A Brief Reprieve
3 Days in Wavemeet

The morning after returning to Wavemeet, the adventurers each have business they take care of.

Aur: After meeting with the various people upon arriving back in Wavemeet, Aur retired back to the Shack. In the morning, he shipped out to Darmok’s, bumping into Branken as he purchased inscribing inks and reagents, reviewing Darmok’s book of magical goodies he has seen over the course of his many years as a dungeon planner and creator.

Aur shortly thereafter, dropping his items into his room at the shack, departed to the ascendant quarter to speak with the Harpers, seeing if anyone had ever seen his race before, to which Remallia had disappointing news in that she has not, and that Aarakocra are very rare in the Prime Material Plane.

A little disappointing, but leaving with a promise to expand the Harper network to search for his people, Aur bumped into Cain before he departed on his own strange and urgent mission. They traded to Aur 10 sq’ of dragon hide, which Aur took to a green tiefling in the Ivy district, commissioning black dragon hide armor for 500 gp, requiring 20 days to craft. His purse a tiny bit lighter, he spent the noon hours resting at the shack before returning to Darmok to re-read the book and take some notes. Making plans for the following day, Aur retired to sleep.

On his second day, Aur traveled about the city making many purchases, even visiting with Drenomere the newly establish magic dealer in the city. He also arcane locked all of the Shack’s windows.

The third day consisted of commissioning a iron helmet for 75gp, taking about 3 days to fully create. He also met with a very,very tired Alister, with bags under his eyes, asking about where to find magical recipes, and was told that the place the group was to go to next would have a few items “if he asked nicely”.

Branken: unlisted

Brennok: Took a mission from the White Swords, investigating a stalker for a fish monger. He however walked right in on a murder scene. Alerting the guards, Brennok went to ensure the gold reward was returned to Derrick the fishmonger for his funeral.

HE went to chat with Ziza, although the interaction seemed to go poorly, with Ziza calling Alister an ‘Ugly’ gnome, and that she wanted nothing to do with him or his guild. On mentioning the Greater Good, Brennok seemed to reach to Ziza’s sensibilities, although the mention of the Harpers again brought her fury to the forefront, and she stormed off.

Instead Brennok went off to the ivy district center and chatted to Connor, an eager adventurer, about life.

Cain: Cain left quickly from the party, disappearing after receiving a letter from Alister. Cain mentioned briefly something about his own issue, and made preparations to leave. He did not follow the party on their next mission, instead leaving town later that very same day.

Cain was present at the shack when the party returned, having waited in town for many days. He was however oddly missing from the fight that would later take place in the woods against the Cult.

Nah’Krinn: Polished his armor, bought room things, started setting up a forge.

The Crimson Connection
Finding Maccath and Defeating Araunthator

Chimera’s bane, still invisible thanks to Aur’s magic, and the concentration of Cain, snuck deeper within the iceberg of Oyaviggaton in the Sea of Moving Ice. Their mission, to find more about the Draakhorn, and recover it if possible. The person who might know anything about it, Maccath the Crimson, was known to be in the Sea of Moving Ice three years ago, before she went silent.

Descending the icy stairs, the group, led by Branken and Brennok (as they alone could see in the darkness), they wandered into many rooms, perfectly stealthily.

The avoided a coughing ice hunter, kobolds, ice trolls, and more. Though the ice below them was slippery and there were many slopes and hills, their crampon boots served them well.

Two treasure / trophy rooms were discovered, the first with treasure that the Dragon Araunthator grew angry when Branken disturbed it, and another filled with nearly a dozen Giants, (8 frost, two fire, a hill and a cloud).

The party found a kobold warren, another exit to the tunnels, and very intelligent ice toads, who seemed very busy cataloging everything they could find.

Continuing further, they stumbled into a wandering Maccath, who they followed to her hut.

There Branken followed her inside, still invisible, as Maccath spoke to the darkness, asking if Branken was there to save her or kill her. Upon the agreement to save her and her things, the kobold assistants bolted off to warn their god Araunthator, while the lurking invisible party stuck them and the guarding ice troll down.

