Siege of Darguun - Part I - The long march to war

The meeting

An Eladrin named Atrius Moonorchid came to Droaan to buy mercenaries in order to defeat a siege on his homeland’s tower. He met some house Tharashk representatives, the half-orcs Morocco Nightbrawler and Felkuk Aashta, the human Giovanni Tartaglia and the dwarven banker Wulgar d’Kundarak to finalized the deal which was done successfully.

It was agreed upon that house Tharashk was to provide a troop of 200 mercenaries to Atrius 13 months after the conclusion of the deal and both Morocco and Giovanni are to accompany Atrius in his mission as house Tharashk representatives.

13 months is quite long and Atrius had another mission to propose to Morocco and Giovanni in the meantime, visit another of the Eladrin’s tower in Druid’s territory to see if they can land a hand to free the besieged tower. They both accepted the mission.

On the road the new adventuring party met a troop of don’t remember rave which seemed to have taken interest in Atrius. Morocco tried to intimidate them but he was too clumsy in his attempt so Atrius finished up the job and they passed their way without a fight.

The day was drawing to an end as the group arrived at clan Blackthorn settlement, a couple tents around a wooden longhouse, which are allied to clan Nightbrawler so it was aggreed upon to stay there for the night.

Coming near, Morocco sensed that something was wrong, the place seemed too empty and there was some noises coming from the longhouse. Giovanni stealthed successfully on his way toward the longhouse and noticed that there seemed to be only youths or elders in there.

The group decided to see what was going on there so they headed toward the longhouse where they got greated by an eldery half-orc, Vraga, one of Blackthorn’s concil member that explained why that, effectively, all the warriors were gone.

Around midday, a young boy, got bitten by a concatrice which turned him into stone and all the warriors left to hunt it down. According to Vraga, they have 24 hours to bring back the feathers of a concatrice to be able to restore the boy to normal.

Suddenly, someone entered the longhouse, an old friend of Morocco, Tanis half-orcish, that went to study magic for a good while so they lost sight of each others. He was traveling back when he got the same idea as the group about getting shelter here. After being told the boy’s story they all agreed upon helping clan Blackthorn.

Tanis told the group that he saw a cockatrice on his way and took shelter to avoid it so the group headed toward that place. On the way they go attacked by some feathery lizards that weren’t cockatrices and a battle started.

Tanis’ study must have included some steroids and magical vitamines because he was hitting the lizards incredibly hard making that fight a walk in the park so the fight was soon over and they resumed their hunting.

The area where Tanis saw the cockatrice was a rather deep ravine; searching around for signs of the cockatrice, they noticed some caves near the bottom and found a narrow walkaway that was going down toward the caves so they moved on.

On their way, an angry drake was coming the other way and attacked us; it managed to bull rush Giovanni over the edge of the path but he managed to hang up while Tanis, him again, slide the drake over the edge all the way to the bottom…fight was over so the group moved on toward the caves.

They searched the cave for 3 hours before finally finding not one but two cockatrices. While Tanis continue performing his miracle hits, Morocco got bitten and never recovered so was turned to stone; fortunatly, the others put an end to the threats even though a spider decided that we would make a nice lunch which turned out to be a quick death wish.

With 2 cockatrices, there was enough fethers to restore Morocco status as well as the boy’s so it ended for the better finally and Arva, clan chief Arvhouse Blackthorn, organized a banquet to honor the group’s deed.

Game of Thrones

Leaving behind Tanis, the party gave their farewells to the Blackthorns so as to continue their journey towards the Druids’ forest and the Eladrin spire, Shae Loralyndar.

Along the way, they easily dispatched a nest of harpies before finally arriving at Grimstone Citadel, intending to spend the night at the House Tharashk allied town. The local Lord, Neera the Mad, was a Tiefling sorceress who, despite having a predilection for torture and outright brutality, was perhaps not nearly as mad as she let on.

At the gate, they were met by guards who, having heard of Morocco’s reputation, wished for him to demonstrate his barbarian ways. Unamused, Morocco let them know in no uncertain terms what he thought of their demands. They let the party pass without further word.

