Story So Far - Edge of Silver

The End of Silver

Session 27

  • pre battle RP
  • Bruckston talk with Yondalla
  • explain the wayfaring coins
  • Bruckston feels the chase is over, its freeing to be done with mystery
  • offer to be a champion of Yondalla
  • looks through past, sees Bob eating the halflings, there will be hell to pay
  • some team psyching each other up
  • “how the fuck did we end up here”
  • “we were the A team all along” / “the A team was inside us all along”
  • Battle
  • different scenes as different groups of people/monsters cross the heroes’ path
  • seek out “Argent”
  • now Penumbral Killer
  • beautiful banter from Bruckston
  • Penumbra is significantly more sexual
  • Endri makes Penumbra dance the whole time
  • Penumbra’s blood infects Sothis with a draining disease
  • Sothis takes out Penumbra, then succumbs to the affliction
  • Endri goes into moon spirit-psychopomp mode and grabs on to their souls
  • denouement
  • vecna flees, undead lose their arcane energy
  • endri holding on to argent and sothis, making sure vecna can’t claim them and they end up in the same place
  • “so glad to have saved something, in a world that has only taken and taken”
  • everyone says their good byes as Sothis and Argent's souls are released to the afterlife
  • learn Argent’s real name is Ingrid
  • Ingrid and Sothis journey through the Astral before heading off into the great unknown eventually
  • Bruckston and Endri pick up Sothis’s dad, take him back to the village with mom
  • bring them the body of Sothis (and Ingrid) to funeral burn
  • Hugo killed by zombies
  • Talking with Yldren
  • disbanding silver lining
  • Bruckston demands that Yldren acknowledge Cloud Coursers were the A team all along
  • Erenidas (sphinx) teleports in at this point
  • Bruckston becomes exarch of Yondalla
  • a wandering detective
  • fast forward long term
  • names Sothis and Ingrid (argent) are lost to time
  • but their story goes on as The Lovers
  • become a divine source, invocation on which marriages and vows are spoken
  • small offshoot of Moradin (family)
  • Endri
  • never really had family until this group
  • trouble with connecting with people in the past, why did a lot of trickster stuff, only way to get people to remember her
  • but now has Bruckston, and her sisters
  • in the coven, Endri is the leader
  • goes on adventures with Bruckston
  • visits Sothis in the afterlife before they move on
  • eventually, Endri makes family of her own, with a heretofore unseen Derrick.
  • experiences a moment making a life and love
  • near end of life, fully embracing witch and hag, just walks through the veil of death
  • rejoins Stranger and the psychopomps
  • Shinigami
  • name of Endri’s coven, all become psychopomps
  • lantern ceremonies with death
  • a lot of theming around journey and passage
  • honor the agreement with the fey lords, allow them to gain soul power
  • encourage warlock/witch patrons, steer people towards the GGG
  • spreads hatred of Vecna, sharing all the secrets
  • silver lining dispands
  • Grun picking up pieces, tells Endri to fuck off when she comes with one last weird request
  • Inkathurg finds way to mushroom farm and helps out with that
  • Jardry joins TNR
  • see a scene of Sylouve Okamy taking a mortal form and going out to adventure
  • Endri and Bruckston help the lycans get settled and thrive in the fey
  • Bruckston visits Pippin to gloat and rub it in his face

  •  

    Session 26

  • Our Heroes, in the Astral Sea, split into 3 groups to prepare for the final battle
  • Bruckston Darklight, with The Stranger, trying to build a device to filter souls coming from material plane (basically, don't allow non-souls to use the same paths)
  • Endri, with Io, to persuade the dragons to return to the material plane and fight
  • Sothis Pinelli, with a squadron of angels, seeking a mysterious power which could turn the tide
  • Bruckston
  • a device that eminates filter
  • somehow incorporate ethereal tech
  • allows souls of the dead
  • cornucopia shaped, small end facing material world
  • some force working against the crafting/research effort
  • to Boccob's library to try and learn more
  • as start read words, they fade, shit like that
  • Endri
  • Io’s realm
  • cliffs and lairs and shit
  • Io brings the dragons together, introduces Endri
  • winging it, never really prepped a speech
  • “a time you lived in Ddaear, thrived among allies, built homes and lairs in the vast world. That was taken away when the mists came, when the island was covered, when the dead rose. And we all know who is to blame: Vecna. He stole your hoards and robbed you of Ddaear. You have an opportunity to fuck him up and fuck up his armies. If we win, the mists of Ddaear will fade, and the lands will be reclaimable. Aren’t you a little crowded?”
  • golden dragon lands in front to talk
  • dragons mention protecting brood
  • Sothis
  • approach the power at a standard march (not cautious, but not exhausting)
  • outskirts of astral plane, darker and losing cohesion
  • see glow of artifact
  • arrive at same time as devil Cornugon and his army
  • some words are exchanged
  • fighty fight, seem more focused on killing each other than the glow
  • devil is wrecking shit with his chain
  • Bruckston
  • keen eyes to see Vecna’s symbol
  • starts an investigation
  • really good reasearch
  • learn about the Abyss, monster engine creator
  • something Vecna did a long time ago coopted the energy, keeps their secrets spell alive
  • connected the dots, since all the gods avoid it, would be the perfect place for Vecna to inject some code
  • go to Lolth, since she is familiar with the abyss
  • warned about Lolth’s deceptions and her trying to lure Bruckston into a web to eat him
  • Stranger gives Bruckston a death ward
  • Endri
  • recommends leaving some dragons behind to protect brood
  • gold dragon tells long story about them leaving (Yldren was left behind)
  • a lot of fighting amongst them, don’t trust each other
  • well, if green is leaving their 10 year old, bronze is leaving their 20 year old, and red is leaving their 30 year old, etc etc
  • “settle your squabbles quickly, for Vecna will not wait to enslave you all. Bob is the first step to creating an army of dracolichs under his command. I have heard his plans, he is ready to implement them and come slaughter you in his homes”
  • you know, lying, like a liar
  • dragons leave a contingent from each side to protect the home
  • Sothis
  • kites the devil around, but they still do a good job kiilling oh so much
  • angels kinda inept without anyone commanding them
  • commands the angels to not be so fucking useless
  • more fighty fight on the big guy
  • devil teleports away like a little bitch, but towards the red glowy artifact
  • Bruckston
  • Lolth does try to eat
  • see Vecna’s spell. Can release the spell, but it would require opening the abyss
  • or, can continue without breaking Vecna’s spell, but then the filter won’t be as effective and there is a chance Vecna would be able to break through
  • opt to not open the abyss, make the filter less effective
  • Endri
  • done with dragons, to the psychopomps
  • psychopomps talking about Kaoskriqs role, and assume Endri would be doing the same
  • Endri has some concern about the job, but is just letting the psychopomps make assumptions and come to their own conclusions
  • “there will be time to divy up the dead when all is said and done”
  • using disturbing knowledge to frighten them into action
  • Sothis
  • uses some speed up magics and rushes in front of devil
  • sees large blood red crystal
  • grabs it just before devil can
  • the temptation (of power, of conquest, of getting heart's desire), but Sothis endures
  • successfully killed the devil
  • screaming in her mind on the way back
  • get back together
  • Sothis gives shard to Boccob, since she is aware of the evil and temptation and dangers, and is the most able to deal with it
  • Final battle happening in Ddaear
  • party sent through first
  • install Bruckston's device, begin it powering up
  • Vecna sees them, starts to come over, then the ground explodes all around them
  • out charge dragons, pyschopomps, and Boccob with the crystal on the end of a staff
  • laser shoots Vecna, they go off to have their battle
  • cut away as Argent comes charging over