Maccath told the party quite a bit about the Draakhorn, its appearance, its function, and where it vanished off to. She provided knowledge on Araunthator, as well as some of the draconic lore. She gave them an understanding of the lower areas of the iceberg, and told them of the rather friendly ice toads. She then provided aid in the form of two Arrows of Dragon-slaying, a Ring of Cold Resistance, as well as ten ‘temporary’ scrolls they could use to fight the Old White Death.

The party, readying themselves after a bout with more ice trolls, were guided to the lower portion of Oyaviggaton.

There they descended into the darkness. Walking and spreading out somewhat, Araunthator eventually made his presence known, using to his advantage mutliple times throughout the fight the party’s desire to stay grouped near their paladin and only source of light.

The fight continued for almost 24 seconds, before the great hunter decided to make his hasty departure. Soon, the party found his guards were upon them, no less than 5 more ice trolls.

Emboldened from their won battle versus the great dragon, the party annihilated the tolls without much pause.

They spent a good two hours melting what small portion of the treasure from the walls and floors, leaving a sizable chunk remaining. Not wishing to push their luck however, the party made their way out of the iceberg, with ice toads and sorceress in tow. Kobolds flinging themselves in a suicidal fit of mourning as they saw their god defeated in a battle, quickly met their end to the party’s swords and magics.

The trip back to Wavemeet was overall uneventful. As the week at sea ended, the group stepped off the boat in the mid afternoon. With the evening to discuss their findings, introduce the right people, and gather information (we’ll do this together next time), the party agrees that the next three days are downtime (I’ll work with each of you this week to hash this out).

The First Council of Wavemeet
Persnickety Royalty and Sailing to the Sea of Moving Ice

In the mid afternoon, rising from their sleep, the party encountered a workforce tearing down bits of the shack, while others were carting it away, all as Branken had ordered. Keeping watch and guarding the place were
three adventurers (Islmore, Jeera, and the young boy Brennok had saved). Here too was Connor Reagent, imploring Branken to take him out on an adventure, with Branken politely declining. Visibly upset, but not allowing his voice to betray it, Conner continued his sales pitch, and made his way back to the northern Coins.

From here the group took their remaining half a day to explore further Wavemeet, making what little deals they could.

Aur continued his search Assassins of the Cult of the Dragon, with little progress, stumbling on a father dressed similarly, but likely not a cultist.

Brennok made his way to one of the shadiest spots even open on the holiday weekend and procured himself a bear tattoo.

Cain and Nah’Krinn tested themselves in a feat of strength with the Gnaarck brothers at the circus, declaring Cain the winner of the fight by a narrow margin.

Branken explored the underground tunnels, mapping them out. Other than a steep downhill decline in a few locations, and a few well hidden cubbies that previous thieves likely used to smuggle item, not much else was discovered with the tunnels alone. Branken continued to follow a shady individual searching for the local thieves guild. Following and gathering information to open the path into the guild, he found himself in a rather impressive hall of the Rot King. Walking to what was ostensibly the poison dealer, Branken quickly found that walking uninvited into a thieves’ guild was a dangerous proposition. The old hag interrogating him had his pockets turned out, questioned his loyalty, and while confirmed his at least surface level ability with the ways of a thief, nevertheless held heavy suspicion of his blatant arrival. She also cursed his words of the guild not ‘having a sign’, or any easy way of entry, considering this an affront, a sort of thieves guild buffet compared to the Rot Kings more classical approach to networked thieves. Branken escaped with his life, but a warning to not return to that portion of town, and Branken found that his Bag of Holding, now with a hole it it, no longer connected to the extra-dimensional space where his loot was…

The group returned again to the Shack, and awoke early for the Council meeting. Alister, dressed not in his usual purple vest and pantaloons, now in more formal Harper attire of silver and blue, guided the group to the castle in the stead of Leosin Erlanthar, hoping to calm their nerves, and provide some information. The Council would be made of many, many people, each with their own world views, needs, and personalities. The council would be looking for heroes, and the adventurers would be given a chance to be those heroes.

Entering the Council chambers, the group was met with a sight of 11 other people in a room that appeared open to the early morning sky. Ivy crawled the walls as a central pedestal stood as the center of discussion. Several smaller pedestals circled the room, containing wine and bits of food.

