The Adventures of BearTunnel Cave

Session 12
A City Assaulted

Summary

Having realized the most obvious way into the Arcanum was blocked, the party decided to go searching for an alternative route, agreeing to let Magmar lead the way to a seedy bar. Chasing off a young street urchin who tried to flag the party’s attention, and moving quickly through the narrow alleys and side streets of the city, the group soon arrived at Momma’s, a dank and dusty bar in the heart of the Slums.

Momma, the proprietor of the bar, revealed to the party that if they hung around until nightfall, they may come across a merchant who works the Black Market. Hoping they could get a token from the merchant, the party decided to wait around the run down bar. Unfortunately, Magmar couldn’t resist stealing some Twyst (a highly illegal drug) from a group of dealers. Lander and Ellam, wanting to avoid conflict, both left Momma’s in anticipation that Magmar’s actions would bring trouble. While Sprig’s belongings were searched by the dealers, a pair of Thunderstones struck the ground, deafening everyone within the bar. Magmar moved fast to pick up Sprig, and race away.

From here, the parties were split. Ellam and Lander, with Cynthia and Deekin quietly in tow, did some sleuthing about and found that a supposed path through the sewers would lead into the Arcanum. Deciding it best to wait until the group whole, they set off to follow Sprig and Magmar, who were now long gone. Along the way, the group ended up distracted by The Alchemical Emporium, a large, magical and alchemical warehouse. Ellam and Lander saw the opportunity to sell the Minotaur horns and penis that they had been carrying around with them for weeks, and both earned a hefty amount of coin. The two used the coin to stock up on goods, before finally leaving the establishment.

Sprig and Magmar found themselves running out of breath, and running out of ideas. With no other thoughts on how to get beyond the wall keeping them out of the school they considered home, they two turned to the only solution they knew of. Assaulting a classmate. The pair first attempted to drag off a young teenager, who quickly caught on to their act. After screaming for a guard as Magmar tried to drag the teen away, the two adventurers darted down an alley. They later found themselves in a park, where they saw a young couple walking hand in hand, dressed in Arcanum garb. This time, Sprig took the initiative, and attempted to maneuver her hands into the back pockets of the young man. Unfortunately, getting momentarily confused, Sprig found herself squeezing when she should have been brushing. As such, the couple were notified of the attempted thievery and ran off.

It was at this moment that Ellam and Lander both stepped out of the Alchemical Emporium, and saw immediately the shenanigans that their friends were up to. Deciding to not get involved, they reentered the emporium, and exited out the rear door, hoping to avoid any trouble. Deekin volunteered to stay behind and bring Sprig and Magmar to the Blue Barrel (a charming and popular Inn), where the groups could reconvene and discuss their plans moving forward.

The two parties arrived at the Blue Barrel Inn, however few discussions were held. While the rest of the party decided to order food and a room, Sprig and Magmar decided to continue on with their antics, agreeing that accosting people outside of the inn would be a good idea. Unfortunately for them, their earlier antics put the local guards on notice, and it wasn’t much later that they found themselves running away from the local authorities.

Sulking about the alleys a bit, Sprig agreed with Magmar to give their assaulting one more go, this time finding a brittle old man dressed in Arcanum robes. While Sprig operated as a distraction, Magmar clobbered the elderly man over the head with a crowbar. The two stole his token, and even though Sprig helped heal the old man, the pair ran off, changing their appearances with magical potions. Excited to get their hands on a token, the two presented it to the gate guard, finally entering the school grounds, but completely forgetting the rest of the party – the ones that had been tasked with bringing back to the Arcanum in the first place. The gate closed behind them.

Meanwhile, the rest of the party, somewhat relieved to be away from Magmar and Sprig, both of whom seemed to have temporarily lost their senses, began to discuss their plans for getting into the Arcanum. Their only lead being the sewers, they settled on heading to an early bed, so that they could make their way to the school at dawn. Ellam and Lander used their new found wealth to purchase the nicest quarters at the inn, while Deekin passed most of the evening performing admirably in the parlour. The group benefited from an extremely restful and comfortable night at the Blue Barrel Inn.

Rewards

Cynthia:
Nothing
+1 to all Skills (next session only)

Ellam:
Inspiration (x1)
1674 GP
Bag of Holding
Philter of Love
Potion of Speed x3
Potion of Invisibility x3
Potion of Dispel x3
+1 to all Skills (next session only)

Lander:
Inspiration (x1)
460 GP
Potion of Darkvision x2
Potion of Featherfall x2
Potion of Invisibility x2
+1 to all Skills (next session only)

Sprig
Inspiration (x1)
Empty vial
Arcanum token

Magmar
Inspiration (x1)
Empty vial

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Session 11
Let the Festivities Begin

Summary

The party found themselves outside of a small settlement, celebrating the Spring Harvest Festival. Lander, seeing the opportunity to dart off on his own, decided to take the time to open the lockbox he so graciously gifted himself from the Wayfarer’s Inn. Releasing the spring and pins in the complex lock mechanism, he was greeted with a large collection of coins and gems, upon which he began to stow among his person. He regrouped with his companions.

The party entered into the Harvest Festival, and after a bit of exploring, agreed that they should participate in the many events going on, to see if they could win some of the available prizes. Lander took interest in the drinking contest. Ellam, Sprig, and Cynthia took interest in the talent show. Cynthia and Deekin took interest in the combat tournament. And Magmar took interest in all of the potential marks that he could steal from. The party set about planning for and participating in the various events.

Lander was the first to compete in his event. The drinking contest began and nearly ended rather quickly for the rogue however, as within his first gulp, he choked, not realizing how potent the brew was. As he (along with a few other contestants) was evicted from the proceedings, the party managed to start a small riot among the crowded audience. With shouts of displeasure, the onlookers began to swear and shout that the competition was fixed, and called for a redo of the round. Acquiescing to the crowds demands, the drinking contest was started over, with all contestants who choked on their first go, having a retry. Unfortunately, Lander still found he didn’t have the stomach for whatever ale had been brought forth, and ended up doing a spit take in a large man’s face by the fourth round, disqualifying them both as the man drunkenly took a swing and a miss at Lander’s face.

While these events were going on, Magmar noticed that towards the back of the crowd, a wealthy looking man had his purse looped a little too far along the back of his belt. In his attempt to snatch the man’s purse, Magmar accidentally yanked the man back of his feet. Before the man could shout out in alarm, Magmar quickly decked him in the face, breaking the man’s nose and knocking him temporarily unconscious. Deciding now might be the best time to be an inconspicuous 7 foot tall Dragonborn in a settlement filled with Humans, Magmar darted off, hoping to get lost in the crowd.

With some time to spare, Ellam took the lead on planning out the talent that the party would display during the talent show. Despite their many magical objects and special skills, the group decided to focus more on their natural ability to lie and tell tales. Taking advantage of the fact that both Sprig and Cynthia could transform into cats, and that Deekin was a skilled musician, Ellam wrote a play about two lovelorn companions who had been cursed into taking on the form of cats, until their love was remade whole. With a short lived ceremony, Cynthia and Sprig were married, and wow’d the audience when they transformed back to Human and Gnome respectively. The competition of the talent show proved to be lacklustre at best, and the party was announced as the winner.

