Sundered Schemes

29 May 2016 Session Narrative

29 May 2016 Session Narrative

After the fight with the witch, Sprocket removed the witch’s head to prove to the lesser Worforges that she is indeed dead.

Inside her hut, there is a shrine to Nerull and the Red Queen posted a work order to manufacture a cauldron, like the one in the warehouse in Lanterum to open a portal.

Upon returning to the lesser Warforged village, Sprocket shows the Brass/Bronze designate the witch’s head. That designate takes the head holds it overhead and a celebration begins.

Just then, the brass dragon lands and apologizes for harming the villagers and the courier class begins to give the dragon a bath.

Since it is getting late, The Party elects to stay the night and call for the ship in the morning.

Sprocket inspects the docent, and discovers that it isn’t a gem, but more like an ore. This one seems the corners have been broken, but not from use.

Raul, with some effort, was able to locate Sprocket’s slot, and cannot find any damage. But he was able to find some water from Sprocket’s walk on the bottom of the marsh.

The next morning The Gambit is called. And about a half a day later, she arrives.

The crew informs us there are massive armies amassing to the north and west.

With Sprocket’s docent and Maxon’s dagger and spell tomes, we have a need to head for the arcane university to get them identified.

In about a day and a half, we arrive at the arcane university.

With no sky-slip berth, The Gambit has to anchor in a small lake outside the university.

On our horses, we arrive at the university. It’s gates are open and it appears there is a ward to protect from evil active.

A young female elf, with a clipboard instructs us to follow the red line, just as a red line appears and makes it’s way to a table in a room upstairs. the table has 6 chairs and human proctor.

The proctor was given the docent to identify, the fee waived for a rare item. He was also given to identify the three spell tomes. The proctor found it odd the books focus on one school because most wizards don’t do that. He was also asked about the far realm by Islay. He believes there are those who want to do him harm because they are not happy Islay left.

Fikal in Trexell in Fledorm is looking for rare docents like this, the proctor states.

The dagger appears to be a Red Band dagger from a Redgulan officer Fortroy.

The spell tomes need about another day to identify and the same for the answers to the far realm questions.

At the next table, there appears to be a group of 4 Mercs harassing one of the other proctors. Like a jock picking on the nerdy kid. Vera did something like take her top off, but the Mercs only saw penises where her breasts would have been. This caused them to bugger off.

The young elf woman gave us a token so we could bypass the line in the morning.

At the ship, that night’s first watch, nothing happened. The second watch, around 10pm, the sounds of splashing was heard. The Party was wakened to see the Mercs from the university swimming to the ship. Looking closer, there are two carving something into the side of the ship…then one was pulled under. And then another. We lowered a rope to rescue the others as we had The Gambit to rise out of the water to put some distance between us and what is ever under the water.

When we have the survivors onboard, we scolded them and let them go after the ship settles down in the water.

The third watch…nothing happens.

In the morning, we return to the room at the university to find someone with the proctor who looks very important…perhaps the Dean.

01 May 2016 Session Narrative

01 May 2016 Session Narrative

At dinner with Alabraxis at the Drunken Gypsy, we spotted sigils from different noble houses in Axion, but not Bangenstorm sitting around a large table.

It appears they are keeping very close as a bar maid drops off a platter of meats and cheeses and the staff leaves.

A representative from House Foreignhall began the discussion about the problem with the war between Redgulus and the Goblin Hold, Kurathmaul(sp).

House Winterheart has not pledged any troops, and then more of an argument than a discussion breaks out on if they should commit.

Alabraxis asks Sprocket why we are here, and over the sounds of the argument, the sounds of shudders closing and locking from the outside can be heard.

Maxon, without a sound was able to kick open the front door to find the two Blackhand soldiers’ guarding the front door had their throats slit.

Maxon notices Bangenstorm troops arriving and tells a city guard to go and get more help.

Out back, Raul, Islay and Vera notice a very large group of mercenaries approaching from the alley and the rooftops.

The Party decided to leave.

Looking back, the building is surrounded and calls for the Nobles to surrender…they said hell no. The fight was over quite quickly.