Present at the council was of course all those expected (see Council of Wavemeet), in addition to Dala Silmerhelve, the Noblelady of the Ascendant Quarter and aspiring realty magnate. The council began with all of the members eyeing the adventures, sizing them up, as Chimera’s Bane introduced themselves. King Brawnanvil, eyeing Branken, and Petlannan Silentread making prolonged eye contact with Brennok.

After their introduction, Dagult went one by one around the room, letting each other introduce themselves (see the Council of Wavemeet page for a brief into to each character — Try to get them down in your mind for the Second Council of Wavemeet), with the exception of Dala and Rian, who were skipped over – though the rest of the council didn’t mind.

Dagult then continued into the past affairs with the Cult of the Dragon, and the issues they had encountered. Two years ago, the Chromatic War was fought, with the forces of Tiamat attempting to bring her from the Nine Hells back into the Prime Material plane by way of a ritual. The main component of this ritual was a hoard of treasure the likes of which that would suit a Dragon Goddess. This took the form of Skyreach Castle, a floating fortress that was loaded up with the continent’s stolen wealth. This castle was destroyed in the war, setting the cultists back a ways, and ruined many smaller nations now without their wealth. So too did adventurers destroy a dragon hatchery, preventing the mass spawning of even more chromatic dragons. The Harpers, Emerald Enclave, and Dagult and Lady Silverhand were all upset for a variety of reasons, while the Order of the Gauntlet, Rian, Connerad, Melandrach, and the rest were quite pleased with the destruction for one reason or another.

Dagult discusses the structure of the cult, with many smaller tiers of cultists, but the purple robed Wearers of Purple helm the cult, making decisions and direction forces. The leaders of the Wearers of Purple are the five Wyrmspeakers, one each for the colors of the chromatic spectrum of dragon. The leader of the whole cult is the one of the Red, but some information is known about the White Wyrmspeaker — a dwarf seeking out a very valuable relic.

Dagult turns the speech over to Dala Silmerhelve, the Lady wearing emerald, who explains the Draakhorn, and that is has the power to call dragons. When asked of where she gained such information, she could not divulge her secret. She also explained that no person would know more about the Draakhorn than Maccath the Crimson, a female tiefling sorceress belonging to the Arcane Brotherhood. Dala also comments that Maccath hasn’t been heard of for three years, yet the last known location was in the Sea of Moving Ice to the north.

The party asked a few questions, and decided to seek out more information on the Draakhorn first. Lady Silverhand, the sorceress of the council, provided Aur the Sending Spell, along with the sending glyph for herself, Taern Hornblade (the old wizard), as well as Remi Haventree (the Harper agent).

The group left, and made preparations for their departure. Branken ensuring that Skippy was set for a while longer, gathered a few gems, and checked his affairs in order. Cain impressed upon the smithy to speed along his sword crafting, and the entire party bought winter gear and crampons and climbing gear for their trek out.

Dala Silmerhelve was present at the docks the following day, providing more information about Maccath (see your personal notes). The broad notes of her information included the fact that Maccath hadn’t reported to the Hosttower for more than three years, that she and her crew went missing in the Sea of Moving Ice (she was accompanied by many explorers) that scrying wouldn’t reveal more information, and that a powerful white Dragon named Araunthator was known to live in the area. She pointed to boat the Frostskimmr and its captain Half-Face, so named for the frostbite that had left his face scarred.

The crewed boarded the ship, and made sail north, for nearly a week. Along the way encountering a pair of giant octopi, a platoon of smaller scaled creatures that never surfaced the water, a polar bear chasing a Ice Hunter, a Ice Hunter fishing party, and finally the Iceberg known to the Ice Hunters as Oyaviggaton.

Late at night, the party ascended the ice stairs of the iceberg, into the village of the Ice Hunters. Stopped by a pair of Hunters, the party’s interpreter Luefstaph helped carry their messages back and forth. The Hunters sent for their shaman Bonecarver, and their leader Barking Seal. From here, they asked the party in no uncertain terms to leave the iceberg, although the party insisted. The Hunter leaders knew nothing of a tiefling, but Bonecarver spun a wild story of the Old White Death meeting its demise at the hand of Ice Giants years ago (this turned out to be questionable, however). Agitated, Barking Seal seemed to be thinking quickly, coming up with a honorable duel versus one of the party against thier best warrior, Orcaheart. Brennok agreeing, the party made their way to outskirts, to where they would fight.