Just past the gates, they noticed some carnival style tents, apparently a gnomish troupe come to entertain the local populace. Being very tired after their long journey, the party wished nothing more than to simply move past and offer Meera their courtesies before retiring to their beds.

As much as Atrius would have preferred his presence to remain unnoticed, the sight of one of the feyborn Eladrin outside ones of their spires was certainly a curiosity. After a few words, Meera eagerly offered a challenge to the party: One of their own versus one of hers in exchange for a recently captured spy if accusations held true.

Said prisoner was in terrible shape and would likely not have survived another night in her care.

The rules were simple: Whoever of the two champions was still left standing would do what he wished with the prisoner. Giovanni volunteered to step into the ring. His opponent: a massive Half-Ogre with a mean disposition.

While Giovanni held his own at the start, it became quickly apparent that the half-ogre’s sheer size and strength were keeping the human fighter in a disadvantageous defensive footing. Atrius and Morocco needed to quickly find some ways of turning the tables. In other words, they had to cheat without getting caught.

Meanwhile, the human prisoner, damn near exhaustion, had just enough remaining willpower to distract the half-ogre through a few well timed cantrips. Atrius quickly caught that, and also caught the goblin referee eying the prisoner suspiciously. He gestured angrily to the prisoner to stop lest he be caught and summarily executed (possibly with the rest of the group), but when he gave no indication of wishing to slow down, Atrius moved alongside the goblin to attempt some distractions. Including stepping on his foot with an audible crunch of bones snapping.

Morocco decided he needed to distract Meera as well … with his tongue in her mouth. What ensued could only be described as a demi-human orgy that no one outside of the greenskin races should ever have to bare witness to. There is a reason why half-ogres never feature prominently in romantic tales as protagonists.

As Giovanni’s blade spilled the blood of the half-ogre amidst the latter’s death cries, the prisoner moved from where he had crawled to during the fight to threaten Meera with a dagger to her neck. The whole room went silent as Atrius and Morocco gently pulled him away from her. Meera advised the party, through gritted teeth, that the prisoner was theirs as part of their deal, but should he ever step into her domain again, he would be killed the moment he was past the gate.

In their rooms, Atrius quietly but sternly had a chat with their new party member, a wizard by the name of Victor Hellgrave, regarding the virtues of restraint and working as a team. As it turned out, the wizard was indeed a spy from Aundair.

The following morning, as the party was departing the citadel, Giovanni noticed one the gnomish entertainers watching the group. Giovanni and Morocco decided to go have a chat with the gnomes while Atrius and Victor remained just outside earshot to discuss their individual goals.

Atrius’ misgivings aside, Morocco was intrigued by the gnomish act, and what they may be hiding, and invited them to travel alongside the party for the remainder of the day. That night, in exchange for some silver, the troupe performed for the four of them. By the time they woke up the next morning, the troupe was gone. No items were discovered stolen.

On the edge of the great forest, a loud explosion was heard, not unlike the sound of thunder. The group ran towards the source of the blast to investigate. They discovered their way blocked by a shallow ravine dense with brush and thicket.

With only a thin tree trunk to use, no one held any delusions as to their ability to safely cross over it, so the group felt it best to simply chop their way through the brush. As it turned out, small insect and lizard like abominations lay in wait and jumped them as they crossed.

The krutiks (Pat, is that the correct spelling?) proved an easy challenge for the group who ripped them apart with barely a scratch despite their numbers. After a few days of proper sleep, Victor’s area of effect bursts proved invaluable against the weaker critters.

Arriving at the source of the blast, the party came upon a graveyard where they discovered some sort of portal and an unconscious and dying young woman with a dagger in her chest. Victor ascertained that the portal connected this world to the nightmare realm, brought about by some ritual in that very spot. Unfortunately, it was impossible to close without the original scroll, a small corner of which the girl clutched firmly in her hand.

After stabilizing the strange girl, the group carried her to the nearby village, only to find it under attack by creatures of nightmare. Two hulking 4 armed blue skinned demons came running at the party. While Giovanni held them at bay, Morocco finally did demonstrate his barbarianesque ways. In a fit of rage, several well placed swings utterly gutted the first demon, and the subsequent charge wounded the next. The latter demon remained virtually locked in place through the efforts of the party’s defender and the icy rays of Victor’s magic.