The city guard arrived but didn’t get involved.

The Party returned to the ship.

(-7000gp for having The Gambit to be hallowed with the secondary effect of protection from energy/acid.)

The next day, the city is abuzz about the attack at the Drunken Gypsy and the town Duke is asking for anyone who witnessed the attack to come to the castle and give their testimony. Maxon and Raul make their way to the castle to do so.

Lord Palthor Bangenstorm, the rightful heir to House Bangenstorm.

The next day, (-15,600gp for three (3) Aspect Mirrors) Maxon, on the back to The Gambit, was stopped by a little gypsy boy asking if he was a part of the group who killed the Paladin Eater. If he was, then Islay must to come and speak with Madam Vernna.

Raul is feeling very invigorated from spending time at the Cuthbertian temple.

At lunchtime, Vera gets 35gp for turning in a rapist and Maxon tells Islay about the meeting with Madam Vernna.

Raul and Sprocket remain on the ship while the others go off and meet with Madam Vernna.

Arriving at Madam Vernna’s tent, they notice there is something to ward off evil and the tent is from Tetrigar, but before the flood.

The kid Maxon talked to asks the group to sign in.

The group opens another tent flap. As smoke billows out, there is an old woman with a cane looks at the group and says danger is coming, coming from outside realm, seen it’s face, must fight or run. They come wearing any face. They are after Islay because his birth. They are from Tetrigar, from before the flood. The old temples have passages to other realms.

At The Gambit, the cleric finished sanctifying the ship.

The crew has shore leave until tomorrow.

In the morning, the crew returns and everyone heads to Louvdon.

Two weeks later, The Gambit drops off The Party outside the front gate and leaves to anchor in the river since there isn’t a sky-slip mooring tower.

Inside the city, the sight of soldiers and mercs having a good time was everywhere.

Maxon looking at the invitation he received about his relative wedding and asked a town guard where Trixie’s Bordello is at. Pointing into the center of town and saying that-a-way.

The place looks pretty high end. The front has magical lights flashing in a pattern.

Maxon shows the invitation to get in and he has to vouch for everyone in the party.

Once inside, there are males and females of all races walking about.

There is a loud grumbling from behind a door. One of the patrons said, dismissively, that’s Gerda.

Behind the receptionist’s desk sits and Elven woman who looks totally unimpressed goes to get Trixie.

About 10 minutes later Trixie invited The Party back into her office.

There is a bunch of liquor and food sitting on a table in the middle of the office.

After some small talk, then Trixie hand Maxon a chest that she was holding on to from his uncle. The chest has an amazing lock.

After opening the lock, the chest had a dagger wrapped in a finely crafted read cloth and three magical books. The dagger is that finely crafted it must be magical. The three books are wizard spell books from the school of abjuration, the school evocation and the school of enchantment. Sprocket notices there is a false bottom. Opening the bottom, there is ~1200gp worth of platinum bars.

The Party is staying the night at Trixie’s.

In the morning, The Party is off to get the items from Maxon’s uncle’s chest identified.

At an enchanter’s shop, the owner said the dagger is a Dragon’s bane dagger and the books are from the mage academy in Feldorm, something to do with the far realm. The owner pointed the party in the direction of an archivist staying at the Blue Mongoose Inn.

At the Blue Mongoose Inn, we find the archivist and he begins to explain the far realm is a place of madness and that some creatures use illusion to change their shape. Toscari, Nasty. Psynads, the archivist knows and Islay shows his true self. And the archivist didn’t tell us anything we didn’t know about the three books. Though, there are rumors of a brass dragon to the west, it might have something to do with the defunct Warforged in Shein.

It will be about a three day journey to Shein.

About midday on the second day a brass dragon was spotted.

On the third day, a courier class Warforged was spotted…and it seemed to be very scared of Sprocket. The book Marcinko gave Sprocket had a picture of a designate that looks like Sprocket, but the caption under states it’s designation is Husk. This unit was trying to get away from Sprocket/Husk, but not getting very far because of the rough terrain and it’s wheels were designed for smooth roads.

The courier class reluctantly agreed to tell the party where their colony is.

