Daphne's Journal
Session 1 Recap
Our party of four, lead by Commander Cassius and joined by three additional adventurers – Kera Serpentwind, Tavrith, and Althalos Cloudfang – entered a Cave to the northeast of the town of Kirkfaern Village.
Commander Cassius informed us that we would be hunting down some Ghouls, which is what the party prepared for.
Unfortunately, that is not what we found. Upon entering the cave, we quickly realized something was amiss. Not only was there an eerie sense of despair that permeated the cave, the bodies that were gathered there were not slashed or beaten, like they would be if they were attacked by ghouls. They were decaying, decrepit, and withered.
We soon found out why; shortly, after our arrival, we were faced with an enormous skeletal creature that we later found out was some kind of shadow monster, a Sorrowsworn. Upon encountering the creature, we were all individually faced with the memory of our entry into adventuring.
Once combat started, we quickly realized we were underprepared. We lost Althalos pretty early on. The shadow beast was able to hook his shadow-like tentacle around the members of our party and drag them towards him. He also had a screech that made us frightened (which affected me greatly throughout the battle). We found his weakness to light and tried to illuminate the cave as much as possible.
A failed Sleep spell made us worried that we would not find success but ultimately our cleric was able to Fire Bolt him to oblivion. Unfortunately, Commander Cassius was in his grasp at the time and vanished along with him.
Kera was knocked into a coma and Tavrith left immediately after battle. We took both Kera and Althlos’ bodies with us when we exited the cave. I rifled through Althalos’ body and found:
Exploring the cave, we found:
We left the cave and made camp at the edge of the woods for the night. Josephi made a meal and the Commander’s horse charged towards camp while we were resting.
We continued to rest and took off in the morning for Kirkfaern Village.
We were stopped by what seemed like local bandits or highwaymen. They had extremely adverse reactions to the Tabaxi in our party. Luckily he was able to convince them that we were gods and not allowing us passage would cause them harm. They dropped some copper pieces in front of us and fled, letting us pass without much trouble.
Two figures approach from Kirkfaern Village towards us. They are clearly not villagers – we learn later that these are Izorr and Amadeus
o Abraham and Amadeus notice each other from the Mantacore School. Abraham shows our new acquaintances the Bestiary, since they were supposed to be in our party facing the Sorrowsworn
Izorr investigates the body of Althalos.
The whole party walks up to Brasstusk Tavern around 2PM, no other patrons around at this time
Josephi takes the body of Althalos to the Priory
Amadeus and I take Krea to the Herbalist
Josiah & Abraham & Izorr go to the Bhodsa Estate to tell them that we didn’t encounter ghouls and tell them of the Sorrowsworn
We meet back up with the others and Josephi, me and Izorr go to the Bhodsa Estate to convince them to give us the money for the mission. (They won’t give us money without the head of the beast as proof). Josephi tried to intimidate them but it didn’t work. We talk of our anger about not getting paid when we get outside, but they might have overheard us.
Back at the tavern – Amadeus arm wrestles Grahk and Josiah is drunk. Josephi plays a game of quarters.
There are still monsters in the town – lone people in the woods getting attacked, livestock missing or mauled, and figures have been seen at the Priory (bodies have gone missing)
I stay at the bar at the end of the night talking to Grahk
Izorr and Josephi sneak off in the night
[short rest]
Session #3 – 11/7/21
Amadeus and Josiah are passed out drunk upstairs in their rooms
Morimer senses Dwarves nearing – I duck behind the bar with Grahk and prop a chair up on the door to “lock” it
Josphi wakes & calls out of the window to the mob of Dwarves to “keep it down” – the lead female dwarf spots him and targets him
Izorr’s raven appears and tries to wake the others (Josiah rouses but doesn’t get up)
Mortimer lets me know that Josephi goes out to the top of the stable and waits for the mob to arrive
The Raven appeared to me and told me to wake the others. I put on my great owl shroud. I send Mortimer to wake Amadeus and I head up to Krea and my room as the dwarves approach
The lead Dwarf is Isla – Moira’s daughter. Josephi asks her to explain what they want. We are waiting for Izorr to get there to hopefully help with the situation Dwarf to Dwarf
I go into Josiah’s room to wake him and bring him to our room. I ask him to hold her as we jump out of the window before the gathered mob. I wanted them to take pity on us, to use Krea’s comatose state to have them hold off on hurting us, if that was their intention.
