The Oathbreakers
The group convenes in Vareholm, where the party interacts with the new cloaked figure among them (Qee). They eventually determine that Qee only speaks through telepathy. While Qee causes Xyra frustration at Qee’s chittering in their own language, the rest of the party accepts Qee in. While Minister Farrow organizes the cart, the party agrees to approach New Haven.
Vita spots “cubes with wings” flying around New Haven, stopping the townsfolk from returning back to the town. The group attempts to speak with the creatures in question at the town’s entrance. Minister Farrow informs the party that they are modrons and that they are there investigating a “reality warping issue”. The modrons refuse to let us in (although Vita manages to sneak her cat familiar in), and can’t see any issue.
After Fayeth unsuccessfully tries to sneak in, the rest of the group engages in a battle with both the modron guards and additional modrons that have joined in. We successfully defeat them, and head inside. We speak with the original team to check on the investigation. They note nothing was wrong, and they were just about to return when the modrons stopped them. Oh, but they did hear of a “moving rock” from the locals. Well, that’s probably worth checking on. We check on our map and there’s a line of reality being erased as this creature moves.
We follow after the creature, and encounter a number of internally glowing knights looking for something. Vita sends her cat in to listen to their conversation, and try and pick up some words of importance. Farrow realizes that since Qee can speak telepathy, they can communicate with the knights without knowing their language. After some short discussion, the knights reveal that they are a group called the Oathsworn knights, that are trying to capture the same creature we are looking for. It’s revealed that they also committed some cruelty in order to “persuade” it to come back to them. Vita, Farrow, Fayeth and Xyra are not fans of the cruelty and, together with Qee, engage and defeat the creatures. The creature, having disappeared during the battle when the knights were distracted, emerges from the undergrowth and it is revealed to be a large mushroom creature 5 times taller than Qee!
After the use of a scroll of tongues, the creature introduces himself as Bruumpatros the Uncharter. Bruum was the gatekeeper of the domain from where the knights have come for a very long time, but he didn’t like that career so he left. The knights came to get him back. He thanks us for the assistance, and (after fulfilling Farrow’s wish of being lifted up) asks us for our advice on what to do. Bruum immediately takes the advice of Qee to not return to the knights due to the abuse, and unsettles Qee by noting that they had not seen a bug as big as them before. Bruum asks the party to join him to ensure they make it to a private place, and we agree.
We continue with him, through a fey portal in a river, over an icy river, and into a jungle. We pass by 7 knights, tied up in vines. Bruum says they are friends with the figure that did this. Comforting, I suppose. We get to a large mansion, and encounter an archfey. The archmfey refuses to give us their name, but thanks us for helping to get Bruum home. While Bruum is taking us to the portal so we can head home, he offers a boon and a gift for each of us, which we accept. Apparently the Seelie Court will be looking for the place he was protecting, since he they were the ones to give Bruum his original job. We follow Bruum’s direction, and head through a wall of thorns, returning to the material plane safely.