Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available! The party sailed to the open sea, Stein (PC) trying to capture as much of his surroundings as he could into Drakkar's journal which he is using as somewhat of a map keeper. They would have a tough decision to make going around a large island in the waters, either sail East and risk losing time to the Blood Reef, also hunting for the Plump Pelican, or sail West around the island and risk overshooting their target. Valuing speed over care, they sailed west with haste, the seas being mostly calm for a while. It seems all the activity recently in the waters has kept prey at bay for now. After a few days' sail, a call was made from the crow's nest of a warship sailing a deep blue flag bearing the emblem of an anchor—a sure mark of the Anchored Legion. They would later learn the ship's name to be Deepwarden. Bobbing along in the warship's protective shadow, with a beak-like prow of a sea bird, is the Plump Pelican. The crew of the Haunted Halibut (PC Ship) sprang into action, sailing headfirst at the Deepwarden and ushering in a large scale sea battle. Frostshell (PC) used some spells to plunge the Deepwarden into darkenns for their approach. Anlyn (PC) and Butters (PC) boarded the enemy ship when close enough, as the enemy ballista and mangonel traded blows with David Bowing, the Ogre Bolt Launcher from Cindershore the party have taken aboard their ship. We ended mid fight, with the party looking to win the battle on the upper deck, but knowing there is plenty of ship left to fight through.
Shadows of the Stringbinder - 2/6 seats available! This week's session was a flashback to The Last Stand of Anvilspan, an in-world one-shot that I also run as a standalone now. The party played as various dwarves who were tasked with quietly reinforcing the ancient bridge of Anvilspan after reports of strange happenings and danger at the outposts get back to the King.
Tales of the Bándearg Valley - Full! The party woke up with a tough decision on their minds, 3 of them were still suffering from mummy rot, it growing on all of them and corrupting them more. Matahari (PC), at best, could remove the curse from 2 of them, but they were still unsure what would happen if his corruption took over the spell instead. After much discussion about how to best save all of them, it was decided to buy (on loan) a scroll of remove curse from Baruski the tabaxi trader who has taken up residence at Mao's farm partially because of Pella, the elder druid, enchanting his crop of 'catnip' for his cigars. The party would then head back to the Ludus, determining that backtracking to seek help from Elara was worth it, just in case Matahari failed. Eventually, Matahari would succeed in curing Rogwin and Sylas of the Mummy Rot with his remove curse, Rogwin also being removed from his attunement with the Spear of Dagon, however he stowed it in his bag of holding. Elara used the scroll to cure Volk, all 5 party members now being free of it. The party stayed the night, drinking and talking with those who were around, and eventually sparring with Garruk - sans Purrsephone and Grimfur to make it fair. A few party members went down, but they were victorious in the fight, Garruk being happy for them and saying he has a reason to train again now.
The Shopkeepers of Aldoria - 2/6 seats available! Shocked by the invitation to Sslith's the next day, the party would chat and eventually go to sleep. During Eilinora's (PC) watch, she became distracted by the strange mirror they bought, eventually trapped in its gaze a shadowling made its way out of the mirror and into the shop. Eilinora screamed for help, but as the rest of the party woke and dashed to help, the shadow would strike at Eilinora, its cold as death touch sucking some of the strength out of her. During the fight the shadowling would do the same to Tears of the Mushroom (PC) and Isra (PC), sapping some of their strength from them leaving them gaunt and tired, though the trio would emerge the winning side of the fight. Tears covered the mirror with a blanket, and they went back to bed, regaining their strength in the morning and leaving the mirror to be dealt with another time. The party set out to buy some gifts for Sslith, wanting to be good house guests. First at Sock Sanctuary, the party met Mitzi, a cozy firbolg who is an expert knitter and offers all kinds of high quality socks and custom knit items. They would buy some socks and a scarf for Sslith, and some socks for his niece Liz. Noticing that the rugs in the shop emitted a pleasant cleaning smell and energy every so often, the party inquired about them and found out that they could buy a Rug of Constant Cleanliness from Mitzi. They bought one for the main room of their shop that will keep the floor magically clean and emit a faint lemon kush smell. Next at Cutter's Choice the party bought some meats to gift Sslith, Tears opting to pay for filets after some discussion with Thad the butcher. He also got some soon-to-expire stew beef at no charge. When the party confirmed begrudgingly that they are indeed the owners of the haunted shop, Thad perked up, asking if that was an experience they were offering or not. The party invited him and his girlfriend over tomorrow to hang out, and he promised to bring his new invention "hot dogs". Setting out and arriving at Sslith's, a green shingled building reminiscent of a scaly hide, the party was met with surprising candor and politeness. Liz walked them in and Sslith met them with delicious finger foods and different high quality teas that he explained the meaning behind when pouring for them. The party checked for poisons, and after finding none, opted to dig in, conversing with Sslith and his niece during. Liz would thank them for her socks and mention that 'this cute orc bartender at this dirty local bar would love them'. Sslith thanked them as well, and explained that he asked them over as a thanks for both cleaning up their mess promptly, and gifting him the rose that Reed (PC) gave him a few weeks ago. He continued that if they're going to be brave and stay in their shop, he wanted to give them a look at the history of the Blackthorn family according to the Varnak (Sslith) family's notes. He presented them with a very old leather bound book that read more like diary or notations inside, going through various encounters between the Blackthorns and some of Sslith's ancestors. The book followed a warm family with a whimsical store, into the dark depths of a daughter gone missing and a distraught mother that would do anything to get her back.
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available! The party fought their way through the Deepwarden, Anlyn (PC) raging next to Bubbles (PC) the druid bear, the 2 of them leading the charge down through the decks while Frostshell (PC) did crowd control and Stein (PC) healed until he took a mangonel shot to the face. After clearing out most of the combative Anchored Legion aboard the ship, the few held up in the hold would wave a white flag and offer surrender. Not caring to take prisoners, the party released the sahuagin on the condition that they leave all weapons and armor, which was agreed to. While chasing down the Plump Pelican, Captain Hex rescued an unconscious triton floating in the sea, who would pledge a life oath to Hex and be thrust into the party. Kronos (PC) the new triton mentioned a hatred for sahuagin, was given a weapon, and Fishbones pawned him off on the party to watch him. The crew of the PP, seeing how easily their guard escort was dealt with, didn't put up any fight in their capture. Frostshell would propose they join the Halibut's fleet as a merchant ship to help run goods that the Haunted Halibut (PC Ship) 'obtains'. This would be agreed to by all parties, as long as the PP could get security of some sort. Spreading the crews thin across all 3 ships, the party and others were JUST able to get all 3 ships back to Cindershore, using up all of their physical and magical sailing abilities.
Meeting with Chief Gorath of the Ashenfang Orcs would bring some decisions and updates. A flag design was agreed on, as well as naming the alliance the Burning Tide Dominion. The village expansion has begun and through many conversations it was decided to use wood and parts from the Deepwarden to build a home for the party / Halibut crew in Cindershore instead. Training orcs to sail would prove to be a longer task and none of the BTD wanted to gain the full attention of the Anchored Legion yet. The new party members and entire crew of the Plump Pelican would have to fight in the pits in order to be accepted into the BTD, as is tradition at this point. Anyln was honored with being the Master of Ceremonies for the fights. Stonefoot of the PP ended up being the last man standing in their brawl, giving the win to the crew of the PP. Bubbles fought against Thrakka, a named Ashenfang who put up a fight but Bubbles made easy work of. Thrakka's sister, Vulkra, however, would go toe to toe with the "Unproven" new triton Kronos. Kronos fought a good fight and got a close win, but he would need all 3 of this second winds to do it and even then it came down to 1 hit each.
Captain Featherbead of the PP made a suggestion of a smuggler's cove he knows of to trade their goods, but asked for help getting there and establishing a trade route as it's a dangerous town. Severance Bay, as its known, would be the new heading of the Haunted Halibut and the Plump Pelican, the latter adding some orcs to its crew for safety and for teaching. Vulkra would be one of them, as well as Urzak, another named Ashenfang who has aspirations of being a blacksmith and the party has an interest in him succeeding. So far he has been able to turn some of the sahuagin armor into scale mail for 2 of the party, but it took a lot of resources to do it.
Shadows of the Stringbinder - 2/6 seats available! Picking back up with the main story brought us back in the cave of the Underspring. The party traveled down through the chambers, getting lost a few times and running into various guardians set there to prevent passage. The party made quick work of these, eventually making their way to what was unmistakably the Underspring. Gracefully resting in the water was a Couatl, the true guardian of the Underspring. It offered them a choice, a chance at a riddle, or straight to combat. The party chose the riddle, and after some deliberation did in fact answer correctly. The couatl granted them access to take some of the sacred water, which they did and made their way back out of the cave and all the way back to Whispering Pines. They did get lost quite a few times on the way, the cliffside proving still a tough opponent for the party.
Aeliana met them by the fire upon their return, and brought the party to the sacred area the ritual was prepared in to summon Cernoth. Kaedric led the ritual, directing different druids and party members to perform different parts, including placing the sacred items the party gathered and pouring the Underspring water in various places. The ritual circle glowed and hummed with power and accepted the offerings and at the peak right when it was about to summon Cernoth, everything faded and went out. A moment of defeat washed over Whispering Pines, their gamble on summoning Cernoth instead of preparing practical defenses did not pay off, as the ritual failed for some unknown reason. Aeliana would take charge, piercing the silence with her wisdom and resolve, urging them to spend the night in peace and happy with those they consider close. Disheartened, all of Whispering Pines would go to bed tired, and dreading what would come in the morning.
The next morning brought battle with it. All of the druids and party members got up and battle ready, moving toward the field they expected to meet Rivenbark on. The mist parted, blights screeched and charged, archers dotted the sky with their arrows and Rivenbark began his march to wipe out Whispering Pines. A fierce and deadly battle would ensue, the druids using all of their nature magic and more to fight off the blights, but Rivenbark and the archers would be too much for them, killing almost all of the druids. The party held their position until Rivenbark broke the lines, his massive size and strength an unstoppable force against everything they could throw at him. Until a rumble shakes the battlefield, growing louder, faster—a storm of raw power tearing through the forest. The air thickens as a massive figure explodes from the treeline, a blur of muscle and fury. Cernoth would appear, scattering the archers and slamming into Rivenbark, giving the party a fighting chance. His healing magic and furious strength helped keep the party up just enough to end Rivenbark and most of the archers, a few fleeing at the end. Aeliana and Briar are the only 2 druids left alive in the wake of this massive battle, but it is still a win for the good guys in the war for the Evershade.
Tales of the Bándearg Valley - Full! Matahari (PC) would clear everyone of the Mummy Rot that plagued them, using the scroll they bought on loan from Baruski, the catnip and magical goods dealer at Mao's farm. After spending the night enjoying the company of the Ludus and their mead hall, the party slept in their beds one more time before they set out. Stopping again at Mao's to spend a night and pick up rations, they traveled on their mounts toward Silverspine Pass. Following the river as far as they could, Volk (PC) started noticing that something was off in the river, but couldn't quite figure out what it was. Continuing north, the river and land started to dry up, until the party encountered a war band of hobgoblins from the desert in the far east. Wasting no time, the party initiated a fight with the hobgoblins, freeing their prisoner Sloan (PC from a mini series, the same player plays Silas) from them in the process. Sloan would join them in the fight against the hobgoblins, proving to be a helpful addition as the deadly encounter almost didn't go the party's way. Losing all of their mounts in the fight (the 2 Paladin Steeds would get resummoned soon after), the party investigated their foes and took what the could off them, not really determining why they are so far out of their normal terrain other than the present state of the environment being welcoming. Slower going on foot, the party continued to follow the river until they found a small village or camp a little north of the riverbend. Heading into the village, the party saw that it was the silver dragonborn residents of Silverspine Pass who inhabited it, having been displaced in a great siege on their mountain pass city.
The Shopkeepers of Aldoria - 1/6 seats available! This campaign is RP based and has had several updates, so I'm going to list them in bullet point format instead for this lengthy review. Over the past couple sessions the party:
Had a nice lunch with Sslith and his neice where they were able to read a journal on the Varnak family's history with the Blackthorns
Arrived at home to find Drik and his other friend Tormec who is an earth genasi of few words, but has basic carpentry skills. Tormec built a small stand for Drik in the basement which includes a little bed for him, and built some basic rooms with doors for the party members, each getting their own space. Tormec likes his alone time and has been "hanging in a bar" since - but we think that means an actual reinforcement bar somewhere using meld with stone. The party has a few ideas for him upon his return
Saw a disheveled man standing outside their shop overnight, Tears (PC) noticing him the first time and Gord (PC) the second. When the man started speaking nonsense to himself repeating "burn it" and threw oil on the shop, Gord attacked him. Another shadowling appeared out of the mirror and Isra (PC) helped eliminate it inside. During the fight Eilinora used her Wand of Chaotic Charms, casting a 7th level prismatic spray at him. She rolled an 8 on the damage and sent out violet and orange rays, burning the man to death in the orange acid ray and melting the storefronts of 2 of their neighboring shops. Gord magically buried the man's sword and the party left the melted body -mostly just a skeleton at this point- having looked around and saw no witnesses
Granny arrived the next morning, a character that Verona (PC) has mentioned several times as an overbearing sort of figure that has shaped her for most of her life. It appears that Granny will be staying a while, offering her advice and help to whoever does or does not ask for it. There seems to be more to these 2 than meets the eye
Warden Captain Natalie headed up the investigation into the skeleton, questioning the party and their possible involvement in it. Cptn. Natalie would prove to be smart, deeming the party at fault on her own but mentioning that "The Diviner" was called in because of the nature of the high level magic used. The Diviner, through a couple interactions with NPCs, would become known as an ancient and very strong wizard of some sort, rumored to have been involved with the forming of Aldoira centuries ago. Captain Natalie would threaten to let the Diviner go through the shop to find actual proof of their involvement if the party didn't admit to the wrongdoings, which they did. However, it seems Lady Nightbloom has barred their arrest, causing the party to pay a 400g fee instead and sign a paper admitting to the wrongdoing, even in self defense. Verona would sign and put the thumb print of a different individual, secretly.
Warden Captain Natalie would also have to come back a day later, as a large intricately carved wooden King size bed gifted to the party from Krusk Ironfang turned out to be a giant mimic that attacked them. Some of the Nighthawk goblins that are making money incense burning in front of some of the Maplewood shops, being rivals of the Ironfangs, joined the fight. One of the goblins, a humanoid and therefore in the laws, died in the fight, killed by Verona but everyone else thinks by the mimic. Cptn Natalie would catch this during her investigation. There was some tense conversation afterward, the party pleading victims but Natalie making note that victims or not, they seem to keep being involved in trouble. Natalie made it known that in order to go after a gang in the city she needs concrete evidence of their wrongdoing that would hold up to any laws or court that would get involved. She also made it known that if the party were caught going after the gangs that they would still be held to the law, but emphasized the IF ever so slightly.
The party went to see the Hasta Conclave, determining the man that tried to burn down their shop to be linked to the HC as he was wearing armor similar to theirs and that was what the HC wanted to do to the shop to purge the haunting. Tormantus, the Hasta Conclave Titan posted outside the door, would not take kindly to their accusations and eventual threats. At one point he plainly asked them if they were challenging the Conclave, the party replying with a 'no' and being asked to leave the grounds at once.
They visited Dr. Zanker at his practice in Aurator, Gord asking more about the Pyrabloom but finding again that Dr. Zanker actually does not know much about it, he was honest in that when giving it to them. Pleasantries were exchanged and there may be more here to helping each other grow plants
They returned to the library with Verona now in the party to attempt to unlock the book that Lady Blackthorn rented long ago. Brazenly admitting to this and fiddling with the book, the fairy librarian Allison demanded they stop right away. Through some terrible word play but a lot of gold, the party got her to look the other way long enough for Verona to open the book, hoping the pages inside would lead them to some insight on either Lady Blackthorn or the Pyrabloom plant, preferably both. Turns out the inside has been carved out and is now empty, the book serving as secret storage for a journal or book of some sort they deemed
Orlin, the wizard enchanter, would be commissioned by the party for a few things. First, Gord is going to be his apprentice, asking for some magic glasses so that he could read common in order to study wizardry. Orlin happily obliged as he hasn't had an understudy in a long time and deems the party chaotic and interesting. They asked about wards for the shop to keep the Diviner out but Orlin admitted the Diviner to be much more powerful than he and any ward he placed would not be able to stop the Diviner. Eilinora also reported in about her wand and what she did through it, Orlin caring significantly less about the murder and significantly MORE about casting such a high level spell. Eilinora is looking for a gift for Mara so that she can try flirting with Jork again and brought it up to Orlin. A deal was struck between the 2 for Orlin to supply a magic axe of some kind of haunting ward to Eilinora in exchange for some gold (at a HUGE discount) and 20 more documented castings of spells through the Wand of Chaotic Charms.
Orlin also checked out the mirror the party has, which they have determined to be somehow related to the hauntings and the Blackthorns. Orlin determined it to not be a portal to another plane, and that more likely it's a pocket dimension. He said that the shadowlings may either be stored in there or a result of the "dirtiness" or "messiness" of shadow magic in general. The good news is that, as far as Orlin knows, the mirror is NOT one of the named magic mirrors of legend or nightmare
Butcher Thad came over with his elf girlfriend Ella, the 2 of them bringing their new meat creations to test on the party and see which is better. In addition to plenty of sauces, Thad has created a meat stick kind of thing that you eat in a bun that he calls "hot dogs". Ella has created a breaded chicken hand food that she calls "nuggets". The party and gathering of individuals at the shop, would try both, deeming one way or another which is better, but overall deciding that the pair should also have a stand in their drug den basement. Surprised by this but interested, Ella would follow up.
The party has some decisions to make about business structure, with the current main idea being to charge little to nothing at the front door so customers can come in and sample and shop, and then treat the drug den as a VIP hangout with a much higher charge and more samples being included. Currently that would be Drik's Port Wine, food platters from the butcher's, and various recreational drugs the party is growing.
Lots of small interactions were had including Granny over-seasoning some food but insisting she made it better and other slights at party members, Gord diving head first into the hotdogs and sauce, covering himself in them in the process of learning how to eat a hotdog, Verona gathering an audience while preaching about injustice, and Tears attempting to charm that same audience but scaring them off with his grossness in the process.
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available!
The crew set sail alongside the Plump Pelican, orcs on board to learn to sail and for protection on board
After half a day of smooth sailing, something started knocking against the bottom of the Halibut - a pack of Plesiosaurus determined both ships to be prey
The coordinated effort of the large sea-dinosaurs wreaked havoc on the 2 ships for a while, but between the party and David Bowing on the Halibut and the orcs on the Pelican they were able to dispatch them and collect some of their meat for themselves and to put in the bag of colding to bring back to the orcs
The party made note that the orcs were using javelins for ranged attacks, definitely need to train them in something longer range and easier to carry aboard
Frostshell (PC) used his grimoire from Morgrath in the fight, shooting electric rays of fire at some of the enemies. Bubbles also used his "Spirit of the Volcano" summoning up a plume of lava that in the shallows created a small island
Bubbles also was the first to name the beasts and called them Fishosaurus. He is considering starting a Bestiary book
The party went on sailing and spent time getting to know the rest of the crew, drinking and gambling with them below deck. They learned a couple gambling games that are known sailor and pirate games in the world, eager to go take other pirates' money
Shadows of the Stringbinder - 2/6 seats available!