Izorr & the lead prior come to the tavern. The prior asks for no violence from the mob. Izorr calms them down. He explains that the job we were set out to do – to slay the monsters laying harm to the town – is not done.
We confirm to the mob that Josephi was not serious when he threatened the dwarves with burning the town down when he was trying to intimidate them into giving us the money. We convince them that we will deal with him.
We were about to go to the Priory to see the body of Althalos when we hear a shriek and a large bat/human hybrid type monster swoops down and drag two Dwarves away.
We realize that there might be two different types of monsters – this one and one that might be digging up the bodies at the Priory
Izorr walks Isla back to Bhodsa Estate
I take Krea and Josiah back upstairs to rest
[long rest]
The next morning, we wake and eat breakfast
I immediately set out to wander the outskirts of the town to look for the witch. While I usually don’t go out of my way for people I don’t know very well, I do have a softness for Krea as the only other female adventurer that went into the cave with us and I am extremely curious about this witch. I haven’t experienced much of the world and my curiosity makes me set out alone to find her.
It’s about 12PM by the time I arrive back to the tavern from my encounter with the witch in the woods
When I arrive back, Krea is sitting at the bar with most of the others. The contract with the witch worked!
Abraham returns from the Priory
Grahk lets us know that there was an off woman that stayed in the tavern a month ago and frequently spent days outside of town
Isla comes to the Tavern and asks from a meeting with Moira
We go to the Bhodsa Estate. Moira confronts us about the threats that Josephi made against the town. She admits she could have handled it a little better and agrees to come view the body of Althalos in the Priory as proof of our adventure.
Izorr shows her the Beastiary and the beast we think took two dwarves – called the Fleder – and tells her that we can take care of it for her. She agrees to negotiate a 100gp reared for it (50gp for any other monster)
We bring monster to the Priory and Moira agrees to pay us 50gp for slaying the Sorrowsworn.
Izzor, Abraham and I stay for Althalos’ funeral. We ask the Prior Superios about the grave robberies – they have been exhumed and missing. Various states of freshness to the bodies that go missing. We agree to look for clues about what that might be
Josiah and Amadeus go to the Herbalist to get vampire oil components to help defeat the Fleder (3 hours to make 2 vials)
We plan to go to the Red Hand Range with a cow to lure out the Fleder at night and face it. Izorr predicts this is a good plan
Krea declines to come with us
As we head to the northern woods/hills, we run into bush bandits. In short order we put two to sleep and down most of the others. The rest that are left standing flee from us. Joesphi tries to kill the two that were sleeping. Josiah goes after the ones that flee to make sure they don’t bother us or anyone else but they get away.
We loot the ones we downed.
We take a short rest before continuing and hear a shriek from the Northwest
We arrive at a place that we agree is close enough to where we think the Fleder resides and tie up the cow in an obvious place. We debate whether to kill the cow or not and get into a position to ambush the monster when it arrives.
Izorr: Boon of the Polyglot (learn any language after hearing it for a short time)
Me: Boon of the Nameless – I am invisible to fey creatures and they can’t learn my true name
Abraham: Boon of the Nymph – 1d10 bardic once per day
Amadeus: Boon of the Shepard – animal friendship twice per day
Josephi: Boon of Toren – Body emits dim light (15ft range)
Josiah: Boon of Command – choose a creature within 30 ft can take an action once per day
We look at the rock formations around and Izorr & I pick which one to go towards, which leads us about 1.2 miles towards two large rick peaks pointing in on themselves. Josiah remarks that there are souls with unfinished business around this place and we all sense magic around the middle of the peaks. Izorr says we need to dig and I cast Mage Hand to help us out. Josiah uses his great maul & Izorrs shapes water into a shovel of ice. It takes a while to dig through the rocky ground. But when we get about 3’ deep, we realize we have unearthed a masked grave with a full skeleton, old and rotted surrounded by other skeleton parts. We investigate and find a small chest the size of a breadbox. Amadeus picks it up and opens it.
Within the chest, we find parts 2 & 3 of the treasure map, with different riddles on each, and a locket on a necklace that exudes magic & holds a photo of a queen and princess, confirming this is the skeleton of the King. We investigate the locket further and see that the holder cannot be drained of life. The party gives it to me for safekeeping, and it attunes to me immediately (the photos shift from the Queen & Princess to Aldrin and the Party (including Mortimer) – those who I now hold the most dear).
