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.

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