Titan Breakers
The Titan Breakers
The Titan Breakers are a squad of heroes. Many of them first met as prospective members of the Shangon Imperial Army Spearguard. Some heroes joined or left over time.
Core Party
- Cora Tealeaf, Halfing Female Cleric [Sunarie]
- Davyn, Gnome Male Artificer [Karoo]
- Eldrin Greyleaf, Elf Male Fighter [Embo]
- Salbjörg, Dwarf Female Monk [Sadra]
- Zarus Foxhollow; Half-Elf Male Bard [Dridden]
Guest Stars
- Corvin, Human Male Warlock [Qrow]
- Fenk, Half-Orc Male Fighter [Akoz]
- Perfidy, Gnome Female Rogue [Aslene]
- Xarif, Human Male Cleric [HannibalSmurf]
Left
- Donovar, Dragonborn Male Paladin [Karoo]
Lost
- Bryn, Elf Male Druid [Haer]
- Orianna, Tiefling Female Wild Mage Sorcerer [Sunarie]
Ep. 1-1: Welcome to the Neutral Zone
Thursday, Summerset 11,1127 SF (Nov 4, 2016)
Party: Donovar (Karoo), Eldrain (Embo), Orianna (Sunarie), Perfidy (Aslene), Salborg (Sadra), Xarif (HannibalSmurf)
Over the space of a few days, the heroes arrived at Fort Coldheart, deep in the Brayton Forest and the Neutral Zone. They reported to Major Cael Ironjaw, a rough-talking dwarven warrior, and Staff Sergeant Wyatt Winterfang, a gravely-yet-cosmopolitan half-orc ranger. Some heroes received temporary field commissions, at the outset of the squad's testing and training for the Imperial Army Spearguard. They spent their first evening together over stew and beer at the Fancy Trout: the lone pub in the nearby fishing village of Corq.
The squad's first mission was a northwestern patrol. They encountered Darian, a half-elven druid, who urged them to be open-minded and fair, and to hesitate to bring violence into Brayton Forest. Darian gave Captain Perfidy a druidmark: a wooden amulet with which she could contact him. As planned, the heroes located a salvage operation run by a mercenary band of goblins, Krum's Skullkrushers. The goblins were industriously dismantling fallen hulk (a tortoise) for its precious materials, in the center of a vast clearing of lifeless devastation. The operation's leader, Little Krum, conversed amiably with the squad. He asked them to deal with an enraged dire bear that had been harassing the Skullkrushers.
The squad easily tracked the bear, which proved to be a large and reckless opponent. A strange hammered-copper collar seemed to give the bear uncanny vigor, but the heroes still easily took it down once. As it rose again, a spell from Orianna hurt it enough to send it charging away. But it promptly fell through a decrepit wooden hatch, revealing the hidden entrance to an underground structure. The heroes cleaned their weapons and considered their next move.
Housekeeping
Basic 220 XP to each PC
Bonus 15 XP to
- MVP: Perfidy (Aslene)
- Coolest Moment: Salbjorg (Sadra)
- Best RP Overall: Salbjorg (Sadra)
- DM's Choice: Eldrin (Embo)
Ep. 1-2: The Door Boss
Thursday, Summerset 11,1127 SF (Nov 11, 2016)
Party: Donovar (Karoo), Eldrin (Embo), Orianna (Sunarie), Perfidy (Aslene), Salbjörg (Sadra), Zarus (Dridden), Corvin (Qrow), Alverik (Akoz)
The heroes inspected the felled bear, its collar, and the hidden entrance. Orianna discovered the collar was magical, and Eldrin discovered dwarven runes on the doorway that identified the hidden entrance as an old fort. Perfidy, with Donovar’s support, made the call to take the collar and report back to Staff Sergeant Wyatt Winterfang on the discovery of the fort as well as the bear. Salbjörg offered to pick up the collar and was promptly shocked upon touching it but did not appear to be under any magical influence. With that, the group made their way back to town.
Once in town Perfidy directed Salbjörg to get checked to make sure she wasn’t under any magical influence. The rest of the party went back to report in where they were met by three new recruits and given permission to explore the fort, and area beyond, that they had revealed. Salbjörg also rejoined the party declaring she was magic free, and sported a new bracelet made from the bear collar. Zarus seemed to take an immediate liking to Salbjörg, with her being a dwarf and him being raised by dwarves. Xarif was called away, but the rest of the party, including the three new recruits, were given a chance to restock on provisions and then immediately set back out to explore the newly discovered fort.
At the old fort there was much discussion on how to gain entry. The bear was moved away from the doors but the party couldn’t seem to decide on how to get the doors themselves open. The doors appeared barred from the inside and smashing them didn’t seem to be an option. While the party was discussing Orianna got impatient and set the doors afire. After it burned for a bit Corvin dealt the final blow, destroying the weakened doors.
Inside the party found several locked gates. Alverik discovered a note with a key inside and shared the note with the party. It read:
To who'er finds this
I beg you
tell a chainbreaker that Riverfast has fallen
cursed by the Imp dogs (imperial)
The bugs have grown
the dead don't stay dead
even our own weapons turn on us
I'm the only one left
I armed the traps
I locked us in
Enter with the Eternals by your side
or enter not at all
They must not get out
they must not get out
Isa Redsteel, Cap.
While discussing what the note could mean, magical weapons were mentioned and, as if on cue, Salbjörg’s hand suddenly burst into flame for a short moment before returning to normal. The bracelet made from the collar appears to be magical but the full extent is not yet known.
The key Alverik found unlocked the three gates and the party discovered a dead body. Donovar stood guard while the rest of the party explored the accessible areas that were behind the now unlocked gates. Salbjörg checked the body to discover it had been dead for five years, and that it had a rotted wound in the leg that stood out amidst the other injuries. Upon seeing the odd wound, Salbjörg stabbed the corpse in the head. Eldrin busied himself checking one of the doors in the room, ultimately unlocking it, but not opening it. Seeing the body, it’s wounds, the note, and feeling a magical presence in the area, the party decided it would be best to set up camp for a night outside to get a good night’s rest before exploring the old fort further.
Housekeeping
Basic 130 XP to each PC
Bonus 15 XP to
- MVP: Eldrin (Embo)
- Coolest Moment: Orianna (Sunarie)
- Best RP Overall: Salbjorg (Sadra)
- DM's Choice: Alvarik (Akoz)
Ep. 1-3: Shadowfringe
Friday, Summerset 12,1127 SF (Nov 18, 2016)
Party: Donovar (Karoo), Eldrin (Embo), Orianna (Sunarie), Perfidy (Aslene), Salbjörg (Sadra), Zarus (Dridden), Corvin (Qrow), Fenk (Akoz)
During intermission the party made camp. Alvarik departed the group. Orianna and Eldrin were on last watch when a rather intimidating half-orc approached the camp. Eldrin fired an arrow first, and Orianna soon followed with a Firebolt, yelling to wake the rest of the party. Perfidy immediately put a stop to the violence, and Darian (a half-elf druid from Episode 1) emerged. It was revealed that the half-orc (who turns out to be Fenk) was with the druid. Darian then called for everyone to gather so he could share some information.
Darian told of how there were likely shadowfringe creatures within the fort. This meant that the party would need to split into two groups and kill creatures souls within the Shadowfell, and their bodies within the prime material plane. Darian and Fenk were here to help with clearing out the fort. Some questioning from Salbjörg revealed that Darian had an artifact, the lamp of shadow walking (pictured below), that would allow people to pass between the two planes. The druid also awarded the party with three bloodstones, which went to Orianna, Corvin, and Salbjörg.
Donovar, Fenk, Corvin, and Perfidy decided to remain in the physical plane to fight, while Eldrin, Orianna, Salbjörg, and Zarus went into the Shadowfell. Right before entering, Darian gave some advice to the group about to head into the Shadowfell:
Only eat or drink what you've brought with you. Don't accept gifts. Don't make or accept promises. Don't agree to bargains or trades. Don't stare into anything's eyes. Be mindful of your emotions--especially lust and fear--for they have power.
Upon first entering the Shadowfell, Eldrin noticed a glow coming from Isa’s sheath. Salbjörg relayed this to the group in the prime material plane and Perfidy discovered a Longsword engraved with the word “Veilkeeper”. This longsword was given to Donovar.
The group then set about exploring. Entering a door to the north which led to a supply room. The supply room had a hidden door which led to yet another room. This newest room had 3 suits of armor that sprung to life at the party entered. Salbjörg did a tremendous amount of damage to the 1st set of armor, but ultimately Orianna scored the final blow. Corvin kept away from the armor and taunted them from a distance in the physical plane. Salbjörg and Fenk dealt much damage to the second set but Donovar got the killing blow. Orianna, Perfidy, Salbjörg, and Eldrin whittled down the last armor set with Fenk finishing it off.
After this battle the magic of Darian’s lamp begin to fade, which meant Eldrin's group needed to come back to the prime material plan. The party set up to camp while waiting for the magic of the lamp to replenish so they could enter the Shadowfell once more.
Housekeeping
Basic 150 XP to each PC
Bonus 45 XP to
- MVP: Orianna (Sunarie)
- Coolest Moment: Zarus (Dridden)
- Best RP Overall: Zarus (Dridden)
- DM's Choice: Donovar (Karoo)
Ep. 1-4: The Veiled Path, Part 1
Saturday, Summerset 13,1127 SF (Nov 25, 2016)
Party: Donovar (Karoo), Orianna (Sunarie), Salbjörg (Sadra), Zarus (Dridden)
With Darian’s artifact recovered the heroes ventured back into the old fort. Donovar, Orianna, Salbjörg, and Zarus decided to stay on the prime material plane, leaving the rest of the party to deal with the Shadowfell. They picked up their search of the area much where they left off, opening a door into the a Grand Hall. The room was masked in an unnatural darkness that soon gave way to skeletons and zombies.