  •  

    Session 25

  • Our Heroes, in the Astral Sea
  • vast nothingness, sea of silvery substance (almost like sunlight through a cloud)
  • as get bearings, see a pulsing orb “nearby”
  • distance and size seem to have little meaning here. Hard to say if it is something small and right next to you, or massive and miles away
  • from this orb, a small wisp of green, almost smokelike, has begun to flow out and towards some structure in the distance
  • Endri is feeling some call in the back of her mind
  • trying to move will require some kind of skill check. Based very much on their intention, they seem to move however they think they should be moving
  • Artifacts seem to feel a pull
  • each one different direction
  • Endri’s is pulling towards the structure where the green flow is headed
  • follow the green flow find themselves on the edge of a massive Boneyard
  • see movement, ambushed by terrifying beings
  • psychopomps, driven mad from lack of souls flowing
  • not under the control of death as he never exerted his influence
  • talk a lot about guiding the parties' souls to rest
  • extract painful memories and attempt to consume them
  • Bruckston, not catching slipping pippin
  • Sothis memory obvious (Argent falling and being taken by dark magic)
  • Endri, having to stop sisters from killing friends
  • when psychopomps realize the strength of the party, stop fighting, go invisible to flee
  • Endri uses truesight
  • as follow, see a lot more things moving along the bones
  • Bruckston uses biotech fuckeries to cloak the party
  • make their way to the central building
  • those near the fortress see througuh the cloaking
  • Endri steps up and takes lead
  • Endri uses coven fuckeries to convince to let see the boss
  • Coven of the Waning Moon
  • led through halls that clearly have not been used in a long time
  • startle The Stranger, as he is working on something beyond mortal comprehension
  • party is very impatient trying to get an audience with all the gods
  • Stranger doesn’t know how to do that, but is trying his best
  • angels come in
  • talk about Forge Father feeling the prayers of his devoted once again (dwarves were some of the few who remained devout)
  • believe he can call a convocation
  • take party to him
  • taken to Arcadia, to Moradin
  • Stranger not able to join them, as gods can't enter each others' realms
  • Aethefetherial announces their presence
  • party explains quickly what has happened
  • Moradin agrees that a meeting of the gods is needed, sends out the summoning to neutral ground
  • Moradin recognizes the pain in Sothis
  • Sothis requests the ability to fix Argent, mentions Angels
  • Moradin can't make an angel, that was the creation of ... well, can't say his name (see similar pain in Moradin's eyes)
  • pulls Sothis’s soul out and reforges it
  • looks like a Sothis-sized angel, most of the same features
  • golden wings, Sothis spend time getting used to it
  • but importantly, full free will and still Sothis
  • some angelic knowledge was imparted to Sothis
  • convocation of the gods
  • attendance:
  • Amoth (he/him)
  • Boccob (she/they)
  • Corellon (he/him)
  • Garl Glittergold (they/them)
  • Gruumsh (he/him)
  • Io (he/him)
  • Khala (she/her)
  • Lolth (she/her)
  • Moradin (he/him)
  • Sehanine (she/her)
  • Tuern (he/him)
  • Yondalla (they/them)
  • Stranger (he/him)
  • give the spiel
  • there are some that doubt what is going on
  • Boccob does some scrying and she shows the situation
  • see the battle raging on Limbah
  • see combatants standing up a short bit after they fall, living and undead alike. A perpetual hellscape of battle
  • see Argent commanding a legion of undead soldiers and quite effectively
  • see the rubble of the Temple of Twelve Trials, blocking the way to the gods (for now)
  • see a terrifying figure in the middle of the rubble, bringing raw arcane power to bear.
  • Scroll to other parts of the world. See undead attacking civilization, sieging the major cities, gathering recruits from those slain on the fringes [seems death has not yet had a chance to heal]
  • gods arguing about what to do
  • 3 ideas presented
  • party will split up and head the efforts for each, while the gods prepare for battle
  • Sothis leading squad of angels to harness a strange power Boccob has sensed at the edges of the Astral Sea. It is powerful enough to exist beyond her foresight, but she has no doubt it would be able to defeat Vecna
  • Endri going to gather allies, namely dragons and psychopomps
  • Bruckston working with Stranger on finishing his device. Some kind of barrier on the world that would allow the flow of souls out, but not let an army pass through the gates

  •  

    Session 24

  • Our Heroes, in the Temple of Twelve Trials
  • Sothis is relatively non responsive. Kneels in front of Argent’s discarded naginata before picking it up and rushing forward
  • Trials of Rebirth
  • bodies ripped apart, nothing but consciousness whirling through the cosmos
  • Rhiannon Gorellik's Trial of Form
  • bodies reformed
  • Bruckston arcano tech integrated in his body in an effort to heal his wounds
  • prismatic glowy see through parts of body
  • mix of skeletal and mechanical
  • some internal organs (including heart) replaced
  • Endri physical changes
  • paler and taller
  • cross a chasm
  • Gerald has no issue
  • Yondalla's Trial of Freedom
  • filled with a bunch of pain, a few failed saves and impediments
  • Maglubiyet Tuern's Trial of Skill
  • various scenes, have to use random skills
  • Sothis straight glitches it by throwing the bear out of bounds
  • Endri convinces they are the liege?
  • Bruckston’s new body does some nice skill things
  • really annoyed through skill challenge
  • Io's Trial of Prowess
  • fight dummies
  • Sothis pink mists it instantly
  • and then Endri gets coven surge, pink mists the next
  • Moradin's Trial of Redemption
  • party succeeded enough to not require redemption
  • however, with the tower glitching and falling apart, the floor collapses anyways
  • party able to dodge it and move on
  • Trials of Aptitude
  • Gruumsh's Trial of Combat
  • no one chose this
  • Rillifane Corellon's, Sehanine's, and Lolth's Trial of Speed
  • Sothis and Gerard complete easily
  • ███████ Asmodeus's Trial of Knowledge
  • so much random, esoteric shit
  • Bruckston fails early
  • Endri does some coven fuckeries and almost makes it, barely fails at the end
  • Trials of Balance
  • ones not chosen:
  • Amoth's Trial of Law
  • Khala's Trial of Chaos
  • Laogzed Trial of Evil
  • Garl's Trial of Good
  • Attacked by group of various races, including own race and ones considered "blood enemies."
  • talk way out, understand why being attacked
  • after last trial are in an empty white expanse of nothing
  • in front is a strange console with a bunch of runes
  • Understand instinctively, it is asking to reboot
  • Sothis finally notices Bruckston
  • blinding light of divine energy

  •  

    Session 23

  • we open on Our Heroes, back in Balakotuvayi, trying to stop a couple dragons from blanketting the world in winter
  • Yldren x Chyto
  • focus on Chyto
  • Sothis, Athletics for keeping ship in close and dodging
  • Bruckston sees hazards to dodge
  • Endri does some good talky talkies
  • Yldren sees an opportunity and dives
  • Endri casts invisibility on Chyto
  • Bruckston gets ship out of the way
  • Chyto takes a shot, shreds Yldren’s wing
  • Land
  • Endri explains the current situation with Vecna
  • Chyto talks about how the alliance with TNR is to stop Yldren’s plan
  • Endri gives speech about need to get the mist to go away
  • Chyto gives speech about how this isn’t that bad, power of mortals, etc
  • Chyto tries to leave with a faction of allies, indicates they will be trying to fight back
  • Endri casts modify memory, make Chyto think that Yldren said something that makes Chyto not be a road block
  • Chyto calls Argent to go with him, Argent is completely torn. Is Sothis worth betraying Chyto?
  • Sothis: “I want to be your partner, not your chain”
  • Contrasted with Chyto’s barking orders, Argent chooses Sothis
  • Ateria begin to follow Chyto, Endri explains coven thing and power, Ateria tells Chyto to fuck off
  • To the bar, to plan
  • messages from fey, Queen of Air and Darkness
  • Vecna has tons of wards and shit around the temple of twelve trials, in addition to hordes of soldiers
  • Vecna is currently in feywild messing with Geo’s device, linking it to his magics around the temple
  • given special magic thing, break it when want Geo to set off the bomb
  • messages to Koot and Spirits that its go time
  • messages to dwarves in Kletterholl requesting aid, they heed the call
  • messages to Clem, non-committal gonna sit this one out
  • take airship to the TEMPLE
  • Endri unlocks Ateria’s powers
  • not immediate power boom, but got the ball rolling
  • connections more than just magical power, take time to know each other
  • Bruckston messing with tech and shit
  • Sothis notices Argent isn’t healing
  • To the temple
  • notice the mist a lot lower near the island
  • see the tower from a day out
  • see the horde of zombies on the ground
  • Spirits
  • corrale the undead into a position to maximize collateral damage when the tower blows
  • do a good job
  • Yldren fighting off Bob
  • highly offensive, trying to take out Bob as quickly as possible
  • fight does not go her way, we see her taken down
  • Koot’s army
  • drop into the middle, form a perimiter to keep too many undead from being there
  • almost successful, until...
  • big explosion
  • all magical devices shut down (koots army, airship, etc)
  • a lot of undead wiped out, but not all
  • Vecna’s stronghold blows apart, rains down debree
  • Bruckston pulls out tent bits, uses as a parachute to help break the fall as much as possible
  • Endri pulls out a small bead of FROZEN FUCKING LAVA for Sothis to throw
  • Bruckston and Argent bodied by falling debris
  • Argent cutting a path through the undead
  • see Argent, getting hurt a lot, see the horde coming
  • run into the temple door, realize Argent can't follow because she doesn't have the god energy
  • watch as she is overtaken by the horde, suddenly screaming in pain as the magics activate inside her and begin to transform her body
  • and then the door is no more, our heroes are alone in the silent temple

  •  

     