Finally, Cynthia and Deekin came together to compete in the combat tournament. They quickly and uneventfully managed to defeat both rounds of their opponents, though the second group did seem to be far tougher than the first group. Deekin, taking a page from Cynthia’s book, managed to discretely cast a spell that moved the battle in their favour, ending the fight far more quickly than would otherwise have occurred. Winning 2 of the 3 events, the party gathered together in order to claim their rewards.

At the closing ceremonies, the winners of each event were called to the stage. Cynthia claimed the Harvest Trophy for her role in the combat tournament, whereas Ellam claimed the Harvest Cloak for his role in the talent show. Lastly, the Harvest Tricorn was claimed by the drunk who won the drinking contest, however Magmar didn’t like the fact that his group didn’t win all 3 events. After failing to distract the drunk man, Magmar simply snatched the Harvest Tricorn off of the man’s head, and the party escaped the settlement with him. Guards began to give chase, but immediately stopped once they saw the party piling into Cynthia’s Battle Wagon. Unsurprisingly, the blood coated spikes had just enough of the intimidation factor, that the guards decided better of stopping our heroes. The party ensured in their wake that there was another place they could never return to.


The adventurers travelled through the night, and found themselves finally arriving at the city surrounding the Arcanum early evening the next day. Stopped at the gate, they were forced by the guards to have them bind all of their weapons with leather and rope, a law enforced within the city’s jurisdiction. Despite a few failed attempts by Magmar to hide his weapons (including hurling his magical shuriken into the woods, which very painfully noticeably returned to his hand afterwards), the party eventually headed into the confines of the large city, and made their way straight for the Arcane University, a large tower surrounded by tall walls at the city centre.

The Arcanum guard they met at this new wall, refused to let the group pass, requesting that they display the Arcanum token first. Sprig desperately checked her belongings, but realized that unfortunately, she must have lost it some time previously (memories of handing over all of her coins for 2 skitchboards plagued her thoughts). No matter, the party still had threats at their disposal, and those typically worked in their favour.

After failing to intimidate the guard however, who seemed to have the high ground both literally and figuratively, the party turned away, determined to find another way to get beyond the walls.

Rewards

Cynthia:
Inspiration (x2)
Harvest Trophy
Festival Pamphlet

Ellam:
Inspiration (x2)
Harvest Cloak
Festival Pamphlet

Lander:
Inspiration (x1)
Thousands of Wealth
Red Coin
Heavy Lock
Participation Drinking Mug

Sprig
Inspiration (x2)
Wedding Toga/Dress Thing
Festival Pamphlet

Magmar
Inspiration (x1)
Harvest Tricorn/Fedora

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Session 10
A Druid's Wet Dream

Summary

The party found themselves in the back of a large cart, racing away from the demons that had previously been chasing them. After placing some distance and time between them and their pursuers, the group began to discuss their next step.

Sprig revealed to the rest of the group that she comes from the Arcanum, and was sent to see if there was validity to the reports of strange holes opening in the sky, and to return with the ones involved. Thinking she had found the right group, she requested that Lander, Cynthia, and Elam return with her and Magmar. Lander also mentioned that the large port city North’s End wasn’t too far beyond the university, however after brief discussions, the team decided that perhaps the best chance of finding out more about what’s going on, would be at the Arcanum. Still with Deekin the Kobold in tow, the party decided to rest for the evening.

The team of six went about setting up camp; Lander and Magmar pranking (and attacking) one another with various cursed magic items that they possessed, Cynthia covering the cart in spikes and naming it the “Battle Wagon”, and Sprig (with some slight aid from Elam) setting up the camp so that they would have a restful evening, penalty free. Before resting for the night, Sprig and Cynthia took a vested interest in the honey coloured orb that Cynthia had been wielding, and the various shards she had found along the way. After a bit of testing, the party figured out that they actually possessed an incredibly powerful magic item, which allowed them to enchant objects with a magical property, based upon the shard they used.

After accidentally killing one of their horses, the party decided to rest for the night.


The next morning, the party awoke in their camp, albeit at different times. Magmar found a dagger placed threateningly close to his head, but took no heed to the warning that Lander had left him in the night, plucking the dagger out of the ground and tossing it into his backpack. While the party packed and prepped for the day, Magmar found a strange symbol engraved on a tree, which he quickly notified Cynthia and Sprig of. The two deduced that the symbol was written in Druidic script, and found that it was a cryptic note, pointing towards a Druid safe haven. The group decided to check it out before continuing on to the Arcanum.

Following a creek, they eventually arrived a large moss covered spring, with small stone platforms within it’s depths. Realizing that they were being tested, the party quickly went about solving the puzzle before them. Unfortunately, one small mistake made, and the party soon found themselves beset by a wave of spiders. Quickly dispatching the insects, they continued working together to solve the puzzle, and a small path opened up in a nearby tree. The path itself was large enough to fit all but Magmar, however only Sprig and Deekin headed in, the rest of the party hanging back cautiously.

Within the depths of the tree, Sprig felt a comforting presence, and soon found a plaque with text engraved upon it, offering power. Beside it, a small goblet, filled with a clear liquid. Without a second though, Sprig threw back the drink, and felt a strange power coursing through her veins. The pleasant feeling faded quickly, and the two small humanoids decided to return back to their party. The party whole once more, agreed to continue onwards to the university.


Nearly two whole weeks of travel passed. Sprig and Magmar could clearly tell they were growing closer to the Arcanum, as their group began to pass by many small villages and farms. They travelled like this along the road for a few days. One particular day, after noting that the Arcanum lay within a 24 hour trip, the party noted that the road was busier than usual, with many villagers and farmers dressed in fancy attire. Befriending a pair of boys, and following along with the crowd, they finally saw the source of the excitement.

A small, walled in settlement was surrounded by carts, decorations everywhere. the group could see clearly that the Spring Festival was in full bloom. Agreeing that they could use some R&R, the party parked their cart and decided to check things out. Cynthia, having spent the majority of the ride spitting at the two boys that had been skitching on the back of the Battle Wagon, was amused when one of the boys hocked a huge loogie, and spat it in the air above her.

Cynthia leapt into the air, and caught the loogie in her mouth, swallowing it. Elam, Lander, Sprig, Magmar, Deekin, and the two boys all turned away in disgust.

Rewards

Cynthia:
Inspiration (x1)

Ellam:
Inspiration (x1)

Lander:
Inspiration (x1)
Martigan’s Lockbox (reclaimed)

Sprig
Inspiration (x1)
Wooden Cup
Druid’s Grace (ability)

Magmar
Inspiration (x1)
Black Shuriken
Grass Bracelet
Lander’s Dagger

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Session 9
The University's Finest

Summary

Though part of a larger caravan, two figures rode alone in a cart. A small Gnome, and her Dragonborn warden. As the moon rose high above them, the two travellers prepared for bed, knowing that their destination awaited them in the morning, the Wayfarer’s Inn. The Gnome had only one thought on her mind as she settled comfortably in the rocking cart. Why was it that she, someone so little, was tasked with investigating reports of portals opening in the sky, and returning the adventurers involved to the university? Why was it that these occurrences were happening in the first place? Why was it that skitchboards were so expensive? As the answers eluded her, she drifted off to sleep, followed shortly by the Dragonborn watching her.


The arguing continued for a bit, and then Cynthia aptly turned into a rat.

