The party killed an ancient dragon, and survived. More, they encountered a strange bugbear who has agreed to accompany them through the Korth Steppe for a time. Now they've crested Corvein's Pass, and as night falls they come upon one of the massive monthly caravans that are the sole trade through the Korth Wall.
Roisin and the Roses have completed the first major task. They now need to get past Corvein Pass and travel through untold miles of Korth Steppe to their next destination. First, however, they chose a back route around the area of Levron's Citadel to avoid the army laying siege at the entrance. High above the valley, atop a cliff, they have encountered a strange old man keeping watch over the army below.
The Phoenix Fountain turned out to be filled with powerful elemental creatures, although they avoided most, and now the group are facing a powerful foe that seems a mix of fire and earth. Bastion is alone facing the creature, after everyone else fell into a fissure opened in the charred ground.
The group has, thanks to a chance encounter with a surprisingly helpful Djinn, arrived at the Phoenix Fountain. This lake of liquid fire with a fountain of the same material rising a thousand feet or more from the center, in the midst of a large valley, is filled with elemental spirits, as are the fire-blasted air and lava-filled pools around the lake. The group need to gather a substantial quantity of the liquid fire, but how to do so without being burned to ash by the heat, flame, or elemental spirits?
The Celebryth Vale is behind them, and their mithril rods prepared and infused with the planar energies of Arborea. Now our heroes need to seek out the Phoenix Fountain, and somehow gather a substantial quantity of the living, liquid, elemental fire found there.
The group has stumbled across a special place indeed, a demi-plane once home to Roy and his "Master". Roy has taken "ownership" of the place, and restructured things a bit to suit the party. Roy also informed them that a year in this space is a mere hour in the prime material, so they can take as long as they need to rest and restock.
After returning the city of Borelius' Boast to Crwthis and Sstherfaen, the roses chose to fly, as fast as possible, to the Korth Wall in hopes of drawing Alathius' attention away from the city. After using a powerful magical banner, the group flew, in the form of cloudlets, to the massive escarpment, thousands of feet tall, at the nearest edge of the Korth Wall mountains. There are shimmering flutters in the air around the cliffs, and the group are wondering, still in telepathic communication, how best to scale this geographic challenge.
The City appeared to disappear, but the rebel forces can be seen from the walls, so perhaps it isn't actually gone? The gate house is nearly cleared, time is running out to open the gates and prepare, the city troops are approaching quickly. Will this be a negotiation, or will the blood of patriots stain the streets?
The immense aberration, Wallower in the Dark, is gone. After the horror was destroyed the city suddenly disappeared, according to contacts outside. Most of the troops on the walls and rooftops around Merchant Square are gone, but more are coming quickly. The rebellion is started, and time is running out to try and prevent unnecessary bloodshed.
After a disastrous scouting mission, the group managed to reconnect, then teleport, thanks to Roy's magic, in to the fabulous Perfumed Palace. From there they quietly walked the strangely deserted streets back to the Merchant's Square just inside the Commerce Gate. There, they discovered many soldiers atop the wall and roofs with crossbows ready, and a massive, over 300 foot diameter, pit filled with some kind of seething and bubbling ooze. An alien voice, echoing over the city, called out. "Well, now. I've no idea what you are, no idea who you are, cannot even detect you, but I see what you're doing. I recommend you stop. You see, most of your town is in my pit, and if you continue to cause problems or do not show yourselves, I'll eat them."
The dragon is gone, thanks to divine boons and sacrifices made. Now the rebels are planning to assault the town, somehow defeat the armed forces, and bring the false Duke and Duchess, and their court, to justice. The question before them, this humid swamp morning, is how best to achieve their goals, and how the Roses can help.
Sent to deal with a wasteland horror, the party brought it low only to see it emerge from the swamp stronger than ever. Now they have to survive against a lot more than they expected to face.
Borelius' Boast is ruled by a pair of degenerate and evil individuals who are abusing the populace and assaulting public decency. The people are fed up, and they've asked Bastion and his new companions to help. Their leader is a mysterious person known only as "The Bearded One". In a dark corner of the swamp outside of town, the group is gathered, surrounded by rebels, to meet this individual, who will decide if they can be trusted.