Just when the heroes felt that they had just won another easy fight, the master appeared: A shadowy winged demon that was virtually impossible to hit due to it’s irritating ability to pop in and out of invisibility and strike unseen. The party managed to get a few lucky cuts here and there, slowly whittling it away until finally, as the demon flew over the group to flank the wizard, Atrius’ running leap planted his greatspear through the demon’s chest and into the ground, ending it’s short lived attempt at otherwordly glory.

After the adventure (Pat’s email cause I feel like being lazy at this point):

Upon searching the bodies of the nightmarish creature and its lackeys, you find a roughly cut yellowish gemstone (topaz, worth 100 gp) and aged, battered crown. Upon inspection, it seems to have some spidery writing inside in a language you cannot identify. Victor is certain that the crown radiates magic. You also find on the body of the nightmarish creature the scroll used to open the portal, with the corner missing from where it was torn from the woman you found.

Wrapping up the adventure
Victor uses the ritual on the scroll to close the portal to the Realm of Nightmares (Victor, you can also inscribe the ritual “Seal Portal (4th level)” in your spell book). When the woman becomes coherent, you manage to piece (at least part of) the story together from her.

The woman’s name is Redra. Her mother, Kirstal, spent twenty years suffering from the same nightmare in which she was attacked by the weird nightmarish creature you vanquished. The creature always said the same thing before attacking her “She must not live!”. When Redra was 13, her mother succumbed to the nightmare and committed suicide. Three years later, Redra began having the same nightmares. She has been suffering them for ten years.

Although not a wizard, she learned enough about magic (more specific ritual magic) to identify the sort of ritual that would be necessary to open a portal to the realm of nightmares. She managed to get her hands on the right ritual and deciphered how to cast it. She went to the graveyard to cast it in the hopes that her mother’s grave would give her additional strength. She intended to confront the nightmare with a cudgel and a dagger, but fell to the dagger wielding foulspawn before the nightmare even escaped. The nightmare stopped just long enough to tear the ritual from her hand before continuing on to the village.

Games of Throne: The training ground

After a couple days walking in Droaam flatlands, the group finally entered the forest around the Eladrin tower, the Spire of Rose and Thorn, where life seems very peaceful with children playing in gardens full of magnificent flowers.

The tower itself is a stunning sight, the roses climb around it’s walls that seems to have been carved from a single block of rock and a waterfall drops from the tower going around it.

As we approach the gardens, Atrius explained that those Eladrin were mostly traditionalists and told us how to behave to not offend them.

We eventually reached the gardens where we were greeted by a patrol; after telling them that we requested an audience with their lord, we were brought before Lord Eversun in the throne room. The lord wore a full face helm because in the past, a lord wearing that helm fell in battle and in order not to demoralize the troops during the fight, another eladrin put it on and acted like he was the true lord.

The court was all noble people except for one strange sight, a full orc! We learned that he was a druid and an ambassador for 4 years now but it has been only 2 years since he was trusted enough by the Eladrin of the tower.

After explaining that we come here to learn why communications with the outside was cut, which appeared to be simply because they had no teleportation circles or communication stones, we were told that we were guests and we were given 2 suites and a steward.

Now the goal was to convince Lord Eversun to lend troops to help lift the siege of Shae Joridal by force. To do so, we needed to convince some influential nobles that it is in their best interest to help us.

During a banquet held in Atrius MoonOrchid’s honour that evening, Atrius tried to sound out Lord Eversun as to his intentions. For their part, Victor and Morocco met a young lord, Virgil Brightblade who was the heir to one of the Houses and seemed to have a more open mind.

The next day, we went to talk to him in the gardens where he was studying. Nice pragmatic lad he is, a fine lord he’ll become and helpful to the cause he will be. He told us about Lady Briseis, his kinswoman, who might be able to assist us. In addition, he spoke favourably of the captain of the guard, Thetis Starshine, who, although a commoner, had the ear of the lord.

