Breizh Ankil

Brezih join a diverse group of advneturers as they sets out on their inaugural quest, braving encounters with highwaymen and ghouls while safeguarding a scientist. In Galeo, they adopt a bear cub, confront spiders, and forge alliances with kobolds who lead them to Jona's hidden village, providing sanctuary to intelligent 'monsters'.   Acting as diplomats, the adventurers strive to ease tensions between a village of marginalized creatures and the soldiers of the Duchy of High Zephyr. Uncovering a plot orchestrated by François Bralt, a garrison leader with aspirations of power, they confront him to negotiate a truce. However, the encounter escalates into battle, resulting in François's demise and the village's cictory.   Jona entrusts the adventurers with a new quest: to secure a Dragon's egg in the possession of Sseth deep in the Calames Jungle. Their journey, leads them to negotiate with the Yuan-ti. Upon meeting Sseth, the adventurers are tasked with retrieving a series of artifacts in exchange for their request.   Embarking on a journey to obtain one of the six Dwarven Crowns, the adventurers face an Efreeti and successfully retrieve the crown.   Navigating to the Giant Island, the group secures the Jotun Hammer that Breizh wield. Returning they confront Phoebe, seeking retribution for her deceit and betrayal, ultimately silencing her.   In pursuit of the Philosopher's Stone, in possession of Silver Remington, the adventurers navigate the Shadowfell to reincarnate him, the reincarnation leading the Demia's possession by the Vampire, and ultimately secure the artifact.   After acquiring the three artifacts, the adventurers confront Sseth. Breizh dies in the confrontation.  

Characteristics

Abilities

Breizh is a powerful battle master fighter.  

History

Campaign

Country Bumpkin

This group of adventurers, though very diverse, find themselves together on their first, most mundane quest. To escort a scientist out of town to study recent ghoul problems. Some of them already knew each other, like Ginette and Breizh Ankil, who had already done a few quests together. Others, like Rakon and Adam, were newcomers to the adventurers' guild, having joined Breizh and Ginette.   This first quest united them, bringing them face to face with some highwaymen hoping to get a few easy coins, then bringing them face to face with necrophagous, hungry ghouls. All of this to escorting a searcher.   The presence of ghouls so close to the capital can be explained by the poor management of cattles and sheeps corpses, a recent attack having caused numerous deaths in the fields, and the villagers having had no Time to bury them, having piled up the bodies, baiting the necrophages.   The group takes charge of the problem, and takes advantage of the opportunity to rescue a surviving goat from a local farmer in exchange for a cheese tomme.  

Tax Evasion

Back in the capital, the group, eager to help, are given a mission to a remote village in the Highland mountains. The service in charge of collecting taxes there has been unable to gain access to the villages, so it's important to understand the reason for the problem, and solve it.   The road alone is already an adventure for the group of novice adventurers, who are attacked by griffins trying to eat their horses and axebeaks, and find themselves in the cave of a bear, which they kill before realizing that it was protecting a cub they decide to adopt.   The group also develops the habit of eating all the creatures they kill, starting with the griffin, then the bear.   Further on, finally in the mountains, the adventurers face giant spiders in a cave system along the small mountain paths leading to the villages they need to investigate.   They deal with the spiders, and take a break to camp and enjoy the spider meat, but it's then that they come face to face with a group of kobolds. Following the kobolds, the adventurers learn of the existence of a village hidden in the mountains, a refuge for those considered monsters who nevertheless possess the intelligence to live in society. The spiders on the path are only temporary, as they are trying to make the area safe and have chased the giant spiders further away from their village, which caused the creatures to attck the path below.   The village is run by a certain Jona, a calm woman who, in response to the adventurers' enquiry, asks the kobolds to ensure that the spider hunters no longer push them onto the paths used by humans.  

Diplomatic missions

The small village is a peaceful hamlet for many orcs, goblins, kobolds and other creatures often discriminated against in the Tana empire, and described by some as monsters. However, they have many problems with the guards and soldiers of the Duchy of High Zephyr, who are constantly trying to find the village and attack any inhabitants who stray too far.   Jona, now that she's helped with the spider problem, asks if it would be possible for the group of adventurers to act as diplomats and calm the situation with the ducal soldiers.   So the group marched to Windrin, capital of the duchy. In town, they soon learn that many citizens are terrorized by recent attacks from creatures such as orcs, goblins and kobolds. A village was recently destroyed in one such attack. Talking with the guards they hear rumors saying the monster village is subsisting on the resources they manage to plunder.   The adventurers therefore decide to visit the ruins of the recently pillaged village to investigate. The traces are suspicious and confusing as to who is responsible, but it seems that the cause is mostly Human, especially for the fire that destroyed most of the evidence.   Back in Windrin, Adam, having been trained by the local druid circle, the Circle of the land, takes the opportunity to request an audience with Panoramix, a great local druid, who serves the duchess. Panoramix offers them some medicinal herbs, then tells them that the commander, superior to every barracks chief, is destined to leave his post, embarking on a quest for the glory of his beloved. This will lead to promotion among the garrison commanders, and seems to provoke fierce rivalry between them.   Adam and the rest of the group's audience with François tells them that he harbors a certain hatred for creatures outside the Tana empire, but he refuses to divulge any further information.   So the group plan to infiltrate his office at night, to steal evidence of his actions, blackmailing him into a meeting with Jona and a more diplomatic solution. They get help from a local thief, a certain Astriane, who helps them infiltrate the office. The infiltration is a success, and allows the adventurers to negotiate a meeting between Jona and François Bralt to establish a truce.   The meeting takes place in the mountains, with representatives of each group coming alone to discuss. However, the discussion turns into a fiasco, and no agreement is reached, while François vows to raze the village to the ground as soon as possible. So Jona enlists the help of the adventurers to prepare the defenses. The kobolds set traps in the narrow crevices leading to the villages, and the adventurers move into position, waiting for the conflict to begin as the march of infantry echoes through the mountains.  