About 18 hours later, The Party arrives at the Warforged colony. There is one in brass/bronze with something that looks like a docent around it’s neck. There are two others with read stripes. The colony was also not happy to see Sprocket/Husk because it might return as the Overseer. The holder of the docent decided in a trade, a trade in if we defeat the witch, Fanclla, to the north in the swamps the brass/bronze courier class will give us the docent. The witch was using the life force generated by the Warforged for something and the colony want it stopped.

We agreed.

About three hours later, The Party emerged from the tree line to see a mound in the center of a pond with a thatched roofed hut on it and a brass dragon.

We attempted to convince the witch to stop harming the Warforged…she wasn’t having any on it.

20 March 2016 Session Narrative

20 March 2016 Session Narrative

The Party came up with a plan to get the cannons, shot and powder. Bilarro is going to head off to the prison, with the bag of holding, and gather the 2 light cannons, 8 shot and 20 shots of powder since he is the one in the Party who has the best chance of not being spotted. After making multiple trips, he was able to gather everything and we departed the island.

Raul is looking much better, but the crew isn’t happy with having the slaughter king onboard…and the same goes for Maxon’s dog.

After ~16 weeks, the trip to Marcinko’s was uneventful.

Marcinko is looking more upgraded than the last time we saw him. We show him the mind leech, but it seams to have a conscience. This proved to be problematic for Marcinko. How does he save the conscience because in order for him to study the mind leech, it needs to be destroyed?

While Marcinko decides on what to do with the mind leech, he asks The Party what we plan on doing with our time at his castle. Sprocket and Vera would like to use his Ganglion (sp) for answers to Sprocket’s run-time error, killing blow fault and docent. Vera wants to find out if there is anything new in regards to the Rods and Channels. Islay is going to be resting on the ship. Bilarro, Raul and Maxon question Marcinko about augmentation grafts.

Marcinko can do augmentation grafts from Elemental, Construct, Wyrm, Beholder, Fiendish, Illithid, Silithar (The list can be found on Marcinko’s character sheet on the Portal. –Chad)

Outside, The Party’s horses are out stretching their legs and Maxon’s dog catches himself a dear.

The night of the second day, Sprocket was given a book on the origins of the Warforged. It was written in common with gnomish footnotes. The 50,000gp was delivered for the mind leech. In Mazon’s room, two message arrows were returned. One states the Princess was recovered and Fortroy was not caught.

Sprocket, reading through the book it was given; it sees some illustrations of, according to the caption under the picture of an Overseer class with the designation of Husk. The picture looks like Sprocket. The book goes on to describe other discontinued classes. One of those classes was a Courier class. This class was common in Feldorm, north of Louvdon in a town named Shein.

The next morning, Joff will take more time. Marcinko will keep us informed on his progress. Brasco is willing to forgo most of his share for the Void Stone. We inform him why we are searching down the Stones and we are going with him to search for the remaining Stones. Brasco’s contract is from Redgulus on expensive velum and from a house of worship and in legalese.

The Party makes our way to Balcorran where the crew is retained and the Void Stone was given to Brasco, as well as a message arrow.

The Party opens an account at the Bank Of Hammerstrike’s branch in Balcorran with the amount of 50,000gp +30,000gp from Islay +10,000gp from Raul +10,000gp from Maxon -11,500gp for a wand of cure serious w/50 charges (Raul) -5,000 scroll of restoration (Raul) -22,000 for 2 type4 trunks of holding for The Gambit with a total deposit of 61,500gp.

The Party making out way into town to a tavern named The Broken Foe. Inside, there is talk of the war with the Goblin Hold. The Therminians and Axonians are worried the war will spill over onto their lands. Sprocket and Vera see Alabraxis talking to a nobleman from House Banginstorm in Axion. We also hear rumors there are recruiting to attack the Idald lands from Proust and there are problems in Feldorm. This might be a starting point because Sprocket and Maxon have business in Feldorm.

