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Session Twenty-One: Ebonbane

General Summary

The session begins with the party aboard the Legendary Valor as they prepare to leave the Emory Woods. Valna has the crew prepare the Legendary Valor for flight as she takes the helm. Valna attempts to lift the ship into the air but loses focus and jars it forward. The sudden movement catches Cora by surprise and she falls hitting her knee. Below deck, Gobby the cook, curses at Valna as the prepared dinner crashes to the ground. Valna corrects the ship and sets a course back to Saltmarsh. The party settles in for the night as the crew takes over the sailing duties.
  Cora retires to her cabin with Iris. During her conversation with Iris a black viper slithered out of its hiding spot and bites Cora on the leg. The venom fails to take hold as Cora steps back. The viper hisses and curses at Cora. It tells Cora the attack is a warning for interfering with his plans. Cora grabs the viper and questions it. The viper tells Cora he will destroy her and the grandfather as he used the curse on the Emory Woods to track it. The viper ends telling Cora he is tired of the Tealeaf’s interfering with him and it will come to an end. Cora, finished with the viper, goes on the deck and releases the viper over the railing.
  The next day the Legendary Valor arrives outside the hidden cove. Valna has the crew prepare the ship for it to land in the water. As Valna is setting the ship into the ocean, she misjudges the distance and slams the ship into the water. Underneath, several planks groan from the impact with the water. Below deck, Gobby the cook, is finishing lunch as the contents is thrown about from the landing. Gobby yells up above the deck saying lunch is on the floor and he is not making anything else as he storms off to his cot. Bjorn takes over the ship and sails it into the hidden cove. Once the ship is docked, the party uses the teleport stone to return to the Trollskull Manor.
  Back at the manor, one of Nyx’s contacts tells her a mysterious cloaked figure was seen entering the Halls of Justice, the temple of Torm. The contact followed the figure as it leaves the temple and tracks it an abandon manor home in the Dock Ward. The contact tells Nyx the mysterious figure has people out looking for Galrik and they have been to the manor as well. Nyx goes and retrieves Galrik. They go to Nyx’s room where she tells Galrik. Galrik can’t explain why he would be wanted. His memories are foggy and he can’t put them in order. Nyx asks what Galrik wants to do and he tells her he wants to think about it. Galrik goes down to Sneatcha’s room and asks for advice as to what to do from someone that is being hunted.
  Valna, after having a taste of flying, wants to see if Volo may assist her. Valna finds Volo in the tavern and tells Volo she is looking for something more special in a mount. Volo asks Valna if she not happy with the horse he found her. Valna tells Volo the horse is too slow and wants something which can fly her around. Volo tells Valna he is concern with her request because she does not have much experience with flying creatures. Valna tells Volo not to worry and that she can handle it. Volo tells Valna to wait at the tavern as he may have something for her. Volo returns shortly and tells Valna if she can prove she can ride a fly creature he will try to find something for her. Volo exits the tavern with Valna. Cora and Nyx follow behind to make sure Valna doesn’t get herself into trouble. They make their way to the stables where Volo points out a hobby horse to Valna. He tells Valna it is a magical hobby horse and when she says “giddy up” it will fly. Valna confidently straddles the pole of the horse and shouts “giddy up”. The hobby horse comes to life and bounces up and down before taking to the air. Valna tries to hold on but is thrown to the ground. Cora flies up to the hobby horse and yells “woah”. The hobby horse stops and falls to the ground as Cora grabs it. She returns the hobby horse to Valna who then tries to ride it again. Valna yells “giddy up” but forgets to hold on as the hobby horse takes to the air. Nyx flies up and retrieves the hobby horse. Nyx returns the horse to Valna. Valna decides to tie a rope to the hobby horse in hopes it will help her stay on. Valna grabs the hobby horse and yells “giddy up” as she jumps on but the magic was done for the day and the hobby horse does nothing. Valna decides to give up as Volo tells her once she masters her skill he will see what he can do.
  After talking with Sneatcha, Galrik decided he wants to investigate why the mysterious figure is looking for him. Nyx agrees to scout out the location where the mysterious figure is said to be staying. Nyx finds the location to be an old abandon manor house in the Dock Ward. The house appears to have been abandoned for a while. Nyx locates several points of entry but does not notice anyone during the time she scouted the manor. Nyx returns as Trollskull Manor as the rest of the party prepare to head out to the old manor house.