On pause due to the holidays! Resuming this week!
Tales of the Bándearg Valley - Full!
The party met with the dragonborn that they learned have been displaced from Silverspine Pass. They are the people of Dralkas (PC) and Silverspine Pass was taken under siege by these large humanoids the dragonborn had never seen before. They came on a huge ship with stone giants and took the village,
The few remaining survivors escaped because a powerful water genasi intervened. Her name is Miralise and the party learned that another player character named Sloan (played by Silas' person) is the one who freed her from her desert prison.
During the conversation, a booming voice summoned Matahari outside. Razathar Sunforge, a large Lenonin champion of Amaterasu was sent her via visions he had, with armor for Matahari. He explained that his vision told him that Matahari severed his connection to Amaterasu. He also has armor for him that Matahari can only wear when he "achieves equilibrium with his corruption" - something that would happen at the end of the session actually
The meeting with the Dragonborn leaders revealed that Miralise fears the humanoids changing Silverspine are doing something irreparable and bad for the world, though she's not sure what. They asked if the party could head to SP and find out what these humanoids are doing, what they want, and, if needed, size up their forces. They also mentioned sending some archer scouts a few days ago north of the pass to do some recon, that have not come back yet.
The party set out first to find the archers and bring them back to the camp. Upon getting to the area, they noticed it too was unusually arid and dry, the environment unlike what Dralkas remembered. A party of Manticore addressed the party, speaking nonsense, getting named by the party and saying riddles to them, eventually attacking their new prey. In a tough bloody fight Matahari would cast enough corrupted spells to achieve equilibrium, Volk would learn that he could grow meaty wings as a bear and fly, Dralkas revealed his new Warlock powers and Silas and Rogwin would live up to their Smite Bros. monicher, racking up a couple killing blows each.
The Shopkeepers of Aldoria - 1/6 seats available!
We picked up soon after the mimic attack on the front porch, Eilinora (PC), Tears (PC), Gord (PC), and Isra (PC) all talking about what could have happened and what to do next.
Granny and Gord got into it over seasoning the breakfast he was making, Granny having salted too much previously trying to "fix things" and "cook like they would in the old country" - eventually it came down to some sleight of hand checks, Granny getting the better of Gord. Granny also noted that the party was being snippy today but chalked it up to them being hungry and in all kinds of trouble all the time
Tears checked the neighborhood of Maplewood a few times for Nighthawk goblins, but it was determined that the fighting and mention of guards earlier has scared them away at least for today
The party went to Orlin's Enchantings again, Gord getting to borrow some beginner's wizardry books he can learn the level 1 basics and copy spells from, as well as an Arcane Codex that would serve not only as his wizardry book but as his druid and ranger spell focus all in one. Orlin mentioned that wizardry is expensive and that he likes this party and that's why he's been investing what he could in them. He made note that he didn't care much about their actual lives but that he's taken an interest in the kinds of "data their experiences produce"
After lengthy conversation, Orlin had Tears close the door and turn the open sign, talking to them about the Shadowfell in secret. He has been there in his youth, he considered it an extremely dangerous journey. Isra revealed they are from there and looking for their twin who they lost. Orlin explained that it would be expensive and risky, but there may be ways to see or find the twin, if they're still alive. This conversation also prompted the party to want to investigate the mirror more
The party returned to their shop, Tears taking a more extensive look at the Pyrabloom plant they were gifted. He guesses it needs normal sunlight and water, and that it's the kind of plants that blooms either once a year or once in its life, and it has not done that yet. He also realized that besides looking at it they haven't tried much with it yet in terms of making tea with the leaves or burning or smoking it etc. He decided for now to wait until it blooms for that
The party all took turns trying different ways of looking at and in the mirror. With some magic mushrooms from Tears, on the final try, Eilinora was able to figure out the ripple of the mirror and stick her head through, hearing a riddle from a voice inside. The voice seemed to echo from all around, like 1000 voices speaking all at once. The party thought on the riddle for a while, trying a couple different things, but eventually coming upon the correct answer and retrieving Lady Blackthorn's Journal from the secret portal chamber in it.
The journal detailed Lady Blackthorn's descent into darkness after her daughter, Liora, goes missing. She eventually speaks of making dark deals and the mirror having something to do with it.
Isra revealed they are on the hunt from something in the shadowfell, something that smells overwhelmingly of brimstone and sulfur, with thick blue skin and large pierced horns. She fears the thing spoke to her through the mirror. Granny is unsure exactly what it is but guesses it's likely a strong demon or devil of some sort.
The party has some business decisions to make as they are on the cusp of being able to open for business!
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available!
After a night of gambling and drinking with some NPCs, the entirety of the Haunted Halibut crew had a rough morning. Eventually they set sail for the day with Anlyn (PC) taking up watch again, wanting to redeem herself from a bad watch from the Crow's nest yesterday. This time, she spotted some bird activity above a patch of calm water, the party determining that whatever it was meant a high chance of either treasure or some kind of meat for the Ashenfangs, and was therefore worth the slight detour.
It ended up being a coral reef structure under the water, Fishbones exclaiming that shellfish are very tasty and even though they weren't sure if the Ashenfangs would want some, their crew now did. The party would go diving, leaving their armor on board. Down in the depths of the water it was hard to see, so Stein (PC), not having darkvision, a swim speed, or water breathing, decided to tread water at the surface instead.
The rest of the party got to work finding shellfish and trying to get them out of the coral, initially trying to not harm the coral in this, and occasionally cutting themselves on the jagged edges of the shells and rough coral. They got out / crushed a few smaller ones, getting barely any meat from them and crushing most of the treasures inside, but eventually finding a rock giving off light like the light spell, allowing Stein to see and join in helping though holding his breath.
The blood from their cuts started adding up, eventually drawing some nearby sharks to them. The ensuing fight created more blood in the water, drawing in more and more sharks. A red stained tough battle was held underwater, the sharks piling on anyone who was bleeding, but Stein, now able to see (and resurfaced) healed as much as he could and kept the party from being at a disadvantage. Eventually all the sharks were dispatched and the crew had a few moments to gather a couple more shellfish including a huge oyster that took a collective effort to free and get on board.
Various gems and trinkets were found in the shellfish after being opened, with the huge oyster (and a fantastic roll) having a ton of meat in it and a gorgeous prismatic pearl worth around 1500g
Shadows of the Stringbinder - 2/6 seats available!
Exhausted from the deadly battle with Rivenbark and his blights, the party slunked down to the fire with Aeliana and Briar, the only 2 druids left alive. In a somewhat shocked state, Aeliana debriefed with the party. She mentioned that the 2 of them would be able to clean up the battlefield and put the fallen to rest peacefully, and that though she wouldn't be here without them, she feared the party has been here too long and the lighthouse needs to take priority. They need to get it lit, though they still don't know how.
She also mentioned them finding Sylroot, the firbolg of the forest the party encountered earlier in the campaign, and sending him to her if able. She could use his druidic powers to help cleanse the land and undo the giant corrupted vine wall that Rivenbark has created.
They also heard birds and wildlife in the evershade for the first time since they've been here, though few and far between. Aeliana warned that after a major disaster the predator animals are the first to return, and she urged the party to use caution while traveling.
The party rested and set out the next morning, saying their final goodbyes to the Mother Tree and the druids on their way out. After traveling for a while Sendrith (PC) found a good low area of the cliffs for them to try climbing down. This would prove once again dangerous, some of the party members falling up to 40 feet at a time with failed checks in the descent. At the end, they drove a javelin into the ground and attached a 100ft rope to it, hanging down the 60 feet to this 2 person plateau (40 more feet after that to get to the top)
Traveling further into the Evershade, getting a little lost on the way, the party found themselves wandering into the hunting grounds of a newly returned hyena pack. The encounter would prove on the edge of deadly, Sendrith going down a few times but his Periapt of Wound Closure made from the heart of Rivenbark keeping him steady. The party dispatched of the hyenas and giant hyenas in the end, and would enjoy some of their meat as a trophy.
Figuring the fire and amount of death around them would keep other potential threats away for the night, the party set up camp and took watch, Dominik (PC) taking 3rd watch and rolling low
Tales of the Bándearg Valley - Full!
We pick up right after the manticore fight with Matahari (PC) reaching his equilibrium during the fight before. The party would decide to take a short rest so that he could attune to his Lightbringer's Armor that Razathar made for him after Amaterasu, the light goddess, granted Razathar a vision. Matahari would learn that not only was this a physical upgrade in armor, it adds necrotic resistance which will allow him to beat the shadowy corruption from Hecate if he so chooses. He learned the mechanics to this and it is tied to his spellcasting. We will see which goddess Matahari ends up pledging himself to fully.
Matahari wanted to keep a trophy from the manticore to offer to Amaterasu, Volk (PC) as a cave bear but understanding common, tore up several manticore bodies to give Matahari options. Dralkas also cut out a heart as an option for M that he would end up keeping for himself and offering to Hecate later in a makeshift ritual and eldritch blast. Matahari decided on one of the tail spikes, which is what he pried off even before Volk and Dralkas got started.
The party eventually stumbled upon the dead bodies of the dragonborn scouts sent here earlier, and buried them according to Dralkas' knowledge of their traditions. Burying them here where they made their last fight would be more honorable than burying them in the temporary village the dragonborn now inhabit.
While burying the bodies they found the manticore's treasure stash, failing miserably to pick it open but throwing the chest off a cliff and breaking it to open it. They recovered most of the gold / silver / copper and all of the magic items inside collected from the manticore's prey over time.
After returning to the dragonborn camp, the party was asked to stay the night for morale reasons, Dralkas being a champion of their people and having a party of strong gladiators with him to speak on their behalf is exciting to the village folk. The party accepted and spent the afternoon fishing and having an archery competition with the dragonborn, the party coming out victorious with a huge anchor effort from Silas (PC). We ended right before dinner with the dragonborn
The Shopkeepers of Aldoria - 1/6 seats available!
The party decided on a rough business model and set out to get some needed things including a second ladder for the basement so they can put the temporary one back in the loft. They would go to Coalworth Mining Supply for this, Eilinora (PC) being the only one who wanted to enter as Tears (PC) doesn't get along with the new manager and Isra (PC) either by extension. Eilinora, however, had a great time talking with Dilgen and Raina and was able to get a sturdy iron ladder for low cost. Tears had to transform into a disgusting ape zombie thing to carry it out, which scared some patrons, but it got the job done.
The party stopped by to say hi to Thad the butcher, who mentioned Ella would be by later with a crew to get their stand built in the drug den. When Ella did show up, she offered to have the crew of coal miner dwarves to put a new floor in on the main shop level before they left, which the party happily accepted. Ella's Eats, a hot dog and chicken nugget stand with lots of dipping sauce options, is now up in the drug den. Visitors can sample as much as they want as per the shop arrangement, and they can purchase bulk of either. Ella is going to be over as much as possible as she enjoys hanging out in the den and is now friends with Drik, both of them agreeing to a free exchange of goods deal between them.
The party headed to Sock Sanctuary to see if their bean bags were ready, which they were! Made of durable and ultra soft cotton, they are stain and water resistant and filled with literal dried beans, making them incredibly comfy and have a good clacking sound to them. Mitzi told the party the cost of them (30g to other customers) but that she would like to donate them to the drug den. The party offered to let her hang out whenever in exchange, both sides being happy about this deal. Eilinora insisted on tipping Mitzi which she ended up accepting at least.
Isra brought up that he wanted to get clothes, some suits and more formal attire as well as some comfier things. They want bright colors for some and more classy for others. Mitzi explained to them that in Aldoria most of the people who can afford a tailor have private ones who are costly and in high demand. Everyone else either buys basic clothes at a place like Coalworth's or makes their own. She did continue that she has been interested in getting more into fashion items and would love to make clothes for Isra, working out a deal with them for a discounted rate on the clothes and they would all be custom from Mitzi's designs and fabrics. Isra, delighted with this, would get a list to Mitzi soon of what she wants
The party then ventured into Gloomshade, the seedy neighborhood of the lowest class citizens of Aldoria. Braving the darkness and danger, the party wandered looking for an entrance to the Undercity. Eventually they stumbled upon a cul-de-sac of sorts with some brightly dyed gnolls in it. Gnoll-N-Go, a pop up transportation 'business' with the slogan "We'll Gnoll you there!" very friendly offered to help the party move their shit where it needed to be moved. The party eventually hired a "Creaker Caravan" named so possibly because of the state of the horses pulling the cart, possibly because of the constant creaking noise the wheels made in motion, to move them to and entrance of the undercity. Paul Hauler, the leader of the pack, obliged, sending Derek to bring them
In the undercity the party managed to convince Pudge the Ogre-like creature, to come to their shop and be their security. This is a new concept for him, but he has a vague understanding of it. They explored quite a bit down here, finding Tears' old stomping grounds and his rat companions deep in the sewer. They also found two tiny myconid sprites, one stubby and grey who is obsessed with planting things and emits a high pitched squeal, the other bright and furry who likes to sit and play mushrooms like drums. All of these creatures would return with the party as pets for the shop.
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available!
The party put the various pearls, gems, and treasures in a chest below deck, notably adding to it the items they found when the other crew members weren't around. Bubbles (PC) tried to hide his pebble, but sharp-eyed Whisper noticed his off behavior and questioned him about it. He was allowed to keep the rock for himself upon admission.
They headed out, sailing south toward where they were told Severance Bay is. Sailing was mostly smooth for the day, and Anlyn cooked up some of the oyster meat into a gumbo. Some of it was also saved in the bag of colding for the Ashenfangs.
At night the party was attacked by goblin raiders on small nimble ships called Ripskiffs. They have an animated ballista built into the front that shoots bolts of fire. 3 ripskiffs would appear, seemingly attempting to sink both the Halibut and the Pelican, and getting close to it. The party would kill all 3 goblin captains, however 2 of the ships got away with the rest of their crew.
We ended with the 2 goblin crew members remaining from the captured ship being put in the hold of the Halibut, and 3 party members aboard the Ripskiff. The goblins do not speak common.
Shadows of the Stringbinder - 3/6 seats available!
Dominik (PC), distracted on his watch, was attacked by a shadow hyena, the creature getting a bite in from the shadows. A deadly fight would ensue, with both Olly (PC) and Sendrith (PC) going down in the fight, the shadow hyena disappearing into the shadows to strike each time. After a few rounds of back and forth, Dominik smote the beast from existence and raised his downed allies. Sendriths periapt made from Rivenbarks heart by the druids has proven to be life saving several times already.
After some getting lost, the party made their way back to the lighthouse, where they were greeted by the odd smell of bacon. Cautiously, they entered, figuring they had to clear it out so they might as well do it right away. A large loxodon named Bartholomew and tiger-like tabaxi called Catnip would be there waiting for them, apparent wanderers sent by Eldrin to help the party stay fed and sane.
The pair have a hipster vibe to them and cook fantastically, as well as play music. They are struggling to remember important information that Eldrin gave them, but they think it was something called the StormSnack? They're also super excited to be in the Evershade for the first time, because of a super hot pepper called crispclaw that grows here natively. They requested the party get some so that they can try to make this 'StormSnack'
The party headed out to find Sylroot, looking for the peppers on the way. They would find some of the bushes that they grow on in a dense misty part of the Evershade. The bushes are guarded by big fiery wasps that seem to make them their home. Olly got too close and the party was attacked, the wasps swarming once one got involved. Another near death encounter for the party, but in the end they were able to dispatch the wasps and get 5-7 peppers on branches, being careful not to touch them with their bare hands.
We ended with the party finding Sylroot's hut and being welcomed in.
Tales of the Bándearg Valley - Full!
to be updated
The Shopkeepers of Aldoria - 1/6 seats available!
to be updated
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available!
The party woke up the next morning and set sail, trying to make up some time and find a landing area where they could make vitally needed repairs to both ships. After a few days smooth sailing, they found a large island with an inlet beach they could land on.
The party successfully towed and anchor their ship to some large trees on the island, and the Pelican crew did the same for theirs with some help from Frostshell (PC) anchoring the lines for them. Both crews met up and were assigned various tasks from the captains, Hex being the main one in charge. The party's job being to cut down some trees and make planks for the repairs as both ships are already almost out of theirs.
They would bring one of the orcs with them, Kronos (PC) and the orc competing to see who could split a tree with their greataxe first, Kronos getting the best of the orc by a hair. While cutting down the trees, a boar appeared and Frostshell had his quasit scare it off.
While getting the tree halves ready to be dragged closer to the ships for processing, a giant boar came barreling out of the jungle into Bubbles (PC) in his bear form, knocking him down with the charge. It then retreated into the jungle.
The party gave chase, finding a den with a bunch of boar and giant boar in it, which they easily dispatched. Bubbles used plant growth during the fight, making the lush jungle intensely thick in this area from now on, possibly a thank you for the trees and boar meat
Shadows of the Stringbinder - 3/6 seats available!
Sylroot spoke with the party about their mission and progress and observations, noting that Dominik is an Oath of Vengeance Paladin.
At the mention that his oath is taken to Auragarn, Sylroot solemnly told the story of his people, the Howlbranch Clan of firbolgs who created Auragarn out of their despair and vengeance long ago. The story was two fold, one to keep the memory and legacy of his people and Auragarn alive, but also to serve as a warning of the grey area that an oath of vengeance paladin walks in.
The party passed Aeliana's message along to Sylroot, that she requested his help in restoring what they could of the Evershade. He said he would go but he cannot with the Corrupted Wind Spirit about. It seems to be keeping him here. The party took up the quest to eliminate this spirit and set out to do so.
They found it at some ruins, built up walls that had crumbled over time but left sturdy enough remains. The ensuing battle threw party members into these walls a couple times, the wind spirit picking up and becoming a whirlwind at times. The party was able to summon a Howlbranch Requiem that damage the spirit and healed the party, helping them win the fight in the end.
On returning to Sylroot's, the party got lost for a ways, at one point being in the shadow of something massive, the whole sky turning dark for a moment. Eventually they found their way, and departed with Sylroot for their lighthouse
Tales of the Bándearg Valley - Full!
The party spent the night eating and competing with the dragonborn, a night of comradery and hope for a people that have been displaced
Before heading out on their journey, Silas (PC) was delivered a message from a vedalken out of Rive Brillante. The message was from his cousin, Captain Luc Fontaine, and was a mess of scribbles and angry text. Silas was able to decipher that Luc put a "hilariously small" bounty out on Silas' head.
On the way to Silverspine, the party came upon some ruins that had been exposed due to the river and climate changes. Worn from water and time, there was nothing legible inscribed on anything. A ghost confronted the party, speaking in Elvish, noting this to be the first encounter of anything Elvish in the campaign.
A fight broke out between the party and 3 ghosts, one of them taking over Dralkas (PC) in the middle of the fight and leaving him to fight the party. Eventually they downed and revived him, ejecting the ghost in the process so Silas could smite her into oblivion.
The Shopkeepers of Aldoria - 2/6 seats available!