Battle for the monsters

Finally, François and his men arrive, the traps and narrow corridors not allowing them to use their numerical advantages, but they advance all the same, and François, on the back of a Wyvern, leads the operation from above. Breizh jumps from the edge of a cliff and attempts to land on the creature, but misses, nevertheless giving Astriane the opportunity to shoot a deadly arrow that ends Francois' life.   With their superiors dead, the men retreat, marking the victory of the adventurers and the monster village. A victory marked by the Death of many soldiers, which saddens Jona, but avoids future bloodshed. The sovereignty of this small village is assured, but the survivors will remember the adventurers' actions, and many will hold a grudge against them.  

A long journey

Jona thanks the adventurers; today they have demonstrated their strength, not only physical but mental, by standing up to those who deserved their mercy. Now confident in the group of adventurers, Jona takes them aside to entrust them with a new task. Recent information leads her to believe that a Dragon's egg exists, news that could change the balance of power in this world where dragons are perceived as extinct. A certain Sseth is said to possess this egg, and has withdrawn to the depths of the Calames Jungle. The adventurers' task is to secure this priceless egg.   They accept, hoping for a reward worthy of the quest. The journey to the jungle promises to be a long one, with several months of walking and trekking ahead of them. Along the way, the adventurers help the peasants, villagers and merchants they meet, sometimes diving into a lake to explore a series of ruins, sometimes killing a Morvudd terrifying a village in Tana's Empire.   Once at the border with the Hobgoblin empire, they pay for safe passage with the hobgoblins, accompanied by a merchant and mad inventor. In the mountains, Breiz gets a new mount, a Storm Wolf.   In town, once in the Hobgoblin empire, the group catches a thief who has tried to rob them. Begging for his life, the thief promises to be of service to the group in exchange for leniency, and offers to guide the adventurers to the jungle.   This new guide takes them as far as the Savage Savannah, where a series of suspicious tracks leads him to advise a safer but longer route, but Breizh is sure of himself, and urges the group to take the shorter route. This choice brings the group face to face with a wild wyvern, a terrible monster who takes the guide's life in combat.   Despite this, the group reaches an Orc village, the village of the Horseskull clan. Contrary to popular belief, the orcs are quite friendly and open to exchange, and the well-received adventurers learn more about the jungle and the path ahead. Adam, fascinated by their customs and druidic knowledge, decides to stay with them to learn more.   Thanks to indications from the orcs, the adventurers find themselves in the Oreskos pride, Tabaxi living on a giant tree at the edge of the savannah. The mention of the Yuan-ti who lives in the jungle raises eyebrows, and is greeted with hostility, as these neighbors are most unpleasant to the catfolks. The group learns that the words of a snake man are as vile as they are meaningless, and that it's unwise to trust them.   This curiosity attracts attention, and it's while stopping for a drink that the group meets Demia Bose, a Tiefling magician, also seeking Sseth, but not for the egg she doesn't know about, but for his fortune, which she covets. With this goal in common, at least for the most part, she decides to join the adventurers.   The group, more numerous than before, heads for the jungle, and begins to penetrate the dense, humid vegetation. They are soon ambushed by a group of tabaxi, another less hospitable pack, who threaten them to find out their intentions. But the adventurers are not so easy to capture and threaten, and the two entities find themselves face to face with equal weapons.   Wanting to avoid an unnecessary massacre, it is decided to talk things over, and the adventurers explain that they want to go deeper into the jungle, without giving any further details. The suspicious Tabaxis advise against it, as many dangers lie deeper in the jungle. Nevertheless, the adventurers are free to continue.   The encounter with this tabaxi pride in the jungle slows down the group of adventurers, but allows them to learn more about the dangers of the jungle. The whole central and northern jungle is under the control of the Yuan-ti, and the local flora and fauna are also known for their ferocity, with many dinosaurs.  

After the campaign

Knowing this, adventurers head deeper into the jungle, enough to hope to stumble across the snakefolks and be led to Orrinshire, their capital. It takes several days to get deep into the jungle, where the humidity makes daily life unbearable and the mosquitoes are irritating at every turn. The adventurers' culinary experience, meanwhile, is enriched by the flavors of numerous dinosaurs, from velociraptors to tyrannosaurs, even if the battles are arduous and exhausting.   The group of adventurers finally comes face to face with a patrol of Yuan-ti. The exchange does not go well, as the guards regard the adventurers as intruders and pay scant heed to their demands, mistakenly believing they have the advantage in a fight. The intervention of Ginette and her charms prevents the conversation from degenerating into a bloody battle, and the group is led into town to explain themselves.   The mention of Sseth, and the intention to meet him, causes a stir among the snake-men, and the guards become even more aggressive. But the intervention of the high priestess of Chezucore, Sistine, calms things down as she listens to the adventurers' demands. After tumultuous negotiations, the adventurers are allowed to meet Sseth, accompanied by a contangin of soldiers, and showing the utmost respect for the Yuan-ti god.  

Meeting with a god

The next day, the journey begins, setting off at dawn, the god's lair could be reached by mid-day. The jungle grows denser, revealing numerous ruins and an immense chasm where the rivers surrounding Orrinshire seem to flow into a great semi-subterranean lake. A deep rumbling emanated from the chasm, causing flocks of birds to take flight. A Yuan-ti appear, and introduce himself as the messenger of the god.     The messenger exuded an aura of power, prompting the Yuan-ti to kneel in reverence, recognizing the importance of this messenger. The messenger commanded the adventurers to kneel as well, using his aura to compel those who resisted. THe messenger, arrogant, took offense at any adventurers who did not honor him, feeling irritated by the disturbance. Nonetheless, he agreed to listen to the adventurers.   While cautioning the adventurers that their request bordered on blasphemy, The messenger nevertheless proposed an exchange: the god would grant them their wish, but only in return for a series of artifacts.   A royal crown belonging to the dwarves, for Sseth to obtain the wisdom of the dwarves. A hammer belonging to the giants, for Sseth to obtain the power of the giants. A philosopher's stone for Sseth to obtain the power of creation.   And more details are given on each artifact to enable adventurers to seek them out and obtain them.  
  • Dwarves believe that the wisdom of previous leaders remains in the crown, so the 6 crowns of their noble houses are invaluable.
  • A hammer belonging to the giants is one of the only weapons that enabled them to rival the dragons during the war, its incredible power and magical abilities making it a weapon of immeasurable power in the possession of the storm giants. The giants inhabit an island in the north, Giant Island, where they have been banished since the Draco-Giant War.
  • An incomplete Philosopher Stone has been in existence for some time, and although it fails, it undoubtedly possesses immeasurable powers, and will enable those who possess it to no longer be limited in their practice of Magic. A vampire, currently undergoing reincarnation, is the owner of this stone.
 

