Session 100 - Consequences and things found in Bogs
General Summary
8th Agrazhar (Last month of Summer) to 25th of Azura (First Month of Autumn) 722TR
The story so far
Yureb is on the run after stealing a fortune from the King of Rethem.
Quazzy has taken the hints from her Warlock Patron and begun investigating Holy Groves and Fairy Circles.
Athena has been managing the estates she conquered months ago. She now needs to retrieve her ancestral family sword from a Weaponcrafter in the Kingdom of Melderyn and pursue something of a more personal nature.
The continuation of Session 98 - The Black Mirrors and Session 99 - To Rob A King.
Part 1 - Down Time Activities
Location - Earldom of Ithiko in the Kingdom of Rethem.
Athena
As the Constable of Ithiko Castle, Athena, becomes involved with the planning of the Balefire Celebrations held on the 8th day of Agrazhar. This is the holiest day of the year for Agrik worshipers, and the High Priestess of the nearby temple, the Bastion of the Dancing Flame, Livia Trakinhelm, wants to organize something appropriate. However, there are political considerations, given that any such ceremony may antagonize the priests and worshipers at the local Shrine of the Morgath. This Shrine is considered the most (Un)holy on the Hârnic isles housing the physical remains of the Prophet Balsha. Regardless Athena approves a bold procession of hundreds torch holding worshipers marching and around the settlement eight times, past the Morgathic Temple, culminating bonfires and feasts. None of the priests of Morgath make an appearance; however, some Pilgrims to the Shrine make clear their disapproval. Athena is also aware that the protocol of the procession has other risks. As the Administrator of the region, she has the option to lead the procession alongside High Priestess Livia and the Grandmistress of the Sisterhood of the Crimson Dancer, Baliela Shernath. The problem is the ruthless Grandmistress Baiela is the head of Athena's Order, and acting as an equal may be perceived as a challenge. However, Athena diplomatically manages the situation giving the Grandmistress no reason to consider Athena as a threat.Location - City of Coranan in the Thardic Republic.
Yureb
After stealing a King's ransom, Yureb escapes to the City of Coranan and catches up with his old criminal contact Rowe. From his old friend, he learns that the ramifications of his bold robbery of Chafin III.- The King is furious, and Grenix, Yureb's fake identity, has been identified as the culprit. Grenix's background is thoroughly investigated.
- Queen Erela is badly shaken by the robbery. She has called on the Gurim for support.
- The clumsy attempt to fake Grenix's death has been seen through.
- Half a dozen members of the Thieves Guild, some of which provided Yureb with the fresh body, are brutally tortured and hung.
- The ruthless Golothian Thieves Guild, who was unaware at the time of the details of the robbery, have placed a price on the thief's head.
- Also, rumor has it that one of the Knights of the Royal Guard was executed.
Luckily the King (and the Thieves Guild) does not have a clear idea exactly who was responsible. With this knowledge, Yureb sends a letter to Sir Brunus Risalsin, Lord Heald, to the King. This will likely smooth things over.
Quazzy
Quazzy spends months researching Barasi Points or Holy Groves in the various libraries in the City of Coranan. This Lore is hard to come by, but she does find a reference to a "magic" grove dating back to the last days of the Corani Empire. Called Morn Thalore, this grove of trees had many reports of magical occurrences. When Empire fell, the wood was overrun first by the Balshan Jihad and then by nature after it was abandoned. The map Quazzy studied showed where Morn Thalore is likely located in the Rethemi wilderness.
While researching in another musty library, everything goes deathly quiet. The pot plants in the room suddenly become carnivorous and start eating rats. No one else in the library seems to notice. Lounging on a couch is Quazzy Warlock Patron Desridaen, Demi-god. Desridian is bored and expresses a low opinion of this library but finds an old book Quazzy seemed to have overlooked.This Book, The Magical and Subliminal Properties of Herbs and Weeds, by the Apothecary and Wizard Tamior, written 350 years ago, goes into healing and alchemical properties on the herbs and weeds found in the Setha Heath. It also includes notes of an elven Holy grove of Saellenor, where there was an abundance of natural growth and a long history of strange magical lights. The Elves used to magically travel here long before it became marshland and overrun by the Pagaelin Barbarians.
Desridaen comments that his old forge Thale Asari is located not far West from there. However, it is occupied by agents of his enemy. He would like them dealt with. The Book has pressed samples of Herbs from Saellenor. Quazzy could theoretically use these, when casting her Opening a Verdant Doorway Spell, to travel directly to Saellenor. Quazzy steals the Book. Desridian expresses momentary concern for Quazzy and tells her that he still has much to teach her.
The Plan
Quazzy and Yureb reunite with Athena at Ithiko. As there are no imminent military threats, the Party plan to locate the nearby Holy Grove of Morn Thalore then hopefully travel though it to Saellenor.
From there, they will travel to Thale Asari, deal with whatever enemy resides there.