This is a 2 week recap:
The party woke up to a knocking noise outside. It turned out to be Warden Captain Natalie installing a "Quests & Bounties" board that the Wardens would be putting requests from them and other townspeople on that offered rewards. The party can put in a request with the Wardens or with the OURC. All quests on it would be open to anyone
The first, and currently only, quest is from a Kris Pinefield - a farmer outside the city who claims one of his barns has been "changed" and is offering 200g for anyone who can fix it
Eilinora and Tears (both PCs) accepted the quest, the rest of the party being off for the holiday. Since the farm is so far out of town, they hired the Gnoll-N-Go moving service to move them to it
Kris Pinefield met them and kindly showed them to the barn on his farm that has seemingly been taken over by a Frostwane Spirit. His buildings and silos now made of gingerbread and candy canes, and snow falling all over the area even though it's only Crispleaf and not yet actually Frostwane. He returned to work, and the party headed in, stopping to eat some of the cookie and candy on the way
The building seemed to expand through the door, holding an entire Frostwane Village inside it. Snow fell from a blanket overcast stormcloud, homes of gingerbread lined the cobblestone street, and little gnomes dressed in reds and greens with big eyes and candycane tools ran about, working and decorating the pine trees.
The gnomes were super friendly and gave the party lots of candy and treats and showed them to their grand hall where they would be having a roast beast feast for Frostwane! They also introduced Gladrin, a frosty elf that shimmered like a snowflake and was the leader here.
Soon after meeting him, Eilinora and Tears both collapsed, the candy and gingerbread having finally taken affect. Waking up in a prison cell, they tried to escape, eventually seeing some of the gnomes had turned into evil sharp-toothed little creatures called nilbogs. The pair used all of their powers spells and abilities and eventually killed the creatures in the room guarding them, managing to break out and escape - not without grabbing some loot first.
The pair returned to Aldoria and their shop and to most of their plants having bloomed and ready to be harvested. It seems Granny and the 2 little myconids have done a good job upkeeping the daily plant care. They explained what happened on their journey and convinced the rest of the party to join them in returning to the barn and eliminating all of the gnomes. Right before leaving another adventuring party was at the board, reading the same quest, and the main party decided to haste with the Gnoll-N-Go service to beat this party their and claim the reward for themselves.
This would not go their way as the gnomes recognized Eilinora and Tears upon their return and fled to the great hall. The party cast spells at it and tried to burn it down, unsuccessfully. Gladrin eventually came out to meet the party, engaging in a fight with them and dropping his facade. Now a ghoulish zombie-like creature, he proved to be a potent spellcaster and a dangerous match for the party, their murder crazed charge halted by his arcane might.
During the clash, Eilinora used her Wand of Chaotic Charms and cast the Silent Image spell, creating an image of a beautiful Frostwane elf stripper, which captivated Gladrin for a while. The party, panicking as they were unable to take advantage of his trance, were met with a loud crashing noise and yelling as a skeletal woman made of flowing and crystalized syrup and honey emerged from one of the buildings. Yelling at Gladrin for looking at another woman, she put everyone in the area to sleep using potent magic.
The entire party now woke up inside that same prison room, this time discussing their escape as quickly as possible as it was confirmed they would be eaten otherwise. With Gladrin outside their cell this time, it seemed impossible. While discussing their options and spells they could attempt to use, the wall to their prison exploded with a thunderous clap, the other party, known as The Scarlet Streakers, had arrived! They asked the party if they were peasants in need of saving as they continued through the room, breaking down the cell door and into the main room with all the nilbogs, Gladrin and now the skeleton lady.
In a spray of spells and blood the Streakers hew their way through the room, leaving only the main party alive in the building. This caused the village to start collapsing, the storm cloud ceiling cracking and falling down as well. Both parties rushed for the exit, the Streakers continuing on to get their prize money and the party staying behind to investigate the regular barn left behind the collapse. They found some crystals which they would later sell to Orlin for a high price, and a small Pixie named Maple who is wearing a dress that flows from the syrup and honey that cover her and make up her figure.
When confronted by the party, Maple responded things like "oops!" and "I was playing with dark magic and got carried away haha" - she is just a girl after all.
They asked her to join their shop, which she gladly obliged to, Gord (PC) making a deal with her and sealing it with a handshake.
The party all returned to the shop, ready to get back to quieter activities. With their plant supply ready to harvest and their drug den full of goodies and vendors, Blackthorn Botanicals now needs very little before it can officially open
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
After killing the wild boar the party cut their way through the overgrowth Bubble's (PC) plant growth spell grew wildly over the area. They would take all of the boar, including the giant one after some effort, to the beach where the Ashenfang Orcs were waiting to process them by a huge fire they made.
Both crews worked into the night, eventually settling in on their ships for some well deserved meat & ale. Vulkra, one of the Ashenfangs, came over with banana leaf platters of boar meat the orcs had cooked to perfection.
While enjoying the atmosphere a thud was heard from the top deck, followed by gravelly scraping sounds. Aumroboz the gargoyle shade was there, with a warning.
The party negotiated a trade for the information he bore, both sides trusting each other as there seems to be more to this situation than just what Aumroboz is letting on. He warned the party that this island is the hunting grounds of an ancient flying beast known as an Aerosaur, and that it would be here by sunrise.
They determined the best course of action was to cut off the head of the Plump Pelican ship and try to hide both ships in some brush while simultaneously loading the Ripskiff they recently acquired from the goblins with all of the boar meat and sail that as far away as they could. The party and both crews sprang into action to execute this plan.
After sailing the ripskiff until just before sunrise, Anlyn, Kronos, and Frostshell (all PCs) jumped ship and use their water breathing and swim speeds to stay under the water and head back to base, stopping briefly to check if their plan would work
The oncoming creature blotted out the sun, the size of a thunderstorm itself it crackled with lightning and thunder as it grew on the horizon, eventually coming close enough that they could see the actual scale of the massive beast. 200 feet long in wing span, the Aerosaur swooped down and picked up the small ripskiff in its mouth in one bite, rising back up into the air with a flurry of waves and mist from the sea below, and heading back off into the horizon
Soon after getting back to base the party was attacked by the Boar Master and his Dire Boar, angry at what the party did to his pets the other day. They made quick work of him though the Dire Boar proved incredibly strong. In the rush to leave, no Dire Boar meat was taken
Without knowing when this mythic creature would return, the party did their best to repair the ships to a sailable level, needing to rest for the day as levels of exhaustion started hitting.
That night they were able to set sail, still in a hurry, not yet replacing the head of the Pelican but drawing a face on it instead, much to the dismay of Captain Featherbeard and the Ashenfang Orcs sailing with him.
The party made good time sailing for a few days, encountering a tough storm along the way but the crew was able to keep the rigging in order and stable, sailing through it under the master of Captain Hex, the Pelican not too far behind, showing Featherbeard's prowess as well.
After the storm there was patches of smooth sailing again, with hints of a storm being heard during various watches but overall good weather. With more than enough meat to go around and needing to make up time, they opted to sail as fast and as far as they could for as long as possible
One morning, while Bubbles was on watch, a massive Ship appeared on the horizon, enveloped in a raging thunderstorm, bearing the blue white-anchored flags of the Anchored Legion.
Shadows of the Stringbinder - 3/6 seats available!
Upon arriving at the lighthouse, the party encountered a towering humanoid with a shark-like head, relentlessly pounding on the heavy wooden front door. They immediately launched into action, making quick work of this supposedly tough enemy. The body remained unlike some of the shadow creatures they had fought in the past, so they threw it over the side and into the water, where the waves caught it and would slam it against the stone cliffs below the lighthouse repeatedly
After greeting Bartholomew and Catnip inside, they noted the lack of locks on the doors and thanked the pair for defending the lighthouse which is now their home. Sendrith (PC) presented them the crispclaw peppers and the pair each made a signature dish, stew from Bartholomew and a fiery ale from Catnip. Each, if kept down because of its spiciness, would have a temporary boon for the person who ate them. The stew provides cold resistance while the ale gives some fire breath
This epic meal, deemed suitable of the 'StormSnack' moniker, reminded Bartholomew of something Eldrin told him, that Jaelor would have hid the Stormward Core under the water by the lighthouse, a huge lead for the party.
Sylroot, before embarking on his trip to Whispering Pines, left the party with a nature enhanced cart of vegetables, that are perfectly healthy and flavorful and regrow each week. This would be a great food source for the party and the resident duo offered to watch over it and cook from it for all of them
During the night, the slow methodic knock of the body against the foundation walls ceased suddenly
Bright and early the next morning the party headed down to a new shallow patch of land that the water seemed to recede from and expose, looking for any clues to what's been happening. They found a coral edged dagger, a strewn together spear, and a net for fishing. They also found a Sahuagin Priestess and some warriors who attacked them. In a close fight, the party came through just barely, ending the raiding party
Finding nothing of value on the sahuagin raiders, they healed up and Sendrith and Olly jumped into the water. Sendrith swam right into the apparent territory of a reef shark, the creature engaging with him and drawing some more sharks from the area. Sendrith would try to fight off the creatures, getting some aid from Olly though his speed vastly limited by being in the water
Sendrith dove lower during the fight, looking for a clue but finding only more sharks and some sahuagin lurking in the depths. The fight became so bloody and lit up with magic spells that it drew Dominik's attention above the water, the paladin opting to jump in fully armored
Dominik sank slowly as the bloody battle raged underwater, drawing in more and more predators as first Sendrith and then Olly abandoned Dominik below, fearing for their lives. The two would jump back in in a limited capacity and help how they could to let Dominik escape, but it all looked for naught as too many hungry enemies cut into him. Another Sahuagin Baron, same as the creature they fought at their door, emerged from the depths, showcasing its speed in the water and making it a much stronger foe.
Right as it was about to hit the killing blow on Dominik, a freezing fear swept over the area - all of the creatures sensing a much bigger predator approaching
From the depths a massive shadow-pocked great white emerged, enlarged by the corruption and more feral, its eyes glowing a deadly purple and the first thing seen from afar
Dominik used this pause to swim as fast as he could to the shore, fighting against the growing weight of his armor underwater pulling him down, the huge maw of the beast starting to open to either swallow him whole or cut him in half when they slammed shut, and he fought with all of his might to get to the top of the water, but it was just not enough for him to break the surface and pull himself to safety in time
Sendrith and Olly however, were quick to react as their ally swam to them, the pair reaching down and grabbing Dominik's outstretched gauntlets, using all of their might to pull him up and onto the edge as the creatures jaws snapped together in the air where Dominik just was above the water, sending pools of water spraying everywhere and disappearing with a massive wake
Tales of the Bándearg Valley - Full!
The party investigated the rest of the remains after dispatching of the ghosts, finding nothing of value or note and moved on
The journey would take a couple days travel through the forest to the mountains, and Volk (PC) - having been bit by Dralkas (PC) during the ghost fight when Dralkas was possessed - started wanting meat to eat, badly. Eventually his hunger would grow so much that he took some time with Rogwin (PC) to hunt for some meat in the forest, their rations and goodberries not doing it for him anymore. A couple hour search would lead the pair to some giant frogs that Volk tried to befriend
The frogs are not intelligent creatures and didn't understand what was happening, leading Rogwin to give up and start hunting them, a fight breaking out when they retaliated and then Volk joined Rogwin. The uproar summoned the attention of a nearby Froghemoth, a towering bullfrog-like creature sporting tentacles on its back. This creature almost killed the pair outright, luckily Matahari was not too far behind, trailing the duo knowing they would get into something, and caught the creature's attention with a fireball
Still a very nearly deadly fight, the creature would grapple and down Volk even through his mighty bear form, then swallow both Rogwin and Matahari, eating away at them with its internal acid.
With some of the party's last HP, Rogwin lit up his Thunderball and cut his way out of the froghemoth, killing it in the process. He rushed to heal Volk, giving him life just before it went out, as Matahari scrambled to find his way out of the carcass before he died to the acid. Eventually all 3 sat by the massacre zone, alive if but barely, and got to work getting meat from the creatures.
Returning with a mighty feast, the party ate and discussed Volk's oncoming 'condition' - being somewhat learned in lycanthropy at this point - with Volk deciding he wanted to give it a shot and see what happens. The moon would be full in 2 days at this point. The party didn't think this to be a good idea but not necessarily a bad one either as stranger things have worked out in their favor thus far.
They picked up travel, eating the smoked giant frog legs on the way, trying to put some distance between themselves and the dragonborn camp. The afternoon of the full moon night, the party came upon some ruins in the forest near the mountain base, opting to set up there for what was to come.
Volk was sequestered to an ancient storage room of some kind while the rest of the party made ready outside and waited. Only Dralkas would fall asleep on watch, the rest of them aware when Volk's Lycanthropy took control of him and turned him into a lean mean werewolf machine
Volk did not have control over this transformation as they hoped, and the now creature attacked, Rogwin quickly riding his horse into the way and barring the werewolf from getting out of the storage room. Volk killed his way out, knocking Rogwin down to the ground in the way and attacking the party's back line. Silas (PC) jumped into action and with a flurry of spells and smites, the party put Volk down, stabilizing him so he would live.
When he did not revert back to his normal form, the party tied him up with some rope and agreed to take turns watching him for the rest of the night. Volk woke up hours later and attacked again, Matahari stabbing him through the chest and putting him back down with the party's moon-touched rapier of silver. His werewolf form persisting, Dralkas eventually reached out to Hecate, his patron, for advice, Sable, one of her priestesses, apparating in response. She would make a deal with Volk, through Hecate's power, to grant him control over his lycanthropy, similarly but different to Dralkas as Volk draws his druidic power in different ways. This deal would come with him heeding to the call whenever Hecate rang, same as with Dralkas. Volk agreed, allowing her collar to be placed around his neck which let out the lycanthropy immediately, injecting him with a flush of Hecate's power that made his nature energy fierce, strong enough to overtake the lycanthropy and guide it the way he wants to. He now can transform into Hecate's Hound as one of his wild shapes, a fearsome alpha predator of the wild.
This new power would also come with Volk exuding an aura of this creature at all times, animals nearby being able to pick up on it and being wary or even outright aggressive to him from now on while he has the collar on, which he cannot take off.
The Shopkeepers of Aldoria - 3/6 seats available!
The party awoke the next morning fresh and ready to go, making breakfast with the remainder of their groceries. This brought up a conversation that they didn't want to grocery shop anymore they wanted delivery but that didn't really happen with anything other than mail and the occasional package.
They spoke with Granny about the "Essence of Blackthorn's Basement" jars that she has for sale, a pricey but unique and well suited item that will add to the atmosphere for all customers not just those that could afford it
They talked about wanting a safe, which Ella overheard and said that the dwarves could make one into the ground if they wanted but it would be pricey for their craftsmanship. She worked out what deals she could for them and they also opted in for some magical wards, still paying top dollar for their safe but deeming it well worth it. It will go next to Pudge their downstairs security 'ogre'
Before heading out, Ironshanty the bard showed up, ready to move in and got to playing right away. Their drug den now has music to add to the vibe of the place
The party trio of Eilinora, Tears of the Mushroom, and Gord, headed out to The Greenhorn Grocer to get a majority of their groceries and discuss a deal with Mrs. Greenhorn. She was willing to hear them out, first agreeing to pre package a standing order for them that they said they would have picked up, and that the gnolls picking it up would have the gold each time. Some other customers overheard this, and the party added into the hype, setting up a grocery delivery service that the people would work out with Mrs. Greenhorn for orders. They negotiated a 2g delivery fee split 50/50 between their parties and Mrs. Greenhorn, opting to pay that 1g to Gnoll-N-Go who they would now have to go see and ask about being part of this venture
Along the way they stopped at Cutter's Choice to see Thad the butcher. They worked out a standing order meat delivery as well that Ella offered to bring over once a week. When asked about magical cold storage Thad got quiet, eventually letting the party in on his secret of a chest of colding that he made and had Orlin enchant. They asked about acquiring one of their own, which he agreed to for a price, but still wants it kept secret as it's one of his trade advantages in the meat business. This would also carry a hefty price, but would solve a food expiration shortage issue for them and be deemed well worth it as well.
The party stopped in at Minotarte to get some pastries and baked goods and mingle with other residents of Aldoria, then made their way over to Gloomshade to talk with the Gnoll-N-Go guys. They explained the business venture to Paul Hauler, the owner, and explained that they wanted to invest in his business to help this get started. They offered to replace his carts and horses for newer much more reliable ones, retiring the old horses in the process. Paul ran the numbers and expressed his interest but stated that if they're going all over the city he would need a 2g minimum fee per delivery to cover costs, leading the party to renegotiate with Mrs. Greenhorn later and said that volume would also play into it.
The party headed back to their shop, riding on the Creakers that the Gnoll-N-Go crew call their carts, ready to finalize this business
A chase ensued with the massive Anchored Legion ship appearing to hunt the Haunted Halibut and Plump Pelican ships. After lots of rowing and spell throwing and the best sailing abilities the party could muster, they were able to help Captain Hex steer the ship through some narrows and lose their pursuer. The land they are near however is a large island, and they are unsure if the Anchored Legion ship turned to meet them in the other direction
After a few more day's sailing, they ended up outside of Severance Bay at night, taking a dinghy into the cove alongside one from the Pelican. Severance Bay would show to be a mostly quiet and dark port, the lone activity coming from Siren's Rest, an inn and tavern at the north end. The party headed there, leaving Red Wind and apparently Whisper, who they didn't notice came with them, to guard the small boats. In the Siren's Rest they poorly negotiated for some ales and a barrel to go, which they got of Brookscale Brew. They drank and tried to bribe the bartender / owner named Vey for some information, eventually being grossly upcharged for things to cover the lack of bribery going on. She would give them the lead of a man named Harrek. The party also confronted a mysoginistic fish humanoid at the bar, who Vey scolded and sent to gather Harrek after some more upcharging.
Harrek offered to be a fence for them but they had to promise steady supply of things and to help him get the place ready. He said he would show them in the morning Plundries, his shop, and they could work out more then, but that he was interested. He is blind but has a seeing-eye-parrot companion that told on the party more than once when they tried to lie.
In the bar they also met a bronze dragonborn who overheard their conversation and spoke quietly with Kronos about a shipment of goods he's been eyeing and could use some muscle taking. He promised great loot involved and the sooner the better. Kronos said he would have to talk with the crew about it and agreed on a meeting place if they were accepting the job.
The party paid their tabs after some heavy drinking and headed back to the Halibut where they discussed taking the job or not. They do not want to anger someone here in this port and have ANOTHER port they can't use to sell goods in, but also the promise of gold sounds really good and they would be leaving soon anyway. In the end, after some drunken convincing, they decided to take the job, informing Fishbones and that they would be back.
The party snuck off into the night, heading to the meetup location. After some looking and fumbling around, they found a hidden door in one of the walls, knocked 3x as instructed, and it clicked open. They headed down the alleyway behind it into a quad between the buildings where they found Patina their dragonborn contact.
Turns out it was a trap, he is the leader of some gang or mercenary crew and they attacked the party there, some of the enemy dragonborn being on the rooftops to shoot down at them. The surprised party quickly shifted into gear, making quick work of their new enemies. with a flurry of blows they took down the mercs, the rooftop ones running away after Patina went down and the rest falling to the party's blades.
