Travel to Lilymarch in the Sea Slug

Steel Realms

CHRONICLE: PIN FEATHERSTravel to Lilymarch in the Sea Slug

THIS MAY BE THE LAST PINFEATHER CHRONICLE AS THE CHARACTERS ARE “FREE AGENTS” NOW AND UNAFFILIATED, UNLESS THEY DECIDE TO MAKE ANY FORMAL CONNECTIONS BACK TO ‘FEATHER’, AFTER THIS IT WILL BE A NEW CHRONICLE.

Starting Characters: Arabus (Jesse); Earl (Atreus); Alanna (Ulrich); Ben (Asil); Corey (Krespar); Rocky (Danoir), Uc (Lizardfolk/NPC/Morgan)

Date @ Start Common Year 11-4-9168
From Return to Torrelson’s Ford after the Moorswood

Interlude: Feather’s Experimentation

INTERLUDE (Feather‘s Personal Journal Only)… CY 9168 – post Red Sleeves death… Feather takes possession of Book of Elden Vale Familiars from the stores in the Villa and Bella speaks to her through it as Feather experiments with it as a Raccoon. It is the only familiar that will not be driven insane by her own thoughts and mystic mental scars. Bella warns her that that there is a faction among The Gallantine Order that wish to topple Mary and take control of it. The apprentice of House Malor is part of this movement. He knows the ways of the magi of Dunstrand and is able to hide himself from their scrying… how it is not known and it is frustrating House Malor to no end. Bella says that he likely discovered the means through some tome in the hidden Moorlight Library. When Bella was copying various information, she found hidden traps (explosive runes and the like) that he had set there. It also became apparent that he was setting up an alcove to use as a familiar chamber for teleporting. Such magics do not normally work, Bella even tried, but he must have found a way. The library needs to be destroyed. Whatever is in there, cannot be used. The prohibitions placed on taking items in and out by House Malor may able to be circumvented. No chances can be taken. Feather is suspicious and vows to try and find what other motivation Bella may have for wanting this done…

Working In Torrelsons Ford

Travel in disguise to the Villa > message To Feather, by Atreus; ciphered by Jesse [23 check] > Success to druids / Destroyed by druids / Druids gave boons / Asked earth and water elemental to help construct the keep and surrounding area / Plan to attempt the boat trip again

Taken by those guarding/watching the villa.

Venture into Hotherwale Hamlet near the villa to get a picture of how things are going. Hetman for Hotherwale is Steve Smith (they dont even have a mayor). All is well, things quiet since the truce with Gwinn. The town of Autumnade with Inn of Perdulous 10 miles east on otherwise of the Grafton Bridge is seeing the seasonal emptying – the harvest in the spring will bring back hundreds.

Animal Messenger: “Druids handled artifact, friendly elementals coming for villa, dormu’s peak we are headed, stay safe – friend /b”

> Confirmed message delivered

The message is delivered (The PCs believe it was delivered to her i person since it did not report failure) to Feathers new Malorian Mirror of Missives (of House Malor); she has been forced into a tighter relationship with House Malor since losing the PCs as allies – they track all her messages now and she is away far more then she used to be.

The Ferry Crossing is covered from every direction by barons soldiers taking stock and recording all coming or leaving along the road or over the ferry!

Date Common Year 11-8-9168 > Leaving Torrelsons Ford, Atreus makes a deal with Josie.

Bind the Water Elemental

The docs and harbor are trashed a bit as it pulls itself off the sand bar and get a feel for the ship! It is successfully bound and commanded using the giant wooden duck binding object that is set in the hold of the Sea Slug.

Lucky Red Scarf Returns!: The halfling is now doing salvage of ships lost in the conflict. There’s a lot of controversy (of course, he’s involved) and its highly profitable. Hes always looking for help salvaging navy vessels while the truce is on. He says the human trafficker’s he told the party about before have gne to ground – he says its not probably worth their time to try and find them and bring them to justice. He also says theres a lot of strange stuff happening in the area. No one’s talking to the PCs any more, so he dumps some information on them (as a favor and in remembrance of their once close relationship), but asks that the PCs keep their distance in the future (contact him with great discretion) – guilt by association is not something he wants.

  • For the last month or so, less people have been coming along the Black Shore – traffic (travel and peddlers) is way down.
  • Those passing through the area say there is far less small game, and even fishing is more difficult. Strange things have been seen in the waters watching the fishermen – no one goes alone now!
  • Fishing around the mouth of the Murchart River (north fork) is less as well.
  • The final straw is a new merchant boat from Bergen (looking to start trade with the truce on) that was on one of the swamp barges was attacked openly by the creatures. There was a single survivor (Walter) and they should mention that things came out of the water. Literally like giant flying fish and hissing sound like some sort of lizard.

    > Walter questioned further: Also, they were wielding human weapons!

  • A man named Fred (he organizes dock workers) is trying to put together a bounty on the lizardfolk.

A visit from Tolman’s Guides

The enemy trade faction representative Coran pays a visit and things get cold. There is no future – the PCs have chosen Josie. Fred the dock worker was with him!

Sail to Lilymarch

Thoughts on the Elementals: The elementals are on their way soon. IF you dont figure out what you told the druids, they will show up and do nothing, waiting for you to return to the villa… and you dont know how long they will wait or when you will get back there.

Date Common Year 11-10-9168 > The barony of Lilymarch is is north along the Black Coast. The Harbor master of Lily Rush is the most powerful person there. He helps outfit the PCs since they are promising to do something about the menace along the black shore. RUMORS/KNOWLEDGE = (he does not know you – he is probably holding back information)

  • Apparently, there used to be an old hermit for the last few years that would warn peddlers when the trogs (or others) were on the hunt. He has not been heard of/from in months.

Recruitment: 1/day; 15% split officers – They create list for trip, you buy

Navigator w/supplies x10 + First mate x5 + Bosun mate x3 > 12; 30sc/month; +5 or 10 depending on persuading based on destination. Operating expenses for the boat is covered while “on mission” for the harbormaster.

