Thursday, August 18, 2016

08/17/16 Virtues Session 56: We Are At War

This week our session begins moments after our victory over the Whitebank Chessmen taking prisoners an individuals dressed as a Green Knight, and Bishop as well as a Yellow Rook and Bishop aka Tancha. They pleaded and questioned our characters about who we worked for dropping names like Blackstock Collection; the Knight even offering to renounce the Chessmen, but nothing they could say could dissuade either the Paladin or Druid. The reset of the characters gathered items won from battle.

Rydin leaves with the rescued niece as Kyras receives a message from Ashlye through the land learning Naper’s Dawn was under attack. Just as this message was relayed, Rydin intercepted a similar message intended for our characters from Gazalcia- Naper’s Dawn is being attacked by winged minotaur, ogres, and trolls.

Meanwhile Rydin hastily returned Deyrril Lawson’s niece, who we learn is the daughter of Baron Dackary Lawson’s sister, and explain to Deyrril the identities of who had taken the girl and the circumstances of her rescue. Deyrril is grateful but recognizes Rydin is in a hurry and explains ‘Lawson’s always pay their debts.’  Rydin says any gratitude can be repaid by aiding Naper’s Dawn right now.

Just as Rydin returns twenty armored individuals led by a half elf named Yapinski a sword master of no small skill who, after ordering half his men to place the Chessmen ‘in a deep, dark dungeon until he has time to deal with them,’ tells us he is here to collect each of us for a meeting with the Duke.

We are summarily escorted to the Duke Somenhiem in his war room surrounded by advisors, including the Duchess and Father Baron Tobias Mcaugh (who already has resources invested), around a map of the Evening Isles. ‘Gentlemen we are at war.’ Our characters intuit it’s a war between the cloud continent and the entire Evening Isles not just one gnome Warlord with a thirst for conquest. He gives us the run down on assets in Naper’s Dawn as well as a profile of the opposing side’s forces. Duchess Priscilla believes their target is Labiatar’s Hope. The Duke asks us to hold them off until such time as more troops arrive and in return the Duke signs our Bouvaldian book right then and there.

Dramen and Syrendross exchange notes and tell the duke they can take up to ten with our characters back to Naper’s Dawn with teleport spells. Our destination: the Sun Dial at Naper’s Dawn.

When we arrive we have about a minute to prepare before our characters, road marshal’s and innocents are set upon by ogres, undead, trolls, and winged minotaur. It was the first in a series of waves of warlord and skylord attacks that promise to last well into the night. Our first battle lasted eighteen seconds or 3 combat rounds before the second wave hit- gnome alchemists and gunslingers.
 
Libiatar's Mosh
On a positive note, we no longer do we need to expend mythic resources to contact our hosts.


Tuesday, August 16, 2016

The Whitebank Job

Items Recovered:
12 Gemstones of Masterwork Cut, Valued at 1500gp/gem Each Gem looks capable of being used in magical creation, or for the purpose of creating a meta magic component

Masterwork Thieves Tools, Masterwork Alchemy Lab,  $10,000 gp in Whitebank Notary,

Two Tomes entitled The Verse of Titans Vol 1 & Vol 2, each a study of Giant Languages, The first a study of earthly giant tongues, and the other studies The Goliath language of the Cloud Continent Authored by NN

Eager for this Be...Mistmail
+1 cold iron dagger of spell storing
amulet of natural armor +3
belt of mighty constitution +2
cloak of resistance +3
headband of alluring charisma +4
brooch of shielding [50 points]
potion of cure serious wounds
wand of false life [10 charges]
diamond dust [250 gp]
amulet of natural armor +2
ring of protection +2

Mistmail (Eager) Aura faint conjuration; CL 7th; Weight 25 lbs.; Price 10,250 gp This Armor Eligible to become a Legacy Item (This version is improved upon the original)
Eager: The item always wants to be worn or held by its owner. The owner can draw an eager weapon or handheld item as a swift action, don eager armor in half the time, and don any other eager item as a swift action, though it takes twice as long as normal to remove eager armor and 1 full round to remove or stow any other eager item. The DC to disarm or steal an eager item increases by 5.
Description: The fine links of this +1 chain shirt form a pattern of roiling clouds. This Particular Chain Suit was created on the Elemental Plane of Air and when worn there gains the following abilities:
Becomes a +3 chain shirt that provides a similar +3 bonus to Diplomacy checks with any Natives of the Elemental Plane of Air
The suite changes the wearers flight to perfect maneuverability and a +10 to all Fly Skill Checks
On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance) for 7 minutes. This mist moves with the character.
Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.
Construction Requirements Craft Magic Arms and Armor, obscuring mist; Cost 5,125 gp