We try to make out the riddles and figure that the 3rd part refers to Jafan, the city that I came from. Not too crazy about going back there but I don’t disclose that to the party.
We finally make camp after an exhausting day. Izorr mentions that there is energy coming from the east, maybe the Sorrowsworn cave and that we need to get back to town immediately. We rush back and everyone seems on edge but we can’t place why – but it definitely seems to be connected to the energy Izorr felt at camp. We take a much-needed rest and decide to out in the morning, although that choice makes us all irritable as the magic increases.
Izorr’s alarm goes off in the night, he wakes us and lets us know. We immediately hear screaming from the village and see that 4 huge blazes are tearing the town apart. We swear whoever did this must die.
The party rushes to help put out the fires with all the resources we have available. After an hour the fires are put out, thankfully, but we realize someone has stolen from the Bhodsa’s during the chaos. We search for Josephi but he has disappeared into the night – we know it was him who did this. We vow to take revenge on him if we ever cross paths with him again.
Session #8 – 1/30/22
We awoke the next morning after the fires around the town had been put out and headed down to the tavern. Moira entered just as we were sitting down for breakfast and approached us, looking as though she was burned in the events from the night before. She asked us to confirm that the fires were started by the cat man, which we did. But we were only halfway through apologizing when she placed a bag of gold on the table and asked us to hunt him down – dead or alive (50gp as a down payment). We agree, he is our common enemy now.
The energy about the town has an air of irritation. Similar but not the same to the energy of the Sorrowsworn cave; this was more angry than depressed. Izorr informs us that something – or someone – must be summoning this and we need to deal with it ASAP before going after Josephi.
Suddenly, the door to the tavern opened and Aldrin walked through the door! My mentor, who I thought I left behind in Jafan. He walked over to the party to say hi. I am too stunned to make many introductions, and bring Aldrin straight up to my quarters on the 2nd floor. He has one more job for me. Looking back, I wish I had asked more questions, but I only asked what I always asked: the bare minimum to succeed. He wanted a book, one that needed to be retrieved and brought back to its “rightful owner” and a staff with an emerald skull. He told me that the necromancer Mei is behind this. Two birds with one stone, it seems, as we had a hunch she was behind the irritable energy throughout the town. (500gp for book & 100 gp for the staff – 10% of both to Aldrin). His parting words to me were “don’t get too attached.” He’s trying to keep me in his grasp, even after I tried to escape. I wonder how far I have to go to be free.
Once I return to the group, we decide to head to the Sorrowsworn cave and set off immediately. We make it ot the edge of the forest without event. As we approach the cave, it was obvious we were all a little more irritable than the day before. We decide to rest before entering. As we do so, Moira’s son, a dwarf named Angus, approached us. He was out of town but Moira caught him up with what has been happening and wants to join the group. He doesn’t seem especially smart so we will see what value he can bring. Off the bat, he provides some of our party with extremely strong alcohol that almost immediately renders Abraham, Josiah and Angus himself very drunk. Abraham starts crying, Josiah won’t stop telling stories and Angus gets enranged – running into the woods and returning with two rabbits. He continues to drink until he vomits and passes out. He’s going to be a handful….
On Amadeus’ watch, a horde of 10 zombies descends on our camp from the NE. Mortimer wakes me and Morrigan wakes Izorr. We fight them off as best we can. Morrigan came in clutch with her fire breath and Josiah used Turn Undead to make them flee. We kill them all in the end and decide to burn their bodies so they may not rise again. After an eventful night, we go to sleep without any additional events but awake even more irritated than ever.
We went to the cave prepared to take on the necromancer but it was the same as ever. Izorr pinpoints the source of the ritual that is causing our irritation and he leads us to the monolith about 3.5 miles to the NE.
As we approach the monolith, we can see the ritual is almost complete and the cortex above the hill. Time is of the essence so Angus, who turns out to be a monk!, and I race as quickly as possible to the top. Unfortunately, some of our other companions do not have the same dash skills as we do and it takes them much more time to climb the mountain. I make it to the top alone and hide behind a rock that I minor illusioned. Sneaking closer and close to Mei (with the book & the staff needed to be returned) and her body guard Sir Giraden. Zombies had befallen my comrades lower down the mountain but missed me entirely, thankfully. Abraham goes full Astral – with Aasimar wings! A second surprise! – to heal Angus. Sir Giraden comes after me (I hit Mei with my owl shroud, giving up my location) but Amadeus gets to me just in time to help fend him off.