Zarus easily dispatched one of the skeletons on his own, before helping the rest of the group to whittle down the other monsters. Donovar went to work protecting party members against the onslaught. Salbjörg got the finishing blow to two zombies, and a skeleton with her "Fists of Fury!" Donovar and Orianna took out one skeleton each as well.
The group then explored a bit further, uncovering a kitchen and a larder. The only thing of note there was a cauldron that was really really old, and worth a bit of coin. At this point Orianna used a twofer stone to light fires in the fireplaces of the grand hall. She and Salbjörg dragged all the dead zombies and skeletons into the fire, and eventually fetched Isa’s body as well to burn it. The party then noticed banners in the Grand Hall now that the room was lit up. They recognized these banners belonged to the Veiled Path, a group which operated an underground railroad to free slaves in the pre-war era.
From here the group went to enter another room, but as Donovar went to unlock the door, a ghoul pounced on him, grappling him. A second ghoul was soon revealed to be in the room. Orianna finished off the first ghoul after the rest of the party had done some damage and Donovar broke the grapple it had on him. Zarus, hid around a corner and poking in the 2nd ghoul’s direction with a dagger, managed to land the killing strike to it. The new area was a dorm, and Zarus soon discovered a secret door within it.
Behind the door was an elite skeleton. This opponent was hardier than others faced in the dungeon, but it too eventually fell after Orianna hurled an insult at it (taking lead from Zarus, as the insults seemed to be having some effect), and then followed with a Firebolt.
Ep. 1-4: The Veiled Path, Part 2
As the party was searching the officers' dormitory in the derelict fort, the druid Darian mentally contacted them: "We've been found. Hurry back!" The heroes on raced to the surface, and those in the Shadowfell crossed back to the Prime Material Plane.
They found Darian engaged in a magical dual. His adversary was a human male with pale skin and long white hair. The adversary wore dark gray robes, kitted out with many small bags and pouches. He wielded a red glass rod and black short sword.
By the time the heroes engaged, Darian was going down. The adversary fired crimson Magic Missiles at the heroes, then seized the Lamp of Shadow Walking and took to the skies with a Fly spell. He shrugged off the heroes' attempts to stop him and flew away.
Back on the ground, Darian's wounds proved untreatable. A magical infection--likely necromancy--resisted even Donovar's Lay on Hands. The druid's last act was to haltingly grip the paladin's wrist and guide his hand toward the campfire. Among the embers the heroes discovered a second black metal lamp with unmistakable power. The lamp the adversary had stolen was evidently a decoy.
The party split up, with half the heroes rushing the artifact back to Fort Coldheart, and the others completing a search of the Riverfast ruins. They found no further threats of consequence, but did find a modest treasure hoard.
Major Ironjaw debriefed the party about everything they experienced and accomplished. He was clearly troubled by the description of the adversary, but relieved that the Lamp wasn't lost. Ironjaw explained that the Lamp would be kept at Coldheart until another member of Darian's order could be contacted.
A company of regular Imperial Army soldiers, lead by a high-ranked cleric, were dispatched to Riverfast to physically and magically cleanse the ruins of the curse.
Housekeeping
Basic 340 XP to each PC
Bonus 45 XP to
- MVP: Karoo (Donovar)
- Coolest Moment: Sadra (Salbjorg)
- Best RP Overall: Sunarie (Orianna)
- DM's Choice: Dridden (Zarus)
Interlude (4-5)
A week passed without significant incident. The trainees were periodically dispatched on further patrols, including another check on the goblins from Krum's Skullkrushers and their hulk salvage operation. They were further taught and tested by Staff Sergeant Winterfang. But the Arrowhead Territory around Fort Coldheart remained quiet, until Friday, Summerset 20.
Ep. 1-5: The Eyrie
Saturday, Summerset 20,1127 SF (Dec 16, 2016)
Party: Donovar (Karoo), Orianna (Sunarie), Salbjörg (Sadra), Zarus (Dridden), Eldrin (Embo)
After some time to rest the group met with Major Ironjaw and Colonel Malik. They learned there had been disturbances at the eastern border, and fake passports were becoming a problem. They also learned Brennels Tower is another old fort they may need to clear out of lingering spirits, but with the chill coming they couldn’t set out right away. Instead they would be issued griffins to travel to Brennels Tower and beat the chill. The catch was they needed to clear out the Eyrie first. It’s where the griffins were normally kept, but it had become infested with large spiders.
The group set out to the Eyrie and scaled the structures surrounding the trees. Climbing high up they dispatched a total of 6 giant spiders and 2 spider swarms. At the top of the structure they found a lantern that was suppose to be providing an aura of fear to keep away things such as spiders. It’s enchantment had faded and instead it likely attracted the spiders.
The party then made their way back to Fort Coldheart to make their report and get new assignments. The chill will be coming in a day’s time and they may need to wait until after to go to Brennels Tower.
Housekeeping
Basic 350 XP to each PC
Bonus 135 XP to
- MVP: Karoo (Donovar)
- Coolest Moment: Sunarie (Orianna)
- Best RP Overall: Dridden (Zarus)
- DM's Choice: Sadra (Salbjorg)
Ep. 1-6: Brennel's Tower
Monday, Falldawn 1, 1127 SF (January 6, 2016) Party: Donovar (Karoo), Orianna (Sunarie), Salbjörg (Sadra), Zarus (Dridden), Eldrin (Embo)
The party has spent the last week waiting for the chill to pass and are now prepared for their next mission. During the week the party has noticed a new, more experienced unit around town. They are known as Helmund’s Strikers:
- Helmund - A male dwarven ranger. Wears half plate, battleaxe and shield. Has a red beard braided with tarnished silver beads.
- Daro - A male human priest. Wears half plate, and carries a spear. Has curly red hair, moustache, and beard. Is Dacia’s twin.
- Dacia - A female human wizard. Wears brown robes and carries a white ash staff. Has wavy red hair. Is Daro’s twin.
- Tantos - A female gnome rogue. Wears black studded leather and black cloak. Has a buckler shield, a shortsword, and a hand crossbow.
Helmund’s Strikers have just been around town, they have not interacted with our party at all. Our party gets sent to the Ruins of Brennel’s Tower to eliminate any Shadowfringe in the area. It’s known as another stopping point for the Veiled Path. The Lamp of Shadowwalking is going to be used, but this time the party will be coating their weapons in its oil to hit in both planes as once.
The party heads to the Eyrie, which they previously dispatched spiders from. Here they meet Talia’s Fury, who are a group of Gryphon Riders (6 total riders). They get introduced to the gryphons, go on a few rides, and stay the night here, heading to the ruins via gryphon in the morning. They inspect the ruins and encounter a gargoyle, defeating it, on the the ground level of the ruins. Heading inside and descending they find a portion of the ruins to be flooded, which they were warned off. There are Shadowfringe Zombies, Skeletons, and Zombie Dogs to deal with.
During a moment of respite after the fight, Donovar uses his divine senses to help locate a journal, which Salbjorg took. Donovar also helps locate a dark portal further in the ruins. It has two demonic/dark looking dogs guarding it which the party dispatches of. There is also a rune circle, like that made for casting ritual spells, around the portal, but it’s made of metal. Donovar hits it with Veilkeeper and it breaks, causing the portal to close. Looking around, there are three dead bodies in the room. Eldrin discovered they had markings on their bodies that Orianna identified as marks of the Crusaders of the Dawn, which are involved with investigating incidents related to the Underdark.
Salbjorg, Donovar, and Eldrin all headed into the Shadowfell realm to investigate what was on the other side of the portal (they used the Lamp of Shadowwalking’s power, as the portal was destroyed). There they encountered an eight foot tall human, dressed in dark garb (think Sauron). He used magic to fling them backward and force them out of the Shadowfell, also ending the effects of the lamp. The group then headed back to the fort.
Housekeeping
Basic 700 XP to each PC
Bonus 135 XP to
- MVP: Orianna (Sunarie)
- Coolest Moment: Zarus (Dridden)
- Best RP Overall: Salbjorg (Sadra)
- DM's Choice: Donovar (Karoo)
Ep. 1-7: The Mad King's Cauldron
Tuesday, Falldawn 2, 1127 SF (January 13, 2017)
Party: Donovar (Karoo), Orianna (Sunarie), Salbjörg (Sadra), Zarus (Dridden), Eldrin (Embo)
The party gathers once again for new orders, only to find out they’ve passed their training and received official promotions (with the exception of Donovar who was previously promoted). Their next mission, as official members, will be to assist in taking down a hulk known as the Mad King’s Cauldron. This hulk was at least partially build by a mage known as the Flesh Weaver. It captures animals, transforms or adds to them, and then controls them, using them to fight.
Many major groups will be assisting in taking down the Hulk, as well as Winterfang and Ironjaw themselves. Talia’s Fury, Helmund’s Strikers, and Cromm’s Skullcrushers (the goblin group salvaging a hulk earlier) were all assisting in different ways as well. The hulk itself is massive in size, with the crown on it’s head being the size of a large room, and also where our party will be landing to fight.
Talia’s Fury air drops the party via gryphon onto the crown of the gigantic hulk. There are four spawners here which are round stone protrusions that open to reveal embryonic sacks. From these sacks spills forth a variety of animal wildlife that attacks that party including giant rats, hawks, eagles, badgers, and elk. Meanwhile, Salbjorg encounters issues with the magical bracelet she had made from the bear collar. It seems to take control of her body, causing her to attack Donovar, but she manages to get it under control while concentrating it. After a long fight Salbjorg also finds hinges on the spawners that can be broken. She successfully disables two of them before the other groups participating in taking down the Hulk are successful and the hulk becomes immobile.