Date Common Year 11-15-9168 > It takes a few days for the lizardman Uc escort sent by the druids to pick up a scent. He thinks it is likely the source of the issues. only getting 8hr of light for days in November = slow going
PER check DC 15 pick up the scent. D6 +1 made by.

The Peril of the Black Shore

Talking to the lizardman Uc, the PCs surmise that the troglodytes have become more militants and moved out of their old area further north into Lilymarch along the Black Shore and into Dwindor.

The feud between the lizardfolk and troglodytes has intensified since the war with Gwinn and their agents have infiltrated them and encouraged them as another front in the war. The raids against the troglodytes have caused a decrease in their population, and now that Gwinn has a truce, they are not protecting them any longer. Perhaps someone has hijacked this trained force and is causing problems, or perhaps they have finally organized themselves. Either way, trade and safety along The Black Shore coast is seriously impacted.

lizardman Uc says that his folk cannot be responsible, that it must be the Troglodytes. However, the PCs know a group of Gallants famously raided their lair in Crestwold before, and their numbers are reduced so he cannot understand why they would have moved, and why they would be acting in such a way to call down reprisal and risk wiping out their weakened tribe. Not only that, but moving into Dwindor also risks antagonizing the Orrish of Dwindor.

The Secret Meeting

Jesse to Ulrich and Krespar: An exchange from Jesse Baldwin to Ulrich and Krespar (all away from the eyes and ears of the rest of party, or anyone else for that matter. Jesse makes a point of using detect magic first to ensure there is no one magically listening in.), he’ll tell you the following without his dweeb accent: “Without doubt it is apparent to you both that there is more to me and my history than meets the eye. I must admit that I underestimated how much my skills would be tested by your escapades. Your group is both much more capable and MUCH more dangerously involved in Dunstrands affairs than my initial assessment. I cannot tell you who I am or why I am here, but I do need your trust and cooperation to succeed. Obviously you would not extend this trust for no reason, so I am offering an olive branch of sorts. Jesse Baldwin is not my name, though he IS real. He was killed along with the rest of his family by his uncle. Were you to dig deep enough you could expose that truth. If my alias were rendered public it would be the end of my task, my job, my reputation, and in all likelihood my life. I’ve handed you enough rope to hang me should you feel it necessary, I ask that you trust me for now and show some patience until I can reveal more. Know that I AM from the Riverdans, I DO stand entirely behind the cause of a united Dunstrand, I harbor no malevolent designs on you or yours, and my current objective does not bring any risk to you that you have not already incurred yourself.” Aaaaaannnnnd, back to the Poindexter.

At one point Krespar may have recorded this or asked Atreus to and sent it back to the clergy of Thoth and the Saelish elders… but there will be no note sent to his ex-superiors. Even if he wants to, there are no more ties or bindings that require it… which is a strange feeling for him and one that everyone is getting used to. Any ties that you rekindle with family and culture will mean they are guilty by association. While attacking you and your efforts directly is forbidden, unscrupulous types may assail your allies and friends. So… you stay quiet.

Along The Black Shore

The smell is the most noticeable element. It smells of decay, and something foul though you cannot place its stench – this is the ‘smell of Dwindor’. It permeates your senses after less than an hour of being near it – you cannot smell anything else. Not even a breeze clears it from your nose – it is embedded and will only go away after a day away from it. The Black Shore is a place of swift moving tides, eddies and whirlpools, quicksand, foul winds, and fetid fogs. The bugs and worms are everywhere, making the air and earth always moving as small masses of the creatures move through, carrying disease and making the earth you stand on and air you breathe a challenge. Running a twisting pattern through the edges of Dwindor is the Black Shore Road – nominally safe. To the west is the sunken peaks of Westmarch of Dunstrand Vale – Scar Flow. Traveling by boat is possibly even more dangerous, as there are no marked places of land and safety. The same perils exist, but the debris being rapidly carried by the eddies of Dwindor could hold a rotten log that could hole a boat. There is no place to retreat to on a boat. The sand and silt move quickly under the surface – making only the swamp skiffs of Dwindor safe for water travel for they have no keel to ground and are light enough to be pushed, rather than holed, by debris.

Searching for the Attackers

Your group anchored about a half a kilometer to the north. The sailors and the Lizardman who are familiar with the Dwindor perils say that only skiffs can get you there safely – though the lizardman did not need any.

Ahead you see a small rise in the distance. It almost looks artificial from where you are. It is definitely not flat, from a half a KM away, the dirt and sand bump is slanted, as if it is falling away from one end. There are the remains of what was once a stone structure seen atop it. They appear to jut out no more than a meter from the earth, and are broken and obviously crumbling even from this distance. There is a faint horrible odor in the air – more than just the decay of the Black Shore on the edge of Dwindor Swamp

The PCs are attacked by the demon rays!

lizardman Uc says sometimes troglodyte hatchlings are morphed into the strange demon rays when they are living in the dark waters edge settlements. Usually through ceremony by their holy men and females. This knowledge is thought to be long lost, and there have been none for a thousand years or more.

He (Uc) is poisoned by the creatures – his kind is especially vulnerable to it. It festers while in water, and the only way to prevent the burning sensation of the wound is to completely dry it and remain out of the water – a bad experience for the lizard folk. HE has lead you here, but can go no further because of the pain he is in. He returns to the ship.

You are now less than 100m from the north side of the strange island that the Lizardman has tracked the creatures he is certain at the heart of the raids and killings… YOU ARE ON SKIFFS. You estimate its about 2 in the afternoon. You have maybe three hours of daylight left. The land side has been absolutely still and you have seen nothing move there. Not that you were watching much…

Off your boat and in Dwindor again, you realize how fortunate you are to have had several protectors while traveling through Dwindor and around Scar Flow. Even the elemental bound to your ship moves it in a ring of water it pushes clear of bugs and debris – the same power keeping your hull from rotting is keeping you and your crew clean and safe from a lot of the worst that comes in the tides and flows of Dwindor.