So off we go to talk to Briseis Brightblade, a charming greedy creature she is; we gave her a topaz to get her on our side and Morocco asked her to teach him the Eladrin dance which made his companions roll their eyes thinking Morocco, the simple mind barbarian, was again thinking about scoring with a highborn; they later saw the wisdom of that move when Lord Eversun called for a ball and Morocco impressed them all with his ability to not look like a fool while dancing! Being well dressed by Victor’s cantrips that managed to sew together 2 suits of clothing in order to make 1 suit for Morocco helped a lot too!

Before the ball we also met with Captain Thetis, a to-the-point soldier, she sees the wisdom of helping others to get their help in return. It helped that the bad guys are foul monsters too, she seemed actually eager to help our cause to learn more current tactics. We also learned that Lord Eversun is somewhat also open minded.

We talked to the secretary, a dour man and a hardcore traditionalist, we definitely didn’t have the diplomatic skills to bring him to our side but in the end, it didn’t matter.

Finally, Morocco was sent to meet with Morrowwood, the orc druid, since it was assumed that being half the same race would make him more open to talk. It was the case. Morrowwood invited Morocco on his balcony where hundreds of birds were living, it was an impressive sight.

Morrowood said the birds are there to prevent eavesdropping which I am not sure it’s that effective since we have to talk louder to be heard but Morocco suspect that the birds are messengers and spies which might be why he knew about the siege but the fellow is a nice enough guy, he gave Morocco chunk of meat and ale!

They talked about how the druids can help us with the siege even though they aren’t a centralized government, if their ways could be call that in the first place, but he told us to go see their spiritual leader Oalian at Greenheart to see what they can do for us.

Morrowwood inquired about something troubling … Morocco had an aberrant aura, from the nightmare plane, he said, so Morocco told him about what happened at the village when we fought the nightmarish creatures. This appeased Morrowwood’s suspicions because he is a member of the Gatekeeper Druids, who protect Khorvaire against incursions from the Nightmare Realm. Morrowwood mentioned that it seems that gateways to the nightmare planes seem more active than usual.

Morocco told him that the group is at his disposal if he needs help. Since Morocco also asked him about interesting areas nearby, Morrowwood mentioned that he had seen a tower encased in ice not too far from Shae Loralyndar before going to Greenheart.

It was now time to convince Lord Eversun to grant us some troops to help remove the siege. Atrius was so eloquent and masterful in his diplomacy that Lord Eversun was convinced that we were doing him a favor by lending us some of his troops!

Before leaving, Victor used his Animal Messager ritual to send an update to Felkuk Aasha. Felkuk will take care of ensuring the logistics of bringing Shae Loralyndar’s force to Darguun.

The mysterious tower

After bidding our farewell to the Eladrins we decided to head toward a mysterious tower in the middle of nowhere that Morrowood told us about. Arriving at the area, we were hit by a blizzard that even though we suspected it was not real, still froze us to the bone but we managed to pass through it just to get attacked by a bunch of blue feywild goblins obviously used to the snow but we easily dispatched them although their defense setting had an interesting layout to give them a tactical advantage.

Soon after we arrived at the tower itself, a twisted but still impressive black rock tower covered by a thick layer of ice. It was showing several gargoyles that, of course, attacked us and it was a nasty fight; we prevailed but had to use much of our resources.

Once the fight was over and we were rested, we destroyed the ice covering the door to enter the tower proper; It didn’t take long before the hosts of that place, some icy creatures, tried to show us how much unwelcome we are but being the bad guests we are in those circumstances, we just decided to stay and kick their frozen buttock solid.

Exploring the 1st floor, we saw 4 fireplaces with blue flames that we figured were some kind of portals; Victor closed one but we decided to keep the others on because we weren’t certain of what would happen if we were to close all of them since this place is kind of a wierd mix of various planes; we decided to explore the whole place before taking a decision about them; we also found a small crystal statue showing Asmodeus that Morroco ‘clumsilly’ droped on the floor where it shattered; no religious zealot will put a dirty hand on it anymore!

The second floor had nothing special but the third floor had some kind of laboratory with a pentagram carved on the floor. We found some acid that we used to destroy that pentagram even though it wasn’t active, just in case.

The tower seemed higher than that so we looked around and found a magical elevator to the fourth floor, the bedchamber where Victor found some rituals but nothing else of interest except another elevator that led to the top of the tower.

