn and Relic take a close look at the door, finding that the vines that have grown over have been broken, indicating that someone has opened the door recently, no more than a few weeks ago, but not since. They worry who might be waiting for them inside, but decide to push on through. They open the door, finding a dark staircase leading far below into the depths below. When they step on through, the braziers that line the wall light up one by one as they pass by. 

    At the bottom of the stairs they find a carpet running forward into the temple, past a set of double doors blocking their path. Relic and Penny inspect it, finding it not to be trapped, or locked. Looking around, they see that there once used to be murals lining the walls, but they appear to be sanded away, leaving only the odd marking of what once was part of the mural behind, the rest of the wall completely smooth. Around them, mists are coalescing, and when they stand too long in one spot, it begins to pool around their feet, seeking them out. The party feels they shouldn’t linger too long.

    In the room beyond the door, they see a massive mirror dominating the far wall, with no other way in sight. They see their own reflections in the mirror, and as the lanterns in this room, held by golden statues, light up, the mirror images are still shrouded in shadows. 

    Penny uses her detect thoughts to see if there are other entities in the room, and when she gets close enough to the mirror she feels the presence of thoughts inside, indicating that their mirror images are entities themselves. Knowing this, Kal prepares herself mentally for a fight, but takes the diplomatic route, stepping forward, asking the shadows to let them pass. She sees that her mirror image is not moving it’s mouth when she speaks, and it shifts her head when Kal isn’t, proving that they are separate entities. When she moves close enough, her mirror image steps out of the mirror, blocking her path.

    Penny steps forward as well, and is also blocked by her mirror image, shrouded in shadows. Kal and Penny are both tested by the images, and they get the feeling they’re speaking with their own insecurities. The images demand them to come to terms with what they have done, letting people down, failing them when they could have saved them, and then asking them if they would do anything different, knowing where they have ended up. When both Penny and Kal admit to their mistakes, and proclaiming they still would not change anything, they swap places with their mirror counterparts.

    Thistlethorn and Relic both see this, but they don’t hear any interaction, it just happens in a few seconds, so they too step forward. Thistlethorn is open and honest with her mirror image, admitting immediately that she blamed herself at first, but realises that Faunus set her on this path, so she wouldn’t change a thing. Relic is taunted by his failure to protect Bimble, but he approaches the problem with logic and reason, admitting to his mistakes and failures, but not wanting to change a thing either. Both he and Thistlethorn also swap places. The party turns towards the mirror, which is now accessible to them, stepping into it. Behind them, the reflections disappear, and the path forward is clear. They open the door, and see the reflection of the door open as well, but their mirror images are nowhere to be seen, as they head onwards, deeper towards their destination.

    The next hallway leads to a door where they see flickering lights creeping through the crack on the bottom. Touching the door shows it to be quite warm. They push it open, revealing an inferno on the other side, as flames line the wall, covering the path forward. Thistlethorn looks around, finding some writing above the door behind them, which Kal reads as celestial.

    “Only those who accept the fire shall pass unscathed”

    Thistlethorn holds out her hands to test the flame, finding it burning her violently, almost pulling her in. She instinctively pulls back, fearful of being burned again. Relic, Kal and Penny sees this, and decides that the only way to pass is to not be fearful, stepping into it. They manage to pass it without issue, just feeling a slight tingle at the flames licking against their skin. Thistlethorn follows, at first sceptical, having already been burned once, but manages to overcome her fear, passing through without taking more damage.

    The party continues onwards, meeting another door, this one with another inscription above it.

    “Only those who yearn for peace shall pass unscathed”

    Relic immediately steps through the door, with the rest following. Inside, the come to a dead end, with no door in sight, but what is in the room is Nezznar, holding a giant flaming sword, waiting for the party, getting ready to strike.

    “I’ve been waiting for this…”

    Penny takes out Harmony, but the whole situation feels off, so she holds off on doing anything, waiting to see what the others do. Relic steps forward, asking Nezznar how they can resolve this, but only gets told that he wishes them dead. Thistlethorn tries to walk past Nezznar, but he blocks her, moving to the side, not letting her pass, while Kal just stands there with her arms crossed.

    Suddenly, Nezznar steps forward, holding his sword high, and swings it across the party, striking them all. And then dissipates into nothing, as the sword just passes through them, harmlessly. The party passed the test, and they see the wall in front of them bleeding away, revealing another set of double doors.

    The Key

    Passing through the final set of doors, they come to a large chamber, which looks like it was once a holy temple of sorts, the roof stretching at least one hundred feet above them. The mist is thicker here, filling up the entire temple, making it difficult to see anything, but the party spots a lone figure standing atop a podium. A snake-like body that paces back and forth, eyeing the party. High above it, they see a golden triangle, the final part of The Key they are missing. The snake-like figure gestures for them to come forth, and Relic recognizes it as a guardian Naga, immortal beings with perfect memory. 

    The Naga opens its mouth, speaking in a feminine voice.

    “Who among you is the seeker?”

    Penny reluctantly steps forward, proclaiming her to seek out the key. The Naga swoops down to face her, whispering a riddle into her ear. Thistlethorn, who can read lips, relays the riddle to the party through their mental communication.

    “I am ageless. I am Divine. I see beyond reality. I see beyond time.

    Beyond your beginnings, a false memory. Beyond your adventures, someone else’s story.

    Beyond the charade of your endless strife. Beyond the numbers that gave you life.

    Tell me now, and tell me true. Who is your creator?

    Who is the one who speaks through you?”

    Penny looks up at the Naga, but is unable to find the right answer. She timidly suggests history” as a suggestion, but the Naga says it is wrong. A beam of sickly green energy bursts out from the Naga’s mouth, hitting Penny, throwing her back, as power word kill almost kills her, but her contingency brings her back.

    Kal walks up, and is prompted by the same question Penny got. She thinks for a second, not knowing the answer, but still finds a word. The others can’t hear it, and as soon as Kal has spoken, she’s forgotten what she said, but somehow, she feels it is correct.

    The Naga rises, looking pleased. It congratulates her on her success, as the last part of the key, floating high above, gradually begins to descend. Relic takes out the rest of the key, and uses his telekinetic feats to grab hold of the triangle, bringing it to him, and then combines it with the key, completing it. As he does, he gets a flash of something, a vision of where the key leads, finding it to be the equivalent to a rod needed to use plane shift. He knows their destination is Carceri, the prison-plane, where nobody can escape unless allowed by a god.

    Malice

    The party suddenly hears clapping from behind them, and they turn around seeing two figures approaching. Lord Falric and Lord VaelenLord Falric looks at Relic, who is putting the key away into the satellite bag of holding, and demands that he hands the key over. The party understandably declines, but suddenly a third voice is heard, as another figure comes flying in, saying “oh, but I must insist… Malice lands between Vaelen and Falric, demanding the key, saying that she’s been waiting for the party to make their way here, but the party is relentless, with Thistlethorn saying “over my dead body”Malice nods.

    “So be it.”

    Malice immediately summons a rift in reality, wounding the entire party, while also summoning three wraiths from the rift, which moves in to attack them. Penny immediately fires a shot from Harmony straight at Malice, who doesn’t react in time, being struck, but unfortunately, she’s resistant to force damage, which is most of the damage from the crossbow. But it is still strong enough to wound her. 

    Lord Falric throws a hellfire orb at the party, causing a lot more damage as well, with Thistlethorn succumbing to the fire and necrotic energy, but Penny uses her reaction to keep her standing with the rings of the true companions. Malice uses her dark magic to keep Relic restrained, as he’s the last one they saw with the key, as Vaelen begins striking him with his axe. Relic goes down, and things look quite bleak, until Kal holds out her hand, casting a spell. Malice tries to counter it, but is unable to, so Kal manages to heal the entire party fully.

    Malice is clearly annoyed at this, flinging spells at Kal, hoping to bring her down. There is a lot of back and forth, with Malice counterspelling every attempt at her, but they too counter her back when she tries to cast her own spells. Eventually, Lord Vaelen releases his own hellfire orb, doing a lot more massive damage to the party, while Thistlethorn tries to summon help with her bag of tricks, but only manages to bring out a giant badger.

    After a while, Kal has summoned an aura of life, while Thistlethorn and Kal are trying to protect Relic by using protection from evil and good, and Kal uses a Holy Aura to protect them, but it isn’t enough. Malice manages to cast mirror image and greater invisibility on herself. Kal is pummeled by attacks, but manages to hold up her concentration, until Malice flies to the center of the room, screaming “ENOUGH!” as she casts power word kill on Kal. The cleric falls over, her life extinguished, dropping the protective spells.

    Relic has tried to teleport away, but is soon cornered by Malice and Falric, who are trying to wrangle the bag of holding from him, but Relic manages to keep hold of it. Thistlethorn walks over to Kal to cast revivify, but Malice counterspells her, hindering Kal’s resurrection. Penny tries to fire at Malice with Harmony, but she just hits one of her mirror images instead.

    In the place beyond, Kal is floating in an infinite nothing, approached by a familiar visage of her mother, Mova. She looks at Kal, saddened, saying “you’re failing…”

    Lord Falric looks around at the party, seeing the fallen cleric. He shouts out “do you yield, and hand over the key, or will you force us to kill all of you?”. Relic replies that he’s not giving them the key, so Falric sighs, looking at Relic with murderous intent.

    Things are looking extremely bleak, and with Kal dead, the party wonder how long they will last until the rest of them fall.

  • The Turn

    Malice continues to barrage the party with her spells, while Lord Falric and Lord Vaelen spread out to finish them off. Things look very bleak, with Malice casting a Finger of Death at Elmroot, but she manages to withstand it. Penny is pushed back by Malice’s strikes, but gets up, positions herself better, and then lets off a prismatic spray, but she only manages to affect one of the death knights. Relic lets off a fireball, striking all three of the enemies, but it is not enough, as he can hear Malice laughing at their failures.

    Kal lingers in the great beyond still, facing down Mova, who begins to drift away from her. She holds out her hand, letting Kal grab onto it, so that they stay together. Kal tells her that she has faith in her friends, and knows that they will push through, and save her. Mova doesn’t seem too sure about that, smiling meekly back at her daughter. 

    Thistlethorn is struck down by Lord Vaelen before she gets a chance to resurrect Kal, but this prompts four giant elks to be summoned to protect her. Relic is knocked out by Malice, who then strikes at Penny. Penny however, uses Harmony to deflect and store the entropy ray, firing it back at Lord Falric who faces her down, while using a healing word to bring back Thistlethorn, but Lord Vaelen is ready to strike her down again.

    Things look very bleak, with the giant elks harassing the death knights, while Malice finally emerges from her invisibility to torture Penny mentally. As the last one standing, Penny sees that she has to do something, or they will all fall, so she moves over to Kal, resurrecting her with one of her spell-tattoos, and then just barely manages to resist Malice’s mental torture. Kal lets off a mass cure wounds, bringing herself, Thistlethorn and Relic up to a decent amount of health, before Thistlethorn does the same, using her blessing from Faunus to boost the healing. 

    Malice watches as the fight turns against her, as Lord Falric finally falls from a lightning bolt cast by Relic, leaving a large hole in the death knight's chest, before he keels over. Malice tries to cast a spell, but Relic manages to counterspell it, while Thistlethorn fires off another healing to the party. Malice is powerful however, and the party barely manages to affect her, while in turns he fires back with powerful magic at the party, forcing Thistlethorn and Kal to use their resources to heal. One of the giant elks manages to take down Lord Vaelen, caving his head into his chest with its hooves.

    Malice sees her loss approaching, so she suddenly casts another spell, sending a message.

    brother, start the attack.”

    She then returns to attacking the party, wanting to dwindle their resources down until they cannot resist her anymore, as she fires beam after beam of entropy, and tries to cast finger of death at Relic, hoping to end this fight soon, before she suffers any more losses.

    Then, Relic spots an opening, and fires a beam of energy at Malice, hitting her straight on. Malice stops moving, and then drifts around aimlessly, as the feeblemind spell takes hold of her mind. The final wraiths are stomped out by the elks and the party, as the day is won, Malice is neutralized, and the death knights are defeated.

    The Aftermath

    Malice drifts down to the ground, over to the fallen corpse of Lord Falric, cradling it like a mother cradles a child, instinctively. As Relic and the others wander over to her, they decide to go through her belongings, disrobing her from her robe of the archmagi, finding a pearl of power, and a small sphere, which seems to be a wakened Dragon-touched focus. 

    Relic also retrieves the weapons of the death knights, immediately feeling a sense of unease by holding them, as well as whispers from the trapped souls in the blades. He casts identify on them, finding the weapons to be unbreakable, and feels that Lord Falric and Lord Vaelen will soon return to the mortal realm if the weapons aren’t disposed of. They put them in the bag of holding for now.

    Kal decides to send a message to Thervan, warning him that they managed to defeat Malice, but she managed to tell Nezznar to trigger an attack, and if Theravan knows where it is. Thervan replies immediately, saying that the capital is already under attack, sounding out of breath. Kal relays this to the others, as they worry about the safety of their allies.

    The party looks at Malice, who has now wandered over to the guardian naga, which looks down at the drow in disgust. They discuss what to do with her, now that she is neutralized, but Relic reminds the others that it’s only temporary, and if the enemy can reach her, they can fix her. They could leave her in a demiplane, but she could snap out of it after 30 days, so that’s not a safe bet either. Kal says that the best thing to do would be to finish her off, completely. They lead her outside, with Malice resisting, but not hard enough. They wave goodbye to the naga, who bows to them in return.

    The party follows the path outside, finding the flames to be extinguished, and the mirror they had to pass to be smashed to bits. Ascending up the stairs they emerge into the night, as the kraken slumbers beneath them in the waters, but doesn’t attack. They want to be completely clear of the temple’s influence, following the path back to the teleportation circle. The golems they spotted coming in are active, but merely watches the party, not attacking. When they reach the circle, they see that Malice and her goons smashed it to bits.

    Penny casts a sending to Morgan, asking if he is all right, and gets a reply that they should come to the grove as soon as possible, as the drows are attacking, with Brónach keeping them protected. Penny worries about Morgan, wanting to go to the grove as soon as possible, but first they have to deal with Malice.

    Relic takes out Soulkiller from the bag of holding, contemplating doing the deed himself, but Kal intervenes, saying she should do it, being the soldier and all. Relic hands over the sword, as Kal takes it, putting a hand on Malice’s shoulder.