Fog rolls in over “island” from the west (Scar Flow)

Atreus ritualizes water walk – tow the skiffs in and come to north side of “island”

Spiders and blood diseased insect swarm; later discover some “pip” at the base of broken statue with 12′ black cattails. Nothing seems to be in the pipe.

Broken tower base with will-o-wisps

Broken dock, giant catfish swallows Sestra (rangers dog); no evidence of aboleth control.

Trogs ambush while exploring ruins on raised east side of island (3m higher, tilted); stairs down discovered/flooded over a foot at bottom (water marks are much higher!)
– rubble has been cleared out, like a hand scooping; difficult terrain and twisted ankle if not move slow through
– multiple inscriptions of Sea-King ancient language (copied down/not translated – TBD later)
– trogs first anger then throw a giant constrictor snake + are using salvaged Umbakian weapons (Lucky supplying them?)
– rotgrub pit with ancient “12 tones” magic rapier of the Black Gorgon sect > 1000sc reward for blade (Jesse infected/Paladin cleaned and searched)
– head of lizardfolk shaman w/holy symbol
– These ruins not any any map; last maps about a year ago, so “raised” during that time.

@Paladin sense = 2 demonic entities, GODSPEAK ACCORD VIOLATED on this spot – in the past, with a few months, faint traces of god-magic
– if accord is violated, is a new godswar about to start????

@Range sense = confirmed demonic entities, below the water line. Human presence on land. Unnaturalness. Abolth presence sensed – it is actively tracking and trying to influence what is going on here. Sounds of worms crawling in the dirt heard.

Final once-over of above ground; all enemies taken care of
– multiple vortices/eddies – many spots around island are very dangerous to land on.
– ratfish attack/swarm near docks, metallic object seen, dead trog bodies distract and another sea-king breastplate pulled out of the mud. Elancil’s symbol NOT defaced on this one (compared to druid-restored one worn by Ulrich)
– The underwater entrance to the “demon ray” lair found on west side of island

– another ritual cast of Water Walking

ASIL > I vote investigate the shore first, and when we get a short rest, Asil would try to bond with the Black Gorgons‘s rapier. Sees it as a blessing to aid them in time of need, to be returned once this endeavor is finished (The Godspeak Accord was violated, other gods must be lending us a hand).


Black Shore Exploration – The Revenants Shelf

The area is known as The Revenants Shelf Explore the human presence on the shore: Coastline is covered in traps!
Troglodyte hunting party!
Wererat and priest of Irrigi the rat god found to be working with smugglers, smugglers hidden watch point found and escape tunnel almost collapsed on PCs
– the priest escapes!
Presence of the Mud Vipers gang from Richfield – the fake watchpost was a death trap!
Meeting Feather and the Bank of the Silver Stacks

Think about someone binding to the rapier Lady Trouble? Asil binds it!

The Communication

So, in returning to the boat and healing up, prepping and all that a huge swamp bat lands in the rigging and screams. Your crew first tries to kill it, they are known to carry disease and attack people. They weigh up to 50 pounds, with legends saying there are some that are big enough to carry a man. It was a scroll tube it drops in the fight and manages to fly off after taking a beating. The message is not magical, and appears to be a weird recipe and a crude picture of some playing cards. It all appears hastily done. The materials seem fresh and local, the ink is watery and runs.

Asil: …did we just get invited to the Swamp Witch’s Poker Night? Apparently we’re bringing dip.

Ok, seriously, you guys stare at it in your cabin and it doesn’t suddenly make more sense.

Ulrich: What are the ingredients?

Nothing that makes sense. Maybe it went to the wrong recipient? Maybe somebody was drunk or high? There’s just no way that the ingredients, the instructions, and the playing cards make much sense unless it’s to some exclusive club and it’s got some other meaning. Otherwise it just seems gibberish

Ulrich: Are there directions to a meeting place? … Nope.

Jesse: Possibly for Feather. The recipe, what language is it written in? … ah, Common Gladnorean.

Jesse: Atreus want to spend an hour with me and see if we can find a cypher? Particularly one that could have connections to playing cards?

Krespar: Is this Kynar fucking with us?

Danoir: Remeber folks, I did give Feather my deck of cards

Jesse: That just means I would start with the Cypher I’d used in our message to her, the one I figured would hit on Gallantine communications.

It can’t be your cipher, she’s not really had much of an opportunity to use it…she has been traveling a lot non stop. You spend the hour and draw up on thoth’s power. The message is from feather, and most of it is nonsensical. But you do pick out a pattern. It’s a simple, brief message that reads as follows: ” I am reliably informed that there is something coming. Something that makes my allies nervous. Something on the heels of the north. Watch your back.”

As you prepare to assault the island, you notice the air is cold. And it is unnaturally quiet. Yet another foul scent is on the breeze. From the island comes the reek of troglodyte scent as well.

The Herald’s Quarterly. A semi-regular quasi-quarterly journal of events.

Quarter 4 – 9168

Interlude… Torrelson’s Ford Events

Interlude… Feather and Lucky: Feather meets lucky after escorting the Bank of the Silver Stacks representative to the baron for possible marriage. He says he knows her kind and he won’t get involved with her or let her pull his strings. She says that she knows his kind, there is no way that a simple smuggler makes his way through scar flow between Umbakians, Dunstrandians, and occupied Tarmysia like he’d can. Clearly he’s in somebody’s pocket. And it’s time to make a decision. He tells her that she doesn’t have the power to force him to make any decisions. She claims that if he won’t make it willingly his hand might be forced. He says not by her. She says “I didn’t say it would be by my hand”. Feather claims to know where his real allegiance lies, and he had best watch himself. He threatens her back, and she basically says that as long as he is in done strand, within the reach of the witch of Dwindor, he’ll never be capable of harming one single hair on her head, whereas she could scalp him anytime. They part acrimoniously.

Interlude…. Feather and Josie: While in Torrelson’s Ford, meets with Josie quickly. Mercantile connections for healing are being made for the PCs since they expressed interest in continuing to work with Feather. Feather continues to plot.