The top was like a cocoon of ice with a big sphere floathing in the air; the sphere summoned some kind of fey golem which was the hardest foe were ever faced so far. To our dismay, it was using domination to use us against our own allies with great effectiveness since it is an attack Morocco and Giovano are especialy weak against but against all odds, we prevailed but it was a close call and long battle.

After closing the remaining portals and taking an extended rest, we headed toward Greenheart, the main druid’s settlement to meet their leader Oalian to try to get some help in our mission to free Atrius’ eladrin tower from the siege it is facing. We are staying at the inn which, strangely enough, wasn’t owned by the halfling guild but by a human.

From Greenheart to the Demon Wastes

Atrius MoonOrchid. High Lieutenant, Shae Joridal Primary Wall Defense. Heir to House MoonOrchid.
Personal Diary and Log.

To General Tanaer, 5th Ascendant of the Spire, Shae Joridal.

As you have requested, I maintain a personal diary of my adventures and my continued quest to locate missing or unreachable allies, as well as the acquisition of new ones. I also include any information or materials I have come across as a means of proving the necessity of continued side quests.

Four days ago, we came upon the “city” of Greenheart, if one wishes it to be called that. This is the heart of the druidic Eldeen Reaches.

Allow me to explain. Despite being able to successfully secede from the kingdom of Aundair, the Eldeen Reaches appear to be nothing more than collective anarchy held together by a cult of personality revolving around an ancient being called Oalian, believed to be the most significant source of knowledge when it comes to the so called Draconic Prophecy. I am not sure what to make of the Draconic Prophecy, but as it appears to be very significant to the people of Khorvaire, it is absolutely imperative that I learn as much as there is to learn about this prophecy, especially where our people are concerned, at Shae Joridal as well all other spires.

In fact, these people seem to have cultivated a vast field of flowers for the sole purpose of studying the ebb and flow of worldly happenings. Like most of our people, I have an innate understanding of magic, but this was beyond anything I’d seen.

My party was lead deep into an old growth forest. My Lord, the sense of nostalgia and loss that struck me was palpable. This was not the Feywild, but it looked and felt virtually the same. I was sorely tempted to remain there. It is clear that I must continue in my travels for the safety of our people, but perhaps once our troubles are behind us, and assuming we are forced to remain in this land, I may request to act as liason to this kingdom.

We were “presented” to Oalian. And by presented, I mean to say we were in his or it’s presence somehow. As I requested to see a physical form to better interact with this being, we were shown a particularly majestic … tree. Yes, My Lord, exactly as it sounds. Now I am not certain if this being was in fact just the tree, or if somehow the entire forest gained some sort of collective self-awareness, but clearly I was in the presence of a terribly potent and respected power in this world. When it spoke, it’s deep voice resonated from within our minds. All of us stood in awe and admiration. All but our wizard.

Now it should be noted that Victor Hellgrave was convicted of espionage in the Droamish Grimstone Citadel. We freed him from certain torture and execution, and I believed at the time that I was able to convince him to maintain his loyalties to my group, and in fact was never able to determine whether or not the charge held any merit. Is Victor Hellgrave in fact a spy for the kingdom of Aundair? While we were negociating with Oalian, Victor maintained a very antagonist attitude towards the Eldeen leader, and I felt acutely uncomfortable having him so near. Whether or not he has plans to actually attack Oalian, or whether his old loyalties make him pridefully hostile towards the seceded kingdom, I do not know. But I will keep an eye on him. That being said, he has so far proven to be a very capable member of our group and it would be a significant loss should he feel forced to turn on us.

Oalian offered us an exchange: We would travel to the border of the Demon Wastes to stop a ritual that would raise some powerful demons. In exchange, he would allow us to ask him one question each relating to the Draconic Prophecy. As you might expect, I inquired as to the best path for the Eladrin race as a whole through these trying times, in a manner that would allow us to maintain our culture and civilization. Also, he would present us with a gift of three dragonshards. Namely an Eberron Shard, a Khyber shard, and a Siberys shard. Either of these shards would be immensely valuable to our wizards and the defense of our Spire, and you will recognize that the Siberys shard itself is especially rare. I cannot guarantee that I will be able to deliver all three shards, but I will attempt to secure the Siberys shard for the Spire.