Ring of Spell Knowledge Type III (Lucky & Vulnerable). Aura moderate or strong (no school); CL 7th This Ring Eligible to become a Legacy Item  Slot ring13,500 gp (Type III)
Lucky: Each day, there's a 50% chance the item grants its bearer a +1 luck bonus on a random type of saving throw for that day.
Vulnerable: The item has a hardness that is 5 lower than usual (to a minimum of 0).
Description: This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters.
Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.
A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list. Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting).
Construction Requirements
Forge Ring, creator must be able to cast spells of the spell level to be granted; Cost 750 gp (Type I), 3,000 gp (Type II), 6,750 (Type III), 12,000 gp (Type IV).

Metamagic Rod, Selective Aura strong (no school); CL 17th; Weight 5 lbs. Selective meta magic rod 11,000 gp
Description: The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.
Construction Requirements: Craft Rod, Selective Spell  Cost varies by specific type: Selective metamagic rod 5,500 gp

Section 15: Copyright Notice
Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors

***New Items gathered in defense of Labiatar’s Hope:

+1 Heavy mace
+2 Studded Leather
Amulet of Natural Armor +2
Brooch of Shielding 101 ch.
Cloak of Resistance +1
Headband of Inspired Wisdom +2
Potion of CSW
Potion of Fly
Scroll: Flame Strike CL8, Summon Monster V, Summon Monster VI
Druid Wand (Rob)
+2 Returning Silver dagger
+1 Lt. Fortification, impervious, mithril breastplate
Wand of Invisibility 44 ch
Wand of Ice Storm 50 ch
Belt of Physical Perfection +2

Spell book- post forthcoming 

Thursday, August 11, 2016

08/10/16 Virtues Session 55: Rooks Rike We Made It

We begin this week’s game of Pathfinder as our characters, Heroes of the Dragons of Virtue, embark to a certain area of Somenhiem, the City of Walls and Bank of the World, to follow up on Syrendross’ successful scrying on Deyrril Lawson’s niece.  The sounds heard during the divination suggested a well chamber in an area of an unfinished wall where residential courtyards meet the noise and activity of the financial district.

With various magical detections in effect many of our characters were privy to the magic radiating from buildings, and symbols near a tool shed and one invisible hulk- a sentry our character’s learn his name is Gaelin, a member of the Eye. After some subterfuge and stealth our characters gain access beyond the shed and into the den of a group of Chessmen. Similarly dressed Pawns, two of which were tieflings; a yellow Knights, also known as the Inkmaker Tancha, and a similar outfitted green Knight; Bishops of both colors; and Rooks, each fell to Dolgrin’s axe, Kyras’ skill, or by magic.


In the end Tancha and a hand full of the other Chessmen surrendered and our characters rescue Deyrril’s niece. The heroes learn about this, recover massive amounts of treasure and gold, and discover Nissian’s hand at work; that he is the King and Tiamat the Queen of Earth’s Chess board who’s machination include gaining a foothold on a Cloud Continent above the Evening Isles.

We gain 30,480 xp and another mythic tier. 

Tuesday, August 9, 2016

A Queen's Decision

Three Months Prior:
Tancha the Inkmaker Old Bloctchy
Two Knight magus stood in each corner of Tancha’s office study, faces hidden with shadow magic, just behind his desk when the ink maker entered his den.  Slightly surprised by their presence in his office, Tancha proceeded to his desk chair and asked, “Has it been confirmed?”   The Bishop Tancha sat down as the familiar voice of the magus Vesar replied, “Not completely.  It is true that Oude Heerser was assassinated, however..” Tancha interrupted, “King Oude Heerser! You speak the ancient giants name as if…”
Knight Magus Vesar Oquai
”Very Well, KING  Oude Heerser was assassinated, however the entirety of the Cloud Nation has not been conquered.” finished the Knight magus, “Our Rook estimates that three quarters of that continent has fallen to Caelum Rex’s forces. Or should I refer to him as King Rex?”