Dwarven Crown

Journey to the dwarven mountains
The group, now working for Sseth, are offered all the blessings of the Yuan-ti and after a good resupply, including lots of gold for the group, they head for the Ice-peak Concord, the land of the dwarves. They are escorted to the edge of the jungle by the Yuan-ti, before being taken by boat directly across the river to the Lightfoot Kingdom, a neighboring country of ice-peak concord.   Now approaching the dwarven country, the adventurers learn of the existence of 6 crowns. One for each of the Dwarf noble houses. All possessing similar powers. They also learn that two of the noble houses have now disappeared following tragic events.   House Zultik, under attack from orcs and trolls, fell, and what's left of the mountain town, Bhaghbuldar, is now under the control of the Thunderlord clan of orcs.   House Cascogne, meanwhile, sought to strengthen its ties with the elemental planes, attracting an Efreeti to become the new tyrannical leader of House Cascogne. As his ambitions grew, and the dwarves wished to avoid the same fate for the next dwarves, they fled, sealing their mountain-town behind them. The mountain became a volcano, enclosing efreeti ever since.   The other 4 crowns are owned by the 4 remaining dwarf houses and are proudly placed on the heads of their leaders.   Finally reaching the border with the Concord, the adventurers are confronted by border guards suspicious of this group of heteroclite adventurers. Especially as the adventurers try to justify their passage with their membership of the Adventurers' Guild, a guild that does not act in the Ice-peak concord. But the persuasiveness of the bard and the wizard, along with a few gold coins, allows them to pass.   With the choice made to face the fire elemental, Demia and Ginette set up a teleportation circle in the frozen lake at the heart of the mountains, an emergency exit in case of great danger. The adventurers must face the elements as they agree to fetch the crown from the hands of the fire elemental, the efreeti.   Getting to this mountain is already a challenge, as the roads connecting the mountain to the rest of the country are no longer in use, having largely disappeared, and nature has taken over. What's more, the intense cold and blizzard make the journey all the more complex.  
Smoke and snow
The adventurers know they're getting close, as smoke from the volcano darkens the landscape, and creatures influenced by the power of the Elemental Plane of Fire begin to stand in their way, snow replaced by ash. What's more, with the mountain-city sealed off, the volcanoes will have to find another way in.   The mountain having been transformed into a volcano by the elemental powers, the group decides to pass through the volcano's chimney to reach city's ruins.   Inside, the temperature contrasts greatly, the heat is suffocating, and the ruins are bathed in a red-orange light a from the lava bed covering the lower levels of the city. Groups of azer, fire elemental dwarves, the unlucky ones left in the city when it was sealed off, bustle about.   The group attempts a stealthy approach after de-escalating the volcano's chimney shaft, but this only lasts a short while, and they find themselves facing the Azer. As reinforcements are called in,they find themself outnumbered and forced to retreat.  
As the city is made up of numerous stone walkways and bridges in the upper levels where they are, Breizh strikes the ground with his sword, conjuring all his might and causing a large bridge to collapse, preventing the Azer from reaching them and buying the group some time.   Covered in burns and cuts, they make their way into this new part of the city, but the destruction caused by their fight has attracted the attention of the efreet itself. The crown, refusing to melt, can be seen on the creature's head as it conjures up earth and fire to build a temporary footbridge and set off in pursuit.   As the battle against the efreet begins, the lava level starts to rise and the fight becomes even more intense, with the group gradually losing the advantage as the lava begins to reach higher levels. The efreet, in an attempt to get rid of the whole group in one attack, summons a large hand of stone and lava ready to crush the group, but Rakon in a chivalrous move, tackle him off the catwalk, falling with him into the lava.
  The adventurers' breath goes out as their enemies and one of their companions disappear into the burning fluid. Hearts clench as they think of Rakon's heroic deed. Suddenly, Rakon emerges from the lava, standing proudly, albeit badly burned, on the hand of lava and stone created by the crown now enthroned on his head.   But the fight isn't over yet, as the lava level rises and the efreet resurfaces, bloodied and ready to fight to the last breath against the crown thieves. Ginette and Demia activate the teleportation circle linked to the frozen lakes, and a deluge of ice, snow and water falls on the efreet, killing it as the volcano's reaction causes it to heat up and explode. Rakon uses his new powers to cover the group as they are expelled by the volcano's explosion.   The burns, the fighting and the fall after the volcano's expulsion leave the adventurers in a sorry state. Rakon, with the new powers conferred by the artifact, survives and remains conscious, managing to drag the bodies of his friends until he meets some dwarves who finally help him.   Magical healing, though limited, heals most of the resulting burns and scars, though some wounds and scars remain. Breizh managed to escape the fall mostly intact.  
National artifact
Now healed, the problems are far from over for the adventurers, as recent events have attracted the attention of the entire Concord, and a contingent of soldiers is sent to apprehend them for questioning.   While most of the soldiers take charge of securing the area, a dozen or so stand in front of the adventurers to apprehend them. Not wanting to waste time with the dwarves, let alone return the crown, but also wanting to avoid a bloodbath, the plan is to escape from this situation.   Breizh has the bright idea of donning the armor of one of the dwarves in the camp, blending into the background as he also manages to sneak out of the camp.   Stealing mounts, the adventurers speed deeper into the mountains, hoping to lose the soldiers. Luck was on their side, as the blizzard reduced visibility and covered the landscape in a white blanket, with only the smoke from the volcano still visible.   For over 3 weeks, the adventurers slowly make their way through the mountains and further south, avoiding the locals and hunting for survival. They have the opportunity to eat numerous new exotic meat during this time. They finally reach the border, crossing illegally into the lightfoot kingdom, where they won't be wanted.   From there, a long journey of several months takes them to the empire of Tana, where they head north, while word of their exploits spreads among the dwarves, and beyond the confines of the country. The troupe of Wisdom Thieves, as they are called by the dwarves, has a growing reputation.  