Triliobarn is under siege. Traebeig has that in hand, and has asked Roisin to find some means to distract Alathius into lifting the siege to pursue Roisin and the Roses instead (or at least rush forward his own plans at the Iron Fortress). It may be time to continue the quest for the Tone.
The keep is secured, the Locksmith repaired, and training is completed. What's next for our intrepid adventurers?
With a castle keep, and some intriguing additions, the Roses need to finish securing the space, handle the growing crowd of people wanting to drop off cursed daggers, and perhaps get some rest before beginning the training they need to practice skills recently developed.
The defenders of this castle turned out to be far worse than anticipated, and the noble in charge was revealed as an ancient creature of horror, a construct made entirely from the blood of innocent sacrifices. Fortunately, the group emerged victorious, though Jeeves almost died when the accursed creature was destroyed. The group has gathered in the courtyard, with Boris on the heights keeping watch, to discuss what's next. There may be more dangers in this castle, and it may be wise to hallow the grounds, if possible, before claiming this keep as their own.
At the request of some townsfolk, the group went to clear out another castle, one held by an ally of Siobahn. It is turning out to be harder than expected.
The battle was fierce, and the second battle, while quick, was depressing. It's time to go to a safe space, and get to know this new companion.
Rian is destroyed, but Siobahn is much tougher than expected. Boris is locked in its death-grip in the middle of the searing light of magical Dawn. Jeeves is beset by a growing swarm of spawn, as Roy and Roisin try to move far enough that the door can be blocked long enough to focus and deal with the Queen of Vampires.
July 03, 2022. Only two players were able to show, so a short one-shot was run.
The party is prepared, planned, ready, revved up and they found a way inside the castle without getting caught by the undying infesting the place, it's time to face the vampire queen, and her beguiling prince.
The plan is set, and the group rested. It is time to get ready, find a way inside, and hopefully make it without getting caught.
The ruffians defeated, and terrible truths revealed by Roisin's underworld criminal uncle Peddyr. It's time to plan what to do next.
The city seems full of despair. There is a group of ruffians attacking the party. What is going on in Triliobarn?
Their errand complete, the group need to get out of the Pits of Borelius. Considering their options, they choose to take a risk and teleport to the open lands outside Triliobarn. Hopefully they can find a safe place to rest there.
The Medusae are defeated, now the group must search through the lair, gather enough Greenwood crystal for their needs, find a book Roy needs, and hopefully find the Iron Tone casting form before leaving this accursed region.
The party stand at the top of another stair, hopeful that this will lead them to the fabled casting form of the Iron Tone. They remain in a place of a torn weave, however, and who knows what greater dangers await them below.
You've arrived at the top of Corruption's Defiance, and found a small island of safety among the torn weave of this place. Tomorrow morning you begin to descend a pit to unknown dangers far below.
The group has arrived at the edge of the Pits of Borelius. This place is immense, a rough circle ten miles in radius, filled with mountains, pits, caves, sinkholes, and who knows what else. How are they going to find what they need in this vastness?
The group is in the middle of fighting for their lives, and everyone but Roy just disappeared. Things aren't looking good.
In the middle of an intense battle, Roisin and a couple of the Roses find themselves in a strange situation.
Roisin and the Roses are in Levron's Citadel, but they still have a quest to finish. Where are they going to go next?
The judgement has been executed, and the group fled to Levron's Citadel. Time to regroup and get ready for the next adventure.
There is an opportunity here to take a break, to relax for a while before continuing their quest, and after destroying a colony of ooze from the far realms, the Roses decide that a break is just what they need.
In the midst of combat with the powerful ooze creatures, the party is fighting for their lives.
The "Creature that ought not be" turns out to be a species of ooze-like aberrations from another reality that are trying to "help" the living creatures of this reality by offering them the (voluntary) "gift" of dissolving themselves to be reborn as one of the same ooze-like creatures. These creatures are convinced they're actually helping everyone, and despise killing, but they don't belong in this reality and cannot be returned to their origin, so they'll have to be destroyed. The party just decided to attack, and somehow the leader; something called "Droth" that follows some religious being called "Shoth" realized what was happening and expressed disappointment that violence would be necessary.