Tancha could hear the smirk in Vesar Oquai’s voice even if he was unable to see his face.  The Bishop always felt like he was being studied and judged by the Knight magus, today however was the first time that he openly ridiculed him.  Despite his anger at being disrespected Tancha knew Vesar would not be so brazen unless the Queen had come to a decision.  Before either Knight could continue with insults Tancha replied, “Tell the Queen  I will secure Deyrril’s cooperation but the Ferryman are his problem…You may leave.”

Thursday, August 4, 2016

08/03/16 Virtues Session 54: The Chessmen of Somenhiem

We begin at Tower Falls where the storm giant (in the extreme armor) entering the floating stone tower, leaving behind his two trolls as sentinels. Our characters notice that there are six individuals in a cage carried by winged minotaurs, two of which are Halflings.

Just as the burdened cage is brought to the top of the floating stone tower and the weakened prisoners brought out, Dramen moves in and teleports himself and the prisoners to the Grumblebelly in Naper’s Dawn. Just as that happened a mothman appears to the rest of us.
Giant's Tower 
GianSyrendross steadies himself and watches the immediate area and realizes the floating stone tower is a mages mansion but at a giant scale. Rydin casts himself about to study the floating stone tower, it’s windows, and entrances including a door at the top of a staircase that spirals outside the flying stone marvel.

Dolgrin stays close to the drow but Kyras watched in horror as the mothman frightens an unknown individual into fleeing directly off the top of the floating stone tower. With great team effort Rydin and Kyras cushion the man’s fall saving his life.. for now.

After coming together Syrendross teleports himself and the remaining heroes of Virtue to the Grumblebelly, as Dramen and the rescued Tower Falls people in the Ambassador suite wait where some collapse and others struggle while coming to terms with having just been teleported.

A short time later Baron Sambrial and Tristor Von Kreighton who listened to the halfings Cumos and Torlye who had a chance for some spying before being captured. The two immediately communicate danger and that Larosse is planning on moving his army. They fill our characters in on much of what they already know except that this tower-skylord has ogres like that in Larosse’s army and that winged minotaurs are being provided to the gnome warlord. Other prisoners have been delivered to the floating stone tower including the community’s leadership.

After some follow up our characters learn that the gnome attack on Tower Falls came three days ago, Larosse came with two hundred and the floating stone tower arrived yesterday. Furthermore each of them shared a common fear of the mothman and lament the giants are taking ‘everything’ describing to our characters six unique giants and the afore mentioned ogres. Larosse is moving on resources, going as far as taking prisoners rather than slaughtering his enemies.

The eminent danger spread like a cold and effected Dramen and Syrendross who expressed impatience with procedural protocol when Baron Zarl revealed his plans for contacting Baron Dackary Lawson before traveling to Somenhiem where he and Lawson will take this information before Duke Faustus Somenhiem. Baron Zarl hopes to call upon his thousand men he pledged to the Duke. Dramen asks that perhaps the tower-skylord and gnome warlord team up is contrary to the castle-skylord and Ferryman’s League agreement and that the castle-skylord should be made aware. Baron Zarl maintains that is a decision for the Duke and his methods.

Less than an hour later, (noon, still day 166) after Dramen teleports the Heroes (sans cohorts), Baron Zarl and Baron Lawson, and our characters appear one hundred feet above the City of Walls- Somenhiem. An ancient hill dominates the east side where a burned out ruin lies, its walls and stone chimney still standing- the location where Libiatar burned out a local drow threat sometime ago. Atop the hill, a weather vane with the symbol of Vishanti Agamotto stands doing its thing.

Hill at Somenhiem
Somenhiem-capitol and largest city, Somenhiem is known as the Bank of the World. The banks of Somenhiem are known to hold many of the Isles riches along with the imagined riches of the world’s most powerful nations and individuals. The City itself is a master expression of city planning, the city has running water, a functioning sewer system, paved well maintained roads along with schools and hospitals.  Sometimes referred to as the city of walls, Somenhiem is not only surrounded by a great stone wall, 30 feet in height but many sections of the city, along with estates and merchant embassies are separated by tall well built walls. Somenhiem is the unofficial trade capitol of the EveningIsles, The ½ Elven Duke of Tier Ne Somenhiem has a well earned reputation as a fair arbiter of trade deals. Duke Faustus Somenhiem primary political support comes from The Ferryman’s League, a powerful merchant union active throughout the isles but primarily the central to eastern portions of the continent. Somenhiem is also home to the First Church of Somenhiem led by Father Tobias Mcaugh.  Father Tobias is also the Baron of Central Somenhiem.