    A Midsummer Nightmare

    Session 22

  • Our Heroes, in the Feywild for a convergency of the fey
  • final day, preparing for a grand ball
  • Sothis has a fun time with Argent, dress shopping and relaxing
  • Bruckston talking with Geo about tech and integration into body
  • Endri just trying to keep it all together, goes to meet with Grin, Grim, Griph
  • grove put off to the side, water, fountain, lot of reflections in the water, don’t know where their voices come from time to time
  • talking about the artifacts, Endri’s past, etc
  • mention Kaoskriq clinging to dead rituals
  • Endri convinces GGG to bring the gods back, talking about population growth and getting more power on the whole
  • GGG on board, at least for now
  • ball
  • rave, kinds of music never heard before (rock cover of classic)
  • clothes
  • Endri - glamored outfit, switching between 3 looks to give homage to GGG, gives Dido notes to whisper to the crowd
  • 1, deep grey, flowing, Eastern, represents mist and status quo, macbre beauty
  • 2 , new dawn, spring bright look, world after the mist has faded, green for new growth
  • 3, mysterious future, uncertain, but full of opportunity, golds and purples and teals, potential for growth and wealth and excitement
  • geared directly to Queen of Air and Darkness, aesthetic messaging
  • Sothis - nothing frilly or fancy, more akin to military style dress uniform, Argent is plain, simple but striking, seems woven from silver itslef
  • Bruckston - generally the usual get up, with accents and flashes of silver. Blending in, not drawing attention to self
  • Dances
  • Endri and Bruckston
  • checking in, see if each other ok
  • Endri is overwhelmed, thought could be more herself but ended up having to be the adult
  • Endri puts head on shoulder, fully asleep
  • Bruckston and Sothis
  • Sothis still sore
  • never liked places like here, ways to get hurt are far less avoidable
  • Sothis and Argent
  • stiff movement
  • Sothis finds it difficult to accept Dysaphe, why havent we done something?
  • foreshadowing, talking about gaining power but unknown what it would do to you, related to Sothis’s dad and werewolf stuff
  • for Sothis, depends on what the power would let her do, if only could solve a problem with the power then it might be worth it
  • Endri and Queen of Air and Darkness
  • everyone dancing with the shadows
  • Endri beseeches her wisdom, and do I have an opportunity for you
  • appeal to love of mystery and risk
  • focus on her people being spies, not soldiers
  • something grabs Bruckston’s subconscious attention, but unsure what
  • see Obekoth and his partner talking about Ubnuf, mention Sothis
  • Obekoth and Sothis
  • start with small talk about Sothis’s dad
  • partner straight asks about Ubnuf
  • debating whether to throw Dysaphe under the bus
  • go with the truth
  • a lot of grief, but they don’t seem to blame Sothis
  • talk about how the Cloud Coursers have decimated their population recently
  • talk about how spirits drove them from their land, only went with Vecna because he was offering safety of some kind
  • a moment where it feels like Obekoth puts his fate in Sothis’s hand, whether fight or deal
  • as long as they can get some guarantee of safety, will help clean up Vecna’s mess with the half bloods
  • Sothis can’t speak for others, can’t promise safety from Vecna
  • Endri and Dysaphe
  • trying to guage where her head is at
  • most of the night, Dysaphe has been staring at Argent
  • Endri stressed, really fucking stressed
  • inform of Ateria and the shit she is doing, Dysaphe goes to mortal realm to make sure she isn’t in a dragon’s stomach
  • Bruckston grab Ayasei Okamy (spirit woman) as an excuse to be close to Sothis during the dance
  • Bruckston clearly distracted
  • reminisce about life, and the mist
  • talk about allies and future plans
  • mention about how the lycans are a destructive menace
  • Bruckston realizes what his subconscious has been trying to say: the fog in the room isn't just from the fog machines, but also a familiar rising Mist...
  • the lights flicker, go dark, eerie glowing green light
  • mist fills the room more
  • booming voice, seeming to come from everywhere in the room at once
  • “such a gathering, from across the realms. It seems everyone is here... so much power, so many responsible for the fate of Ddaear. yet, somehow, no one thought to invite the whispered one. The undying king. The maimed god. The only mortal to ever achieve a higher state of being. I am hurt.... And with so many of my friends present, not one of you thought to include me? Obekoth? Jeffeffery (see one of the rich shimmering isles people)? Titania? Vani and Geo, I know it's been a long time, but you had fun last time, right? But not a single one of you thought to include me. Such betrayal. I am deeply hurt. Well, I know I am not wanted, I won't stay long. I just wanted to express my gratitude for that wonderful little device out in the desert, and give my own little... parting gift. Oh powerful lords of the fey, my regrets I could not deliver it in person, but it should arrive soon enough. Enjoy the party...”
  • reports of undead horde headed this way
  • panic
  • trust the fey lords to be able to handle their own
  • focus on getting allies out (Spirits and Lycans)
  • Dysaphe comes back with Ateria (covered in ice and stuff), right as woop woop out of there
  • realize they can capitalize on this distraction
  • give the geotech bomb to Geo and Vani for them to blow up the device
  • support from GGG and QoAaD
  • Obekoth stays with them to command the lycans which are probably at the device
  • start coordinating allies in the natural realm, gotta move NOW
  • Spirits and Koot's army as main force
  • potentially others to call on, Clem the Grin, or the dwarves in Kletterholl
  • but first, have to deal with 2 dragons fighting....
  • back in Balakotuvayi, Yldren and Chyto are currently in hour 8 of their fighting, with no sign of stopping
  • Ateria informs of what she was trying to do, merging the groups together towards common goals. Had kinda expected Bob to show up and take care of Yldren, but that didn't really happen...
  • membersof Silver Lining and TNR have co-mingled and separated into different groups. Just kinda watching and waiting
  • TNR Bob Loyalists
  • Mix who want the gods back and support Yldren
  • Mix who don't want the gods back and support Chyto
  • Party takes airship up to talk with the dragons, clearly done with this shit

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    Session 21

  • Our Heroes, in the Feywild for a convergency of the fey
  • at the childhood home of Endri and Dysaphe
  • Ubnuf just showed up with a posse of evil fey
  • Bruckston offers alcohol, kinda works?
  • Endri, being at her home, bathed in moonlight, begins to hear whispery singing voice on the winds. Some part of you knows you have been waiting for this moment. You feel something being offered, do you accept?
  • Endri accepts power up
  • Argent shows up
  • Wait! I think, my dear, we have a guest! Madame, this is indeed an unparalleled delight! I had rather hoped that you would come. And now my wish comes true - You have truly made my night!
  • Dysaphe moon madnesses her
  • Endri “stop making rash decisions”... -_-
  • Endri convinces Dysaphe to stop, will never join a coven if Dysaphe goes through with this
  • Argent hurts herself in her confusion, screams with a lot more pain and some kind of red light
  • Sothis fights off quite a few fey singlehandedly, but eventually goes down
  • Dysaphe dismisses madness, murderates some of the fey
  • aftermath
  • Bruckston heal Sothis, Argent helping and watching
  • a lot of tension.... oh so much tension
  • Endri and Dysaphe talk about forming a coven, brainstorm how to get Ateria involved
  • back to fey village
  • confronted by Yldren
  • clearly stressed, more rude than normal
  • have to go back to guild, Chyto doing... something
  • she is really hard on Endri, more than normal, not really warranted
  • reveals Ateria and Chyto hooking up, merging TNR and Silver Lining
  • party needs to stay in Fey to finish this meeting, keep whatever alliances intact
  • Sothis and Argent go off
  • relaxing afternoon
  • dress shopping for the ball that evening
  • Endri message to Queen of Air and Darkness
  • want to talk at ball
  • many different schemes in the fey
  • want to present case for Ddaear’s new future, with your support
  • Endri frustrated that both sisters tried to kill Sothis....
  • and still have to try to form a relationship, and get this coven to work

  •  

    Session 20

     
  • Our Heroes, in the Feywild for a convergency of the fey
  • see others with the same kind of "warning marks" as Endri
  • Argent talking about itch, something here making her skin crawl
  • visit Geo
  • rented mansion
  • greeted at door, led into workshop
  • Geo just working, doesn't pay much heed to party until the mention GeoTech
  • rant about how this new tech is crude and inefficient, offended that it bears his name
  • see all the tech Geo put in himself, forming himself into part cyborg
  • mention how Geo was part of the original party that fucked over the material world
  • talk about how geotech is in some way siphoning magic from fey
  • Geo is responsible for arcane pressure, but claims it should be bigger
  • doesn't go into why creating this pressure, doesn’t want to talk about Vani's mechanations
  • awkward moments as Endri brings up GGG sent her here, but then is reluctant to say why... Geo sendings GGG
  • learn to destroy the god artifacts would require questing in the elemental planes
  • visit Vani
  • talking more about breaking the world
  • potentially fixing the world?
  • learn the idea behind the arcane pressure is to destroyi temple of twelve trials via destroying its echo here in the fey
  • build up the arcane and “blow it up”
  • have seen signs of the affliction of the material realm spreading into the fey
  • want to cut out the wound before it gets too infected
  • as go to leave, Dysaphe comes barging in
  • gnome woman with one silver eye
  • Endri goes HARD asking about the eye
  • learns mother’s name Kaoskriq, goes into mind palace for fey lore
  • know some stories from long ago about Kaoskriq and coven guiding souls to rest
  • Dysaphe found Kaoskriq's journal, shares some history
  • Endri thinks now need to give Ateria magic and form a coven themselves
  • offer to go to childhood home
  • Dysaphe needs to run some errands, then will head out
  • send Dido to spy, see Dysaphe send a message in a TOR-like way, chaotic and hard to trace back to her
  • quick scene with GGG, they are conflicted about Endri learning about Dysaphe and everything
  • at childhood home
  • Endri finds a scrap of fabric, flash of memory of favorite blanky
  • Ubnuf et all show up
  • thank the party for willingly leaving the protections of the convergence

  •  

    Session 19

    TODO flesh out  
  • Our Heroes, in the Feywild for a convergency of the fey
  • start talking about the inevitable Ubnuf dual
  • talks about giving Sothis some performance enhancers
  • Sothis talking about it is important to know her body as a fighter, will be harder to fight
  • meet with Grin, Grim, Griph
  • aesthetic Toil and Trouble
  • ancient ruins in the middle of the Fey city
  • talk about fey guiding the world in the gods absence
  • on the cusp of a brighter glorious future, would not want it ruined like before
  • talk about fucking with Seelie
  • shuts down any questions about Kaoskriq
  • meet with spirits
  • random grove of trees near the city
  • least magical place they could find, since the arcane magic is fucking with their primal nature
  • meet Ayasei Okamy
  • talk about werewolves as a disease
  • connect, Vecna must have done something to the original spirits to turn it into an affliction
  • casually drop bringing back the gods, want spirit help to thwart vecna
  • talking about building up of arcane energies in an unnatural way, too much pressure, pushing against other kinds of magic. Beginning to see the concerns of GGG
  • successfully ally with spirits
  • talking with yldren
  • she had a plan for revealing silver lining asks, Endri jumped the gun
  • talking about the arcane bubble, fey plan to aim it at ddaear and pop it. could maybe dispel the mist?
  • all of us here invited for a reason. why? fey bored, showing off? something more?
  • current best guess, Geo is charging up the arcane bubble, the arcano tech around connected in some way?
  • meet with shimmering isles people
  • master thren
  • really does not go well
  • Endri casts some spells on them
  • pixie consequences
  • given an invite to a place to have a good time in the city
  • want to draw out vecna’s spy
  • plan to get Ubnuf dual to happen
  • happen while no one in meetings
  • Sothis uses a divine thing, much to the surprise of everyone
  • Ubnuf exposes obvious killing strike, Sothis opts to use nonlethal force to end
  • Thenilia, Obekoth’s mate
  • Bruckston reading lips, she mentions that we thought we were safe here, and yet more violence
  • they seem to have come to try and escape vecna, also see a distinct lack of vecna paraphernalia
  • Endri sees a gnome with 1 silver eye, cut to credits

