Refugees to Kraghammer

Sandbaths at Kraghammer! Dropping off magic-user refugees to perform physical labor! Antagonizing the patriarch of the Grimhelm line for calling his son a disgrace to his family! Figuring out a satisfying, fast action, descriptive-rich way for brawling contests!

Sharing news of the fire portal guardians to the last earth portal guardian, giving him hope that his secret tribe will be rebuilt! Perhaps with a refugee “shop assistant” or two. Still creeped out that he likes the Underdark so much!

Introducing the crazed dynamite dealer to the Master blacksmith and giving them the idea to make… pipe bombs. Pelor save us.

Upon returning to the abandoned village of Everbright, the Magnificents find the refugees complaining of giant ant bites as they slept their first night. Scavengers noted that the town stores were ancient but full, food plates still held rotten dinners, essentials and tools were plenty… as if the townsfolk simply left.

Suspicious (as all good–no, I mean alive–adventurers are), the Magnificents hold a watch, in case whatever took bites came back for a full meal. All is quiet until the bonfire is swallowed by the ground. In the darkness, an earth-swimming, tentacled monstrosity begins to hunt, feeling for tremors, bursting up to grab and bite, regenerating limbs faster than the adventuring heroes can hack them off.

Re-establishing Everbright

What do you do when the regenerating demon you’re fighting is winning without bothering to use his weapon? According to the Magnificent #, you release a caged hydra and run like all get out while the facility starts collapsing above you, letting the Shadows in.

Rex remembers the demon No Baiano’s voice from his childhood. The party escapes with 70 imprisoned magic users, but not before No Baiano finishes his contract with the facility, whatever that is. He’s gone, and the facility is left a smoking hole. A landslide reveals part of a familiar onyx structure.

The newly-released magic users are taken to a ghost town on the beach in Organa and offered skyship travel to either the Royal city of Mulmaster or the Dwarven capitol city of Kraghammer. Each refugee makes the personal decision. Do they go back to wherever home is? Do they find someplace new? Do they even know what to do anymore?

The orcs, having found each other in the prison, turn away from the “milk-bloods” and into the wilds of Organa to establish the Bonecrusher Clan, the first clan of magic-wielding orcs. I’m sure that will be fine.

A large group of tieflings decide to stay in the ghost town, fix it up, make it home someday.

Some high elves wish to return to their sky city, just as some wood elves wish to return to their moving city.

A smaller group of wood elves seem fascinated by an impossibly ancient drow woman who was found locked in the lower levels. As everyone’s grandma, Old Velene is happy to share her stories, and was very keen to hear of the party’s underdark experiences. Especially the Mother spider. She, and those fascinated with her, will stay in the ghost town.

The rest of the others decide to take the offered skyboat trips to civilization.

All in all, a good rescue. But… this party didn’t loot. Wait. What? Where am I? Is this dnd?

Eh, it didn’t matter. There was cheesecake.

Rescue from the Sanacris

Rex, having been kidnapped by a magic user named Kipper, is taken to the demon No Baiano’s Siphon and imprisoned deep in the earth, somewhere called the Sanacris. No clothing, no items, and locked in one of many cells centered around a pit, a radiant beam running from below and up through the whole facility. His only companion is a mysterious voice calling itself Ellis, who says he has been forgotten here as the beam is slowly sucking Ellis’ life force away.

Rex tries a spell, only to see the magic sucked into the central beam. The siphon. Kipper arrives to question him, and he tells Kipper that he wants to join the demon No Baiano’s forces. He is taken to a floor upstairs where other human magic users dump spells into the beam, rest, repeat – a slightly nicer prison. Before leaving the Sanacris, Rex counsels Ellis to do the same, to pledge loyalty the next time someone comes down. Then, there will be plenty of death and vengeance for them both.

Meanwhile, the rest of the party and their companions have travelled via elemental airship to a dead forest on a contested island, the trees comprised of layers upon layers of light gray ash. They find a well-tended garden of poisonous plants, and the boat used to carry Rex and the cages, fitted with a strange elemental artifact. Sheddar, the dranger, leads the group deep into the forest, where the shadows thicken nearly to night.