    “I wish you had been more present for this”

    She then whispers “Malice Khalazza” to the blade, which starts dripping a black liquid from the edge, and then plunges it into Malice’s heart. Her eyes beings to darken, burning away into nothing, as the drow keels over and collapses, her body and soul sundered completely, unable to be resurrected ever again. A momentous amount of energy bursts out from the corpse, as the pent up magic is released.

    Suddenly, a wind picks up around them, as dark shadows and clouds begin to form up on them. Vuthul’s voice enters their minds. “Ah, I’ve found you now… he says, before several beings begins to emerge from the shadows, nihilaks and some drows, before Relic quickly uses one of his last remaining spells to teleport them to the grove, leaving Malice’s corpse behind.

    Sanctuary

    The moment they appear, they realize something is wrong, as there appears to be night-time, although it should be early afternoon at the very latest. They look around, finding the area littered with drow forces, who seem to take note of the recently arrived heroes, pointing towards them, shouting something in undercommon, before running to capture them. The party wastes no time, running into the grove to escape. They see behind them that they are being followed, but the drow forces merely vanish as they cannot enter the protected area. They shortly after emerge into the grove itself, seeing their friends and families huddled around a few campfires that have been set up.

    Morgan immediately runs over to the party, embracing Penny, asking if they are all right. Penny tells him that they’re good, and Relic tells him that they managed to kill Malice. Morgan, surprisingly, embraces the warforged in a hug, thanking him profusely for the news. He is also happy to hear that they managed to retrieve the missing piece, and can now finally face down the evil god to end him, putting this all to rest.

    The party tells Morgan that they have something that needs to be done, and that is destroying the weapons of the fallen death knights before they return, asking if he knows of an active volcano or something that might be used to melt the weapons. Morgan says that the closest would be the forges of Khuzunzan, which is still holding up last he checked. The party asks him to clarify what he means, and he tells them that everyone he has asked has said the same thing: The drow are invading Rexendell.

    Disturbed by the news, the party wonders what they should do, but Morgan tells them that they should finish the job, and offers to take the weapons to Khuzunzan himself to see them destroyed. He tells the party of knowing a woman from a gig that turned out to be working in the Khuzunzan chapter of the Institute of Edhellond, so he has access to their teleportation circle. He and Trixie can take the weapons there, making sure they get destroyed. Penny thanks Morgan for this, telling him to not get killed, but Morgan is confident.

    Morgan does however tell the party that he tried to reach out to Arin, but were unable to find her, wondering if she’s okay. He hopes the party can keep an eye out for her, bringing her to safety if they can. The party will see if they can find her, but are unsure where to start. With that, Morgan and Trixie sneak out of the grove, weapons in hand, to dispose of them before they can do any more damage.

    Thistlethorn wanders over to Brónach, who is fortifying the magical defences around the treeline. He greets her fondly, asking how she’s holding up, considering that it looks like she’s been through hell and back. She promises him that she’s fine, wondering how the protection is holding. Brónach is confident that the enemy forces will be kept at bay, as long as they don’t realize that their intent is the only thing keeping them out. He tells her not to worry, and to focus on the task at hand, finishing the fight.

    Penny has wandered over to her family, checking up on them, while Relic and Kal are both pacing around, restlessly. Kal wants to fight, and help the people of Ravenforge, but the rest of the party needs to rest in order to be of any use. Suddenly, two figures emerge from the treeline, prompting the people of the grove to murmur. Penny, Relic, Kal and Thistlethorn all run over to the two figures, seeing an unconscious Raven being carried by the arm by a very hurt looking Thervan, blood trickling down from his temple, as his robes are frazzled and singed.

    Kal immediately casts a healing spell at Raven, stabilizing her, as Thervan slumps over to the ground on all fours. He mutters to himself that all is lost, the drow overran Ravenforge with ease, and as a final insult, the last thing he saw before teleporting himself and Raven out was Nezznar driving his sword through Satine’s chest. The queen is dead, the capital has fallen, and the drow have won. Thistlethorn looks at Thervan with disgust, having never trusted him, but she can see his despair. 

    Thervan laments that their forces, who were sent out to help the other towns and settlements, were spread too thin to mount a solid defence. He looks up at Penny, with both Kal and Thistlethorn seeing a look of hope, as he says “it’s all up to you now.” Penny looks at him, asking what he means. He corrects himself, saying that the party has to stop Vuthul, otherwise they have no chance of winning. 

    The party is relieved to hear that the drow appears to be coming in to occupy, rather than exterminate, as they aren’t executing the citizens, but rather keeping them in line. He tried to reach out to his contacts, and as far as he can find, only Khuzunzan and Tempervale are holding the drow forces back, but who knows how long that will last. 

    Thervan looks at Penny again, telling her that there is something she should know, and Gleamshroud is on his way to the grove at his request. Soon after, they see a large amethyst dragon teleport into the sky above them, before flying out of view. They hear a large thud as the massive dragon lands on the ground, and shortly after a lone figure, reminiscent of Thervan, but with his face covered by amethyst scales, emerges. 

    Gleamshroud, in humanoid form, greets the party, and is happy to see Penny safe. He tells the party that he tried to come to the city’s aid, but he was too late. Before he left, he saw the party’s home burning, and the drow keeping the citizens in line. Gleamshroud leans down next to Thervan, helping him stand, referring to him as “father”. He explains that Thervan was the one who hatched him from an egg, and raised him. Thervan tells Gleamshroud that “it’s time she knew.” Gleamshroud agrees, turning to Penny.

    He begins to tell her about what happened when Syele Bouchard invaded the lands, taking the kingdoms for herself, forcing the others to fall in line to her rule. The only kingdom that relented was the Ironwing Dominion, now called the Western Coast. He tells the party that the king placed his queen and his infant daughter on Gleamshroud's back, as he took up the sword to hold back the invaders, so that they could escape. He flew them to a small forest to the south, where they could be hidden. 

    Penny looks at the dragon in awe, realizing what he’s telling her. The royal line, the Meadowstones, they live on in her. Gleamshroud tells her that they changed their names to hide their true identity, with “meadow” being another word for “leigh”. Over time, Meadowstone became Rocksleigh, and then Roxley. For 850 years he has been waiting, hiding, for the chance for the true bloodline to return. And now, with the fall of the Bouchard line, the time has come.

    Relic is confused, asking if the Meadowstones were tieflings, but Gleamshroud says that they were humans. Syele Bouchard must have cursed their bloodline, as Ilythia Meadowstone, the last King’s daughter, bore a human child, a girl, but she in turn had a tiefling. Thistlethorn makes sure to tell Penny that she doesn’t think this is a good idea, since she knows Penny, and knows what a free spirit she is, and Thistlethorn doesn’t want to see her caged by the responsibilities that comes

    Gleamshroud and Thervan explain that the dukes and duchess are of the royal bloodlines of their respective former kingdoms, and have all expressed a wish to split up Moroxia into their former kingdoms once more. They have only been waiting for a way to do so, and he tells the party that there is little they can do to stop it now. No matter what happens, this will most likely mean the end of Moroxia as a kingdom. Kal hates the idea of this, of more borders and bureaucracy, laws and tolls for the people, while Relic worries about the Akstan kingdom conquering the smaller countries. Gleamshroud understands their worry, but there is little they can do about it anyway, and that the reason he’s telling this to the party is because he wants them to know how important Penny is to him, and hopes that they can all come out of this alive.

    The party thinks about the task at hand, realizing that they still need to find Vuthul’s true name in order to terminate him permanently. Thervan thinks for a moment, saying that he might know where they could find the book, but it’s going to be difficult, as Malice’s office as Delphine is in one of the towers in the Institute of Edhellond. Relic says that as long as they tell the truth to the leaders of the institute, they should allow them access. Thervan agrees, and is willing to bring them there the next morning when they’ve had their rest.

    Penny is overwhelmed, and goes off to herself for a bit as Gleamshroud helps Thervan up to go get some rest. Raven stirs, wondering where she is, with Kal telling her that she’s safe, before she too is led over to the rest of the families who have been watching the exchange. Thistlethorn goes to sit by herself near the treeline, seeing a stag on the outskirts, as Faunus looks over her. She gets a sense of gratitude from him, as his voice beckons on the wind for her to follow. She rises, walking with him in the outskirts, telling him that she wants to come home. Faunus tells her that she only has a few steps left.

    Relic and Bimble sit by themselves, reminiscing about their early days when he first found Relic. They wonder what happened to all the warforged and prisoners that were under Calamity’s control, hoping that they didn’t make it to Ravenforge yet. Bimble flies over to Thervan, and returns shortly after, telling Relic that they have been rerouted to the Northern Fort, so they should be safe. Relic is happy to hear that, wondering what he will do after their task is done, thinking about maybe traveling to see the world. Bimble hopes that he will still want him by his side, as he looks upon Relic as his only son. Relic remarks that he is older than Bimble, but the spirit of the gnome tells him to shut up, and just let him have his moment.

    Kal asks Udall for guidance for finding the book, in case Thervan is wrong with his assessment that they can find it in the Institute of Edhellond. Udall answers, showing her a vision of a finely furnished apartment. In the window she can spot a castle complex near a coast, and she gets a feeling that she is looking at Malice’s personal quarters in Whitewall. Suddenly, her focus is drawn to the bookshelf, as a single book is pulled out by an invisible hand, before a hidden door reveals itself, before the vision ends. Kal realizes that Edhellond is a dead end, and if they want to find the book, they have to sneak inside the Whitewall castle.

    Penny sits alone near the treeline, hidden away from the others, as Gleamshroud comes to sit next to her. He tells her that he knows it’s a lot to take in, but she shouldn’t make up her mind yet, not until this is over. He holds her close, asking if she wants some more time for herself, but she shakes her head, pulling him close to her, leaning her head on his shoulder. Relic makes his way over to her, offering the elven chain to her, in case it’s better than what she has now, before retreating. When Relic leaves, Gleamshroud tells Penny that when she escaped, the queen was carrying a seed from the gardens of Ravenforge, and the first thing she did when landing in the forest was to plant it. It survived, and is now the massive tree at the center of the sanctuary. Penny promises that she will bring back a seed to Ravenforge when it is liberated.

    Penny asks if her mother knows about their history, but Gleamshroud says that he hasn’t told anyone. The only ones who knew before today were himself and Thervan. He watched over her mother when she was young too, posing as a friend that eventually “went away” when she got Penny. He wanted to tell Penny sooner, but couldn’t, not until the current ruler was gone. Penny understands, still feeling overwhelmed. 

    Eventually Kal comes walking over to Penny, after asking Relic where to find her, asking if she can join them. Gleamshroud gives Penny a kiss on top of her head, before retreating, leaving the pair some time alone. Kal sighs, telling Penny that she will respect whatever Penny decides to do, and will be with her at her side as her personal knight. Penny thanks her, saying that she will keep that in mind. Kal then says to screw the bloodlines if she wants, she can give the crown to Thervan who can be the steward if Penny says so. Penny is not too fond of that idea, but appreciates having her friend by her side no matter what.

    Thistlethorn remembers suddenly that ArgusIra and Berry is still in the pocket balls, and releases them. They all seem ready for bed when seeing the nighttime, but Thistlethorn tells them that it’s still early afternoon. Argus worries about this, but knows that the party will find a way to fix it, like they always do. Kal and Penny both return to the rest of the group, as Kal relays what she learned from the divination, saying that the book is in Whitewall, so they will have to sneak inside if they are to find it. 

    They spend the rest of the day catching up with their families, relaxing, until they set out for one final time. This time with one objective in mind.

    To kill a god.

  • Level 18

  • Preparations

    Before the party decides to go to bed, Penny grabs Thervan by the arm, and drags him along her to her mother, Leyla, telling him to tell her what he told Penny, about her true lineage. Thervan is clearly uncomfortable, but tells Penny’s mother about the Meadowstones and how they are Penny and Leyla’s ancestors. Leyla is shocked by the revelation, wondering what this means for their family, but Thervan and Penny both assure her that nothing happens yet, first they have a god to kill. 

    Penny says that she will be going away, unsure about how long, with Leyla making her promise to come back in one piece, especially considering what she now knows. Penny says she promises to try, as the mother and daughter embrace in a hug, before Penny eventually goes off to find a place to sleep.

    Relic, wanting to be prepared for the incursion into Whitewall the next day decides to cast Mind Blank on himself, becoming immune to psychic damage, as well as being controlled by others. He then finds a quiet spot to himself, sitting down to recharge and recuperate before the party has to move out.

    The next morning, the sky is still dark, but Brónach has summoned fireflies to light up the area, giving a cozy and comforting feel of the place. The party wakes up to the rest of the grove preparing for a communal breakfast. Penny uses her magic to summon a bowl required for the casting of Heroes’ Feast, with Kal doing the honors of preparing it. Elmroot, who has been sleeping next to BerryArgus and Ira joins the rest of the party on the feast. The others in the grove look longingly at the delicious food that the feast provides, with the party letting Thervan, Raven, Brónach and a few others join in on the meal.

    Over breakfast, Kal tells the others what she saw in her vision sent by Udall, and by the description it seems that the apartment is on the western side of the castle, which narrows it down significantly. They discuss how they will travel to the capital, with the party knowing that Nezznar’s hideout is nearby, but that would be costly. In the end, Thervan offers to teleport them to the city, but warns that it might be risky since he hasn’t been there in a while. Brónach offers to cast wind-walk on the party, so that if they do get off course, they can quickly make their way towards their destination. 

    Thervan goes on to tell the party that he relayed the information about Malice and Delphine being the same person, but the queen of the Akstan Kingdom, Alynna Venra, seemed unconvinced by the accusations, almost in denial. Hopefully, it won’t affect their mission, as Thervan would be surprised if the city has been left alone by the drow forces. 

    As the party finish their meal, Kal asks Brónach for a favor, pulling out the charred remains of Xara Ildrex from the bag of holding, asking if he can try to reincarnate her while they’re away. He says that he will give his best attempt, and when the party tries to hand him gold for the necessary material components, he declines, pointing out that he has no way of spending it, and they can deal with that later. He takes Xara’s corpse into his care, promising to do his best, but makes no promises.

    Brónach then casts cloud form on them as promised, turning them all into whisps of clouds, after Relic has cast a telepathic bond, including Thervan in the casting so that they can keep in touch if something were to happen. The party confirms to Thervan that they’re ready to travel, as he casts the teleport spell on them, sending them off towards Whitewall.