After seeing Baron Zarl and Baron Lawson to the government district our characters follow Dolgrin to his minor task of delivering a message to Deyrril Lawson for Dyn’or out of Naper’s Dawn. Baron Lawson directs us to an estate inside a Lawson family owned area, this home carried the symbol of the church and the Saint of Lost Causes.

The Chessmen
What happened next, and what we realized later was that our character’s delivered the message to the wrong people- kidnappers and members of the Chessmen, a secret cabal of bankers who through finance gain political influence around the world.

But before that our characters are distracted by the succulent aromas of fried chicken, a welcome change to the all you can eat pork in Naper’s Dawn. Carpy’s had a good natured atmosphere where our characters were not the only adventurers. It was a gathering and meeting place that featured a message board and a sign that read ‘Carpy’s For Sale.’

As our characters converse we are identified as individuals of wealth and attract the attention of the owner Carpy and his wife Nappy where they tout the establishments amenities and discretion. Rydin asks why Carpy is selling to which he replies it was a promise to his wife, however each of them have their own reasons / frustrations regarding the politics and bureaucracy; but it has allowed them a living and retirement is looked forward to.

Deyrril Lawson
Our characters dodge his sales pitch but reserve three rooms for a week; this is when we realized our mistake by delivering a message to the wrong person and immediately return to Deyrril Lawson’s to find Deyrril and his servants tied up and “They have my niece! They came up through the sewers!”

After some questions we learn that ‘Blochy’ (Tancha the ‘bishop’ of the Chessmen) and the Chessmen want Deyrril Lawson to vote a certain way: a finance waiver that must be passed in a month- one day after the castle-skylord trade in Tower Falls is to take place.

Syrendross attempts scrying on Deyrril’s niece and finds her laughing and giggling in a moving wagon accompanied by Blochy with muddy boots and a woman. As they spoke Syrendross heard talk of a well chamber, keeping the girl safe from harm, and whatever happens now the die is cast and their hopes toward good investment plans, votes, as well as the ambient sounds of animals.


With this information Deyrril Lawson says there is a place where there is an unfinished section of wall in a district that allows pets that would also have a well chamber. We end session here and pick up next week investigating this area. 

Tuesday, August 2, 2016

The Warnings of Virtue

Larosse listened to the Hag explain away her failure due to the arrival of a virtuous band of adventurers led by a Stone Lord Paladin. If the extra-planar creature wasn’t the minion of the Cloud Sorceress he would have it destroyed, instead the gnome warlord listened to the hag familiar’s protests, curses and proclamations.  Larosse realized listening did have its rewards when the Pit Hag revealed the party to be virtuous.  Larosse might be able to convince Caelum Rex to provide a legion of Wingotaurs now if the Storm Giant knew they were to be used against forces of Virtue.  
Pit Hag...Yeah!


The Warlord decided to precede cautiously, his relationship with The Conqueror being too new to risk offering what he wasn’t certain he could deliver.  Larosse reassured hellish Hag his appreciation of her efforts and bade the creature to return to its master while he waited to hear their advice on the matter.  
Larosse


Once the hag was gone, Larosse sent word to Gillespie to assemble his men, they had several new targets.  Larosse knew how to keep Gillespie and his hellions well fed. 




Gillespie

The Concubine’s Familiar

The Concubine
“Caelum Rex” she purred his name, “Your name is so much more impressive than your titles.  I love the sound of it.” The Cloud Giantess repeated her lover’s name again while her hands continued their ministrations.  “Your army loves to call you The Conqueror but I prefer what the earthbound islanders call you.”

The Storm Giant was almost too far gone to care about titles or names but as always his concubine administered to all of his passions, “Mmm, what’s that, ohhhum, the ISLANDERS, what is it they name me?”
Caelum Rex












“My familiar indicated the old Druid referred to both you and your enemies as Sky Lords” pleased  to again have information Caelum was unaware of, “It was among his last words before she killed him as you commanded.”