  •  

    Session 18

    TODO flesh out  
  • Our Heroes, on their way to Feywild for a convergency of the fey
  • Endri makes sure everyone has fancy duds
  • decide to use gate in Ingald
  • see the big beautiful tree
  • talk about fey distance and time distortion
  • magical energies all around
  • fey city Rhian
  • see tech that is reminescent of GeoTech, but sleek and shiny and don't seem to use crystals and engines
  • talk about the game of this convergence, all this pomp has undertones of not being taken seriously
  • Endri takes a potion, casts grease on self
  • Presentation to the High Court
  • Announcing, from the realm Material, Ancient Wyrm Yldren, first of the silver sheen, the voice of Io, and liaison to mortals, with her Silver Lining
  • Members of High Court
  • Queen Titania and King Oberon, of the Seelie Court
  • Queen of Air and Darkness, of the Unseelie Court
  • Arch-duchesses Grin, Grim, Griph, voices of the Gwyllion Fae
  • Duke Eachthighern, lord of animals equine and other
  • Marquise Vani, representing the gnomes
  • Endri gives the geotech gift to GGG, a little exchange with Vani
  • See a little soiree happening in the wings of the room
  • Already present:
  • Many different fey. faeries, gnomes, satyrs, talking animals, nymphs, etc
  • Spirits
  • various animals and humanoids and plants, all incorporeal and whispy
  • see a motherly figure with what appears to be a small child swirling around her - Ayasei Okamy, mother of Sylouve
  • A few different groups of mortal humanoids
  • Recognize a certain halfling Meinolf Filibert, realize the Delegation of the People must be here
  • See some quite wealthy looking individuals, mentioned they are members of the Shimmering Isles Mining Coalition
  • Bruckston reading lips and learning info from the comfort of their table
  • some schmoozing with Unseelie, want some fun, pick the Spirit table
  • inebriated, stop repressing primal energies, begin to storm and clash with the arcane energies in the air
  • presentation of TNR
  • from the realm Material, representative of Ancient Wyrm Onbontobob, second of the green hue, Founder of TNR
  • recognize some in the posse from the bar when meet with Ateria
  • reading lips, TNR talk about making sure they get allies and not silver lining
  • party talks about sabotage
  • presentation of Obekoth
  • from the realm Material, Obekoth, first of the Lycans, master of his pack
  • see a woman with him, similarly white skin and almost beastial features
  • also, the 1 true blood left, and a host of slaves
  • Obekoth and Ubnuf sniff the air as coming in, and turn to stare straight at Sothis
  • spirits are drunk, quite loud "who let these mongrels inside"?
  • read lips, Ubnuf will have is vengeance, but not now. There are too few of us, if you do anything, make sure you can win
  • Endri schmoozing
  • quite a cold encounter with Meinolf (they are pissed about Clem still being a problem)
  • Endri casts a beastial curse on Meinolf
  • consequences for unsanctioned aggressive, given an arcance stamp of warning
  • set a safe wordwith Yldren, to ramp up the mischief, “Good Job Endri”
  • presentations of those beyond the material
  • from the realm of Shadows and Death, representative of Prince Rolan of Gloomwrought, Lord Ikubul
  • from the elemental plain of Air, representative of Yan-C-Bin, Shadow of the Four Winds, Djinni Ghezad
  • from the elemental plain of Earth, representative of Ogremoch, Mountain that Walks, Shaitan Yinqaa
  • from the elemental plain of Water, representative of Olhydra, the Crushing Wave, Marid Kishi
  • from the elemental plain of Fire, representative of Imix, the Eternal Flame, Efreeti Jaistaii
  • asking about the temple of twelve trials equivalent
  • learn about Buried Temple, abandoned in the desert
  • entrance in a crag, goes deep down
  • magic is shut off there, so not much fey exploration

  •  

     

    Adventures in New Ricyning

    Session 17

    TODO flesh out  
  • Our Heroes, in New Ricyning, waiting on new ship to come so they can slip into Pippin's lair
  • the ship comes
  • delivered by e team (Jardyr Ravaran, Geist)
  • Jardyr upset Sothis spending all her time with Argent
  • Geist flirt a bit with Bruckston
  • "is what Chyto says true? are y'all pawns of Vecna?"
  • told the ship is burning through connecting wires, so only have a few minutes
  • ethereal plane
  • quiet, diquietingly so
  • geotech stands out like a beacon
  • come across the ether spiders
  • they mistake the boat for Pippin
  • toss them a bottle of alchemist fire, and some mutagen
  • Endri believes that geotech is fueled by souls, the only reason it works is that the gods left and broke death
  • slippins room
  • sneak up
  • able to go around the rune traps
  • take pippin out quite easily
  • mentions a bomb
  • find the bombs aorund the city engines, disable, Endri takes one to keep
  • debate whether to take the ship, or crawl through the city
  • dont want Yldren to get mad again, them abandoning the ship
  • but what about the spiders...
  • learn that Pippin was hired by Obekoth to find Endri’s god artifact
  • Endri grabs some old tech from here (seems old enough could be Mordriel’s workshop)
  • go to pick up E team, get to Koot's
  • see signs of a fight
  • door scratched up, but still intact
  • see E team and A team
  • told of Obekoth's attack, but his forces were weak in the aftermath of the full moon so they weren’t able to penetrate the warehouse
  • and then Noctilucent happened to show up and scared them off
  • Puq is here recovering, apparently had a really bad night but didn’t turn
  • all load up on the ship to go back
  • Endri sends letter to Sothis’s mom
  • Sothis is in a nice relationship with a wonderful lady
  • having a great time
  • hate to break mushroom boy’s heart
  • but he’s better off going after someone in his league
  • downtime
  • chyto calling the party his mom’s pets
  • Argent and Sothis theorizing about Yldren’s sexual proclivities
  • Endri do dream spell against Chyto, he goes all high school bully
  • Endri brings up fey with Yldren, see convergence below
  • meet up with Ateria
  • Pippin is “alive”
  • talk about fey
  • Endri asks if Ateria working for Vecna, she gets offended
  • Ateria asks Endri to give their mom a good stab for her
  • convergence
  • Fey are having a ... party
  • Partying, politicizing, a few official meetings
  • Part of it this year, planar allies. And we have received an invite
  • I will be going personally as the representative, and allowed to bring a few attendants.
  • My first choice would be Noctilucent, but with Puq out of commission they are seriously hindered. And I need someone to run things in my absence, and Chytho is ready for such responsibility. Argent of course is coming.
  • Cloud Coursers have proven themselves worthy, you 3 will be joining me.

  •  

    Session 16

    TODO flesh out  
  • Our Heroes, in New Ricyning, waiting on new ship to come so they can slip into Pippin's lair, in the meantime looking into Were Pack.
  • Grin, Grim, Griph contact Endri
  • Checking in, what are you doing about these god trinkets?
  • I see you are in New Ricyning. I owe a “friend” a favor. While you are doing, whatever you are doing, I need you to procure some of this, I think you call it, GeoTech. The older and more classic, the better
  • foreshadow a bit coming to the fey, almost promise-ish not to kill friends
  • full moon night
  • see hybrid wolf-people stalking around outside
  • they burst into inn common room
  • heroes guard the door to inner rooms as civis run to protection
  • only 1 civi dies
  • kill 4 of the wolves, others run away and leave a bloody trail
  • party heals up the civis, then follow
  • to Obekoth's ship
  • abandoned dock area
  • crowd of werewolves gathered outside the ship
  • a couple really big werewolves on the ship, clearly different from all the regular ones around
  • obekoth giving a speech about “joining the pack, life changing for the better, help us bring the world into a glorious future”
  • “spend tonight gathering what we need, but be swift and silent. Do not draw attention. There will be plenty of time for that fun later”
  • party realize weretiger instead of werewolf
  • compulsion to the whole pack coming from lieutenants, obekoth in power from normal societal power things
  • Endri casts invisibility on Dido, she sneaks around
  • see Obekoth unchaining a werewolf, calls them Fermin
  • “I have not forgotten your actions in that decaying hell-hole. Fnubnu will be keeping an eye on you”.
  • One of the big ones from the ship goes with Fermin, and is the only big one to leave the ship
  • palm a token onto Fermin
  • track to warehouse
  • debating whether Sothis even wants to talk with Fermin
  • decide to infiltrate, kill Fnubnu in 1 round. Learn Fnubnu was Koot’s nemesis
  • hog tie Fermin, break the compulsion
  • learn about Obekoth’s operation
  • pack of werewolves from Spirits' island (and actually, lycanthropy has spirit origins)
  • not accepted there, so trying to find somewhere they are
  • team up with Vecna, he promised to make for them a better life after killing the gods
  • have been infecting various people throughout Ddaear, plan to collect each month at full moon. This month was New Ricyning, next is Balakotuvayi.
  • learn about Fermin agent of Vecna while Sothis was a kid, and then werewolf so couldn’t go home
  • take Fermin to Koot for research
  • use Fnubnu as bargaining chip
  • cure Fermin without too much torture