Cain, seeing suspicious activity of Hunters sneaking into the main tent, the fight began. Brennok overwhelming Orcaheart, even with illegal aid from Bonecarver (stopped by a clear vision of Aur), eventually triumphing. The party, now having won the respect of the Hunters, were allowed to stay in the village, provided rotten fish by Bonecarver, that poisoned or not, caused serious ill to Brennok in the morning, rendering him unconscious.

The party, with clever use of invisibility and misdirection, snuck back into the city unheard, diving down the ice tunnel entrance in the main tent, plunging into the dark below.

The Council and The Circus

A TON happened this run tonight.

Starting off from the short mini one-on-ones, Chimeras Bane continue to meet the first council. While Leosin is waiting to let the group chat with the the council, Brennok gets numb hands, Branken chats with Lords and Lady Norman, Semil, and Pharona, catching the view of one Rian Nightshade off in the corner. Nah’Krinn reminisces over his past with Leosin Erlanthar and how they first met, with Leosin breaking Nah’Krinn out of the cage, stunning enemies along the way for Nah’Krinn to finish off.

The rest of the party chills out in the waiting room where the nobles are all bickering and debating over things, even this late hour, which is odd for most other circumstances.

The party is eventually led to a smaller room by Leosin, with Rian following behind. Inside are 5 individuals, three at a twelve person table. In the center is Dagult Neverember, and to his aides wereRemallia Haventree and Lady Laureal Silverhand. In the back watching were two grey and blue robed clocked figures the Lord Neverember called Masked Lords.

Taking her seat next to Dagult, Rian Nightshade sat down. Introducing themselves, Remi as a Harper, Dagult and Lady Silverhand as members of the Lords’ Alliance, they said that they were waiting for the Guild of the Golden Order to arrive.

Once the goldenloins showed up, the meeting began. Dagult mentioned something about the rise of the Cult of the Dragon, the same cult responsible for the Chromatic War two years prior. With their potentially growing strength, a council was conceived and out into action byTyric Gho’dal, Sovereign Supreme of the western realm of Fae-Run. He turned the floor over to Lady Silverhand to see the honesty of the groups.

After confirming this, she let Remallia explain the nitty gritty. In short, the party needed to confirm the presence of assassins and cultists nearby the city, especially as a full council meeting would soon be happening. The Golden Order was in turn tasked with the protection of the incoming royals and members of various factions. The party was told contradicting stories of kill or taking alive, with Dagult providing the majority vote of kill – Remallia Haventree wanting there to be someone to interrogate, and Lady Silverhand very forceful in requiring death. The main objective was to gain information about the cultists activity, and to kill them all — and to ensure that none escaped. In the event of success, the party would go to a trusted farmer to disguise the bodies.

Agreeing upon this, the party made their way out to the shack. The party was introduced for the first time to the place, and all crashed for the night.

Day Two:

Waking up early the next day, everyone except Nah’Krinn (who slept on the floor) slipping out of bed and making their way to Brennok’s poor cooking and Branken’s acceptable food in the kitchen. Not much longer the party attempted to leave their basement, and Branken found that something was sitting atop the trapdoor. Skippy, eager to start his next day, jumped off to the side. A quick chat later left Skippy on a mission to deliver a note to Remallia Haventree to summon Alister, and the rest of the party (sans Nah’Krinn and Branken) making their way out of the gates to the north east, cutting through the Coins and the Eastgate districts. Nah’Krinn and Branken meanwhile were making their way to the White Swords in the Ivy District, to see what materials they could prep. Here Nah’Krinn supplied himself with a number of cantrips (Spare the Dying), for the upcoming adventure. Branken found his contract had been taken out by a party of three, two elven twins and a young man, all first time White Swords aspirants.

The party, regathering itself, stepped out of the massive and very well defended walls of Wavemeet for the very first time. The massive city suddenly having a much larger sense of scale and power seeing these walls and the strength of the guard around it. Ahead, they saw the well proclaimed Circus, and they went about their mission.

Aur took to the skies.

Cain took the the shadows of the circus.

Branken went to the housing and food areas of the circus.

Nah’Krinn and Brennok took to horseback to circle the circus, and then made their way alone into the forest.