As the hulk is brought down, the metal bracelet melts off Salbjorg’s wrist. The party gathers with the other groups to make camp and rest for the night after making sure everyone is properly bandaged.
Housekeeping
Basic 720 XP to each PC
Bonus 250 XP to
- MVP: Salbjorg (Sadra)
- Coolest Moment: Donavar (Karoo)
- Best RP Overall: Donovar (Karoo)
- DM's Choice: Orianna (Sunarie)
Ep. 1-8 Briefing
This morning you arrive at the wooden briefing room along the wall at the usual time. However, an aide comes and escorts you to a room inside the central tower of mortared stone. You find Colonel Malik and Major Ironjaw waiting.
(Istor Malik is a male elf wizard. He has copper-colored skin and long black hair in a braid. He wears Imperial Army robes and carries a silver staff inscribed with runes. His bearing is aristocratic and his accent cosmopolitan.
Cael Ironjaw is a male dwarf fighter. He wears chainmail and carries a well-used maul. He has a red beard in elaborate braids with metal beads. He often has a pipe in his teeth, lit or unlit. His bearing is stoic discontent, and his voice gravely.)
Colonel Malik greets the squad and compliments your execution of duties during the slaying of the graven hulk, The Mad King's Cauldron. "With this last mission, you have proved yourselves worthy of joining the elite ranks of the Spearguard. As you have learned first-hand, this is an opportunity that few receive, and even fewer excel at. Congratulations!"
Major Ironjaw hands each of you a promotion packet. It includes your papers of enduring commission and rank insignia for both formal and battle dress.
- Donovar, Captain
- Eldrin, First Lieutenant
- Salbjorg, Shieldbreaker, 3rd Class (a specialized Spearguard rank equivalent to First Lieutenant)
- Orianna, Breathstealer, 5th Class (a specialized Spearguard rank equivalent to Second Lieutenant)
- Zarus, Second Lieutenant
In turn, the Colonel and Major salute each of you and shake your hand.
The Colonel says, "After the changing of the guard as dusk tonight, you're invited to the senior officers' mess for dinner and drinks. On that occasion you will be formally inducted into the 'Guard. Afterwards, I believe the Major has a private party planned." He smiles a wry half smile. "There may be gambling. Fair warning. Trying to go drink for drink with an Ironjaw is a longshot."
The Major smiles a rare smile.
The Colonel continues, "Tomorrow, you will start your first day as full Spearguard. So it's time for you to be properly briefed on the strategic situation."
The Colonel shifts demeanor and walks over the briefing table, gesturing for you to take up places around it. It has a high-quality map of the Arrowhead Territory and a variety of painted wood and metal markers positioned deliberately. He gestures at landmarks and some of the markers throughout this briefing.
http://hhwiki.mhguild.com/index.php/File:Neutral_Zone_Nov-3-2016.png
"Based on careful study of the archives, we know there is just one more cursed Veiled Path waystation. The shadowfringe there must be slain, and then the 'Guard must return to the Lamp of Shadow Walking to the druid order.
"The Fleshweaver has a stronghold in the Cinder Woods. She will almost certainly know that the Mad King's Cauldron has been slain. She may feel threatened by the Law of Contagion. Since her magic was tightly entwined in the hulk, a piece of it could be used to target her with malicious force. If she does feel threatened, she will try to interfere with the salvage of the hulk.
"Scouts report the orc tribes in the Edonian Swamp are arming and drilling--almost certainly a prelude to raiding, or worse. The tribes' own scouts are venturing farther south and east, and they're continuing to experiment with gliders. We don't yet know what's driving their new-found interest in flight, nor whether their ingenuity is entirely homegrown.
"To the east, the kingdom of Modict is almost certainly aware of the possible threat of orcish raids. Modict may pre-emptively move forces northwest into the Neutral Zone, which would violate the truce. That's mostly a matter for the diplomats to handle, but it may be our billet to confront armed Modictans without peacekeeper sashes.
"On top of all that, I've been notified that an Imperial Inspector will be visiting our Fort to investigate irregularities in some wartime archives. The Inspector wishes to cross-reference the local archives with the citadel records. That implies suspicion of corruption." The Colonel scowls in obvious offense. He schools his features, takes a breath, and continues.
"We have rumors that the Valiant Fremen have one or more agents active in the Arrowhead Territory. Their interest has something to do with the Veiled Path. This may or may not be related to your squad's work at Riverfast and Brennel's Tower.
"The dark adversary you encountered in the Shadowfell side in the dungeon of Brennel's Tower may not be done with you. I've sent a copy of your report directly to the Palace chapter of the Gray Chamber, asking for any clues they might have about the adversary.
"Our divinations hint that something larger is at work in this region, maybe something we haven't directly witnessed yet. This could be the adversary. No one can be completely certain about the minds and motives of the Darklords of Shadowfell."
He makes the sign of the Traveler with his hands--a common gesture of warding among followers of the Church of the Reverence. (It's not unlike a Catholic crossing themself.)
"Meanwhile, Republic peacekeepers to the south have located another rogue hulk of considerable power. They have asked for reinforcements from Fort Coldheart. After conferring with General Talisan, I have ordered our cooperation. This will be an extended deployment in force. A battalion from the Fort will meet up with fresh forces from the Empire border. The combined forces will be lead by Major Ironjaw, and Staff Sergeant Winterfang is going with him.
"All of this means that we need to rely on Spearguard such as yourselves more than ever, to continue our duties in this part of the Neutral Zone. Specifically, I need you to recon in force north of the Chariot Road and along the Greenrock River. You'll start with the last pocket of shadowfringe. Major?"
Major Ironjaw steps in, directing your attention to the map.
"The last fortified Path waystation that was likely cursed is Lightenhal, here, north of the Chariot Road, in the Cinder Woods. On route, you will also recon two minor Path waystations east of Brennel's Tower. We expect you to find nothing of interest, but it's best to be certain.
"Once you've slain the shadowfringe at Lightenhal, you will travel north to the Fleshweaver's stronghold. It's a built up in the trees, elven style. It allegedly makes it more defensible."
The Major tugs at his moustache and mutters, "If you don't mind living like a frakkin' squirrel."
More loudly, he continues. "East of the stronghold is the village of Flint, here at the terminus of the branch road. Flint was an independent settlement, but it was abandoned during the war before being razed by the Imperial Army. There is a group of Republic pioneers rebuilding and resettling. They may have current news about the Fleshweaver, so you likely want to confer with them before approaching the stronghold. It's your call.
"Your orders are to contact the Fleshweaver and invite her to peacefully come to the salvage site. There, she can negotiate appropriate steps to sever any connections from the graven hulk back to her."
"Purging by fire, for instance," the Colonel interjects. "Meanwhile, you'll have the Lamp with you this time. The druids tell us that they will sense the elimination of the last shadowfringe in the region. Then they will seek you out sometime during your travels in the eastern woods, and reclaim their artifact."
The Colonel and Major look up at the squad. "Questions?"
Ep. 1-8: Mechazombies
Tuesday, Falldawn 9, 1127 SF (January 27, 2017)
Party: Donovar (Karoo), Orianna (Sunarie), Salbjörg (Sadra), Zarus (Dridden)
The newly-promoted heroes spent the evening at a party in their honor with other officers of the fort. In the morning (Falldawn 10), they began their eastward journey. As before, they traveled gryphon-back with Talia's Fury.
They traveled east by southeast, flying near Azure Lake and then Brennel's Tower. By the end of the first day they were deep in Brayton Woods. They cautiously approached the Veiled Path minor waystation--a cave set in the roots of a maniac oak--but it was empty. The squad spent the night in the cave or nearby.
By the late the next morning (Falldawn 11) the squad reached the second minor waystation. Again, they were cautious in their approach. This waystation was beneath an abandoned homestead, in a second, hidden cellar below the first cellar. Again, the heroes found nothing of note.
The squad used the remains of the day to fly yet further east, into the Cinder Woods. They camped for the night in a clearing beside a stream. In the morning (Falldawn 12), two more hours of flight brought the heroes to Lightenhal. They knew this about the place:
Lightenhal is a private remote manor, built as a hunting lodge by a Modictan lord. It was abandoned during the Bloodstone War, then occupied by a Republic engineering unit. The unit ran a field forge, creating and repairing weapons and armor.
From the air, the heroes could see that the most of the manor house was collapsed and being reclaimed by the forest. The grounds were also derelict, including a hen house, stable, and kennel. The whole clearing seemed shadowy and grim.
The heroes landed nearby and entrusted tending the Lamp of Shadow-walking to the gryphon riders. They approached Lightenhal with habitual caution and Donovar's premonition of evil ahead. Across a treacherous expanse of mud and vines, they were greeted by a female gnome tinker and her minions. Lightenhal was indeed infested with shadowfringe. The gnome--who called herself Astrid Bluegrease--had taken control of these undead. She had further modified them with mechanical enhancements, such as armor, exoskeletons, spinning saw blades, and fist spikes.
At first, the heroes talked with Astrid. She expressed an interest in trading with them, claiming to have imprisoned the arcanist who killed the druid Darian. However, words quickly gave way to combat. Orianna landed a Sleep spell on Astrid. Unfinished mechanized shadowfringe rose from the mud. A towering "mechazombie" burst from the manor. Some of the normal-sized mechazombies rose up a second time. The heroes were hard-pressed and called for the gryphon-riders' help, but they managed to down all their foes just before Talia's Fury arrived on the scene.
Housekeeping
Basic 750 XP to each PC
Bonus 250 XP to
- MVP: Donovar (Karoo)
- Moment: Zarus (Dridden)
- RP: Orianna (Sunarie)
- DM's Choice: Donovar (Karoo)
Ep. 1-8 Epilogue
Following the battle, the squad's immediate search of the manor house will reveal the following.