Elam and Lander (suddenly having a change of heart), tried to dissuade Cynthia from stealing the magical, silky, underpants from Jim Morrison, the merchant who had befriended them earlier that night, however her greed had overcome her sensibilities. Deciding to take things into her own hands (quite literally), Cynthia made use of her druidic powers, and scurried out into the hallway of the Wayfarer’s Inn, quickly locating Jim Morrison’s room.

Moving stealthily, even for a rat, she slid under the doorway into Morrison’s bedroom. She surveyed her surroundings, and managed to locate a magical amulet after chewing through the latches that held his pack closed. Realizing that she’d be unable to handle the rest of the magical objects owned by the merchant, Cynthia decided that one amulet was good enough. As she placed the amulet around her neck (and it shrunk to fit the size of her rat head), Cynthia slipped back under the doorway, returning to the room she shared with Elam and Lander. After one last feeble and half-hearted attempt to convince Lander to steal from Jim Morrison, the party instead went to sleep.


They had suddenly found themselves in a strange land of shadows. The Gnome named Sprig, and her Dragonborn warden, Magmar. Sprig deduced that they were on some sort of Plane of existence, and the two agreed to explore their surroundings a bit more, heading off to an altar they could make out in the distance.

Cynthia, Elam, and Lander, having had just gone to sleep at the Wayfarer’s Inn, were shocked when they awoke in a strange shadowy land. The altar in the distance peaked their interest, however the party was more immediately invested in the fog that they could make out beyond the pillars surrounding them. Elam went to check out the fog, however was shocked to find that something shadowy struck out at him from it’s depths. Deciding not to tempt fate, the three made their way to the altar.

Both groups began to ascend opposite sides of the altar at the same time, shocked to see each other at either ends, a barrier separating both groups from one another. The two parties were greeted with floating script in the centre of the altar, and a series of pressure plates with strange symbols on each one. Sprig and Magmar discussed briefly attacking the unarmed adventurers on the other side of the barrier, however they decided to go with a more diplomatic approach when the adventurers ended up appearing quite harmless. The two groups decided to read the floating script before them:

Opposite sides of the same coin. For the truth to be revealed, you must all work as one.

Followed by a series of symbols that differed depending on the side they were able to view the floating script from, the two groups realized that they were trapped within some type of puzzle, and that they each had the answer for the other side. With Cynthia leading the discussions, and everyone agreeing to work together, the two parties set up a tentative partnership as they worked to solve the pressure plate puzzle before them.

Elam, Magmar, Sprig and Lander went to work quickly, successfully determining the order in which the pressure plates on each side were to be pressed. After solving the puzzle, a pedestal in the centre of an altar revealed itself, and the words floating above them changed:

Time runs short. They are coming. Gather the Prisms of Asru and return here. The Ursa Orb must be made whole. They will never stop hunting you. You each have been chosen. You bear the mark. The mark of Blood. The mark of Death.

Five shadowy beams erupted from the centre of the altar and began swirling about in the air. This strange sight lasted briefly, before each beam separated and began homing in on the adventurers, each of whom reacted in a different manner.

Lander charged towards the barrier, forgetting that it was impassable, and was met with a powerful rebound, knocking him onto the floor. He was branded.

Sprig raised her shield in defence, however the beam passed through the wood effortlessly. She was branded.

Magmar raced towards his charge without abandon, paying no heed to the beam that was coming straight for him. He was branded.

Elam raised his palm in the air, and shot an eldritch bolt towards the beam, however it had no effect. He was branded.

Cynthia leapt into the air, her mouth open, and tried to eat the beam. She was most definitely branded.

The adventurers found that they now had brands located on various parts of their bodies, where the beam had hit them (with the exception of Cynthia, who had swallowed her beam whole). They each approached the pedestal in the centre of the altar, and noticed a series of indentations, which Cynthia was quick to point out fit the size of the Honey Orb and prisms the party had found. Before the two groups could discuss this further, the shadowy realm suddenly vanished from sight.


Sprig and Magmar awoke suddenly, and were shocked to find themselves back on the cart they had been riding, the Sun now just barely rising in the distance. A distraught caravan leader had shaken them awake. She pointed out that there was an earthquake, and that the two needed to take control of the horses pulling their cart while she ran about the caravan, checking on other riders and pack mules. Magmar, deeming that it was too dangerous for Sprig to make her way over to the driver’s seat from the back of the caravan on foot, decided to throw the lightweight Gnome to the front, forgetting momentarily that Sprig was at least one inch lighter than she claimed. Sprig overshot her landing, and tumbled to the ground before the cart. Realizing that the rumbling of horse hooves and giant wagon wheels meant she was about to become ground-Gnome, Sprig dove out of the way, only to be snatched up by Magmar as the cart passed by. Deciding that his second attempt would be better, Magmar twirled Sprig in the air like a lasso via her cape, this time successfully landing the Gnome onto the driver’s seat. Sprig took control of the horses, and began to pull ahead of the caravan, racing off towards the Wayfarer’s Inn.

Cynthia, Elam and Lander were all awakened by a heavy shuddering in their room. It took Elam and Cynthia almost no time to recognize the trembling sensation. The last time they had encountered such an unnatural effect in the landscape, was when demons descended from the skies at the Zayan Monastery. Indeed, glancing out of their bedroom windows, the party could see many holes opening up in the sky, far more than what they saw previously at the monastery. The party immediately gathered their belongings, and made their way to the first floor of the inn, with Cynthia searching for Deekin the Kobold on their way.

As the three made their way downstairs, they met with Deekin, Jim Morrison, and Martigan the innkeeper, who happened to be suiting up for battle, and they were warned of demons falling through the sky. The group had a brief discussion with Deekin before deciding to take him with them as they would rush away from the inn. As they all tried to leave however, Jim Morrison burst back through the doors in fear, diving behind a table. The party quickly dove out of the way of a large flaming boulder which crashed through the front of the inn, knocking both Lander and Deekin to the ground. While Martigan charged out of the inn in a rage over the structural damage, the party regrouped outside, making their way towards the stables. Lander took a moment to casually pick up an overlarge lockbox from behind the bar countertop on his way out the door.

Sprig and Magmar grew close to the Wayfarer’s Inn and realization dawned upon their faces as they saw the three adventurers they had met in the shadowy plane. Realizing that the group was in trouble and surrounded by demons, they raced towards them.

Lander darted towards the stables, hoping to have time to saddle up a set of horses while his companions held off the demons around them. Cynthia tossed Deekin a weapon, which he showed great finesse with, before nearly impaling a running Lander accidentally. Lander in annoyance gave Deekin a powerful kick, knocking aside a group of the demons, and even severing one of them in two with the sheer force in which he kicked the poor Kobold. Elam began picking the creatures off from a distance, using his eldritch bolt, while moving strategically towards the stables. Cynthia transformed into a dire wolf, and acted as a mount for Deekin, the two tearing into any of the creatures that neared them. Lander struggled to make his way to the horses in the stable while fending off the demons, however was graced when a throwing dagger punctured through one of the beasts accosting him from a distance, and two others were frozen in place as an explosion of ice struck them. As the party looked up, they could see Sprig driving a cart with a grin and icicles forming in her palm, while Magmar was skitch-boarding on the back of the cart, a fresh throwing dagger held in his open hand.

The two groups met once more, and while Elam and Lander both hopped on horses stolen from the stable, Deekin and Cynthia joined Sprig in the cart. Magmar continued skitch-boarding from behind the cart. Realizing that there were at least a hundred demons racing towards them, the groups took off as one.