    Infiltration

    Since it has been quite some time since Thervan last visited Whitewall, the teleport is not completely pleasant, with some arcane feedback hurting the party, before they eventually find themselves in the middle of a large battle in the middle of the city. The drow forces are invading, with several elven and human guards trying to hold a gate closed, as fire rains around them from arrows shot by the drow. Several guards notice the sudden appearance of the party in cloud form, firing at them in a panic, hitting them a few times before they manage to ascend to a safe altitude.

    Looking at the city from above they see that it is fully enclosed by massive walls, where two of the gates have fallen, and the drow forces are rushing in. Large catapults shot from outside the gate are pelting the castle with stones and fire. Several of the towers of the castle are on fire or have been broken, so the party decides to immediately try to search for the correct tower, based on Kal’s description from the vision.

    Relic is the one who finds it, noticing the telltale signs of a wizard's quarters with a workbench and some fairly high end furniture, indicating a person of importance living there. There also seems to be a bookcase in the right location, so Relic tells the others that he has found the place, but there are no obvious ways to enter the apartment from the outside. 

    Below them, near the base of the tower, they see a large hole that has been opened by the fighting, so they fly down to it, hoping it can lead them inside. They immediately notice fighting within, with a large group of city guards holding back a massive force of drow and driders, trying to get past them, but are hindered by a makeshift barricade from tables and chairs. The party decides to pop out of cloud form on the roof at first, before jumping down to help, but Kal doesn’t want to waste time, so she flies into the middle of the guards, trying to gesture that she means no harm.

    The guards respond to the perceived threat, firing at Kal, forcing her to retreat, lest she be killed. The others have emerged from the cloud form, with Relic casting a fireball at the drow forces. Thistlethorn uses a thorn whip to pull one of the drow towards them, causing it to fall into the middle of the guards, who hack and pierce it to death. Penny casts a message to the one guard who seems to be in charge, telling her that they’re here to help put an end to the conflict.

    Kal, who now has emerged from cloud form, summons a holy sunlight spell at the drow forces, killing a few and forcing the rest to retreat, giving the guards a short window to strengthen their fortifications. Several guards point their crossbows at the party as they emerge down the hole, but the head guard tells them to stand down, asking the party what they’re doing here, looking the firbolg, tiefling and warforged up and down in scepticism. 

    The party relays that they’re here to put an end to the fighting, but they need something that is hidden in Delphine’s quarters. The head guard scoffs at this, telling the party that the queen do not believe the lies told about her near confidant, but the party manages to convince the guard that regardless, Delphine has something that might help, and so they should help the party.

    Reluctantly, the guard points towards a door, telling them that Delphine’s quarters are located that way, six floors up. Just as the party is about to run through the door, a window bursts open from the opposite end of the hallway, with more drow pouring inside, led by a cloaked figure the party recognizes. Lady Ar'alani is here, leading the charge. The party wastes no time, running inside the door as the royal guards tries to give them time. 

    On the way up they pass several other apartments that seem to have been abandoned in a rush. Thistlethorn casts a wall of thorns on the hallway, hoping to slow down or hurt the pursuers. Suddenly, the staircase explodes in a flurry of fire and stone, as a catapult manages to hit the part they’re in. The party pushes through it, hoping to reach Delphine’s chambers and escape before they’re cornered. As they reach her door, the party hears that the drow have entered the staircase, and are right behind them.

    The door is sealed by ropes and wax, so that nobody can enter without revealing them being there. Penny immediately starts working on the lock with her lockpicks, making short work of it. She tears the ropes aside after breaking them, opening the door, revealing the luxurious apartment within. Kal closes the door behind them, hearing the drow forces getting closer.

    The party immediately starts searching the room. Thistlethorn casts detect magic, finding the bookcase to have some abjuration magic on it, while there is some illusion magic coming from behind a set of curtains hiding Delphine’s sleeping quarters. She also notices a few potions on the workbench, which she quickly pockets. Penny uses Lady Kree's Monocular, finding the illusion magic to hide a secret entrance or exit, next to Delphine’s bed. 

    Kal and Relic both start working on the bookcase, quickly finding the right book to pull, but Relic senses a glyph of warding on it, so he tries to dispel it, failing the first time, but managing to push through the second time. They pull the book, causing the bookcase to shift to the side, revealing a hidden chamber within. A soft yellowish-green glow illuminates the chamber from a small shard, and a statue of Vuthul is seen behind a book hovering over a pedestal. The Liber Obscurum is theirs for the taking. Next to the entrance, they find a glass sphere filled with a purple liquid, containing one of Malice’s many clones, but this one appears to be deceased. 

    Penny and Thistlethorn both quickly join Kal and Relic. Penny walks over to the book, taking it from the pedestal, and feels the shard she carries bond with her fully, as she has stolen an item of great importance from a very protected place. She puts the book in the bag of holding, turning to face the others. Thistlethorn, in the meantime, looks at the shard covered by a glass sphere, takes it off, and then touches the shard. She manages to resist the forced bond, putting it in her pocket for now, as she feels she needs her other attuned items for the inevitable fight that will happen when the drow forces reach them.

    On a desk in the chamber, they find pictures of themselves, presumably from Malice keeping tabs on them. There is also a torn up picture of Fie, as well as another tarot card of Shehemis. Relic pockets all of them, while Thistlethorn sees several other potions in the hidden chamber, pocketing them as well. The party then retreats back into the apartment, hearing the drow forces approaching. Thistlethorn casts a moonbeam in front of the door, which is opened by a very angry looking Lady Ar’alani, trailed by four driders behind her. She looks at the party, saying “I’m sorry, but I cannot allow you to leave with that book…”

    She then dispels the moonbeam, stepping inside the chamber, using her bow to shoot a flurry of arrows at the party, restraining both Penny and Kal, while the driders make their way through. The party’s powers have grown considerably since last they faced Lady Ar’alani however, and within a few seconds, all the driders are dead, and Lady Ar’alani, gravely wounded, tries to retreat, seeing the fight is lost, but Relic stops her with a final fireball, causing the death knight to fall over just outside the apartments.

    Kal walks over to her, ready to finish her off, but Lady Ar’alani, or the person she once was, turns to her, begging her to help her. Relic picks up the death knight's dagger, so that they can destroy it for good. The death knight tells Kal that since the death of Malice, her bond is… different, and she can feel that she has a chance to redeem herself, but she needs help. Penny walks over to them, using a wish to turn the death knight back to the side of good. The face of Lady Ar’alani bleeds away, as the face of a changeling emerges, saying a final “thank you…” before collapsing, dead. 

    Penny immediately summons some diamonds, handing them to Kal, who casts revivify on the deceased woman, who is pulled back to life as Kal feels the presence of Mova next to her, whilst summoning Udall’s power. The woman opens her eyes, and looks around confused, asking where Demetrius and Faeryl are. The party looks at her confused, then tells her that she’s in Whitewall, and that she has been under control of an evil wizard for quite some time. The changeling is annoyed at the situation, but thanks the party, introducing herself as Halá.

    The party hears that the rest of the drow forces are making their way up the stairs, so they pull Halá to her feet, healing her with a cure wounds and pulling her inside the apartment, as they all make their way to the hidden door Penny and Thistlethorn found next to the bed. Penny makes quick work of the lock, opening the door, leading the group inside, then closes it just as the drow breaks through the front door, looking inside for the book.

    The party finds themselves in a narrow dark hallway, with one door leading to the hidden chamber, and another door leading them, presumably, away from danger. Penny makes quick work of it, quietly opening it, finding a staircase leading down, as well as another door. Out of curiosity, she opens this door as well, finding a room filled with the stench of death and decay, as barrels upon barrels of discarded and rotted body parts and blood fills the room. The disposed remains of Malice’s victims.

    The party wastes no more time, making their way down the narrow staircase leading far far below the castle, until they eventually find themselves in front of a door, which they open, leading them outside the city walls, to a hidden door in the cliff, with a pathway leading down to the beach below. The party briefly considers heading back up to help the city defend itself, but they decide against it, partly due to them not having time, and partly due to not wanting to risk too much when they are so close to reaching the end of their quest. 

    Halá thanks the party for their help, asking Relic for her knife back. Relic takes it out of the bag of holding, finding the distinctive whispering and cold touch of the weapon to have disappeared, leaving behind a magical dagger, with a single “H” inscribed on the blade itself. He hands it to the changeling, who puts it in her sheath. Relic asks if everyone is ready, as he prepares to teleport them to safety. Halá asks where they’re going, and when she learns they’re headed for Spiral Woods, she shapeshifts into a firbolg. Relic tells her to be prepared to run when they emerge, with Thistlethorn taking the changeling’s hand. He then casts the spell, causing them all to dissolve into spiders as they are pulled into the staff, teleporting them back to the grove.

    Time for Study

    As the party emerge back at the grove, they see that the drow forces are still surrounding the place, and seeing the destruction of Whitewall, and the pent up anger from years of fighting them, Relic can’t hold it back any longer, releasing his terror upon them, summoning four large meteors from the sky above, decimating the drow forces along the treeline, causing most of them to perish, and those who survived to flee. The other drows that weren't hit start to retreat in terror, as Relic apologizes for the outburst, as they all head back to the grove.

    When they pass through the barrier they see that the rest of the grove are looking at the destruction on the outside. Kal summons a storm cloud to stop the flames from spreading, as Thistlethorn joins her tribe looking at the fires. As they go out, Thistlethorn plants her staff in the ground, while she joins in on a chant. Penny sits herself down nearby, looking on as a wave of growth emerges from the staff, healing and fixing the damage done by Relic’s spell. Thistlethorn can feel an invisible hand on her shoulder, as her god is close.

    Kal and Relic both look around the grove, seeing a lone figure sitting next to a fire. A woman, human, with tan skin and golden eyes, wearing scorched and torn robes. Xara, reincarnated as a human, looks up at her killer. Kal sits down to join her, as they have a heart to heart. Xara tells Kal, reluctantly, about her past, how she met and helped Thaddeus Ildrex when they were both very young, but he wanted more power, and to be stronger, so he devoted himself to the goddess of war, Yana, which caused him to influence those around him. Xara has felt lost for quite some time, but couldn’t do anything about it. 

    Xara asks Kal if her husband suffered when he passed, which Kal confirms, prompting an unusual chuckle from the woman, who apparently is mixed about the whole situation. She’s glad to be free, but also saddened that she has lost the one person she loved most in the world, but realizes that there was little that could have been done to save him. 

    Relic takes out the pictures he found in Malice’s hidden chambers, walking over to Kal’s brother Valerion, asking if he is able to make a copy of the images, and also if he can make a group portrait of them as a “memory” of what has happened. Valerion takes the pictures and some paper from Relic, telling him that he will start working on it immediately, wanting to make it as heroic as possible.

    As Penny watches the ritual with Thistlethorn and her family, she is joined by Valthrae, who sits down next to her. Penny turns to her, asking if she knows anything about seeds from trees, wanting to plant a seed of the large tree in the Emerald Earth Sanctuary. Valthrae tells her that she brought with her a few acorns from the tree when they were to leave, taking out a few of them, giving one to Penny to keep, so that she can plant it when she gets the chance.

    Afterwards, the party sits down to look through the items they brought back with them. They see Halá sitting by herself next to a fire, not wanting much to socialize, which is understandable considering what she has been through. Relic takes out the Liber Obscurum, studying it, finding that it is a risky task to try to attune to it, and if you fail while doing so carries terrible consequences. He suggests that Penny should be the one to do it, as she has experience from Vuthul from before, and would be the most equipped to resist his power. 

    Penny reluctantly agrees, downing one of the potions they found in Malice’s chambers which gives her some extra protection. She focuses on the book, finding the same feeling she had when she was bonded with Vuthul, without the voice in her head, and actually manages to bond with it successfully. She sighs, feeling the power of the book take hold of her, as she opens it up, trying to look for anything that might resemble a name, but it’s a big book, so it might take several days before she manages to decipher it.

    Thistlethorn stands up to walk over to a quiet place, as she takes out the Shard of the Observant, letting it bond to her. She feels it enter her forehead, as it places itself there like a third eye. She feels her barrier tattoo falter, as all her attunements end. Now she just has to find a way to unlock it fully before Penny finishes with her study of the Liber Obscurum.

    Kal walks over to Thervan, wanting to know the situation of their allies, and how they can mount an effective counterattack. He tells her that he has been able to reach Ansgar, who has been imprisoned by the drow, but hasn’t heard from Bertram, who isn’t answering his sendings. He worries that he might have been killed, but there might be several reasons for his inability to answer. He hopes that Chester either was smart enough to disguise himself as a drow, or as a pile of bones, so that he might escape unscathed, but he has little hope for such luck. In either case, he worries about their allies, wanting to find a way to save them.

    As for the rest of the world, it is also covered in darkness, but the drow forces seems to be focusing their efforts on the Rexendellian continent, most likely wanting to conquer it before moving on to the rest of the world. Things are looking bleak however, as many people might die of starvation or worse if the sun isn’t restored soon. All they can do now is wait. Wait for Penny to learn the true name of Vuthul, so they can take the fight to him directly.

  • Chapter 99: Shrouded in Fog

    3rd-4th of April, 854 TA

    Thistlethorn

    Thistlethornreflects upon the shard now embedded in her head. She sits by herself trying to focus on it, wanting to find a way or a hint at how to unlock it, but it keeps itself separated from her. She wanders around the grove in frustration, eventually settling down after hearing from Penny that Morgan has been in touch, confirming that the swords of Lord Falric and Lord Vaelen have been destroyed.

    As night comes close with the departure of the fireflies in the grove, Thistlethorn decides to settle down for the night, wanting to prepare herself for an excursion outside of the grove in order to get closer to her god, so that he may be able to help her unlock the secrets of the shard. She lies down in a quiet part of the grove along with Berry, Argus and Ira, falling asleep looking at the stars.

    In the middle of the night, Thistlethorn hears footfalls sneaking up to her. She opens her eyes, finding the familiar figure of Faunus she’s seen once before, during her trial. He looks down at her while leaning on his staff, then gestures for her to follow. She tries to sneak away, but Berry stirs, asking where she is going, clearly not noticing Faunus standing nearby. Thistlethorn assures him that she’ll be right back.