Giant's hammer

A way north
Information on the second artifact are very slim, but Sseth has confided that it is in the possession of the giants.   The group of adventurers heads north to the empire of Tana, in the Duchy of Freed, a land just as frigid as the land of the dwarves, where the wind freezes the bones and a blanket of snow covers the landscape.   The giants live on an island to the north, soberly named the Giant island. The northernmost village, Raskam, is a small fishing village that ran into trouble with the giants a few years ago, and now fears that their dark figures will land on the ice shores. The last large-scale giant attack was the work of a group of adventurers, so they are refusing to help the adventurers for the time being, and will have to earn their trust.   Raskam is a peculiar village: the Magpies, a group of thieves and bandits, are very present in this isolated village. But they get on well with the locals, and even seem to take on the role of protector of the villagers here.  
by Cherry-gig
A few days after the adventurers' arrival, a young woman arrives at the inn, the only other foreigner in the village apart from the adventurers.   She introduces herself as Phoebe of Windrin, and strikes up a conversation with the adventurers who have also set foot in her hometown months ago. She explains that she's one of the magpies, she's always had a knack for getting into trouble, and since the death of her father, it's become a way of life.   In conversation, she learns that the adventurers wish to go to the Giant island, and offers to talk to Tyrel Crestel, the village chief, in the hope that as a member of the magpies she can obtain a boat for the adventurers.   After a discussion with the village leader without any adventurers present, she obtains a small boat so that they can reach the island on their own. She apologizes that the boat is so small, despite the difficult crossing, but it's all she can get them. And she wishes them good luck.
  As the group set off for the island on the small boat, they began to face the cold and ice. The hull is creaking as the sails gently pull them along. The island is a few days away, especially for an inexperienced group.   The first day passes without a hitch except for the cold, but Ginette and Demia feel a certain uneasiness during their night's sleep, a sort of magical presence, but they only have time to wake the other adventurers when a huge explosion sounds, the hull exploding, and the mast crashing into the boat as it capsizes.   Thanks to Ginette and Demia's awakening, the worst may have been avoided, but the group finds itself thrown into the icy water, in the middle of the ocean and without a boat. Fighting for survival, the cold sends them into a deep lethargy.  
Giant Island
The group awakes later, lying by a fire in a wooden hut. Firebolg stirring a large cauldron, and pouring various herbs and spices into it, a sweet aroma fills the room.  
The adventurers are in a sorry state, the cold and the ocean having done them no favours. Breizh can no longer feel one of his arms, even though it's present, the nerve connections seem to have disappeared with the cold: permanently, and it's only by wrapping his tentacles around his arm that he can control it.   The firebolgs explain that they retrieved the adventurers from the ocean while fishing, brought them back as quickly as possible and placed them around the fire. It's now been a few hours and they're finally waking up. As for the time lost unconscious at sea, it's impossible to know at the moment.  
  Spending a few days by their rescuers' side to finish restoring themselves, the adventurers learn more about the island: different types of giants share the island: Hill Giant, Stone Giant, Frost Giant, Fire Giant, Cloud Giant and Storm Giant.   There is a hierarchy among the giants, the ordning, which is sacred and highly respected. The Firebolg, although sharing blood with these giants, are considered inferior, even though they live on the island too.   The hammer they're looking for is called the Jotun Hammer, it is the weapon held by the leader of Voninerike, the realm of giants, however since the last attempt of the giant to conquer the continent, no one was able to pick it up, and the hammer rest in Hammerfall CItadel.   The adventurers learn that the hammer is said to only let the worthy wield it. Many firbolgs work in the fields surrounding the citadel, and the storm giants are among the less aggressive, so the adventurers may easily get closer to their objective.   The group decides to keep a low profile, hoping that the giants' great size will make it harder for them to be detected. They sneak into Hammerfall Citadel, successfully entering through the basement. They find themselves in the dungeons, a grim place where chains hang from the ceiling, suspending spherical iron-bar cages, some of which contain skeletons.   Among the dead, one skeleton stands out, animated and calling out to the adventurers. The skeleton introduces himself as a Firbolg, imprisoned years ago after running away with an adventuress he had fallen in love with. Unfortunately, he was recaptured, punished for his escape attempt, and left to starve. He reveals that he cannot rest in peace until he kills the giantess who captured him. He offers a deal: if the adventurers help him kill the giantess, he will guide them through the citadel, using his knowledge from his time working there.   The adventurers accept the deal. The skeleton explains that the giantess visits the room once a week to clean it in the absence of prisoners. She is scheduled to arrive in the evening. The adventurers prepare an ambush, and when the giantess opens the door to the room with the cages, they spring their trap.   The element of surprise works in their favor. Breizh and Rakon leap onto the giantess's shoulders, slashing at her neck. The giantess falls to her death, and the adventurers seize the keys from her belt to free the firbolg skeleton. However, the firbolg regretfully informs them that this was not the right giantess, but he pledges his help regardless, driven by his desire for revenge.   Escorted by the firbolg's skeleton, the adventurers navigate through the citadel, using the hidden paths and cracks between the castle stones to stay out of sight. The giants sound the alarm following the death of one of their own, but the group remains undetected as they move deeper into the fortress, guided by their skeleton ally who knows every nook and cranny of the citadel.   The group finally comes face to face with the room where the Jotun Hammer is kept. The skeleton warns them that the hammer is conscious and rather capricious. Ginette suggests that she and the others take on the appearance of smaller tempest giants to blend in.   As they enter the hammer's chamber, they witness a heated exchange between a giantess and the hammer, with the hammer refusing to be wielded by her. The skeleton panics upon recognizing the giantess as his murderer.   The giantess, seeing through Ginette's Illusion, attacks the adventurers. A fierce battle ensues, and despite her strength, the adventurers manage to defeat her. As she breathes her last, the skeleton thanks the adventurers before collapsing into a lifeless pile of bones.   Alone with the hammer, Breizh and Ginette begin to negotiate with it. The hammer declares that it has been searching for a worthy lord of the giants since the death of the last one, a position requiring great strength and honor.   Ginette delivers a convincing speech about Breizh's dignity, strength, and honor. The Jotun Hammer, intrigued by another giant with an unorthodox appearance, is persuaded. As Breizh grabs the handle, the hammer shrinks to fit him.   As Breizh takes hold of the hammer, Rakon, Astriane, and Demia can no longer hold the door, and the giants enter. However, upon seeing Breizh with the hammer, they kneel and address him as the "Little Lord of the Giants."   Breizh declares that he has other business to attend to and must prove his worth to the hammer, but promises to return once he has accomplished this. The giants, respecting his claim, offer the group a boat back to the mainland.  
Veangeance
Returning to the mainland, the adventurers confront Tyri Crestel, chief of the village of Raskam, about the incidents involving the boat that took them to the island of the giants. Tyri, initially defiant and unwilling to be intimidated by a band of adventurers, is forced to relent when faced with their overwhelming power, now bolstered by possession of two powerful artifacts. Under pressure, she reveals the information she possesses, bringing the adventurers closer to uncovering the truth behind their recent trials.   Tyri explains that Phoebe, one of the Magpies, had requested the boat, specifying that she wanted to choose and prepare it herself. Although suspicious, Tyri agreed, wanting to do a favor for a Magpie. Therefore, the person responsible for the boat incident is Phoebe, not Tyri.   Disgruntled, the adventurers demand more information about Phoebe. Tyri reveals that Phoebe is currently in the south and plans to visit Holypertuis before returning to Windrin. As Holypertuis is the adventurers' next destination for another artifact, they set off in search of the young woman.   In Holypertuis, the adventurers learn more about the Magpies, a network of protectors and informants spread throughout the region. They discover the existence of the Undercity, a hidden part of the capital where many outlaws and those avoiding the law reside. Despite their efforts, obtaining information about Phoebe proves difficult, as the Magpies are loyal to one another and few are willing to divulge any details.   But it's in a random tavern that the adventurers come face to face with Phoebe once again. Facing her as she enjoys a glass of fine wine at the bar, the encounter quickly escalates into a fight that engulfs the entire tavern. Phoebe seizes the opportunity to try and escape out the back, but her path is blocked by Astriane, one of the adventurers. In a desperate attempt to evade capture, Phoebe jumps into the crowd, hoping to blend in and slip out through the main exit. However, Rakon, another adventurer, utilizes his powers to disperse the crowd and apprehend Phoebe.   Unfortunately for the adventurers, the commotion attracts the attention of nearby guards, prompting the group to flee through the back door with Phoebe in tow. Uncertain of where to take their prisoner for interrogation, the adventurers decide to head for the adventurers' guild, where they requisition a room in hopes of conducting a more controlled interrogation.   Once the interrogation begins, the adventurers spare no effort in using force to extract answers, while Ginette's Magic ensures that no sound escapes from the room. Through their questioning, they learn about Phoebe's father, Francois Bralt, a man they had killed earlier in their adventures. Following his death, Phoebe's life became increasingly complex, and she sought revenge.   Despite being aware that their actions had set off this chain of events, the rest of the group refuses to forgive Phoebe's actions and opts to silence her permanently.  