They didn't find much on the mercenaries, mismatched leather armor and basic weapons, and some coins. Hagbert (PC), the new goblinoid elf, searched for more in the quad and with critical success figured out that one of the torch sconces was actually a handle, and upon pulling it one of the wooden walls retracted like a gate - and we ended right there!
Shadows of the Stringbinder - 3/6 seats available!
The party retreated to their living quarters in the lighthouse, stripping off their gear and laying it by the fire to dry out as they ate soup that Catnip made and listened to harmonic melodies that Bartholomew played on his guitar. With so much wrong going on they took this as a time to relax, played some card games and gambling, ate and pushed off their problems, realizing they had to think about how to do things anyway and needing the break. As things settled into the night they each took time to reflect and brainstorm ways to go about this, trying not to die in the process
Early the next morning, they set out on some of their ideas. Sendrith and Olly (PCs) pulling up the grate in the room and Sendrith casting spider climb on Olly who headed down the waterway. After some walking, Olly encountered a water level and had Sendrith come help, swimming down further and around the bend at the bottom. The tunnel then turned back up, and ended at a grate. Sendrith observed for a while and realized that the grate let out not too far below the lighthouse, granting them no actual progress to the depths of the water nearby. The tunnel shape determined to be for defense purposes, this was a dead end in terms of what they were looking for.
Some sharp horn blasts outside revealed a large wooden ship on the horizon, signalling the unlit lighthouse in an effort of communication. When Sendrith cut up some of their tents to flag the ship down, eventually some of the ship crew would come to shore. The Korthala, as they called themselves, seem to be a Triton-Viking people, here hunting Sahuagin who killed the Orca in the Korthala's sacred grounds. This explains the influx of sahuagin under the waters as this would mark the end of the "road" for creatures being chased in the water. Chief Storgunn of the Korthala is surprised anyone in the lighthouse responded, and after some back and forth both sides determined they could be allies but there was room between them still. The Korthala wanted to take some time to survey under the water, seeing if the party's claims were true, and offering the chance for the party to prove themselves worth of fighting with the Korthala, not against them, by way of sahuagin heads. They parted ways for the time being, agreeing on a meeting time in the future.
The party took on a Sahuagin Baron, baiting it into a fight on land as much as in water, but also baiting the mega shark in the process. While combating the baron, the mega shark took a bite out of it, tearing away half of it but leaving the head in tact, which Sendrith took and claimed for his kill (rightfully, he did a lot of the fighting). The Korthala would confirm however that it was a head per fighter, not 1 for the 3 of them, otherwise their whole ship crew could claim 1 head for the entirety of them.
They did grant Sendrith a Korthala Helm for his kill though, a metal helm that is as much a trophy as it is practical, beautifull adorned with coral and gems. It also grants him the ability to see in the dark, swim and breathe underwater. Sendrith, a pact of the fathomless warlock, already has all these abilities, but they would be essential for the other 2 party members to fight underwater.
The party quickly jumped into action, agreeing on 1 more day with the Korthala as they also wanted more time for their scouts, underwater proving to be darker and more dangerous than they initially suspected. With Dominik's help (PC) the party was able to fell 2 more sahuagin that day, both Dominik and Olly rightfully claiming a kill and a head each.
They also spent some time fixing up their area, creating a jagged step walkway down to the shallows by them from the lighthouse, and gathering a couple days worth of firewood for Catnip and Bartholomew inside. They have noticed that they use twice as much when they need to dry out their gear and it's currently too dangerous for the pair to gather their own firewood. Catnip has also integrated a crispclaw pepper into their bounty cart and has been cooking daily for the party, a hearty stabilization in their trying times. At night, Barth plays soothing music on his guitar, aiding them in their sleep and creating a calming environment.
Morning came, with the party meeting the Chief and Shieldmaiden, exchanging the heads for helms and agreeing on a strategy. The Korthala respect nature's beasts and do not want to engage the shark because of that, even though it is somehow fouled. They will engage as many sahuagin as they can, their numbers fewer but their fighting prowess higher, cutting a path to an entrance they found at the bottom of the cliffs under the water. The party can take that path for their mission, which they did, coming upon a sahuagin deep diver investigating the very entrance they wanted to take. A bloody fight ensued, the deep diver using his telepathy to call for aid and the shadow shark responding and biting at the party. Dominik engaged the beast as the other pair quickly dispatched the Deep Diver. In his fight, Dominik realized that the massive beast was no stronger than a normal great white shark, still a formidable foe, but seemed to be bloated in size, whatever it ate most likely being the source of the corruption. This was a fight they could win.
They fought on, cutting away at the creature until it exploded, coating them all in ichorous blood that reeked even under the water. Victorious in their battle, they swam into the dark cave entrance, finding a chamber upward of water with light filtering in from above. A massive stone cylinder spanned the chamber running from top to bottom as they floated up, revealing a massive dungeon chamber.
They explored the paths, treading through where they could easily, getting stuck and starting to use spells and abilities to venture further. After some more spider climb spells, they encountered an area of checkered pathing between stone pillars. Trap tiles dropped gelatinous cubes on them, explaining the cleanliness of this area as the acidic cubes burn anything they touch. A deadly encountered almost claimed Sendrith, but the party barely made it away, killing both cubes in the process.
They headed forward, trying to pick some locks but finding that the lock holes didn't have any actual locking mechanisms, they seemed to be magic in nature. Eventually they came upon a room bearing a massive set of scales and a challenge for them to complete to proceed. The doors slammed shut, trapping them in this room. They looked around and found 11 items on the floor before the scales, and the words "Balance the scales; perfection unlocks the path."
After some checks of weights they determined that the items are purposefully weighted, there is no symbolism in the puzzle (there was a thought of death vs life because of moss on a rock and a skull and other items), and that the mossy rock is the heaviest of the items but still weighs much less than a large rock should. Each failure to weigh balanced items has pressurized the room, sometimes resulting in a party member taking damage. They are currently stuck here trying to figure out this puzzle.
Tales of the Bándearg Valley - Full!
The next morning they picked up and headed toward Silverspine, making the trip in a few days and stopping in the mountains along the way. The normal walking path is gone, erosion pathing weirdly in this area on top of the changing climate and geography they've encountered. The party overall struggled to ascend the mountainside, Matahari (PC) falling at one point and needing to be carried by Volk (PC) in his Hecate's Hound form, as he also tumbled down a few times. Unsure of what they would encounter in Silverspine, the party camped with a rough 2 hour distance between them and the village, by Dralkas' (PC) best guess as he is from there.
The strode into the village the following day, noting that it had completely changed. What were simple cubby houses built into the mountain had been carved out for a mix of sleek and jagged stone that seemed to be shaped from the very mountain itself. The riverway was much larger though the river currently trickled down it, the party noticing a large dam at the end of the now city. 7 foot tall tanned humanoids walked the area, a tropical vibe to them in look and demeanor, and Stone Giants flanked the buildings as some sort of guardians. It seems they had to do with the city's shaping.
One of the humanoids, which the party would find out are of the Tropiliath Species, named Renn, greeted them upon their entry. The party, this time trying diplomacy, immediately gave away that they were there to look around and that Dralkas is related to the displaced dragonborn. Renn not so subtly offered to take them to the Prince still, if they compensated him, and after Rogwin (PC) offered him 1 copper, Renn offered instead a fight to the death between 1 of the party and his Stone Giant.
Rogwin accepted, the deal being they gain entry upon victory, or the stone giant kills him. Which is basically what happened. The party watched as Rogwin fought valiantly but was put down in only 2 hits, the giant going for a 3rd almost outright killing Rogwin before they jumped in. Seeing this, the other stone giants around started hurling boulders at the party, connecting most of the time and dealing massive amounts of damage.
A sloppy retreat ensued, each of them burning through ALL of their spells and abilities to get away, carrying and healing downed members as they went, trickling out of the stone giants range who didn't seem to follow at this time.
All except Silas (PC) that is, who never left his seat atop Victor during all of this, including the fight and escape. He also landed critically hitting blows on the stone giant during the fight, showing the party they COULD kill one of them if they worked together. Silas notably had an easy day in what was an overall near death encounter for the party
They retreated all the way to their previous camping area, determining they weren't followed and debriefing what happened. They agreed to rest for a short while and then go back for some more tactical recon. Dralkas attuned to his hat of disguise and Volk recharged his ability to wild shape, taking lead on the recon.
They all headed back, making a temporary camp ~15 minutes from the city (now known as Junglestone to the Tropiliaths) and Volk heading in with a plan to become a lizard and scout out what he could. While heading to Junglestone he was caught by a tropiliath displaying a near perfect stealth skill, her charcoal skin and matte black tribal markings hiding her completely in the shadows of the stone and jungle flora. She tied him up and started carrying him to the city, prompting an early shift in his figure. He escaped as the lizard in the scuffle, his tiny size hiding him in the natural elements as he scurried into Junglestone.
Volk made it all the way to the dam, seeing what he could along the way and keeping a sharp eye out for predators. He saw 5 stone giants in the city, also noting that when still they seemed to meld into the stone around them seamlessly, nearly impossible to detect until they moved - if they moved. He also saw a handful of tropiliaths around and they seemed to be almost on vacation. They resonated sunny day with a cold drink carelessness as they relaxed in their city.
One of the stone giants seemed to operate a wheel on the dam and Volk counted 8 doors in total on it, 4 of which were currently half open. He tried to see into the guard tower on the dam but an Aarakocra hawk eyed him immediately and Volk was just able to get away before becoming a snack to them.
While debriefing with the party in their makeshift camp, Liria, the same tropiliath who had previously caught Volk, appeared out of the terrain once again, giving them a choice of going with her peacefully or going with her non-peacefully. The Prince would like to see them. They chose peacefully.
They were brought to the Prince's war-chamber in the city where a few other notable figures were sat around a large stone table set up with a map on it. Prince Corvath introduced himself and questioned why they were here. Eventually they gave all of their answers including that they were looking for fighters to challenge at their ludus.
Prince Corvath grew increasingly annoyed with their inefficiency, manners, and overall boringness throughout the conversation, but they would agree to fights at the Stonefist Ludus, wagering it and all its land vs a shipful of gold and treasure from the Prince. They noted that they had some of the best fighters in the area which seemed to interest the massive tropiliath in the room but didn't sway the Prince at all.
After dismissing them, they were allowed to stay in the city for the day if they stayed out of trouble. The massive guy walked them out and back to the public area of the city, showing them where the market and bar were.
They chose bar, unsurprisingly. While getting drunk of strong pina coladas they mingled with the bartender and another tropiliath at the bar, who bought a round and threw a large handful of coins at the bartender for it. She is the First Mate of the Jungle's Vanguard, the Prince's ship.
We ended right there with them drinking at the bar with her, some of them drunk, but all of them at least tipsy
The secret door the party found slid away, revealing a jewelry chop-shop behind it that the bandits ran. Among the half melted pieces of gold and silver and other metals was a green dragonborn, deep in his work on some intricate item. The party asked him about things and he slowly made his way into position to attack them
A deadly battle ensued, the Jewelmaker being an expert assassin was able to deal immense damage with his poisoned blade, but Stein (PC) held strong and through massive heals was able to keep the party up, going down a few times himself in the process
After dispatching of the Jewelmaker, the party looked around the area, finding some smithing and jeweler's tools amongst other things at the small stations in the area. They also found an ornate chest, the chest itself of great value, containing 10,000g worth of gems in various sizes and rarities. This and some gold they found would get split with the rest of the crew (the party get 6% each of every take) - a massive Haul for the Haunted Halibut.
Quickly leaving with the chest, the party saw some bystanders outside the secret door that heard yelling and questioned the party, but backed off once they heard about the bandits' involvement, opting to go get a drink instead and rushing to the Siren's Rest.
The party headed back to the ship where they presented their findings and had Captain Hex (very pleased with them) split it all. They were granted leave of watch duty and all slept incredibly well
The next morning saw them heading out with Captain Hex to meet Harrek, their possible fence. His shop, Plundries, is in disrepair and needs a lot of fixing, but is a good location and he's willing to sell even the hottest items. His take is as follows: 15% items of good origin (provable usually), 40% questionably sourced goods, 75% hot items - negotiated down to 60% IF the Halibut holds up their end of sending a shipment at least every other month at a minimum. Harrek mentioned that they could repair the shop if they wanted it to be more presentable but that it looked the same to him so he didn't care either way (he's blind)
Also, Bubbles (PC) is notably not getting along with Harrek's seeing-eye-parrot Squawk
After a deal was made, the party headed to the Siren's rest to get some drinks and meet up with Captain Featherbeard. They were scolded by the bartender Vey as they cost her money
Turns out she's in on the tourist trap and jewel remaking gig. Not sure how involved, but she demanded the party replace the jewelmaker as that's a significant income source for her and wouldn't let them leave if they didn't. The party decided to leave their orc friend who wants to be a smith, something they'll have to tell him lol
We ended with them meeting an orc at the bar that does ship repair, something they're in desperate need of. We will pick back up with that conversation as the party had a lot to ask about from him!
Shadows of the Stringbinder - 3/6 seats available!
The puzzle proved to be tough and engaging, the party trying to self weigh many things to get a rough sense of them all, then tried weighing groups of items against each other and eventually against items in their inventory. This didn't set off the pressurize trap when they were even, but did not unlock the doors either, showing that they had to use all the items that were in the room on the scales.
After some thinking they realized that they had some items in their inventory that they knew the weights of, and could weigh them against items from the puzzle to give their actually weights. Through some trial and error, setting off the trap a number of times and taking damage whenever they failed the save, they got the weights of all 11 items in the puzzle.
Some quick math after that found a few ways to make 2 even piles, the party eventually deciding on one of them and successfully figuring out this room's puzzle. With a click, the doors unlocked and opened.
They found themselves in a part of this dungeon where they had been before, but this time a previously locked door was open. In it was a steam room with 3 jugs, marked with a 9, a 7, and a 4. A writing in the room told them they needed to make 5. Sendrith (PC) decided that before trying to use all 3 jugs (as they had to use all the items in the previous puzzle) that they should just try the 9 into the 4. When filling the 9 jug, steam mephits emerged from the tap, prompting a fight and wearing down the party even more before they could solve this room.
Successful in only needing to make 5 by any means, they were able to move on from this room, taking a short rest just outside of it before proceeding further.
The next room held a shallow pool of water with a glowing rune underneath it. when they stood in the center, it teleported them
They arrived in a large room on a stone island in the middle of a pool of water being flowed into by waterfalls. At the center of the stone structure they were on stood a water guardian, made of flowing water himself with a glowing crystal at its core
The party pleaded their case that they were on the same side as he, but with no proof and his directive being to protect the core from anyone but Jaelor himself, the party attacked, needing the Stormward core to activate the lighthouse at all costs.
A brutal battle ensued, the guardian living up to its name and almost felling all of the party, however with bare hp left they were able to defeat it, mere seconds away from a total party wipe.
We ended with them healing up and picking up the Stormward core
Tales of the Bándearg Valley - Full!
the last notes covered the latest session
The Shopkeepers of Aldoria - 3/6 seats available!
After doing some marketing in their neighborhood and to their shopkeeper friends, the party held their grand opening!
A 6pm to midnight affair with free access to their VIP Drug Den brought in a good amount of friends and even a few new customers to the shop.
A pair of fire genasi sisters from Flambe brought a party vibe to the night, happily splashing gold on an event like this and buying a monthly membership for themselves, a 120g item that they negotiated down to 100g each for the 2 of them. Their father Ignatius wanted to come but had to work, he runs and owns Flambe and sold them the intricate mastercraft plates and silverware they have in their shop for people to use in the drug den
Mitzi also came over, noting that she wants to bring more bean bag chairs over soon as she's sold some and really loves being in this space. Their deal with her is she has lifetime access because of some deals and items she gave them earlier in the campaign. She seems to have hit it off with the sisters and they are planning a girls night with Eilinora (PC)
Orlin came over with Dr. Zanker who checked out the Pyrabloom plant with Mellifera here from before. The 2 of them analyzed the plant and some of its uses including temperature resistance both at a comfort and mechanical level (heat and cold). Tears (PC) has some notes on things to try and follow up on.
It's also been noted that this plant is used for terraforming and geothermal changing in other areas of the world, the little information they have on it warns them of this several times and that they should be careful with it, something they'll have to consider if they want to grow more to sell more of the leaves and such
Mellifera gathered enough of the sap for her to make mead with and left the party with a jar of it as well, this is noted to have similar properties to the leaves and has a great taste to it. Warm citrusy like
Orlin enjoyed the drug den and sampled some of the new items the party has gathered there. All in all they have a magical pancake vendor, a top level port wine vendor, a chicken nugget and hotdogs / sauce vendor (including tater tots), all which are included in the VIP area as well as have upsell items.
They also have Marina who does paintings for a cost, and Granny sells "Essence of Blackthorn Basement" which is a jar of air from the basement that is said to be haunted. Initially laughed at for its 50g cost, she sold 2 of them just on this opening night. She now displays them 1 at a time on her stand.
Tears and Eilinora took turns rolling js to sell and preparing other items while mingling with their guests. Gord (PC) acted as doorman today, the party noting that their security system has several kinks to work out ASAP
Lady Nightbloom appeared with her security team, apparently thrilled with the place. She toured it, sampled the wares, including their private ultra luxe bathroom which she wanted the contact for right away, and met with the party. The party picked up on hints from her about the power of their pixie friend Maple and their security Ogre
This prompted Tears to challenge Pudge the ogre to a fight outside in his druid forms, letting Pudge work off some of his desire to hit things and also giving his guests a show. Pudge proved too strong and put down both beast forms with ease, though Tears made a show of it.
Wanting more the crowd cheered Eilinora into using her "chaos stick" - which she reluctantly did. Choosing to not use it on any person, she floated a sign board outside and then fey stepped herself, notable not a spell but something she used as a spell from the wand nonetheless. The seemingly random "Wand of Chaotic Charms" so far has cast normal spells for her level, but also some far outside her power level or even skills as a sorcerer. Now one of the 'spells' wasn't a spell at all. Curious.
We ended with them closing up for the night after a successful launch, counting their take of the gold.
2 week hiatus for various reasons - picking up this week!
Shadows of the Stringbinder - 3/6 seats available!
The party grabbed the Stormward Core and tried to use the teleport to get back to the surface, but it only brought them to the previous dungeon chamber. Backtracking their way through the dungeon they carefully avoided any remaining traps.
They fled to the surface, noting that the Korthala seemed to be winning the battle with the Sahuagin, eventually meeting up with the Korthala to invite them to a post-battle feast at the lighthouse
Chief Storrgunn and his daughter Astrid took them up on the offer, citing that the rest of the warriors have post-battle rituals and things that they do and that they were honored to be invited nontheless. The party got to know them better and some of their history, they are a viking people to the north, they tend to ocean animals and generally keep the peace of their area. The Sahuagin did them a great dishonor by killing the Korthala's sacred orchas and now that they eliminated the Sahuagin, they would be at peace again. They offered the party what little supplies they had and would set out in the morning.
The party decided to sleep and recover before inserting the Stormward Core into the lighthouse, opting to not take watch in a rare night of assumed peace. This would work out for them this time.