Above ground, the manor is in advanced stages of decay and collapse. At least initially, there seems to be nothing of interest or value.
Astrid seems to live alone. She has been living mostly in the dungeon beneath the house. It's a true dungeon, with fitted stone walls, locking gates made of iron bars (you find the keyring on Astrid), and a torture chamber. The torture devices have been stored in a nearby cell, and the chamber has been converted into a smithing room. This was probably done by the Republic engineering unit that occupied Lightenhal during the war. More recently, Astrid has been using it as a laboratory to construct and deploy her enhancements to the shadowfringe.
The lab is filled with tools, raw materials, prototypes in various stages of completion, and other curiosities. At least initially, these are the most interesting items:
- Driftglobe (DMG 166): a glass sphere that can float and follow the user; it can emanate the Light or Daylight spell (duration: 1 hr); Daylight is once/day (recharges at dawn); Daylight isn't sunlight but does cancel some magical darkness
- Spellscroll (L1): Identify
An unlocked chest in the lab holds dark gray robes (too big for a gnome), a mastercraft set of well-worn leather armor (ditto), a black short sword with a belt and sheath, a longbow, a quiver of arrows, a well-worn longsword with a belt and sheath, and various personal effects in pouches and bags (e.g., a small knife suitable for shaving or eating, a flint for fire-starting, trinkets, etc.).
One corner of the lab is set aside as a kitchenette. A door leads to the adjacent cellar of the manor house, where at least several weeks of food and other supplies are laid in.
The room nearest the lab has been furnished as a clean, comfortable master bedroom. It contains: oil lamps; tapestries and rugs; a canopy bed; a wardrobe with extra linens; a second wardrobe with some gnomish female finery; a vanity table with make-up, brushes, combs, jewelry of modest value (e.g., small semi-precious stones set in silver), etc.; a bookcase with a few dozen books (including some on smithcraft, engineering, homesteading, necromancy, and the Arrowhead Territory of the Brayton Woods (which is where you are)); a sewing table; a fancy chamber pot; and more. If you can contrive to pack and ship all this to a city, it's probably worth 100 gp or more.
A large unlocked chest in the bedroom contains: 858 sp, 22 gp, 6 Gems (50 gp each).
The remaining two rooms are cells, and each holds a prisoner.
The first prisoner is a male human in his 20s-30s, sitting up against the wall. He has pale skin, long white hair, and no beard. He's wearing only his smallclothes and a crude shirt made from a burlap sack. He's been beaten severely and tortured with sharp points and hot irons. His wrists are manacled, with the chain running through an iron ring in the wall above his head. He's wearing a gag. Through a swollen black eye he regards you with silent recognition and malice. You recognize him in turn as the arcanist who--while wearing dark gray robes and wielding a black short sword--killed the druid Darian and stole the facsimile of the Lamp of Shadow-walking. He's unwashed and smells of his own urine and shit.
The second prisoner is a male human in his 30s-40s, sitting on a cot. He has tanned skin, shaggy brown hair, and a shaggy brown-and-gray beard. He's wearing a kind of poncho and loose pants evidently made from one or more wool blankets by someone with some solid skill with a needle. He shows no obvious signs of torture. His wrists are manacled with a loose, untethered chain. He wears one ankle manacle with a long chain that's been locked to an iron ring at the back of the cell. In addition to the cot, his cell has a small table holding an oil lamp, a simple wooden chair, a rug, a chamber pot, and a wicker basket with a few books. He regards you with guarded curiosity. He seems to have anticipated your appearance, probably because he heard the sounds of the battle.
Ep. 1-9: Flint & Further
Tuesday, Falldawn 9, 1127 SF (February 10, 2017)
Party: Donovar (Karoo), Orianna (Sunarie), Salbjörg (Sadra), Eldrin (Embo)
The heroes dealt with the aftermath of the battle against Astrid and her mechazombies. They spent the night in the Lightenhal dungeon. They questioned Astrid and her prisoners, and learned the following.
Astrid and the Fleshweaver are colleagues but not friends. Both worked for the Republic during the war. Astrid had been part of the field forge unit at Lightenhal. After the war, she snuck back and resumed her experiments.
Darian's killer calls himself Lencol Rymas. He's a member of the Dustmongers, a cult of mercenary arcanists. Rymas is working for a Darklord of Shadowfell called Tanix, the Duke of Whispers. He was sent to obtain the Lamp of Shadow-Walking. When Rymas presented the fake lamp to Tanix, the Darklord punished him harshly. Rymas got desperate. He thought Astrid would want to help him, given Astrid's experiments on shadowfringe, but instead she tricked him and imprisoned him. Apparently the Fleshweaver has a grudge against the Dustmongers, and Astrid hoped to curry favor by giving her prisoner to the Fleshweaver. She sent a messenger bird (a normal bird enhanced by Astrid) to the Fleshweaver but Arnen Corby shot it down and read the message. Rymas assured the heroes that his order would reward them for his safe passage back to Modict.
Arnen Corby is a gamekeeper and tanner in service to Count Spencer, a minor lord in Modict. He's also an agent of the Veiled Path. During the war many runaway slaves went missing in the Arrowhead Territory. Corby investigated, including spying on the Fleshweaver and talking with Isa Redsteel in Corq. Corby found that all across the Territory, people were going missing during the Bloodstone War, not just runaways. He never found an explanation. After the truce, Corby returned home. However, recently he learned that the disappearances have continued since the truce. He entered the Neutral Zone without authorization and resumed his investigation. He had long suspected the Fleshweaver of being involved. Corby hoped to find new evidence by spying on Astrid but the arcane tinker captured him instead. Astrid already had Rymas imprisoned. Corby convinced Astrid that his liege lord in Modict would ransom him. Astrid stopped a caravan on the Chariot Road and paid them to deliver a message
Corby thanked the heroes for freeing him and asked them to let him return home. His lord was unlikely to ransom him, but some of Corby's friends might mount an armed rescue attempt (and thus bring weapons into the demilitarized Neutral Zone). The heroes allowed Corby to leave with his leather armor, bow, and arrows, but Donovar kept Corby's longsword.
The heroes sent Astrid, Rymas, and Rymas' wicked black short sword back to the fort, on some of the gryphons. They expected both would be tried and punished at the fort (likely they would be executed). With the remaining gryphons, they traveled north to the village of Flint. They found the village a small yet bustling place, as the Republic pioneers worked to beat back the forest and rebuild. The heroes met Wyn Ville, the owner of Flint's lone, simple pub. He answered their questions about the Fleshweaver, including providing her proper name: Magara Thistledown. Ville explained that Thistledown contracted to have shipments delivered to Flint, so he knew where her domain is. He offered the services of Gylan, a 10-year-old human boy, to guide the heroes to Thistledown's tree fort.
The heroes stayed the night in Flint. The gryphons and their riders stayed near Flint, while the heroes traveled on foot. Gylan lead the squad along a make-shift path to the boundary of the domain Thistledown claimed as her own. While the heroes were waiting, a very fey elf woman walked out of the forest from the way they'd come. She introduced herself as Ridu and a member of Darian's order. She asked for the Lamp of Shadow-Walking and the heroes gave it to her. Just then, an enhanced moose arrived and wordlessly indicated that the squad should follow. Ridu used that moment of distraction to vanish.
The heroes followed the moose to the heart of the Fleshweaver/Thistledown's domain. After some enhanced squirrels delivered a magical orb to them, the squad had a short conversation with Thistledown. She chastised them for giving the Lamp away so freely, and then invited them up to her home. Thistledown proved to be a very old halfling woman wearing robes of green and brown. She offered them guest-right, essentially promising their safety.
"It's time we talked," the Fleshweaver said. "We have many truths to exchange."
Housekeeping
Basic 900 XP to each PC
Bonus 300 XP to
MVP: Orianna (Sunarie)
Moment: Donovar (Karoo)
RP: Salbjorg (Sadra)
DM's Choice: Salbjorg (Sadra)
Interlude (9-10)
Magara Thistledown, aka The Fleshweaver, is an older halfling woman wearing robes of green and brown.
The heroes accept Thistledown's offer of guest-right, and relax somewhat. She guides them to six-sided room of her tree fort. The room is positioned far out over the lake. The six corners of the room are thick, vertical branches of living wood. In between, the wooden walls are decorated with beautiful, colorful tapestries. Three concentric rings of rising, padded steps encircle a large, mortared-stone fire pit, in which a modest fire is burning. Thistledown invites the heroes to take their ease on the steps. She serves them fresh bread with honey, salty jerky, and fresh water with berries in it.
It becomes increasingly apparent that Thistledown moves slowly and deliberately, like someone in the sunset of a long life. Certainly, her face suggests old age, in contrast to the seemingly-timeless youth many halflings exhibit. Thistledown settles herself on the raised edge of the fire pit and adds a few logs to the blaze.
"Now then. As I said, we have many truths to exchange. As you're eating, I will start. Some of what I share you will already know. But I will try to be thorough, so that you see connections you may have missed. By the time I'm finished, I hope you will value what you've learned enough to answer some questions for me, in return.
"So, a story. First, let's bring out the cast of characters…."
Thistledown murmurs a few words and lightly passes her hand through the rippling air above the flames. A trail of multi-colored metal filings, like glitter, catches the light as they fall. As the arcanist speaks, three-dimensional images appear. They are always in the hues of flames, but otherwise quite recognizable.