    Faunus leads Thistlethorn to the edge of the grove, where they can speak privately. He tells her that he has felt her urgency of unlocking the shard, and since he has a personal interest in seeing her succeed, asks what she is willing to do to achieve her goal. Thistlethorn says that she is willing to do anything in order to succeed. Faunus looks at her, contemplating, then accepts her words. “So be it.”

    He puts his thumb on her forehead, touching the shard that is hidden from view, showing her a vision of a tree standing on a lone hill, surrounded by mountains, with mists in the distance. The vision ends, but she now has a destination ahead. He then places his palm on her head, causing Thistlethorn to black out.

    She wakes up the next morning, only indicated by the presence of fireflies around, and people preparing for breakfast. Thistlethorn knows what she must do, so she spends some time preparing to leave. First she joins Arrowroot in preparing breakfast, catching up with her, saying that she has to go away but she hopes she won’t be gone long. After breakfast she lets Brónach know, asking him to let the party know what happened if she somehow does not return. He promises, wishing her good luck, and good travels.

    Thistlethorn then goes to a quiet part of the grove, away from most prying eyes, making sure to travel alone. She finds a fitting tree, then casts transport via plants, stepping through to the other side.

    The Trial

    As she steps through, Thistlethorn sees a valley hidden among a mountain chain, with a dense forest filled with fog ahead of her. Two standing stones, that clearly look placed there, mark the beginning of a path into the fog. She takes in the sight, and then begins walking towards the entrance of what appears to be a foggy maze. 

    When she gets closer she sees the standing stones are inscribed with many different runes and symbols, some of which she recognizes from those her tribe uses, particularly the symbol for luck. As soon as she steps through the stones she collapses to the ground, not unconscious, but drained of power, as her eyes begin to become cloudy, making it difficult for her to see. She realizes quickly that this is part of the trial she has been sent to bond to the shard, so she gets back on her feet, composes herself, and then steps into the fog.

    After spending a few minutes walking into the fog, following the path, making sure not to go into the denser parts, she comes across a crossroads, where the path leads left, right or straight ahead. She tries to look around for some kind of indication of which path is correct. As she stares, she thinks she can see the wind lightly blowing in one direction. She decides to take a chance, following it. 

    This leads to yet another waypoint, which leads to another. Each time she has to use her perceptive abilities to discover which path is the correct one. She falters a few times, walking in the wrong direction, which causes the fog to consume her completely, causing her great mental stress, and then placing her back at the entrance of the maze. She can feel that she isn’t alone however, as she can hear footsteps in the fog, hitting branches and snapping twigs lying on the ground. At one point, she sees the outline of a massive figure, at least 30 feet tall, walking past her. She gives it a bow of reverence, hoping that it won’t harm her.

    After spending most of the day walking through the fog filled valley, she comes to a dead tree lying in the middle of the path. She looks around, having a hard time finding any indication of where to go. Gently placing her hand on the tree itself, Thistlethorn feels that there is no life left, so she uses her heartwood staff to bring a small hint of growth into it, causing the tree to, for a moment, live a bit more. 

    Thistlethorn asks the tree which direction is the right one, but the toll of death is hard, and the tree cannot clearly remember which path it is, but it at least knows which path it isn’t. This leaves Thistlethorn the choice of moving right or left. She takes a chance on a direction, soon after finding herself consumed by the fog, being placed back at the beginning of the maze.

    She sits down, reflecting on the task in front of her, considering taking a rest and try again the next day, as the fog has caused her to use a lot of her resources already, but being fearful that the path might change, she decides to push herself further, even though she has spent most of the day walking already. 

    As she reaches the tree again after a few more hours, she takes the other path, finding it to be the correct one. She pushes herself, feeling her legs turn to jelly, but she still is resolute to finish this today. Eventually, the fog begins to clear, not completely, but enough to let her see her environment. In front of her is another valley that goes deep down with steep edges, around a natural platform, connected to the foggy forest by a fallen stone.

    She feels the presence of something divine, so she carefully trudges forward, looking around for any sign of danger. She soon notices that she is not alone, as a massive hooded spectre walks toward her from the edge of the platform. The tall, towering figure looks down at her with glowing white eyes, the only discernible part underneath the hood. It speaks in a croaked, old tongue.

    “You are the Witness, yet you see nothing. Do you truly know what is real?”

    Thistlethorn tries to be confident, saying that she hopes she does. The figure responds with “Then let us see.”

    The shadowy hooded figure splits up into four identical copies, all flanking around Thistlethorn. She uses her shard to act first, realizing that she has to find the true figure in order to defeat it. She tries to discern one of them at random, finding it to be different than the other four, so she focuses her attention on it, summoning a moonbeam.

    The moonbeam does its magic, wounding the creature, causing the copies to disappear. It swipes at Thistlethorn, causing her psychic damage, but she makes sure to use cure wounds and healing words to keep herself standing. After a few seconds of being blasted by the moonbeam, the figure shifts again, this time summoning four copies, one more than before, as they flank Thistlethorn again. She tries to discern which one is the true figure, but is having a hard time, and can feel that when she attacks a duplicate it causes her great pain, so she must be careful.

    Thinking quickly, Thistlethorn summons a boar from the bag of tricks, sending it at one of the figures. It appears to be a duplicate, causing it to disappear at the cost of disintegrating the boar. She has a hard time figuring out which creature is the correct one, and as they keep striking at her with their claws, she feels that she is overwhelmed. In an act of desperation, she places out the unicorn totem, giving her some extra healing, while at the same time helping her find the correct creature, which she then moves the moonbeam onto, hurting it further. The other duplicates disappear, and then 5 more appear, six in total.

    Thistlethorn summons a giant badger from the bag of tricks, who helps out by attacking random figures, and actually surviving the psychic recoil. Thistlethorn tries to discern which one is real, narrowing it down to two figures, finally finding the right one when the badger gets a good bite in. She sends the moonbeam on top of it, pommeling it with strikes, until it summons one last duplicate. This one is harder to discern, but Thistlethorn manages to pierce through the deception, as her and the badger finishes the figure off with a final blast from the moonbeam.

    The figure snaps its fingers and the moonbeam vanishes. It stands in front of Thistlethorn, looking down at her. She sees no mouth, but hears its voice once more.

    “You see the truth where others turn away… and now, you will never look away again.”

    She feels the shard heat up, but not enough to damage her. She bows to the figure, which bows back, as the fog begins to creep up to her and the badger, who looks at Thistlethorn, concerned. They are both consumed by the fog, and find themselves by the entrance. Thistlethorn thanks the badger for the help, with it being quite nervous about where they are, but is happy that it managed to help. 

    As she steps through the stone entrance, she feels her vision return to her, and she can see the world a lot more clearly than she did before. The badger looks up at her, remarking that her eyes have changed, growing more intense, almost glowing. She walks over to the forest's edge, feeling the texture of the bark and the leaf beneath her fingers, noticing more of the colors than she did before. 

    She looks over at the tree she came from, but she is overcome by curiosity, as she wants to see where she is. The stars are in the wrong place in the sky, but she cannot discern how far away she is. She decides instead to wild shape into a giant eagle to get a better view from above, seeing the top of the mountains above her. The badger climbs onto her back, as they take to the skies. 

    When they reach the top of the mountain, she sees a massive valley beneath her, with a large lake that runs out into an ocean. A massive city lies to what appears to be south of her current location, and another, smaller one, lies next to another lake to the north. This is no place she recognizes, but she realizes that this is clearly not in Rexendell.

    Her urge to explore is strong, but her will to go home is stronger, so she flies herself and the badger down to the valley they came from, and summons another portal in the tree, leading back to the grove, where her friends are waiting for her.


  • Chapter 100: Final Goodbye

    3rd-14th of April, 854 TA

    In the Meantime

    Back to the day before Thistlethorn departed, Kal walks over to Thervan who is sitting with his spellorb, studying. She asks if he has a moment, to which he puts away his orb, and turns to her, asking how he can help her. Kal says that she wants to be useful, wondering if there are any key personnel that Thervan could think of that might be useful in the rebuilding of society. He ponders on the question for a moment, then says that there are several people who might need help. Ansgar is alive, but imprisoned, while Bertram hasn’t been heard from since the attack. Thervan worries that he might have been killed, but he might just as well be imprisoned and under an anti-magic field.

    Ethalyn and Ash both were away from any city while Rexendell got attacked by the drow, so they’re safe, but Thervan has not thought about asking how Alexis, aka Enhana, who recruited Kal to The Veiled Protectors, is fairing. She decides to ask her if she’s safe, and gets a response that she’s still in Elvenroth, but the drow are occupying it. She would very much appreciate an extraction, and so Kal coordinates with Relic to bring as many as they can with them. Kal tells Alexis that they can bring 13 people in total back with them. 

    Thervan tells Kal about a few other contacts that might be worth saving, but they have either already fled or are needed where they currently are. Tempervale is still holding back the siege, with the drow being unable to burrow into the city proper, but they have entered the undercity. Khuzunzan is still standing strong, functioning mostly as normal.

    Relic takes the opportunity to ask Thervan if he has any spells to teach him, getting a couple that might be useful for their inevitable journey into Carceri. Afterwards, they all rest up for the night, with Penny already feeling the effects of the studying of the book

    Rescue

    The next morning, after breakfast, Penny returns to her studies, and Thistlethorn disappears shortly afterwards without a word. Kal goes to ask Brónach, whom she saw Thistlethorn speak to, and he tells her that Thistlethorn is on a quest, and should be back eventually. Kal is annoyed that she left without saying anything to her friends, but she has more important things to worry about, namely the rescue of Enhana and her allies. Relic casts seeming on him and Kal to disguise them as normal citizens.

    Kal tells Alexis that they should meet near a shrine in Elvenroth at noon, and then teleports with Relic to the city. He first tries to cast a sending to Sess, one of Vrendol’s children, so that they can teleport directly there, out of view from anyone, but he is told that the drow has taken over the shop and “relocated” her and her siblings. Annoyed, Relic tries to teleport to the park outside Vrendol’s in Elvenroth instead, but a mishap happens, causing them to land close to the castle. They hear the drow approaching, so Relic quickly dimension doors him and Kal to a back alley, away from danger.

    They make their way through the busy streets, which has drow patrols on every corner, as well as some of the large brutish drows walking through the crowd, everyone giving it a good clearing as they pass. To their dismay, they also spots Royal Incinerators patrolling, clearly being controlled by the drow forces. One drow patrol is breaking down a door, pulling out its inhabitants, beating them. Kal stops herself from intervening, realizing there is little she can do for them.

    As they reach the inn where Alexis works, they spot her and a few others walking out. She signals to a few people outside to follow, people she’s clearly told about the rescue who are coming along, and to Kal’s great annoyance, the last Doppelganger Tim is one of them. Kal makes her way over to Alexis, making herself known, asking if there is a back alley they can be more incognito, as the drow will clearly react poorly to the rest of the crowd if a bunch of them suddenly disappears. Alexis tells Kal about a nearby back alley next to the shrine, then goes around telling the others in the group that they should go to the disguised Relic and the disguised Kal. 

    When they reach the shrine, dedicated to Nuesis, they see that it has been broken by the drow occupiers, but people are still giving offerings, much to the entertainment of the drow patrols that pass by. Alexis points towards an alley, gesturing for the group to follow. As soon as they are in the back alley, Relic teleports himself and eight other people with him, while Kal gathers Alexis, Tim and the three others to her. She looks at Tim, thinking to herself that she’s looking forward to finishing what they started. Unfortunately, unbeknownst to Kal, doppelgangers can naturally read surface thoughts, and is shocked when he realizes what situation he is in, so he resists coming with her. Kal kicks herself mentally, but realizes it’s probably for the best. 

    Relic, who teleported back before Kal, sees the drow camps outside the grove, further away this time than before. They gesture wildly to each other as they see him again, knowing what is to come. He wastes no time, sending another meteor storm their way, killing a few, but not as many as last time, as they began to scatter the moment they saw him. Kal and the others teleport in next to Relic’s group in the middle of the barrage. Kal, slightly annoyed, summons another rainstorm to suppress the forest fire, as they all make their way into the barrier, and safety.

    Thervan is there to greet them, welcoming the new group, and is introduced to Alexis, who apparently haven’t met Thervan before. They walk away together, ready to work on how to fight back, while Fargas Tosscobble, the innkeeper, looks around for something to do, deciding to begin a census of the grove to make sure that everyone is accounted for. Penny takes a break from the studying to see the new arrivals, but makes sure not to speak to anyone in fear of accidentally committing a good act.

    Kal, seeing the people are safe, sends a sending to the kobold children, asking where they are and if they want rescue. Sess tells her that they’re being kept in a prison near the wall of the city. Sess sends a couple of sendings as well, telling Kal that the drow didn’t realize what they were capable of, and after a few sendings, another one of the kobold children, Scurry, asks Kal about their father, Vrendol, whom they haven’t heard from. Kal wonders why they don’t just send a sending to Vrendol, but when she doesn’t get a response, she worries that he might be dead or under an anti-magic field, hence why he isn’t answering. In either case, the kobold children could be useful for the effort, and either way, they should be rescued.

    Kal goes over to Thervan who is already discussing further plans with Alexis, telling him about the Kobold children and their potential use. Thervan agrees, offering to send Kal to their cell. He tries to scry on the children, managing to find them, and feels bad for them being stuck in such a poor state, looking around at their cell. Kal says she’s ready, wanting to be sent alone, so Thervan sends her off with a teleport spell.

    The teleport has a slight mishap, causing some arcane feedback, but in the end she manages to appear in the middle of the kobold cell. The kobold children are all undressed, with their clothes scattered around the room. Kal tells them to hurriedly gather their things, which they do, and then surround her, as Kal casts another word of recall, bringing them all out of prison, back to the grove. 

    When they appear, the kobolds get dressed, and when asked why they took their clothes off, they reply that they wanted the cell to feel homely, and asks Kal why she doesn't take off her clothes when she gets home. Kal doesn’t have a good response for that, so she looks around at the drow forces overseeing the grove, finding them even further away than before, clearly terrified of the meteor storms that seem to happen whenever someone appears outside the barrier. Kal leads all the kobolds into the grove, holding their hands until they are through. 