The shadow destroyed, and friends once lost recovered thanks to negotiations with the Pale Queen. It's time to prepare for adventure, and handle this "creature that ought not be" situation.
The guardian arrived in the night, and approached the party. Then murdered Jeeves without hesitation and extracted a writhing shadow from the corpse. The party will have to face this horror, and hope something can be done to bring their friend, and physician, back.
They met Severasen, spoke to the priest Glindly, had another lunch at Xolo's, met with Wilderin (who sent Roisin to have a 24 hour visit to a spa in Borelius' Boast), and now it is time to decide how to spend the next several days until the "Guardian" (A Ki'Rin who watches over this valley) visits.
It's been a hard road, now there are a few days before the "Guardian" a powerful celestial Ki'Rin, may be expected to visit the town. When they arrive, there is a favor to ask and a task to complete. After that, it will be a while before the "door" opens and you can all continue the journey.
The terrible combats of the past few days were a trial. Now everyone has arrived in the town where some adventurers and famous persons go when they want to rest and retire to a simpler life. It's a lot of new people, and there will be some changes, but it seems things will work out for at least a while. In the meantime the Roses are going to have to pause for a bit; at least until the "door" opens again in a month or so. The looming question remains: when is the "Guardian" going to show up with a "task" to complete?
Two dragons, a whole troop of bandits and goblins, violent and unpredictable weather. What kind of gentle retirement valley is this?
A Three-headed storm dragon attacked, battered the group, and killed some of Roisin's family. They defeated it, and took a breath, only to discover that the violent maelstrom it had conjured hid a second. This isn't what one would expect of a "restful" place!
The denizens of the old lair were defeated, but a few days are still needed for Roy to grow a new arm. Roy and Jeeves are deciphering a book of notes in the library while the others rest among Roisin's extended family. Decisions will need to be made soon.
The party has been sent to deal with a problem by the Cold Heart of Justice. The creatures, including the hoard itself, currently inhabiting the lair of a dragon destroyed some while back. This might get interesting.
Entering the vast audience chamber once again, the Roses see an ancient silver dragon reclining upon the immense silver divan. The dragon spoke "I assume my old friend The Copper Bolt sent you. How is the old bastard?".
Time to move on. Sudafell isn't going to be safe forever, and Kreilæbeig beckons.
The day started badly, but went relatively well with much shopping and replenishment of supplies. That is, it went well until just before dusk, when Jeeves noticed someone in an alley nearby, and realized this was his old mentor, Carver, and he stood over an obviously, very badly, mutilated corpse.
Cigfran is dead and gone; he encountered his old "clan", and they overwhelmed and threw him over the edge of the chasm south of town, striking the body with two bolts of magical lightning as it fell. The party are staying in the "Starlight Suite" at the top of the "Gorge Over Louk" Inn, as the dawn breaks, it is time to consider what to do next.
Arriving in Arenfell, finally, thanks to Roy's magic and a teleportation circle in the yoke of an ancient, giant, petrified tree. The party fought off the Wereboars in the forest and are now resting in a green space beside a pleasant avenue between giant trees upon, and among, which this many-level tree city is built.
Jeeves recalls the Serpent's Words so many days ago:
Proceed forth, you must go through the wasteland, your friend Cigfran knows the way, you must keep your friends alive, you must keep them healthy. Not at overly great cost, just work for it.
You must go to the city, the twin cities of Sudafell and Arenfell. You must go to Sudafell, you will meet someone there, you will know what to do when you see them.
From there you must travel down the river to Kreilaebeig, you must meet the priest, you will recognize them, all of you will, and they will direct you further.
From there you must go to the Ki'Rin, you must perform the service they request, you must ask of them what you wish, your friend Roy has a request to make.