In the morning they rushed up to activate the lighthouse, touching the Stormward Core to the hidden chamber in the light fixture and hearing it finally click open with a faint pop. Inside the chamber however they found an electric black gunk coating everything.
The gunk seemed to have anti magic properties, preventing the core from activating and getting all over them. With some elbow grease and water spells cast when possible, the party was able to wash away all the gunk down the effective drains of the lighthouse.
After placing the Core in its chamber the lighthouse burst to life again, bright blue light emanating from it with a rumble. The same rumble brought sounds of an immense battle below, ushering the party to rush downstairs
They found a massive Tempest of Shadows fighting against a burnt-orange beareded dwarf who announced himself as Jaelor the Warden of the Gales as he clashed with the monstrosity. The Tempest attacked the party on sight and a tough near-deadly battle occured, both Jaelor and the Tempest showing signs of a long battle beforehand which allowed the party to tip the scales in Jaelor's favor, Olly (PC) getting the final blow with a psychic dagger on the Tempest.
After passing out for a long time, the party met with Jaelor while their stuff dried by a fire. He explained several things to them including that King Valthor, the Stringbinder, sent his right hand agent to lead the destruction of the Evershade, targeting the lighthouse as it has protective properties and looking for the Stormward Core. Right before Maelirion, this agent, got there, Jaelor passed the Core off to a Water Guardian who he tasked with protecting it in their shrine underwater until Jaelor himself came for it (something the party know to be true as they fought this guardian for it, unable to prove their allegiance with Jaelor at the time).
He explained that the Stringbinder has Umbranox elves in his army, twisted corrupted Aenorian elves - a long extinct race. The start of this campaign was in a museum with an exhibit on the Aenorian elves. The party has encountered some of these Umbranox elves before, they are deadly hunters.
Along with the elves, Maelirion twisted and corrupted some of the lesser elementals in the Lighthouse of the Order of the Tempest Djinn. When Maelirion realized he wouldn't get the Stormward Core, he burst out in rage, coating the chamber in the anti-magic gunk while corrupting some of the strongest elemental guardians in the lighthouse. These would coalesce and form the empowered Tempest of Shadows.
All of the Stormkeepers would fight against this creature, some of them finding a way to teleport the battle to an unknown plane, where it raged on for decades. One by one Jaelor watched his companions fall to the monster, he himself being the lone combatant when the lighthouse was reactivated and pulled them back to this mortal plane.
The party filled Jaelor in on what they knew of the Evershade and its inhabitants, including the desolation of the druids. Saddened by this, Jaelor urged them that they would need all the allies they could find. Now that the lighthouse was activated again, they would be a target, and Maelirion wouldn't fail twice. He wouldn't be allowed to.
They also talked about how the Duergar are most certainly involved, an evil race of twisted dwarves that no doubt have aligned with Maelirion. The party has some slight evidence of this already in a Duergar-forged scimitar of shadows.
They discussed the Stoneheart Clan of Dwarves far away under a mountain, previous enemies of the Duergar and suitable allies for the party. After some cleaning up, it was determined that the party venture out to find these dwarves and bring them to the fight.
On their way out the party was ambushed by a clan of goblins, led by a larger goblin and a hexer who had a way of jynxing them out of their damage. What they lacked in strength they made up for in numbers as the goblins proved a fierce enemy for the party. After a long battle, many goblins lay dead in the clearing by the lighthouse, the party opting to return for 1 more night and regather their strength as HP and spell slots were running out.
Tales of the Bándearg Valley - Full!
The party would end up staying a night at the inn, opting for a large shared room for their own security. The next morning they headed out, being told they had 10 days before Prince Corvath would be at the Stonefist Ludus ready to fight. This would be a problem for them, as if they have no obstacles it would be a 9 day journey back at best, and they aren't known for avoiding obstacles.
On the way out of town Renn slang insults at them, trying to get them to fight again with the Stone Giants around. The party was able to keep their mouths shut, biding their rage for the official fights.
Matahari (PC) used his sending spell to tell Draxus what they could. The messages back and forth were as follows: Matahari to Draxus: Enemies coming, Tropiliaths and stone giants, 10 days, from river, we bet the Ludus, barely made it out with lives, ready with fighters, bring Isolde Alara to Matahari: What do you mean bet the ludus? Can you do that? Fighters in 10 days?? How many? What’s a Tropiliath? This is exciting! Matahari to Alara (Response): Tropoliaths 7 to 8 feet, strong fighters, stone giants throw boulders, number unknown, we were captured and bet Ludus to save lives, on our way Alara to Matahari:We’ll be ready. You’ve been gone longer than 10 days, will you be back in time? WHY DO THEY HAVE SO MANY FEET??? Matahari to Alara (Response): Lost mounts, hope to arrive in time, Tropiliaths 7 to 8 feet tall, humanoid, caution, bringing other enemies? Need everyone, plus Kanshichi and all others Alara to Matahari: They aren’t ready. Roderick says you can’t bet the Ludus. We will be ready to fight. Take a boat down the river. Duh
They then started making what progess they could back down the mountains. Along the way they discussed all of their options, opting to charge forward until they found a possible better solution.
While stopping for the night Rogwin, who had been itching for some of the power that the Spear of Dagon brought him, opted to try to call on Dagon once again, to see what the god of the depths could do. Rogwin tried slapping the water with the spear to no avail, but after submerging himself in the icy river he was able to call on Dagon once again.
Rogwin wanted to make a deal, help them destroy the Tropiliaths and their dam in Junglestone, and Rogwin would break his oath to Thor and become Dagon's Champion.
Dagon informed Rogwin that he had a champion already, someone took him up on an offer he made after Rogwin turned him down the first time, but he didn't say who. He was interested in having 2 champions.
though he would not destroy the dam because of a power there he doesn't want to mess with, he has interest in having a shrine at that location and would empower Rogwin as his champion. It would come with some strings to bind Rogwin to Dagon, as he would become an oathbreaker in this process and Dagon does permit that happening to him.
Rogwin accepted, becoming a Paladin of the Oath of the Drowned Juggernaut, his skin turning salty and coral covered, now channeling Dagons dark will of the depths. He emerged from the water with some new powers and spells and explained what he could of the deal to the party. He made note of even Dagon mentioning a power that the Tropiliaths might be disturbing.
Trotting along the mountains came a strange human named Bruce Blingsteen with his 2 horses, who was a mobile gem vendor. His carefree attitude and knowledge of old world things had the party suspicious, but they bought some diamonds from him nontheless as they needed them. When trying to get information out of BB, Rogwin (PC) lied to him a few times and was shady, prompting BB to call Rogwin a liar. This enraged Rogwin and prompted him to call out BB.
Rubbing two amulets around his neck, Bruce summoned two Shield Guardians to his side, clearly practiced in self security. However before the situation could escalate everything went dark for the party. Bane had summoned them back to his arena
He scolded Silas once again for his lack of conquest, the oath he took and was bound to Bane with, but said that today was not for his punishment, but a challenge from another.
Clashing Bifrost revealed Thor and Flaminius with 3 wargoats. Thor would call out Rogwin for breaking his oath, saying that they would fight no matter what but he wanted to up the scales. If Thor's side won, the Stonefist Ludus would have to send a gladiator to Thor's service once per year, only allowed to leave with Thor's blessing or upon death. If the party side won, Thor would not pursue Rogwin or them with any ill-will, and he would gift them 5 of his finest Wargoats for their mission back. He mentioned that the stables were a gift to the SF Ludus and would stay either way.
The party discussed this and Rogwin accepted the challenge for them. The wargoats lived up to their name, charging and knocking down the party, one of them even killing Silas' find steed Victor with his ram attack. Silas clashed with these beasts while the rest of the party took on Flaminius, more than capable with a spear dealing immense piercing and fire damage to the party.
Flaminius showed off some expert combat mechanics including reach with a spear and dealing crushing blows whenever her attack beat the defenders armor class by 5 or more. Rogwin would take note of this, wanting to learn them himself as his main weapon is now his spear.
Many party members went down in this fight and all the healing possible was used, while barely clinging to life with party members down, Rogwin was able to roll a nat20 death save to get up with 1 hp. He followed this up with a critical hit on Flaminius, ending her by ramming his spear of Dagon through her face. Like the wargoats, the bifrost took her before death could, but the party was victorious in their fight.
Sent back alongside some Wargoats, the party mounted up and charged on, the prowess of the Wargoats being immediately apparent as none of the terrain was difficult to them. However, Volk (PC) would be a difficult challenge for them, as part of his subdued lycanthropy is that all animals view him as a predator, and pets / mounts of his would have to make a save to not freak out or run away. The party will need to overcome this in order to make good time getting back to the Ludus, possibly stopping to warn the Silver dragonborn camp along the way.
Captain Hex calls the party up and tells them to continue negotiating ship repairs. On their way down, Hagbert (PC) tumbled over the railing and breaks it, prompting expensive repairs and further straining their relationship with Vey the bar owner. It has been replaced with metal in some of the rails for stability.
The party spent a bit of time going back and forth between Reeker the shipwright and Captain Hex / Captain Featherbeard, negotiating repairs for their ships. The extensive repairs needed to both ships due to their multiple ship fights and monster encounters would be costly, and some tough decisions were needed to be made in order to fund this or find other options.
In the end, the Captains and party decided to scrap the Plump Pelican, their merchant ship, and use its wood and spare parts and sails to rebuild the Haunted Halibut. The Pelican is wanted for many reasons currently and stands out quite a bit. This, along with both crews helping with the labor, would reduce the cost of repairs to about 1000g total, down from over 5000 before with both ships quoted.
The new plans would be as follows:
Ironfoot will stay behind to help run the "jewelry repurposing" business as part of their new deal with Vey. He will also be around to help with Plundries. Most of the orcs are going to stay behind too of those that came, to act as the muscle but also learn some of the smithing. Having orcs who can smith better weapons and armor will strengthen the Ashenfang clan.
Captain Featherbeard and Map-eyes are coming back to Cindershore, the plan is to have the orcs their build 2 new ships, 1 merchant ship that these 2 will sail on with a crew of orcs
And the other will be Co-Captained by Vulkra and Red Wind, a deadly and quick war vessel. They will need to gather a good amount of wood or other ships in order to build these
Reeker was attacked by more of the Tarnished crew bandits, waiting to ambush the party during their negotiations. A new leader had stepped up, but was just as quickly put down by the party. Following up with Vey it seems the Tarnished have separated from her. Unsure if they're more of a threat at this time or not as the party has eliminated a lot of them.
The party tried to help with the rebuilding of the ship, with Anyln (PC) and Kronos (PC) helping pull some of the wood off the Pelican, Hagbert helping tie the ropes and dye the sails, and Bubbles (PC) being left with the task of burning the wood before it can go on the Halibut. They're not sure why it has to be burnt or how it doesn't crumble, but Hex confirmed it does have to be burnt to go on.
Bubbles would use his gift from Morgrath, The Heart of the Volcano, which erupted a plume of lava on the wood stack, incinerating most of it completely instead of burning it for use. Red Wind, who was in charge of the situation, granted the party a 2 day leave as their "helping" was causing more work.
Captain Hex had also told them they had done a good job with this haul and their negotiations here, covering the cost of a room at the Siren's Rest for them for 2 nights. Now granted leave of the few duties they had remaining, they would go rest up and see what other trouble they could get into.
During the last several visits to the Siren's Rest there has been a dwarf pirate heckling the crew, saying he was going to take their money all while gambling and making fun of them any chance he got. This further escalated this time as the party was drinking at the bar, Kronos eventually having enough of it and Anlyn, drunk at the time, stood up signaling fight. Bildergong and his crew fought with daggers and deadly precision, but the party proved too much for him. Bubbles even turning into a lion during part of it. The party killed Bildergong and most of his crew, one kobold running away during the scuffle.
As this took place in the bar there are a ton of people around and damage caused by the fight as well as blood all over the floor and rug. We ended just as the killing blow landed so we will pick up with the fallout.
Shadows of the Stringbinder - 1/6 seats available!
The party doubled back to the lighthouse after being ambushed by a goblin clan, needing to recover from their many stab wounds before setting out on a long journey. During the night, a tiefling washed up to the lighthouse on some driftwood. Jaelor went out and got her with his water magic, saving her life in the process.
Dilyvia (PC) has joined the party, unsure of where she came from Jaelor made her "the party's problem" as he has too much to do in getting the lighthouse going and protected.
They set out the next morning after recovering, tasked with heading far East to find the dwarves of Thal Durim. Along the way they found some ruins in a part of the Evershade they hadn't been before and when checking them out, some Umbranox elves attacked.
The elves were using this as a hiding spot, claiming some sort of shed for their living space. A bloody battle happened, the elves once again showing their prowess with a bow, but Dominik (PC) was able to close the distance on them this time, and Dilyvia would prove to be a more than capable healer, keeping the party up for once.
In the end the party won the fight, barely. They searched the elves' chambers and found some bed rolls and rations, along with a prisoner. After being released, the prisoner unfurled their full size, a towering Loxodon who was caught by the elves while roaming the forest. With nothing better to do, he thought to put his talents to good use and joined along with the party, introducing himself as Borsk (PC).
Now 5 strong the party could be a little more brash and brave in their actions, barreling forward through the Evershade. Borsk, who has traveled these lands before, guided them eastward while him and Sendrith (PC) enjoyed some of the giant's hash Borsk had. The party bonded over this and the pipe they have from Bartholomew, the loxodon at the lighthouse they can't wait to introduce Borsk to.
During one of their nights in the forest, something with hooves grew closer to them. A small band of something, possibly horses, ran close to them, stopped, and ran off. Olly (PC) and Dilyvia tried but couldn't get close enough to get more details.
Also, the huge creature in the sky that they had encountered once before showed up again, circling while blocking out the light from the sun. They caught traces of purple energy on it through the trees above, but not more before it also flew off. The party is clearly being hunted while they travel.
One day during their travels they heard a cart approaching, born by a large warhorse and driven by a simple man. He greeted the party and asked if they wanted to buy a tiger??? A tiger cub he clarified, and the party was interested but did not have the coin for it.
The cub presented himself, in full rogue's gear, sized up the party and determined they had no money so he dropped the ruse. Turns out they scam people by selling them the tiger cub named Baruski, and he then robs them during the night and escapes. He is a forever cub tabaxi, deft and apparently capable with a sword. Him and Grigori, the human, travel the lands dealing in magic goods and catnip cigars which we later found out include weed. He sold them a pack of medium sized 1-2 ring cigar with a Connecticut shade wrapper, dipped in honey and dried, a creation from gladiators of the Stonefist Ludus in far off lands. He also sold them some ropes, and some other magic items that the party could afford.
They put in a few requests should he ever return, and were able to buy a flask that magically refills itself with the finest whiskey. Baruski mentioned knowing Khuldar, King of the Stoneheart Dwarves, and that he would love such a gift. After this they enjoyed some downtime and cigars before the Paws & Puffs cart rolled off into the Evershade.
After some days travel the party came to the end of the Evershade going east, and with some effort to cut through the last of the brush they emerged at the start of the Scorched Expanse.
Miles of desert and rock laid out before them, a towering mountain in the distance the only notable landmark. The road ahead would be treacherous, but this was clearly where they were headed to. With a last breath in of the nice forest air, they headed into the hot arid desert.
About half a days travel into this new landscape, the party walked into a bandit ring, desert raiders on the backs of giant lizards. When the bandits demanded everything the party owns, Dominik and Borsk scoffed and immediately launched into battle. Making quick work of the lesser bandits the party was able to focus on the capable but headstrong leader, ending him almost as quickly. Sendrith (PC) tried to capture some of the lizards to use as mounts but was unable to do so, all but 1 of them escaping into the desert. The lone lizard body was left behind while the party looted the would be thieves and the sun set. We ended right there before the party has made camp for the night, but at the end of the day.
Tales of the Bándearg Valley - Full!
The party quickly bonded with their new beast companions, learning or giving them names each. So far we have Suria II, Rumble, Capricorn, and Mjol-neigh-err - named by Thor when he was drunk.
The wargoats were excellent in the mountainous terrain, descending the rocky hills with ease and allowing the party to make up some time from them being mostly on foot before. However the second day of travel, Volks (PC) inner predator from his abated lycanthropy was too much, and Rumble wouldn't travel with Volk as his rider anymore. Dralkas (PC) tried to get ahead of this warning them of it with his ability to speak to animals, but that only made things harder for the party as now the wargoats were aware that they should be wary of Volk. A future solution would be needed if this kept happening, but for today they were able to convince Rumble to carry Volk if Volk were tied up completely.
Rogwin tried to do so, but fumbled in the process and ended up tying himself up instead, causing more chaos with the wargoats. After lots of difficulties the party was able to move on, each on their own wargoat with Volk tied up on his.
While traveling this day, Volk was distracted on his lookout duties and failed to notice the ground fissuring beneath them. The collective weight of the wargoats and riders collapsed the top of a huge underground cavern, spilling the party down into it. They all scrambled and fell off their mounts but did live through the fall.
The roof caved in, they were left in the dark while they heard the sounds of a massive battle around them. 4 warring goblin clans met in the expanse in a massive battle that the party had fallen right in the middle of.
Spread out and with a need to defend themselves, the party and wargoats joined the fray in what would be a 2-session long brutal battle. Hundreds of goblins were involved, each clan with a leader and some of them proving deadly with daggers while others had scimitars and bows. Xark, leader of the Mosskin clan, was skilled enough to wield a longbow and put Matahari down during the fight. Xark was able to escape after, and so was Sniksnak of the Bonegnasher clan.
Volk grew his wings and took his part of the fight up on a cliff to Grokka, leader of the Redfang clan. Grokka's security horde fought with Volk in bear and Hound form while Grokka used his nimble escapes and retargeting to dance around Volk. Volk would use his call lightning spell to burn up as many goblins as he could, singling out Grokka at the end. Grokka crawled down the cliffside to try and escaped but Volk vaulted himself off to try to kick Grokka down to the ground below and tumble to minimize his fall damage. Great acrobatics started this off well, but a critical miss on his attack sent Volk plummeting below. Grokka escaped before Volk could get back up to him.
One of the Bonegnash goblins killed Kraggit, leader of the Rustclaw goblins, but that goblin soon died to one of the wargoats.
The rest of the party fought the goblins below, making kill after kill but taking stab after stab as the goblins had pure numbers on their side. Eventually, the party and the goblins killed enough of each other that a few remaining leaders and stragglers ran off into tiny tunnels leading away from this cavern. Victorious but exhausted, the party took a short rest and evaluated their situation.
They determined themselves to be about 130' down, with some of the clifftops getting up to 90' up from where they were (such as the one Volk fought on). Silas (PC) who did not fall with them, was able to drop his 1 rope through a hole he made in the ground which is the roof of this cavern. The rope is able to just reach the top of the 90' cliff.
The party below made a 10' high pile of goblin bodies but can't stack them any higher reliably. There's a small ledge 50' up that can hold a few of them and 1 wargoat at a time, but not 2 wargoats.
With limited ropes, spells, and abilities, the party is currently stuck down there trying to get up and out. The small holes the goblins escaped through are an option but only to smaller party members unless they do some digging.
The Shopkeepers of Aldoria - 2/6 seats available!