With the information that was overheard about the attack on the Idald lands, we make out way to the Duke’s Voltire Keep. We meet with the Archivist, Bangor, and informed him what was overheard and he issued arrest warrants. While we are here, we asked Bangor about the Divine Crucible. We were pulled off to the side and asked how we know of the Crucible. We answered Raul’s brother’s noted makes reference to it and Bangor knows of it from the Order of the Archivists.

Back at the Broken Foe, we see the Axonians being escorted off in chains and Alabraxis walks up to us, asking how we are and inviting us to dinner.

06 March 2016 Session Narrative

06 March 2016 Session Narrative

(Beginning Session in combat with Slaughter King Kython)

Just before The Party gets into combat with the major Kython, the Kython speaks out loud in common to The Party. It says he is Cpl Joff Devis and he asked who we are and if the war with the Elves is still on. We told him who we are and the war has been over for a great number of years.

We asked how Cpl Devis came to be in control of this Slaughter King, he then began to tell how the Elves made the volcano erupt around the colony after the magical barrier went up to protect the colony. After the barrier was completely submerged by the lava the area under the barrier began to get very hot and humid. As a last stand, the remnants of the Imperial forces moved the treasure to the prison and holed up there for the end. That is the last thing Cpl Devis remembers prior to seeing The Party.

After determining that Cpl Devis isn’t a threat, as long things don’t become too drastic, the Cpl can become an ally in our current situation.

After resting The Party began searching the pile in the center of the prison, we found the treasure; 100,000gp, 150,000gp/gems and 50,000gp/art. And in the pile; 3 light bombards, 1 heavy bombard, 5 piles w/12 shots each and 200 shots of powder.

Also found was a chest with what looks like a magical lock. After breaking the lock, inside;
1. +3 Light Crossbow
2. +2 Heavy Mythril Shield
3. Net of Entanglement
4. Cone of Calling
5. Javelin of Lightning

To help Raul, he has his bed roll, blanket and silk rope in the bag of holding.

The items from the magic chest was distributed to the members of The Party who needed them the most and the treasure was added to the bag of holding, but the bombards, what’s left of the shots and powder will need to gathered later.

Getting more history out of Cpl Devis, he said the fort was built to house things from Star Fall and the first shipment was the Void Stone.

At this time, The Party is thinking of a way to get out. Knowing that we were tasked to retrieve a living mind leech for Dr. Marcinko, and we can sure use another heavy hitter in our current situation, so we decided to take Cpl Devis with us.

Cpl Devis said the Void Stone is in the lava lake near the outer edge of the dome.

Bilarro, with his excellent hide skills was able to make it to and scout out the lake, but wasn’t able to return to the prison without attracting attention to himself, but he was able to make it to and inside the prison before the lesser Kythons were on him.

Bilarro said the lake is ~100’ x ~100’ with ~2’ high berm going all the way around the lake.

The plan to get the Void Stone:
Split the Party. The members of The Party with good hide skills will take half of the powder to the barracks set a fuse so the resulting explosion can be used as a distraction for the lesser Kythons, return to the prison, rest a day, Bilarro to head off to the barracks to light the fuses and then run to the lake, Cpl Devis to place the kegs of powder into the berm and then wait for the kegs to explode and then have Brasco and the Earth Rod move the flowing lava out of the lake so we can grab the Void Stone and the we move up the lowered rope from The Gambit…but there was a problem.

The plan went off without a hitch, but the Void Stone was attached to something that looked like a Necromental. And it was heading off to the sound of the explosion at the barracks.

Seeing him having the advantage, Cpl Devis was able to take out the Necromental while Vera grabbed the Void Stone and made it up the rope to meet the rest of The Party. Cpl Devis was able to dimension hop to the surface.

Now…we need to come up with a plan to get the armaments.

24 Jan 2016 Session Narrative

24 Jan 2016 Session Narrative

(The Party is beginning the session in combat.)

After fighting a horde of Kythons and some nasty mushrooms, The Party was able to make it to the Prison and barricaded ourselves inside.

Inside the prison, it is basically a very large room with 10’ x 10’ cells on the perimeter side and back walls. In the center of the room, there is a large pile, taking up most of the center of the room, of debris consisting of tables, chairs and organic material from what looks like the same Kythons we fought outside.