After a time, Aur, Cain, and Branken were able to spot to varying degrees an individual in dark robes, a metal dragon pin, and wearing one of the Masquerade’s ridiculous looking dragon masks. This individual seemed to be on a mission, moving around the place with a set path, meeting various people along the way. Disappearing into the big top, followed by Cain, the mysterious entity made a round of the big top, nodding to two of what appeared to be agents. Branken, following him and his contacts, discovered a small box that was trapped. Inside was nothing of importance, suggesting perhaps that what was there might have been taken.

This group also saw many of the fantastic distractions and marvels of the circus, with Branken being taken into an oddities tent along with Dala Silmerhelve.

During this time, however, both Brennok and Nah’Krinn forged ahead to tackle the cultists alone. Brennok tripping a trap and becoming stuck in a wire chain cage, Nah’Krinn became besieged by three potent and capable assassins, dropping Nah’Krinn after a few rounds, but not before Nah’Krinn cast Hold Person on one and smite-d her to the ground.

Brennok, freeing himself while in a rage, went to his friend and provided aid, bringing Nah’Krinn back to his feet. Together, they managed to kill off one more assassin before the third escaped. Beyond a bit of gold, the found a note written in a thieve’s language. Nah’Krinn gathered the bodies together, and in the moment forgetting the plan, took the bodies into the city plain as day, interacted with the city guard, who took him to the royal guard.

From here, the bodies were taken elsewhere, while Nah’Krinn had a meeting with the sorceress Lady Laeral Silverhand where she asked about the encounter, took the piece of paper, and informed Nah’Krinn of what was a terrible foolish move on his and Brennok’s behalf. She then let him out to meet his party.

Scrambling to find where Nah’Krinn went, the party eventually found him in the castle. Deciding that they needed a small rest, they all went back to the shack for a rest. There they found Alister, having received Skippy’s note. Here he chatted with Branken to fix his ring, while downstairs Aur was investigating his note (and finding that it could speak back to him). Branken, now free from his ring in exchange of the debt Alister owed, the party took a rest. Brennok went looking for Ziza Raftmite, but found she was missing.

Upon rising again, the group performed a few more things in town before heading back to the circus. Here Brennok wrestled the dire bear Thorne for the Gnarrck Brothers (winning, of course), almost everyone came across the Caricaturist, and Brennok also got pulled aside to have a session with Oracle Calypso and her freaky, bug-eyed octopus.

Nah’Krinn and Brennok both met Thorne the gnarled looking animal handler, as they looked at the young Chimera in a cage. Thorne told them about the one he had to sell off (it was old, and the Masquerade needed the funds, and could no longer support the large diet of the large Chimera), and was disgusted to hear the story of how the party had killed the beast for show.

Though the party kept heavily armed (except the not-heavy arms of Aur, though Aur kept his "firearms’ loaded), and kept an eye out for more assassins, none could be found.

Retiring for the evening alongside the edges of the forest, all except Aur forgoing a night of sleep to keep an eye out, all noticed a man move a little ways from the circus, seemingly drop something, and then make his way back into the circus. Upon investigation, a symbol of a black inked dragon was inscribed on a parchment under a heavy rock.

The group, unsure what this could mean, finally made their way back into the city, noticing guards on edge, and fewer citizens making their way to the circus. Arrive one last time at the shack, the party again encountered Alister, who broke the news that the night previous there was an assassination of one of Wavemeet’s Masked Lords, the anonymous council members that govern the city. This lord, Arthagast Ulbrinter, was a mentor to Remi Haventree, the Harper ambassador to the council, and Alister warned the party that she may suggest irrational things during the meeting, and that they should try to help make rational those things she might suggest, but do not openly contradict her.

With this weight of failure on Chimera’s Banes’ shoulder, the party went back to sleep, recuperating from the night before, and with half a day to go before the full meeting of the Council of Wavemeet.

To Wavemeet!
Accounting and Actuaries!

The party, minus Aur who was floating about in the Plane of Air, continued a general day of walking Gilddock, prepping for thier voyage across the sea of swords to Wavemeet.

Cain and Nah’Krinn went to the Fighters Guild to burn some nervous energy and frustration, in addition to the time they had.