Caelum Rex was too far gone to notice his Concubine’s manipulation of words, her skills such that in the future The Conqueror would swear he ordered the old Druid’s death.
The Familiar






Thursday, July 28, 2016

07/27/16 Virtues Session 53: Ferryman's League Quandary

We begin catching up with our characters the morning of the eighth day since our first appearance at the trinity of large wells Naper’s Dawn developed around. It is also the first day Kyras, Syrendross, and Barit Coinmail are fully recovered from the dread wraith, the undead form of Rakil the local half-elf druid.

The Druid Ashlye
During the course of the past few days our characters watched the swell of people gathering in advance of the League Summit, merchants and brokers with the promise of new business; there seemed to be a sincere feeling of gladness had by all. Otherwise, individually our characters had other personal tasks to attend to...

Kyras took the Green word to the masses, a gesture that has been greatly received while in Tier Ne Somenhiem, and attracted a half-elf druid by the name of Ashlye. She confirmed to Kyras most of what he already knew of Rakil and asked permission to take on the mantle of Rakil’s old druid grove; a decision Kyras would have to pray upon. Over the remaining days Kyras would use his Tongue of the Land that he and Ashlye could spread the news of the transition among the Green followers (including one cat-man).

Dolgrin, and sometimes Barit, socialized mostly with the Road Marshals collecting information while the rest of our characters wrote scrolls, renewed skin book tattoos, and honed their social skills as well as making key changes to their hero’s outfit. Dolgrin was not able to kick up any dirt on the Ferryman’s League, but learned they are the true power behind the Duke and the League’s only true rivals are the Bankers of Somenhiem. The people largely indicate to Dolgrin that trade along the road is brisk and that nearly everyone prospers because of the monopoly held by the League, and that the only true dark element to be had would be politicians in general.

It was Dramen who asked about the ‘elephant in the room’ i.e. the floating citadel and the winged minotaurs. “Oh, that’s a skylord”. The ‘a’ was disheartening at first, but soon our characters began to uncover the trade agreement the Ferryman’s League has with this particular skylord. Descriptions abound but to our characters this skylord and winged minotaurs sound like outsiders.

But on the morning of Day 165 our characters are woken to early wafts of food, streams of the Bouvaldian Anthem, and the true formality of which our characters only had experienced the impromptu ‘dress rehearsal’ only days ago when our characters first arrived.  It was the ceremony that kicked off the League Summit. Our characters are left to roam until that night’s formal meeting with the League attendees.

Our characters decide to visit the Bouvaldian Embassy in Naper’s Dawn, but when our characters arrive the heroes see visitors have set up their camps around the two story structure. The neglected building was formerly a spice house nestled in a residential area. There was a loading dock, a front office, store front and a place for a banner. With a flash of magic Syrendross appeared past the visiting campers to affix the Bouvaldian banner; this had the desired effect and many of the visiting campers politely moved their party elsewhere.

Inside, after Kotri gives access, our characters find spicy odoriferous rooms, a receiving bay, the afore seen front office and store front, a masterwork lockbox in a space fit for a floor safe and a spice slide that originated from a now gone mechanical pepper grinder on the second floor. Four private quarters filled the remaining second floor. There was also a trap door leading to the flat roof. Kotri breaks open the lockbox exhuming three gems suitable as elemental gems

Dramen and Syrendross study the Bouvaldian Embassy in Naper’s Dawn for teleportation purposes as Dolgrin tables the idea of having the alchemist Nobyka set up a shop and maintain the Embassy. This sounded like an excellent idea; so much so that Syrendross matched Dolgrin’s investment of 2,000 gold to fund the renovation of the Bouvaldian Embassy in Naper’s Dawn, renamed Casa de Calias. Kyras recommends going to Labiatar’s Hope for understudy candidates.

7pm our characters in their finery, the heroes return to the Grumblebelly and down a secret staircase disguised as a marble dining table. Rich colors of the League and subtle lighting added ambiance to the lower chamber that contained lavish chairs tailored to each attendee including small humidors and other personal conveniences.

Our characters are introduced each accompanied with the long list of titles and accomplishments before they do likewise. Although not the entire League is present, enough relatives and appointees are here to speak for those absent. Present are Baron Sambrial Zarl, these individuals, as well as Baron Dackary Lawson. Baron Zarl first states what he understands of our needs then finally comes to why they require our aid in exchange for what is essentially the affirmation of Duke Somenhiem toward our efforts.