Using the keys we found in the barracks, we opened one of the cell doors to find an empty holding cell. This was the same for the next four cells.

Islay decided to lie down and rest in the first cell.

Continuing along the right wall of cells, the fifth one had the cell bars pushed out.

Coming from the opposite side of the debris pile, the clicking of Abissal sounds out to The Party.

Brasco says that we shouldn’t be in here as the trinket Marcinko gave us started to glow.

Brasco replies to the voice, and it sounds like it is coming our way, and it isn’t very happy.

Islay, from his cell, says something Psyonic is going to happen.

A very large Kython appears from behind the pile.

On the Kython’s forehead, a pulsating organ appears to be of some importance.

Maxon, Raul and Sprocket are the only ones who are able to hear this…the large Kython asked us why we are here. We said we are looking for a stone. The Kython doesn’t have it, but it might be to the west, in the lake of fire. Then the Kython asked us how we got here. We were not too convincing in not telling it how we got here, and it begins to advance on The Party.


10 Jan 2016 Session Narrative

10 Jan 2016 Session Narrative

Continuing inside the barracks of the military outpost, with the steam not as bad, The Party investigates the first floor which consists of a long hallway with three doors on either side and one door at the end.

Each of the doors on the side walls opened into what looked like offices, some doors were able to open easily, others were sealed shut due to the steam and had to be forced open. After getting inside the rooms, The Party was able to gather some information on the area and some gold, but not much else.

The door at the end of the hallway was a double set of doors that opened into a large office with a staircase in the far-left corner and what looks like a safe on the right wall.

Searching the desk and the area round it, Maxon was able to find what looks like a journal or a logbook. In it, most of the pages were ruined due to the steam, but the last two pages were readable.



On the wall, there was a large map of the island. After Bilarro and Islay committed the map to memory, Sprocket removed the map and put it in The Party’s bag-o-holding.

Meanwhile, Bilarro was able to gain access to the safe.

As the door opens, lights inside the safe came on. Upon inspection, there seems to be a mechanical system that removed what looks like shroud over brightly glowing stones. Seeing an opportunity to have a light source that doesn’t use a flame, each member of The Party grabbed one of the stones.

Continuing upstairs, The Party came upon a group of lizard/bird creatures without, apparently, sensory organs who appear to be fighting one another and stopped when they “saw” us. And in the middle, stands a big one of these creatures.

After a small fight, we investigated the hallway.

The hallway was laid out in the same manner as the one downstairs, except there were only two doors on either side of the hallway and one double set at the far end.

After investigating each of the rooms on the sides of the hallway, each was filled with leathery-looking eggs…inferring the little creatures and the big one were hatched from them.

Reaching the end of the hallway, it seems all of the cots and other furniture was stacked up like a barricade against the doors…like to keep whatever on the other side of the door from coming through.

After moving the furniture out of the way, we opened the doors and immediately the steam began to clear. Once inside, it looks like another large office.

With nothing worth keeping that hasn’t been ruined by the steam, The Party decides to make our way to where the loot was taken to per the logbook…the prison.

As The Party head out to the prison, we try to take the safest way, by going out to the perimeter of where the dome and the ground meet.

That was a mistake. The Party was attacked by those lizard/bird things again. And this time doing significant damage.

We retreated back to the safe in the barracks to rest.

Before entering the safe, Maxon sends a message arrow to the crew of The Gambit to raise the rope to prevent anyone else from using it.

After a night of resting, and believing there is no one outside the safe, we open the door.

Once open, we decided to make a direct run to the prison.

About half way there, we come upon a forest of very large mushrooms. Once we walked closer, one of the mushrooms began to scream very loudly and at the same time, The Party was notified there is the characteristic sound of those lizard/bird creatures approaching us from behind.

06 Dec 2015 Session Narrative

06 Dec 2015 Session Narrative

In the morning, The Party leaves for Galmill.

On the third day, we meet a group of three (3) outriders from House Voltire coming from Galmill. They did see two (2) outriders from House Idald when asked, but they didn’t show any signs of the sickness we described.