The party now has opening hours of 6pm to midnight for their shop. This includes their Den area that has unlimited free samples of goods they sell and of what their live-in vendors offer.
They have taken turns making pre-rolls with aspirations of gummies and other items that they currently don't have the stuff for. Sometimes they do well, sometimes they sample their goods a little too much and get distracted during.
A dwarf named Volfburg (PC) showed up looking for employment. He specializes in preventing and participating in combat and would quickly show his use for the trouble-magnet party.
The fire genasi sisters of Flambe - the restaurant - came in one night and splashed a bunch of gold around. Their social status and interest in the Den would be a great kickstart to the shop's opening, even going as far as to get monthly memberships for themselves. They bonded with Mitzi of Sock Sanctuary and the 3 of them enjoyed Driks wine and all the snacks the Den had to offer before leaving.
Their father, Ignatius, came over the next night and though he didn't get a monthly membership as he's far busier with Flambe, he enjoyed his time there and even wants to follow up with Drik to carry his port wine in the bar at his restaurant.
Eilinora (PC) needs to get more uses of her wand of Chaotic Charms in, so the party headed outside the city to see if they could find some evil things in the forest to use it on. She picked up a shiny green snake thinking it was treasure buried in the marsh they came upon, prompting a fight that drew the attention of a much larger predatory snake. Volfgang wrestled with the first snake they found while Gord (PC) and Tears (PC) held off the giant one. Eilinora got a few casts of her wand in, including giving the snake mage armor at one point and making it a more difficult foe, but Volfgang proved his use by downing the large beast.
Gord cut open the huge snake to get some meat and found a compass sized object in its stomach. When cleared off, the object had an eye in it that looked at Gord before he pocketed it.
They then found a giant frog in the swamp that even when spells were used, didn't have much to say. He lives a simple life and is food motivated and has been carried around by Gord and Volfgang since.
Behind the frog there was a majestic swamp-goat with an attitude. Tears used his speak with animals to converse with the goat, who swears a lot and constantly talks down to the party. They all love him and have adopted him into their shop. His name is Baaaaaane and he likes to eat everything and ram people including party members.
Tears spoke with Ironshanty about drumming up some business for them from the docks whenever he's over in Maritime. The party wants more business but also has ideas for exporting goods on ships. This may lead to goods they export showing up in other campaigns I have.
Mysterious Stranger (PC) dropped in! He was able to hang out with the party and enjoy their Den, a nice break from the back allies he seems to find himself in.
He was also around when the Nighthawk goblin gang came in, demanding a steep discount due to the "volume of business they brought". The party did not agree to this and tried to get their security up. Grazzle did not back down but twisted the conversation to the party not allowing them in because they're goblins, something Tears (a goblin himself) bawked at, but Grazzle didn't let down. The gang left and Mysterious filled them in on the shop's history with them when they first started out - it was a violent one.
Overnight a rock was thrown through one of the shops windows and broke it. By the time the party looked for who it was, no one was around.
Eilinora felt a pull toward the mirror in her anxiety after the rock incident. She didn't see anything in the mirror this time, but its icy pull was evident.
Liz Temptashian also visited, saying she had heard about the Basement or Backroom or whatever it's called, and had to check it out for herself. She seemed to enjoy her time, but the party didn't interact with her much. Liz is Jork's girlfriend, and Eilinora has a crush on Jork. Mysterious made an attempt at her but her "ew" response quickly shut that down.
Speaking of Jork, while the party waits on their Pyrabloom leaves to dry there's a couple tasks they have. One of them is delivering Hexbane Ward, a bugbear crafted Orlin enchanted handaxe with anti-curse properties, to Mara, Jork's sister. Eilinora bought this as a gift in an attempt for the party to be allowed back into the Broken Anvil. They are currently not allowed in because their shop is haunted and orcs don't do bad ju-ju.
With Volfgang and Mysterious NOT currently barred entry, the 4 of them set out with Volfgang holding Hexbane Ward. The 2 of them did make it into the Anvil, and upon finding Mara Mysterious IMMEDIATELY told her he was there with Blackthorn Botanicals, which prompted Mara to physically remove him from the bar.
Volfgang, however, was able to talk his way into giving Mara the gift on Eilinora's behalf, gaining them entry into the bar again on a conditional basis. Eilinora and Mara would talk a bit and though it was awkward it was something in the realm of a bonding moment, or at least not a hating moment.
Jork at the bar happily served Tears and co, asking if Eilinora would be around as he did. She WAS, and ordered a drink as well
Mysterious, while at the bar, was given some information from Jork that was requested previously, Jork mentioning that they usually do business like this in the alleyway so this was a weird change. Mysterious IMMEDIATELY said the word out loud that was written on the paper, "Cassius" - which we don't know anything else about and prompted Jork to yell THIS IS WHY WE DO BUSINESS IN THE ALLEY
We ended with the party in the bar there, a few rounds in
We pick up at the end of the bar fight that involved a couple murders at the hands of the party, with a silence among the other bar patrons. Threats started being shouted at the party from the growing angry crowd, roughhousing is ok but murdering one of theirs? that was not. Blades were drawn, bludgeons were picked up and the mob started circling in on the party
The door burst open with a SLAM before things escalated further. A dark figure entered, known to us as Captain Hex of the Haunted Halibut, the ship the players are crewmembers of. He introduced himself as Commodore Hex of the Blazing Tide Dominion, a title upgrade for him with his new role coming into play. He gestured at the party and introduced them as his ship's greatest weapon. He then introduced some of the Ashenfang orcs and Stonefoot as part of the BTD that would be staying in Severance Bay to run operations here and serve as muscle to ensure it goes smoothly. He then went to a private room with the party and the rest of the BTD, waiting for Vey to talk business with him.
The party apologized for their deadly behavior while in the town and he told them it was no need, they had established the BTD as a force here in town and Stonefoot and those remaining could use that to keep things in line right away with reputation alone.
Vey joined eventually, having had an agreement of sorts with the bandits that the party cleared out, she needs someone to fill in the part of their operations. They would go on to strike more of a partnership. As part of this, she added Kohrn (PC) to the party as part of the HH's weapon but also so that her interests were represented and protected. Hex and the party are fine with this, he has proven himself so far.
She had a lead to give them after an ale hauling vessel named the Budvoyager that has refused to stop in Severance Bay despite her best efforts and bribes. She would like them to bring back the ship, a keg and a contract with them, or whatever they want as long as they bring back the ale recipe. The party took the lead and it is their current heading.
The party brought the dinghy over to the Haunted Halibut and was given the next 2 nights off before they would set sail on the third morning, the Halibut being ready by then. They spent some time gambling making some gold before they left but overall not much as a team.
Anlyn (PC) brought up the fighting ritual the BTD has adopted with Vulkra, asking if she would fight the new party members to help initiate them. She said yes and is actually excited to fight Kohrn, but that they also could wait until they were back at Cindershore if wanted. The party decided on the latter, having the arena there.
Upon setting sail, Commodore Hex gathered the crew, including all those traveling back to Cindershore that would be getting their own ships soon. He would tell his tale: Captain (now Commdore) Hex, once Morgann Blackwood, was a fisherman's son who found a forbidden tome on the shore and made a pact with Dagon for power. His village later burned, and he built the Haunted Halibut from its ruins. Now, haunted and bound by his past, he seeks revenge and a way to sever the deep god’s hold.
They then sailed for a few days to mostly good weather and smooth sailing, heading between some of the narrows they had used to lose the Anchored Legion ship on their way in.
Upon hitting some open water, they were attacked by an Archelon with seagulls floating all over it. We ended mid fight with another Archelon surfacing
Shadows of the Stringbinder - 1/6 seats available!
The party looted the bandits that tried to rob them, taking them of any supplies or weapons they had. Unable to catch any of the giant lizards to ride, they pressed on into the desert.
Several days were spent traveling, sometimes getting lost and going the wrong way, sometimes encountering obstacles like deep ravines, sandstorms, and rocky terrains that caused them checks and or uses of their spider staff. When failed, things happened like fall damage and possible levels of exhaustion, and more. The Scorched Expanse has proved treacherous so far.
One day while hiking a rocky area they came upon a huge bone field of massive creatures that the party determined were hunted by something large and strong, and that the bones have been there for a while. Dominik broke one off to be sure and they found deep gauges on some of the bones. They would spend the night here because of the terrains advantages, after determining it wasn't haunted with various abilities and spells.
Some nights during watch they have heard howling creatures in the distance, not being able to see them yet but hearing the sand fall on the dunes. Tonight was another such night but this time it came as loud howling, deafening and terrifying in volume. The party readied for a fight with whatever forsaken creature came back to hunt these grounds, rousing from their sleep, weapons drawn and ready to go. After some rounds of combat they determined the sound to be just the wind howling through the bones.
Sendrith (PC) sent a message back to Catnip via his Grimoire that allows him the sending spell to up to 3 names written in it, hers being the only one so far. He warned them of Baruski, initially just warning them of paws and puffs - something she said are her two favorite things. She also said she is learning the spear much better, and that Jaelor is a lot but he is a great help and teacher.
The party has run out of water after not finding any for a few days. They have a good amount of rations left but are starting to go through those with no replacements in sight yet.
They have come upon a dried up ravine with some plants and greenery in it. They tried to figure out what they were but were mostly unlucky, however one of them was found to be aloe. They were able to eat some of it to get their water intake for the day but not replenish their tankards.
While exploring this ravine they were ambushed from below by a giant scorpion, another coming from above the cliffs during the fight and a 3rd larger one clattering in to try to finish them. Many luck rolls and timing of events lead to a close fight but the party was able to conquer them, Dominik (PC) splitting the biggest one in two. We ended their before they interacted with the area more or their kills.
Tales of the Bándearg Valley - Full!
The party, stuck in this underground chamber, got to work with a plan:
Silas (PC) will climb down with his rope, leaving his wargoat "Florida Tom" and Victor his find steed Elk above. One of those and Volk (PC) in the Hecate's Hound form would keep the rope taught for him.
Silas would climb all the way down with his rope
Dralkas would tie both ropes around 1 of the wargoats - determined to weigh 550 lbs each
Silas and Rogwin (PC) would make the climb up to the mid level each with a rope end in hand.
Matahari could then climb one of the taught ropes, and the 3 of them could haul the wargoat up halfway and then up again all the way
after some tries and bunch of checks, this would mostly go as planned. Rogwin stepped up a few times, chucking a rope end like a football up to Volk instead of climbing one time. After a while they figured out how to do these steps with the limited amount of climbs each step, and once they had 1 wargoat up top it would be able to help pull. This took some time and thinking and a good amount of climbing (with some falls), but the party eventually made their way out.
They pushed on, down another day and needing to make as good of time as they could going forward. When getting to the river they determined it too deep to cross at that point and would need to go close to the Dragonborn settlement for easier crossing with the wargoats. They still haven't decided if they would go to the village or not yet.
While resting for the night in the ruins they previously found and spent the night while Volk was a werewolf (and eventually pledged to Hecate to control it), a Vedalken assassin attacked Dralkas while he was distracted on his watch. The assassin was incredibly accurate and deadly, and since the party was mostly asleep and out of armor, he managed to down quite a few of them.
An inopportune shooting situation saved Silas' life as he was downed and the assassin wanted to go for the kill, but do to the angle and Silas being prone, opted to shoot to down another ally instead of get the kill with this shot.
In the end, the party rallied and healed and did their best and it still wasn't enough, the assassin was going to kill them, when he tried to run away from Dralkas to take a killing shot but ended up in the range of all of the wargoats.
They proceeded to charge and trample him to death, saving the party right at the end of the session. This is the night of the 4th day and the party had 10 days until the Tropliaths make the Stonefist Ludus for the fights. Time is running out but they can still make it.
The Shopkeepers of Aldoria - 2/6 seats available!
We picked up in the Broken Anvil Tavern, with the party paying their tabs and saying goodbye to Jork. Eilinora (PC) just waved, her choice
They then headed back to Maplewood to go to Nectar's Delight Meadery to see Mellifera. Volfgang (PC), now a few beers in, hasn't had to pay for a drink yet and is quite enjoying his employment so far. Tears (PC) continued to pay for his drinks for the day including here, Tears and Eilinora ordering a Royal Jelly mead, Volfgang opting for the Stinger's Sting which he found himself reluctantly liking quite a bit.
The party talked with Mellifera about her making gummies and candies for them with their THC products infused. Originally they asked for help and recipes but she said it would take some experimenting involving the honey and stuff so she'd rather do it for now and they would go from there as things grew. She excitedly agreed and got some of their Lemon Oz buds to start with.
The party made their way to Maritime after, seeking a dockmaster to ask about exporting. Determining after very little thought that the bar would be the best place to find this information, they immediately headed to Salt & Tackle, a dockfront tavern. After another few rounds, Volfgang found himself hammered and walked the line of balance and being upright for a while. Many outsiders were concerned about him but he seemed to be having the time of his life.
Tears talked up Old Salt for some info on finding the dockmaster or exporting, Old Salt himself having some connections turns out. They struck a deal with him as the middle man, for now starting with 10lbs of their product and seeing how it does. He takes 20% as his fee, which the party agreed to. Also Old Salt made a point to only deal with all 3 of them for clarity.
He also told them of Lady Marina Tidecaller, the Lady in charge of this district who would be the closest thing to a dockmaster. He said he would let her know they were asking for her but she's very busy.
The party generally avoided making too much of a scene on their outing today, a noted change from usual
Upon arriving at their shop in the late afternoon, they got a few things ready before opening for the day including Volfgang brawling with Pudge a bit.
The first knock was Faux, a large tabaxi that works for Tears' employer, Rikkit, who is also their main supplier and gets a cut of all sales. Faux swept the building with Tears' permission, and when all was ok he brought in Rikkit.
Though the party has only been open for a few days, it has been quite some time since the party first got a supply from Rikkit and they haven't paid him since. He was here to collect and carried a more stern tone than Tears was used to. Volfgang and Baaaaaane were both set off by his presence.
This lead to some tension, Faux making tea for all of them at one point and Volfgang refusing it due to numerous mentions of what would happen to them should they not uphold their end of the deal from Rikkit. The tension escalated near direct threats, but an understanding was found before things turned to violence. Rikkit making a point that if he wanted to kill them, poison wouldn't be the way, he wanted to have a drink with them to ease their business together.
The party paid him his cut of what has been sold in the couple days they've been open which is a surprising amount, appeasing him and sending the pair off. The party let out a sigh of relief when they exited. Faux notably did not need a key to lock or unlock their front door.
Eilinora had girl time with Maple, Ella, Baaaaaane, and Grandma who inserted herself but had sage words to say. They discussed Jork and how generally Liz Temptashian is their enemy now.
Tears relaxed after Rikkit's exit, Granny not saying a word to him but lighting him up a fresh preroll when he melted into one of their bean bags.
All the while during this, including a particularly tense scene between the party and Rikkit / Faux earlier when Volfgang outright refused the tea, Gord has been chasing the around the giant swamp frog riding myconid, unable to catch the hopzilla most of the times
Another knock at the door brought the adventuring group that saved the party from the Frostwane Village fiasco, ready to splash gold around in true adventurer fashion.
Tibwick, the chaotic wizard of the adventuring group, ran over to Eilinora and touched tips with their staffs, hoping for some sort of reaction, but only getting fizzles of illusion magic.
Karrick, their velvet tiefling leader, caught Eilinora's attention while Tibwick was with her, Eilinora leaving the gnome and Volfgang, the brand new employee, with very little direction, to man the door for the night to follow Karrick into the Den
Volfgang, set off by the general powder keg of people that splashed their way into the shop and den, is doing a good job manning the door, still drunk as he is.
Upon getting into the Den, Maple caught Karrick's attention, him sauntering over and taking her hand to introduce himself to her, which is where we left off
The party was able to win the fight with the archelons that showed up, making quick work of the aggressive seagulls with some AoE spells. The archelons proved tough foes to kill though, dealing massive damage to the ship before enough of them died that the rest fled. A few moments longer and the fight would have went the other way for sure.
The party took some time to harvest archelon meat both to eat for a few days and put in the bag of colding to bring back to their Ashenfang Orc allies.
With a highly damaged Haunted Halibut, the crew sailed forth cautiously. A few days of smooth sailing and good weather followed, the crew keeping a watchful eye the whole time.
Kronos (PC) spotted a ship on the horizon while taking watch one day in the crow's nest. It was silver laced and heavily armored, flying a flag that looked like a silver thing holding a gold thing. They decided it was worth getting a little closer to see more details.
Upon approaching this ship, Captain Featherbeard recognized the flag as that of the Azure Concord, making this the Silver Gull. The emblem of a silver gull clutching a golden coin is their flag, which is what Kronos saw from far away. They are a merchant group, highly respected and highly funded. By reputation alone Featherbeard said this would be fair trading which they could use, so they decided to approach all the way.
Getting even closer revealed this massive silver ship to be as heavily armed as it was armored, with a smaller escort ship known as the Bluefang hiding in its shadow. Their reputation of fair trading was known to Featherbeard that they would not attack unless provoked, this much defense is required to protect goods like the level they trade in.
After flagging each other to communicate a desire to trade, a small boat was lowered from the Silver Gull and rowed over to the Haunted Halibut. 2 goliaths were doing the rowing and served as security as they were lowered a rope and boarded first. The other 2 who followed were Captain Vantari, an elf female that Commodore Hex recognized, and a vedalken scribe who had the inventory list. There was some roleplaying and deal making done, and the party was shown the inventory list that they could purchase from.
The way it worked was they took the orders, and the gold to pay for it up front. Then once all the orders were put in, the small boat returned to the Gull, loaded up the goods, and came back with them. The party put in 2 sets of orders, some of them ordering supplies and food and such, some ordering magic items that the Silver Gull had on hand from other traders or "those who tested our security and lost".
Whisper somehow got onto the Silver Gull with the small boat, taking a trained monkey that was listed for 10,000 gold on the inventory list. She did pay them this amount upon revealing she had done so aboard the Halibut, also noting that they should probably reset their magic wards.
The vedalken also mentioned AzureSeal, an at-sea ship repair service they offered. Originally 35g per hp, because the party and Whisper spent so much they were offered a discount rate of 20g per hp. It was mentioned that the repair would likely only take a few hours too.
The party and crew put together enough money to repair 120hp to their ship, much needed and getting them back in the 200/300 hp range. The AzureSeal workers were all gnomes, a fleet of them descending from the Silver Gull in small rowboats, dozens of them boarding the Halibut to do this work. The price also included charring the wood first at Commodore Hex's request.
The party set off again, encountering another few days of smooth sailing and sunny skies. However a light storm started one day and continued to increase over the next few days.
During a particularly bad watch, Firefoot (PC, also known as Bubbles), missed a ship breaching the water on the starboard side. Bone Sails was back, and opened fire on the Haunted Halibut right away.
All hands on deck, to arms everyone, Commodore Hex called that the only way out of this was to engage him and let their best weapon, the party, go to work. This was easier said than done though as this time Bone Sails was at full strength and its ballista and mangonel tore into the Halibut and crew. David Bowing did his best to return fire, taking out a few ballista and taking a few hits himself in the process, however he is but one ogre against an armada of siege weapons.