Philosopher Stone

Information
The philosopher's stone, the last artifact on the list, is legendary. Even Sseth did not dare to ask for one to be brought to him. Nevertheless, an incomplete, unfinished version of the stone emerged just over a year ago, and Sseth now covets it. This artifact was reportedly in the possession of a vampire before being defeated by a group of adventurers.   Finding the location where the vampire lived, or the stone itself, proves to be a complicated task.   The best clue the adventurers have is the legend of the vampire and the adventurers who defeated him. This legend helps trace some of these former adventurers living in the Tana Empire. In the empire's capital, one of these adventurers, a half-orc named Hardah Halforcen, now lives with her Elf husband in a house near the city walls.   Hardah's land is vast, a gift from the emperor Charle III Tana for her services. She spends her days working the fields, enjoying the peaceful life of a farmer, free from concerns about monsters or money.   When the new group of adventurers arrives, Hardah sees a reflection of her own past in them and welcomes them warmly. he listens to their stories and tells them she doesn't know the location of the stone. No one does; it's a secret the vampire took to his grave, at least until he is reincarnated in the next century.   Hardah shares the tale of the vampire, a man who lost his wife millennia ago and sought to resurrect her. Blinded by love, he endangered the world by attempting to create a philosopher's stone through the sacrifice of the material plane. A past experiment, which involved sacrificing the Shadar-Kai, an elven people living in shadowfel, resulted only in an incomplete stone, insufficient to resurrect his wife.   For the adventurers seeking the stone, the only apparent option is to hasten the vampire's reincarnation to question him. Hardah advises against this course of action but does not actively oppose it. In fact, she possesses the vampire's arm, which is destined to disappear when he naturally reincarnates, thus alerting her.   The adventurers begin researching extensively, but they encounter a significant obstacle: the sections of the Enchantment School library containing sensitive information that could aid their quest are closed and inaccessible to the public.   During their search, the adventurers hear many rumors in the corridors: Aemari of Holypertuis, the headmistress of the school, harbors a deep hatred for Jaina Proudmoore, the headmistress of the academy and her superior.   Using this knowledge to their advantage, the adventurers request an audience with Headmistress Aemari. She agrees, having heard of their reputation. During the audience, the adventurers explain that they would like access to the restricted sections of the library to aid in their quest.   They fabricate a story, claiming they need information on vampire resurrection rituals to prevent such an event. Ginette also explains that they had made the request directly to the academy's director, but she had refused them access despite the urgency of the situation. They express hope that Aemari, known for her intellect and discernment, would grant them access.   Aemari, eager to oppose Jaina, agrees but adds one condition. She asks for a renowned wine of vampiric creation, the "Bewitching Wine" known for its exceptional taste and effects. If the adventurers encounter vampires or cultists and have the opportunity to obtain this wine, they must bring it back to her.   With access granted, the adventurers delve into their bibliographical research, learning more about vampire immortality. They discover that a resurrection ritual requires an object to link the soul of the deceased to the world—a container for the soul, ideally the body itself or a new one if necessary.   Realizing that Hardah's vampire arm is crucial for the ritual, they return to her. Although she doesn't actively oppose their plan, she is reluctant. She agrees to give the arm only in exchange for a favor.   Despite being retired, Hardah misses training sessions with her companions, and her husband isn't a suitable sparring partner. She requests a volunteer to fight her barehanded, without equipment or armor.   Breizh volunteers. Despite having a paralyzed arm from an encounter on the island of the giants, he has learned to use the tentacles on his back as a replacement. The two engage in a friendly, albeit bloody, competition. Hardah screams with delight as she takes her first blow, reveling in the nostalgia.   Hardah doesn't dominate the fight, but her resilience surprises Breizh. She refuses to yield despite his exhausting blows. After a long bout, and the loss of a tooth, Hardah finally capitulates with a broad smile, congratulating Breizh on his fair play and the effort he put into the fight.   After the bout, Hardah requests one last favor: an interesting shield to complement her collection. The adventurers exchange a shield that fires fireballs for the vampire arm needed for their ritual, sealing the deal.  
Shadowfel
With the vampire's arm in hand, the next step for the adventurers is to gain access to the vampire's former mansion. Hardah provides them with rough directions, and the adventurers set off in search of a portal to the Shadowfell. Fortunately, their purses are full of treasures they've amassed so far, and a few gold coins grant them access to the Undercity, an underground city beneath Holypertuis, built under the bones of a gigantic golden dragon. Here, anything can be found, legal or otherwise, if the adventurers are prepared to pay the price.   For a very generous sum of gold, they purchase two scrolls enabling them to travel between planes of existence: one for the outward journey and the other for the return. After a few final preparations, the adventurers find themselves in the Shadowfell.   All forms of joy seem to have been sucked out of this plane. Colors are dull, dominated by shades of gray, and the world looks like a morbid reflection of the material plane. Soon, the adventurers feel watched, and a minor vampire attacks the group, hoping for easy prey. The vampire's cries echo as the adventurers effortlessly kill it, serving as a warning to anyone else who might attack them.   However, the cries attract attention. Where the capital's central castle stands in the material plane, a terrifying castle now looms in the Shadowfell. Opulent and ancient, the castle is adorned with Gothic elements. Numerous skeletons and zombies occupy the towers and grounds, attacking any intruders, including the adventurers.   Amid the tumult, as the adventurers fend off the undead hordes and consider retreat, a voice echoes, urging the undead to calm down as a figure approaches.  