"There's me, of course. Magara Thistledown, also known as the Fleshweaver. Not a name I picked for myself, but useful in some respects so I kept it. Female halfling arcanist, specialized in transmuting. During the Bloodstone War, I aided the Republic in exchange for financing and materials. I experiment on controlling and enhancing wild beasts. I turn them into weapons. The pinnacle of my work was the graven hulk known as the Mad King's Cauldron."
Thistledown's depiction of herself is modest in size, while that of the Cauldron is tremendous. It reminds the heroes of the pitched battle in its crown against the waves of abominable beasts.
"Here is Astrid Staccato Bluegrease. A female gnome tinker and arcanist. During the Bloodstone War, she served in the Republic Army. After the war, she snuck back to Lightenhal to continue her experiments on more mechanical enhancements. She and I are acquainted from fighting on the same side, but we've kept mostly to ourselves. Still, we've communicated periodically, and I introduced her to some smugglers through whom she could get supplies.
"Here is Darian Birchwane. A male half-elf druid. He was sent by his order to assist the Imperial peacekeepers.
Thistledown pauses in a dry, wracking cough. She swallows. "Pardon. Let's continue.
"Here is Lencol Rymas. A male human necromancer. He's a member of the Dustmongers, a mercenary order also on the side of the Republic during the war. Recently, Rymas has been serveing a Darklord of the Shadowfell: Tanix, the Duke of Whispers."
Her depiction of Tanix is sufficiently vivid--an eight-foot-tall humanoid, dressed in dark armor--for the heroes to be certain that he is the adversary that cast them out of Shadowfell at Brennel's Tower.
"Here is Arnen Corby. A male human ranger. An agent of the Veiled Path. During the Bloodstone War, he investigated the mass disappearance of runaway slaves in the Arrowhead Territory, unsuccessfully. More recently, he found fresh evidence that motivated him to return and continue his search for answers.
"Here are some Spearguard trainees, new to the Neutral Zone."
Thistledown conjures burning representations of each of the heroes. They appear as they did weeks ago.
"And here is a very particular bear, wearing as a collar one of my Manacles of Fire Touch, and sent by me to put my plan in motion."
As Thistledown continues her story, the characters move and pantomime like simple puppets, with jerky movements as if their limbs are jointed.
"On their very first patrol, the trainees encountered the bear. In the moment of its defeat, the bear revealed the entrance to the cursed ruin of Riverfast.
"The trainees needed a way to dispatch the shadowfringe inside. Darian provided the Lamp of Shadow-walking, taking it out of wherever it was hidden, likely in one of the druids' secret vaults in the deep wild.
"Tanix sensed Darian's use of the Lamp and sent Rymas to take it. Rymas killed Darian but only got away with a decoy."
Thistledown is interrupted again by dry coughing. Her small shoulders jerk with each exhalation. Again, she swallows, and continues.
"The Lamp attracted other perceptive individuals. But with Astrid's help, I either turned them back, if they were well-meaning, or killed them, if they were not. Thus, the trainees were free to serve their purpose, as the tip of the spear in the cleansing of Riverfast, Brennel's Tower, and Lightenhal.
"When Rymas presented the false Lamp to Tanix, the Darklord was angry. He imprisoned and tortured his own agent for a time, before sending Rymas out from the Shadowfell for a chance to redeem himself.
"Meanwhile, Corby's new evidence had lead him to suspect me. He chose not to attack or infiltrate my domain alone--a wise decision. Instead, he tracked down Astrid and spied on her. I think Corby believed that Astrid would reveal something that he could use to turn your commander against me.
"Rymas must learned that Astrid was experimenting with controlling and enhancing Shadowfringe. I think he expected to find an ally in her, but instead she imprisoned him. She tried to notify me but Corby intercepted the message. Not long after, Astrid also snared Corby. But before she could learn much from him, the trainees, now full Spearguard, defeated Astrid.
"From afar I knew that something was amiss. However, my divinations gave me confidence that you and the Lamp would come north, eventually. After all, the Imperial peacekeepers would know that I sensed the unmaking of the Mad King's Cauldron, and send someone to try to negotiate with me, or perhaps try to kill me."
Thistledown smiles a humorless smile at you, wordlessly implying that such a course of action would have ended poorly.
"Sure enough, you brought the Lamp to my very doorstep. Of course, the druids were trying to reach you first, but my beasts have been delaying them. So you were able to give the Lamp to a precocious friend of mine with a knack for illusion magic, a dryad name Ridu."
On cue, a beautiful fey woman emerges from one of the pillars of living wood in the corner of the room. She has light green skin and dark green hair, and she's scantily clad in a flowing wrap of green silk-like material. Ridu smiles a coy smile at the heroes and sets the Lamp of Shadow-walking on the edge of the fire pit, near Thistledown. Then the dryad makes herself comfortable, kneeling on a step away from the heroes.
"Now. You must be asking yourself why I did it. Why did I put you on the trail of the Shadowfringe? I had two reasons: one noble, one not. The first reason was ensuring that some of my old friends from the war finally got their well-deserved peace. You may find my creations unnatural, but they are nothing compared to the clear evil of necromancy."
Thistledown scowls in disgust.
"My second reason is wanting the Lamp. Its power is disquieting to the rulers of the Shadowfell and the Feywild alike. I plan to trade it to a faerie sovereign of the Feywild, in exchange for a cure.
Thistledown exhales in a tired way. "I'm dying, you see. A creeping illness has taken root, and no known art of medicine or magic can defeat it. For all my skill in the natural and the supernatural, age has finally caught up with me. My life force gutters like a lamp low on oil." She smiles a sad smile and runs a fingertip around the top of the Lamp. She jerks in sudden surprise and looks down at the Lamp with sharp interest. She looks around the room, as if looking through the walls, and then shakes her head.
"So that's how it is," she murmurs, almost too low for the heroes to hear. She continues talking, with new sadness and haste: a rushed confession.
"I bargained with a secret power here in the so-called Neutral Zone. We made a magical pact. I helped them intercept and capture wayward travelers--runaway slaves, prisoners of war, and the like. In exchange, they gave me marvels. Ancient tablets that taught me spells for controlling beasts. Powerful magic items to enhance my servants. A set of extraordinary tools to give to Astrid, allowing her to craft marvels beyond her native talents. I was never supposed to speak of this bargain, or I would be cursed."
The dryad Ridu is watching Thistledown with an intent, enigmatic expression.
The halfling woman shakes her head ruefully. "When I got sick and couldn't produce a cure, I sought to bargain with the Feywild sovereign..." She gestures to Ridu. "… through my contacts. After all, I've always thought the Fey my friends.
"But I told the sovereign my suspicions, that the…" Thistledown's voice falters: she tries to say something but seems unable to say it. "…the… secret power could have caused my illness. Just talking about it must have been enough to violate the bargain and bring the curse upon myself, doubly assuring my death." Thistledown sighs a heavy sigh. "This isn't the real Lamp. Tanix must have corrupted one of you and swapped back the decoy."
Ridu laughs a light, cruel laugh. "No, you mortal fumbler. Tanix has temporarily allied with my lord and lady, to put an end to such easy passage between the realms. The true Lamp of Shadow-walking is now far beyond all your reach." She sweeps a haughty look over Thistledown and the heroes.
Ridu stands as she talks and backs towards a corner. "My lord and lady want you to know the truth, Magara Thistledown, in your final moments. The Fey were your friends when you protected the forest and its creatures. But you went too far, by creating monstrosities like the Mad King's Cauldron and the one beneath the lake--engines of endless destruction that you couldn't control. And now one of those creations will destroy you." Ridu backs towards a pillar of living wood.
Beyond the treehouse, below it, something very large is starting to move.
Ep. 1-10: Treachery of the Wilds, Part 1
Wednesday, Falldawn 10, 1127 SF (February 24, 2017)
Party: Donovar (Karoo), Orianna (Sunarie), Salbjörg (Sadra), Eldrin (Embo), Zarus (Dridden)
The heroes stopped the dryad Ridu before she could escape and restrained her. Ridu and Magara "The Fleshweaver" Thistledown exchanged heated words. Meanwhile, a graven hulk started to rise from the lake. The heroes disagreed on a course of action, until they were pushed into one by the arrival of an army of druids and their animal allies. A shape-changing male elf druid, Sero, introduced himself and called on the squad for help.
The heroes learned that Thistledown originally named the hulk Wrath of Nature. At the end of the Bloodstone War the hulk was under construction. Thistledown had been working on it ever since, and stated that was still not ready and shouldn't be moving.
The Seelie faery from the Feywild had sabotaged the hulk and activated it. They renamed the hulk Treachery of the Wilds and it no longer responded to Thistledown. The Seelie turned Treachery loose to destroy Thistledown's tree fortress of Green Spires. They used the Lamp of Shadow-walking to open a huge portal to the Feywild, and faery forces poured forth to assist in the destruction.
The Seelie and Treachery were opposed by the enhanced animal garrison of Green Spires, the druid army, and their own colossus--a maniac oak treant named Razorleaf.
Thistledown and Sero had agreed on a truce. They urged the heroes to enter Treachery of the Wilds and still its hearts. Thistledown gave each gives each hero a Rod of Hulk Command. "While you're holding it, you can see what see what she sees. Break it in two and stab the broken end into a bloodstone heart to still it." She also explained that Wrath of Nature was designed for amphibious warfare. "She's resistant to water and cold but vulnerable to fire and heat, as are her spawn."
Razorleaf bore the heroes to the center of the lake and deposited them atop Treachery. As the two titans fought, the heroes descended into the hulk's interior. It was a wet, eerie spiral ramp, with pulsing vine-like tubes in the walls and embryonic mutation pods like those atop the Mad King's Cauldron. A parallel trough of water rushed continuously upward--openly contradicting gravity.
As the heroes descended into the alien gloom, they killed or drove off enhanced giant crabs and giant octopi. They also slew a mechanically-enhanced giant hexagator. Undeterred, they ventured deeper, as the greater battle raged on outside.