Upon arriving at Galmill, there is a heavily armored carriage with equally heavily armored horses parked outside the guard house. The carriage looks like it’s riding very low. It is harvest and tax season. There seems a harvest festival just finished. There is a bardic band packing up their equipment.

Getting closer to the guard house, Bilarro asked one of the guards in an officer’s uniform about what happened in Epeche and what happened to the outriders from their. The officer stated they were sent to Cartway.

The Party made our way to the Inn, and once inside, it looked like it was very busy. Vera talks to the Innkeeper about the woman with the red scarf, the innkeeper couldn’t recall anyone looking like that. The Innkeeper did state there was a festival going on, so it was pretty busy. Just off the bar, sitting at a table was a member of the Black Hand. As Brasco gets rooms of each member of The Party, Bilarro goes over to the Black Hand member and asks about their undead problem. The member said the undead isn’t a problem anymore. The member is here to gather information and deliver updates to the Duke. The member was asked to deliver to the Baron that the undead are being drawn to Bridgeton. Sprocket and Maxon were unsuccessful in gathering any additional information on the Red Queen, but Vera was a bit luckier. She overheard two women saying what a cunt she was. She, they said, spent most of her time wandering around the entertainment area and left either this morning or yesterday for Balcorran.

The rest of the day, Raul sells the rest of the holy water for 600gp and Maxon buys a dog.

Leaving Islay’s wagon in Galmill so The Party can get to Epeche faster.

In the morning, we leave for Epeche.

On the morning of the 9th day we arrive.

Searching the outside of the Inn, the window to the room where the family was in was broken out and a dried, bloody smear down the wall. Bilarro climbs to the roof and looks in the window, there is on one inside. We enter the room to search for the bank notes. One note, worth 27,000gp from the Bank of Hammerstrike. The mineral rights are in the goblin-hold and sold to Duke Fortroy. There is an additional 10,000gp bank note for mineral rights sold on behalf of House Drema. There is an assortment of gems worth 700gp in the room.
On our return trip to Balcorran to ship shop for our trip to the island on Brasco’s treasure map, we make a pit-stop in Galmill to gather Islay’s wagon.

After looking around, we bought a Pinnace.

The pinnace is a small, two-masted sailing vessel. It’s sturdy enough to undertake long open-water voyages and handy enough to use close to shore. A pinnace is fully decked,
but it’s sterncastle is hardly worthy of the name; it’s little more than a cramped cabin.
Pinnace: Gargantuan vehicle; Seaworthiness +2; Shiphandling +2; Speed wind × 30 ft. or oars 5 ft. (good); Overall AC 1; Hull sections 4 (sink 1 section); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 2; Rigging hp 60 (hardness 0), AC 1; Ram 3d6; Mounts 2 light; Space 30 ft. by 10 ft.; Height 10 ft. (draft 5 ft.); Complement 15; Watch 3 plus 8 rowers; Cargo 30 tons (Speed wind × 20 ft. if 15 tons or more); Cost 4,500 gp.


We also picked up:
- 8 ever-lasting rations
- 30 parachutes
- Cold weather gear for high altitudes
- Flotation bags
- Extra rope (300ft)
- Extra sails
- 10t of storage for rations
- 10t of storage for horses
- 10t of storage for feed for the horses

Raul went to investigate if there was someone at the temple who can scry on the Red Queen. He was able to find someone, and elderly man not associated with the temple was unsuccessful in scrying on her.

Sprocket made a deposit of 200gp in the Balcorran branch of the Bank of Hammerstrike.

Naming our ship Gambit, we get her loaded and set sail to Fairvale to meet up with the Princes and inform them on our progress, but upon arriving and investigating the Princes left weeks ago.

After learning that, we make our way on the 16 week trip to the island of Molokore(sp).

About 2/3s of the way through our trip we notice what looks like a pirate ship. With both of us having nothing to attach the other, we continue on.

About another 4 week go by and we spot land.

After dropping anchor and disembarking, we looked for a thin spot in the volcanic-glass mound. After finding a thin spot and Sprocket breaking through, a geyser of built-up steam caused some damage.

Initially, Maxon and Sprocket were going to stay on the surface, but then decided it would be best if we all stick together.