They have a ‘quandary’ a warlord by the name of Larosse Se-MarQuay has seized Ferryman’s League holdings of Tower Falls and an area called Ground Zero (five miles north of Naper’s Dawn). These are trade locations where the League trades water and livestock respectively for exotic trade goods provided by the skylord and the trade agreement gives the banking clans of Somenhiem access to a world economy. First and foremost if any employees can be rescued, that is paramount; furthermore if the violent and vicious warlord can be stopped then trade with the skylord can recommence on the next full moon (in 32 days.).

While yes, Jeshel Macrear suffered territory loss after the Sundering, the warlord Larosse Se-MarQuay claims his heritage and nobility was dismissed. Se-MarQuay is assumed to hail from Verik Ny, has aspirations for the crown, is quite powerful and is described as a gnome surrounded by minotaurs. The Baron Zarl is hopeful the warlord would not be prepared for our characters. Everson Lawson adds that the warlord was well informed as to the value Tower Falls and Ground Zero possess- but by whom he does not know. Thus far the League has lost fifty men to Se-MarQuay but the underlying goal is to save the Baron's people and succeed at the next trade event.

Dramen asks who is the current Duke of Jeshel Macrear and is told of Duke Misky a kenku whose family, in the Twin Cities, was raised into nobility but hold little power. Twin Cities is roughly populated by one hundred thousand individuals of humans, half-orcs and a variety of other monstrous races and outlaws.

Our characters are allowed to confer privately and pretty much decide our characters require liquid funds to further our character’s quest, but obviously our characters would agree hoping it would further the plot. They initially offer shares in a coldstone mine, but in the end they promise 10,000gp each if the trade with the skylord is completed. Ickarth Hassis draws up the contract and our characters each put our names to the document, but before all is complete Baron Zarl asks that should all else fail that our characters spread word of the vile warlord.

Later, at Everson Lawson’s home our characters are given maps of Tower Falls and Ground Zero. Everson struck our characters as a person of heroic level; he has theorized the warlord may be a Spriggan. The heroes learn that the first water tower was raised 700 years ago and eventually learn it was upon foundations created by Keltischer Sanger at the top of a two tiered 175’ waterfall at the end of Vicar or ‘Holy River.’ Our character’s visit was short and amiable.
Gazalcia

Later that night our characters rejoin Naper’s Dawn nightlife and festivities around the three Great Wells giving our characters time to mingle in the carnival-like atmosphere. Our characters treat the people with tales from Bouvaldia and field questions regarding fables that come out of the western duchy including stories of drow that most believe the dark elves of the Isles are from.

A half elf by the name of Gazalcia catches Syrendross’ eye and his curiosity; they spend a few hours together, Syrendross learns the woman is approximately the same power as the arcanist but her catalogue is light when it comes to uncommon and rare spells. The drow learns that Gazalicia is a transmuter employed by the Ferryman’s League, and coincidentally sold Nobyka a bag of holding II that eventually will end up in the arcanists possession. Syrendross agrees to afford her deep magic spells in exchange for services: adding an extradimsensional space to the floor safe at Casa de Calias, also setting up a meeting with her tomorrow morning.

Rydin and Dramen finally make iContact with Tristor Von Kreighton and learn the who’s who in the League as Grand Eye Affairs members. Kyras meet a man named Tonorris who names Ash and Cinder as the cause of Rakil’s demise and indicates three areas the Hag of ash and cinder was seen: a pond near an old farm populated by her minions, a broken bridge over a dry river (trolls), and a small and narrow valley that had once held enchanted waters all within five miles of Naper’s Dawn and within Rakil’s territory.

The next morning (Day 166) our characters are greeted by more salutations and friendly goings with the arrival of gifts from various merchants: cufflinks, chains and accessories to adventure in. Our characters agree to check out of the Grumblebelly and make our temporary home at Casa de Calias where our characters find Nobyka busy making plans for the new lab and floor safe. It was not long before Gazalcia arrives to take measure of her task and meets the rest of the heroes of Virtue as our characters formulate a plan of reconnaissance. Syrendross fails to scry on Se-MarQuay before Dramen teleporst our characters (invisibly) to a location one hundred feet into the air forty feet above one of the water towers.