Interlude… Schools: With the truce and peace accord with Gwinn in the works, the one public school re-open in Torrelson’s Ford and all in western Dunstrand. Josie is sponsoring the Birdsong Schoolhouse opening.

Interlude… Lily Healing Items Available Again: With the truce and peace accord with Gwinn in the works, in Torrelson’s Ford, Diamond Curios and Antiques is selling Lily Healing items again. Feather gets a line on healing exclusive to Lilymarch through the League of the White Lily, through Josie’s contacts.

Interlude… Quizman’s Mercantile franchise open in Torrelson’s Ford: Also, with the impending peace, Diamond Curios and Antiques in Torrelsons Ford is selling the Lily Healing items and has re-opened the franchise for Quizman’s Arcane Mercantile. Given the strange events surrounding the PCs, not a single person is there for the first week. No one wants to be seen to challenge them, or get involved in any way. There is a distinct lack of mercenaries in the area as well.

Interlude…The Emperor’s Answer, flagship of the Gwinnish Navy, sails into Lilymarch for peace negotiations: The Emperor’s Harbinger – Tempus Drift – is said to be heading a party of a pair of the most senior herlads of Gwinn to meet with the Duke’s personal herlald for the first round of in-person peace talks. It is said all the mercenaries in Bar-Innis are all in Lilymarch to provide security at its borders while the trusted regular troops provide security with the Ducal guards.


Jesse and Danoir Talk About Poisons: (NO ONE ELSE HEARS THIS CONVERSATION; away from the rest of the party/in private) Jesse will be making a request of Danoir. By now it is quite clear that I am not only educated in the occult, but also well versed in the more civilized arts of political intrigue (roguey shit). I would like you to aid me in acquiring poison. Man made, lethal, potent. I need it to be ingestible and near impossible to taste or smell. I would prefer it to be subtle, go to sleep after an hour and not wake up kind of thing. I know what im asking would be expensive, and I’m willing to cover the cost. You are my best contact for this at the moment. As a show of good faith I’m willing to teach you my Jump spell, provided you have the transcribing components of course. Danoir is aware of the rumors around Messengers Bleak and can look into it, but it might be dangerous. He will have to restart relations with his kin in Torrelson’s Ford at Cats Cross.

Jesse: Even if you cant go through the Elon you’ll have an easier time searching for it. You might have to temporarily take the rings off so you aren’t all hairy and weird, but you’re a known ‘shady’ character in crestwold. Jesse at this point would probably have a hard time getting the criminal elements to work with him. And this isn’t a “I need this right now” kind of thing. Just starting the search now. I’ll be looking as well, I just suspect Danoir could be more successful. To make clear. This is a request, not a demand. Jesse is not going to hold a grudge if you don’t think this is within your capabilities.

Danoir: Maybe while we are back getting things set up for the elementals at the keep, Jesse and I could go and see one of the factions currently vying for leadership of the Elon folk in Crestwold. With the impending peace, i have heard that Diamond Curios and Antiques in Torrelson’s Ford has reopened its franchise for Quizmans Magusterum – that may be a place to check out as well.

@Date Common Year 11-12-9168

NEXT STEPS/TBD: ATTACK THE TROG WAR LAIR!

Translate the Yvaldeysean (Sea-King) inscriptions – No, the PCs did not do this!
Probably get a short rest before going down stairs? YES

– A signal arrow is fired from the rise holding the trap riddled, fake cave.
– The group explores, its two goblins hidden from the sun as the morning is coming. They are sent from the swamp witch. She says to give the PCs a message – she will exchange valuable information for taking one of the leaders of the troglodytes captive and giving them to her servants (in the cave).
– The shore is quiet and cold.
– the PCs attack the island and land at the same point, walking into a trap.
– Troglodyte poison cattail javelins, and umbakian broken weapons used 2 handed. Swarms of insects. three hidden groups and an insect handler.
– Uncover the hastily hid stairs once more; JEsse goes down invisible and triggers a dust devil trap and gets thrown down to the bottom. Others use stairs and trigger traps.
– Big entry room through short obvious kill corridor. Pillar has three arches with story of the trog peoples coming here – Atreus translated.
– Refuse room with chum and horn for summoning giant catfish (PCs do not know the note)
– Jesse is smelled by two concealed trogs
– PCs go down long planned kill corridor – spikes, slab traps, spears, oil and fire; one end fails and remains open
– Danoir gets past the two trog champions and pushes his way through the membrane he discovers separating dimly lit altar and statue with worshiper; full flood of complex is enacted
– Danoir takes down the “shaman” that turns out to be a cambion when he goes unconscious (+ Needed 49, Danoir did 52 with a “nat 20”)
– Complex floods for a round; looks like PCs will die.
– Greater Water elemental bound to boat pumps the water out!
> Three uses of “save your butts” programmed by the druids, this uses 1.
– Asil dies. The scroll of Resurrection that Bella gave to the PCs is used; Asil returns from the dead with the memories of a master cartographer of Dunstrand – he knows all the roads in all of Dunstrand and is proficient with cartographer tools. And a full rest benefits.
– A deal is made with the remaining trogs; go your way, leave the place and do not return. The “new” leader (2nd in command) agrees, shutting off the complexes defenses in doing so.

PRISONER: The PCs take their prisoner to the goblins waiting for them; They say that they will depart at night and that the mistress of the swamp gives a written message through her servants written in Gladnorean) where and when (Roger Noget @ the Bitterwheel Tavern in Torrelsons Ford, 3 nights hence) a person is trying to buy materials to perform a demonic summoning. He must be stopped!

REST: The PCs rest under the watchful fog cover of the swamp witch.

Crystal Rider

– On the shore, a white horse and rider in white appears.
– Water Walk to the shore, both side hail each other peaceful. He is undead. He is made of ice and snow. He has armor of ancient Dundaria and a new holy symbol of an ancient order of Whelm Indomitus – it fell when Dundaria fell to the Lich Lords
– HE says he is Anselmet, one of the Crystal Riders… he thanks you from his fellow bannermen and king.