Izorr, finally at the top of the mountain, Acid breath’s Mei to kill her. But not before she smashed the staff with the emerald skull. I take the smashed staff and the book and leave the rest of the good for the others.
From the monolith, Angus gets the Book of the Helper, which lets him summon an unseen servant once per day and Amadeus exchanges his book for the Boon of Archmage (adds +1 spell casting modifier and damage), although it seems less helpful to him.
We examine the blood ritual markings on the monolith, which was surrounded by candles & bowls of what looked to be Mei’s own blood. Izorr examines her body and it seems like she is from the Empire based on the markings of her clothes.
As we get back down the mountain, Izorr and I decide to look into the book. He cannot read it – it’s in a cypher – but I can read it like it’s in Common. I agree to transcribe the book somehow but still believe I need to return it to Aldrin. It contains blood magic and the rituals to close & open the Veil. Powerful stuff in the wrong hands. But whose hands are wrong? I’m not sure we’ll be able to tell at this point.
Loot:
Coppers/silvers
2 spell scrolls (Fire & Hope and Vitality)
Armour
Sword
Blood ruby (100gp)
Another gem (500gp)
Eye Agate (10 gp)
- My memory was of my first job for Aldrin – sneaking into Library and discovering Mortimer. A cringy memory since it was not my finest work but not my most traumatizing one.
- hand crossbow, shortsword, 20 bolts, fanny pack, 5 sheets of paper, 2 sticks of charcoal pencils, writ of adventuring, locket with bad quality woman’s photo, 15 gold in a pouch, small poison vial, basic health potion
- Bestiary
- Some sort of ritual area with an alter and a strange symbol
- Mortimer would not go near this area, implying some sort of arcane presence
- Piece of paper (burned) with text reading:
- Experiment #1........
- Failed t........
- Try Agai........
- I jumped into a tree and used my 50 foot rope to saddle the horse and slow it down.
- On the horse, named Shadowheart, was:
- 10 rations of horse food, human food & water
- Music box, rose quartz, sheet music for piano, chalk, orc whiskey, peppermint tea, dried blue flower, lightrider spear (spear on foot, lance when mounted)
- 12 gold, 8 silver
- Kera got dumped on me by the Magma Genasi so I couldn’t hide in the brush. Luckily, we didn’t need it – this time…
- The female Orc peasant bartender is a former adventurer named Grahk (aka Tablearm)
- We get rooms – I split one with Krea who is still in a coma from our cave expedition
- After encountering the very chatty store owner – a large dwarf named Padrack – we realize that we would need ingredients to help Krea that would take a long time to gather – time we might not have.
- Instead, we could find the Witch near the outskirts of town to see if she can help, though we would have to give up something (not money) for her to help us
- Grahk tells us her name is Astri
- Amadeus smokes something that Padrack gives him…he’s high for the next three hours
- Josiah meets up with us and carrier Krea out
- Monster:
- Torso of a 6’ man
- Legs – gaunt and elongated feet with talons
- Arms end in wings like a batt with talons
- Head with large, thick ears and fangs
- Shys away from light seen flying away to Northern hills/woods
- It takes me three hours of wandering to find the witch. I crested a hill and the small witch’s house appears – I can tell because it doesn’t align with the surroundings. It looks empty and dark inside and has a wood sign reading “Astri’s Carvings”
- The knob zaps me when I grip it. I open the door slowly and it creaks.
- Inside is lit by candlelight and looks nothing like it looked like when I viewed it from the outside. It’s filled with wood carvings and is much bigger inside than it looks.
- The curtain in the back opens and Astri Vagen – the woodcarver witch appears.
- She seems to know my name and what has happened to Krea without me explaining. Mortimer is very unnerved by this whole place. She asks me to sign a contract to help heal Krea. In return, she asks for the blood of a beast most pure. I make sure there is no timeline to getting this back to her but part of me feels like I could have negotiated more with her. My first encounter with a witch! I tried to think of all her tricks but I’m sure there were many more up her sleeves.
- She seemed pleasant enough to make this deal. Once the contract is signed with a fingerprint in, I leave as soon as possible.
- Immediately, the cabin disappears and I head back to town.
- I celebrate with a morning bear from Grahk
- Leather armor
- 3 Crossbows & 25 bolts
- 1 longbow
- 6 rations
- We have predicted that it is a Fleder – I should note that we don’t know for certain if that is true. We will find out shortly
Type
Journal, Personal
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