The party left behind the Wayfarer’s Inn, however they were not out of the fire yet. A few of the demons we’re on mounts, and began a chase. Elam had smartly given Magmar his lantern which summoned a wall of rock, slowing down some of the chasing demons when used. The party also used various ranged weaponry and spells to damage the creatures chasing them, and successfully took out most of the beasts. Lander used his bow, Sprig her ice spells, and Magmar sprayed electricity from his very breath over the creatures surrounding him. Elam, racing ahead of the cart shot off two eldritch blasts, which connected with demons successfully, however he lost his balance, and similar to Sprig, fell before the cart and horses. Reacting quickly to avoid being trampled, he used a magical teleportation ability granted to him from Lurue, to send himself into the back of the cart. Sprig shouted out in near tears, afraid that she had just trampled the poor Elf, not realizing he had appeared magically behind her. Elam, unlike what his other companions would have done, immediately reassured the upset Gnome, letting her know that he was okay.

With only one mounted demon remaining, Cynthia leapt off of the back of the cart, with Deekin riding on her back. After stumbling briefly, she made a majestic leap over the demon mount, grabbing it’s rider in her jaws and crushing it’s head as she performed a perfect barrel roll, landing gracefully on all 4 legs without losing stride. She felt a moment of concern as she realized Deekin was missing, but the fleet-footed Kobold had willingly hopped off her back during the barrel roll, and landed onto the now riderless demon mount. Unfortunately, Deekin very shortly tumbled off of the creature. Cynthia doubled back to save the Kobold, and returned to the cart, when she found her transformation wearing off.

Cynthia started to feel a vibration in her backpack, and knew what was coming. She withdrew the Honey Orb, and the group watched in amazement as a bright golden light shot from the orb, and into the portals in the sky, sealing them up. Sprig finally knew that these must be the adventurers she was tasked with returning to the Arcanum, and the party unanimously agreed that they should put more space between the Wayfarer’s Inn, and their current location before continuing discussions.

Hey, do you guys think the orb might be for the wshuh wshuh wshuh thing in the shadow place?

Cynthia couldn’t help but ask the obvious as the party rode off into the distance.

Rewards

Cynthia:
Inspiration (x1)
Brand of Blood & Death
Deekin the Kobold

Ellam:
Inspiration (x1)
Brand of Blood & Death

Lander:
Inspiration (x1)
Brand of Blood & Death
Martigan’s Lockbox

Sprig
Inspiration (x1)
Brand of Blood & Death

Magmar
Inspiration (x1)
Brand of Blood & Death

Other
Large cart (x1)
Horses (x4)
Food & Hay (1 week’s worth)

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Session 8
Arrival at The Wayfarer's Inn

Summary

Having rested in a room in which they felt secure, the party awoke and readied themselves to explore the remainder of the castle they were trapped within.

The group made their way back to one of the rooms they had first passed through, but had not thoroughly explored. Entering strategically, the 3 adventurers found themselves in a large, dark room, with the sound of metallic clicking coming from somewhere in the shadows. It turned out that the strange noise belonged to a swarm of metallic looking beetles. At first cautious, the party readied themselves for battle, however it soon became apparent that the insects were not vicious.

The team found a small trove of treasures, and began to divide the spoils. Cynthia was the first to don a disgusting and smelly cloak. After a brief onslaught of hiccups, seemingly coming from nowhere, Cynthia suddenly found that she could fly through the air. Lander picked up a strange, Gnomish mask (which turned his entire body purple, but gave him the temporary ability to heal wounds), and Elam picked up a pair of cracked goggles and a strange, runed lantern (the former of which allowed him to detect magic within a limited range).

Cynthia befriended one of the metallic bugs, promptly squashed it, then returned to befriend a few more, deciding against callously killing innocent creatures this time around. Realizing that they only had one more door to pass through, the party continued through the castle.

After heading through the final door, the party was surprised to find that they were in some sort of laboratory with an old man hurrying about. The lab seemed to be filled with strange machinery that the group had never come across before. Jars and flasks filled with various potions, and body parts were also spread out around the room as well, adding an eerie atmosphere to the air. As Cynthia’s eyes passed over a glass-encased prism, the orb in her backpack began to vibrate and glow. Lander began to prepare to ambush the old man, however Elam took advantage of the moment to yell out loud instead, alerting the stranger to their presence.

A brief awkward moment presented itself as the old man, surprised, tried to bluff the party into relaxing in his presence, however the group was having none of it as they attacked in full. Lander delivered what appeared to be a near fatal blow to the old man, as an arrow pierced through the front of his face, however Cynthia, in her desire to obtain the encased prism, managed to wake up a large hulking monster strapped to an operating table. Breaking free of restraints, the real battle began.

Both Elam and Cynthia took heavy hits from the creature, nearly going down in the process. A quick move from Cynthia, which involved flinging an armful of unknown potions on to the monster, resulted in positive results as various effects seemed to diminish the beasts strength somewhat. Finally, the party managed to take him down, and finish off an unconscious old man. Lander rummaged through the old man’s person, and found a pin with the image of a skeletal raven, which brought back painful memories.

Gathering as many potions as they could carry, the party walked through the only remaining door in the laboratory, and found themselves free of the confines of the castle, at last. Agreeing that they should make haste, they exited the courtyard and began travelling along the road once more.

After nearly a full days travel, the party found themselves at the very crowded Wayfarer’s Inn, a humble inn and tavern located along the side of the road. With no town in near sight, they entered the inn with intent to rest and discuss their next move.

Cynthia and Lander decided to remain among the patrons, playing games, and having an overall fun time. As the night went on however, they concocted plan to rob a friendly merchant of his enchanted underpants. Cynthia also managed to pick up a new follower, a Kobold by the name of Deekin. Elam on the other hand, returned promptly to his room, where he decided to test out the runed lantern he had found. After lighting the oil within, and pouring the lit flames on to the ground, Elam found that he was able to summon forth a stone wall from the oil. He exclaimed his surprise out loud, but found that he could now only speak in rhyme.

Lander and Cynthia returned to the room, and began to fill Elam on their plan to burgle Jim Morrison.

Rewards

Cynthia:
Inspiration (x1)
Electrical Prism
Cloak of Natural Gasses

Lander:
Inspiration (x1)
Crumbling Gnome Mask
Skeletal Raven Pin

Ellam:
Inspiration (x2)
Cracked Magical Detection Goggles
Runed Dragon Lantern

Potions:
Potion of Healing
Potion of Greater Healing (x2)
Restorative Ointment
Potion of Frost Giant Strength (x2)
Potion of Necrotic Resistance (x3)
Potion of Poison Resistance (x2)
Potion of Mind Reading
Alchemical Fire
Potion of Speed
Potion of Climbing (x2)
Potion of Clairvoyance
Acid Flask (x2)
Potion of Feather Fall

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Session 7
The Minotaur's Maze

Summary

It was on the third day of their travels with Larry, when the unicorn stumbled, and fell into the river. The ring of nudity (which Cynthia had placed upon Larry’s horn while he slept) flew off, revealing to the immature Larry the prank that his newfound companions had played on him. Upset and hurt, he ran off, leaving the party alone beside the river. Nonplussed, the group continued onwards without the magical beast.