The Crystal Riders are the personal “knights” of the undead Lord Thedrose in the northern lands of Kalascor. In his service, they have a mixed reputation, but as has their master gone, so have they (his history is their history). Currently, they are the harbingers of the will and word of Theodrose.

– Takes the names of all the PCs to tell his comrades so they will be remembered.
– He says he will put his blade to their use and kill one of their enemy, and reminds them it will not come back on them – the Chain Masters of the north still protect them from being observed or scryed upon.
– Ulrich says NO! The breastplate’s militancy drives him to claim all in the group as warriors who can fight their own fights.
– He offers anything that is in his power (+ rolls a “natural 20” and spots the 12 Tones blade Asil is carrying)
– Offers to trade his blade, Dawnlight, one of the ancient blades of the Dukes of Dundaria. Asil asks the blade if it will accept and it tells him to make him swear.
– Anselmet swears the 12 Tone blade will be returned appropriately, but it can be leveraged politically in the process. He releases the binding of this won blade and gives the heavy weapon, sheath and all, to Asil.
– Jesse asks for a way to ensure that they do not become undead in death. He is given his medical satchel and asked to name one of them – Jesse names Ulrich.
– Ulrich is given his Garland Ilyndriata. “It will bring you peace; Never will undeath’s shadow cover you while awake, nor will you suffer nightmares in your sleep.”
– The rider returns to the north, thanking you for bringing about the death of a Lich Lord and freeing him and his undead countrymen on a path to redemption.

Guardian of the Ancient Barracks

The next day a dryad will, at the desire of the druids, grow a massive red willow at the entrance to the underground barracks. The roots will twine and shatter the stairs, crack the walls filling the stairs with debris, and collapse the upper walls so that the stairs are completely covered. As the morning fog rolls off the island, she will be heard intoning Gia and singing to the tree while dancing around it as part of a ritual to accelerate its growth and guardianship. She leaves the vampiric eelgrass, actually whispering to it and encouraging its growth along that stretch of the shore.

Return to the Barony of Lilymarch

PCs leave the area of Revenants Shelf along the Black Shore and sail to Lily Rush; report to the captain of the docks, with a bunch of bloodied and broken umbakian weapons, and a dozen heads of troglodytes. He is pleased, and says he hopes not to see Trogs on The Black Shore road any more (they wont for future reference).
> The harbormaster asks if you are interested in future work. Assuming you say yes, he says that he will need a good boat and crew in a couple weeks, come see him or send a crewman with message at that time.

– The crew for the boat is picked up. They are excited to actually be a crew on a boat that now has a good reputation with Lilymarch – their home.

Sailing to Torrelsons Ford

The storm you saw brewing in the SW overtakes you. It is terrifying. Elancil’s anger is brutal, and were it not for the greater elemental bound to your ship, you likely would have been sunk. It takes an extra day to return as the wind is blowing so hard. The crew is afraid, many superstitious rumors abound.

The PCs dock in silence. No one tries to stop them, no one tries to collect docking fees. There is a strange air of silence and the crew does not know what to make. Jesse and Crespar exit the boat and the rest leave for the river side village near the villa. They rent a cart and the crew offloads the pavilion tent and others smaller gear and loads it all up. The sun is setting by the time they make their way to the Bitterwheel Tavern.

Incident at Bitterwheel Tavern

Jesse and Krespar watch the tavern for a while. Jesse goes in and makes a few discreet questions looking for the contact. He is told the man has been here, meeting with another foreigner that last few nights around 9pm. He gets a rough description. Jesse and Krespar talk and decide to wait an watch. A little after 9, when the tavern fun is ramping up, a face matching the description is seen in the dim light illuminating the entrace as he goes in. Jesse goes in. After a while, two men leave the back entrace where a covered stable and fenced field is. Jesse sends a mystical message to Krespar. Invisible, Jesse and Krespar interrupt the buy. There is a fight. A broken lantern and a fire starts. One of the men is killed by another, and a box is dropped and a bottle broken with a foul smell. The other “man” is soon to be revealed as a creature from hell! It sheds is skin bag and a strange demonic insectoid type creature flees into the night at a scuttling speed that makes it impossible to catch. It is affected by some magic and is hit by a couple arrows. A few dogs try and stop it as it moves east through the town and are killed in the process. Sestra sounds the alarm to other barking dogs to not attempt to stop it, as its poisoning them and they are dying painfully whimpering. A couple of brave human souls that try to stop it are wounded both mentally and psychically – a mental lash from the creature! Gathering up and leaving before the watch comes, Krespar and Jesse leave under the cover of night. They gather the evidence. A box of metal and a dark fluid and crystals were inside. The fluid was black and ily, and the crystals dark and seem to absorb light. Later, o the road when they are being examined, the crystals shatter when exposed to daylight. None of the PCs know what the materials were as part of some demon summoning ritual as the swamp witch said. They smell foul and the oil burns naked flesh.

Stopping at Creedsons Ridge

There is no dock, but the water elemental will “anchor” to boat against the shoreline. The crew is aware at this point of the supernatural control on the boat and want to get the fuck off. Not wanting to cause any issues with the people of Hotherwale Village, they create a rope ladder and climb up the embankment and head to the villa.

Coming from Torrelsons Ford, Jesse and Krespar are stopped at the ferry crossing. Their goods are searched and they and their group are recorded but not stopped. “I thought you had sailed away…” says one. “I knew we were stuck with the crazy bitch in the villa, but i had hoped her little bootlickers were gone for good…” says another.

Returning to the Villa

Going up the Murchart River takes about the same time is not a little more given their crew’s lack of experience with this particular area and going against the flow. The PCs meet up at the villa. All the camping materials are set up in the yard of the villa. Its fall and its raining constantly now – mud is everywhere.

A record of local events.