Housekeeping
Basic 900 XP to each PC
Ep. 1-11: Treachery of the Wilds, Part 2
Wednesday, Falldawn 10, 1127 SF (March 10, 2017)
Party: Donovar (Karoo), Orianna (Sunarie), Salbjörg (Sadra), Eldrin (Embo)
The heroes continued descending the winding ramp into the steamy gloom. A dart trap knocked out Zarus and the squad had to leave him behind. The heroes fought more defenders: a group of giant frogs with embedded metal armor accompanied by more giant octopi.
At last they reached the core of the graven hulk: a trio of massive bloodstone hearts wrought from large nuggets of precious metal. Two of the hearts were active, and all were guarded by a monstrous, enhanced hermit crab. This hard-shelled heartstone protector was almost too much for the heroes, but they fought valiantly and triumphed.
The heroes broke a Rod of Hulk Command in half. Orianna used Mage Hand to drive each half into a heart, as Donovar's magical longswords (Veilkeeper and Trailblazer) produced a magical bubble of protection. Contrary to Magara Thistledown's assurance, the massive bloodstones ruptured, releasing a storm of silent, insane rage ghosts. The ghosts swarmed over the heroes and upwards. But the glowing silver-white sphere kept the heroes safe, along with the power invoked by Salbjorg's prayer-chant for the souls of the murdered slaves.
As the last of the swarm passed by, the hulk began to shudder and fall. The heroes raced back up the ramp, pausing only for Eldrin to collect the still-unconscious Zarus. The gryphons of Talia's Fury collected the heroes before Treachery of the Wilds half kneeled, half fell onto the shore.
Sero explained what had happened outside the hulk. When the storm of rage ghosts emerged, it was immediately drawn towards the open portal. "Some experts have speculated that the maddened dead hate the living, and the life-glow of the Feywild must have been like a candle to a moth." The faerie host retreated through the portal to deal with the ghost storm, and it closed behind them.
Sero went on to thank the heroes for their aid. "You brought Darian's murderer to justice. You stopped a calamity here today. You uncovered further evidence of the greater conspiracy that threatens this region. In recognition of your aid, we grant unto you this fortress of Green Spires. You may do with it what you wish.
"We have taken Magara Thistledown into our own custody, to meet our own justice. Her actions are crimes against nature. The Fleshweaver's enhanced animals will be tracked down. Each will be restored to its natural state, if possible, or humanely slain, if not.
"Make prudent choices, heroes. The druid army will scatter for now, but it's always here, there, and everywhere. Today, we fought beside you. While it was time to end the Fleshweaver's experiments, we couldn't allow a graven hulk to rampage unchecked, and we couldn't allow a different kind of chaos--that of the Feywild--to flood into this realm. On a different day, serving the balance may demand that we fight alongside the Seelie fey, or against you.
"Make prudent choices."
Sero, the maniac treant Razorleaf, and the rest of the druid host faded back into the forest. The heroes and their gryphon-rider retainers were left alone on a balcony of the treetop fortress, looking out over the lake at a fallen graven hulk her creator had named Wrath of Nature.
Housekeeping
The heroes will start Season 2 at Level 5.
Season 2 Prologue
Following their victory in the battle against the Treachery of the Wilds and the Seelie Host, the Spearguard squad called for aid from Fort Coldheart. As they waited, they swept the treetop fortress of Green Spires for threats and treasure. The fortress proved to be well-stocked with food and supplies. They discovered a partly-hidden room that was well-fortified and heavily-warded, and they couldn't breach it. Otherwise, they found little of consequence.
Colonel Malik arrived by magic the following day. He brought his apprentice, Brugar Talonshins. Malik and Talonshins helped sweep for threats. They opened the fortified room, which proved to be Magara Thistledown's arcane workshop. Using some of the so-called Fleshweaver's materials, Malik and Talonshins constructed a Pool of Farsight.
- A Pool of Farsight is a powerful magic item in a fixed location. It's a shallow circular basin, at least 1 foot deep and 10 feet in diameter. It's part of the famous Imperial conjuration network. Each Pool has a unique sigil sequence. A Pool only works when filled with water, and most are built to be easily filled and drained.
- A Pool has two primary functions. First, it allows for real-time communication over great distances, as if seeing and speaking through an open window. With basic training, any being can learn to activate this communication function. Second, a Pool can be used as a teleportation circle, comparable to the spell by that name (PHB 282). (Creating a Pool of Farsight doesn't require casting the spell every day for one year.) With advanced training, a spellcaster can use a 3rd-level spell slot to activate the teleportation function, with a duration of up to 10 minutes. Wood or metal pallets are used to raise transported beings and materials above the water.
- The Imperial Army maintains a secret schedule for when commanders are supposed to fill their pools, at various exact times every 1-2 days. Each Army commander is given a metal ring with a code engraved on the inside, and taught how to use the code to calculate the contact times. A commander can also work with a specific contact to schedule additional times for communication or teleportation.
The Pool became Green Spires' primary source of supplies. Supplies are sent from Trog's Maw, the nearest Imperial Army citadel. Trog's Maw is just inside the Empire's eastern border on the Neutral Zone. Wyn Villa, the enterprising pub keeper and fixer from the village of Flint, bargained with Salbjorg to make occasional use of the Pool.
Green Spires already had an eyrie, once home to some of the Fleshweaver's creations. The gryphon riders and gryphons of Talia's Fury made it their own.
A platoon of regular Army soldiers has been stationed at Green Spires, under the command of Captain Masym Benden, a female halfling sorcerer previously stationed at Fort Coldheart. Benden's platoon consists of 50 soldiers in 10 squads of 5. She has 6 squads of infantry, 2 squads of archers, 1 squad of cooks and stewards, and 1 squad of crafters and medics. In consultation with Major Donovar, Benden has set up her platoon's duties, including a schedule of sentries and patrols, and peacekeeping work along the eastern stretch of the Chariot Road
A month passed as the squad settled into Green Spires or traveled elsewhere on personal business. At the end of the month of Falldawn, the Chill was especially severe. Some Obani people believe a strong Chill in the fall is a sign of a strong winter ahead.
An Imperial Inspector, Lt. Colonel Gyles Coppernail (a male dwarf) finished his visit to Fort Coldheart. Coppernail then visited Green Spires. He questioned the squad, the gryphon riders, and the garrison about the materiel that had gone missing during the war. According to an Army audit, substantial materiel was never accounted for in use or loss, including a sizable number of bloodstones. Before returning to the Empire, Coppernail reported to Donovar that he'd found no new leads, but urged him to share any new intelligence on the mystery.
Word of the squad's deeds has spread. A bard in Fort Coldheart had dubbed the heroes the Titan Breakers:
- Donovar, Major
- Eldrin, Captain
- Salbjorg, Shieldbreaker (1Lt)
- Orianna, Breathstealer (2Lt)
- Zarus, 2Lt
Ep. 2-1 Briefing
Saturday, Midfall 13, 1127 SF
Colonel Malik visits Green Spires via the Pool of Farsight. He's accompanied by a young human man in explorer's clothes. Malik briefs the Titan Breakers on their new mission, with the following highlights.
Malik says, "As you may recall, long-range scouts and clairvoyance report that the orc tribes in the Edonian Swamp are arming and drilling. This is almost certainly a prelude to raiding, or worse. The tribes' own scouts are venturing farther south and east, and they're continuing to experiment with gliders. We don't yet know what's driving their new-found interest in flight, nor whether their ingenuity is entirely homegrown.
"To the east, the kingdom of Modict is almost certainly aware of the possible threat of orcish raids. Modict may pre-emptively move forces northwest into the Neutral Zone, which would violate the truce. That's mostly a matter for the diplomats to handle. Lady Lyla Syntari was named as Imperial Envoy Extraordinary. She and her entourage should have arrived in Modict weeks ago. But you may yet be forced to confront armed Modictans without peacekeeper sashes.
"We have some new information on the adversary who confronted you on the shadow side in the dungeon of Brennel's Tower. It was most likely Tanix, the Duke of Furtive Whispers, or Vexil, the Duke of Sordid Lies. Each is a powerful Shadowlord. According to some legends, they have a long history of alternately competing and cooperating to advance their agendas in the Shadowfell. The attack on Green Spires by the Seelie fey illustrate that matters between the Echo Planes of Feywild and Shadowfell have recently overlapped with affairs here on the Prime Material Plane. We can only hope that since the Fleshweaver is off the board and since your squad dispatched the last of the shadowfringe, our inhuman neighbors will turn their attention elsewhere.
"We don't have good maps or intelligence on the lands north of here. During the Bloodstone War, most of the fighting was in the Arrowhead Territory, along the Chariot Road, or farther south. North of Fort Coldheart and the Cinder Woods, the Brayton Forest gets heavier and the ground is more uneven. Neither the Empire nor the Republic fielded large armies in the Upper Brayton Territory, on either side of the Greenrock River. Instead, it became a no man's land where graven hulks and other autonomous weapons battled one another.
"Before the war, there were a few independent lumber companies from the south that went that far north during the winter. They camped near the Greenrock River, to cut timber and float it downriver. To the best of our knowledge, since the war none of those companies have resumed operations.
"Fortunately, we've recruited a local guide for you. This is Vilers Dalin." (He pronounces it "vy lurs da len.") Dalin is a human man in his mid-twenties, wearing a well-worn outfit of a russet wool sweater, rugged khaki pants, and leather boots. Dalin carries a knapsack with a cross-chest strap, and a well-worn backpack. He's not visibly armed. Malik says, "Dalin is a sage familiar with the history of the region. He has a particular interest in the orc tribes."