After travelling for two whole days, the party finally came across the first sign of active civilization since leaving the Zayan Monastery, a well-worn road, with a stone bridge crossing the river. After a bit of discussion, the group decided to head West, crossing over the bridge.

Night began to fall when the group noticed large footprints in the ground. Off in the distance, they made out a castle sitting atop a series of cliffs, with a narrow cliff bridge leading up to it. Wasting no time to satiate their curiosity, the group decided to stop at the castle, but not without a well thought-out plan. Elam used Milo’s Staff of BAAA! to summon sheep, and Cynthia used her Druidic powers to turn into a large, horse-sized goat.

The plan: To approach the castle inconspicuously.

Within it’s conception, the party’s plan was flawed, however they continued onwards, with Lander and Elam hiding among the cliffs while the Cynthia (as a large goat) and one of the summoned sheep, crossed the slick bridge to approach the castle. Unfortunately, while crossing, the sheep following Cynthia slipped, and fell off the bridge to it’s death. Cynthia, forgetting her plan to remain inconspicuous, started screaming at the top of her lungs.

Elam and Lander rushed off to aide Cynthia, and began crossing the bridge slowly with the remaining sheep. Cynthia continued onwards however, and nearly broke her leg attempting to kick open the large locked gate before her. As the rest of the party caught up, Cynthia realized that she had seen this castle somewhere before, and turned out her pack. After sifting through her belongings with her hooves, she found what she was looking for, a small square mirror, with the shape of the castle etched onto it’s back. Nudging it into a small indentation before the gate to the castle, the rest of the party arrived, surprise to see the gate suddenly opening of it’s own accord. The group entered together.

The party found themselves in a large open courtyard, with steps leading up to the castle doors. They explored their surroundings a bit, surprised to find that the entrance to the castle wasn’t protected by a door, but by a strange purple force field. Cynthia, still as a goat, charged towards the force field horns first, only to find that her collision was stopped as soon as she made contact (the impact seemingly non-existent). Within moments however, she found herself pulled through the purple force field against her control.

Now inside a large hallway within the castle, Cynthia tried to exit out of the entrance she had passed through, though was surprised to find that when she passed through the same force field, instead of being sent outside, she ended back up in the same hallway, at the same doorway. Pooping in the corner of the room, and screaming her head off, Cynthia failed to take note of the sound of heavy footsteps and chains dragging in the distance.

After waiting and watching Cynthia through the doorway a bit, and realizing that she couldn’t come back out, Elam decided to pass through the entrance as well, in an attempt to help his panicking companion. When he appeared in the hall, Cynthia immediately calmed down, in which they both suddenly heard the heavy footsteps and chains now coming their way. Reacting quickly, the Elam used magic in order to disillusion whatever creature was approaching them. A large minotaur with chains dragging from his arms and legs rounded a corner at the end of the hall, and for a moment, it seemed as if he didn’t see the two adventurers. However Cynthia in her panic, began to back away from Elam, causing the illusion to break. With a roar, the Minotaur began charging towards the two. Elam and Cynthia both leaped through two separate doorways at the same time, to avoid getting trampled.

Lander found himself outside exploring the courtyard further (noting that even the Windows far above seemed to be covered in a strange purple haze), however his interest was soon drawn back to the hallway his companions had gone through. Peering in, Lander could make out a foot quickly disappearing into a doorway, and a Minotaur charging towards him, though seemingly, the beast couldn’t see him as it stopped to inspect the door that one of his friends had gone through. Nocking an arrow, Lander attempted to attack the beast, however he found that the arrow couldn’t maintain it’s momentum when being shot through the doorway. Taking a deep breath, and waiting quietly for the Minotaur to move on, he followed after his companions.

The party quickly realized that the doors within the castle functioned as a maze, passing through one doorway would send them out of one in another location. Using this to their advantage, they deduced which doors would send them to another location in the same hallway, so that they could gain the upper hand on the Minotaur trolling it’s depths. Working together, the party managed to separate the Minotaur (quite literally) by throwing the chains attached to it’s arms and legs through different doorways, effectively ‘disarming’ the beast without much of a fight. After dismembering the Minotaur’s member (as well as it’s horns), and with Cynthia finding another relic of her past, the group decided to explore the castle further.

The party, through the trial and error of passing through doorways, eventually found that certain doors would lead into entirely new rooms. It wasn’t long before they found themselves in an ominously quiet room, with a pile of refuse at it’s centre. Elam stumbled, falling headfirst into the refuse pile, only to find bandages from within it’s depths wrapping themselves around him. Constricted, and unable to breathe freely, he began to feel a strange urge to attack his companions. Cynthia and Lander reacted quickly however, with Cynthia putting Elam into a bear hug with her wet shirt, while Lander attempted to light the refuse pile on fire. While the flames didn’t take, Elam was freed from his predicament, and the adventurers were surprised as the refuse pile swirled about to form the ghastly visage of a Mummy.

A furious battle began as the party attempted to beat down the hard-hitting undead beast. Though Cynthia took a few hard hits, the team managed to beat the beast back into the refuse pile it had emerged from, and quickly agreed to leave this room.

With only two doorways left, the group of adventurers agreed that a well earned rest was a necessity before continuing onwards.

Rewards

Cynthia:
Inspiration (x1)
Pink Floyd cassette tape
Book: Imbuing Life into Inanimate Objects
Book: The Art of Reanimation
Book: 1000 Magical Concoctions: A Potion Master’s Resource Guide
Book: Science: A Wizard’s Friend or Foe?

Lander:
Inspiration (x1)
Minotaur Penis

Ellam:
Inspiration (x1)
Minotaur Horns

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Session 6
Just Around the Riverbend

Summary

Dragging themselves to shore, sopping and soaking wet, the party found themselves sprawled before a large and beautiful unicorn. Introducing himself as Larry, brother of Lurue, the Goddess of adventure and magical beasts, Larry explained that he was sent by Lurue to find Elam, and make an important delivery. The rest of the party watched in confusion as Elam was handed a small horn, and a pale pink tome.

Larry, in his obvious attempts to impress and befriend the party, asked if he could hang around while they journeyed a bit, having nothing better to do. The party, unimpressed and seemingly annoyed, allowed Larry to tag along as they began travelling alongside the river bank.

Their uninterrupted journey lasted only an hour, when the party heard crashing and clunking coming from the river behind them. As they turned to investigate, they counted 14 barrels in the water sloshing their way towards the group. Elam proclaimed to the party that his Eldritch Bolt, with it’s ability to knock objects back 10 ft, would be the perfect means to extricate the barrels from the river without expending much effort. Wielding a fierce current of energy in his hands, he flung a bolt to the nearest barrel, which proceeded to explode, showering the opposite side of the river in the remnants of a barrel, metallic shards, and most assuredly what appeared to be pieces of a dwarf.

The party agreed, a crazy orc had attacked the barrel, and then darted off into the woods. Wasting no time to devise a new plan, Cynthia transformed into a large beaver, and quickly began chewing through a tree large enough to fall across the entirety of the river. With the tree acting as a safety net, the party began removing each of the barrels from the river. The group worked together to open each of the remaining 13 barrels, revealing 12 dead dwarves, and 1 dead halfling, all seeming to have drowned from water entering into the barrels. While the party couldn’t work out the significance of this encounter, they decided to loot the bodies of any valuables, and burn the corpses.

The group continued on their way along the river, eventually finding a good spot to camp for the night.

