An Unlikely Reunion

Village of Hanto
We accost another 2 Grim Legionaires, an elf woman and male troll. We barely win and take them back to our camp. Lily scouts into town to see what is going on and meets with Orewia & Aardelea (the girl who is ‘cursed?’). Lily uses astral sight and discovers Aardelea has a pattern matching an adept instead of a normal namegiver or a tainted namegiver. They also inform Lily that the girl visited a cave northwest of town before gaining her ‘powers’. They suggest we check that out and maybe we could find some answers. After leaving our captives under the care of our off duty party members, we head off to the cave. The cave is a human size hole, which the obsidiman likely can’t fit through. Sad day :(

Hrangar & Lily head down the hole which is difficult to get down into, but opens into a larger cave. At the bottom we find a pile of refuse.

We hear a voice that says:
“Finally has arrived to, pages of leather, take your greatest for hunger and age.”
We are on our guard due to the strange voice. It seems distant and weak. After digging through the pile of refuse, we find a book or grimoire, with 2 different languages written on it. We search the cave and find a trapdoor with a unlocked magical strongbox in it. Inside is a fine wrapped linen, w/an obsidian sculpture of a common dragon, 9″×3″×3″ & weighing 20 lbs, light refracts off of it’s many colors. The sculpture has an astral pattern.

We hear a voice again. It says it gave a child power before it loses itself to time
Blue Spirit is it’s name & it’s the book apparently. The sculpture seems to be a part of the knowledge that is lost. These parts are the last parts of knowledge remaining for whatever this mystery is. It wants it’s knowledge to not be lost forever.

We head back to the party camp and discuss our options. Lily sneaks back in to town to discuss options with Orewia. They think we could convince the Grim Legion that she isn’t tainted by a horror with the items.

We approach the village to speak with Malta and actually get an audience with her. After chatting Hrangar asks to be checked for taint, our party is clear by Malta’s abilities. We make a blood oath with Malta & Qwaam to work together to discover if this is taint, and they will leave peacefully if it isn’t taint.

We spend a week investigating the book & statue. An ancient elven language of Sperethial is on the book. The voice is slowly fading over the week. I get a vision from it, a formless life in the shape of a glowing blue dragon gazing at me, as it goes to sleep and then fades away. It is a complex grimoire, beyond what any other grimoires are ever like. At the end of the week the book crumbles to dust, and Malta is happy that it is destroyed. I put the remnants of the book in a bag in the strongbox with the statue and we take them with us.

The girl is cleared of the blue powers and Malta & the Grim Legion leave the village in peace. The Village is happy. The girl admits to us that she still has her power, but she can hide it better now. She still has the pattern of an adept and could use a mentor, but we have no idea yet who could help her. We hang out a little, then head back to Bartertown & visit Charboyya for payment & praise for our heroism, etc, etc, etc.

We start doing research in the library for possible mentors, or something, for Aardelea, plus the stuff that I forgot that the other party members searched for.
Hrangar researchs for Blue Spirit, the book, statue and the box, and that it used to be a collect of knowledge with Ancient Sperethial, and what I assume is magic language & the dragon is maybe Blue Spirit. Our GM asked us for research rolls, I hope he wrote them down, but eh, not big loss if he lost them Also, Hrangar will use Item History on the Statue and Box on the trip back.

+ 680 silver each + 1600 legend points + 1 bag of book turned to dust + 1 magic strongbox + 1 magical dragon statuette.

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Interrogating the Slaves... err... I mean Prisoners... Yeah, prisoners.

Nightvision goggles disengaged. The party of no-names begins interrogating the three insurgents captured the morning after the night incursion.

As it turns out we have found a female ork Archer: Bojoyzy Kofeeld, male human Archer: Damien Blacklog, and female human Wizard: Atheila Blacklog. They are clearly not capable in wilderness survival, and were carrying familiar medallions.

They claim the Grim Legion has taken over the town of Hando. A girl is supposedly horror tainted and they don’t want anyone leaving town. Their troll & windling were killed as they tried to escape. They actually were sent by Charboyya. Multa, the obsidiman nethermancer, is their crazy leader; Kwamm, an ork warrior, is second in command; along with maybe another 6 members, and possibly undead minions.

According to Gorth, the Grim Legion is now a group of ‘horror stalkers’ that are basically just a crooked group of extorters causing as much trouble as good. The true Grim Legion started during a dark time, the Age of Burning, and actually tried to stop the insect horrors before the Scourge.

We release them, provide them with food and first aid. They provide us with information about Hando & the Grims, then they leave for Bartertown.

We approach Hando and discover a wooden walled encampment surrounded by crops and pasture. We spend the day and night observing the town & it’s folk. Our attempt to approach the livestock caretakers was unhelpful. So we approached the front gate during daylight to gather info. The guard is a dick. He has 2 cadaver men with him, a troll and an ork.

We leave so we aren’t quarantined and head to speak with livestock keepers. We make a friend who confirms our suspicions about the Grim Legion being crooked and dicks. According to him, Multa daily tests/tries to figure out if the girl is tainted before maybe executing her. The girl helped a boy out of a well with unknown magic power. He goes back to his livestock.

Gorth acts injured and maybe sort of cadaver-ish. The two guards fire crossbows and we close for combat. The woman is knocked unconscious by Gorth, while the man is taunted, entangled and harried into submission. We leave a couple weapons and blood stains, but take the bodies into the wilderness with us. Both are alive. Hrangar shows the villagers the medallion and tells them we are allies. He instructs them to run back scared and report that cadavers dragged off the guards.