Dalin smiles amiably to the squad. "It's an honor to work with Spearguard. I hope to make myself useful."
Malik says, "Alright, Titan Breakers. You have three sets of orders.
"As peacekeepers, your standing orders remain:
- Patrol the roads.
- Beyond the roads, interdict suspicious parties.
- Detain unauthorized parties.
- Don't attack unless attacked.
- Assess any rogue threat. If prudent, neutralize the threat. Otherwise, note its nature and location, and report it ASAP.
- Keep your peacekeeper sash visible on your upper body at all times.
"That said, Captain Benden's troops can handle much of the routine duties along the eastern stretch of the Chariot Road, especially with gryphon support for travel and communication. That frees you up to be our eyes and ears in the northlands. Your campaign orders are:
- Assess the situation in the Ravenous Marches.
- Deter or stop the orc tribes from provoking Modict.
- If necessary, dissuade any Modict forces who would violate the truce by bringing weapons into the demilitarized Neutral Zone. If you do detain any Modictan irregulars, turn them over to the Modict authorities.
"Your immediate orders are:
- Travel to the Noose, a strategic point on the Greenrock River.
- Establish a forward operating base (FOB) at the Noose. There should be a small Republic fort near the Noose that you can use.
- Make contact with the orc tribes. Dalin can help with that. According to him, if you get within 30 miles of the tribes' winter camps on the edge of the swamp, they'll contact you first."
Ep. 2-1: The Noose
Saturday, Midfall 13, 1127 SF (March 24, 2017) Party: Donovar (Karoo), Orianna (Sunarie), Salbjörg (Sadra), Eldrin (Embo), Zarus (Dridden)
After being briefed by Colonel Malik, the squad made final preparations to depart. The gryphons and riders of Talia's Fury bore the Titan Breakers north, deep into the wilderness of the Ravenous Marches. The squad could see the shift in the great forest to a mix of dark evergreen and lighter deciduous trees. The latter were a many-colored autumn patchwork of changing leaves.
The Titan Breakers arrived at the Noose near twilight. The Noose is where the Upper Greenrock River transitions into the Lower Greenrock River, descending cliffs that tower over 100 feet. More than 1000 years ago, the whole region was the province of Edonia in the Robrenn Empire. The elves built a cliffside fortress with a series of water locks and cranes. Over centuries of neglect, storm debris has clogged the locks and formed a makeshift dam/bridge at the top. The Greenrock had diverted, cutting a deep channel to the southeast then looping back to the base of the locks (like a noose). The channel is a steep-sided crevice filled with waterfalls and rapids, producing a steady low rumble of sound and vibration. It's passable only by the trunk of a maniac tree lodged between the sheer walls.
More recently, on the triangle of high ground between the cliffs, the locks, and the channel, someone built a modest stone watchtower.
Perhaps most striking about the Noose is the well-weathered, 50 foot stone statue overlooking the top of the locks. An elven warrior poised as if readying a bow and arrow. This statue bears a striking resemblance to Eldrin.
The Titan Breakers landed and approached the watchtower. In the heavy bushes nearby, they found two large orc skeletons in hide armor, pierced by arrows with olive green feathers. The squad also disturbed a flock of mechanical vultures from the top of the tower, but Orianna easily felled them with a Fireball.
At the doorstep, a Magic Mouth spoke: "This watchtower belongs to the Army of the Freelands Republic. Be warned! This watchtower is protected by invincible guards who never sleep." After some fumbling, Zarus opened the door. Inside, the squad fought a pair of cogwork Helmed Horrors. Upstairs, they found a human-sized skeleton in leather armor with bandages, holding a scrollcase. The scroll inside dated from the Bloodstone War and recounted a Republic platoon's failure to hold the watchtower from guerilla attacks by orcs.
Ep. 2-2: Arrival at Bitterseed
Saturday-Sunday, Midfall 13-14, 1127 SF (April 7, 2017)
Party: Donovar (Karoo), Orianna (Sunarie), Salbjörg (Sadra), Eldrin (Embo), Zarus (Dridden), ___ (Haer), Cora (Sunarie)
The Titan Breakers continued exploring and securing the watchtower. In the lowest level they found a storeroom with a few supplies. A sturdy door revealed a tunnel to a hidden entrance under a waterfall in the nearby rapids. The heroes also found a secret door off the storeroom to a small treasury. The treasure was protected by a cogwork shield guardian--a towering, indomitable construct. After several brutal rounds of combat, the heroes discovered that Donovar could command the guardian and he ordered it to stand down.
While some heroes caught their breath, others investigated the treasure. Orianna opened a flat silver box and discovered the page from a book. The page proved to be a powerful artifact, sucking the tiefling sorcerer into it and simultaneously releasing an elderly dwarven woman. The gray-robed woman was weak and disoriented. Before dying, she gasped, "So… hungry… they… hunger for… memories… of flight…." Meanwhile, the page now contained a beautiful illustration of Orianna talking with a tall, grim humanoid in dark, vicious armor. The caption read, She Who Dallies with Shadows.
The treasury also contained a detailed map of the Ravenous Marches, encoded with a Valiant Fremen cipher. Salbjorg revealed that she could read the cipher.
The Titan Breakers spent the night in the tower, processing on events in their own ways. In the morning, one of the gryphon riders reported that a settlement had appeared on the riverbank about one hour's flight north. On the map, the symbol was labeled Bitterseed.
The gryphon riders bore the heroes to the settlement. They discovered that Bitterseed had been brutally attacked. Within the wooden palisade, they saw a sinkhole-tunnel in the fields and some broken orcish gliders. The bodies of orc warriors were scattered among those of hundreds of Bitterseed's defenders and civilians. Centipede-like carrion crawlers were dragging the bodies into the tunnel.
The Titan Breakers also observed a lone humanoid making their way to the center of the village. The heroes landed and confronted them (Haer), but were interrupted by the cries for help from a halfling cleric buried under rubble. After the Titan Breakers rescued her, she introduced herself as Cora.
Ep. 2-3: Crawlers & Clues
Sunday, Midfall 14, 1127 SF (April 21, 2017) (first episode with Fantasy Grounds)
Party: Donovar (Karoo), Salbjörg (Sadra), Eldrin (Embo), Zarus (Dridden), Bryn (Haer), Cora (Sunarie)
The Titan Breakers conversed some with the newcomers: the halfling cleric Cora and the elven druid Bryn. They decided to pause their conversation to deal with the carrion crawlers while any survivors could still be saved. The heroes successfully dispatched all the crawlers, while Bryn communed with the village trees for answers. Salbjörg examined the sinkhole-tunnel in the fields and discovered that it lead to an underground road in a stone tunnel.
A female half-elf warrior approached the Titan Breakers warily. She introduced herself as Fasira, and explained that she was the mayor of Bitterseed, following the death of a male human named Sed. During the height of the surprise orcish incursion, Sed had ordered Fasira to lead the noncombatants upriver by boat. Since the incursion, Fasira had been sneaking around the village to find survivors. She and her few warriors couldn't defeat the carrion crawlers, so she expressed gratitude to the squad. Fasira lead a few dozen civilians back into the village.
The rest of the day passed in toil as the Titan Breakers cooperated with the villagers to gather and cremate the dead of both sides. Cora performed the basic rites to honor the orcish dead.
As night fell, the Titan Breakers pooled their knowledge: Cora's memories of the battle, Bryn's intel from the trees, and the villagers' own accounts. There were several unresolved mysteries about the incursion:
- The orcs attacked from underground and the air, instead of a frontal assault on the walls
- The orcs didn't loot and pillage.
- A black dragon aided in the attack.
- Some kind of magic disrupted clear thinking and memory during and after the attack. For example, some villagers don't remember the dragon.
Perhaps the most intriguing clue was this: the orcs seemed to be searching for someone. They made an effort to wound instead of outright kill, and then to examine their victims, but they killed almost all of them. They took with them three male humans from the village: Morren, Keytal, and Arnax.
Ep. 2-4: Plans over Breakfast
Monday, Midfall 15, 1127 SF (May 5, 2017)
Party: Donovar (Karoo), Salbjörg (Sadra), Eldrin (Embo), Zarus (Dridden), Bryn (Haer), Cora (Sunarie)
After a night of rest, the Titan Breakers ate breakfast with Bitterseed's newly-elevated mayor-commander, Fasira. With help from Lorto, a young male human waiting on them, they discovered what the three kidnapped villagers had in common: Morren and Keytal are former sailors, while Arnax was once a shipbuilder. This further deepened the mystery, since the orc tribes were hundreds of miles from the ocean.
A female elf druid named Eletha arrived. She explained that the High Circle of the Druidic Order of the Brayton Forest had judged Magara Thistledown, aka the Fleshweaver. The High Circle had decreed that Magara would be given a chance of redemption by helping the Titan Breakers. Her soul was trapped in an emerald necklace, which Eletha gave the party. The young druid messenger said, "Have care. A soul prison is a mighty artifact. The Fleshweaver can be a powerful ally to you. But just as you try to influence her, she will try to influence you. We recommend that you take it turns to carry the gem."
The party discussed the underground tunnel the orcs used to attack. It was likely dug by a graven hulk. The Malevolent Vole, aka The Castlebreaker, is a cogwork hulk designed to burrow underground and undermine fortifications. According to Vilers the Sage, the hulk was inspired by the legend of a monster that terrorized the Ravenous Marches in the distant past.
The party resolved to venture into the tunnel, in hopes of tracking the orcs, finding more clues, and rescuing the villagers.
Ep. 2-5: Into the Dark
Monday, Midfall 15, 1127 SF (May 19, 2017) Party: Donovar (Karoo), Salbjörg (Sadra), Eldrin (Embo), Zarus (Dridden), Bryn (Haer), Cora (Sunarie)
The heroes descended into the tunnel to track the orcs and rescue the kidnapped villagers. Fasira saw them off: "Please bring our people back to us. Good hunting, Titan Breakers."