From there you must return to Levron's Citadel; make your way to the Pits of Borelius, retrieve from there what you must; go to the Celebryth Vale, do there what you must; then travel in to the Korth Steppe, you will have goal there; on the way you will face a dragon, huhuhu, you will have to kill it; in the steppe you accomplish several things, when you return you will be stronger; then you will have other things to do, you will learn of them in time. After that, well.
You see... You see a sudden vision of a puppet stage, large, complicated; there are entire towns, regions, on this stage, and there is a dark and shadowy figure above the stage, and there are a great many puppets moving, and acting, and speaking according to this dark individual's control. Little puppets on invisible strings; unable to do anything for themselves, just what the being above them that holds the strings makes them do.
You have much to learn and much to do. Eventually, when all of you are ready, you will go to the iron fortress, you will sound the Iron Tone, destroy the Iron Throne, and face the wrath of the one who holds the strings, the one who holds your strings.
The witch Cereniya is defeated, the crystal spire of The Worm That Walks destroyed, and the land returned to the faithful. The Roses even created a new, magnificent and divinely hallowed, temple dedicated to The Source Of Justice And Life. A place protected from horrors and evil, where quiet courage may be found, filled with the light of dawn at all times, and where all may understand one another. The Roses still have a quest to complete, however, and this detour took much longer than anticipated. It is a long journey North to the twin cities of Arenfell and Sudafell, through the undiminished dangers of the Sudarnen Badlands.
The journey wasn't too bad, aside from the skeleton honour guard. The tower is strange, but beautiful, and if it weren't for those creatures and the bard, it would have been fine. Now, finally at the top to meet Cereniya, the party has learned this "wizard" is a warlock, an unholy servant of some horror from beyond the edges of reality called "The Worm That Walks", and she's offering them the "privilege" of "Taking The Worm". Apparently that means taking one of these massive horrific worms the size of an adult human arm, and letting it crawl down your throat to do who-knows-what.
Cereniya turned from the throne behind her back to the party holding five 80cm long and 2-3cm diameter disgustingly slimy white albino worms and said "Come forth, take your worm, accept the great blessings of The Worm That Walks and become greater than any you have ever known!"
As the dome dissipated, and the group looked around the area, they saw hundreds, perhaps thousands, of dead bodies; all kinds of creatures, all about the area for hundreds of feet in every direction. Roy heard the voice of Cereniya in his mind "I hope you rested well. There were so many creatures last night that would have disturbed your rest.", and again, "I, and my servants, saw to it that you were not disturbed in the slightest.", yet again, "I look forward to meeting you all, well rested and at your best.", finally, "Head right in at the base of the shard, I am waiting at the peak on my ritual platform."
The townsfolk are unspeakably evil. The authorities perpetrate false crimes to steal from merchants. Life is held in such low regard that deadly force for a mere pickpocket or fumbling servant is considered entirely reasonable. All signs point to the strange crystal tower nearby as key to this nightmare.
Jeeves is restored, though it cost SixOfEighteen his life. Cigfran returned, and only slightly insane. The party is having breakfast under an immense tree (over two thousand feet tall!) near the place where an illusion-hidden pit led them underground months ago. There is a bird in the tree, at least it looks like a bird, maybe?
They have found the quarters of the corrupted wizard, and are reading through that being's belongings. It's time to get back to the surface, though. It has already been far too long down below ground.
The Roses managed to bypass the barriers and turn the Ooze ambush around, frying most of them before they could act, and using a defensive trick to protect themselves from harm. They even managed to destroy the accursed void-joined wizard running the show. Now all that remains is to find that wizard's quarters to gather what information they might have about the ritual gone wrong millennia ago, then find the way out of this place and back to the surface, and the sunlight, once again.
This place is full of ooze, lots of ooze, so much ooze it seems an army of sentient and sapient ooze has set up some kind of ambush.
The trip between areas led to discovering previous efforts to explore this place, as well as an encounter with dangerous oozes and jellies, and then the very first room encountered in this new section of the freehold was loaded with dangerous traps and defenses that remained potent even after millennia. What further dangers have taken up residence in this place?