After that, they plan to travel to the City of Cherafir and retrieve Athena's ancestral sword, which is being enchanted. Then they will return home. Seems simple enough, what could go wrong?
Part 2 -The Marsh Monsters and Archway
Quazzy quickly finds the lost site of Morn Thalore. It is very close to where the Heroes recently encountered Qavontysis, the Sea-Demon of Boka Bay. An ancient stone archway is located in the middle of a muddy swamp inlet. Unfortunately, swimming in the river are swarms of strange fish-like creatures, the Hygith or the Barer of Bones.Yureb carefully makes way over the slippery rocks to the archway and observes a suspicious mass of twitching vegetation. This green mass attacks and nearly engulfs him. The Heroes battle the Shambling Mound and eventually hack it into small pieces, all the while avoiding the hungry Hygith patrolling the water. Inside the dead remains of the Shambling Mound, the Heroes find the remains of a freshly killed Pedler with gems and gold.
Quazzy performs her magical rituals and opens the Gateway using one of the pressed plants from the Book to hopefully lock onto Saellenor. The party step through.
Part 3 - The Wyverns of Saellenor
The Heroes appear at Saellenor, a mist-covered creepy bog, between two decaying ancient statues of rearing horses. They see through the fog two large back dragon-like figures approaching, Wyverns. Quazzy turns the Heroes Invisible. Unfortunately, one of the monsters smells the intruders and attacks. However, they are quickly disabled by magic, and one is killed while the other flees.
Part 4 - Thale Asari and the Flying Skull.
As Desridian related, Thale Asari is not far away to the West in small wooded hills. It appears to a terraced ruin with bones scattered around. Athena senses growing dark energies, and soon enough, the Skeletons animate. Then a Flying Skull appears from the terrace above. It is wreathed in Black flames and savages the Heroes with a combination of cold blasting spells and curses.
Frustratingly it flies out of reach, and the Skeletons appear held together with strong magic making them hard to damage with physical weapons. Things look grim until Yureb runs up a fallen tree up to the next terrace and strikes the Flying Skull. Disappointingly the damage as minimal. However, Quazzy catches it with her Telekinesis turning it away from the heroes and holding it in place. Frustrated, the Skull envelopes the Heroes in a blanket of Poisonous Fog, but Yureb distracts it with another hit. The Skull starts to crumble. While Athena deals with the remaining skeletons below, the Flying Skull dispels Quazzy's Telekinesis and flies out of Yureb's reach. However, Yureb is not concerned; he activates the Echo ability on this Sword, causing the undead to relive the pain of its previous injury. The Skull crumbles and falls to the ground.
To be continued....
NPC Interactions
High Priestess Livia Trakinhelm.
Grandmistress Baliela Shernath.
Challenges Overcome
Athena organized a religious event.
Avoid 3 Hygith Swarms and defeat an Ancient Shambling Mound.
Defeated 2 Wyverns.
Destroyed 4 Shadow Skeletons and 1 Greater Black Flame Skull.
Rewards
Gems and gold were recovered from the Shambling Mound.
Book - The Magical and Subliminal Properties of Herbs and WeedsCreated Content
Temple of Agrik - Bastion of the Dancing Flame.
High Priestess Livia Trakinhelm.
Book - The Magical and Subliminal Properties of Herbs and WeedsRelated Reports
Sisterhood of the Crimson Dancer.
Order of Kukshin - Updated.
Shrine of Aekluhaya (Temple of Morgath).
Barasi Points - Holy Groves - updated.
Players Character Status
Athena the Banshee - Level 16 Paladin of Vengeance.
Yureb - Level 16 Arcane Trickster.
Quazzy - Level 5 Necromancer and Level 11 Warlock Disciple of Desridaen.
Quazzy
Athena
Yureb
NPC Companion
Grenix's Letter
Book - The Magical and Subliminal Properties of Herbs and Weeds
Artisan Tool
Legendary
A 350-year-old book, authored by the Wizard Tamior.
This manual catalogs the healing and alchemical properties of the herbs and weeds found in the Setha Heath. It also includes notes of an elven Holy Grove of Saellenor where these plants are abundant. The Book has dried and pressed samples of some of the Herbs from Saellenor.
This book grants the user +3 bonus to Nature, Herbalism Tools, Alchemy Tools, and Poisoner's Kit checks when referring to or using the flora found in the Setha Heath and much of the Hârnic Isles.
Cost: 350 sp
Weight: 2 lbs
A very rare spell created by Atrena Quiglin. It is found in the Book Secrets of the Verdant Doorways.
Opening a Verdant Doorway
3-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerThis spell will open a natural transportation doorway sometimes found in Holy Groves or Barasi Points to another such location.
The user has little control over the destination, it is almost always random or subjected to the whims of any nearby fey folk. However, if they are familiar with a location and have a piece of living Organic material from the desired destination there is a reasonable chance that the doorway will open to this location. Some Holy Groves are magically linked so open to this location by default.
Unless interfered with the Doorways will remain open until dusk or dawn at either the entry point or destination.
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