    The kobolds scatter as they emerge from the barrier, looking around curiously at their new temporary home. They ask about their father, but Kal doesn't know what has happened, but the children seem to be taking it in stride, hoping he’s all right. Relic comes over to greet Kal, telling her that she did good. He then wonders if Zeerith and the other drow might also need a rescue, and so they try to scry on them, finding them hiding in a forest, all ten of them, plus two elven guards. Kal casts a few sendings, learning that they managed to escape as the drow forces invaded, escaping into the forest. They coordinate a meeting point at the mouth of a river, promising to come get them the next day.

    Late in the evening, a giant eagle emerges from a tree in the outskirts of the grove, carrying a badger on its back. Thistlethorn lands next to the party, and emerges from wild shape, telling them all that she was on a quest sent by Faunus, and managed to unlock her shard fully. Kal is annoyed that she didn’t tell anyone about what happened, but is glad she’s okay. When Thistlethorn describes the view she saw as she flew to the top of the mountain, Relic recognizes the place as a valley in the middle of Krawdoth, the continent to the south. Penny, who has taken a break from the study, comes over to say hello to Thistlethorn, and they all remark how tired she looks, realizing that the book is having a bad effect on her. They hope she’s okay, and look forward to her being done, so that she can return to her usual self.

    Final Preparations

    With Thistlethorn’s help, they are easily able to rescue the escaped drows, bringing them to the grove and safety. Zeerith is grateful for the help, and helps the drow make some makeshift tents for protection. With that, they have saved those who can be saved and who might be of use, especially Zeerith who might bring valuable information to Thervan for resisting the occupation, Kal is content that she has done what could be done. 

    Over the next few days, Penny keeps studying the book, while Thervan teaches Thistlethorn and Kal a technique that can allow them to change their prepared spells once per day, the same one Bimble Sparkspinner taught Relic. Morgan and Trixie both return from Khuzunzan, having taken a couple of days to just relax and catch up with people they know, just to get a few days of normalcy. 

    After six total days of study, Thislethorn notices that Penny is just sitting there with the book in her lap, staring out into the air. She realizes that she is finished, and has learned the name, so she walks over to Penny, asking if she’s okay. Penny says she feels like shit, and wants to be rid of the book as soon as possible. Thistlethorn suggests giving a motivating speech to the people of the grove, but Penny has a better idea.

    Penny picks up Harmony, sitting down in the center of the grove, playing a song. The performance draws everyone in the grove to her, as she sings a song about how the night is darkest just before dawn. Kal helps out by casting a daylight spell to give the people a taste of what they are bringing back. As the song finishes, they all see that the Liber Obscurum, which is lying next to Penny, begins to crumble into dust, as it is blown away by the wind. Penny is freed. 

    Relic and Kal both join Thislethorn and Penny to ask about what she learned. Relic casts telepathic bond on them so that they don’t say the name out loud. Penny relays the name, Shal'zar Khalazza. As they hear the name in their head, a shiver runs down all of their spines. They now have the last thing they need to kill Vuthul once and for all. Afterwards, Penny immediately runs over to Morgan and tackles him to the ground in a hug, which he reciprocates. 

    Thervan asks them what they know about Carceri, with Relic having done extensive studies about the plane. It comprises six layers, with the lowest layer Agathys being the coldest and darkest. The party figures that if Vuthul is trapped in Carceri, that’s probably where he is. The titans that roamed the material plane before the elves and humans were made were banished to Carceri after trying to kill the gods, with the head titan Cronus resting on top of a mountain on the first layer. Devils and demons often use Carceri as a battlefield, and an ancient race of fiendish creatures called the Demodands are the de facto jailers of Carceri. The fifth layer, which they might need to pass through, is a vast, acidic ocean that covers the entire layer. No matter what they do, they should trust nobody, as the whole plane is filled with people who lied and cheated their way in there.

    The party takes the next few days to travel to Tempervale, one of the last remaining bastions of Rexendell, to pick up whatever supplies and help they can find. The city is covered by a magical barrier, and people seem to be walking around normally, trying to distract themselves from the siege happening outside. An artificial sun gives them all a sense of normalcy, letting them go around their business as usual, but the city is much more crowded than usual, due to the refugees and displaced people from outside making their way into the safety of the walls. 

    The group decides to get a bunch of helpful tattoos from Deacon Ember, who is more than happy to help out. Kal suggests that he should come to the grove,  but he tells her that he is useful in the city, providing helpful tattoos to the city guard who are working on repelling the invaders. Kal gets a tattoo granting her acid resistance, Relic gets a boost to his dexterity, while Thistlethorn increases her intelligence. They also get a bunch of spell tattoos.

    Penny goes to Hamil Fatrabbit, picking up a few healing potions for the party, while also taking another Spirit Potion, as well as a bunch of potions of acid resistance. Hamil repeats his gratitude for testing out the Spirit Potion, offering Penny a job after she’s done with her secret business. Penny says that she will think about it, and then leaves.

    Relic thinks they should find a spell in order to rest safely in Carceri, as the magnificent mansion won’t function on the prison plane. They all head to the Fey Factory to see if they might have a spell that could function. When they enter, they see the scroll of wish still hanging above the counter, dripping liquid gold on the floor. Relic asks about Mighty Fortress, which could be exactly what the party is looking for. The owner, Dain Stoutale, begins looking through a ledger of his stock. 

    While he’s looking, Penny asks if he knows of a woman called Lempi Stoutale. He stops reading, looking curiously up at the party, wondering where they heard that name. They tell him they found her in an ancient temple in the underdark, and that they have a medallion that might belong to his family. He tearfully tells them that it was his grandmother, and that she disappeared when his father was very young. Penny gives him the medallion, which he accepts with gratitude, saying that it will be placed in the family crypt where it belongs. He then walks over to a crate filled with scrolls, taking out one, and gives it to Relic, asking for no payment, saying the party “has already done more than enough.” The party thanks him for his generosity, and takes their leave.

    Before they leave Tempervale, Thislethorn walks over to the arena where they have set up a refugee camp for the displaced citizens. She asks who is in charge, and a young man in white robes says he can help her. She takes out a large pouch, filled to the brim with platinum pieces, asking him to put it to good use. Flabbergasted, he puts it in the collection chest, writing down the contents, asking who shall be listed as the donor. Thistlethorn simply says it’s a “gift from Faunus” and then retreats into the crowd before the man gets a chance to reply. She then heads to one of the available magic shops to get a new shield, while the others in the party stock up on material components. Relic makes sure to go to the temple of Adea, picking up a golden symbol belonging to her, to place on his staff, just to shove it into the face of Vuthul as they kill him.

    Back in the grove, the party takes one final heroes’ feast, and then goes to sleep. In the morning, they all have a communal breakfast, and then say their goodbyes to their families and friends. Thistlethorn gets gifts from her tribe, wishing her luck. Brónach wishes her luck, saying that she’s about to finish what he and his party started. He tells her a saying Lirael used to say, that “everything will be okay in the end. If everything is not okay, this is not the end.

    Kal is embraced by her family, and for the first time in a long while, lets her emotions show, as she sheds a single tear, hoping to see them again, before she regains her composure. She tells the family that if she were to fall, her soul will go to Udall, who she is devoted to.

    Relic is approached by Thervan, who asks if there are any more spells he might need, but Relic says he’s as prepared as he can be. Thervan asks what he will do after they’re finished, with Relic saying that he might go traveling, and then maybe find a position as an Elder Archmage. Thervan laughs, saying they should be able to find a position for the most powerful wizard in the world.

    Penny has a quiet moment with her mother and father, Morgan, Trixie and Perry. They all give her a good hug, and Penny makes her mother promise to think about taking up the throne if Penny doesn't return. Layla promises. Penny is then approached by Valthrae, who gives her a hug, and then Silver, who gives Penny a dose of the drugs she gave, saying that she’ll probably have more use for it. Thistlethorn sees this, asking if it is going to be a problem, but Penny promises that it can only help. Silver gives Thistlethorn a silver piece, with her giving him back a gold piece, much to his enjoyment and awe. He proclaims himself as Gold going forward, eyeing the coin as he joins the rest of the tribe.

    Finally, ArgusIra and Berry come to Thistlethorn, and solemnly wish they could come along, but Thistlethorn doesn’t want them to be put in harm's way. She gives them each a scratch, and then they look at her solemnly as she joins the rest of her party around Relic.

    The party gestures for Morgan, Brónach and Thervan to come closer, casting a Telepathic bond on all of them. They tell them Vuthul’s real name, and if the party somehow fails, they need to have the information as a backup. Relic tells them not to say it out loud, as he worries that it might have severe consequences if they do. The trio promises to keep it safe, but is confident that they won’t need to use it, and then retreat, looking at the party with the rest of the grove.

    Relic holds out the symbol of Vuthul, hearing the whispering emanating from it, but resists any attempts at reaching out to control him. He casts the plane shift spell, causing the entire party to fall through the world, emerging in the red, bog-filled landscape that is Othrys, the first layer of Carceri.

  • Level 19

  • Chapter 101: Carceri

    14th-16th of April, 854 TA

    Othrys

    The party stands in Othrys after Relic plane shifted them in, surrounded by putrid bogs and quicksand, which Penny is ankle deep in. Kal quickly grabs hold of her, as Thistlethorn casts a guidance on her, helping Penny escape from the quicksand and planting her feet firmly on solid ground. A quick look around reveals that the quicksand is surrounded by Ropers who thankfully haven’t noticed the party yet. Thistlethorn mentally points them out to the others, casting a pass without trace from her staff, as they all try to sneak away to safety.

    After walking for a few minutes they feel fairly secure, with no immediate dangers nearby. In the distance they see prisoners being escorted around by large fiendish beings. Demodands. Luckily the party will most likely not have to deal with them too much. Kal takes out the scroll of momentary omniscience, and then asks the party who should read it. The party thinks that she should do it, considering that she’s the hardest one to kill at this point, thanks to her shard.

    Kal agrees, and opens the scroll up, as Thistlethorn sits down to start casting the wind walk spell. As she does, she notices a figure looming in the distance, getting closer. An elderly man, skinny with ragged clothes, wearing a simple wooden mask stands behind a tree, observing the party. She mentally points the figure out to the others, who stand guard, prepared for an ambush that never comes. Relic recognizes this as a petitioner, a soul that was sent to Carceri for the betrayals they committed during their life.

    Kal reads the scroll, and has a vision of being dragged through the layers of Carceri. Through dark and deep caverns, into a jungle with acidic rain and razor sharp vines, across a barren cold desert with a raging sandstorm, through mountaintops pelted with harsh winds, beneath a cold and stinging ocean, until eventually moving across a vast plane of ice, until she reaches a golden pedestal embedded in it. The pedestal has a slot that would fit the key, and far below her, entombed in the ice, a figure is lying, waiting. Just as she emerges from the vision, a visage of Vuthul lunges at her, before disappearing.

    Kal tells the others what she saw, and knows the right path. When Thistlethorn’s spell finishes casting, they take to the skies, flying over Othrys, as the lone masked figure comes running after them, yelling take me with you, but the party ignores him, having more important things to do. Namely finding a god.

    After a few hours of flying, looking over the landscape of Othrys, seeing the camps filled with petitioners being tortured, devils and demons fighting, as well as the river Styx cutting through the landscape. Kal eventually gets the sensation that their destination is close, and begins to take them down. They are led to a large hole in the ground, with a small village next to it. The river Styx flows into the hole, and Kal realizes that they have to go down into the hole to get to the next layer.

    Relic is about to enter the hole before he realizes that he cannot easily avoid the flowing river that sprays stygian waters all over the opening. They decide to regroup next to a boulder, away from any prying eyes, as they come out of cloud form. Kal says that their path takes them through the opening, but the waters are a hazard. After a short deliberation, Kal decides to use control water to redirect the flow, allowing them to pass through safely. After activating the spell, they return to cloud form, Kal redirects the water away from the hole, in a way that doesn’t flood the little village, and then they fly down into the depths.

    At the bottom of the hole there is a large cavern, filled to the brim with stygian water. Kal senses their path leads them down into the waters, through another tunnel. They discuss briefly mentally about what to do, until Kal realizes that she still can use control water to manipulate the flow here. She parts the water, creating an opening, but unfortunately disturbs a few stygian water elementals that were lingering in the waters. The party quickly tries to fly past, but the water elementals notice their presence, trying to strike at them, but fortunately they miss, allowing the party to continue. Kal lets the water flow back, creating a whirlpool, hindering the elementals from following, as they head further down into the depths.

    Cathrys

    The party eventually reaches the bottom of the cave system, finding an opening in the ground that leads into nothing, just a black void. Kal feels that this is the correct path, so the party takes the plunge, realizing that the black void was simply the sky, as they emerge from the top of a mountain on the next layer, Cathrys. As far as the eye can see there is jungle, with scattered strongholds and settlements, sporadic showers of acidic rain, and a few mountains. Kal has a sense of the path ahead, and with a few hours left of the wind walk, they decide to press on, hoping to find a safe place to camp for the night.

    After a couple of hours, the party starts searching for a suitable location, with Penny eventually finding a massive circular rock, which extends past the cloudless acid rain that scours the layer. She returns to the others, who follow her to the rock. Beneath it lies a camp filled with demodands, but they see there’s no easy way up, so hopefully they won’t be disturbed. As they emerge from cloud shapes when the spell expires, Penny summons a diamond, giving it to Relic, who casts a mighty fortress that emerges from the ground.

    Safely inside the fortress, the party spends the rest of the day relaxing, doing their best to distract themselves from their current situation. They wonder what makes people do bad stuff when they know they can end up in such an abhorrent place as Carceri, but Kal knows that people who genuinely think they’re doing the right thing are the ones that find themselves here in the afterlife. People always has a chance to redeem themselves, and if they don’t, they’re destined for one of the layers of Carceri.

    Thistlethorn sits down in a corner, whittling away at a piece of wood, putting Rocky on a small chair next to her, speaking to it, but as always, she never gets a response. She then suddenly asks Relic if he can cast telepathic bond on them, including Rocky in the casting. Relic is willing to try, and amazingly, it seems to work. Rocky is quite shy however, but he answers Thistlethorn inside her head. He tells her that he’s more fond of backflips rather than frontflips because it looks cooler, he likes the smell of strawberries, and spends his time watching the group when they don’t realize he’s there. He also hates ants, and doesn’t want to be polished. In the end, Thistlethorn draws a set of eyes on Rocky’s “face”, before joining the rest of the party for a heroes’ feast.