Without warning (but a little fore-shadowing, heh-heh) shadows slide over a few party members, grabbing them, restaining them. In the darkness around them, they hear ragged, slow breathing coming closer, and glimpse ashen figures with greatswords sifting between the trees. After hasty, creative pruning, the group circles, backs to each other, kobold in the center, holding out torches to keep the living darkness at bay as they travel deeper into the forest.

Sheddar reminds everyone that she had wanted to take a deer trail instead.

The path ends at a large rock with a tree growing next to it. Neke pushes the rock, and moves through, feeling a familiar tingle of magic.

Stuff happens, and the players and companions step into an entryway. They follow an elderly, deaf lunch man down into the Sanacris, discussing morality. They find a few, wasted, nearly dead magic users in an otherwise pristine facility. On the lowest floor, they hear Ellis, who offers his loyalty. They release Ellis and find out he/she/it is a dopplegainger, weakened, only able to change forms for a few moments.

The group climbs up up up out of the Sanacris, discussing philosophy, off to rescue their poor, helpless sorcerer. Neke gives an honorable duel to a fleeing guard. They continue up.

Rex has been busy. He discovered that basic cantrips don’t trigger the magic siphon, so he convinces a majority of the captive magic users on his floor to work together to take on the guards… 1-4 hit points at a time. It is cantrip chaos on the floor. The rest of the party joins in the fray, Sheddar breaking off with a looted set of keys to release and transport those still left in the Sanacris levels.

The tide of battle turns. The fighters see two guards kill themselves, rather than face failure to No Baiano. The magic users are sent downstairs to the others. The player characters, back together again, rescue the elven magic users on the 3rd floor. On the 2nd floor, Neke and Rex stand at the railing of the pit, looking at the beam and discussing philosophy until they realize that somewhere high above them, people are being thrown into the beam, disintegrating. Um. Whoops.

They race to the top of the stairs, to the door of the 5th floor. Is No Baiano on the other side, waiting for them? Ellis turns into a sexy, greasy tiefling guard he saw once, and unlocks the door. Pushes it open….

And that’s where we ended the session.

A Strange Cart

The Magnificent # were ported into a storage facility in a pocket dimension. Inside: room after room of lifeless armor, surrounded by a vast, shimmering, sentient, liquid metal called The Firmament. They were waiting for the Lord of Blades to “start the heart”–whatever that means–and awaken them to war.

The party returns to the Worg rescue to find that the feral, albino worg has become alpha, but she wants to hunt the nearby halfling village, providing honor of killing one’s food, rather than being fed what others believe they deserve.

The Player’s worg companion is arguing against it. The halflings are useful, and he knows that using the village as a hunting ground would eventually bring trouble even the albino’s pack couldn’t match.

When the party decides to return to Mulmaster, the worg remains behind, wanting to learn how to be a stronger worg and earn the albino’s respect.

Will the lessons the party taught him about diplomacy hold? Or will his feral nature take over and he’ll help turn the village into a hunting ground?

Back in Mulmaster, the group sees a shifty cart passing the checkpoint into the city. They meet with the palace Spymaster and the cleric’s boss. They get chewed out for disappearing for an entire month “on vacation” when they were were needed in the kingdom.

The sorcerer mentioned performing a couple rituals using evil artifacts the empire was trying to lock down, and… well… a 1 was rolled. He was accused of being a cultist and taken away to The Tower for interrogation. In the tower, he made a pact with an evil entity, enjoyed 10 minutes of god-like power, let himself get caught, recanted the pact, and… well… yeah, there were consequences.

Meanwhile, the rest of the party decided to investigate the suspicious cart, in order to begin redemption with the Spymaster. They found traces of a heavy cage or chest, 5 men, and a large black feather. The cleric turned into a bloodhound and set to tracking, finding a hunting shed and immediately messaging the Spymaster for backup against a group of kidnappers/smugglers.