Now clearly, the Demon Wastes were a significant distance from Greenheart, but we were able to fly there with much haste. On Gryphon back. I’ll admit that I chuckled when I wrote that for I can just imagine the reaction of anyone reading this. It took us three days and nights to reach the border.

From where we were deposited, we were led to the ruins by a nomadic tribe of Orcs and Half-Orcs allied to the Eldeen Reaches. After searching several long abandoned buildings, we discovered a cellar door leading down.

And there we discovered the undead.

Have you ever encountered the walking dead, My Lord? It was my first experience confronting them and I’d say this was most frightening thing I’d ever seen. Not because this fight was particularly difficult, but because it is very difficult to for any born in the Feywild to comfortably grasp what it is to deal with beings of Shadow as these. To see creatures neither alive nor truly dead still capable of not only moving, but attacking with such venemous hatred. But the worst is the intense … cold that surrounds them and digs into your soul when they reach out to you. My knowledge of the Shadow and of the Planes is limited, but it felt as if these soulless creatures reach out and attempt to take yours as a means of filling a void. Unsettling would be a grand understatement.

The fight did not last long, and we were fortunate to quickly detect and avoid, and later disarm, a potent magical trap meant no doubt to disable us. In fact, our group took very little in the way of damage, even though some of the skeletal beings attacking us literally exploded in a ring of boneshards when damaged. Nonetheless, many members of my group finished the fight noticeably more drained and low in spirit than they should have been from such a short fight.

I write this now as we rest for a few moments to recover our breath. I do not know what awaits us below, and I strongly dislike going further down without a sense of what we’re to expect. But I do know that utmost caution is warranted. With luck, we will yet survive this day.

With Great Respect,
- Atrius

The book of the dead

After our first encounter with the undeads, we went deeper into the ruins where we encountered more undeads and their teifling master that we dealt with quickly. That room had holes that we climbed down since it was the only way out of the room beside the entrence we came from.

we ended up into a corridor with spiral stairs on a side and a dead end on the other; of course, like good adventurers we went the dead end way and foound out that an illusion was covering a strange door, a door with a demonic high relief covered with runes.

we discovered that the runes were letters that were used to open the door by finding the right word. we tried the amulet that the tiefling had over the runes and it gave us the hint that 2 of the runes weren’t part of the password. After a couple random attempts that hurt Victor a little bit in the process, an alarm was set which Victor managed to unset but nothing attacked us so we continued our investigation on the door.

Eventualy, we deducted that the password was tied to demon names and eventualy, we found it, it was Malvos spelled backward! The door opened on a wide cave with a stone sarcophagus at the center. It was opened. We expected a fight with demons and undeads but nothing happened and nothing happened even after searching every inches of the room!

On the sarcophagus’ cover, there was a high relief of a teifling holding a book; the bones were still there but not the book. Eventualy, we finally came to the conclusion that the one that stole the book left during our extended rest but how to track them? We looked at the tracks nearest the sarcophagus and then we managed to find the same ones outside that we tracked.

After an extenuating treck in through the wilderness, following the tracks, we catched up on them, a bunch of humans, some with flaming swords.

The fight went quickly but not before their caster did the most horrible thing, he casted a spell on Giovanno, 2 shadowy hands grabbed him and he was replaced by a shadow version of him but was he cursed or was it something else entirely? The answer came when the caster died…it wasn’t Giovanno but where is he? We suspect that he’s prisonner of the land of shadows.

We had no choice but to move on so we got back to the barbarian camp then back to Geenheart on the back of Griffins. Olian met us again to give us the answers to our questions and our rewards, the 3 dragon shards.

To Giovanno’s question, he answered to seek out someone named Sahemy that Rowan knows to be a halfling but nothing more although Aundare is supposed to know who it is.

To answer Atrius’ question, Olian sent him into a transe and told Morocco that the answer to is question depends on Atrius’ choices and only Atrius knows what happened during his transe but since we are now planning to meet the mad scentist’s house and the traveler’s house, war machines seems to be our next course of action.