    When Penny summons the bowl needed for the casting of the feast, and is distraught at finding it rusted, something that should be impossible since gold doesn’t rust. Relic figures it’s an effect on the plane they’re on, but assures her it still has the same value and use. When Kal casts the spell to summon the feast, one of the dishes is spoiled, but they still get full use of the casting. Before going to bed, Relic and Penny both use their wish to cast mind blank on themselves, with Penny also casting Protection from Evil and Good on Thistlethorn, something Kal does on herself.

    The next morning, they all feel the dread emanating from the plane, causing Penny to become exhausted. Thistlethorn asks her to summon some diamond dust, then uses it to cure her with a greater restoration, making Penny feel much better. They then leave the safety of the fortress, using wind walk to move speedily towards their destination, Kal in front.

    After around 5 hours of travel, Kal notices yet again that the path leads them down to the ground. The problem this time is that there is a hole in the middle of a large settlement of demodands and petitioners, in an old abandoned ruin. The party considers just flying straight for the hole, but sees a group of flying creatures move across the ruins, prompting all the demodands to attack them, clearly showing the party that they have some sort of ward in place.

    Penny suggests just landing there, talking to them, convincing them to let them pass. The others are not super happy with the idea, but go along with it. They put Penny in front, with all of them showing that they mean no harm, as they move closer to the ruins. In the distance, Thistlethorn notices that there is a torrent of acid rain approaching, but it’s still a few minutes away.

    As they approach, the demodands gather around them, stopping their advance. One of the larger ones moves to the front, demanding to know why the party feels the need to approach so brazenly. Penny tells the fiend that they are merely passing through, and would like to enter the cave in the center of their quaint little camp. The demodand wants to know their business in Carceri if they’re not petitioners or exiles, to which they reply they are here to kill a god. That seems to set off the demodand, who seems to very much approve of their task, but he cannot just let them pass for nothing, as it would make him look bad for the prisoners. He says this as he looks over at one of his underlings flaying the skin off a drow.

    They try to bargain with him, and in the end agree to part with the targe of the blooded, the wand of smiles, and three healing potions, that the demodands can use to extend their fun. The party is allowed to pass, but the demodands moves closer and closer to them, trying to intimidate the party. Luckily, the party is immune to fear, so they just walk over to the stairs leading down to the depths, changing back into cloud form to speed up the journey.

    Minethys

    When they reach the bottom of the staircase they find a large trap door in the floor. There are two sets of wheels on either side, and with a little effort, Kal and Relic manage to turn the wheel that has rusted shut, and together they all manage to open the path down. They immediately hear the sound of strong winds, and see a torrent of sand passing by. The party jumps down, emerging on the other side in a massive sandstorm that envelops the entire layer of Minethys

    Thistlethorn spots a large rock to the side, and leads the others to it. The freezing sand shears away part of their skin, but they manage to get to cover before they take too much damage. They sit in the shadow of the boulder, discussing their option, before Kal suddenly realizes that Udall has granted her a spell that might just be what they need. 

    To prepare, Kal casts divination to ask Udall how far the next entrance is, and is told that it would take about 4 hours if they flew as the crow flies, and there wasn’t a sandstorm there. Kal knows just about where they are headed, so gathers the party around her, as they all turn into a bolt of lightning, flying through the sandstorm, and then land with another flash in front of a large natural opening in a valley. They waste no time, running for safety, and then turn back into cloud form, continuing downwards to the next layer.

    Colothys

    The journey to the next layer of Colothys is even shorter, and they soon emerge on a mountain top, surrounded by a dim landscape filled with other sharp mountains and deep valleys. No flat ground for as long as the eyes can see, and a heavy wind that threatens to blow them all away if they aren’t careful. Thistlethorn suggests moving along the mountain sides bit by bit, so as to not be lost to the wind, but it would probably be very painful with the wind slamming them into the mountains themselves. 

    Relic is not very confident with their current plan, so Kal casts another divination in order to learn about their next target. Udall gives her a general description of the next entrance, enough to allow Relic to attempt to teleport them directly there, but he’s not very confident about their chances. They decide to go for it, come what may. They gather around Relic, as he uses the staff to teleport them away towards their destination.

    Amazingly, Relic’s teleport is right on target, and they emerge in a large valley shielded from the winds. The mountains above them curve inwards, clearly distorted by the winds blowing from both sides, meeting in the middle. On the ground, a natural looking octagonal well leads down to the next layer. Knowing that the next layer is a massive oceanic layer with little to no safe places to rest, Relic suggests that they summon the mighty fortress here, and then continue in the morning. The others agree that this is a good idea, and so Penny summons another diamond, which Relic uses to raise their safe place for the night.

    Safely inside, away from the winds, the party discusses what to do when they get to the next layer. Relic suggests that they should just journey straight towards where the next opening can be found, and then swim or make their way straight down into the ocean, using as little time as possible on the layer. The others agree, with Penny suggesting to summon a hollow rock that can sink to the bottom with them inside it. The party thinks this is a great idea, and goes to sleep, confident about their plan for reaching the final layer, Agathys.

    Porphatys

    The next morning, Penny once again succumbs to the despair of the layer, waking up with a sense of dread, which Thistlethorn once again cures for her. As they emerge, Thistlethorn uses wind walk once again, and they all fly down the natural well to the next layer, Porphatys

    They emerge on a small rocky formation on a tiny island, surrounded by a dark and vast ocean. In the distance they see a small sandbank filled with people trying to avoid the water. Realizing that they yet again have no way of helping these people, and the fact that most of them don’t deserve help, they decide to move on, following Kal towards the opening.

    On the way there, they spot a single figure on a sandbank, surrounded by bodies lying in the water. As they get closer they see that the figure is a dragonborn. A white dragonborn, with ruined armor. Kal takes a spin around the figure, recognizing Thaddeus Ildrex, doomed to linger in Carceri for all time as penance for his betrayal of his own humanity. The others can’t see, as they’re all in cloud form, but Kal smiles to herself, before continuing onwards.

    They eventually reach the point where Kal stops them from advancing, indicating that their target is directly below them, deep in the ocean. Prepared, Relic flies up a bit, then emerges from cloud form, and starts to fall. He casts feather fall, then wall of force above the water to make a sort of floor where the others can join him to prepare for the dive. 

    As they emerge from the cloud form, Penny thinks about what she wants to summon, getting advice from Relic about the shape of the stone. They come up with an aerodynamic design, with a pointy bottom, and a hollow flat top. Since the stone is completely hollow, but with no opening, Penny uses a passwall from her shard to allow everyone to enter. Inside they find it looking much like a geode, with crystals lining the walls, and making up four chairs surrounding a table, with handholds on the side. 

    The party steps in, positioning themselves in the chairs, as Penny drops the passwall. Relic then asks if everyone is ready, then drops the wall of force, dropping the rock with the party inside into the cold, acidic ocean depths. 

    The rock quickly rights itself, and the party feels lighter as they are dropping at a fast rate thanks to the shape. To make the time pass, Kal and Penny both play dice, with Penny cheating a bit, but after Kal and Thistlethorn both out her, she tries to play fair, losing every play. Relic spends the time writing a log about their journey after attuning to the ring of warmth, while Thistlethorn makes a holder for Rocky to keep on her belt.

    After about one and a half hour, the journey suddenly stops as they feel a strong thud from hitting the bottom, and the rock falling over. Penny uses animating performance to allow the rock to move with them inside it, telling it to find an opening and enter it. They soon hear scraping from ice against the sides, indicating that the rock has found the right one, but after a few meters they stop, stuck in place.

    Kal casts a control water spell, as Penny summons diving goggles for each of them. They fall to the ground when the rock disappears, as Kal keeps the water at bay, finding themselves in a tight corridor made entirely of ice. Looking back at where they came from, they see that the ice stretches far out over the ocean floor. They don’t want to linger for too long, considering the control water spell doesn’t last forever, turning themselves into cloud shapes, and then hurrying down the ice-cave.

    Agathys

    The party eventually emerges from the cavern, completely dry, having avoided the acidic and cold ocean altogether. Now however, they sense the freezing cold on their cloudy forms, so they quickly emerge from cloud shape in order to take out the thermal cubes, keeping themselves warm. 

    Kal sits down to ask Udall once more how far away Vuthul’s prison lies, and is told that it is a couple of hours away. They only have an hour left or so of cloud form, so it won’t bring them all the way, but just as she gets up, they all see a large figure approaching at breakneck speed. A planetar approaches, landing in front of them, telling them that this place is forbidden, and that they need to leave at once. Penny tells him that they are here to kill the Forgotten One. The planetar looks surprised, then speaks with a booming voice.

    “I have watched the beast for far too long. I yearn to return home.”

    The planetar decides to help them out, flying up and behind them, grabbing hold of them, then takes off towards their destination. 

    After a relatively short while, with freezing winds punishing them, but not as much as it would have if they didn’t have their thermal cubes, the planetar lands. Ahead of them, they see a single golden pedestal embedded in the ice. Penny summons another diamond, giving it to Relic, as the party thinks it would be a good idea to prepare one last time before facing the god, asking him to make a mighty fortress for the night.

    As he summons it, Kal turns to the planetar, asking for his aid in the fight, but the planetar tells her that he is not permitted to intervene. He does however promise to bear witness. Kal thanks the planetar for this, and walks over to join the others, who want to check out the pedestal.

    When the party gets close, they immediately see that the pedestal is made of the same material as The Key, purified gold, platinum and silver. They look down into the ice and can just barely make out the massive figure of the god trapped beneath them. Suddenly they hear a voice in their head, a voice Penny hasn’t heard in many months.

    “So, you have finally come. Thank you for holding up your end of the bargain Penny, I look forward to seeing you in person, at last…”

    Vuthul tries to goad the party, but the party tries to tease him back. Vuthul warns them that if they don’t release him, his child will do so soon enough. The party doubts it, calling Nezznar a coward, but Vuthul laughs at their attempt at angering him, repeating his earlier remark that he looks forward to meeting them in person. The party retreats from the pedestal, returning to their castle, but is stopped by the planetar, who tells them that he has a boon from Adea. He holds his hand out, helping the party reach their maximum potential. The party thanks him, and then heads into the fortress for one last sleep.

  • Level 20

  • Chapter 102: Vuthul

    16th-17th of April, 854 TA

    The Final Rest

    As the party walks inside the fortress, Kal decides to turn back around and heads over to the planetar again. She uses flash recall to prepare planar ally, then casts it, compelling the planetar to join them. The planetar looks down at Kal, calling her her full name, saying that they will aid, as it will be a way for them to return back to their home. Kal thanks the planetar, asking them what they are called. The planetar says she can call them Aphra. Kal greets Aphra, and asks if they want to join the party in the fortress for the night. Aphra says they do not eat mortal food, but will accept the company.

    Safely inside the fortress, the party spends the rest of the day relaxing and preparing as best they can for the next day. Thistlethorn sends a prayer to Faunus, using sticks and rocks she’s picked up over the journey, to ask him to look over her family if she should not return. She doesn’t get a response back, but is sure that the message has gone through. 

    Kal takes out the Deck of Many Things, laying it out on the floor, asking Shehemis for any aid whatsoever for what’s coming the next day. Penny hears this, and plays a tune on Harmony, giving Kal a bardic inspiration. It seems to work, as the deck suddenly shuffles itself, before another card materializes on top of it. They all look at it, worried about Shehemis’ trickery, but Penny declares the pull, taking the card, revealing it to be the card that can erase one event as if it never happened. She immediately uses it to remove the curse of bad luck she has been plagued with for some time.

    Towards the end of the night, the party partakes in a heroes’ feast for one last time, before going to sleep and rest. Aphra sits on the floor polishing and sharpening their sword, wanting the party to rest, as they don’t need to. The next morning, Aphra is standing in the open doorway, looking out at the pedestal which marks the prison of Vuthul. They ask if the party is ready, which they nod to. Aphra then says “then let us go and finish this beast.”

    Elmroot summons Master Elk, Lord Elk and Wolfsleigh from the gray bag of tricks. Relic and Penny have both used their wish the previous evening to cast mind blank on themselves, while Kal uses stormseeker to summon a storm above them. Thistlethorn wild shapes into a giant eagle, flying around the pedestal in anticipation. Aphra is walking ahead, and stops next to the pedestal, waiting for the party to make their move.

    The party sees the outline of Vuthul deep beneath the ice, and sees the slot for the Key on the pedestal. Penny puts her hand in the bag of holding, pulling out the Key, hearing the whispering from Vutuhl return as her skin touches the metal, but is not influenced by them anymore. She places the Key in the slot, and it immediately merges with the pedestal.

    Beneath them, the gold, silver and platinum from the pedestal expands outwards like roots on a tree, filling the entire area beneath them with liquid metal that expands further and further down. It then suddenly vanishes, as the whole area collapses, causing those who are unable to fly to fall to the depths below, but Relic uses a feather fall to slow their descent, and then summons a crown of stars when they land.

    As they land, the large figure of Vutuhl stirs, as he rises to his feet, revealing his form to be around 4-5 meters tall. He stretches, and immediately scratches a point on his back, remarking that he’s been wanting to scratch that itch for about a thousand years. The party just looks at him, ready to pounce, but Vuthul offers them a choice, allowing him to go free, and in return he will spare their families and friends, but oppose him, he will make an example of everyone they love, stringing their flesh across every city to show what happens when you oppose him. Aphra, who can discern truth, confirms that the offer is real, but the party declines, saying that his reign of terror ends now. Vuthul smiles, then says “so be it.”

    Showdown

    As the battle begins, Thistlethorn takes to the skies in eagle form, casting Investiture of Storms and invoking the Blessing of Udall. Vuthul reacts immediately, lashing out with necrotic energy at Thistlethorn, Kal, and Aphra, but then Aphra steps forward, blade in hand, and strikes at Vuthul, but only manages to hit him once. Penny follows up with a devastating shot from Harmony, finding that it penetrates Vuthul’s magical resistance.

    Vuthul shifts the battlefield, warping reality around them. A pulse of negative energy strikes the group, Kal and Relic are hit the hardest and are teleported right in front of Vuthul, while Peny and Aphra both manage to resist some of the damage. The area around them releases negative energy, causing Relic, Lord Elk and Wolfsleigh to become exhausted.

