Session 411 – A Rusty Wound

General Summary

2nd of Larane (Summer) 728TR

The story so far

A group of heroes battle the evils haunting the beleaguered Kingdom of Kanday.

Sir Odin, a former Erkan of the Order of the Checkered Shield, has been raised to knighthood.

Remy, a former master thief and active gambler, has won and lost fortunes.

Abaddon has traveled the wilderness, perfecting his impressive martial skills.

Edelina, a scholarly priestess of the god of Knowledge Save K’Nor, joins them on their adventures.


This is the continuation of Session 409 – Bog Mummies.


The heroes have completed their mission for the Litigant Mylene of Sarin, recovering a magical artifact from the nefarious, undead-filled bog known as Witzal's Doom. While traveling, Remy spots a strange phenomenon, lightning seems to be jumping around in a forested grove enclosed by the nearby marshlands. The heroes investigate.

Part 1 – A Shocking Development

The party visits the mysterious grove, located on a densely forested hill. The recent storm has blown away trees, revealing an ancient statue the heroes identify as some primitive nature goddess, likely worshiped by the long-lost Jarinese tribes many hundreds of years ago. Edelina senses magic, which is not really a surprise as spontaneous bursts of lightning dart around, apparently emanating from a lightning-struck fallen tree. As the heroes cautiously approach, Remy speculates that some powerful elemental disturbance created this and thinks he can pacify it.

But before he gets the chance, large piles of vegetable matter begin to move. Shambling Mounds attack, energized by the electrical discharges. As a physical threat, the heroes are more than capable of dealing with the animated vegetation; instead, the sporadic lightning blasts are a considerably more serious hazard. Fortunately, Remy thinks the lightning can be dissipated if he creates a lightning rod and discharges the electricity effectively to the earth. He conjures a trio of metal bars and hurls them into one of the mounds. This skewers a shambling mound, killing it and, as planned, grounding the electrical storm. The remaining vegetable horrors are quickly dispatched.

Part 2 – Gnomes

“Excuse me, can we talk?” says a tiny voice behind the characters as they examine the statue and the slashed vegetation. “Our friend needs help.” Appearing out of the forest are three small, bearded men, not even a foot tall, humanoid, dressed in bright colors. The mysterious, somewhat comical fae creatures are commonly called Gnomes. A wolf, a huge piglet, and a vicious-looking goat also lurk nearby, intently watching the heroes.

The eldest of the gnomes introduces himself as Umsen Cobblefen and explains that their friend, Belxidor, is sick, suffering from a strange wasting illness. Belxidor is a "tree man" who lives in a nearby grove concealed by magic. It can be found in a simple ritual, from the hill with the statue, walking away from the sun at dawn or towards the sun at dusk. The heroes follow the instructions and soon discover the hidden gove.

Part 3 – Belxidor

A stand of vibrant trees is concealed within the festering bog. In the center, laid on his side, is a tree with humanoid features, tree trunk-sized legs and arms, and a wooded face. The Treant is unconscious and moaning in pain. However, most of his leaves have withered and died, and he has a great wound on his side. This looks like a serious disease, but Abaddon, an expert in all types of natural fungi, thinks this is of supernatural origin. Closer examination shows the object stuck in the wound, a crimson stone spear point. Edelina believes it is of a planer source, as she has read myths of a red stone, the blood of a demigod murdered by the great war god Agrik. The blood of this creature solidified on his death and has been forged into weapons used by Agrik’s minions.

As the hero tends to the Trent, four dangerous beasts sneak up on them. These fiendish dogs are vicious brutes with coal-back fur, smoke emitting from their mouth, and malicious glowing red eyes. The hellhounds attack, savaging, clawing, biting the heroes, and breathing Balefire. However, the heroes note the hellhounds do their best to avoid catching the Trent in their fiery attacks.

The Hellhounds are eventually killed, and their carcasses quickly transform into normal hounds marked with cruel branding. One magical brand is responsible for their transformation into fiends. This breed of war dogs and the method of branding are those typically used by the notorious fighting order the Company of the Copper Hook and their companion clerical organization, the Order of the Fuming Gate.

Part 4 – The Disease

Edeline provides some magical healing, and Abaddon is a potent herbal remedy that stabilizes the dying Treant, at least for a time. He regains consciousness and describes in a fevered rant that a demon made of rusty metal attacked him. Communing with the trees and the earth, Belxidor, in a lucid moment, rambles that this demon of metal came from the ruins on the hill. The only known ruins the heroes learn of is the destroyed Ariska Abbey. This temple, which was dedicated to the kindly and good Peoni, was built as a base for missionaries around 50 years ago to convert and bring civilization to the nearby Gozdya barbarian tribes. Unfortunately, a Gozdya warband raided the church, and it has long since been abandoned. Many priests were slaughtered.

Part 5 – An Old Nemesis

The heroes make their way to Ariska Abbey and observe a poorly concealed light. Someone is camped within its ruined walls. The party, still hurting from the battle with the hellhounds, decides to rest for the night and attack before dawn.

Priest of Agrik, art by Artbreeder
An hour before dawn, the heroes sneak up on the ruin and notice through a broken section of the wall that three men have roused. Two are warriors, and the other is familiar. A Priest of Agrik, of the Order of the Fuming Gate, who Odin remembers murdered a fellow knight of the Order of the Checkered Shield some years ago. Odin swore revenge (refer to Session 165 - Auspicious Beginnings). Despite their best efforts to hide, the nefarious trio spots the heroes.

The warriors, obviously Copper Hook knights in disguise, are skilled warriors and hold their own. Unfortunately for the sinister priest, Odin and Abaddon rush past them and assail him. The enraged priest responds with a blast of Balefire, which sears both soul and flesh, nearly killing Odin. However, the priest is injured and backs away, ordering his bodyguards to cover his escape. Desperate to flee, he summons a fiery warhorse, mounts it, and escapes, at least for the moment, as this conjuration has a limited duration. Meanwhile, the heroes battle the outnumbered Copper Hook guards, although they put up a courageous fight, knocking the already badly injured Odin out before they eventually are cut down. The heroes consider their options: Do they follow the fleeing priest or further investigate the ruined church? There is no decision; once Odin is back on his feet, he charges after the craven priest; he must have revenge.

To be continued.

NPC Interactions

No one this week.

Created Content

Nothing this week.

Related Reports

Witzal's Doom.

Player Characters

Odin - Human - L11 Ranger

Background - Martial Disciple.

Archetype - Investigator and Fighter.


Abaddon - Elf - L11 Monk

Background - Martial Disciple.

Archetypes - Druid and Familiar Master.


Remy - Human - L11 Aerokineticist (with Metal second gate)

Background - Acrobat.

Archetypes - Acrobat and Thief.


NPC Companion

Edelina - Human - L11 Holy Sage Sorcerer

Background - Astrologer.

Archetypes - Psychic and Time Mage.

Next Session

Session 412 – A Word Given.

Session 411

Campaign
Games of the Gods
Protagonists
Report Date
21 Mar 2025

NPC Companion

Edelina of Sprunstone

Edelina, a scholarly priestess of the Church of Save K'Nor, wanders the world looking for subjects to research. She has studied psionics, religions and astrology and her current research topic is the monstrous Ivashu in all their strange forms.

Edelina, art by playground

Order of the Fuming Gate

Priesthood of the Evil god of War Agrik.

Fuming gate by Columbia Games

Company of the Copper Hook

The Company of the Copper Hook is renowned for its Heavy Knights, Copper Weapons, vicious packs of war-dogs, and unyielding discipline in combat.

Copper Hook, art by Columbia Games


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