  •  

    Session 15

    TODO flesh out  
  • Our Heroes, on their way to New Ricyning to work a job for Clem the Grin.
  • break into Abentoo Jiamen’s house
  • find ledger of collections he is responsible for across the city
  • Yvonne Elfrun (guard)
  • Endri pays 10 gp, but they get nothing
  • Meinolf Filibert (politician)
  • Halfling, flat lied
  • convince to give an address, in exchange for Clem to drop things
  • bad part of town, a lot of abandoned buildings
  • Endri try to pick Anjino's lock, even WHILE HE GOES TO OPEN THE DOOR?!?!?!
  • same soup gimick to try and knock everyone out
  • beat the shit out of him before even go to a different floor
  • rescue Abentoo, but let Anjino go and keep doing what he gonna do
  • Clem telling about Slippin Pippin’s base
  • underside of new ricyning, within all the engines
  • hard to get into, but obvious once there
  • Koot leave the party
  • partnership with Clem
  • takes over Anjino’s factory to make super weapons
  • working with Anjino, repurposing his bots
  • time to look into werewolves, since here anyways....
  • send for the slippin ship to be brought to New Ricyning, so then they can go into Pippin
  • Sothis sends some mail to Argent
  • Endri fucks around with Yvonne
  • at an inn, when full moon happens
  • awakened by sounds outside

  •  

    Session 14

    TODO flesh out  
  • Our Heroes, recently rescued Noctilucent and now on way back to Silver Lining HQ.
  • Endri pops back on ship and fills in talk with Grin, Grim, Griph.
  • Apparently they have been busy and not watching Endri
  • but Dido just told them about the whole god thing.
  • GGG very much doesn't want this, as Fey have only been able to make pacts for souls since the gods left.
  • Back at base, immediately go see Yldren.
  • Clear that she loves her son, very grateful, rewards and favors and whatnot.
  • Report ALL the things.
  • Talk about allies.
  • Downtime. Gossip
  • have been daily drills since you’ve been gone, how to deal with intruders who can get past our defenses
  • friend of Clem the Grin has gone missing in New Ricyning (named Abentoo Jiamen)
  • Gru-nka is officially a thing (Grun and Inkathurg)
  • More animal attacks in the city
  • Prof Krothu has gone ahead and started his expedition to the surface near Tha'beng Mines. He is in Shimmering Isles rubbing elbows and trying to get more funding
  • Koot tea with Yldren
  • learn of the dragons leaving
  • used to roost on Spirits' island
  • was relatively protected even as the world went to shit
  • but eventually even they couldn't overcome the undead hordes, eggs in danger
  • other ancient and most powerful dragons able to create a one-time-only gateway to celestial realms
  • all (well, most) of the dragons left with their eggs
  • Yldren reveals she is the first silver dragon, created to watch over the mortals, couldn't just abandon
  • Koot researching silver shrapnel bomb
  • Argent going around getting the down low of Sothis
  • Endri gives chaos
  • Koot gives a clinical description
  • Bruckston gives an investigative approach
  • first date, Argent takes Sothis to a bar fight
  • have some fun talks about Sothis not settling down, fuck what “supposed to do”
  • Argent direct, have the beginnings of a relationship
  • Endri talking with Koot
  • about how he just straight merc’d a dude
  • Koot talking about he has been killed by werewolves
  • has justified his goal of genociding all the werewolves
  • Sothis looking into Obekoth
  • New Ricyning is where they stop to supply more often than not
  • really low priority targets to the Silver Lining, don’t spend much effort tracking them
  • Endri talking with Ateria
  • she apologizes for Pippin’s actions
  • reveal they are half sibling (share a dad).
  • Endri warns about Fey still hating
  • Bruckston what silver lining has on slipping pippin
  • they haven’t targeted silver lining before, so not really any info
  • talk with Clem the Grin
  • bargain helping out with missing person for info on pippin
  • koot medicine stuff
  • feel Argent bones carved
  • suspect Puq infected by lycanthropy
  • Koot works on curing rather than finish the bomb recipe

  •  

     

    The Dead City

    Session 13

    TODO flesh out  
  • Our Heroes still in the dead city, recently rescued Noctilucent and now need to get out.
  • But first, to the Temple of Amoth - IV.
  • Koot gives Chyto and Argent some bombs, they go and carpet bomb some undead hordes.
  • And then Endri vanishes, pulled into a pocket dimension by her patron
  • In the temple, hear/see someone deep within.
  • Sneak around and approach, find Fermin trying to destroy the artifact.
  • A lot of negative emotions from Sothis, seeing her long-lost father that she presumed dead.
  • But unfortunately Fermin seems to be magically compelled to not be able to speak.
  • Party does the temple thing, activate the god energy.
  • But this time celestial chains also show up and bind everything.
  • Fermin seems distraught, they are playing right into Vecna's hands.
  • But then he seems to hear something, clutches his head in pain, and has to run away.
  • Sothis stoically takes this, but is clearly in a lot of pain.
  • Outside temple see a bubble of no mist, feel the sun for the first time in days.
  • Undead can't enter the bubble, seems to be centered on the temple, but is slowly shrinking.
  • Seems was created when the party did the god energy thing.
  • Go to teleportation circle
  • Bruckston teaches Puq everything they were able to figure out.
  • While they are working, different people try to comfort Sothis.
  • Teleport to the docks.
  • See Obekoth's ship, haven't quite yet installed the ghost device.
  • See him arguing with another person, something about failed mission and not able to retrieve the item, but also that ghost device is mine and not for your ship.
  • See another small airship hovering above.
  • Chyto carries Argent, Sothis, and Bruckston, drops onto the small ship for them to take control.
  • Second trip to drop off Koot and Puq.
  • Then grab ghost device and woop-woop out of there.
  • As fighting on ship, the person arguing with Obekoth flies up.
  • Bruckston pieces together from various clues that this must be Slippin Pippin.
  • Argent nopes Pippin off the ship, and the party rushes out of there.

  •  

    Session 12

    TODO flesh out  
  • Our Heroes still in the dead city, on a rescue mission to save Noctilucent.
  • Make it to the Temple District, temple of Boccob, ancient powerful anti-magic zone across the entire temple
  • Dido vanishes as Endri enters
  • See a bunch of people in the main room, clearly wrecked the place.
  • Koot poisons their alcohol, leading to a bunch of pratfalls as the party takes them all out.
  • A bunch run away.
  • Geralt comes in, clearly having let them get away.
  • Down to the basement
  • see Noctilucent in bad shape and guarded by a couple more.
  • Chyto in full dragon form (can't change shape in anti magic zone), completely chained up and unable to move, but seems relatively unharmed.
  • Puq and Argent Wanderer chained up on the other side of the room, clearly the worse for wear.
  • Mention werewolf, and friends with one who kept killing a spirit, Koot loses his mind and killy killy
  • As Sothis unties Argent, Argent in a daze looks up to Sothis and says "Angels do exist".
  • Fully get everyone patched up enough to move, head outside.
  • As Chyto stretches wings, see mass of undead moving this way.

  •  

    Session 11

    Our Heroes are in the dead city, on a rescue mission to save Noctilucent. Endri and Bruckston just deciphered how to use the teleport transportation when Sothis and Koot hear the tell-tale sound of a shambling horde coming their way. They prepare for battle as Endri activates the circle. Waves of the zombies pour in, as well as a few of the intelligent zombies, but the party successfully holds them all at bay while Endri finds an acceptable place to teleport. She briefly considers a destination that has some warm bodies at the other end, before sending everyone into the very heart of the city.   Out of the frying pan and into the fire, our heroes arrive surrounded by more and more undead. They fight, sneak, create diversions, and run their way to safety, finding an abandoned tower right near the old council chambers. They settle in for some much needed rest, continuing the mission the next day.   Endri and Bruckston decide to spy on the intelligent undead meandering in the area. They learn that Noctilucent are being kept in "the box", an old church set up with antimagic zone. They grumble about their new fleshy friends, though do remark they are kinda the only ones that can guard the box. Our heroes learn the other airship from their inaugural mission crashed here, and that crew has teamed up with the undead here to get it fixed up.   Meanwhile, Koot and Sothis follow the scent of others alive down here. They see some quite hairy humanoids accompanied by intelligent undead, neither side seeming happy about this arrangement. There is discussion of the fleshy leader Obekoth, and how they convinced Gary to help their people. Both sides mention how Vecna better make this worth it...   It is around this time that Endri has quite the ... brilliant.... idea to disguise herself and Bruckston as zombies to have more conversation with them. But before they can learn too much more, Gary summons in all of is lieutenants for an important briefing. Paralyzed with fear, our heroes can only stay and listen. Obekoth is present, displeased with the slow progress of getting the phasing device installed on his ship. Much to their confusion, Gary begins ranting about Vecna's plan in some apparent effort to just make small talk. Our heroes learn how Gary is building an army for Vecna, to invade the realm of the gods once the connection is reestablished. And how Obekoth lost one of the artifacts with a connection to the gods, which holds the energy of the gods, and the energy of 7 such gods needs to be brought together in the Temple of Twelve Trials in order for the connection to be made. And our heroes can swear that Gary's skull winks in their direction.... But his ranting done, Gary demands that all of his troops cease their current activities and move to the help Obekoth with his ship.   Having a destination, and a freshly cleared path before them, our heroes meet back together and head to the Temple District.
     