What's a group of humans doing in the territory of the Crimson Court?
  the figure asks. A dialogue ensues, and the adventurers apologize for the disturbance, asking for directions to Silver Remington's manor. They remain wary of the mysterious figure. The mention of Silver's name causes the interlocutor to tense up, but wishing to avoid conflict, the figure indicates a path through the Shadar-Kai ruins, allowing the adventurers to reach the vampire's manor as quickly as possible.
by Mikhail Palamarchuk
  The adventurers set off towards the Shadar-Kai ruins, encountering a woman weeping beside the corpse of a man in armor. Seeing the adventurers, she rushes towards them.  
The bugger had nothing left to eat. He fooled me and disappeared. Please help me
  she says in a desperate voice. The adventurers, wary, begin by inspecting the man in armor, which is empty except for a dead cat inside, drained of its blood. Nearby lies a red bottle, which, upon inspection, is empty and bears the words  
Damn you, monster! As long as I'm banished to this tower, I'll torture you!
  The woman explains that the armored figure approached with the bottle in hand, promising her a feast. Dying of thirst and hunger, she accepted, but as she reached for the bottle, the man dropped dead, and she realized it was empty.   Despite their suspicion, the adventurers offer food and drink to the young woman. She accepts but seems to recover little. When asked about the note, the woman tells the adventurers that not far away is a tower belonging to a sorcerer whom no one dares approach. Caravans avoid the place, and horrific screams are heard by those who venture too close.   Wanting to help and with the tower on their route, the adventurers decide to investigate. As they approach, a black stone tower rises before them, twisted in the middle of a partially vegetated square filled with brambles and roots.   Breizh approaches first but is thrown backwards by an explosion, triggered by a glyph-covered slab hidden by vegetation. The woman, who had tried to stop Breizh but didn't have time, explains that the whole place is a trap, which is why no one dares approach the tower.   The explosion attracts the attention of the tower's occupant. A male voice commands the creatures to leave if they don't want to suffer his wrath. Using magic to amplify her voice, Ginette explains that they are adventurers from the material plane. A man appears in one of the tower's windows and asks how they arrived in this plane. Ginette explains that they possess a scroll that enabled them to teleport.   This announcement prompts the man to emerge from his tower. His sorcerer's tunic, similar to those worn by magic school students, is worn and torn, indicating he is a sorcerer and likely the master of the traps. He introduces himself as Isaac Hemsworth.   The wizard spots the woman and exclaims
“But what have you done, made a pact with the vampire who wants me dead, is this a trap?”
— Isaac Hemsworth
  But it's too late: long claws appear along the woman's hands, and she lunges at the magician, setting off numerous traps. The adventurers draw their weapons and engage in battle, trying to save the magician from the alp, an intermediate vampire.   The magician screams, attempting to guide the adventurers away from his traps, though he is already wounded by the alp's blows. Just as another blow puts the magician in critical condition, he turns and pounces on Demia, snatching her satchel and extracting the teleportation scroll, which he activates.   The adventurers, now alone with the already wounded alp, continue the fight. The vampire retreats, using her impressive speed to escape from the severely wounded vampire. Dismayed by the fight and the treachery of both the magician and the vampire, the adventurers search the tower, finding gold and a magic cloak, but nothing worth the parchment they've lost. Luckily, Demia had begun copying the spell into her spellbook, and she expects to be able to complete it over the coming nights, especially if the adventurers take their time after the confrontation with Silver.   Having learned to be wary of the inhabitants of this plane, the adventurers continue on their way. The next day, they come across the young woman once again. She is in a bad way—yesterday's wounds and hunger have taken their toll on her strength, and she can barely stand.   She explains that the magician was with a group of researchers exploring the Shadowfell years ago. She appeared to them in human form to trick them into feeding her, but the magician befriended her, and she ultimately wished him no harm. When a group of lesser vampires attacked the research expedition, she revealed her true form to protect them.   However, after she revealed herself, the magician and his colleagues turned on her. In her anger, she killed the researchers but spared the magician, unable to bring herself to kill him. He then decided to make her life miserable, scaring away all food and playing tricks on her, like the armor incident.   Despite the touching story, the alp is not spared. As a creature who lives by feeding on blood and has caused many deaths, she is deemed unforgivable.   The adventurers continue on their way and finally reach the Shadar-Kai ruins, a completely desolate and empty city, with dead or absent vegetation and only empty buildings and dust remaining.   Strolling through the streets, the adventurers are stopped by two pale-skinned elves. Nael'An and Ovid'an are elite warriors protecting the survivors, stopping intruders and threats before they get close. They are naturally wary of the adventuring group.   