    Relic blinks through the chaos with Misty Step, sending a searing lightning bolt into Vuthul’s side. In response, Vuthul turns invisible. Wolfsleigh runs over next to Kal, trying to bite at where Vuthul was standing a second before, but doesn’t manage to make contact. Kal decides to cast Holy Aura, shielding the party in divine light, and summons the blessing from Udall on herself. Lord Elk charges forward as well, ready to fight the invisible god.

    Thistlethorn shifts form again and calls down lightning where Vuthul vanished. Vuthul tries to absorb the spell, but Thistlethorn manages to resist, causing the spell to bypass his resistances. She summons a bear totem in the snow to grant the party a fair amount of temporary health, but Vuthul suddenly appears, exploding with a burst of necrotic energy, damaging everyone around him. He then lashes out at Penny, Relic, and Thistlethorn, causing Penny to lose a spell slot. Relic blocks the blow with Shield, while Thistlethorn takes a hard hit, but manages to resist Vuthul draining her magic.

    Vuthul teleports to higher ground, taunting the party, asking “is this really the best the gods had to send?” Aphra answers with radiant bursts of holy energy, but Vuthul just stands in the light, smiling. He strikes at Relic again, who uses another shield to deflect the beam of entropy. Penny sends a Conjure Volley at him, landing the blow and then teleports further away from the enemy.

    Vuthul tries to counterattack with another attack directed at Penny, but she manages to dodge out of the way. The lair flares again, causing Penny, Wolfsleigh, and the elks to feel a burning sensation inside their chests, draining some of their vitality. Relic, unfazed, channels a lightning bolt at the god, who tries and fails to absorb it, causing him too to bypass the resistance. Vuthul hits back with a force wave, nearly killing Master Elk. Kal sends out a Guiding Bolt, marking Vuthul for the next attacker. The summoned beasts hold their position, staring him down, as he is beyond their reach on top of the rocks surrounding his prison. 

    Thistlethorn gets hit by Vuthul and is knocked out of wild shape, but Relic saves her from the fall. Vuthul turns his full fury on Kal, who’s aura is helping the party resist Vuthul’s attacks, striking her three times in a row, but she holds steady through the pain, maintaining concentration on the holy aura. Aphra lands another holy burst, while Penny fires again, still chipping away the gods vitality. Shadows reach for her from below, but she shakes them off.

    Relic activates his staff’s arcane potential, casting a disintegrate beam at Vuthul, but he casually steps out of the way, causing the beam to hit the side of the ice wall, taking out a large chunk of it. Kal is hit again. She looks up at the god, mocking him about his daughter being killed by the party. Vuthul doesn’t take it well, hammering her with more attacks.

    Thistlethorn changes her bear totem into a hawk and throws a storm javelin, but Vuthul catches it midair and absorbs its power. He then uses the energy to attempt to unmake Kal. Her concentration breaks, and the holy aura fades. Aphra rushes in, slicing at Vuthul again. Penny gives Kal a bardic boost and takes another shot at the god.

    The lair tries to restrain Kal, Penny, and Thistlethorn, but only Thistle is caught. Relic fires off a disintegrate. Vuthul tries to absorb it but fails. The spell hits hard, burning a hole in the robe of the god, followed by a mote from his crown of stars, hitting true. Vuthul retaliates, slamming the party with another force blast and teleporting Kal, Penny, and Master Elk away from the others.

    Kal quickly flies back towards the center of the prison, using a watery step to teleport the rest of the way back, using her 9th level spell to resummon the holy aura. The storm above rumbles with renewed energy, powering up her spear who longs to fight the evil god.

    Thistlethorn uses her watery step to escape her restraint and tries to strike again, but Vuthul absorbs another storm javelin. He teleports to the center of the valley and releases a wave of entropy. The blast hits everyone, causing Master Elk to disintegrate. Aphra returns fire with more holy bursts, while Penny lands another shot and uses Mass Healing Word to patch up the party.

    Vuthul reaches out his hand towards Penny, who tries to resist, but she suddenly disappears, reappearing 100 feet above the ground, and then immediately begins to fall. Luckily for her, her feather fall token activates, slowing her fall, much to the annoyance of Vuthul, who glares at her slow descent.

    Relic hits him with a fireball, following up with more radiant energy from his crown of stars, while Kal Watery Steps closer, trying to stay in range. Vuthul continues his assault, continuing to focus on Kal. He tries to unmake her, but she manages to resist the worst effects. Aphra releases another flurry of strikes from her blade, but only gets one solid hit in. With that strike, Vuthul breathing grows more labored, and the party realizes that the time has come.

    Penny teleports right behind Vuthul, taking out Soulkiller. She holds it up to her face, whispering a name into it.

    Shal'zar Khalazza.”

    The whole plane shakes from the release of Vuthul’s true name, and the god freezes, looking back at Penny with a face of both rage and surprise. “Impossible!” he screams, as Penny lunges the sword into his leg. The necrotic energy spreads throughout his body, causing black lines to spread out from the wound, as the god has been weakened.

    Vuthul freezes. “No. It’s time we end this,” he snarls. His whole body begins to shake, as his robes tear away, revealing tentacles which burst out from his skin. His face distorts, splitting open as a massive toothy maw appears, while he grows into more than twice his height. The beast, the devourer, roars, as the party realizes that he just became even more dangerous.

    Relic steps into the aura, striking at Vuthul with an attack, causing Vuthul to run towards him, slamming him with a crushing blow and flings him across the battlefield. Wolfsleigh lunges and gets one last hit in before Vuthul tears him apart with one of his tentacles. Kal strikes him hard, Stormseeker crackles as she delivers a lightning-charged blow, but he slams her back and grabs hold of her. Lord Elk strikes at the god, finally getting a good hit in.

    Thistle changes her totem to a unicorn totem, and then casts a 9th-level Mass Cure Wounds. The Devourer lashes out with tentacles, hitting Aphra and Penny, grabbing hold of them with his tentacles, then smashes Lord Elk, who miraculously still stands. Thistle dodges the final blow. Finally, Vuthul pulls Kal closer, trying to swallow her. The teeth bite down around her, but she activates her shield tattoo, causing a bubble of energy to stop the maw from making contact with her. Enraged, he screams at her, releasing a barrage of spit and foul smells.

    Aphra tries to attack, but is having much difficulty landing a blow since they’re restrained. Penny tries to strike Vutuhl with a Psychic Lance, finding him to no longer be resistant to magic. The prison rumbles once more, draining Aphra from some more of their vitality. Relic casts a fireball at Vuthul, then teleports away from his reach.

    Kal calls down fire with Firestorm, then slips from Vuthul’s grasp. In a desperate attempt, she activates her sands of time, granting her some more time, then slams her spear into the ground, making a desperate plea from her god.

    Udall Grant upon us Thee divine intervention: Rejuvenate the winds of our souls and grant us the might to defeat this fucktard.”

    A lightning bolt appears from the sky, striking Stormseeker, which in turns sends out a burst of rejuvenating energy at all of Kal’s allies, granting them all the benefits of a long rest, recharging all their abilities, healing them all fully.

    Thistlethorn casts Sunburst at the god, burning Vuthul with divine energy. He then makes new tentacle attacks at Kal, Penny and Relic, grabbing hold of them all, pulling them closer to him. Once more, he tries to swallow Kal, but through sheer determination, she manages to hold back the teeth, stopping him from devouring her.

    Aphra tries to break free from the tentacles, but he’s too powerful. Penny uses another psychic lance at Vuthul, but he uses his last strength to resist the attack, causing the party to realize that victory is near. New shadowy shackles emerge from the ground, grabbing hold of Thistlethorn. Relic summons a volley of meteors from the sky above, slamming them into Vuthul, who takes one straight to the face, causing massive damage. Kal follows up with a strike from Stormseeker. Throwing it through the air at the god, a lightning bolt from the storm above shoots down, driving the spear harder into her prey, striking him hard, causing him to stagger.

    Vuthul lashes back with a brutal slam and grabs hold of her once more. Thistlethorn uses another watery step to avoid Vuthul’s tentacles, and then fires a sunburst from her hands, striking at the god. Vuthul lashes out at the whole party, hitting Penny, Relic, Kal, grabbing hold of them all. He then once more tries to devour his main target, Kal, who tries, and fails, to resist, causing her to be swallowed whole. Her holy aura, now contained inside him, cannot aid the party any longer.

    Aphra retaliates with radiant bursts at the god, hitting him twice, since he now is having a harder time resisting the magic. Penny steps forward, holding the knife. She utters a single command:

    “Rot in the soup you crawled out of.”

    She releases a word of power, aimed at the god. The light suddenly disappears from his eyes, as Kal is violently ejected from his maw, landing on the cold ice. Vuthul begins to shrink, dropping everyone from his tentacles. In the end, he lies on the ground, small, broken, and laughing. He utters his final words.

    “I still win.”

    Suddenly, Vuthul explodes in a burst of energy that envelops the party, and then continues onwards into infinity. The god is dead. The day is won.

    Aftermath

    The party suddenly feels a shill down their spines, and then senses the terrible meaning of his final words, as several of their magical items begin to lose their power. Relic feels that the weave itself has been wounded by the cataclysmic event that just happened, sensing that magic itself will never be the same again. The party looks at each other, incredulous at their feat of defeating one of the most dangerous creatures that have ever existed.

    Aphra comes walking over to them, declaring that the deed is indeed done. As they finish the sentence, a shimmering light appears at the center of the prison. A crack of energy in space appears, opening up to reveal a gate back to the material plane. Looking around, they spot a solitary piece of cloth, the only remaining part of Vuthul, stuck on one of the stones, fluttering in the storm. Relic and Thistlethorn look at each other. She nods, causing Relic to light it on fire, erasing the final part of their enemy.

    Tired, and done with the place, Penny walks through the portal, followed closely by Relic. Thistlethorn and Lord Elk follow after them, with Thistlethorn standing in the opening, waiting for Kal, who walks over to Aphra, thanking them for their help. Aphra thanks her in return for allowing them to finally go home, wishing a desire to see them all again. Kal hopes so too, and then watches as Aphra looks up to the skies above, flying up, back to their own home, finally.

    Kal turns to the portal, and walks through it to join the rest of her friends. They realize that they have emerged a few miles away from Rivergrounds, where their whole journey started. There is still darkness, but shortly after, the horizon begins to light up, as the sun slowly becomes visible, coming to full strength after a few seconds. The party stands in the field of grass, looking upon the sun, signaling their victory.

    Penny suddenly gets a sending from Morgan.

    “I assume this means you did it?”

    She answers him, smiling.

    “Yes, I believe we did.”

  • Epilogue: Dog Days Are Over

    After 17th of April, 854 TA

    As the party stands on the small hill, overlooking Rivergrounds where they can clearly see some activity, Thistlethorn notices movement behind them. They turn around, seeing a 9-foot tall drow woman with blue eyes, completely nude, with her long silver hair covering up most of her body. Relic and Penny both recognize her by her appearance as that of Eilistraee, Lolth's daughter, the chaotic good goddess of drows.

    She immediately apologizes for deceiving the party, with Kal and Thistlethorn both asking who she is. She apologizes, introducing herself, saying that she has been working against Vuthul from the shadows, and is the one who opened the portal allowing them to go home. She goes on to explain that she, not Lolth, made the Arachnostaff, telling the party that she gave it to Erevan Duskwoven to be her champion, under the guise of him being a champion of Lolth. She has also been talking privately to the few drow who have been resisting Vuthul’s mind control, offering them words of encouragement. 

    When Lolth eventually, inevitably, gets released from Carceri, now that the one who imprisoned her is dead, she will most definitely try to take back her people, the drow. Eilistraee apologizes for deceiving the party by promising a peace as Lolth, but she intends to keep that promise, hinting at a coming schism within the drow society, with some wanting to worship Lolth, some wanting to worship her, and a third group who don’t want to be under control of any god. No matter what happens, the drow will be too busy with the infighting to focus on the overworld. Which is why Eilistraee is now reaching out. 

    She asks Penny, the queen to be, if she would allow some of her followers to live in one of the abandoned cities. The other members of the party immediately voices their concerns, saying this isn’t something Penny should decide, that the drow should be integrated, not kept separate, and that this is something that will affect everyone, not just “her” people. Eilistraee waits until everyone has calmed down, agreeing that the drow should be integrated, not segregated, but there needs to be a first step so this can naturally happen over time. She suggests the abandoned city of Swellingstrum, where Glasstaff was being kept, something Penny agrees with, once she has taken her throne. She will send people to help rebuild the city as well, and in time, hopefully, the drow will be a part of society as they should be.

    Eilistraee is pleased with Penny’s agreement on the drow, and then asks what she can do to aid the party before she leaves. They ask if she can help them find their friend, Arin, as they haven’t heard from her in a while, and fears something has happened to her. Eilistraee holds her hand out, opening a portal for them, and then as a parting word wishing them luck, and that they probably won’t meet again. The party steps through the portal.

    When they emerge on the other side they find themselves in what appears to be Elvenbridge. In the distance they hear fighting in the streets, and there are a few bodies scattered about, both drow and others. They look around, finding no sign of Arin or Jen. Thistlethorn looks at the closest door and decides to knock on it. After a few seconds, several deadbolts are unlocked from within, and the door swings open, revealing a tired looking Jen, who stares at the party in disbelief. She quickly hurries them inside, where a tired looking Rod is sitting on a table, with a gravely wounded Arin lying on a bed in the back.

    Thistlethorn runs over to examine her, as Jen explains that she hasn’t been conscious since the drows attacked the city. Arin tried to defend Jen from the attackers, and got sliced in the abdomen in response. Jen managed to drag her home, and have been feeding her broth to keep her alive, but nothing has worked. Thistlethorn sees that there is a poison spreading through her body, with dark lines emanating from the wound. She quickly uses a lesser restoration, causing the poison to retreat, while Kal, who is still hurt from the battle with Vuthul, uses a spell to heal herself, Arin, and anyone else who might need it.

    Arin starts to stir, and eventually opens her eyes, surprised to see the party, wanting to know how long she has been out. Jen comes over to hold her hand, as the party relays the events of the last few days, but the most important thing is that Vuthul is dead, and the world is fighting back against the drow. Arin is happy to see the party safe, as Rod begins rubbing against the party’s feet, clearly having missed them. Since the evil is vanquished, Arin hopes to be able to return with the party back to Ravenforge. The party looks at each other, all of them realizing that their journey has come to an end, and they will most likely go their separate ways. They suggest that Arin and Jen make a new life for themselves, with both of them starting to discuss whether they are gonna have kids or not. Kal points out that they can adopt, but it’s clearly a discussion they will have to have later.