Once at the bottom, the steam is less dense down here, but vision is still limited to a few feet…even with torches. It looks like the volcano hasn’t touched this area. Looking around we find a set of steps heading to a building. By the looks of the building, this was an Imperial outpost from the time of the war with the elves. The door to the building was picked by Bilarro and more steam vents out of the room. Investigating further inside, Sprocket picks up two (2) sets of masterwork Imperial leather armor and puts them in the bag-o-holding. Searching further into the building, there is a wooden door at the end of a hallway. Inside the room, there is a safe that Bilarro picks. Inside there is 300gp of coins and what looks like adamantine manacle keys. After some deducing, these keys were to manacles used to restrain slaved from off world.

15 Nov 2015 Session Narrative

15 Nov 2015 Session Narrative.

Continuing on to Balcorran, The Party arrives at sunset in the town of Epeshe. There is the town well in the center with the Inn and stables to the north and to the west is the guard shack flying House Idald colors. We are to be looking for the daughter of the Innkeeper, The Dead Man’s Hand.

At this point, The Party splits; Sprocket and Bilarro head for the Inn to secure lodging, while Islay and Maxon make their way to the stables to secure our horses and Vara and Raul to investigate.

Inside The Dead Man’s Hand, Bilarro and Sprocket notice, sitting at a large table is a group of Theriaminians(sp). Their leader, Tolar said they are celebrating their new deal on the mineral rights in the area.

In the stables, both Islay and Maxon notice there is an absence of nighttime sounds and the street lights have not yet been lit and that the stable boy has fallen seriously ill.

Vera and Raul are off to investigate who badly ill the stable boy is. When they arrived at his house, the boy’s mother invites them in to see if Raul can help her boy. After examining the boy, Raul notices he has corpuscles that look similar to the ones Bilarro had.

In the Inn, Tolar asks what is our business in town? We state we are looking for a woman who is wearing a red scarf. One of Tolar’s party states he has seen someone fitting that description at the town well.

After deducing what is affecting the boy could be spread by contaminating the town well, Raul went to the well and found out it doesn’t appear to be poisoned.

Islay forced open the door to a home north of the Inn to find a woman inside sick with the same corpuscles as the boy.

Maxon meets Vara at the stable boy’s house to question the boy’s mother about what happened. Maxon, upon inspection, the boy’s mother appears to be about 60 years old…far too old to be this boy’s mother.

Islay returned to the Inn with Sprocket and Bilarro to question the innkeeper about the woman with the red scarf when one of Tolar’s sons vomited and was, quickly taken upstairs to their room.

The group of three homes to the north-east, one has a woman who appears to be sick, one has an old man who was quite cross being woken up who doesn’t appear to be sick and the same with another woman in the last house.

Maxon, Vera and Raul are at the guard house when one of the guards attacks through one of the windows. The guard looks like a zombie and at this point, Raul starts the guard house on fire.

During the fight, Sprocket notices there is a large number of creatures heading towards us. They should be on us in about a minute or so.

After defeating the zombies, The Party retreated to inside the Inn just before the creatures arrived. Which turned out to be ~100 skeletons…and the woman with the red scarf moving through them as if she was their mother. The woman with the red scarf clearly had us surrounded and outnumbered, but yet something prevents them from getting any closer than a few feet from the Inn.

After about 10 minutes, a man entering town casts multiple, what looks like fireball spells to disperse the skeleton horde. After they are dispersed, the man was invited in for a drink. Brasco is his name. He is an adventurer heading to Balcorran, and he looks like he means business. He is wearing armor that seems to be made from a black dragon. Brasco did see some outriders on his way here, and he is also concerned that, they too, may have this sickness.

In the morning, Tolar’s family is still sick. The innkeeper made breakfast. After that, The Party and Brasco head out to Balcorran because the trip should take about a fortnight.

On the seventh day, we meet a potion vendor. Sprocket purchases three (3) Oil of Moderate Repair and on the thirteenth (13) day, we meet up with outriders from House Voltire.