    Session 10

    Slippin Pippin has given the Cloud Coursers the slip. However, Bruckston is able to glean some clues. First, it is specifically Endri's room that was targetted, though nothing is missing. Whatever Slippin Pippin was looking for they didn't find it. As well, there is the same occult energy in the room as the Ghost Crew's phasing device, meaning some connection there. Sothis has Geralt learn this person's scent, and then Koot has the idea to let the guild know something is up. They talk with Cirnef, who freaks out that someone got by their defenses. Endri reluctantly gives up the pirate gloves and goggles she had looted so that they can be studied for more robust security.   And then the party is summoned to Yldren's office again, which it may be good or may be terrifying to meet with her so often. They talk about the breach of security a bit, and then debrief on the Kletterholl mission and the devils. Yldren shares some stories of the old old old world, long before the mist, long before the old council, long before mortals worked together. She shared an old map showing the locations of all the ancient temples, cementing her belief that they are integral to bringing back the gods. Koot desparately wants to spend more time sharing tea and swapping stories, but there is not time for that now.   And then on to the main reason Yldren called in the party. Noctilucent should have finished their mission by now, but no one has heard from them or can contact them. The airship they are recovering crashed near the ancient city of Haemedrim, and Yldren expects there is trouble originating from that metropolis. She reveals her son Chyto is part of the lost party, so this is primarily a rescue mission which the party best not fail.   So back into the mist. An airship drops the party off below the Ghost Crew's hideout, and it isn't long until they find the crashed ship. The phasing device has already been looted, and the party finds tracks indicating a horde of shuffling creatures took it away over a month ago. As well, they find Noctilucent's tracks following the shuffling from a couple weeks ago. The tracks lead to a hauntingly familiar site, an old shack by a bunch of water flowing over the ground. The party fights off a horde before being confronted by an undead with intelligence and speech. He calls the group "fleshies" and reveals that Noctilucent was captured and taken to the boss . Our heroes thank him by murderating him some more...   To avoid further encounters, the party tries their hand with these water-airships. As they have prior experience from their shared dream, it doesn't take long until the millenia-old structures of the dead city jump out from the mist. The party docks and decides to try out the old teleport-transit system they were told about. They find the closest building, but as they study the runes they here a sound from outside...
     

     

    Sympathy for the Devil

    Session 9

    Our heroes see a worn and exhausted Zambrim resting against a giant anvil. He seems resigned to his fate, accepting his death at the hand of these adventurers, and barely pleads for them to let him go. As the party asks him what he was doing here, Bruckston enters from a secret door and gives quite the Holmesian explanation.   Flashback to last night, Bruckston goes to spy on the payment drop. After the expected drop from Hakdrot's man, a second person also drops payment. Bruckston follows them all the way back to Groumwalda's office, where he promptly breaks in and searches for clues. He finds the High Priest's key to the temple, and pockets it for later. He finds correspondence with Zambrim (similar to what he found at Hakdrot's) and is able to glean (a) Groumwalda is unaware of Hakdrot working with Zambrim, and (b) Groumwalda has been working with Zambrim longer. The word "devil" sticks out as odd in these letters, so Bruckston goes to the library to learn about those. He spends the evening researching these otherwordly beings before heading to the temple.   Back in the temple, the party approaches Zambrim with the intent to end his life. As they near the anvil, though, glowing runes fill the chamber and the anvil gleams with celestial energy. As in Garl's temple, each of the artifacts glows as well, including a seed that Koot keeps close to his heart. Bruckston recognizes the runes as very similar to the "angel" runes he came across in his research, a kind of precursor to all languages. Zambrim becomes reinvigorated and immediately attacks the party, judging their very souls.
    • Endri feels guilty about Ateria, just a bit, for whatever role Endri's existence has played in making Ateria's life worse.
    • Sothis feels guilty about wanting to adventure instead of settling down and having kids like she is "supposed" to do.
    • Koot feels guilty about all the lives he has been unable to save throughout his existence.
      And before we get to see Bruckston's baggage, Sothis charges down Zambrim and beats the ever-loving-fuck out of him. A second devil, invisible until now, bites Sothis and infects her with some devilish disease, and then the party kills him too.   As the dust settles, our heroes debate on what to do now. Technically the job is done, but there is still some political unrest in the city. They could get directly involved in exposing Groumwalda and Hakdrot, but that risks also exposing the Silver Lining. Ultimately, they decide to inlist the brothel employees once more, using their influence and network to spread the truth of what happened. And then back to base for some downtime.   Koot reveals his Leshy nature to the rest of the party and talks about his encounter with werewolves (which the party struggles to understand). He treats Sothis's disease for a couple days, saving some of the infected blood for his research. And then spends time crafting in his lab.   After resting a couple days from her sickness, Sothis asks around more about Noctilucent. They seem to be taking their sweet time on their mission, and people are becoming slightly annoyed with their apparent entitled attitude. Sothis then spends time working on her bow skills.   Bruckston researches more with Krothu. They know these artifacts are directly linked to the gods in some way, and are able to parse out some of the runes to mean "vessel" or "conduit". Krothu would love to see what all of this means first hand, and hopes the party will soon take on the mission to the Thabeng mines.   Endri gets the scuttlebutt on rumors from Zorai.
    • Grun and Inkathurg seem to have a thing going on, sharing glances and whatnot.
    • Also, there has been a lot of grumbling about the Feywild, seems those diplomatic efforts aren't making headway.
    • Oh, and there was some kind of animal attack in the city, but no animal was found, must have been some wealthy person who couldn't keep the leash on their exotic pet.
    Endri then writes a letter to her sister, sending her back one of the tablets and warning her against fucking with the party. Endri then spends time out earning income. One day, when she comes back, all of her furniture has been rearranged. Bruckston believes it to be the work of his nemesis Slippin Pippin, and the game's afoot.
     

    Session 8

    Bruckston is off investigating some hunch while the rest of the Cloud Coursers are accosted by ruffians in an alleyway. Choosing to not reciprocate their nonlethal intent, Sothis downs one with a single swing of her blade. Koot heals the brigand, and together with Endri convinces the rest to back down and talk instead of being fucking killed.   Back at Koot's tent, the party interrogates the gang. In the aftermath of the visit with Hakdrot, Zambrim used some kind of divination to track down the 2 mystery "dwarves". And as luck would have it they also met up with one flying plant that he had been tracking. So he sent for these associates to use "physical negotiation" and get the heroes to back off. The party learns that Zambrim is in the Temple of Moradin, has a cult-like following, has a terrifying second in command Amriel, and utilizes people on both sides of this political issue. Somehow, Groumwalda Zukt must be tied into this, but the party can only speculate how.   The party takes a much needed rest, preparing to infiltrate the temple in the morning. They spread the word that there will be a charity handout in front of the temple, and get a brothel employee to bring a large bag of copper and just start throwing it in the street. Disguised as council guards, our heroes squeeze, slink, and sneak into the temple.   The party is met by a grotesue being, leathery skinned with batlike wings, flanked by a handfull of cultists. The party, still disguised as guards, convince Amriel there is nothing to worry about and steadily approach. Amriel is unphased until they get near, then he is able to see through the disguise and attacks. He shapeshifts into a massive spider, which Sothis just has none of and kills quite thoroughly. His body poofs away as he dies and leaves no corpse behind.   The other cultists are dealt with easily enough. Koot keeps one alive enough so they can talk. Our heroes learn that Zambrim apparently is just causing chaos, trying to get brother to fight brother, and the cultist is waiting for "the great cleanse". They dump this insane person in the lava, then continue moving to their confrontation with Zambrim.
     

    Session 7

    Our heroes awaken, still in the small village Sveppir. While Sothis goes to check on her old friend Hugo, Endri decides to flirt with disaster and talk around the town. She learns the fate of the ass-headed man, traumatized and barely getting by working at the farm. Luckily Endri's disguise holds up to scrutiny, though just barely....   Meanwhile, Hugo tries quite hard to impress and woo Sothis. Sothis has no interest whatsoever and attempts to let Hugo down gently to spare his feelings. But he completely misreads the situation and all cues and firmly believes Sothis to be his future wife (once she has settled down from this whole adventuring thing). Endri and Bruckston show up and try to help things, but to no avail. Finally the party is able to divest themselves from the situation when Endri scares the daylights out of Hugo, which will have absolutely no repercussions whatsoever.   The party continues their travel to Kletterholl. They begin to see small shelters and little communities on the outskirts before the tunnel opens into a miles-wide cavern. Rivers of lava flow below streets bustling with activity. Eons of civilization is evident, with newer structures built on the still-standing stone homes of old.   Our heroes head to where they are meeting their contact, an agent of Silver Lining that has been here a couple weeks gathering intel. They find a small clinic tent set up in the slums, surrounded by people who have lived here for generations but still clearly second-class citizens. The party sees a small line of people outside the clinic waiting to be seen, but decide to barge in to handle their business. Dr Koot is in the middle of examining the city's brothel workers, which leads to a bit of an awkward introduction. The three decide to wait outside for a bit.   His work done, Koot gives the others the low down of the political situation. Hakdrot's rise in support, where he can be found, and the kinds of things he has been doing. As well, we learn about the existing council's side of things, such as Groumwalda Zukt purporting to want to improve Klutterhol for all. In that effort she has closed off the Temple of Moradin, to be remodeled and made safer for all. Which of course has just heightened the tension, to the point of physical clashes breaking out in the streets occasionally.   The party splits, and Sothis joins Koot as they do small charity work around the city. They focus on calming the people, while also listening to the rumors from children. The rumors they here are quite farfetched and outlandish, with claims of demons and horrendous acts on both sides of the issue. Rumors designed moreso to spread fear and hate rather than any conversations of substance.   But the oddest part, they don't find a single person who knows a worker in the temple. One would think a major remodeling job would require quite a few laborers. And this jives with what Koot has seen over the last few weeks; he had sent Koot Jr to scout the temple, and seen no one entering or leaving.   Meanwhile, Bruckston and Endri decide to directly check out Hakdrot. They magically disguise themselves as dwarves and go to his office, where they find a crowd of dwarves generally milling about. Endri explodes... something... to create a distraction, and when Hakdrot runs out to investigate Bruckston slips into his office. Poking around, he finds correspondence with one Zambrim, congratulating Hakdrot on his success and detailing how to remit payment.   Unfortunately, as Bruckston begins to slip out Hakdrot returns. With some quick thinking and smooth words (and a drag from Flask of Fellowship doesn't hurt), Bruckston gains the trust of Hakdrot and has a pleasant conversation interrogation. Hakdrot lets slip about how Zambrim has been sowing rumors around the city, which Hakdrot all but admits is a core reason for his rise in popularity. Bruckston mentions working in the temple, which confuses and concerns Hakdrot, and so Bruckston decides to quickly make his exit.   The Cloud Coursers join back up after a heavy day of investigation. But on the way to their embrotheled accomodations they are stopped in an alleyway by a group of ruffians...
     