In the midst of the night, during his watch, Elam awoke the rest of the party as he heard something large stomping through the river. Acting quickly, the party all hid and climbed nearby trees. Elam, unluckily enough, slipped off the branch he had clambered onto and fell into the shallow part of the river, near a large armoured being slowly and steadily making it’s way up the river. Glimpsing briefly into the depths of the armour, Elam made note of the fact that while the suit of armour moved as if someone were inside of it, it was otherwise completely hollow. The armoured creature took no notice of Elam or the rest of the party, as it continued on it’s way. The party regrouped, and decided to rest through the remainder of the night.

Awaking early, and pranking one another, the party discussed the previous night’s occurrences, and explored their surroundings. Cynthia located a series of foot steps heading off into the forest, Elam located a nearby farm, and Lander tried to work out the destination of the river and nearest town. Upon reconvening, the party discussed their 3 options, and decided to investigate the farm, leaving behind Larry to guard the camp.

After hopping a fence, and travelling through a large cornfield, the party found themselves on the farm-grounds, nearby a large barn and the farmhouse, a well situated in between. An eerie quiet covered the grounds, and the party noted that there were no animals, or workers roaming about. Wasting no time, the party decided to split up with Cynthia and Elam checking out the farmhouse, and Lander investigating the barn.

Lander approached the barn and was surprised to find the doors barred from the inside. Moving around to the back of the barn, he located a loose board being agitated by the wind. Prying it open, Lander peered inside, though his limited vision revealed very little. As he glanced around however, he noticed a creaking noise and dust falling down from the ceiling above. Deciding to stick with caution, Lander quietly retreated to rejoin his companions.

Meanwhile, Elam and Cynthia scoped out the farmhouse. Exploring the first few rooms, nothing stood out, however once they entered into the kitchen, they were shocked to find 6 residents, all siting a table, each unmoving, and seemingly crafted out of stone. Unsettled, Cynthia and Elam quickly backed out of the house, bumping into Lander near the well. Discussing their findings, the group decided to first check out the barn.

As per their usual approach to any situation, the team summoned forth a collection of sheep. Elam entered into the barn leading one of his summoned sheep, sending the poor, innocent beast to the second floor alone, to deal with whatever moved about above. Out of sight, the party heard a loud bleating noise, followed by a heavy thud and abrupt quiet. A large man wearing a mask of skin lowered himself from the second floor, staring directly at Elam. Retreating through the back of the barn, Elam ran off to the farmhouse to grab jugs of flammable oil he had previously found, while Cynthia and Lander set about securing the barn.

Within moments, the barn was ablaze, however that didn’t stop the now-on-fire man from breaking free of it’s confines. Cynthia placed a spell in the sky to notify Larry of their trouble, while the party began fighting for their lives against the beastly figure.

Using the nearby well as a means for trapping and confusing their attacker, the party managed to make quick work of the monstrous figure, however their reprieve was short lived as once again the party was divided into two. Elam and Cynthia found their attention drawn to the noises coming from the depths of the well. Lander, entranced by something he glanced in the window of the farmhouse, found himself swaying alone in the kitchen, at the top of stairs leading into the cellar.

Elam and Cynthia immediately tried to back away from the well as they saw the sight of a strange woman crawling up the inner wall, though Elam found his wrist gripped tightly and painfully by the clawed woman. It was only by sheer luck that he managed to twist out of her grip and move away. As the woman crawled from the well, Elam and Cynthia were shocked to see that the female creature, though strong and full of vitality, was missing the lower half of her body, guts and entrails trailing behind.

Lander, still in the farmhouse, came to the decision that everything must go. Gathering as much oil as he could carry, he began to make his way back outside, though along the way, something small and Goblin-like attempted to attack him. Dodging the creature deftly, and not wasting time to investigate, Lander darted out of the farmhouse, slamming the door behind him. Seeing that his friends were in trouble, he quickly joined in the fray.

The party worked together to finish off the woman from the well, with Cynthia hurling her far off into the cornfield. The party readied themselves for another fight as they noticed something moving towards them at a great speed from the cornfields. They were shocked when Larry burst from it’s depths, his fur covered and matted in blood. “Fuck… something… in there…” he gasped.

Sharing a knowing look, the party used the remaining oil to set fire to the farmhouse, as well as the cornfields surrounding them. Larry gestured towards himself, and as each member of the party grabbed him, he cast a spell, teleporting the entire group back to their camp.

Rewards

Cynthia:
LEVEL UP
Inspiration (x1)
Wedding Dress
Naked Ring
Glowing Short Sword

Lander:
LEVEL UP
Inspiration (x1)
Various dwarf weaponry

Ellam:
LEVEL UP
Inspiration (x1)
Tome of Lurue
Potion of Cure Light Wounds +4

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Session 5
A Prophecy Foretold

Summary

Lander, Cynthia, and Elam returned to Master Pallas, only to be led to a staircase spiraling far into the depths beneath the Zayan monastery. Wasting no time, the party began their descent to hear the words of a prophecy that Master Pallas had told them of. At the bottom of the stairway, a large stone doorway with a circular groove embedded into, blocked their path. Cynthia withdrew the amber orb and placed it into the socket, causing the doorway to open up, by sinking into the ground below.

They first came upon a hallway with a locked door at the end. The party noticed the words, “mind your manners” scratched deeply into the stone wall, and Lander surmised almost immediately that they should knock upon the door in order to open it. Knocking three times, the door gave way, allowing the group to pass in to the room beyond.

The party entered into this new room, taking note of the strange glyphs on the wall before them, and a series of pressure plates and switches spread out through the halls. After a bit of debate, Elam used Milo’s Staff of BAAA and his own immovable rod as a means to figure out the course of the strange puzzle. At the cost of a singular sheep, the party eventually figured out the trick to the strange room, which involved activating the puzzle through pressure plates, and then pulling levers in a specific order. The party continued onwards, though not before Cynthia chose the smallest and cutest of the sheep, and left it down a hole the group had found.

The team emerged into the next room, a brazier in its center and a hollow metal ball with symbols carved out of it hanging above. The party lit the brazier and the flames shot up into the metal ball, and caused the circular object to begin to rotate. Elam, having had cast Comprehend Languages previously, was able to decipher the shadowy words on the wall which read, “when within me, speak my name”. Before the party could converse about this revelation further, an fiery Azer emerged from the flames, snarling in anger.

mediately started fending off the creature, though realized far too quickly how dangerous being in close proximity to it was, due to the heat it generated. Elam, thinking quickly, cast a spell to gain him momentary control over the Azer, sending it into a corner to sit patiently and stop attacking them. While Elam kept the creature under control, Cynthia and Lander devised a plan – Cynthia would use her magical wet shirt to dampen the creatures fire abilities, and Lander would deliver a sneak attack to a weak point at the same time. The two performed admirably as Elam finally lost control over the Azer. The battle finally began.

Wasting little time, Lander backed away from the flaming creature, pelting it with arrows from a distance, while Cynthia transformed into a Giant toad, leading the beast into the corner of the room, away from her companions. Elam fired magic at the creature wildly, however missed every shot, and Lander finally drew the Azer’s attention as a well placed arrow pierced it’s anus. The creature charged in anger, however was brought to it’s knees as Lander deftly dodged out of the way and sliced out at it’s legs. Giant Toad Cynthia rushed towards the beast’s back, aiming her tongue for the arrow that protruded from it’s rectum. In a disgusting, fatalistic display, Lander and Elam watched in horror as their friends toad-like tongue erupted from the Azer’s face, rectum first. The creature, impaled, was motionlessly dropped to the floor as Cynthia withdrew her tongue.