  The party arrives at the manor house. Sneatcha hides in a bush while Cora and Valna hang back. Nyx transform into a duplicate of Galrik and approaches the door with Galrik. Galrik announces his arrival and the front door opens. Nyx and Galrik enter into the manor and the door closes behind them. Nyx casts knock causing the door to reopen. From down the main hall, a shuffling noise is heard. As the noise gets closer, a man in decaying butler clothing with a sword sticking out of his chest appears. The butler is in a stay of decay and looks like he has been dead for a while. The butler stops and announces Galrik’s arrival. The butler tells Galrik to follow him as he turns and shuffles down the hall. Nyx waves for the others to join them. The party follows the butler into a dinner room where a dining table was set for guest. The butler asks the party to be seated as his master will be there shortly. The butler goes into the kitchen and returns with a serving woman. The serving woman had her throat slashed and in her undead state goes about filling the glasses with wine. Once the glasses were filled, the serving woman returns to the kitchen. The butler goes into a side room and returns later telling the party his master will be there shortly. The butler raises the tins off the plates to reveal food which is in various states of rot.
  A few minutes pass and a cloaked figure enters the dining room. He approaches Galrik and in a low raspy voice acknowledges Galrik. Galrik asks why the figure is trying to find him. The figure tells Galrik he was the one who casted the location spell. The figure wants to know the way to the veil so he can bring Ebonbane back. Galrik had the ability to escape the veil and the figure wants Galrik to return so Ebonbane can return. Galrik ask why he wants Ebonbane back and he tells Galrik so it can destroy and consume the gods. Galrik refuses and the figure said he figured Galrik would refuse and begins to chant saying he will bring Galrik to it. Galrik bends over in pain as he hears cries from help from the veil. Nyx cast dimension anchor on Galrik as the other attack the figure. The figure disappears as the party attacks it revealing it to be an illusion. After the figure disappears, the butler falls to the ground and an eerie quietness over takes the manor. The party realizes the manor was cursed with an unhallow spell and the manor was shifted to a different plane. Sneatcha goes to the main door and sees a thick mist. He lets the other know and they come to investigate. Galrik begins to have a memory of the past. Galrik hears the cries from Lady Shadowborn who was an adventuring companion and he senses her spirit in the mist ahead. Sneatcha tie a rope to Galrik and he makes his way out into the mist. Galrik travels the length of the rope before he breaks through the mist and ahead of him is the wall to Shadowborn’s estate.
  Nyx asks Golorr about the veil. He tells Nyx the veil is a place in between life and death where the keepers hold dominion of the veil. The longer one stays in the veil the tougher it is to escape it. Valna asks Eyria but all she can say is she was looking for Lady Shadowborn and Ebonbane. They party decide to move through the mist to the other side where Galrik is. As the party move through the mist, they heard voices talk about their fears. Everyone makes across and Sneatcha is the last to cross. The party on the other side pulls the rope but Sneatcha fails to appear. Cora growing concern about Sneatcha enters the mist to find him. When she breaks through the mist she comes out where she entered. A few moments later Sneatcha appears out of the mist.
  The party examines the stone wall and tries to fly and climb over it but they keep returning to their starting point. Galrik tells the party the entrance to Shadowborn’s manor is a few yards down the wall. The party makes their way to the entrance where they find the gate where a priestly figure is praying at the gate. The priest tells them he can open the door but he cannot protect them from the horrors behind it. The party tells the priest they need to enter to find a way to escape the veil. The priest nods and opens the door. He turns and vanishes into the mist. Cora casts a spell on Valna and Galrik in hopes it will help with finding a way out. Valna learns Lady Shadowborn is a relative on her father side. Ebonbane was presented to Lady Shadowborn to destroy her. Galrik recalls how Ebonbane slaughtered all those around Lady Shadowborn including him. The key in returning to the Realms is tied to being a protector. If they can destroy Ebonbane, they can find a way back to the realms.
  The party entered the gate and they are met with a ghostly figure of a woman and Galrik recognizes it as being Lady Shadowborn. Lady Shadowborn pleads for help before the face distorts and Ebonbane mocks them. Ebonbane sensing Valna tries to bargain the release of her friends and he will use her to return to the realms. Valna refuses Ebonbane telling it off.
  The session ended.

Rewards Granted

Experience for the session: 1,000xp. Party's total experience to date: 52,769xp.

Character(s) interacted with

Notes

Key Findings:
  • An unknown defiler is hunting the Grandfather Tree. He was behind the curse placed on the Emory Woods. He claims to have a history with the Tealeafs.
  • An unknown necromancer called Galrik from the veil. The necromancer is looking for a way into the veil to bring Ebonbane back so it can destroy and consume the gods.
  • The veil is a plain between life and death. The keeps of the veil has sway over the veil. The longer you are in the veil the hard it is to escape it.
  • Ebonbane was forged from a great evil to destroy Lady Shadowborn. Lady Shadowborn was a champion of Torm and bore the mark of a protector.
  • The is a prophecy about a woman with the mark will lead the destruction of Torm. It was said the High Order of Torm is using unorthodox methods in preventing the prophecy from coming true.

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