The steel construct is destroyed, and with it the powerful artifact that had so dominated Roy's thoughts. Jeeves is back, and everyone is heading over to the last major area of this immense underground complex. The living quarters and workshops may prove valuable, interesting, or deadly; only way to find out is to go take a look.
Roisin called a retreat when the huge steel construct nearly killed them all. Roy returned to that terrible book of power, and Jeeves remains trapped within its pages. It's been two days since the failed assault on that ritual chamber after which Roy sealed most of the doors behind thick stone walls conjured with magic. The question remains, how will the Roses deal with this powerful creature?
Trained, rested, refreshed, regrouped. The party must head into another part of this complex, in search of a mithril book stand to hopefully recover their friend from the pages of an artifact.
After yet more combat with constructs, and partially exploring another library, this time full of more arcane books, Roy is now obsessed with a powerful book, and the party are exploring storehouses and libraries without their wizard who is too busy transcribing magical formulae.
The group has survived combat with massive stone constructs, and found a library of the artificer's craft focused on constructs. Roy went mad for a bit but Boris healed him. Now something approaches from across the room. It's only about 10:30 in the morning, and already this day is turning desperate.
There is a fiendish hag about to tear Roy to bits, what will the Roses do now?
Deep within an ancient redoubt where a faction of artificers long ago left behind a legacy, the party has faced elemental guardians, traps, leftover alchemical sludge, and now they delve even deeper, seeking to uncover what happened here, and why.
It's Independence Day here in the USA, so we're taking a break and having a little fun outside the normal campaign.
Cigfran has lost most of his feet and legs to a flood of chemicals out of a long forgotten storeroom., the party must decide whether to explore this ancient hidden redoubt, or ignore it and continue their journey.
Traveling through the night, as dawn arrives, the party is surprised by a great three headed mechanical dragon flying overhead and a gnomish voice "Throw down all you carry and you may leave with your lives, else I shall kill you and take your possessions regardless. The Brass Baller has brought the Brass Bomber, and your doom!".
A pair of Cyclops destroyed without magic, and more chaotic magic afflicting the morning, the party continues their journey through the southern forests of the Sudarnen Badlands.
A Legendary figure sent off to a long delayed rest, and a party eager to get away from unstable and frayed weave, the heroes have encountered a pair of giants subject to an ancient Fey curse.
The party has, in the midst of random events caused by a frayed and chaotic weave, followed Roy into a deep forest lake where they face a red-haired woman who claims to be immortal and begs them to end that immortal existence.
The party is traveling through the badlands, a strange and terrible land that, long ago, was a pleasant land filled with people. What could possibly have happened to transform a pleasant land into a place of monsters and dragons?
The ancient mystical serpent, The Master, has vomited forth a halfling body. They called for a volunteer to face the Pale Queen. The Serpent rejected Jeeves, for some reason, but Roy also volunteered, and with the Serpent's breath, Roy has fallen unconscious.
A one-shot adventure on Mother's Day as most of the party wasn't available.
Stepping into a forlorn tower, alone on a forgotten plain in the depths of the Sudarnen Badlands, the party is on a mission from a friendly Copper Dragon, "The Copper Bolt", to destroy an unliving horror technically within the territory of a powerful Blue Dragon, "The Azure Terror", nearby. The group has approached this tower, knowing an incorporeal horror lairs within, and they must face it. As they step within, they see the flickering form in the darkness and hear the rasping voice, "Ahh, the dragon hasss ssent uss a new group of playthingss".
Training complete; Goro has chosen to remain behind and join the community here. Cigfran, memory restored, knows the way through the wastelands to their next destination in Sudafell. The Sudarnen Badlands await.
The group has taken their chances at the Black Docks, and discovered that the "Master" of the place is a celestial rainbow-scaled giant serpent being, and the Black Docks are just a facade hiding a refuge, a city for the outcast and unwelcome. The Mercenaries, apparently, learned of this place and had a plan to assault the town. Thanks to the help of these erstwhile adventurers, the town withstood the attack and the "Master" survived. They have been invited to stay a while, perhaps a year or ten. It remains to be seen what the party will choose.