The beast now defeated, the party was still left with the need to figure out the cryptic riddle which barred their way forward. At a loss, instead of applying careful thought and measured answers, the party began randomly guessing. “Flames” while standing in fire, “dungeon” while in its depths, and many other halfhearted attempts, until they answered correctly. “Darkness” while standing within the shadows. The door to the next room finally opened, allowing them to pass.

The party entered into a much smaller room than the previous two. Channels of water built into the ground, and a spout spewing water at a high speed through the channels, through a grate at the far end of the room. In the center of the room, on a platform surrounded by the channels of water, was a sphere set upon a pedestal. Strategically placing themselves in corners of the room, Elam and Lander waited patiently while Toad Cynthia approached the sphere with the now glowing, amber orb in her hands. She reached forward and placed her free hand upon the sphere. The room began to shudder and shake as the party, unable to move, were suddenly beset by visions.

Cynthia saw her old friends whom she had left behind, gasping for air as they all began to drown and suffocate beneath waves. Milo cowering, surrounded by shadowy tendrils, wrapping him in their embrace. Jazzpaws, riding atop a burro, with a legion of small followers behind him. Lander recognized Hes, his old mentor, beaten and battered, tied up against her will with a grim look upon her face. The lifeless bodies of his family, with a robed figure leaning over them before turning towards the party viciously. And Elam recognized Larue, changing from the form of a unicorn, into that of a beautiful human, with fear in her face as shadows danced around her, reaching out.

The party snapped back from their visions, returning to the room they had momentarily left, a whispering voice pervading each of their minds, speaking words that they’d not soon forget, even if they’d have tried.

Warriors, from another time; another land. The fallen from the sky. A land of shadows, grasping for your souls.
An evil maw will open to swallow this world whole. A land of shadows, grasping for your souls.
One borne of blood. One borne of death. They will call for you, and you shall return to darkness.
Yet a key exists, though shattered and weak. To be brought to it’s former glory. A chance to redeem all, or destroy eternally.
The end of all worlds will come. The past and the future shall end together; bound so tightly.
Seek out the Prisms of Asru to return home, and put an end to the creeping darkness.

As the last words were spoken, Cynthia withdrew her hand, only to find the sphere had crumbled to dust, leaving behind a singular, reflective prism. Reflexively, she touched the prism to the amber orb, and it began to glow brilliantly. Tossing both orb and prism into her pack, she was surprised to find that her bag immediately morphed, becoming a reflective silver in color. As Elam and Cynthia attempted to investigate the cause of the strange magical effect, Lander was more interested in the fact that the rumbling of the room had only increased and noticed the ceiling had started to crumble.

The party attempted to retreat, but found that their exit was now blocked by rubble, leaving only one way out, the grate through which the water freely flowed. A large rock fell, splitting the spout, and causing water to quickly start filling the room. The group, working together, managed to break open the grate, using the building water pressure around them to escape through an underground channel. Cynthia, still in Toad form, led the way, shielding her companions underwater and moving them deftly through narrow passages and around obstructions.

As the party floated along, eventually coming to a period of rest along the underground river, they were alarmed to find a waterfall not far ahead. Cynthia swam forward with gusto, while Elam and Lander attempted to use caution and slow themselves down. All was for naught as the party was ejected from the channel, and began free falling through the air. While Lander and Cynthia crashed into the river’s spray below, Elam performed a perfect triple front flip, diving head first, and leaping out of the water in perfect form. His two companions were lucky enough to see this display momentarily as they battled the waves which threatened to drown them.

The party eventually pulled themselves to shore, and while gasping for breath, they were met with the silhouetted figure of a large horse, standing majestically before them, the sun setting behind it. The silhouetted figure stepped forth, revealing itself to be a unicorn.

“Bout time you all arrived”, the unicorn spoke in a masculine baritone. “The name is Larry, brother of Larue, and I’ve been waiting for you.” The party stared in awe as Larry shook his rainbow mane, Cynthia replying with a solitary “ribbit”.

Rewards

Cynthia:
Inspiration (x1)
Reflective Prism

Lander:
Inspiration (x1)
Statue Ruby
Statue Emerald

Ellam:
Inspiration (x1)
Confidence in your newfound diving abilities

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Session 4
A "Twyst"ed Meeting

Summary

All too aware of his dwindling cache of Twyst, a highly addictive powdered narcotic, Lander, a human from the far city of North’s End, finally arrived at the abandoned Dwarven quarry. The location, or so he had been told, of the rare and necessary ingredients to make a near endless store of Twyst.

Searching about the quarry, and making his way further into the mine at its base, Lander finally came across the stores of long since untouched twystshroom and black rain moss. Gathering as much as he could hold in his sacks, Lander attempted to leave the mines depths when he finally came face to face with the boot of Iroh, a leader of a troupe of bandits. With a grin, Iroh greeted lander before blowing a handful of strange silvery powder into his face. Feeling almost immediately sleepy, Lander found himself falling backwards, off of a small overhang and into blissful unconsciousness.

Around this time, Elam and Cynthia both awoke, in their respective rooms. Elam, having shared a room with Milo and Jazzpaws, noticed immediately that his companions were missing, save for a few of their belongings. Leaving behind The belongings of Jazzpaws, and gathering what belonged to Milo, he left to meet up with Cynthia. After a bit of discussion and minor investigation, the two came to the realization that Jazzpaws left early in the morning, carrying an unaware Milo with him, their whereabouts unknown. Unsure of their next step, the two agreed to meet with Zayan leader, Master Pallas.

Master Pallas greeted the two warmly and thanked them for their assistance the previous night, by rewarding them with gifts for their efforts. Amidst their discussions, the two learned of a prophecy that may pertain to them, far beneath the depths of the monastery. They also learned that they weren’t the only ones to claim to have fallen out of the sky, that there had been reports of similar people stating the same thing far off in Norths End. Before Pallas could show the duo where they could hear more of the prophecy, Gorm entered into the pagoda, interrupting their meeting.

A light was seen lighting up the noon sky, coming from the direction of the old quarry. Believing it to be related to the two guests (or perhaps their missing companions) Gorm immediately came to inform the group. At Pallas’ request, the party agreed to go further investigate what may have caused the light, and were led to the quarry by a young halfling monk by the name of Fennick Flamefanny. Fennick led the party through the woods, and in the direction of the quarry.

When Lander awoke, all was not well. He found himself tightly bound, no longer in the mine, however now out in the open, on the bottommost level of the quarry. When the bandits noticed his awakening, one of them accidentally set off a Landers flare rod, a keepsake from his old mentor Hes, setting off a bright green flash in the sky. As Lander placed a taunting kiss square on the lips of one of the bandits when he leaned in close, the villainous group, enraged in a homophobic manner, wrapped a noose around Landers neck, using an old quarry pulley system. Struggling and managing to free his hands, Lander was hoisted into the air, where he began to fight to free himself of his strangulation.