Branken went about sowing his last few rumors, and spying for Verna. In a concentrated effort, Branken did some exploring within the city to get an idea of where Aur might have gone. At night, he narrowly dodges a group of Worpus no goods, and bumped right into little old Verna, who offered a deal of assistance with spreading the Guild in exchange for freeing Aur. A contact by the name of Edge was dropped, along with the myth of a city of spies, living out the lives of ordinary people.

Aur escaped the plane of air with the help of Master Morovin Breaun, who asked a few questions after Aur came to. Breaun told Aur that he had to let him leave, against what Eaf would have wanted, but to let him know whenever he needed help. Breaun also made sure to alert Aur to the dangers of the party. Flumzusea and Aur both stepped outside the granite walls, as half Orcs and a tiefling were escorted away.

Cain received his firearm, and Orryn requested that for the two solid days he put in if Cain could put a good word into the Clockworks across the sea for him.

Together again, the group made some financial exchanges, and boarded a CCC passenger vessel called The Shrew. Making for Wavemeet in four days time. Encountering only a single storm over the course of that time, about half the party experience nightmares related to the storm and terrible weather rocking the boat.

The party arrive in Wavemeet the following day, with the Shrew gliding path through the massive stone teeth that act as wave breakers to the bay. A multitude of ships exist here, along with the largest mechanical crane in known existence, affectionately called the Beast.

Meandering into Wavemeet, the party quickly stop by the most important shops — the magic shop, and the bank, both located in The Coins, a subsection of Wavemeet.

Agrumpy older half Orc (big guy voice) with a light grey imp (Russian ish big guy accent), is eager to create magic items by entreating his patron, but was otherwise ignored by the majority of the group due to his high costs. He muttered his anger with the alchemists across the street.

The alchemist across the street are new age magicians, able to convert powerful magic items into new forms, at a nominal fee of a percentage of the energy involved. While a limit exists with the equipment available, the alchemists nevertheless bring magic to the vast majority of people.

Branken investigated many things, namely involved with real estate. Dala Silmerhelve, a duchess of importance within the city, and owner of lands within the city, provided the well dressed and well mannered Branken a tour of some of the cheaper places within the city, from a shack in the Coins, to a gentle house in the Eastgate portion of Wavemeet.

Brennok reclaimed his long lost bagpipes, and spent much of the day earning money and making friends related with the bagpipe, joining into a flute battle at the Sinister Squid inn in Eastgate.

Branken continued his real estate purchases, while Brennok went to get fancy clothes, after Nah’Krinn had a chat with old friend Leosin Erlanthar. Aur joined Brenock in his shopping.

Eventually, once the clock stuck 7 at midnight, the party was escorted to the Ascendant Quarter to meet with various movers and shakers.

What missions are being discussed? What adventures lay before them? Where is that circus that was discussed?! Find out next week!!

Our Wiki of Collective Knowledge!
Resistance is Futile

Hello Players!

This is your DM! And this is our wiki! Ill be using this as the primary source of campaign management and world building. There are many tools that this provides, from managing non-standard classes via the media library (Looking at you Cain), to helping keep my places, NPCs, and story lines straight via a wikipedia like relational structure (to be implemented…), and to hopefully get a bit of your guy’s help writing these adventure logs and keeping the story rolling.

So take a look around, get familiar with it — but don’t feel like you need to go crazy. This is to help me mostly, if it doesn’t work for you that just fine :D That’s what the paper and pencil is for.

A Day in Gildock, pt. II
Shopping, Aur nabbing, Kitten saving, Rumor making, and more

The party all began the day within Gildock, Branken sleeping outside the border, arriving shortly within town.

The adventurers first began with a kindly conversation with Lee, Alister, and the group of monks that Alister had with him. He spoke of Wavemeet across the sea, and the need for him to return to start sorting things out. He was hoping to meet back up with the White Swords, he spoke that while Sovereign Tyric Gho’dal was keeping the populus docile, there seemed to be something deeper running throughout the lands to the East. He also mentioned gathering his ‘old friends’ to reform the guild that seemed to be needed to be remade again. Alister was also talking with Ambrosius Goldenloin, before Ambrosius and his group departed.

The Guild of the Golden Order, specifically Ravena, spoke to Brennok, telling him that the Guild was being recalled back to the home base in Wavemeet, and that there was much work to be done for adventurers abroad, offering him a the papers needed and a place aboard the ship, to which Brennock declined. Ravena left, asking once more whether Brennok would pay for drinks in the future.