One thing led to another. A rug tried to eat the cleric. The dragonborn felt up the Seargent of the Royal Blades in the dark. It took 4 people to overcome a wooden door leading to the sewers.

The Goblin Swarm

the adventurers skipped breakfast, shocking the halfling housekeeper and her daughter. The party cleric read up on the courtship rituals of dwarven culture and was terribly disappointed.

The barbarian and dranger convinced the worg pup in their party, Larry, to speak with the huge, albino worg mother caged in a barrow at the worg rescue. There was a scary racial debate in a language none of the party spoke. In the end, she and her two newborns were let into the main paddock with the other worgs.

For funsies, the party decided to hunt goblins, learning that an enraged swarm is simple compared to the traps and hidden attacks goblins make when on their own.

They also learned how fragile horses are, using the bulk of their healing supplies and spells to keep them alive. Ooh, and they learned the Goblin phrase for “I’m big.”

On the way back, they were surrounded by the hungry worg war mount veterans freed during the big kerfuffle with the goblin war camp. With promises of food and servants and territory, the war mounts followed the adventurers back, until they see the magically-reinforced walls of the rescue. Feeling tricked, they attack.

The party then learned that their freedom-loving warg has taught the others in the rescue how to escape at will. The albino warg climbs over the other wargs to hop the wall.

The gamekeeper pushes the party behind him, through the rescue gate and closes them in. They cower, listening to the feral battle raging for dominance on the other side.

Squirrels of the Faerie Queen

While travelling the Pilgrim’s Path, the Magnificent Five share a campfire with an old Tymoran storyteller. They fall asleep during his tale, waking up transformed into squirrels aboard a pirate ship, the Faerie Queen, captained by the human, Dread John Swallow, who doesn’t seem to notice his ship is completely manned by a crew of squirrels.

The party finds that Capt. Swallow wants the Treasure of San Always-a-Different-Name, and they were hired to be the landing party. Arr. But First Mate, Blue Nut, tells them that No-Beard the Pirate is also on the island, having kidnapped the Princess Cashew.

Get the treasure. Save the princess. Avoid the mystical black fog containing the Piratical Dark Rat Hoard. Simple, right?

Add in a ship ghost, a competing pirate captain and his crew, skeletons, demon-summoning, squirrel sacrifice, illusions, and a short-sighted leopard named Mayaptec, and things quickly become complicated for our tiny, furred heroes.

Clerics in Swampland

Two trickster clerics break into the high tower of the local magic school, one because she’s actually a spy, the other to decorate the roofline with phallic symbols.

A 1 was rolled. They were transported to the swampland boonies of an entirely different country, seven hours before having to attend a court function. They ran into a gladiator and a ratman. They fought some crocs and slept in a hunting camp, where other outcasts scratched out survival. Then came the panicked calls home. And a dinghy pulled by parrot fish. Right.

They chose not to trade a year of their life each for an instant trip back home via swamp ha–*cough* I mean entirely genuine Melora priestess.

Meanwhile, back home, the rest of the party ruined relations with the Crown, and quickly scrambled in attempt to repair them. Tempers rose.

An impossible favor and loss of face was procured by the Royal Spymaster to bring the clerics home. A court dinner happened.

Then everyone bought horses to travel to a worg- and dire badger-rescue ranch owned by the cleric’s uncle for vacation.

Um. Hello Tiamat

Tripling the workload of a halfling housekeeper! Suspicion! The death of 13 chickens! Running back and forth across town because you had another question!

An invitation to a court dinner! Shopping! Brewing trouble and brewing tea! The return of Kevin! Investigating why the non-magical poor hates magic users! Planning a midnight break in!

Drinking the night away, swapping adventure stories with the owner of an Arcana shop and his tinker assistant! Tea with a noble and visits to the resident writer in the city jail. Feek, the crazed magician-hater! So many failed persuasion and deception rolls! So many!

And…

…blindly experimenting with dark rituals, advertising your existence to something oh so very big and very bad….

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