A new acquaintance

To get to Passage, we took House D’orian’s caravan, a wonderous machine it was with lots of lights. An intriguing passenger was with us on our travel; a little bit reserved but we decided to make acquaintance with him…which happened to be a her, a Genasi(?) female swordsmage named Ember. After some talking, a friendly wrestling match started between Morocco and Ember which was a close call in favor of Morocco.

The journey went eventless so we quickly arrived to Passage where Morocco met the head of House Tharashk outpost, Arlesse Valdaran, to get the news; There was not much news but we learn that House Mudany patrols the mourndland’s border and possesses outfits to protect them from the fog;

We also got a bounty hunting mission which will pay 2000 gp for the return of a bandit named Kayljak, a Human Male with an obvious scare on the face; We need to bring him alive to the king of Aundair and is accused of pillage and murder; he is known to be around Eldritch groves, in Breeland, south of Passage and possesses a well known sword, Grilltooth.

Ember agreed to join us so we left Passage quickly to find Kayljak; we should have brought horses but going from inns to inns we finally learned the location of our target, <something> Moon so we headed there immediatly.

As soon as we entered the inn, we saw Kayljak but the whole place attacked us at the sight of Morocco’s mark, branding him “Bounty Hunter” and them being bandits, they felt threatened for some reason.

The fight was overwhelming; gnomes teleporting all over the place and hitting like a ton of bricks while the sheer number of them got the better of our recovery potential so, in the end, they still had a huge upper hand on us, they were actualy winning; Morocco and Victor were down, Ember and Atrius badly hurt while the 3 gnomes, their boss and a thiefling bandit boss still up, things looked pretty grim for us but luck finally got on our side.

While things seemed lost, the three gnomes miraculously missed Ember which would have downed her and she and Atrius bloodied them in return but not before having brought the gnomes’ leader down first; Morocco got a miraculous recovery which brought him back to consciousness long enough to intimidate them into reason, they finally saw Parlay as a viable option…was about time, we didn’t want to fight in the first place.

Sadly, Victor never recovered from his wounds, we lost another comrade. May his soul rests in peace forever.

The show must go on and the bandits accepted to give the information we needed about Kayljak; it seems that the guy is a bit paranoid and knows something about a large treasure at the Fire Cave, were we probably will find him after he fled the combat out of fear of Morocco’s intimidation earlier in the combat.

Filling our agenda

The bandits told us where Kiljack would be found, the fire caves and although a large treasure is supposed to be hidden in there, we couldn’t let Victor’s body unattended so we decided to get back to Passage and see to get a resurrection for him.

Unfortunatly, the resurrection didn’t work but stranger still, the body got stolen and while Inquisitive’s Eye ritual reveled how it happened, the thieves weren’t identifiable and where they went with him is still unkown but we believe that Undair did it to get information out of the body which could jeopardize our main mission so Morocco gave instruction for the thieves to be tracked down.

An Elf wanted to meet with us, her name Raven, a druid, so we went to meet her and it turned out to be an investigator from Eldeen Reaches, she was to investigate our involvement in the disappearance of Oalian! To our dismay, their leader disappeared just after we departed…something more to investigate but in the meantime, we got a new member to our team.

We learned that darguun somehow learned about Shea Joral’s attempt to hire mercenaries from house Tharashk in order to break the siege and they are also hireing mercs from House Deneith that is also attempting to get the Valinar’s Elves on their side by sending an emissary there. We’ll need to send emissaries of our own but Morocco sent a message to Felkok to learn more about Darguun’s inhabitants and their leaders.

A party was given by House Tharashk to honor Morocco and his deeds for the House and his courage in battle but, frankly, he’ just a big brute that wouldn’t have survived that long without a team to back him up so he hope they saw it as an honor given to the team instead. With the death of Victor and the disappearance of Giovanni/o, Morocco wasn’t necessarily in a mood to party.

Atrius went to buy a way to teleport an army from House Sivis and we learned that a large quantity of magical weapons will be sold at a small village at Eldeen Bay in undair, about 2 weeks from passage and that will be our next destination to see if there will be anything helpful on our mission. Not sure why but it smells like a trap but we’ll see.


