Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
Session Log
After dealing with a couple of smaller creatures the adventurers choose to explore the cave under the stealthy protection of pass without a trace. Sneaking through the cavern, following plums of smoke and avoiding Michadins left and right, it became clear that the party was going to have to talk to a Michadin leader to find their heart cap mushrooms. Lindir, with some help or maybe sabotage from Sahva, is able to chat up Ornata and Enok. The two are the defenders and caretakers of the cave and the Michadins’ leader Senensa. Suffering under an illness Senensa had entered into a trance, after using the last of her energy to protect the other Michadins by placing the guardian (which the party murdered) at the cave entrance. The Michadins were happy to offer the group some heart cap mushrooms in turn for them dealing with the thick purple smoke that had crept into one of the cave’s chambers and was seemingly making them all sick.
Ready to face danger the party ventured into the cave, where they discovered dragon-like smoke creatures blocking their way. After a bitter fight the adventurers make it deeper into the chamber, they discover an orange fire crystal – clearly not of this realm – covering the vent of a volcano resting deep beneath the cave. With a fair bit of effort, Naivara, Sahva and Ulfgar are able to shatter the crystal. Out of which comes an obsidian orb, from which hatches a lion’s head creature hissing like a flamethrower. The adventurers must now deal with a juvenile salamander, which knocks Naivara unconscious and results in the first usage of a healing potion.
Having defeated the mushroom cave’s foe, our adventurers emerge from the chamber victorious and are granted the title of Protectors of the Cave, with Lindir getting the special nickname of crystal smasher. They were also granted five heart cap mushrooms and a ruby marrow, the first of which Tarrack can turn into healing potions and the latter into an elixir of health. The party rows back to Wyrm’s Respite, which is all in all an uneventful journey. Having returned the mushrooms quickly make their way into Tarrack’s hands who, together with Maila, makes several potions which he hands back to the party. After some negotiations they manage to agree on a deal that he would continue to replace their healing potions for as long as they continued to stay at the cloister.
Upon leaving Tarrack’s home our tired adventurers are flagged down by Eliara, who provides them not only with a history of the dragon wars but also a new problem to solve. [Story]
The evil on the island, the undead water creatures which attacked the Maurauder, is seemingly the result of an artefact of magical nature. Eliara assumes that it is somewhere on the shipwrecked Compass Rose, an old trading boat which beached a couple of hours away from Wyrm’s Respite. Ready to rest for the evening, the party makes plans to solve the island’s undead problem the next day. However, Sahva as the only elf in her troop of adventurers decided to use the couple of extra hours she has to scavenge the grassy lands of Captain’s Foley. In doing so stumbling upon a large hole in the ground which she earmarks for a later day.
After a bit of rowing across the sea, the party arrives at the small town of Wyrm’s Respite. Given that this town is mostly filled with unarmed cobalts who do not get visitors very often, the adventurers are quickly swarmed by the creatures. Question after question is asked, the energy bouncing off the young cobalts. From their midst appeared an older human woman, wearing a white robe that contrasted her white skin. “I am Eliara, caretaker of Wyrm’s Respite and cloister keeper.” She provides the party with an overview of the town’s grounds, composed of not much more than several small stone homes, a large dining hall with a kitchen attached, a small library and several dragon statues.
Given the image of a severely hurt Charyn, still bruised and battered from the fight, she beckons over another human. A man with ginger hair and tanned skin, tattoos up his neck which display the Mark of the Thieves, a guild of Orniros. He introduces himself as Tarak, a specialist in botany, who quickly whisks away the Leonin captain to bring him back to his house to heal. The party stays in Wyrm’s Respite and joins the cobalts for dinner. Where they quickly learn that the island is alcohol-free, the cobalts are already in high enough spirits and do not need that to spur them on. Particularly a young cobalt named Frubb, who worms his way into the hearts of our adventurers. After a couple of sips from Ulfgar’s signature ale a food fight erupts in the hall. With full tummies and happy hearts the party heads to finally rest after the trying day they have had.
After a long rest, followed by a hearty breakfast, the party makes their way to check on their Leonin friend. Charyn is healing, but Tarak needs the adventurers’ help. He is running out of the mushrooms he uses to create potions of healing, some of which he used on the captain. He describes a cave on the south side of the island, reachable by foot and by sea, and tasks the party to steal some heart cap mushrooms for him. Warning that the creatures that live there have a new guardian in place, making it impossible for himself to source any plants.
In one of the Maurauder’s rescue boats, the party heads off into the direction of the mushroom cave. Unsure as to what awaits them.
The party finds themselves on a boat, The Maurauder, taking off from Brimstone and heading towards Captain’s Foley. Captained by Charyn – an older Leonin sailor – the night time travel goes by largely uneventful, though it is apparent that Sahva is not made for the sea. Rising to mid mourning air and coming ever closer to the island, some members of the party begin to hear a gurgling sound travelling across the waves. Unsure of what was a foot, Gruul threw a bottle overboard but nothing changed.
Until, from the other end of the ship, undead fish foes in tattered Caltana sailor uniforms began to climb the ship. Attacking Charyn at the helm. After an intense fight, which included two of the party shooting Charyn in the crossfire, the party was able to save themselves and their wounded Captain. Fleeing onto two of the rescue boats attached to The Maurauder and rowing safely to the island. Unfortunately the ship could not be saved, and crashed into the dark rocks surrounding the island, forever lost to the sea.