  • Goblin drums are heard in Yarans Round outside of Torrelson’s Ford, and central and eastern Crestwold – including the town of Rakefield close to the Villa. No attacks yet.
  • The strange Golden Child is projecting their presence to Dogwood Flats, searching for whoever is leader of the Gallants – currently Mary – but not finding them.
  • Another couple burned corpses have been found in the mornings – crest market near sunrise. The locals have many rumors… this has happened before. Insiders know it is likely goblin bodies killed in the Sun Bane effect.

Allies of Feather Again

After talking it over, the group decides to tell Feather that the would like to ally themselves with her again. There is discussion, but she makes it clear that there is two types of alliance. One is casual, and cannot be seen on the surface. She will do what she can, but an alliance with you all means that she is not protected by the Chain Master of the north, and would become a target. The other is open alliance. Turning the villa into the keep, becoming bannermen of the Earl of Bar-Innis and servants of the Duke of Dunstrand again – starting over as members of the Gallantine Order. Swearing THE OATH. She has seniority and would continue to be the pipeline of information and orders. She also would want to have direct hand in the building of the keep. There is a vote, and it is decided.

Look – i can use you guys a lot. I’ll be honest, i would exploit the safety of the Chain Brotherhoods of the north and their protections on you. It would mean killing key people and stirring up troubles between many factions. You can act with a certain amount of clarity with that protection. The whole go would be to agitate all side involved in the war between Gwinn an Dunstrnd… even Umbak, its religious institutions, and others. Restart it.

THE GALLANTINE OATH: All swear to abide by the Code of the Gallantine Order and the bannerman sworn oath to the house of the Earl of Bar-Innis. Feather takes out a legendary blade names Tulins Blade… she makes you swear on Tulins Blade your oath to the Gallantine Order. She cuts each of your palms deep enough to make a visible scar as it heals and makes you swear as a blood oath. There is no tabards, no ceremony other than her recitation and your return oath. Right now, you are sworn in on the lists as a “special squad”. There is much that i can reveal, but i dont need to now. I need these signed oaths and declarations… please blood print your thumb on each.

Splitting of the Elm – Krespar choses not to swear the oath. She says there will be a ceremony to publicly display to let others know hes still protected. Feather has a couple messages to take – one to the dwarves, one to the Saelish Council, another to a party in eastern Saleish. Krespar is sent home with Danoir’s original staff, wearboar tusk from Atreus, a goblet from Ulrich, a gold coin from Feather, Jesse gives him a contact name (his real name/family – party does not know), holy symbol from Asil, 200sc from party fund… as centerpieces for stories .

CORE OBJECTIVES: Feather tells you she is a Companion Marshal for the Gallants. Her current sworn mission priorities are…
1) The expulsion of Gwinn from Tarmysia
2) The restoration of Dunstrandian sovereignty
3) The expulsion of the Twin River council from Cerrans Grant and restoration of Cerrans Council (of Riverdan families)

Party Leadership

Ulrich will definitely be the final say tactically. However, there is a question on who will Feather be in direct contact with Feather and speak for the group to outsiders. Danoir is elected on a provisional basis.

Bannermen have to Fit In

Everyone in the party is given their own riding horse to signify their status.

Giving up the Ur-Ducateon Rings

Feather: You cannot have the Ducateon rings that cause all the hair – its just too easily identifiable. What can be traded for Ducateon rings? I know they are powerful, probably more so that the standard Gift of the Earth. That protection is not something I can replace. Feather says she has nothing of the same worth in terms of damage absorbing, “but I can come close. I can give a few items… one of which will help with that, but its not as portable.”

  1. Urvor’s Scholarly Vigil. Kynar recovered this ring from first fight with the library ogre. You would have to go and get it from Kynar, in Dwindor. He doesnt have to give it to you, but i dont think he can use it.
  2. “asks” of the Ducateon once they are returned… ducateon items: silvered glaive, ducateon chain/repair, short sowrd or pick/monk weapon

Feather: I want to work on new identities for the common folk to know you as – lets try and make a break from your past reputation. Give me a few weeks to do some research and come up with ideas.

PERception DC 20 = Feather is pregnant > medicine/herbalism; Atreus spots it.

Next Steps on the New Mission – Library and The Saelish Ritual

The group decides to use the secret library to do some research while Atreus and Krespar head back to the Saelish. “You can use the wagon and horses and provisions from the Villa again.” Krespar, Atreus, and Asil going to Library in The Saelish; Feather gives her one time response that the elder Saelish council gave her. Give the bearer of this whatever they want to achieve the ritual.

Once some leave for The Saelish, Feather says she has three days. The reveals the “Scholars Cube” and that each person can use it once. She plans on using it on day three, she will burn all her favors with House Malor to get a couple characters in there, 2 characters 1 for each day and her. She is required to be there.

Danoir searches the library. Looking for an edge in the probable upcoming fight, he searches the index for Mendollin. That individual character came long after the library was assembled though and there are no references. The same holds true for the Witch of Dwindor – the witch came about at the same time as the rise of Dwindor Swamp, about the time of the library being made. Knowledge of the different gods is plentiful – there is an entire reference work of Divine Phenomenology. He also searches for botany, herbology, zoology, medicine, nature, persuasion, religion, survival, making traps, making poisons, navigation, sneaking/stealth, sneak attacking, traps. Something to see if magic is present.
LORE FINDS = Botany (2), Zoology (2), Religion (2), Navigation (2); Detect Magic spell

Danoir’s Time in The Scholar’s Cube: He reads a series of Books, Scroll, and Maps brought in using the satchel of Mogg.
= Feather ensures none of the tomes themselve are removed from the library and escorts everyone out.