Larosse Se-MarQuay Gnome Warlord from Verik Ny
Keltischer Sanger’s ancient work is evident as our characters look upon the towers erected by the skylord on top of Sanger’s old unused work, a tower floated above it all. Log cabins, docks and structures populate the shores of the Vicar River before the falls as well as a deep depression that seems part of Sanger’s work but it largely avoided. Our characters see folk, winged minotaurs and sense undead; a storm giant ‘skylord’ in extreme armor flanked with two similarly outfitted troll minions stand at the giant’s call each looking up at the watertower. Our characters see a gnome speaking with minotaurs then without warning winged minotaurs can be seen taking a cage of prisoners up to the floating tower hanging lazily over the two water towers of Tower Falls...


Tuesday, July 26, 2016

Any News Cousin?

GrumbleBelly
Kelmar rode into Naper’s Dawn astride his Palomino Barb handing the mare off to the GrumbleBelly’s stableman. A quick cantrip after dismounting and Kelmar’s clothing was as clean as when he first departed on his journey.  Kelmar entered a side service entrance, surprising workers who grimaced at the intrusion. 
Kelmar
Kelmar made his way to a back kitchen stairwell, hopping up the steps two at a time to the closed wooden door at the top.  Kelmar used another cantrip to open the thick Mahogany door cheerily calling ahead as he entered the den chamber, “Are you home cousin?”

Ollesa Merryweather jumped from her office chair, happily surprised, and embraced her cousin Kelmar Somenhiem.  The exchange of pleasantries was short before Ollesa confided “The guests have arrived and not a moment too soon!  Larosse Se-MarQuay is harassing all of our holdings and the SkyLords have come for their orders. 

“Perhaps it would be best if I returned to Somenhiem and informed mother of our troubles?” Kelmar inquired, eyebrow raised in mock challenge.

“My Aunt Priscilla is a stratagem better employed elsewhere or at least in last resort.  No I need your help here.  Tell me what you learned of Atlab & Bae, if the Skylords are approaching the Duke, their understanding of our culture is much further along than ever before. They are trying to cut out the Ferryman's League!”
Ollesa Merryweather 

Kelmar grimaced at the mention of the infamous giant Drow, holding his hands out as if to wave off the criticism that was surely forthcoming, “They are treasure hunters from a place they call Cloudhome, though they way they pronounce it sounds like Clowed-HUME.  They are completely devoid of any social decency!  They frequently HANDLE each other in a manner that especially egregious due to their giant statures.”

Ollesa’s features, initially darkening at her cousins failure to learn anything of importance was quickly overcome by laughter upon observing her cousins disgust and hearing his descriptions.  Ollesa’s laughter was infectious causing Kelmar to erupt in laughter with his cousin for several minutes.   After their laughter subsided Ollesa asked if Kelmar had at least discovered what treasures the two giant Drow sought.

“Oh yes, something about items created by a Sanger, someone named Keltischer Sanger?  
GrumbleBelly Rear Sky View

Thursday, July 21, 2016

07/20/16 Virtues Session 52: Short Lives Matter

Road Marshal Elmang
Our character’s awaken on day 159, roused from sleep by the gathering of Road Marshals outside the Grumblebelly. Rydin, on the last watch, led the characters outside where our characters find Road Marshal Elmang who is concerned about the events of yesterday. Rydin puts up a comment about how the common folk seemed not out of sorts, but Elmang wishes to play it cautious.

Elmang introduces the characters to the gathered Road Marshals saving the best for last, indicating Syrendross as an 'okay' individual. Elmang further states his intentions for the Road Marshals to be a visible presence over the next few days leading up to the League Summit. Syrendross expresses his willingness to help but was kindly deflected as Elmang has everything under control.

As soon as Elmang exited, a pair rider Halflings; Garbel and Bycol, obviously injured; halted at the door of the Grumblebelly looking for Baron Zarl. Visibly distraught, and largely ignored by the Road Marshals, it was Syrendross who broke the tension with the Halflings and commented ‘a hard ride?’ This led to our characters to a story of the troubles at Hickory Point. Kyras offer and then dispensed with the Green healing and offered them a place in his room until Baron Zarl can see them.

Inside our characters arrange a morning meal and listen to Garbel and Bycol explain as best as they can the horrors that have descended upon the Zarl company town of Hickory Point. A short time later Baron Zarl joins them to a story of rain, lightening and a berserk tree that largely destroyed the mill and adjacent building.

