This arc covers sessions 1 through 10, encompassing levels 1 and 2
The beginning
It all started in the Swamps of Brokenvale, specifically within the turtle-back town of Urzin.
Ogre Lord Bufhal the II has been requesting adventurers for an important quest, which is why Aurimond, Eshvyre, Kelrinn and Rex are in Urzin.
Friedrich arrived in search of a contact to sell him precious metals, and en route he encountered Historia who tagged along to find out why his pen pal, Nila, had not responded lately.
Artemis, an Urzin native who works as a guard, was tasked with guarding a dangerous criminal, namely Nila, who was in jail due to an accident involving priceless artwork and gravity.
After some investigatory work from Historia along with a bit of failed intimidation, the party, consisting of Artemis, Aurimond, Eshvyre, Friedrich, Historia, Kelrinn and Rex assemble to hear of a mission to rescue Bol’Bara who has been kidnapped by the empire. Seeking to avoid an open conflict, the Ogre Lord proposes paying the party 400 gold – and granting Nila freedom, if she assists with this endeavour. Nila, once present, heartily agrees to this proposal.
To help the party navigate the treacherous wastes, the Ogre Lord grants the services of Mogrid, though his navigational skills come into question when the party immediately becomes lost. Fortunately for Mogrid, he has an unlikely ally in Nila who has his back (whilst simultaneously being amused at the party going in circles). Once Friedrich creates four copies of the map, handing them to Aurimond, Artemis and Eshvyre - keeping one for himself, we set off in earnest.
The Journey
- Snake ambush
- Lizard folk
- Spider Tower
- Turtle Sage
Not long into the journey, we stumbled upon a pool that seems to be surrounded by corpses of all sorts. Some experimentation involving rocks revealed that the pool is full of snakes, which is revealed after Nila uses the light cantrip on a rock before tossing it in.
After some back and forth, the party agreed upon making a raft to traverse the pool, which naturally disturbed the snakes, prompting combat. The swarm was overwhelming, and Aurimond even went down but eventually we prevailed. Revealing 15 silver coins of loot.
Journeying onward and into a boneyard, littered with bones of desceased turtles - much like the ones in the Urzin fleet, we notice two plumes of smoke in the distance, coming from fires surrounded by humanoid figures with scales, about 6’ - 6’5 tall, who appear to be wearing bone armaments and necklaces. They also are cooking and eating human, or at least humanoid, legs.
The party rises to level 2 before proceeding.
Historia concocted a plan to bring Rex in as a prisoner, whilst disguising himself as a lizardman… which they seemed to buy. Until they told him to throw Rex on the fire, which made Rex a bit agitatated - combat ensued, with the party being victorious.
The loot consists of gold teeth (Kelrinn), magical wand and silver symbol - the idol itself has a swirly pattern and is ice cold to the touch (Nila)
Historia finds out after investigating the shaman of the lizardmen that he was wearing symbols of the demon lord Assesinek.
Now searching for a place to rest, the party set out for a nearby tower. The tower itself seemed quite dilapidated with spider webs everywhere. Unfortunately for Historia he was not the most stealthy, and found the spiders - the giant spiders - who call the tower home. After a short combat encounter, the party gained its first instance of spider meat.
The party’s rest was largely uneventful, aside from Nila getting a vision.
Fort Venture
- Climbing
- Tent is red
- Warcrimes (fire)
Parson Pelanos
- That whole combat
The Escape
- The return
Revenge of the Volstruckers
- The attack