Jesse searches the library. Looking for some 2nd and 1st level spells if available (Disguise self, Fog Cloud, Thunderwave, Unseen servant, Cloud of Daggers, Detect thoughts, Enhance ability, Hold Person and rope trick are my current interests. Thunder wave, Detect thoughts and Enhance ability are the big ones.) Lores/subjects: Illusion, Malek, Sea kings, Dunstrand Vale of old/Myths or Phenomenon, Lich Lords, Ancient Umbakian Claims or familys in the area, House Strend, Augmentations to spells /familiars/magic, Alternative methodologies of magic, Demonology, Fiends (Incarna Fiends), Grimoires. Plus the 18 volumes of the “company annals” (18 x 4 lbs)
LORE FINDS = Umbakian Lineage (2), Occult Phenonomenoloy (2), Demon Culture/Types (2), Devil Culture/Types (2), Sea King Culture (2); not much but standard institutional spells (most are picked over): Detect Magic, Protection vs. Good/Evil, Alarm, Mage Armor, Shield, Enhance Ability, Magic Mouth, Levitate.

Jesse’s Time in The Scholar’s Cube: He reads a series of Books, Scroll, and Maps brought in using The Satchel of Mog.
= Feather ensures none of the tomes themselve are removed from the library and escorts everyone out.

Jesse to Feather – (away from the rest of the party/in private) About killing Frad… im gonna need at least three months after you guys leave. Jesse wants to set up the death to not have any blow back on the group. Feather asks who will take his place? Jesse says thats what i need to research. Someone who is intimidated by us would be preferable.

Feather’s Time in the Scholar’s Cube: She reads a series of books brought in using The Satchel of Mog.
> She comes out haggard.

Feather’s Departure

Arrival of Dembin and crew: Dembin the halfling of Bresh in Hardisens Vale is introduced to those who stayed behind in at the villa. Feather says he is your contact for the halflings across the lake, should you need to reach out. “Aye! Contact! Touchy-feely kind, if she’d let me! Loamwold does NOT want Gwinn to have Tarmysia. Party Poopers and bringers of bad weather! Make it happen, whatever you need that we can provide…. without antagonizing anyone if you get my drift.” After a brief round of introductions and hand shaking (before which Feather whispers ‘watch your pockets!’), the high fivin halflings try and knock you in the nuts laughing as they leave after.

Feather: I need to travel to the druids in the mean time. I need you to drop off a message to a sordid individual in Torrelson’s Ford on your way… Frad. Lucky’s old rival. We will take care of the elementals work and the keep and its environs when you return. And another scroll to be delivered to the Bitterwheel Tavern owner who will pass it on to Verel Blackthorne – the Baron’s Herld… telling him of your new service and loyalty.

I WILL NEED YOU TO RESTART THE WAR WITH GWINN. This means many will die. Its best you dont know all details now, im still trying to figure it out with this new change in the affairs here in Crestwold by adding you back in. If peace is finalized, we lose Tarmysia. To this end, you are going to have to antagonize a lot of people. Some of them our allies. I need you to crack down violently and hard, and not stop. Do NOT stay longer than 24 hours wherever you are if you can help it. There are allies in the trade business ive been working on. As part of the expulsion of the Twin River council from Cerrans Grant and restoration of Cerrans Council (of Riverdan families) i have cemented the alliance with The League of the White Lily.

Lily Healing items Each Month

Feather goes to see Josie on her way home from the druids. She is setting up a monthly basis healing – document this. It will be fresh every month.

  • Lily Potion x 3
  • Lily Philter x 2
  • Lily Elixir x 6
  • Lily Balm x 30
  • Lily Oil x 3 (disease/poison)
  • Lily Spice x 10 (healing rate)
  • Lily Drops x 3

Feather’s Asks

  • You are given a sealed scroll with a message to deliver to Frad. Give him the belt I gave Krespar, and all its contents. The other sealed scroll to the tavern owner of the Bitterwheel Tavern in Torrelson’s Ford.
  • Feather say to force Lucky to salvage Gwinnish gear. She spoke with him and he wants nothing to do with her. He says the only way he will get involved is to kill Frad. Find out if there’s any other way.
  • Feather wants you to rename the sea slug. It’s inglorious and kind of embarrassing. If you are going to be Gallants again, the name has to change. Even its original name of Swooning Matilda is better.

After Feather Leaves: The Villa Crew

Asai’s Journal: Jesse and Ulrich go through it for 10 days.

Ulrich’s Dreams: Ulrich begins to have dreams of a strange voice. It sounds like Red Sleeves, his fallen companion. Its urging him to go to Braddon Bog and meet another member of his order.

Ulrich visits his bride to be.

After Feather Leaves: The Saelish Crew

Feather gives the group a locking trunk to keep the goods to give to the Saelish Elders in the library in. Travel to Southway Switch, and take the Old Saelish Road. Krespar, Asil, and Atreus traveling with a cart and a bit of luxury (pavillion tent). They stay one last night in the Switchroad Inn. The next day Krespar takes off into the wilderness to get back to nature on his way home. Atreus and Asil continue on the roads.

Arriving in the The Saelish

Atreus’ Ritual of Actuated Mind

Arrival at the Library: Brayfhayl cultural library

Meeting with the Library Administrators: Atreus was given a locking trunk to take all the journals, etc. found with Bittermaw. Upon opening the trunk, they are gone. Replaced with rockes wrapped in fabric to suppress the noise, and of the same weight!

Atreus to Asil later: I copied a few of the important things from the set. Not all was lost. This seems very suspicious…

Waiting in the Library: Atreus and Asil are given a side room to rest in while the trunk is examined and they calm down. A one eyed man in an administrators robes comes in to refresh your drinks. He says, as he pours, “You are needed elsewhere. The Seeress awaits, the Witch should return to her people, the spirit of Dwindor must fracture.” What? He repeats as he pours and refuses to answer questions, but looks into the eyes with his one of both Atreus and Asil. “The path is not your path.” He exits, and Asil moves to grab him to make him explain himself… he rounds the corner and there is no one. The administrators announce the elders on on their way to talk about the ritual. Asil is asked to occupy himself in the library and taken to a quiet room where a few scribe tables sit, though no one is present.