    Session 6

    We open on the Cloud Coursers taking a well deserved break after the "success" of their last mission. Word gets around of these newbies meeting with Yldren after the first mission, and not being eaten. Such prestige surges the popularity of the party, with many new friends and dating prospects included.   We learn that Argent Wanderer's team Noctilucent did return while the Cloud Coursers were out, but then they promptly left again on the mission to retrieve the wrecked ship of the Ghost Crew. Sothis will have to wait even longer to remeet her idol (and yes, just idol, not in love, get off my back Endri). Sothis spends her time working in the farm with Inkathurg and sparring with Jardyr, as she is wont to do.   Bruckston takes full advantage of the Silver Lining's resources to research his coin. Working with Krothu he learns the symbol represents one of the old gods, and helps accelerate the work being done on the mined artifacts.   Endri receives a letter after a hot goss sesh with Zorai (where she slightly reveals her mother was hag, which may or may not cause problems....). The letter is from Ateria, apologizing for how their meeting went down and expressing interest in trying the introduction again. Endri grabs the rest of the party and they head to the indicated tavern.   Bruckston and Sothis wait at a nearby tea shop while Endri meets with her sister. The two have quite the verbal spar, with Ateria emphasizing quite a lot how her agressive actions were "simply business" and simply the nature of their shared line of work. While we never learn the name of Ateria's group, she does reveal they are at odds with Silver Lining's plan to bring back the gods. Ateria also talks more about their mom, or rather, the one time she actually met her. How Ateria can't hear "The Call" and thus was deemed unworthy to serve the "Great Purpose". She is very surprised Kaoskriq never visited Endri, but has no idea what this could mean.   And then the true reason for the visit is gotten to. Surprising no one, Ateria only wanted to meet because Endri can be of use to her. She talks about how her org has been trying to infiltrate Silver Lining for a long time, to no success. She offers a powerful magical tablet to keep in touch, Ateria keeping its pair, just to chat every now and then. Endri refuses the item and to betray her friends, and the sisters embrace at the end of their meeting. What a wonderful opportunity for Endri to go ahead and steal the table anyways.... just as Ateria slips one into her bag.... Both of the tablets in hand, the party returns to HQ.   Time to start the next mission. Our heroes decide to go deal with a political situation in Kletterholl. The connector Wynather informs the party of Silver Lining's involvement in the transition of power 10 years ago, and their decision to try and stay out of it since. But Hakdrot Mineshoulder has been trying to tear apart all their hard work. Normally, Silver Lining would just sit back and let democracy run its course, but something about the meteoric rise of Hakdrot seems unnatural. He gained too big a following too quickly, and the tension in the city escalated faster than it should have. It could be right-place-right-time, or something more nefarious. The mission is to investigate Hakdrot, and deal with him as they see fit. And of utmost importance, first and foremost, ENDRI LOOKING AT YOU, the world must not learn of the Silver Lining's existence.   Before heading off, the party is summoned once again to Yldren's office. She has learned the party is headed to Kletterholl and has a side objective for them. She regales our heroes with stories of the old gods, how they were to be respected and worshipped and feared. They left behind temples tethering them to the world, temples which have remained dormant since the rise of the mist. That is, until the party entered Garl's temple. Something about these people is special, be it blood, or what they are carrying, or something else. But one such temple is in Kletterholl, and this is a unique opportunity to potentially learn more. But don't start a political incident. And don't crash this city to the ground. And also (Endri) keep our organization a secret.   And so our heroes begin their walk through the Verndari Mountains to Kletterholl. As luck would have it, the road travels through Sothis's hometown Sveppir. Endri disguises herself, remembering her less-than-friendly send-off last time. Completely unjustified, mind you, those 3 weddings that were ruined "allegedly" by Endri were doomed from the start. A little chaos and trickery and giving someone a donkey head are no reason to run someone out of town....   We visit Sothis's mom Camille Pinelli, where we see an overworked woman happy to host and see her daughter. She is grateful for the money Sothis drops, but really I don't need that, I have enough to get by, etc. They talk about Sothis's work, carefully dodging the exact organization they work for, and Camille again makes a vain attempt for Sothis to rethink her career before ending up like her father. And, you know, Hugo just took ownership of his family's farm, and I know how you liked to work there when you were growing up, and he is still single.... just saying....   We fade out as Sothis and the others continue to enjoy such a lovely time with family.
     

     

    The Gem Did It

    Session 5

    Our heroes have reached the remnants of a long-abandoned mine, still rich with veins of precious metals and raw gemstones. It is clear whoever left hear centuries ago did so in a hurry. There is a faint light coming from down the tunnel, with the GeoTech sensor clearly indicating to head that way. Not wanting to fall behind the rival party, our adventurers leave such a bounty for now (to be collected on the way back).   They emerge from the mine entrance into the mist, unexpectedly on the surface. It is quiet and disconcerting, no sounds of nature in the dimmed sunlight. Just at the edge of sight is some large, ancient structure. Dido is sent ahead to scout; them returning unmolested, the party braves their first foray onto the surface.   The stone building is falling apart, barely still standing. Untold millenia have passed since the building was maintained. Inside we see rows of benches all facing an altar of somekind. As religion has become personal and individual-focused in the Silver-Lined Age, churches have basically vanished and been forgotten. At the back the party finds a once-hidden staircase leading to the basement. The GeoTech sensor indicates they are close, just need to go down a bit.   The party hears clicking sounds as they travel down the stairs. Too regular, almost like multiple clocks. They come to a massive room, covered with remnants of spelled defenses long-ago disabled. A half-dozen clockwork automata inhabit the room, but only a couple of them are active and moving around. Endri recognizes Gnome tinkering from her time in the Feywild, but doesn't understand why they would be here. Regardless, the constructs are easy enough to take out. The party debates how to transport out these unique creations, but decide to deal with that on the way out take some and for now just loot the valuable bits.   Continuing further down the party comes to a room full of gears. The GeoTech sensor indicates the party is close, but the path forward is blocked by an odd statue of a sphinx. As Bruckston investigates the room, the statue comes to life and sheds its stony exterior. Erenidas awakens from his slumber and asks the party why they have come. What follows is a long and meandering conversation with an ancient being that has clearly lost most of its mind. The party is able to glean that this was once the Temple of Garl, the anchor of that god's power to Ddaear, and Erenidas has been its guardian since it was created many ages ago. But with the connection god, what is there to protect? The party supports Erenidas through this existential crisis, and he fades away as he travels to another time. The party is left to reflect on this information of gods and whatnot.   Around this time we hear stumbling down the stairs behind the party, and some harsh words of adominition. It seems the rival adventurers have arrived, led by one who looks strikingly similar to Endri. At the sight of Ateria, Dido's hackles go up and they whisper in Endri's ear to "kill the abomination". Ateria and Endri exchange pleasantries, a strained first-meeting for newfound sisters. Ateria mentions Endri's "grand purpose", to Endri's confusion, and says they must meet up sometime after this job to catch up. After some negotiation the others agree to leave the main loot for our heroes, while they take the gems from the mine as their payment.   Ateria and her companion are about to leave when Endri mentions the Silver Lining. With that Ateria suddenly and unexpectedly attacks. Sothis pink-mists Ateria's visible companion as a third one drops their invisibility. Not liking their chances, Ateria backs out of the room and retreats with her surviving party member. Endri deals with the dead body, taking it apart and lighting it on fire.   Venturing forward our heroes see a massive gem, rainbow-hued and stronger than anything in nature. Suddenly various items on our party start glowing: Bruckston's heirloomed coin; Sothis's found giant canine tooth; and Endri's recently-looted incense bowl. The large gem starts to glow as well, and glowing runes fill the room. Just as suddenly as this all started, it all goes quiet and dark once more.   As our party contemplates what this could all mean, Sothis gets a sending from Preerielx. "What the fuck did you do? If possible, UNDO IT!! Fast. Falling apart up here. Oh, and apologies if not your fault, we're also contacting-".   Sothis replies "We found a really huge gem, and when we found it it made a huge commotion. We have no idea how it did that or-". The scene cuts away to Landbunes, where we see the engines smoking and the entire city begin to list and drift away, slowly going down.   The party heads out, their mission "done". They take what scrap remains of the automota, and the few jewels left behind by Ateria. As they travel through the caves they get another sending, this time from Iahbuiz. He explains that Landbunes crashed down to the surface, and he is coming to pick up the party.   The party reaches the mountain peaks and are picked up by a small airship, upon which Iahbuiz immediately demands they explain themselves. As our heroes explain what happened, Iahbuiz becomes further and further bemused and amused, not believing these crazy stories of "sphinx" and "gods" and whatever. But when Endri draws out the runes she saw, Iahbuiz's countenance immediately changes. He puts the ship into high gear, explaining they get the privilege of meeting the big boss when they get back to HQ.   Deep under the Silver Lining headquarters, Iahbuiz leads our heroes down a corridor towards. He is clearly anxious and not looking forward to what is about to happen. Inside the office the party sees wonderous artwork, priceless artifacts, and magnificent arms and armor. No fire burns in the hearth, and there is a slight chill in the room. The mature woman with angled features doesn't even look up from her desk as she demands to know the purpose of this interruption. Iahbuiz squeeks out that this party has a report to give before dashing out of the room.   Once again the party runs through the events of their first mission. And yet again it is the runes that grabs the attention. Yldren finally introduces herself, excited that after all these long years they finally have a clue. She reveals her draconic nature as she explains the true purpose of the Silver Lining: reestablish connection to the gods. More time is needed to understand the way forward, but she is certain that these heroes will be integral.
     