The barge has been taken over by traitorous marines, who are collaborating with trolls, feeding some kind of construct to the trolls aboard while the passengers and crew are imprisoned below. The party escaped, with the help of the captain and first mate, and now cling to the bottom of the barge. Roy's magic allows them to breathe the river waters, but even Roy is hard pressed to figure out a way past the trolls lining the banks and swimming the river in this region.
The group managed to defeat the hunters, though their wizard handler escaped yet again. They are now aboard, and a week out from Triliobarn, approaching the start of the badlands. Despite the fun and antics of the last week, everything has become very serious. The Grog is gone, the guards are patrolling the boat, and the passengers are locked below decks. Play time is over.
There are Hunters (powerful constructs Alathius sends to retrieve people he wants) guarding the travel barge. The group will need to figure out how to get past these, or else give up their luxury berths and walk instead.
A year has passed, and despite fabulous wealth, the party find themselves once again on the road, and nearly broke, although they are flush with knowledge and a few new magical trinkets.
There are a few things to fix, a trip to Marshfield or Kreilæbeig in search of divine healing for Roisin Marshfield, the long deferred venture to the The Pits of Borelius, perhaps even a journey to visit a Ki'Rin. Who knows what the future holds...Freshly trained, and with less idea of where to go next, the party has chosen to join the community of Levron's Citadel for a time.
At the Citadel, the party is looking to take some time to train, re-equip, and rest.
The Void cult is gone and the mountain is half destroyed, the Octolibrarch is gone, and the party is resting after a harrowing experience. They have time left on the clock for their wind walk, and their journey north awaits them. After several days in an ancient prison, it is time to return to the open mountain air of the Korth Wall.
The Roses have found the Void Cult, and learned these miscreants carry a terrible artifact, a Sphere of Annihilation. They have a plan to destroy both cult and sphere, but it it incredibly dangerous, and may end in a far greater loss than planned.
Waking in the deep caverns, not too far from the strongholds of the Void Cult, some of the adventurers suddenly find themselves once again in another place, this time somewhere Boris finds familiar.
Clockwork Spiders have laid Cigfran and Roisin low, and the rest of the party are hard pressed. What left such horrors in a random stretch of cavern, and why are they here?
Laden with gems, and an odd ring, from their recent misadventures and now approaching the most dangerous area in their path to the dangerous cult; the party find themselves accosted by a small group of persons who are demanding they "return" something.
Rested, recovered, at least somewhat, and with a map to the next interesting thing in these ancient caverns, the party head out for more adventure.
In a magical mansion, the party decide to explore a bit before getting a good night's rest.
A gnomish figure has just walked up, and explained they are friends to slimes, jellies, and oozes, in fact calling themselves the Pudding King. They also brought a cubic jelly, green slime, and a black pudding. It seems this is going to be more difficult than anticipated.
Everyone has been informed there is a "hole in their mind", and Roisin's memory is restored, something nobody even knew was needed, thanks to a deal with a strange creature of horrific aspect but politely urbane manner. Suddenly, there is yet another burst of chaotic magic from a weave frayed and torn.
Boris is ill with some sort of magical plague transforming him into a blood-colored ooze; as are Roy and Quirico. Boris needs to rest, but resting is what makes the disease progress and he might not survive long enough to pray for a cure. Roy has an idea, but it's a long shot.
Entering the old mine; lost to history when the miners died in a cave in. The party has managed to rest, finally, and now the dark tunnels stretch out before them.
Morning, a new day after a hard and very strange night. The Caravan Master's contact is gone, and now the party prepares to head back into the mountains.
Resting in the tavern after a hard and terrifying fight, the party ponders what to do next.
As night falls, the party prepares to watch and wait to see what might be causing the animals in town to go crazy.
Arriving in Schädelgräberhafen, the party need to find out what the situation is in the region, and perhaps learn a bit about recent major developments.
Gorgon, of all the monstrosities they might have encountered, it had to be Gorgon. Not just one but five! of them. What brought these constructed horrors here, and how are they appearing out of thin air? No time now, Boris and Jeeves are statues (and it looks like Roy soon will be), as are half the guards. Roisin, Trysor, and Quirico will have to handle this themselves and hope they can restore their friends later.