    Kal suggests that someone scries on Nezznar so that they can see where he is, and maybe, hopefully, stop him once and for all. Relic uses his shard to take a look, finding Nezznar hurriedly scurrying down a hallway in the castle, dragging a bag after him. He notices someone watching him, and turns around, staring at the scrying orb, cursing whoever is on the other side, before casting a spell on himself, forcing Relic out of the vision. The party hurriedly hugs Arin and Jen, asking them to take care of Rod until Penny can take him back, and then runs out to find the nearest tree that Thistlethorn can use to teleport them to Ravenforge.

    Emerging in a small park right next to Fizban’s house, they see that the city is fighting back against the drow, but several buildings are on fire or have collapsed. The party makes haste towards the castle which looks like it has been hit hard by the attacks, being allowed to pass by the city guards who have taken back control of the area. Relic immediately uses a spell to cast locate creature, but finds no sign of Nezznar, indicating that they are too late, and that he has escaped.

    As their quarry has escaped, Kal decides to help the city, flying to the center of it and then uses Stormseeker to summon a rainstorm that can help extinguish the raging fire, seeing the drow forces either retreating or having been captured. Having done what she can, she returns to the rest of the party, and then enter the castle to search for survivors.

    They soon find Ansgar Cain, freeing him from his bonds, as he begins to help free the other prisoners. In a lone cell they find the unconscious Bertram, who seems to have been struck by the same type of poison Arin had. Another lesser restoration and some healing later, and he opens his eyes, expressing happiness from seeing the party. They help him to his feet, telling him that they have finished their quest, with Bertram being relieved, but annoyed at being out of a job, having dedicated his whole life to stopping the Forgotten One. Kal is sure that he can find something else to do, as there will always be evil in the world. Bertram agrees, and goes to help Ansgar with the other survivors. 

    As the party searches the castle they find no trace of Nezznar, so he is well and truly gone. When they reach the throne room, they find the throne itself shattered, with the bisected body of Satine having been strung up between two pillars. The party gently lowers her down, asking Penny if they should try to resurrect her. Penny says that it isn’t her decision, but the party points out that if Satine is brought back, then she won’t be queen. Penny says they should still try, so they sit down to attempt the resurrection ritual. Kal casts a sending to Thervan, asking if he wants to help out, so he quickly teleports in, congratulating the party on their success, and then joins in.

    The ritual is a partial success, as the party senses that Thervan’s words are hollow, indicating that he doesn’t really want Satine to return. Penny plays her favorite song, while Relic tries to use reason to persuade the queen to return to her body. As the ritual finishes, Kal looks up, seeing Mova standing there, looking down at her. Beneath Mova, Kal can see the spirit of Satine and Triston, her father, embracing, and then walking away into the light. It’s clear to Kal that Satine has no wish to return to the mortal realm, meaning the resurrection fails.

    Thervan places his hand on Satine’s forehead, apologizing to her, and then tells the party that he has to find Ansgar and Bertram, but on the way out, congratulates the party once again on their success, telling them that he will make sure the castle is secure, before disappearing down a hallway. The party briefly looks around, realizing that her crown is nowhere to be found, so Nezznar probably took it with him when he departed.

    The party looks at each other, wondering what to do. Penny points out that they do have some other unfinished business in the city, and then leads the way to the docks, where Raam and Неизвестно’s hideout is located. The henchmen that protects the place proves to be little more than an annoyance in their path. Those who cast down their weapons and beg for mercy are allowed to live, but Thistlethorn still feels for the loss of life the party is causing, even though she knows these people are bad people.

    They eventually find a hidden entrance leading down to the lair itself. Penny uses a passwall spell to just bypass the door completely, and lets Thistlethorn go first, as they notice the place is riddled with traps. Thistlethorn helpfully points out every single one, letting the party reach the bottom without issue, and then take down the few henchmen who are in their way with little to no effort. Suddenly, a tiny kobold comes running out, jumping onto a table holding a dagger in each hand, telling the party they can go no further. 

    From a room beyond, Raam emerges, telling the kobold, Kevin, to stand down. Kevin reluctantly does so, walking over next to Raam, as he tries to reason with the party. He admits to them that he didn’t expect the party to actually go through with it, and tries to convince the party that they have kept their business down to a minimum, trying to convince the party to spare him. They see through his lies easily, and can smell the scent of blood and death in the air. They offer Raam a single deal to get out of this alive: Tell them Muzak’s full name, and they will merely banish him. After a little pleading, he reluctantly gives the name Muzakarathiin. Relic thanks him for the information, then banishes him back to the Nine Hells.

    Kevin remains behind, looking skeptical at the party. They ask him if he wants to go with them, but he tells them that his friends are here, and they even made a bed for him, pointing at a small pile of trash with a blanket in a corner. Thistlethorn tells him that these people aren’t his friends, but they can take him somewhere with a big bed and good food. He then says, quietly, that he wants to go home to his dad, Bartholomew Hawthorne. It’s not a name any of them have heard before, but Kal decides to cast a sending to him, telling him that they have his son Kevin and want to know how they can return him. Bartholomew replies in a shocked manner, demanding to know what their sick game is, and if this is a ransom. They clarify that they rescued him from a den of slavers, and ask Bartholomew to stand in front of a large tree at noon the next day, so they can send him through.

    Kevin tags along as they head to Scry Me a River to see if Lone Candle and Vontara made it, happily finding them inside going through their stock to see what survived and what didn’t. Lone Candle quickly runs over to hug the party, happy to see them again, as Vontara tells them that the drow tried to find them, but they hid in the attic, away from danger. Happy to see them alive, the party eventually leaves Ravenforge with Kevin, heading back to the grove, to meet their families again.

    As they appear outside the barrier they notice that the drow have completely abandoned the place, meaning they can safely enter without worry about being attacked. As they pass through the barrier, their families and friends all run over to greet them, embracing in hugs and tackling them to the ground. They tell their tale to everyone who wants to hear, spending the rest of the day enjoying themselves, being able to properly relax for the first time in months.

    Thistlethorn declares that since her journey has ended, she will change her name again, this time to Elmroot, to represent that she is where she belongs. She and the others speak to Brónach, who tells them that he will too take some time to see the world, to find what forests have changed, and which have sprung up since last time he left the forest. Kal suggests that the barrier is no longer needed, since the drow have retreated and the enemy is gone. Brónach agrees, waving a hand lazily around, causing the barrier to dissipate. During the night, Brónach quietly departs through a portal in a nearby tree, never to be seen again.

    The next day at noon, Thistlethorn sends Kevin through the tree, with Kal and Relic also taking the opportunity to go, since he knows that one of the greatest shrines of Udall is located nearby. Kevin embraces his dad who picks him up, spinning around, thanking Kal and Relic for returning their child to him after his kidnapping, and then heads up to his mansion which is in the middle of being renovated.

    Kal and Relic both make their way to the shrine, located on top of the largest peak in the area, but it is no issue for two people who can fly and teleport all the way there. When they reach the top, Relic places Theonius Grim’s handcaster at the altar as an offering, and is being offered a single question that Udall will answer. Relic asks how to get to the moon, and is given a vision of his destination, allowing him to try to teleport there. He turns to Kal, saying he will meet her back at the grove, then teleports away.

    Kal, left behind, stares up at the shrine depicting Udall raising his hand to the skies. She pledges herself to him fully, thanking him for choosing her and making her a cleric, giving her a new chance at life. Even though her mother is Mova, she resents her for not doing the same for her. Since Udall had faith in Kal, she will return the favor, and become fully devoted to him. As a boon, Udall offers her a divine intervention, which Kal immediately uses to heal and cure everyone on Rexendell who has been hurt by the conflict with the drow, and decides to include the drow in the miracle, hoping to make it a step towards peace. She then uses her word of recall to return back to the grove.

    Meanwhile, on the moon of Elysum, Relic teleports to a single monolith standing in the barren landscape. As he doesn’t need to breathe, he’s not in immediate danger, but can tell that if he stays too long it would probably be bad for him. He takes a closer look at the monolith, finding both Thervan and Delphine’s names, but on the side, partially hidden by some rubbed in moon dust, she can find the name “Malice Khalazza” scribbled into it. He shakes his head, then takes his magical quill out and scribbles in “Wands / Relic” into the monolith. As soon as he does, he notices that the monolith grows a few inches, allowing more space for more names in the future. Satisfied with having accomplished his task, he takes out a rock from the forest, focuses on it, then teleports back home.

    Over the next few days, the party decides to honor their promise to Fie, and travels to Blanc Town. A beautiful city with rivers flowing through it instead of streets, with several bridges connecting the different city blocks. They find their way to a lonely tavern on the outskirts of town. Five people sit scattered around the inn, with a single innkeeper behind the desk. Penny and Thistlethorn, who both have truesight now, can tell that every one of them is a changeling. 

    They walk over to them, telling them that they were friends of Fie, and made a promise to them to bring back their ashes and belongings. The changeling, Hars-with-mole-under-left-eye, becomes very emotional, asking to know what happened. The party sits down around a table, as Hars brings both food and drinks, with the party retelling their story to them, reminiscing about the past. After a couple of hours, Hars thanks the party for bringing their child home, before the party leaves the tavern and Blanc Town for good.

    The party decides to return to their old home, finding it burned down and destroyed. The horses are gone, roaming the countryside, free to travel on their own journeys. Kal heads to the collapsed basement, finding the keepsakes they left behind before they departed for Carceri, specifically the dolls they had made of the party in Tempervale. She hands them out to the others to keep as a memory. 

    Elmroot walks over to Oakenward, who was badly burned by the fire that happened, but alive. She asks if he wants to remain in the city, or come to live in the forest with her. Oakenward is tired of society, and wants to live in peace, so agrees to come along. Relic helps him relocate by teleporting him directly there. Penny has Gleamshroud bring Morgan, Trixie, Perry, Valthrae, Rod and her parents to Ravenforge, giving them rooms in the castle itself, while most of her community travels back to Emerald Earth. Beneath Ravenhill Castle, a large cave meant for a dragon is discovered during renovations, giving Gleamshroud a proper home, as he no longer has to live in hiding, having returned as the protector of the Meadowstones. 

    Afterwards, over the next few weeks, the party naturally drifts apart. In Ravenforge, a guard finds a package on the doorstep of the castle containing the missing crown. He delivers it to Thervan, who shows it to Penny. She sends a sending to Nezznar, asking if he returned it to her, but the message doesn't find its target. She and Kal use divination to learn that Nezznar met his demise thanks to Eilistraee shortly after he left the castle. Thervan takes the crown to reforge it into a new one.

    Elmroot returns to her forest, having donated all her remaining coin to villages that need help rebuilding, wandering around with her tribe, happy to be back where she belongs. Penny gave her a few acorns to plant wherever she saw fitting, and so she does, near waterfalls and groves, bringing new life into the forest. As Elmroot wanders she is often accompanied by Wanderwood, and contemplates what has happened to the world, mourning the losses that have happened, even those of her enemies. Wanderwood tries to bring words of wisdom, but the pain is strong, but in time it will fade. 

    Kal takes her family with her to Ravenforge, moving into a house she pays for. Valerion decided to return to Port Emerald to his duties, but comes to visit every now and then. With Penny’s permission, she decides to use a divine intervention to make a new island in the bay of Ravenforge, in order to make a proper temple of Udall on it, something the city is sorely lacking. Over a year, she builds the temple, and in the end, a massive statue of Udall emerges from the ocean, looking over the temple, with a permanent stormcloud above it. 

    During the year she also helps Elmroot restore the power of the Hide of the Wild Guardian, as well as heading to Honk to finally deal with the goblins who are attacking travelers. She summons a thunderstorm over their village, demanding to meet who is in charge. Harold, the chieftain, emerges, and is quickly intimidated by Kal to give up his power and stop with the raiding, otherwise she will be forced to take harsher measures. Harold gives up his Shard of the Deceiver, which Kal gives to Thervan for safekeeping.

    Relic decides to realize his desire to travel the world, and spends most of his years wandering around to new places, learning about the world and nature, but occasionally checking in on the others in the party when he has time. He travels to Elvenroth to see what happened to his simulacrum, Tome, learning that he tried to heroically defend the city when the drow attacked, but eventually met his end. The librarians of the Royal Athenaeum hand him the work Tome started on, letting him complete it, before he continues on his journey, authoring several books, some published, some not.

    After a few months, Penny gets crowned as the new queen, taking the name Meadowstone to restore her family’s name. The other leaders of the regions attend, as well as her companions, Arin and Jen. As a gift, Elmroot gives Penny a trinket carved out of elm. Thervan and Penny tell her that there are talks from the others about dividing the country, and so wanted to ask Elmroot if she wants her forest to be independent. Elmroot says that she just wants to be left alone, with Penny promising to put it in the agreement.

    After her coronation, Penny travels to Неизвестно, accompanied by Kal, to give back Harmony as was promised by her. Seraphina, the Summer Queen, senses that Harmony belongs as much to Penny as it did to her Lirael, allowing her to keep it, as long as it is returned to her when Penny passes on. Penny agrees to this, and happily keeps Harmony for herself, using it to entertain her citizens often, along with Morgan and Trixie. 

    The Empire of Moroxia is split up into The Ironwing Dominion ruled by Penny, The Verdanian Kingdom ruled by Akadio Zetterlund, the Bridgeheart Kindom ruled by Paton Dutari, the Elysian Dominion ruled by Usoa Zeri, and finally, the Hold of Khuz'Dhan, ruled by Guldar Ironbreaker, who takes back the region taken by the Akstan Kingdom east of the mountains. The kingdoms form an alliance, working together to protect each other, and open up for trade and travel, so that they won’t be conquered again. Alynna Venra has meetings with Penny and the other leaders, making a trade agreement to keep things balanced. In the end, Rexendell has peace, and things are restored to the ways things were before, bringing about the fourth age.

    A few months later, as Elmroot wanders in the forest with Berry, Argus and Ira, she comes across a halfling woman who wanders around with her cat. Tamsyn and Prowler have finally found their way to the forest, and want to live with her people, having tried to integrate with society, but found it too stressful, wanting to live a quiet life. Elmroot turns them all into clouds, as they fly home to her tribe, where she introduces the newest member.

  • The End