Atreus Waits: A assistant to one of the elders comes to find you. He pushes back his cowled hood and the one eyed man stares back. A sense of solitude descends over Atreus. “The plan. Your plan. A plan. There is deep peril in it. Powerfully made outcomes if you follow the plan. Dire outcomes for some, great uplifting for others. The return to Ashfall is impossible unless the raise fallen Apshai first (he whispers).” He holds up a scroll, which unravels. As it unrolls, a map of a path that leads from Torrelson’s Ford all the way to the frozen north, where the book is likely at is drawn. Atreus grabs the scroll, trying to hide it from view and suddenly the man is gone and the scroll is blank. He hurries to catch up to the man, but succeeds only in colliding with Asil in one of the recepton rooms.

Asil Waits: While admiring some detailed maps of The Saelish, a scribe comes in and begins to work. “The book. The Hart. The Keep.” What? says Asil, moving to him. He looks up and Asil is staring into the face of the one-eyed man seen before. “Here”, he point to a map he is drawing. “Its all in the triangle. Everything will unravel, the threads, the bonds, if you pursue restoring your folk.” He draws a tringle connecting the deep Fhayl Forest, the Crestwold Keep, and a place in the north. It encompasses a large area. The one eyed man taps on it “all will unravel”. The one eyed man picks up a map of the Fhayl Forest with strange arcane markings “those in black vale will rise from their slumber, the hunt for bronze will begin” and moves to pass it to him… and it slips to the floor. Asil picks it up and hands it back… but the one eyed man is gone, though his words echo. Asil hastily walks, as though in a fog, trying to find the one eyed man and collides with Atreus in one of the reception chambers.

The One Eyed Man Explained: Atreus tracks down a curator and they seem worried, but not surprised. “The One-Eyed man is, we beleive, a spirit known as Delleth, or Delleb. A godling of sorts, not completely unknown and monitored by the World Watchers – i will report this sighting. Few remember the man, he appears in many of the Great Libraries of the realms, guiding seekers of knowledge here and there. His motivations are unscruitable. He is not at odds with the Celestials of our forevearers, but neither is he allied. With anyoe really. He is ancient, older than this world some beleive. Sometimes he tests the resolve of thos seeking knowledge.

Atreus seeks out curators he knows personally and informs them of the experience. Before he leaves, they will record it, and Asil’s. One says that Delleb has made more appearances since the troubles in the north that your group stirred up than in the last century. No one knows what it means. Atreus asks if, before the ritual begins, they can start on primer volumes for Occult Phenomenology, Ritual Phenomenology and for learning Occulash/Elderune @200 silver crowns each primer.

THE RITUAL: A council of Landsmen gathers and approves Atreus’s attempt at the ritual of the Awakened Path.

The Speaker of Anubis comes to Asil: Few know this, and it seems harmless currently… but your group is at the center of many things. This is why you were put into play. After this, you will bathe and cleanse yourself for the trials that awaits you when you return. Horrible things may be asked of you. This will prepare your mind and spirit. But that is later… now the truth must be revealed. The Soul Scourge has altered time itself. Mog Creoch ate time itself. Time wound back upon itself or ran parallel. There are double references to events spanning the years between DY 9165 and 9168 – the time that the necromancer was performing his ritual. The Celestine of Helca seem to be immune. Any with Celestine blood ties feel different now.

Asil gives evasive answers if asked, still dazed and trying to puzzle it out. Once the Chosen of Anubis comes to speak to him, he is pressed for more: “The feeling I get is ol’ one-eye is warning that our path is going to cause a lot of pain and destruction, possibly destroying Dunstrand (or at least our region of it). This is troubling, as we are trying to save it. Wondering if we made the right choice aligning with Feather…”. They reply that the figure is challenging to be sure, and they have learned that the cryptic musings Delleb produces are rarely enough to make informed decision on. Sometimes it is merely a test to see if you have the will to continue down your path – he is the patron of seekers, though very obscure. It is rare to be given a glimpse of his countenance… you are fortunate. Who knows what it means, but you may be right. Come to the alcove where the shrine of Anubis is, and we will pray togethr and be cleansed of thoughts which will deter us in our paths. You pray, but are not given clarity. In your thoughts you see a long dark tunnel. A light shines behind you, and you know that you may only move forward, into darkness, that your fate and ending can only be sought on the path ahead – your path ahead, though as you move forward many doors appear all around you. The House of the Dead has many doors into it, but only one leads out of it.

Atreus gives two blood scrolls from the lich lords and Asil sacrifices them to get 2 blessings for Asil. He sacrifices them for a blessing a piece.

A series of Thefts in the Villa

Several items are stolen all in one night. The two sea-king breastplates, and it seems something trivial and personal from nearly everyone in the villa. There is some suspicion and tensions rise in the villa. Communication is less, and trust is hard to come by. Jesse dips into the party funds to replace the weapons, charms, jewelry, and things of value that were stolen. Ulrich rages and breaks things that day as his binding to the breastplate becomes severed.

A Fire in the Library

There is a fire in the Moorlight Library. Smokes billows up into the Baron’s library. The baron uses his Amicus Nuncio after an hour of confusion and an apprentice is summoned right away. The entrance is sealed and magic defenses triggered.

Return of Asil and Atreus

Both return to the villa safely.

The Coming of Sorin

The dreams and Ulrich become startling visions when Sorin Nakasr arrives at the villa. At is as if they have both met before, and both acknowledge their dreams brought them together. Ulrich even senses his name and says “You are Sorin”. Sorin explains he has come seeking a path with the allies of Red Sleeves – a member of his own order. Something tells Ulrich there is no deception here, a voice that whispers in his ear that is Red Sleeve’s voice… and it fades like a sound on the wind. Ulrich experiences a profound sense of rest, as if his old companion has finally come to be at peace.

Danoir hires a Runner: Madame Xanos – “She has opposition in her own tent. I was approached to pick up the cause of her enemy. We are openly aligning with Feather and the Gallants. Raising the Elon’s fortunes in the area is my goal. Please reach out if there is anything she needs.”
– Informs Feather of the letter too.

Ending Characters: Arabus (Jesse); Earl (Atreus); Alanna (Ulrich); Ben (Asil); Rocky (Danoir), Corey (Sorin)

Date @ End Common Year 11-27-9168
GOING TO Second Era of Feather