The story so far...

Arc 1: The Haabitish Cycle


Session 1: An Incident at the Testicle Festival
    The party arrives in the small town of Haabitish, located in the Sunscar mountains on the continent of Illusit. The annual Testicle Festival is taking place and the party takes part in games, shopping, and samples some "Rocky Mountain Oysters" until bandits attack the town! The village soothsayer instructs the party to retrieve the Staff of Velera from the Haven in order to protect it from followers of Atophus, the vengeance demon. The party has dreams of a young girl in trouble.

Session 2: Quest for the Staff of Velera
    The party has to solve puzzles and riddles designed to test the worthiness of seekers in order to enter the Haven of Velera and retrieve her staff. They succeed and meet the Champion of Velera and earn the use of the staff, wielded by Milo.

Session 3: Atophus, the Vengeance Demon
    Staff in hand, the party seeks to rescue the little girl from their dreams and put a stop to the activities of the Cult of Atophus. Upon saving the little girl, Taneena Greenour, she steals the staff and begins her attempt to summon Atophus. The party fights the cultists and Taneena- warlock of Atophus- when she suddenly reveals her true form to be that of an adult Green Dragon, Barkan the Unforgiving! By the skin of their teeth, the party defeats the dragon and prevents the resurrection of Atophus. They return to Haabitish as heroes.


Arc 2: Search for Valqi


Session 1: Arriving in Davgorn
    The party has been traveling to the east coast town of Davgorn after hearing rumors that it may be the current location of the Torc of Grizya, a legendary item that may help Valqi control the spirit of warlord Valkimara that lives inside her. The party rests for the night in the forest outside of town and wakes to discover Valqi is missing. They head into Davgorn to investigate, meeting a centaur barkeep, a seller of magical items, and the madame of a brothel before eventually receiving a tip from Adza, head of the east coast crime syndicate. Shenanigans ensue involving Dragva, a drug-like spice.

Session 2: Fight at the Hilltop Mansion
    Adza tells the party that there have been odd occurrences noted at the abandoned mansion on top of the hill and that some of her people have gone missing when sent to investigate.She accepts payment for this tip in the form of a favor, to be called in at some undetermined time. Asher takes off on his own and nearly dies in the mansion. The rest of the party arrives to help and heal his wounds. Inside they fight a man and upon checking his body, find a pendant of pewter with the image of a black flame. It is a very dangerous place and the party is forced to spend the night in the neighboring Temple of Drannan with the intention of returning in the morning.


Arc 3: Picking Up the Pieces


Session 1: The Mysterious Isle
    The party awakens from their long rest to find that they are not where they expected to be. Star and Letta wake on a beach to the blistering pain of direct sun, Asher wakes from a deep slumber covered in insects, and Gabbro finds consciousness after a dream from the perspective of Valqi, who is caught in a stasis, fighting for control of her body. The party is suddenly without Milo and Carsany and Gabbro meets a new friend, Brick. They discover that the island was once a smugglers den for the spice Dragva until being overtaken by a cyclops and his giant crab friends. Upon defeating the cyclops, the party signals a passing merchant ship and hitches a ride to the nearby amphibious island of Dragport. Elsewhere, Valkimara takes control and emerges from stasis in the basement of the Davgorn mansion. 

Session 2: New Friends and Old Enemies
     The party arrives in Dragport, bathes, and seeks lodging. They spot wet, humanoid footprints and nearly catch an invisible entity, before finding shelter in the home of half elf Paddy and his granddaughter Niamh. Paddy explains that he was a young orphan raised by the Order of the Sacred Flame and that he and Niamh try to keep the values and traditions of the Order alive. Asher attempts to catch the invisible being that has been following them but instead follows three strange fishmen from the underwater portion of the town. Meanwhile, Valkimara has learned the name of her currently absent captor, Imaris Halcoreth, and is hard at work encouraging loyalty in the three young dedicants left to watch her. The rest of the party locates Asher just as the fishmen sniff out their target, Brick, whose bloody fingerprint was left in the bathhouse ledger. A fight occurs, one of the fishmen is left dead and the remaining two are paid and sent away. After sleeping in Paddy's home, the group is assured safe passage aboard the ship The Indomitable under the captainship of Paddy's friend, Captain Jessica. The party is gifted sending stones by Paddy and Niamh and promised assistance in their ongoing quest for the Torc of Grizya. 
     
    

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