Ginette, the group's face and voice for such interactions, explains that they are a band of adventurers familiar with the history of the Shadar-Kai and their connection to the Philosopher's Stone. They state that they have come to reconnoiter the Empire of Tana, specifically the Kingdom of O-Qwir, to make contact with the surviving Shadar-Kai and learn about their living conditions.   The Shadar-Kai, who had previously been helped by adventurers, agree and Nael'an and his brother escort the adventurers to the center of the ruins.   In the center of these ruins, a single light remains in the desolate landscape—a fire over which a large cauldron of bland-looking soup cooks. A small group of elves from the Plane of Shadows is gathered here, resembling a nomadic caravan more than the once-populous city. Their numbers are surprisingly small, even given the tragic story of the creation of the incomplete Philosopher's Stone.   The adventurers spend the night eating, swapping stories and tales with the Shadar-Kai, and informing them about the material plane. Blacksmith Tom'el offers to coat their weapons in silver, which could help them against some of the monsters they may face. Meanwhile, his daughter Iseult'el gathers stories from the adventurers.  
Reincarnation
The next day, the adventurers set off again, hoping to reach the manor as soon as possible. The large, isolated building is easily found, and they confront a few minor vampires and other monsters along the way with no major issues.   Once inside the mansion, the ritual begins. As the ritual unfolds, Demia Bose, supported by Ginette's expertise in magic, takes charge while blood runes are traced on the floor and magic circles intertwine. As the ritual progresses, a palpable weight settles in the air, and the atmosphere grows increasingly ominous.   Meanwhile, lower vampires gather at a distance, drawn by the presence of a higher vampire. Breizh, Rakon, and Astriane stand vigilant, armed and prepared to fend off any approaching threats.   Suddenly, a cry of horror pierces the tense atmosphere as Demia's body begins to levitate, her form contorting unnaturally. She convulses in agony as her skin pales and her horns grow wider. The vampire's arm, used in the ritual grafts itself onto Demia's shoulder where she has lost an arm, and immense leathery wings unfurl from her back.   In a desperate attempt to intervene, Ginette tries to reach Demia but finds her efforts thwarted as her own blood begins to drain away upon contact. Rakon summons the power of the magical crown he is wearing, attempting to extract Demia with a hand of magma, but the ritual resists, forcing Demia back to the ground. A transformed voice emanates from Demia's lips, revealing the vampire's possession of her body.  
The vampire introduces himself as Silver Remington, expressing gratitude to the adventurers for facilitating his reincarnation. However, his dissatisfaction with inhabiting a female body becomes evident, along with his sinister intentions.   The vampire exudes incredible strength. It seems to grow with each passing moment. Enraged by the vampire's callous disregard for Demia's existence, Ginette manages to restrain her fury, initiating an exchange. The adventurers demand for their friend back and the location of the incomplete philosopher's stone. Silver acknowledges their motive but his reincarnation has consumed Demia's soul, making any return totally impossible. He also warns of the toll exacted by reincarnation and the fragmentary nature of his memories, an excuse to not reveal the informations about the artifact.   As tensions escalate, the adventurers attacks, and silver leaps into the air and commanding lower vampires to join the fray. Despite their inferior strength, the sheer numbers pose a challenge, complicating the confrontation.
  Breizh and Ginette contain the onslaught of the lower vampires.   As the vampire collapses to the ground, Breizh swaps roles with Astriane, and pounces on the vampire, hoping to hold him down as Rakon dives from the sky to slash at him. Despite his regenerative abilities, the vampire has taken heavy damage.   His take-off attempts blocked by Breizh and Rakon, he decides to go after the most fragile, and pounces on Astriane and Ginette. Silver's sharp claws pierce Astriane's abdomen, and she falls to the ground unconscious.   This enrages the adventurers all the more, and Ginette manages to magically expel Silver before Rakon's magma hand captures him and Breizh sends the Giant's hammer to crush the vampire's torso.   With Breizh maintaining relentless pressure on the vampire's torso, inflicting damage that tests the limits of his regeneration. As the vampire's endurance wanes under the constant torment, he finally relents, divulging the location of the philosopher's stone, albeit with the caveat that his presence is required to access it.   Determined to retrieve the artifact, the adventurers drag Silver Remington through his own mansion, his blood marking each step toward his office. Once inside, still under the adventurers' control, they pour his blood onto a Crystal, triggering a crimson glow, revealing a small portal. Although initially wary, the adventurers cautiously inspect the portal and determine it to be safe.   Breizh lead one of his tentacles through the portal and successfully retrieve the incomplete philosopher's stone that Ginette takes and guard carefully.   With the artifact secured, the vampire's usefulness comes to an end. Despite the emotional complexity of the situation, compounded by Demia's body used as a vessel, the adventurers unanimously agree on the necessity of ending the vampire life once again. Reflecting on Hardah's tale and the vampire's crimes against Demia, they deem his actions unforgivable.   In accordance with a ritual designed to prevent the vampire's swift reincarnation, the adventurers carry out his demise. Demia's body is honored with a solemn burial ceremony, her companions bidding farewell to their fallen comrade.   It was during this ceremony that they discovered Demia's notes and spellbook, as she had managed to finish copying the teleportation spell during the night they had spent with the Shadar-Kai. Thanks to this book, Ginette, although not an expert in this kind of magic, manages to bring the adventurers back to the material plane.  