Awarded 2500 Legend Points bitches.

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On the Road to Hanto

The Gangsters leave Bartertown and head west for Hanto.

After several days of miserable rainy travel, we are ambushed at night by archers and a spell caster. Hrangar and Twaingar spend their efforts distracting the enemies by attracting arrow and spell fire into their shields and buttocks. Lily skillfully sneaks over to the enemies from above and proceeds to bombard the humans and ork into unconsciousness.

We take them prisoner for the moment and rest for the night.

We get 1400 Legend Points. We cheer, but it makes some of us grimace in pain.

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Overthrowing the Caravan King

Gorth apprehends Newman, the caravan slave leader. The group tries to figure out who is in on the slave trading, and who is naively working for them.

Found:
6 slaves & manacles
Newman’s stuff = 1500sp, clothes, broadsword, studded leather armor, a dwarven letter = caravan manifesto
Jimbo’s stuff = broadsword, studded leather armor

We determined the drivers and two other guards are not accomplices. They are willing to help us move the caravan safely back to town… Which town though? We’re not sure yet.

After trying to convince Newman and Jimbo to help us find the real mastermind behind this plot, we realize they are just assholes, and head back to Bartertown to turn them in.

We kept & split the 1500 sp between us, and turned the rest over to the authorities. We spent half a day giving statements and explaining what was going on.

We gain a small reputation being honest name-givers and are recommended to a dwarven merchant, Charboyya. He wants us to travel to his hometown of Hanto with messages, since he last messengers have not returned. Lily, the merciless negotiator, convinces Charboyya to pay us 680 silver each for the job. We are provided with a map, letters, medallions for safe passage, and names of important townsfolk and the previous group of missing persons.

We bought horses, including the obsidiman.

9th month 1st day when you leave for Hanto.

His mom, Laveriel lives in the town, and Emberica is brother lives there too but has a temper. Orweia and her family are long time family friends. The town is lead by Chereca. All in the town are dear to him, however these are the ones he corresponds with the most.

2100 Legend Points received!! Because the library will totally understand what this means, and our name-givers magically know how many Legend Points they’ve earned. Muhahahahahahahahahaha… oh… wait what?

Plus. Attribute Increases are free cost when you increase in circle of your First Discipline House Rules

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Leaving Bartertown for Eidolon guarding a Caravan

The gang spent a little time researching in the Great Library of Throal. The entire group actually showed up to play… at the same time!!!

After, they go job searching and run across a man, Bolof, in dire need of caravan guards.
At 500 silver each… he has to be in dire need. Or this is some pretty expensive stuff or an extremely dangerous route.

So hopefully we will lose half of our party on this trade route.

The caravan leader, Newman Barclay, warns to keep our noses out of the caravan’s stuff, and that Deep Steel is the true employer. Deep Steel is a powerful merchant or something & who runs multiple caravans.

Gorth’s lifesight discovers people are the cargo. He informs the party & that they are possibly drugged. During the night, Lily sneaks into a wagon to investigate. She discovers magic is being used, and a strange object on their leg. She is unable to remove the object and decides to inform her party. Upon getting out of the wagon, she is discovered by a guard who calls for help.

Barclay interrogates Lily. Gorth and Hrangar come to help her get out of trouble, but end up calling out Barclay on having illegal goods, i.e. slaves. The party & guards are drawing weapons and rolling initiative. The drivers are staying behind cover, but peeking out to keep track of what’s happening.

+1400 Legend Points to all party members

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A silence of knowing
Gaming Session Notes for Friday night game

Introduction

It’s been a few weeks…

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A found son

Group successfully joins the fight, wins a match against “Biter” a huge ork and talks a dwarf into returning to his father.

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A missing Son
Silver for a solved mystery

The owner of the Juggling Shadow Mant Tavern, Neleran’s son Gwaren is missing. The group chased a guy down and learned that he was seen at the Pit Fighting arena.

Able to determine the location of these secret fights and get entry inside after sunset. They witness Gwaren (spelling is wrong) has just lost a match against a another dwarf.

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Exit Stage right
Take your Encore

Our intrepid heroes scurry through trap ridden tunnels, closely pursued by guards until they stumble upon a secret entrance to Kaer Ardanyan. An illusionary stone wall has provided the nefarious plotters a quiet passage to commit their deeds without impunity. Until now. The heroes returned their masters to the safety of the Kaer and unveiled the plot to the Kaer Council. But alas, the master illusionist Leldran who perpetrated the lies made quick his escape to continue his future plight upon other unsuspecting victims in other places.

The heroes have freed the Kaer from their earthen enslavement, and thanked the heroes heartily for their freedom.

Unknown is future that lies ahead, but together we pray to the passions that they succeed for the benefit of all.

At the end of this adventure, total Legend Points = 3700

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Back to Ardanyan
Freeing our masters

From our previous installment, our heroes snuck back into town with the assistance of a local thief, Titoo. After scouting the council hall for entrances, we stole into the main floor under cover of night and moved to the basement.

After overpowering some strange guards and freeing our master from their cells. We searched for their possessions, and found some side rooms with their gear and additional gear. A small terrible shrine was also found. Gorth destroyed the shrine sensing it’s evil and discovered a possible escape tunnel. We leave our heroes following the tunnel to possible freedom.

Our masters need to be returned to safety, so we can put the clues together as to why our Kaer and the town have been concealed from each other. That the town council are the Kaer’s first scouting party instead of being dead as told by Leldran the Illusionist.

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