The Halibut was sailing into the wind and the party went through a mix of skill roles and sailing actions including navigating the weather, rallying the crew and doing everything they could to speed up the ship, eventually getting alongside Bone Sails.
More fighting ensued, Anlyn and Hagbert (both PCs) boarding Bone Sails and fighting with the ghost crew and some of the siege weapons, while the rest of the party slung spells and healed from the Halibut.
The Haunted Halibut grew to the verge of sinking, the party realizing their only hope was to kill Bone Sails the captain (nicknamed the same as the ship) as last time they did that the ship burned up with him. In a last ditch effort they cut, slashed, hacked, kicked and punched their way to Bone Sails to end him.
Thoom Thoom could be heard in the distance followed by two ballista bolts crashing into Bone Sails the ship. The Anchored Legion ship that was chasing the party weeks ago emerged from the storm, fully armed and into the fight.
This was disaster for the party, Commodore Hex calling for everyone to get back on the ship as they were leaving as fast and best as they could. Everyone fought their way back onto the ship, unable to kill Bone Sails the captain in doing so.
They cut loose from Bone Sails the ship as all 3 ships opened fire on each other, the Halibut clearly outmatched with only David Bowing as their siege weapon. As they get into higher scale ship battles, this is becoming a noticeable problem for them.
However they were lucky enough in this situation that both enemy ships also appeared to be fighting with each other, Bone Sails the captain eventually calling to Hex that "he'd be back, he's not done with him and neither is Dagon" before ramming his ship into the Anchored Legion vessel, merely out of a direction of the current and winds vs favoring one target or the other. Those 2 ships would fight each other, each still launching a bolt or mangonel at the Halibut as well.
Many party members were downed throughout this fight, all those with healing abilities put to full work including keeping David Bowing healed as he traded shots with the other siege weapons. David would earn at least 3 kills in this fight, all siege weapons from enemy ships.
The party turned, able to get some wind in their sails and magically enhancing their speed with wind and water spells, making a break for it while the other ships were tangled together. The Anchored Legion ship and its armada would sink Bone Sails and start firing again on the Halibut who was able to just get out of range a turn or 2 later.
A chase ensued, the Halibut sailing with all available hands on deck in shifts to sail through the night as well. The Anchored Legion ship did the same, but having to go around the sinking ghost ship and get back up to speed, the Halibut has been able to stay out of firing range.
Commodore Hex gathered all of the crew to talk strategy both for this situation and what they want going forward.
They ended up deciding on Featherbeard's new merchant ship being sleek and fast, able to take a medium or small cargo but at high speeds as most of the goods they're moving are going to have heat on them. Vulkra and Red Wind's escort ship would be equally fast but built for damage dealing not item moving, but with a small hold just in case. They would sail together.
Commodore Hex brought up that he wants the party to have their own ship, as they will now sail in a pair two. They are too outmatched with siege weapons, so the plan is to have the party have their own speedy defensed ship that can get them into boarding range ASAP, and load the Halibut up with Ogres as siege weapons. This gives them as a pair the long range and close range weaponry that they think they need. The party agreed to this.
They also talked about Vey's current deal with them, she gets 40% of the take from any leads she proposes, and a cut of all goods sold through Plundries. Hex also mentioned that the members left in Severance Bay would be offering Harrek a buyout deal so that the Blazing Tide Dominion would own Plundries outright. Harrek is old and was retired already so it's likely he'll agree to this.
In a last ditch effort to make it back to Cindershore with the 60/300 HP the Haunted Halibut has, Kronos and his burning hatred for the Anchored Legion was asked by Hex to go on an important mission. A mission to deliver barrels of rum to the Anchored Legion ship via their dinghy and with a lit torch. Commodore Hex and Kronos shared a moment here, and a drink of some of the oldest and finest whiskey on all the waters, stolen from Bone Sails in a previous encounter with Hex. Kronos eventually agreed to this, deeming it an honor and a way to repay his family's blood debt to the Legion, while buying his new family some time to escape.
Unbeknownst to the party, they all shared drinks with Kronos through the night, taking watches while First Mate Fishbones stayed at the helm, sailing them in the dark.
The next morning, Kronos announced his mission, saying his goodbyes to the party and crew in a heartfelt manner. They waited in silence as Kronos was lowered in the dinghy full of rum barrels, tossed a few torches, and rowed off onto the horizon.
They would be unable to watch and see if his mission was successful as they needed to use this time to put some distance between them and their pursuer. The crew of the Haunted Halibut reluctantly got up and into action, sailing north towards home as fast as they could.
Shadows of the Stringbinder - 1/6 seats available!
They checked the area to see if they could find anything useful, Borsk rejoining the group and catching something shiny on top of one of the cliffsides. Scaling the cliffs revealed it to be a mahogany treasure chest, masterfully carved with a manticore face coming out of it in iron. He brought it back down to the party for Olly to try picking the lock on it, but with it being full of sand Olly wasn't able to get his pick in well enough.
Unable to find purchase in the gap between the top and the bottom with a dagger or a crowbar, also due to sand, Borsk opted to start eating the thing. The rich aged wood was a delicacy for him, much like fine chocolate would be for a human.
After a day of that he had eaten enough to get the crowbar in and yank it open, breaking it up into day-size pieces for himself. Inside it were some coins of various metals, clawed boots that would be found out to be boots of springing and striding, and a ring that Borsk placed on his tusk that is a Ring of the Manticore, which works just like a ring of the ram. This also provided Borsk with food for a couple days as rations and water are getting low.
The party pressed on into the desert, scaling rocky terrain and sand dunes all under the scorching sun. At one point they saw water ahead, Olly (PC) rushing forward to dive in as the wood that makes up his body is cracking from dryness. Upon diving into the oasis he hit sand, breaking the mirage and causing some of them a level of exhaustion from the trickery.
They eventually came upon a cave opening in one of the massive rock formations. Olly rushed forward to play with the bones he saw at its mouth, drawing out the creatures from within with the noise he made. 2 large desert trolls lumbered out of the cave and attacked the party, the rest of them rushing to Olly's aid.
A near deadly fight happened, the trolls having healing abilities that kept them alive longer and got them up unless they took fire damage, something the party had few options of. After all the parties spells and abilities were exhausted, Sendrith (PC) was able to hit with his fire damage dealing cantrip enough to keep the trolls down.
Without enough firewood to burn the bodies entirely, Borsk moved them about 100 feet from the cave and buried them mostly in the sand, enough for them to see just enough in case they move again. Olly and the rest scoped out the rather shallow cave and deemed it a decent place to spend the night with the sun setting already.
Olly once again reflected on almost dying, this time to the trolls. In a trance like state he heard Doctor Lilithara talking to him.
The next morning the party headed out again, facing more of the rough terrain. Several days of travel included obstacles they had to either climb through, use the spider staff for if available, or go around if failed. For the most part they made it through these but it did add to their time in the baking sun.
Dominik (PC) felt a tug at his heart one day, as a massive obelisk rose on the horizon. The party decided to head towards it.
As they crested the rise of another huge rock formation, they saw it to be carved out with the massive obelisk down in the middle of it. A huge long walkway of stone was also carved leading up to it, which the party now stood at the beginning of.
Far down in the valley the party also saw a bunch of huts and a large group of gnolls, known enemies of the party and throughout history they've learned. Dominik himself had his village taken from him by raiding gnolls, belonging to the same tribe. Sylroot also told them a story of gnoll raiders that retreated to the desert, the Bonegnasher clan.
Dominik charged across the spanning walkway, jumping off it into the sand at one point and continuing his charge. The others joined in, unsure what was going on but making it into a race, each taking lead at different points.
When the battle happened it was bloody, but for once not on the side of the party. They hacked and cut and shot at the gnolls with their blades and glaives and bows, Sendrith and Dilyvia slinging spells and healing. Many gnolls died in this fight, defending their tribe.
Dominik's heart pulsed and tightened each time a gnoll fell, to a point where he was taking massive damage from it. When he lost the ability to use his channel divinity through Auragarn his deity, he knew something was up. He called for the party to stop the slaughter and retreat to figure out what was going on.
The party obliged but the gnolls didn't understand so they kept fighting awhile however no party members went down to this, just became confused and annoyed.
After a standoff between the 2 sides, a shaman like gnoll appeared with a security cohort. He would introduce himself as Stone-Tongue by both name and title, able to speak common. He asked why the party was here and why they were killing so many gnolls.
Dominik explained that they are long time enemies, and he felt a presence of Auragarn who he is oathbound to in this place, and he wanted to cleanse it of the gnolls who would corrupt it.
The Stone-Tongue explained that they worship the Wrath Stone as he called it, and that he feels the same pangs in his heart when he tries to communicate it. This is a big deal for Stone-Tongue, so he invites the party to his hut to discuss more, saying they wouldn't be attacked while they are guests of his, despite what they've done. As the party followed him, they noted several women and pup gnolls in the huts the warriors were defending.
Among the fighters were larger gnolls with obsidian fangs hammered into the bottom jaws. these would become known as Obsidian-Fangs and are an elite force among them. The party dropped a few of these type.
Stone-Tongue spoke with them in his hut, again asking them who they are and why they are here. The party eventually told him more of their quest, including their tanglements with the Stringbinder who the gnolls have not heard of. Stone-Tongue and Dominik once again noted similarities in their different 'faiths'.
Stone-Tongue would bring them all the way up to the obelisk, to its very base where he asked Dominik if he could try speaking with it, for the shaman has had pangs of communication but has not ever gotten a clear message or words from it. Only signs and wanings. Dominik obliged, closing his eyes and putting his hand on the obelisk, calling out to Auragarn to see if he indeed is the source behind the Wrath Stone.
With his eyes closed Dominik saw runes light up from the base of the obelisk up to it's tip, ones that he could not read but recognized as that of Auragarn. With a booming gravelly voice and the sound of distant tectonic plates smashing together, Auragarn responded.
"Oathbound" he called him, and told him that he could ask 3 questions, of which Auragarn would answer the best he could.
The first question was about what happened and how the gnolls came to be here. The answer was that centuries ago, the Bonegnasher gnolls were nearly wiped out by Auragarn the Stone Sentinel, whose devastating assault shattered their warband. In desperation, the survivors constructed a towering obelisk—the Wrath-Stone—as a symbol of surrender and reverence to appease the mighty being. Though the origin of the monument is now forgotten, the gnolls still honor it with blood rituals and fear its dormant power.
The second was about Dominik himself, why was he here. The answer he was given is that the took his oath too late, he would have failed in his fight at the time and lost everything anyway, including his life. Auragarn saw his potential and with his oath asked Mielikki, goddess of nature, to bring Dominik to this time to help here. He mentioned that Dominik is to be the wrath Auragarn cannot be against the Stringbinder.
Dominik used the third question to ask about Dilyvia and was given the response that Auragarn does not get involved with Olidammara's dealings.
Final words from Auragarn are that: “Vengeance is not a purpose. It is a tool.” From the shifting memory of stone, a massive, rune-carved weapon rises—not offered, but waiting. “You are not my champion,” the voice concludes. “You are my echo.” Dominik reaches into the obelisk, his hand passing right into the stone, and pulls out Bonesmasher, a +1 magic stone flail gifted to him by Auragarn. This also serves as proof of his talking to the power within the stone to Stone-Tongue
Stone-Tongue brings them back to his hut again where he tells them that they are honored guests, their killing spree serving as the Wrath Stone's fury for forgetting who it is they worship and empower and what their purpose is. Most of this has been lost to time to the gnolls. They are given shelter for the night, a chance to bath at their leisure in a natural spring in the rocks, and the ability to trade with their Charles. Stone-Tongue tells them that the Pack Leader wants to see them later.
The party does exactly that, having a bath for the first time in a long time, feeling clean and refreshed. This will help with their exhaustion too, plus a good night's sleep in a shelter where they won't have to worry about enemies.
They take a shot at trading with the merchant known as the Charles, who does not speak common. Through some hand gestures, splashing of gold and arranging of items, the party actually did really well with this. They were able to buy several types of rations, some water skins, some rope and other essentials. The shack was pretty scarce but had more than a few things they needed for their journey. They also bartered for some vials of unknown liquids or potions, a skeleton necklace and some other mysterious goods.
The party then met with Pack Lord, who spoke with them before speaking to the rest of the pack. There would be a religious reformation, now knowing the Wrath Stone to be of Auragarn, Dominik and the party being a hand of their god in their violence. This would turn the party into a religious symbol to the gnolls and guarantee their safety here. The pack buzzed with energy from this
Before going to sleep, Stone-Tongue offered to do a group vision for the party, bestowing Dilyvia with a skull tiara first. As they formed a circle and he chanted he mentioned several notable things to the party, including a possible vision of Lilithara that Olly picked up on. This interaction, whatever it was for Stone-Tongue, forced him to end the vision.
The party spent the night there, getting some well earned rest and relaxation. Confused at first, but solidified in their mission forward from this encounter. Dominik also feels more aligned with his presence here now, wondering what he can do with this newfound weapon of his.
They then headed out, eager to make up some of the distance between them and the massive mountain that looms as their destination.
Tales of the Bándearg Valley - Full!
This night would prove to be a long one for the party. After they settled down from the assassin attack, Rogwin and Volk (both PCs) came back, originally deciding to sleep away from the location of Volk's Hecate acceptance, returning at the sound of the commotion. The 2 of them took watch together so the other 3 could rest.
First they, unsuccessfully, looked for the wargoats. unable to track or call them, they decided to try again in the morning.
During their watch, the pair looked through the remains of the assassin, not finding much in its trampled state. Soon after, Volk would take a crossbow bolt to the face from the dark, another assassin attacking.
They roused the rest of the party, all out of their armor, and another near deadly fight happened. Rogwin and Volk were able to keep around the assassin enough that she couldn't get off as many shots at the other 3, but they took the brunt of the hits because of it. In the end, the 5 party members were able to down this assassin. Not finding much on her but some weapons and armor, they left the body, the area outside the ruined building they were sleeping in a bloody muddy mess from all the fighting.
They slept the night, waking up fresh in the morning, Volk choosing to sleep outside against a tree. He was woken up by a creature tapping him on the head.
A gnome, looks like born of the forest itself, stood above him. He had bark-textured skin, moss-laced shoulders, and glowing emerald eyes making him look more beast than man. Draped in a rustling cloak of living foliage and armored in cracked bark, he carries a twisted staff pulsing with green light He introduced himself as Quindle, and called Volk a false champion of Mielikki.
He walked Volk around the camp, asking if the other party members were indeed his travelling mates, mocking all of them the entire time in casual fashion. He would eventually take Volk aside again, telling him to pray to Mielikki through a specific tree that Quindle pointed out. Volk, starting to get fear stricken that his deal with Hecate is angering Mielikki, obliged.
WHAM Volk was punched in the side of the head by a Rootling Titan, one of Quindle's creations. The party, already on edge, jumped right into a fight with Quindle and the Titan. Quindle flung a few spells and insults at them, such as
This is your ‘team’? A collection of strays and simpletons? I’ve seen more inspiring forces in a patch of weeds.
Do you even understand what it means to serve Mielikki? Or are you just fumbling in the dark, hoping she doesn’t notice your incompetence?
You call yourself Mielikki’s champion? What a joke. You’re about as connected to nature as a tavern’s potted fern.
Quindle would then escape through a door in a tree that he created. Further investigation would reveal nothing about how he did this other than some strong magic.
A second Rootling Titan came to life, the party caught in the crossfire of the 2 tree beasts. Volk went down several times in this fight, the original one who punched him in the head beating on him throughout the fight.
Silas (PC) was able to put both titans down with a couple of crits and high damage rolls, smiting both of them as he cut them in two with his Fan of Command he got from Bane a while back. Silas has now damaged and or killed several titan and giant creatures of different materials and makes. He is making this known to the other party members on his travels.
The titans collapsed into dried vines, branches and twigs upon defeat, the magic that was binding them now gone. Further investigations of nature and arcane types revealed nothing more to be there lingering from Quindle's power in the tree or the titans.
They decided to take a short rest before heading out, Matahari (PC) using this time to cast sending again to Suria II, his wargoat, telling them things were safe and they could return, which they did. Volk would take a rest in the area he was punched by the first Rootling Titan.
Something called to Volk, getting his attention and calling him further into the forest. He did so, without a word to the party.
Lucky for him, it was some dragonborn scouts out of the camp with the Silverspine refugees. They were a ways away when they heard the commotion of many fights through the night and wanted to see what it was in case it was on the way to the camp. Volk informed them of the night's happenings and the scouts told them they would help guide the party back to the camp, cutting down on the travel time and checks needed.
Rogwin took this opportunity to use his Find Steed spell, a giant hole of bottomless water surging open in the ground in front of him upon completion, and a massive four-legged, sharp jagged tooth shark crawled out. Called a Terrashark, this mount was a bull shark that has been enhanced by Dagon to help Rogwin in battle. With a movement and swim speed, and pact tactics, some sharp thinking could make the pair peerless in battle.
Between Bruce the Terrashark, Victor (Silas' Elk find steed from Bane), and the 5 wargoats, the party was able to get everyone mounted, Victor taking Volk since none of the wargoats will anymore. His predator aura is too much for them after many fails, and he keeps licking their ears which they don't like. Dralkas (PC) has tried using speak with animals to talk with them about it, but they won't budge at this point. However with the 2 magical steeds they have enough mounts to get everyone there in shorter time.
At the camp, the party filled in the leaders of the dragonborn, confirming through Dagon that there's a presence in the mountains even he doesn't want to mess with if not needed. Miralise does not like that Rogwin is bonded with Dagon but will take the allies she can currently.
they also told them about their upcoming fights with the Tropiliaths and that they would be traveling down this river so to watch out. Rogwin asked many times about help slowing down the Tropiliaths, but the Harbor Master had to tell him that they just did not have the man power to evacuate and set up barricades or anything to slow them down.
He did have good news, however. He took the party to a stretch of the river to show them something they had been working on. A massive longship is being built there. Eventually they could use it to sail downstream or row back upstream to Silverspine (Junglestone by what the Tropiliaths call it).
He also showed them a smaller one, already finished. The party mentioned their time crunch in getting back to the Ludus either before the fights to rest or at this point just in time to make them, and the Harbor Master gave them this ship on behalf of the dragonborn people. This made Dralkas feel all sorts of guilt, really championing their cause and taking even more from his people, but they do really need this ship, even just rowing and taking the river would help them make up at least a day or two.
The party stayed the night, mingling with the dragonborns and making their ship ready. None of them know how to sail so the sails were tied down. They were given some supplies for food and such, and made sure the wargoats would fit. Rogwin opted to keep Bruce around since he could go in the water though he's not as fast anymore. Silas dismissed Victor for space reasons.
They set out the next morning, sunny skies and singing tunes as they rowed. Dralkas would steer, Rogwin and Silas doing most of the rowing for now. Matahari contemplated almost killing Volk during the fight the other morning, his necrotic arm casting the healing spell by chance. He's been unsure which goddess to follow and has mostly only spoken with Hecate and her priestess, feeling like they're definitely the more evil of the two but they're the only ones responding and trying to make him more powerful. For now, he's trying to hold out to speak with Razathar who they last saw at this camp, sending him to the Stonefist Ludus. Matahari hasn't spoken to him since.