Conclusion

Ending the quest
The adventurers now possess all three artifacts. Weighed down by their adventures and still mourning the loss of Demia, who fell in battle, the group takes some time to rest in Holypertuis after returning from the Plane of Shadows.   Their exploits have become legendary, and they now hold some of the most mythical objects on the continent. Yet, they are deeply saddened, questioning the purpose of their quest and the cost it has exacted. The survivors are covered in the scars of their past battles.   A message from Jona reaches them, expressing her concern at not having heard from them since their passage to the Plane of Shadows, and wishing them courage. She reminds them that their actions will change the world, as the existence of a dragon's egg is news that can impact many areas, and thanks them for being the emissaries of this change.   The group then heads back to the jungles of Calames to meet Sseth. With all the artifacts in their possession, they are poised to obtain the coveted egg. The journey is long but without major hiccups, and a stop at the Horseskull orc clan allows the adventurers to encounter Adam again, who has been training with the orcs all this time.   Adam is unrecognizable; his physique is now most impressive, yet according to him, it's his knowledge and skills that have developed the most. He's sorry to hear of Demia's death, although he never knew her, he understands that the loss of a companion is always a sad event.   Adam has also been in contact with Jona, explaining that he must follow a different, more personal path than the quest for the dragon's egg. Jona sent him a gift for the adventurers.   They receive a partially golden cloak (Scaled Ornament Ascendant), which is given to Astriane, the only member without an artifact. Adam can do no more for them than accompany them to the edge of the jungle to share their story.   Once in the jungle, the adventurers are soon greeted by the Yuan-ti, who guide them politely to Orrinshire. Their legend has reached even the deepest recesses of this jungle, and in town, people salute their exploits, knowing that it was done at the behest of their gods.   Before seeing Sseth again, they are treated to a feast and decked out in gold and silver finery. The next day, they are escorted to the god. Sseth confronts them, but the adventurers have come a long way since their last encounter. Their power is legendary, and they possess many mythical artifacts.   Sseth messenger appeared before them. However, the adventurers had grown stronger and no longer kneeled in the presence of the messenger, even when he used his aura. Their power was legendary, and they possessed many mythical artifacts.   The messenger noticed this change in attitude, which clearly displeased him. He expressed that the adventurers should still show humility in the presence of a messenger to the god, despite their power. He proceeded to ask the adventurers to hand over the artifacts on the spot, without further disturbance, as he wished to discuss with the god.   The adventurers refused, reminding the messenger that those artifacts were only in exchange for the dragon egg—an act of defiance that greatly irritated the messenger, who disliked being contradicted. Claiming that standing before him was already an honor, he ordered the adventurers to kneel down and hand over what he deemed to be rightfully Sseth's possession. However, his haughty and petty demeanor prompted the adventurers to doubt they would receive the egg, and they requested an inspection of the egg before proceeding with the exchange.   The messenger and the adventurers continue to converse, unable to reach an agreement. The enraged messenger can't contain his ardor, and exhales a toxic cloud.  
Fight with the divine
The fight is on, and the messenger seems to refuse to honor the deal, so the adventurers have no choice but to face him. The Yuan-ti take up their positions, trying to help the messenger as his spells explodes all around.   The messenger's magical abilities are impressive, as he alone manages to defend himself against all four adventurers who surround him. However, their might and artifacts prove to be too much for him to handle as they corner the messenger against the cliff edge.   Breizh tackles the messenger, diving from the cliff edge without fear in an attempt to incapacitate the messenger. The two crash to the ground hundreds of feet below with a loud crack.   The messenger is broken and twisted in an unnatural manner, yet he still moves. More unsettlingly, he seems to undergo further changes, his body's shape shifting and growing immensely as he transforms into a wingless dragon, revealing his true form to the adventurers. In doing so, he also reveals his name: Sseth.  
  Ginette, carried down by Astriane, attempts to initiate dialogue once more, but Sseth's eyes are filled with fury, and he refuses to engage with the mortal who defied him. Releasing another burst of toxic gas, he drives the adventurers deeper into his caverns, gaining the advantage as he controls every aspect of the terrain. Roots reach out to grasp the adventurers, while vines and thorns block their path to retreat.   After receiving a devastating blow from the dragon's claw, Breizh manages to cling onto its arm, climbing onto the enormous dragon's back and striking it down with his hammer.   Pinned to the ground by Breizh's hammer, Sseth reaches for Astriane, burying her under his weight as his sharp claws slash at the elf's delicate features. Despite their efforts to knock Sseth off to the side, it is too late. Astriane lies lifeless, crushed under the weight of the dragon's claw.   This loss gives the remaining adventurers a surge of energy, propelling Sseth out of his cave. Their strikes rain down upon the dragon's body, crushing him under their combined assault until, with a loud cracking sound, the dragon appears to be slain by the power of the three artifacts.   The adventurers gather, heavily wounded, some even in critical condition, having just defeated a god—or so they thought. Sseth's voice echoes once more, his body partially healing as he looks down on the adventurers.  
You fools dare to disturb a god. Do not think you will be able to defeat me so easily
— Sseth
  The god exhales another cloud of poison that lingers on the ground of the chasm, killing the plants and vegetation that come into contact with the green gas. Breizh, unable to fly and escape the poison, can feel his body giving up on him, the poison rushing through his veins.   In a final move, Breizh gives the Jotun hammer he carries to Rakon, and with a smile, rushes toward Sseth while drawing his swords. Using what's left of his strength, he jumps on the god and pierces one of his eyes before falling down, the poison now fully taking over him.

Breizh Ankil


Titles
Wisdom thief, Little Lord of the Giants
Sex
Male
Alignment
Neutral
Sheet
dndbeyond
Children


Cover image: Farewell by Greg Rutkowski

Comments

Please Login in order to comment!