Quirico has been placed in a jail cell, but Roisin has finally had a peaceful night's sleep. Something major is happening in the realms to the south where Roisin's father has conquered his own family and claimed an ancient and terrible throne. There are dark forces moving, what will these adventurers do next?
After a truly nightmarish few days in the deep tunnels and even on their return, the party has spoken to the gate guards, and now are on their way to Kiravin's Mystical Components shop, a booth in The Dump where one may obtain all manner of magical spell components.
Shaken, and confused, but safe for now, the group prepared to rest for as long as their shelter lasts. They are very near their goal, and perhaps the morning will reveal a means to obtain the ore they seek, and avoid destruction by the shiverstone around it.
Delving into the deep tunnels, a short way in. A bug-eyed bipedal beetle with massive mandibles has emerged from the ground next to Trysor the Terror Bird. If it is this deadly less than a thousand yards into the tunnels, how will the party make it ten miles to their goal, and fifteen miles back out to the surface?
10 Dawning, K74R, 06:15
Waking early in the morning, the party began their journey into the deep tunnels, far beneath the Citadel.
9 Dawning, K74R, 12:45
It's just after noon, and the meal was decent. There is much more to this Citadel than you have seen, and there is still equipment to be replaced. What, also, is the deal with these weapons taken from enemies a week ago, and what is next for these adventurers?
As the questions were asked, it was clear that Quirico was sweating bullets. When the woman asked Quirico her questions, initially he refused to answer, Roisin asked him to please answer, he said "no, I cannot, they'll find out".
The woman asked the question again...
As the questions were asked, it was clear that Quirico was sweating bullets. When the woman asked Quirico her questions, initially he refused to answer, Roisin asked him to please answer, he said "no, I cannot, they'll find out".
Suddenly, the world began to shift.
Just after midnight, they passed a bend in the road, and noticed movement on the sides, as two small brain creatures stepped up on either side of the road. Realizing danger again stalked their path, the party prepared to fight.
Suddenly confronted with aberrant horror, the party prepares to fight for their lives in this mountain valley, far from any town, near the southern edge of the Korth Wall mountain range on the northern border of the Linibian States.
Magically fortified, the group set out upon the slowly rising mountain road, towards the dangers about which they had been warned, on the way to the mining towns a weeks' journey away. Before they leave, however, Roy is accosted and a trial, of sorts, ensues, ending with a tragic decision. Subdued, the group head out towards the mountains, which are much farther, and larger, than they seemed. In the mountains they find strange remains, and stumble upon hidden dangers.
The party, on entering this space, encountered a thing of horror. A huge pile of bodies, the remains of substantially the entire town's population (probably over seventy persons). As the party looked on this scene, one of the bodies, the head half removed, stood and began to shamble forward.
To the North lies a modest range of mountains, with dwarven mines, wild places, and rumors of mythical terrors. A magic ring, that mutters all the time, suggested you could find adventure there. It's about a week's travel through the countryside, but the road is well traveled and there are towns every half day along the way. An excellent way to start a life of adventure.
Be careful what you seek, however; you might find it.
Another light session, meeting in a shop and doing some shopping. Strange shadow near the end, before heading North to seek adventure following the whispers of a magical muttering ring on the hand of a princess who follows her heart's path.
Not much here, just a lot of character creation and a significant amount of chaos as people struggled with often new and never-before-seen classes and options.
You live among the Linibian States, where your homeland(s) and several surrounding lands have begun to experience dark events. Loremasters lost, or raving lunacy. Towns abandoned without reason and without trace. Simple woodsmen erupting from their forests with unquenchable lust to kill until killed. In every case those who survive insist, and the Inquisitors agree, that they have no memory whatsoever of what happened or their dark actions. Something is happening, something dark and unnatural. Some few have begun to seek the cause, and you are among them. Perhaps you will find the source, perhaps you will suffer it's influence, whatever happens, dreadful danger, and strange forces, await.