Volk opted to do some singing, trying to get the crew in proper pirating form, failing miserably and mostly squawking. So bad actually, that they didn't hear the rapids up ahead and were not ready when the longship lurched and bucked, sending Volk and Suria II tumbling into the water. Volk quickly cast his walk on water spell on the two of them and some other members in the ship, righting himself and Suria II. However with the rapids it would still be difficult walking. Volk eventually made it to the rocky shore but Suria II did not. Rogwin dispatched Bruce to help as the ship careened towards rocks and river banks, crashing multiple times as the party members onboard struggled with steering and rowing.
The rapids ride grew intense physically and emotionally as their ship battered and splintered on the rocks. Volk flew back to the ship with his celestial wings and Bruce did what he could under the water to help Suria II, who couldn't go under the water, to run back to the ship. The latter pair would eventually disappear as the longship put some distance between them.
Silas, Rogwin, Matahari (only once, unsuccessfully), and Volk eventually in Hecate's Hound form, would do their best to row the ship steady, losing one of their 4 oars in the process. Dralkas had a series of mostly shotty rolls, occasionally using all his skills to get just enough that they didn't have a major collission.
At the end of the rapids, Matahari summoned all his power to control a large stretch of the river rapids, turning them into smooth flowing water that their longship could glide through. He held this spell as long as it was needed, checking back for Suria II just in case but finding nothing. The party successfully made it through the rapids, losing almost 100 hp from their ship but still having a floating longship in the end.
That night they tried to make camp on the river bank, opting to tie up the ship so it wouldn't float away. Dralkas does not know how to sail but he knows enough to do this, and Matahari reached out to Monsieur Elarion Fontaine to see if he could teach them to sail, but Elarion responded that he couldn't teach Silas in 16 years, there's no way he could teach them with 25 words.
A series of bad rolls followed, Dralkas trying to tie the ropes to the anchor points in the ship and then to various rocks and trees on land, but not doing a super good job at it. Rogwin ended up helping with the one in the water at the back of the ship, resummoning Bruce to guard him while he was in the water. Rogwin learned from Bruce that something attacked him and Suria II so the party is on guard for river monsters.
They eventually got the ship tied, unloaded the antsy wargoats and camped for the night, all reflecting on their journey so far. By now this was the night of their 6th of 10 days before the Tropiliaths would descend on them, giving them only a few days left to get back. If things went smoothly from then on they might even make it with a day or two to rest at this rate.
They loaded up, untied, and set out again the next morning. Again really fumbling with all the tying and even untying of the ropes. They had to use Matahari and Volk's jumping abilities to make it onto the ship after untying it, but eventually did so with a lot of checks and teamwork.
They made good time this morning, the river current carrying them at a speed even faster than they could row, but they took turns at the oars anyway just in case. At evening's dawn, the ship lurched and stopped abruptly, with no visible obstruction. Rogwin sent Bruce to investigate who immediately was attacked by something in the water. Two large shark-humanoid creatures with four arms, wielding muscles and a large trident each, climbed up the ship, one of them biting at Bruce and killing him with the trident. The party, with limited space, rushed these creatures to fight them. The duo were deadly, ending Rumble the wargoat who left in the bifrost as all of Thor's creatures have done so far when they "die". 3 attacks each dug into the party, a mix of punches and trident stabs, but the party proved stronger again.
However, on the river bank, multiple smaller female shark-humanoids appeared, hurling spells at the party from the shore. As the party shuffle to engage them, two more of the larger creatures crawled up on board, which is where we ended the session for now!
Update week of 11/10/24
Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available!
The party sailed to the open sea, Stein (PC) trying to capture as much of his surroundings as he could into Drakkar's journal which he is using as somewhat of a map keeper. They would have a tough decision to make going around a large island in the waters, either sail East and risk losing time to the Blood Reef, also hunting for the Plump Pelican, or sail West around the island and risk overshooting their target. Valuing speed over care, they sailed west with haste, the seas being mostly calm for a while. It seems all the activity recently in the waters has kept prey at bay for now. After a few days' sail, a call was made from the crow's nest of a warship sailing a deep blue flag bearing the emblem of an anchor—a sure mark of the Anchored Legion. They would later learn the ship's name to be Deepwarden. Bobbing along in the warship's protective shadow, with a beak-like prow of a sea bird, is the Plump Pelican. The crew of the Haunted Halibut (PC Ship) sprang into action, sailing headfirst at the Deepwarden and ushering in a large scale sea battle. Frostshell (PC) used some spells to plunge the Deepwarden into darkenns for their approach. Anlyn (PC) and Butters (PC) boarded the enemy ship when close enough, as the enemy ballista and mangonel traded blows with David Bowing, the Ogre Bolt Launcher from Cindershore the party have taken aboard their ship. We ended mid fight, with the party looking to win the battle on the upper deck, but knowing there is plenty of ship left to fight through.
Shadows of the Stringbinder - 2/6 seats available!
This week's session was a flashback to The Last Stand of Anvilspan, an in-world one-shot that I also run as a standalone now. The party played as various dwarves who were tasked with quietly reinforcing the ancient bridge of Anvilspan after reports of strange happenings and danger at the outposts get back to the King.
Tales of the Bándearg Valley - Full!
The party woke up with a tough decision on their minds, 3 of them were still suffering from mummy rot, it growing on all of them and corrupting them more. Matahari (PC), at best, could remove the curse from 2 of them, but they were still unsure what would happen if his corruption took over the spell instead. After much discussion about how to best save all of them, it was decided to buy (on loan) a scroll of remove curse from Baruski the tabaxi trader who has taken up residence at Mao's farm partially because of Pella, the elder druid, enchanting his crop of 'catnip' for his cigars. The party would then head back to the Ludus, determining that backtracking to seek help from Elara was worth it, just in case Matahari failed. Eventually, Matahari would succeed in curing Rogwin and Sylas of the Mummy Rot with his remove curse, Rogwin also being removed from his attunement with the Spear of Dagon, however he stowed it in his bag of holding. Elara used the scroll to cure Volk, all 5 party members now being free of it. The party stayed the night, drinking and talking with those who were around, and eventually sparring with Garruk - sans Purrsephone and Grimfur to make it fair. A few party members went down, but they were victorious in the fight, Garruk being happy for them and saying he has a reason to train again now.
The Shopkeepers of Aldoria - 2/6 seats available!
Shocked by the invitation to Sslith's the next day, the party would chat and eventually go to sleep. During Eilinora's (PC) watch, she became distracted by the strange mirror they bought, eventually trapped in its gaze a shadowling made its way out of the mirror and into the shop. Eilinora screamed for help, but as the rest of the party woke and dashed to help, the shadow would strike at Eilinora, its cold as death touch sucking some of the strength out of her. During the fight the shadowling would do the same to Tears of the Mushroom (PC) and Isra (PC), sapping some of their strength from them leaving them gaunt and tired, though the trio would emerge the winning side of the fight. Tears covered the mirror with a blanket, and they went back to bed, regaining their strength in the morning and leaving the mirror to be dealt with another time. The party set out to buy some gifts for Sslith, wanting to be good house guests. First at Sock Sanctuary, the party met Mitzi, a cozy firbolg who is an expert knitter and offers all kinds of high quality socks and custom knit items. They would buy some socks and a scarf for Sslith, and some socks for his niece Liz. Noticing that the rugs in the shop emitted a pleasant cleaning smell and energy every so often, the party inquired about them and found out that they could buy a Rug of Constant Cleanliness from Mitzi. They bought one for the main room of their shop that will keep the floor magically clean and emit a faint lemon kush smell. Next at Cutter's Choice the party bought some meats to gift Sslith, Tears opting to pay for filets after some discussion with Thad the butcher. He also got some soon-to-expire stew beef at no charge. When the party confirmed begrudgingly that they are indeed the owners of the haunted shop, Thad perked up, asking if that was an experience they were offering or not. The party invited him and his girlfriend over tomorrow to hang out, and he promised to bring his new invention "hot dogs". Setting out and arriving at Sslith's, a green shingled building reminiscent of a scaly hide, the party was met with surprising candor and politeness. Liz walked them in and Sslith met them with delicious finger foods and different high quality teas that he explained the meaning behind when pouring for them. The party checked for poisons, and after finding none, opted to dig in, conversing with Sslith and his niece during. Liz would thank them for her socks and mention that 'this cute orc bartender at this dirty local bar would love them'. Sslith thanked them as well, and explained that he asked them over as a thanks for both cleaning up their mess promptly, and gifting him the rose that Reed (PC) gave him a few weeks ago. He continued that if they're going to be brave and stay in their shop, he wanted to give them a look at the history of the Blackthorn family according to the Varnak (Sslith) family's notes. He presented them with a very old leather bound book that read more like diary or notations inside, going through various encounters between the Blackthorns and some of Sslith's ancestors. The book followed a warm family with a whimsical store, into the dark depths of a daughter gone missing and a distraught mother that would do anything to get her back.
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
Update week of 11/24/24 (covers 2 weeks)
Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available!
The party fought their way through the Deepwarden, Anlyn (PC) raging next to Bubbles (PC) the druid bear, the 2 of them leading the charge down through the decks while Frostshell (PC) did crowd control and Stein (PC) healed until he took a mangonel shot to the face. After clearing out most of the combative Anchored Legion aboard the ship, the few held up in the hold would wave a white flag and offer surrender. Not caring to take prisoners, the party released the sahuagin on the condition that they leave all weapons and armor, which was agreed to. While chasing down the Plump Pelican, Captain Hex rescued an unconscious triton floating in the sea, who would pledge a life oath to Hex and be thrust into the party. Kronos (PC) the new triton mentioned a hatred for sahuagin, was given a weapon, and Fishbones pawned him off on the party to watch him. The crew of the PP, seeing how easily their guard escort was dealt with, didn't put up any fight in their capture. Frostshell would propose they join the Halibut's fleet as a merchant ship to help run goods that the Haunted Halibut (PC Ship) 'obtains'. This would be agreed to by all parties, as long as the PP could get security of some sort. Spreading the crews thin across all 3 ships, the party and others were JUST able to get all 3 ships back to Cindershore, using up all of their physical and magical sailing abilities.
Meeting with Chief Gorath of the Ashenfang Orcs would bring some decisions and updates. A flag design was agreed on, as well as naming the alliance the Burning Tide Dominion. The village expansion has begun and through many conversations it was decided to use wood and parts from the Deepwarden to build a home for the party / Halibut crew in Cindershore instead. Training orcs to sail would prove to be a longer task and none of the BTD wanted to gain the full attention of the Anchored Legion yet. The new party members and entire crew of the Plump Pelican would have to fight in the pits in order to be accepted into the BTD, as is tradition at this point. Anyln was honored with being the Master of Ceremonies for the fights. Stonefoot of the PP ended up being the last man standing in their brawl, giving the win to the crew of the PP. Bubbles fought against Thrakka, a named Ashenfang who put up a fight but Bubbles made easy work of. Thrakka's sister, Vulkra, however, would go toe to toe with the "Unproven" new triton Kronos. Kronos fought a good fight and got a close win, but he would need all 3 of this second winds to do it and even then it came down to 1 hit each.
Captain Featherbead of the PP made a suggestion of a smuggler's cove he knows of to trade their goods, but asked for help getting there and establishing a trade route as it's a dangerous town. Severance Bay, as its known, would be the new heading of the Haunted Halibut and the Plump Pelican, the latter adding some orcs to its crew for safety and for teaching. Vulkra would be one of them, as well as Urzak, another named Ashenfang who has aspirations of being a blacksmith and the party has an interest in him succeeding. So far he has been able to turn some of the sahuagin armor into scale mail for 2 of the party, but it took a lot of resources to do it.
Shadows of the Stringbinder - 2/6 seats available!
Picking back up with the main story brought us back in the cave of the Underspring. The party traveled down through the chambers, getting lost a few times and running into various guardians set there to prevent passage. The party made quick work of these, eventually making their way to what was unmistakably the Underspring. Gracefully resting in the water was a Couatl, the true guardian of the Underspring. It offered them a choice, a chance at a riddle, or straight to combat. The party chose the riddle, and after some deliberation did in fact answer correctly. The couatl granted them access to take some of the sacred water, which they did and made their way back out of the cave and all the way back to Whispering Pines. They did get lost quite a few times on the way, the cliffside proving still a tough opponent for the party.
Aeliana met them by the fire upon their return, and brought the party to the sacred area the ritual was prepared in to summon Cernoth. Kaedric led the ritual, directing different druids and party members to perform different parts, including placing the sacred items the party gathered and pouring the Underspring water in various places. The ritual circle glowed and hummed with power and accepted the offerings and at the peak right when it was about to summon Cernoth, everything faded and went out. A moment of defeat washed over Whispering Pines, their gamble on summoning Cernoth instead of preparing practical defenses did not pay off, as the ritual failed for some unknown reason. Aeliana would take charge, piercing the silence with her wisdom and resolve, urging them to spend the night in peace and happy with those they consider close. Disheartened, all of Whispering Pines would go to bed tired, and dreading what would come in the morning.
The next morning brought battle with it. All of the druids and party members got up and battle ready, moving toward the field they expected to meet Rivenbark on. The mist parted, blights screeched and charged, archers dotted the sky with their arrows and Rivenbark began his march to wipe out Whispering Pines. A fierce and deadly battle would ensue, the druids using all of their nature magic and more to fight off the blights, but Rivenbark and the archers would be too much for them, killing almost all of the druids. The party held their position until Rivenbark broke the lines, his massive size and strength an unstoppable force against everything they could throw at him. Until a rumble shakes the battlefield, growing louder, faster—a storm of raw power tearing through the forest. The air thickens as a massive figure explodes from the treeline, a blur of muscle and fury. Cernoth would appear, scattering the archers and slamming into Rivenbark, giving the party a fighting chance. His healing magic and furious strength helped keep the party up just enough to end Rivenbark and most of the archers, a few fleeing at the end. Aeliana and Briar are the only 2 druids left alive in the wake of this massive battle, but it is still a win for the good guys in the war for the Evershade.
Tales of the Bándearg Valley - Full!
Matahari (PC) would clear everyone of the Mummy Rot that plagued them, using the scroll they bought on loan from Baruski, the catnip and magical goods dealer at Mao's farm. After spending the night enjoying the company of the Ludus and their mead hall, the party slept in their beds one more time before they set out. Stopping again at Mao's to spend a night and pick up rations, they traveled on their mounts toward Silverspine Pass. Following the river as far as they could, Volk (PC) started noticing that something was off in the river, but couldn't quite figure out what it was. Continuing north, the river and land started to dry up, until the party encountered a war band of hobgoblins from the desert in the far east. Wasting no time, the party initiated a fight with the hobgoblins, freeing their prisoner Sloan (PC from a mini series, the same player plays Silas) from them in the process. Sloan would join them in the fight against the hobgoblins, proving to be a helpful addition as the deadly encounter almost didn't go the party's way. Losing all of their mounts in the fight (the 2 Paladin Steeds would get resummoned soon after), the party investigated their foes and took what the could off them, not really determining why they are so far out of their normal terrain other than the present state of the environment being welcoming. Slower going on foot, the party continued to follow the river until they found a small village or camp a little north of the riverbend. Heading into the village, the party saw that it was the silver dragonborn residents of Silverspine Pass who inhabited it, having been displaced in a great siege on their mountain pass city.
The Shopkeepers of Aldoria - 1/6 seats available!
This campaign is RP based and has had several updates, so I'm going to list them in bullet point format instead for this lengthy review. Over the past couple sessions the party:
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
Update week of 11/24/24 (covers 2 weeks)
Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available!
Shadows of the Stringbinder - 2/6 seats available!
Tales of the Bándearg Valley - Full!
The Shopkeepers of Aldoria - 1/6 seats available!
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
Update week of 11/24/24 (covers 2 weeks)
Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available!
Shadows of the Stringbinder - 2/6 seats available!
Tales of the Bándearg Valley - Full!
The Shopkeepers of Aldoria - 1/6 seats available!
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
Update week of 12/29/24
Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available!
Shadows of the Stringbinder - 3/6 seats available!
Tales of the Bándearg Valley - Full!
The Shopkeepers of Aldoria - 1/6 seats available!
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
Update week of 01/05/24
Of Rock and Ragnar - Listed! Only 2 needed to start!
Rum, Rogues, & Riches - 1/6 seats available!
Shadows of the Stringbinder - 3/6 seats available!
Tales of the Bándearg Valley - Full!
The Shopkeepers of Aldoria - 2/6 seats available!
Tides of the Coral Kingdom - Listed! Only 3 needed to start!
Update week of 01/19/24
Rum, Rogues, & Riches - 1/6 seats available!
Shadows of the Stringbinder - 3/6 seats available!
Tales of the Bándearg Valley - Full!
The Shopkeepers of Aldoria - 3/6 seats available!
Update week of 02/09/25
Rum, Rogues, & Riches - 1/6 seats available!
Shadows of the Stringbinder - 3/6 seats available!
Tales of the Bándearg Valley - Full!
The Shopkeepers of Aldoria - 3/6 seats available!
Rum, Rogues, & Riches - 1/6 seats available!
Shadows of the Stringbinder - 3/6 seats available!
Tales of the Bándearg Valley - Full!
The Shopkeepers of Aldoria - 3/6 seats available!
Update week of 03/02/25
Rum, Rogues, & Riches - 1/6 seats available!
Shadows of the Stringbinder - 3/6 seats available!
Tales of the Bándearg Valley - Full!
Matahari to Draxus: Enemies coming, Tropiliaths and stone giants, 10 days, from river, we bet the Ludus, barely made it out with lives, ready with fighters, bring Isolde
Alara to Matahari: What do you mean bet the ludus? Can you do that? Fighters in 10 days?? How many? What’s a Tropiliath? This is exciting!
Matahari to Alara (Response): Tropoliaths 7 to 8 feet, strong fighters, stone giants throw boulders, number unknown, we were captured and bet Ludus to save lives, on our way
Alara to Matahari:We’ll be ready. You’ve been gone longer than 10 days, will you be back in time? WHY DO THEY HAVE SO MANY FEET???
Matahari to Alara (Response): Lost mounts, hope to arrive in time, Tropiliaths 7 to 8 feet tall, humanoid, caution, bringing other enemies? Need everyone, plus Kanshichi and all others
Alara to Matahari: They aren’t ready. Roderick says you can’t bet the Ludus. We will be ready to fight. Take a boat down the river. Duh
The Shopkeepers of Aldoria - 3/6 seats available!
2 weeks update week of 03/16/25
Rum, Rogues, & Riches - 1/6 seats available!
Shadows of the Stringbinder - 1/6 seats available!
Tales of the Bándearg Valley - Full!
The Shopkeepers of Aldoria - 2/6 seats available!
Update week of 03/23/25
Rum, Rogues, & Riches - 1/6 seats available!
Shadows of the Stringbinder - 1/6 seats available!
Tales of the Bándearg Valley - Full!
The Shopkeepers of Aldoria - 2/6 seats available!
Multi week update week of 04/13/25
Rum, Rogues, & Riches - 3/6 seats available!
Shadows of the Stringbinder - 1/6 seats available!
Tales of the Bándearg Valley - Full!
The Shopkeepers of Aldoria - 2/6 seats available!