    Session 4

    We open on our heroes gazing at a bulletin board as they try to decide which job to take for the Silver Lining. Picking one that seems easy enough, they go to speak with the associated connector Iahbuiz.   Iahbuiz's cousin has sent out a call for adventurers to come aid Landbunes. Apparently there has been some kind of anomalous reading and some spelunking is required to learn more. The party excepts, and takes a small airship to the city.   Upon arriving, the first thing everyone notices is the shaking. These old GeoTech engines are quite loud compared to the modern designs. They are greeted by Preerielx who talks about how a couple weeks ago the GeoTech started resonating with something below them, causing this awful shaking. They need adventurers to explore around and figure out the source. One group already went down half a day ago, whichever of you finds the source first gets paid.   Armed with a basic GeoTech crystal that will resonate with the unknown source, the party dives down into the Dhuwur Mountains. It is a long and arduous journey through the caverns, but everyone does their part to speed up the progress. Sothis forages food (she was a mushroom farmer after all) and pushes rocks n shit out of the way. Bruckston keeps an eye out for danger, scurrying up stalagmites if needed. And Endri uses the device in concert with her knowledge of nature to guide through the tunnels (despite having "never heard of" spelunking before now....)   At one point the party finds their path blocked by webs. They see evidence of the other party finding an alternate route and sieze on this opportunity to gain the advantage. They charge through and wreck these spiders, taking only minimal damage.   We end as our heroes continue their journey through the depths.
     

     

    The Ghost Crew

    Session 3

    Our heroes are fighting the Ghost Crew at their base. Aramis meets his tragic end when he is blown off the platform by a wind spell, but he is quickly avenged by the others in the party.   The other pirates notice the fight happening and move to action. One of them runs to get Captain Voodoo while the other heads to the crane control. Sothis deftly dodges the crane swing, climbing onto it and riding into range to take out the pirate.   Meanwhile, Endri runs over to the GeoTech engine powering the base and quickly figures out how to fuck around. A pirate runs over to stop, but is taken aback by Endri's eyes. There is a confused mention of Ateria before they realize things are about to blow. That pirate flees in terror as a surge ripples throughout the factory, damaging all the GeoTech including the airship docking mechanisms. The pirate ship falls into the mist.   Voodoo comes out of her office with an unknown fancy person, the aforementioned patron of these pirates. The patron and their entourage teleport onto their massive ship and fly away, but not before the GeoTech that Endri fucked with overloads and damages the docking mechanism on their ship. The party charges Voodoo, who tries her best to blow everyone from the platforms. Seeing the party undeterred, she attempts to run but is promptly stopped by Geralt.   As Voodoo surrenders, the party heres the sound of another airship approaching from above. Krothu congratulates the party on a job well done as a dozen armored people rappel down. He motions them into Voodoo's office to have a private conversation while the "operatives" clean up out here. On the way, the party passes by the not-fully-loaded artifact pile. Endri palms a bauble, and Bruckston notices a relic with the same symbol as his coin.   Krothu explains this mission was a test, an induction into Silver Lining. Each of them is the newest recruit into the clandestine organization, if they choose to accept a dangerous life trying to cure the world.   Our heroes are whisked away to the headquarters in an assuming building in Balakotuvayi. There they are introduced to the organization, as well as spend downtime on personal tasks.   When not gossiping with Zorai, Endri spends most of her time in the alchemy lab, making hex bags, smoke bombs, and other useful items. Her requests to Grun for supplies get steadily weirder and weirder....   Sothis initially inquired after Argent Wanderer, learning she is an operative for Silver Lining currently on an extended mission. Most of the time Sothis spends helping in the garden with Inkathurg Sonagh or training with Jardyr Ravaran.   Bruckston was surprised to see Clem the Grin in the organization, since they have had prior run-ins on opposite sides of investigations. When not hanging out with Geist, Bruckston spends his time with Krothu researching the artifacts. He has learned his heirloom symbol comes from some ancient, lost civilization that must be on the surface near Tha'beng Mines.   The episodes ends in anticipation for what awaits our heroes.
     

    Session 2

    We open back on the ship, our heroes going back over the job. Professor Durzub researches artifacts found in the Bleak and Tha'beng Mines, and recently pirates have been waylaying the shipments. He hired the various members of this party to look into it and recover the artifacts.   The plan: one of these artifacts is on board this derelict mail ship as bate for the pirates. The party sets up a snare on the package to trap one of the pirates, expecting the others to abandon their comrade. Then, interrogate this prisoner, infiltrate the base, recover the artifacts, and profit. They ensure Captain Brown-Tooth is in on the plan to avoid any surprises.   As these talks are happening, Aramis hears a whisper in the wind. His patron gives portents of exciting change and adventure, but warns that "secrets are not all they appear" before blowing away. Aramis makes a mental note of this, used to the aloof nature of spirits.   Another ship is spotted on the clouds, headed straight for our heroes. As it gets closer we see a strange device covering most of the deck, with arcane markings all over. The pirates get within shouting distance when suddenly everything goes black and quiet. Engine noise is cut off, sounds of birds and wind all gone. The only thing that can be heard is each others' breathing and whispering.   Suddenly there is a scream of surprise as a pirate is just there on the deck. Geralt, able to smell the new person, rushes in with Sothis and pins down the interloper. As expected, the other pirates flee and the darkness blows away.   As the party starts tying up the prisoner more securely, Dido goes rigid on Endri's shoulder and speaks with the voices of her patron. Apparently they lost sight of Endri and grew concerned. They are intrigued by whatever this device could be that blocks even their gaze, and requests Endri to learn its secrets.   The prisoner is wearing odd goggles and gloves. Bruckston looks these over and notices ties to the Ethereal Plane, deducing that in some way the pirates utilize this transitive plane. The party goes ahead and keeps these items, as well as for some reason the person's shoes...   And then on the torture interrogation. Through some quite frankly confusing and disturbing tactics, the party is able to learn about the pirate operation. Skinner 'Whistle-Blower' England talks about how captain Voodoo scares everyone shitless and is not shy about killing those who step out of line. But Skinner can't find much work elsewhere, and has a family to feed, so takes what jobs he can get. And he doesn't know what they are taking or why, they are only told which ships to hit and to grab all the packages. They have been piling them up waiting for some big patron to come sift through what they have and then it will be a big payday for everyone. And this is supposed to be the last job, at least for now.   The location of the base in hand, everyone but Endri hides as best they can on the ship (Skinner staying tied up). Endri takes the form of Skinner and pilots the ship into the base. They find the pirate ship recently docked and unloading, and Endri tries to play it off that they (Skinner) were able to take everyone out and bring the whole ship here. The pirate only seems to half believe the story and remains wary of the situation. Dido causes a distraction while the rest of the party stalks out and attacks.   We fade out on the action, unknown how much of the base has been alerted to the presence of our heroes.
     

    Session 1

    Our heroes awaken from their shared nightmare in a cramped quarter on a derelict passenger airship. They ponder as to the meaning of this shared experience before discussing the job at hand.   The party has been hired to deal with a special group of pirates. These scallywags don't fire weapons on ships or harm anyone on board; in fact, everyone who has encountered them are left confused how the pirates were able to board and loot their ships. The pirate vessel is seen, then there is mass confusion as the world goes dark and chaotic, then the vessel is seen sailing away and the hull has been emptied.   Bruckston Darklight was hired as the main investigator. Figure out how the pirates are doing this, and how to put a stop to it. The puzzle of figuring this out is enough for Bruckston to take the job.   Aramis Amberstream was hired as muscle. One of the pirates that has been recognized is also rumored to have been involved in the assassination plot for which Aramis took the fall, and this is a wonderful opportunity to make steps in clearing his name.   Sothis Pinelli was also hired by muscle. Such a unique and difficult job is a sure-fire way to gain renown and further her reputation.   Endri was hired as the wild card, to deal with the unexpected. She didn't need much convincing, as this new experience will be fascinating.
     

     

    Danger Room

    Session 0

    Our heroes are having a nightmare, one not uncommon in the time of mist and fog. They are on the surface, surrounded by fog, and beset by undead. They escape on a strange vessel, like an airship but it travels on the surface of flowing water. Through some skillful navigating, scaring away a large predator, and talking to some fish, the party makes their way down the river.   Eventually, they see a cave, and like all good dream logic, they decide to abandon this watership and head to the cave. Out emerges the corpse of a dragon, who seems unable to use dragon breath or fly in its current state and instead resorts to chucking other corpses at the party.   As our heroes duck into the cave they awake with a start.