Cain made his way out searching, in vain, for another Tinker within town, picked up his mask, and followed Nah’Krinn out of town.

Brennok, after talking with Ravena and her guild, made his way through town to pick up a set of javelins, and to find some work. After searching and re-discovering the work board, Brennok made his way through the postings for information about crime throughout the city to find a small posting written on a rough piece of paper in charcoal reading “Hero wanted: Tibblz is misin. Will give 2 when hes found”. Shouting through the town with this ad in hand, Brennok came across 5 young children who he had seen many weeks ago. A young boy by the name of Sidney came forth, and through the rest of the day, including a panther fight, Brennok guiding the children outside of Gilddock, with the children climbing all over him. Unfortunately with Tibblz dead, Brennok found a new companion for Sidney, and disposed of the other in the Red Leprechaun Inn fireplace, to the heavy chagrin of the entire room. Brennok ended his day by winning a drinking contest with two of the general city guard.

Nah’Krinn began his day with a cold start, realizing his glaive no longer offered him complete protection from the cold fury imbued within it. Taking time to be introspective about why this might be, Nah’Krinn was intercepted by a number of priests from the local Temple of Bahamut, who after leading him to the temple on the outside portion of the inner city, mentioned that the Grand Vizer had a vision. Although murky, as often these things are, thy mentioned that trouble, Chromatic War style trouble, was brewing to the main continent to the east, and the priests called upon Nah’krinn to continue his path of Vengeance once again. Troubled, Nah’Krinn made his way to the Fighter’s Guild on the outside of town, under the watch of Varian Riselk and a friendly dwarf, and he sparred for the majority of the day.

Branken’s day started witha failed trip to Flumzusea’s shop, after a quick order fro two basic cloack from the local shop. Flumzusea’s store was closed, and no one seemed to draw near the place. Making his way instead to the Gilded Gumbo, Auntie Verna confirmed that many of the guild had packed up or have gone missing, confirming Max Sujet being one of those. She aided in determining his course of action, and lent him a disguise kit. Sowing rumors throughout the city disguised as an older dwarf, Branken quickly learned of the capture of Flumzusea, as well as some strange behavior being displayed by the Worpuses. He finally made his way to Teller’s, met a quite assistant, and collected a number of potions, along with the dust of tracelessness.

Aur’s day began simple enough, with a trip around town to gather the materials needed for a find familiar spell, before he found himself at Teller’s in the hope of using his Gem of Truesight. Chatting for a bit about Aur’s home plane, Teller agreed to help, but not before sending a scroll away. With the gem, Aur cast a spell to allow him to read languages, but was still unable to extract information from the book he collected. Thanking Teller, Aur attempted to make his way out of the shop. Leaving the storeroom and entering the main lounge area, Aur was confronted with three guards from the CCC, asking him to travel along. Teller, providing an illusion, the guards led Aur to the inner quarter of the city, inside a massive granite mansion, down two flight of stairs, and into a lavishly furnished cell, two across from none other than Flumzusea. There the guards left Aur to wait. Two hours along, an impressive and large human being strode into the room wearing finely detailed leather and iron armor, flanked by two other guards. This human had tanned skin, a little bit of a 5’oclock shadow, a magnificent blue sapphire around his neck, and help an air of considerable importance. This man informed Aur that the Master would see him in the morning, and that he regrets holding Aur in such an indignified way. Offering food, the man and the guards left. In the morning, Morovin Breaun did attend, telling Aur of his relationship with Eaf, and his duty to guard Aur from physical harm, pointing out the dangerousness of the adventurer’s he was spending time with. Aur, asking if Breaun could return him to the plane of air, the Master agreed, unlocking the room, and guiding Aur into a small study a floor above, with guards and other patrons mingling about. The Master grabbed a hold of Aur, and with Aur’s willing, transported the pair to the Plane of Air. Quickly finding his old home, and a number of nightmarish scnese of his father’s death, the world around him seeming not to be what it really seems, the story has yet to be told….

So guys, that was a short session, but I think we all have a much clearer idea of what we hope to accomplish next go around. Next week I need off, and you all mentioned needing the week after, so in three weeks time, I look forward to seeing what will happen next!


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.