Swiaket
Garbel and Bycol are given a reprieve as Baron Zarl confers with the Heroes of Virtue. In this our characters learn there are mostly Halflings in Hickory Point and that the Baron owns the mill. After some hard questions Baron Zarl admits there are regional problems around Hickory Point and that he is concerned for his employees. Baron Zarl fears these are more guerrilla tactics from the Duchy of Jeshal Macrear. After the sundering the King of the Isles drew the Duchy lines and Tier Ne Somenhiem benefited, but the Baron has no clue as to the ‘lightening tree’ the Halflings spoke about.

Our characters immediately hesitate in regarding moving against any duchy, especially when our characters will have to earn their endorsement for Bouvaldia. However Baron Zarl eases our character's concern that with Jeshal Macrear, it depends on what Warlord is currently position of power.

Baron Zarl laments it is hard to offer compensation to our characters for this mysterious foray to Hickory Point but does offer a parcel of land and a building to act as a Bouvaldian Embassy in exchange for our best efforts. After offering Garbel and Bycol, who are anxious to return to loved ones, as guides our characters agree to Baron Zarl’s request to investigate. 

Hickory Point is five miles north in the uplands where the terrain gets rough and rocky and is populated by one to three hundred individuals; a land rich in the Green Faith thrives with the people living off the land. It was a good place for Kyras to use Tongue of the Land to commune with nature learning that an old local druid had died here three days ago.
 
Blister skin and bones
Travel to Hickory Point is up and down hills filled with difficult terrain, taking our characters three hours of overland travel before Garbel gives our characters a choice of paths, the Bark River where the majority of the destruction wrought by the lightening tree remains, or the lake close to the mill. Our characters elect to follow the deep Bark River along a ridge spotting the barges and wood workings along the way. About a quarter mile away, altitude sets in and our characters begin to see the path of destruction.

When our characters arrive many of the people of Hickory Point are still in a haze and exhausted from the previous nights attack. As Dolgrin and Kyras work miracles of healing the masses, Lapis and Barit begin readying a burial ground; Dramen looks to the mill for clues noticing a direct route the tree took through the mill and machinery, doing damage to itself in the carnage; Rydin and Kotri begin patrolling the area; and Syrendross uses his dimensional ability to transport himself five hundred feet above Hickory Point to locate the origin of the berserk tree.

Kyras presides over the victims last rights before they are buried then asked about the dead druid. A Halfling by the name of Swiaket tells Kyras about the old druid Rakil, a half-elf with a grove south of here. She also asks if Kyras is from above. It becomes known that our characters are here on the Baron’s behalf and again using the tongue of the land, Kyras discovers the attacking tree’s vanishing point.

Green Faith
5pm. Our characters decide to investigate the source of the tree where Syrendross identified earlier. A half hour of travel brings the heroes to lightening blasted area where ash and scorched trees surrounded a hole in the ground (to find out later this is where the druid Rakil lived). Dolgrin heals some trees with a burst of positive energy. Kyras also learns the other trees surrounding the blast sight describe this tree as polluted by a creature of bluster, skin and bones.

7pm Our characters return to Hickory Point for food and rest and to formulate a plan for tonight. Rydin and Kotri volunteer to patrol the bridge and boathouses; Kyras initiates his own solitary patrol of Hickory Point; while Dramen, Syrendross, Dolgrin and the other followers rest in the remains of the mill.

During a restless sleep Dolgrin is alerted to the presence of evil nearby that breaks out into combat with the blistered skin and bones hag and the reanimated spirit of the druid in a perverse abomination called a dread wraith.

After the battle a storm rolls in, some of the heroes drained of precious constitution attempt to rest again but are harried throughout the night with repeated nightmares and howls from the unseen fabled windego. Dolgrin dreams of a carnivorous stag creature with a taste for humanoid blood.

The next day, when our characters awake they find most of Hickory Point deserted after the panic wrought by the howls of the windego. The heroes decide to seek out the druid’s grove on the way back to Naper’s Dawn and find a well maintained area of the Green Faith expressed with flowers, plentiful crops, and animals who seem comfortable with the presence of people.

Kyras decides to cast a hollow spell on the druids home (*not the grove) for the next twenty-four hours while the rest of our characters return to Naper’s Dawn where we pickup with our characters on the day of the League Summit at the Summit Breakfast (Day 165). We are awarded 8,000 xp. Leaving us with less than 10k needed for 11th level.