Cynthia and Elam, led by Fennick emerged from the words to see a haunting sight. Before them a long since abandoned quarry. At it’s bottom, a gaggle of men (mostly human) stringing up and strangling another man by his neck. Wasting no time, the party leapt into action, rushing to save the stranger from his fate. A battle ensued in which the young Fennick was sliced in half from head to crotch, whereas Cynthia and Elam fought off the remaining intruders and helped Lander free himself. Some of the bandits, retreating to a cave, found themselves trapped when Cynthia, in Bear form, caved in the entrance, effectively ending any further attacks or trickery (despite Landers consternation). The party regrouped and introduced themselves to one another. Cynthia and Elam both learned that Lander was from Norths End (a city Pallas had mentioned briefly) whereas Lander learned the two had fallen from the sky and were of another realm.

After looting the bandits, and finding a magical bracelet which causes grass to cover their skin, the party returned to the Zayan Temple. Upon arriving back, they reported to Grom, Fennicks untimely demise. Grom told the party that death follows them like a disease, and asked that they leave the temple when their work with Pallas was done. The party returned to the wise, all-knowing Master Pallas, who had promised to show them a prophecy upon their return.

Rewards

Cynthia:
Inspiration (x1)
Noose
Wooden Zayan Amulet
Sickle of Sunlight

Lander:
Inspiration (x1)
Twystshroom
Black Rain Moss
Copper Zayan Amulet

Ellam:
Inspiration (x1)
Wooden Zayan Amulet
Milo’s Staff of BAAA!
Milo’s sack of Healing
Oathbow
Studded Shade Leather

Unsure of who grabbed the following:
Grass Bracelet
Flower Patterned Belt
3 pound bag of Radishes
3 Scimitars
2 Light Crossbows
Bag of Charcoal
Silk Rope

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Session 3
The Siege on Holy Grounds

Summary

Ellam Goldnight’s last memory was one of pain. Searing agony roused him from a deep slumber, and he found himself bound by shadows, their mere touch causing his body to ache. However, his abrupt recovery seemed to surprise the shadowy tendrils which had entangled his body, causing them to lose their grip and allowing Ellam to escape their painful grasp. Being pulled almost against his will, Ellam found himself hurtling towards a bright light, the agonizing shadows in tow.

The party awoke suddenly as screeching and howling filled the night sky, and an earth-shattering booming resonated from outside the Zayan monastery walls. Wasting little time, Milo made his way to the courtyard, alongside many young ascetics, to investigate what was happening. Jazzpaws, seeing an opportunity to be useful, promptly made his way further into the temple in order to avoid any responsibility.

Cynthia, deciding that she had had enough adventure for the day, lazed in her tub, wistfully hoping that whatever problems that seemed to be coming forth would all go away on their own, but her reprieve was short lived. Anju, worried for his brothers, burst into Cynthia’s quarters, begging for her help in his strange, philosophical speech. With a resigned sigh, Cynthia quickly dressed, and joined Milo in the courtyard, passing a curious looking Jazzpaws on the way.

Now together on the monastery grounds, Cynthia and Milo decided to climb atop the walls surrounding the temple, in order to obtain a better look on what seemed to be causing such a commotion. Taking note of the swirling ethereal nature of the sky, the two peered over the wall’s edge and were shocked to see dozens of demonic Dretch and Darkmantle in the woods, their attention drawn to breaking down the gate to the temple. While the two briefly discussed abandoning the monks and Jazzpaws to their fates, large boulders began crashing into the wall and the gate, finally bursting the doors to the courtyard open, allowing the creatures to storm inside.

Initially, Cynthia and Milo waited atop the wall, hoping to go unnoticed, and watching as the young monks defended themselves from the demons. As the young were slain in battle however, some of the flying Darkmantle saw the two, and charged forth. Defending themselves, the party made quick work of the creatures, and the monks managed to drive off the remaining demons, quickly closing and reinforcing the doors to the monastery. While Cynthia and Milo discussed their next course of action, the wind began to whip around crazily, and a hole opened up in the sky.

Shimmering forth, bathed in a halo of white light, Ellam appeared in the sky, promptly plummeting head first towards the ground. Some of the monks, acting quickly, started to push a cart full of hay to break the elf’s fall, however, slightly overshooting their mark, they only managed in softening his still painful landing. One of the young monks, helped up the injured Ellam, and led him over to a bushel of vegetables which, when consumed, seem to heal all injuries he had sustained. Wasting no time to stay and speak, the monk rushed off to help in reinforcing the gate from further attack. Cynthia and Milo, interested in this new arrival, made their way over to Ellam, to introduce themselves.

While stealing some of the monk’s reserves of healing corn, and not helping the Zayan monks in any way to protect against further attack, the party found out quickly that Ellam knew of their home, and was from the same land that they too were from. While discussions were held (with Ellam trying to reinforce morality upon the party), Jazzpaws, now covered in soot and burn marks, returned to the courtyard, ignoring his companions and crawling under a nearby cart. Shortly after, demons began banging on the gates once again.

Milo, having recalled the “Staff of BAAAAA” he had picked up from the corpse of a Sheepmancer back in his own land, pulled out his magical staff and bellowed a confident “BAAAAAAAA”, summoning forth 3 sheep to help fend off the coming onslaught of demons. He ordered the sheep to stand before the gate, however the 3 sheep couldn’t hold their ground against the might of an Ogre and a team of demons, who managed to burst open the doors. The sheep flew through the air, 1 breaking it’s neck on impact, and 2 landing safely near their new master.

The party fought doggedly with the demons as they besieged the Zayan monastery, surprised to see the sheep tearing into the flesh of the Dretch surrounding them. Though they took down many of the lesser demons, and force fed their remaining sheep alcohol, the party saw immediately that the true threat was the large Ogre slowly hewing down monk after monk. Cynthia, (now in Bear form) began to push a cart filled with hay towards the Ogre, while Ellam (and Jazzpaws to a lesser extent) continued picking off the Dretch that stormed the grounds. Milo, wielding a torch and wand, waited for Cynthia to hurl her cart full of hay at the beast, before coating it in a magical web, and setting it aflame. The party (sans Jazzpaws), worked together to defeat the Ogre, though they could only stare in horror as more of the demons rushed into the courtyard not long after.

Skidding to a halt, the demons all froze in place, staring up into the sky, twittering and howling excitedly. Shadows began to meld together above the temple, and all trace of moonlight disappeared behind another strange hole opening above. Though instead of a helpful figure, bathed in a reassuring white light, there was nothing but a black maw, with a deep and dark growling coming deep from within. Around them, the lifeless bodies of monk and demon alike began to float slowly off of the ground, being pulled upwards, into the strange hole.

As the party watched the strange occurrence above, Cynthia’s pack began to glow, a bright amber colour. Opening her pack, the amber orb that she had found near Revlon’s lifeless body floated before her. The party stared in awe as a beam of golden light shot forth, from the orb, and into the ominous black hole. The deep growling began to howl in agony, and the demonic beasts around them began to shriek in anger and fear. The hole closed in of itself, and the orb fell lifeless back into Cynthia’s hands. The demons around them scuttled off, and the bodies that had been floating in the sky, began to plummet back to the ground (one of them landing on Cynthia).

The siege from the demonic entities seemingly over, the party began to recollect themselves, and assist the remaining monks in tending to their wounded and dead.

Rewards

Everyone is now level 4!

Cynthia:
Inspiration (x1)

Milo:
Inspiration (x1)
Corn of Revitalization (x6)

Ellam:
Inspiration (x1)

Jazzpaws:
Dretch corpse (x3)

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