After arriving at Balcorran, Vera proceeds to get a room at the Mongrel’s Cock…not the worst place The Party has stayed at, but not by much. This location was chosen because of it’s close proximity to where we can locate the woman with the red scarf. Raul heads for the local St. Cuthbertian temple to inform Brother Omigliaro on what transpired in Epeshe and get a room for the time while we are in Balcorran.

Meanwhile, the rest of The Party head off to House Idald. Once in, we explained to the Commander the events of what happened in Epeshe and that we believe the outriders from Epeshe may also be infected.

11 Oct 2015 Session Narrative.

11 Oct 2015 Session Narrative.

On the second floor of the warehouse was a disease cauldron, and the sigils/engravings on the cauldron were related to the Red Queen.

The Party headed out to the Cathedral of St. Cuthbert to ask about the cauldron. Once there, we asked Brother Samuel, the Chief Justicator what we saw and that the cauldron was tipped over. Brother Samuel raised the call to arms for his other brothers and headed out to the warehouse.

The Party returned to the warehouse to a fracas between the cops and the justicators. We avoided the fracas and headed upstairs. After some searching, we found a morhrg’s tongue under the floorboards…and it began to sizzle.

We took the tongue to the Archivist Casmeritine.

We headed to Sven’s to question him about the Red Queen, and unfortunately, he said he doesn’t know the Red Queen. Maxon arrested him. As we left Sven’s, the Royal Guard arrived and set up a perimeter as Prince Archidime’s carriage arrives. The Prince and Camorine both exit the carriage.

We explained that we were not successful on the location of the Red Queen, so the Prince orders everyone to Angel’s Spire dungeon to question Sven in a more appropriate location. Weirdly, Sven gets to ride in the carriage.

Once Sven is in the dungeon and strapped to a table we explained what happened from Maxon’s and Bilarro’s point of view while Sven has something that looks like a scarab beetle on his forehead. It appears to cause great pain if the person wearing the beetle is lying. Sven was asked for the other locations of the Red Queen’s warehouses. He answered in Aslay, Yara, Fairville, Oberdale and Village Apesh and how to get in touch. There is a weekly incantation, and the ingredients change weekly. This week’s ingredients are Coffin ash and sea water…but this has to be done from Sven’s office.

In Village Apesh, Lawdria gave Sven a bunch of gold to provide the Red Queen with a supply of young girls.

The Party returns to Sven’s office to perform the incantation. An image in the mirror behind Sven’s desk shows a startled Lord Damien Fortroy just as he pulls a mask over his face.

13 Sept 2015 Session Narrative

13 Sept 2015 Session Narrative

At Brewer’s Elbow in the Warehouse District, Bilarro successfully evaded detection while observing four guys moving a large mirror what, appears to show invisible people. He also noticed there are about 12 guards patrolling the building and there is about 60’ between the Brewer’s Elbow and the rest of the surrounding buildings.

On the East Side of Lanterum; Dampaign, Vortal, Drega, Deluc, Kalvid Houses are actively recruiting for the up for the impending war. The bridge from the Common District, there looks like a large religious procession recruiting for House Fortroy. The recruiters were asked why they are recruiting, and they said preparing for war with the Goblin Hold. The town criers were also there denouncing the recruiting.

At a nearby tavern, The Blessed Wretch, Maxon and Sprocket notice a man selling, what looks like blue dragon parts. The plan is, at The Brewer’s Elbow, Bilarro and Vara plan to infiltrate the warehouse to see shipment comings and goings invisible via the roof and the rest of The Party is to fake a broken wagon wheel outside the warehouse as a distraction…and quite possibly with the implementation of violence to gain entrance. Maxon sends a message arrow to Camorine to let him know we are planning to do something stupid.

The mirror was moved to the top of the warehouse…and this complicated the infiltration team since they planned on entry while invisible. So they changed the plan by gaining access through the employee entrance. When Bilarro and Vera tried to enter through the employee entrance guard window next to the doorway, the guard just inside the door pulled an alarm chain when he thought there was something odd going on. This alarm caused two of the four guards at the front of the warehouse to move to the employee entrance.

The remainder of The Party rushed into the warehouse with weapons drawn through the front overhead doors.


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