The travel to Ashenport was mostly uneventful but rainy until an horrible roar resounded. With the rain pouring it was hard to know what exactly it was but it ended up being a rabid Owlbear who, fortunatly for us, only hurted us with its roar, had it been another attack, we most likely would have been diseased. We made short work of the poor beast and continue on our way toward the village.

The village had nothing special so we went directly to the inn which was special, it looked like 3 buildings had been put together to make it. Inside, the guests were mostly strangers so they must have been there for the magical weapons too; An Elf with a shadow mark, some people from House Deneith, someone with 2 golems of sort. The innkeeper was not very friendly but the serving people were so overall, everything seemed normal aside from the rain that never stopped and the auction was for the next day so we took our supper and went to bed.

During the night, we all had a dream with an enticing music, a bit like sirens calls and several guests got affected, including Morocco. Affected people were lead toward the beach where they most likely end up drowning so the trap was laid by a bunch of mermaids? that needs to be investigated but before that, those not affected had all the troubles in the world waking up the mind-affected people.

Atrius, Ember and Raven tried to go gently with Morocco at first, Raven tripped him and Atrius poured a casquet of Ale on his face but what did it is Raven attacking him in beast-form and Atrius bullrushing him. We then went to help the others.

We all finally regrouped to the inn where we noticed that some people were missing. Inquisitive’s Eye ritual revealed that some affected people went out before the surviving people which is why we didn’t see them during the rescue but interestingly enough, the innkeeper went out by the backdoor before the event started without locking the front door beside, he should be sleeping at the inn to begin with.

Raven tracked him to a church where we found a secret door inside and what Raven’s feared became reality, worshipers of a bad god, The Devorer, invaded this village and used the long-lost-treasure as bait to lure more people to their net. Since falling into traps is the speciality of adventurers, we descended into the secret door and ended up into a room-of-many-doors. Tracking the innkeeper lead to a closet with worshipper’s robe that Morocco immediatly shred into pieces just to piss them off.

No doors were trapped so we opened one; a fish-like creature immediatly attacked while the other doors opened to reveal more of those creatures; their language is unkown but I’m sure they all yelled Surprise!! to greet us although their claws kind of indicate that we were the cake of their party!

The church`s basement

After the battle, we opened the other doors and found the innkeeper and another person. Atrius’ diplomacy and Morocco’s intimidation made them talk so we learned about the story of the village (which I don’t remember the details).

Atrius wanted to use the hostages as cannon fodder but Morocco refused to endanger what he believed to be manipulated innocent people. We kept them tied and continued the exploration. Listening to a door told us that they were waiting for us on the otherside.

So we charged the other room and fought and won that fight. Morocco decided to have a long chat with the hostages and since they definitly were not under outside influence and they willingly worship that evil god, he saw no other way to deal with them than death.

We found a secret door which wasn’t trapped but the corridor they other side was full of traps, the first one sent blue balls after us, we needed to destroy the source then the balls. After that we needed to bypass loose plates that triggers poisoned bolts. the corridor went both ways so we chose one that lead to the leader of the cult that we dipatched with difficulty but still prevail.

Everybody except Atrius, Morocco and Raven decided to leave, even Ember decided to leave us and seems to want to join the concurrents… With what she knows, can we let her go like that?

We were done but we still had a corridor to explore so we did. we found a cavern with a layer of illusion showing a false women in front of an altar and a slop going there but which was truely a 10 feet drop. 3 big statues were there as well.

Morocco steped in and the statues animated but also a strange creature showed up as well, like some kind of a giant colorful medusa(not the mythic creature, the real one from the oceans)

Raven got pinned by a statue and while we were trying to free her, the strange medusa was affecting our mind. We were in bad shape and on the verge of loosing that battle when we saw someone entered the room. We tought we were truely doomed but she was an ally!!! With her effective help, we finally won.

We didn`t have time to make good aquintance with her but her name is Brynne and she came from Droaam with 2 letters, one for Morocco and one for Atrius, and a gift which turned out to be the head of a gnome Morocco talked to at Meera’s keep, with the word traitor gouged on his forehead.

Morocco doesn’t remember saying anything harmful to the mission to the gnome but did he without knowing it? that needs to be investigated.


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