The heroes discovered a cul-de-sac under Bitterseed, presumably dug by the Malevolent Vole to reverse its course. The squad marched into the absolute darkness of the unnaturally-smooth and -straight tunnel. Salbjörg used the machine marks of the Vole to continuously measure the distance they traveled.
Hours from Bitterseed, the squad found the remains of an orc camp: stamped down earth, discarded food wrappers, and unsightly privies. Still further on, the squad found a rift in the stone wall. It seemed to have been accidentally created, perhaps by the magic of the Vole. While Cora prayed to the Bountiful Lady to close the rift, the other heroes fended off the enraged earth elemental who emerged.
After a full day of traveling underground, the Titan Breakers found signs of another, larger orc camp. They backtracked a bit and made their own camp for the night.
Interlude (5-6)
The Titan Breakers take turns keeping watch. But even those on watch can't stay awake, as the whole party experiences this dream.
Eldrin is in his family's bookstore in Shango, the capital city of the Shangon Empire. It's a narrow, opulent room, with fine wooden shelves from floor to ceiling, holding a treasury of books. It's a few weeks before Eldrin will defeat of a band of goblins outside the city. He will be recruited into the Imperial Army, and from there become a Titan Breaker. Eldrin is working in the corner, mending the binding of a book.
At the counter, Itham and Kelvan Greyleaf, Eldrin's father and uncle, are talking quietly. They are evidently unconcerned that Eldrin might hear them.
Zarus is also in the room. He's snuck in through a delivery chute in the side alley. Zarus is a following a lead: he's heard of a magical piece of parchment that can be used to cast Create Food and Water once per day. He wants to steal the page and use it to help his dwarven friends and neighbors in the slums. It's a few weeks before Zarus' band of rogues, the Sweeps, will be run to ground by the authorities. Zarus will slip away into a forged Imperial Army officer's commission, and from there become a Titan Breaker.
You know all that through the logic of dreams.
There are no other people in the store. However, two male dragonborn are also present yet ethereal. One is Donovar, with his current armor and appearance. The other is a much older dragonborn with brass scales, wearing half-plate armor and a massive shield on his back, and carrying a long spear. No one perceives these visitors from the future and past.
Itham and Kelvan speak of Tundinzarn, the Book of Other Doors. They compare the stories they've heard and read about the artifact. They share a wistful fascination with a book of so much power: to hold and study it would be the high point of their careers.
Itham remarks, "The page's capacity to create a whole meal from naught is extraordinary. And we could use it to find the tome itself. But the stories all agree that that the book is exceedingly dangerous. It may be good fortune after all, to be quit of the page."
Kelvan replies, "Good fortune indeed. I spoke with some of our associates. This Galeth is almost certainly an agent of the Imperial Eminence. If they're truly behind this and want the page, then we would be unwise to refuse his offer."
Itham grimaces, "Then we are agreed. We sell the page, and tell no one we had it."
Time moves forward a few minutes. An elven man in the black and crimson of the Imperial civil service enters the bookstore. He bows a medium bow to Itham and Kelvan, and says, "Good morning, Lord Grayleaf, Master Grayleaf. I hope you've decided to do the right thing."
The booksellers bow deeply in return. Itham says, "Good morning, Master Galeth. We are happy to sell our find to your patron."
Galeth smiles a shark's smile. "Excellent." He passes a heavy purse of coins to Itham, and Kelvan passes over a plain wooden scrollcase. Galeth bows and leaves with his purchase.
Time moves backwards a few years. It's near the end of the Bloodstone War. You are deep in the Brayton Forest, at night.
Eldrin, Zarus, and the elderly dragonborn all stand behind Donovar. He's crouched behind a bush, spying on a meeting.
By the light of the Traveler (the moon), you watch Magara "The Fleshweaver" Thistledown speak with Galeth. In a tone of haughty confidence, Thistledown says, "I can provide precise details of the next transport, but I want two more rings like the first one."
Galeth replies smoothly, "I will relay your request to our mutual acquiantance. You know her attitude. If you want more, you must give more."
Thistledown frowns. "The generals already suspect a spy. Too many transports of POWs haven't reached the Republic. What would you have from me? I can't probe the magic that veils the Path without alerting the druids."
Galeth shakes his head. "We already have a solution for that problem. Soon, the Path's waystations will be compromised, starting with Riverfast. All those who seek those sanctuaries will fall back into our grasp. No…." He looks thoughtful, then says, "We have shirkers and deserters on our side, far too many. So do you. They would make a fine trade to our mutual acquiantance. Your beasts could track them, and even drive them northward. Many will have already heard stories of the so-called freeholds like Bitterseed and be predisposed to flee towards them."
Thistledown interrupts, "I just told you that I can't tangle with the Veiled Path."
Galeth smiles a shark's smile. "I didn't say they'd reach the freeholds, any more than the runaways do. The orcs serve our mutual acquiantance now, too, and they will take catch the prey when it enters their domain."
Thistledown frowns in obvious discontent, but nods in agreement. "So be it. I will have my pets do as you say."
Galeth and Thistledown go their separate ways, and the dream ends.
Ep. 2-6: The Conspiracy Revealed
Tuesday, Midfall 16, 1127 SF (Jun 2, 2017)
Party: Donovar (Karoo), Salbjörg (Sadra), Eldrin (Embo), Zarus (Sunarie), Bryn (Haer), Cora (Sunarie)
The Titan Breaker shared a vivid dream. They observed two events in the past. First, they witnessed Eldrin and Zarus eavesdrop on a transaction in Eldrin's family's bookstore, months before the heroes met as Spearguard trainees. Galeth, an agent of the Imperial Eminence, bought a page from the artifact-book Tundinzarn. At the Noose, a similar page had trapped Orianna.
Second, they witnessed Donovar spying on Galeth while the agent made a deal with the Fleshweaver during the Bloodstone War. In exchange for magic items, the Fleshweaver would continue to help an unnamed female ally capture refugees, prisoners of war, draft-dodgers, and others traveling through the Brayton Forest and Ravenous Marches.
The heroes awoke and started discussing the dream. They were interrupted by Tanix, the Shadowfell lord they'd previously encountered in the dungeon of Brennel's Tower. Tanix told them, "Your leaders bargained with a power beyond their understanding, from far beyond this world. My peers and I want this power gone from Tessera. The dream you shared was a gift from us, to aid you in this quest." Tanix went on to explain his duty to Orianna compelled him to aid the Titan Breakers. He explained that Orianna could be freed from the page one of two ways:
"You need to either find someone to take her place or find the book itself and return the page to the binding. Among the orcs you will find a shaman named Sharra. She has made deals in the past with my peers, but now she serves the interloper in the Ravenous Marches."
After Donovar's holy aura drove Tanix away, the Titan Breakers started marching north in the tunnel of the Malevolent Vole. They continued to discuss the dream and Tanix' visit. After a couple hours of walking, they met a cave bear behaving in an unusual way. Bryn used magic to speak with the bear, and it explained that it had a message for Cora. When the cleric stepped forward, she was possessed by a goddess.
The goddess introduced herself as Luthic, "mother to all orcs." She explained that a planes-traveler had come to Tessera and tricked the orcs. Now the orcs were worshipping a false god and letting their slaves and even themselves be transported to other planes. Luthic offered to aid the Titan Breakers in stopping this heresy and saving her people's spirits from planar dislocation. In exchange, Luthic would stop the orcish tribes from attacking "all you hold dear." The goddess directed their attention to a hidden message cache, before departing, leaving Cora momentarily exhausted.
The cache held a message in the Valiant Fremen cipher, which Salbjorg could read. It was a lengthy explanation by another planes-traveler, a female Githzerai monk named Zaya. She laid bare the conspiracy the Titan Breakers had been tracking since they discovered the hiddren, cursed Veiled Path fortress of Riverfast, months ago.
The mastermind of the conspiracy is Violetta, who came to Tessera and made an alliance with a black dragon named Vesperchoke Thorntail, Queen of Nettles. Violetta, also called the Childstealer, is part of an cross-planar slavers' guild called the League of the Rusted Crown. On Tessera, Violetta cultivated several sources of slaves throughout the lands between the Empire and the Republic. These slaves were sent through Violetta's planar portal to the League, along with many bloodstones. Perhaps most distressing to the Titan Breakers was the news that the Imperial Eminence was cooperating with Violetta: a corruption at the highest levels of Shango.
Distressed by Zaya's message, the Titan Breakers continued forward. The Vole's tunnel intersected a natural crevasse which had been turned into a pen for carrion crawlers. The bridge over the pen was held by another Imperial Spearguard squad, Helmund's Strikers. Helmund urged the Titan Breakers to turn around and forget what they'd seen. When the heroes pressed for answers, the Strikers attacked. A fierce, magic-rich battle began.
Ep. 2-7: The Lair of Vesperchoke Thorntail
Tuesday, Midfall 16, 1127 SF (Jun 9, 2017)
Party: Donovar (Karoo), Salbjörg (Sadra), Eldrin (Embo), Zarus (Dridden), Bryn (Haer), Cora (Sunarie)
The battle on the bridge continued: Titan Breakers against Helmund's Strikers, Spearguard versus Spearguard. Cora's Gust of Wind tossed the Strikers' orc allies down into the pen of carrion crawlers. After the gnome rogue Tantos was also blown into the pen, Salbjorg urged the other Strikers to surrender and helped Tantos climb out. Helmund saw that his squad was losing the battle. Clearly impressed by Salbjorg's act of mercy, the dwarf commander ordered his squad to surrender.
The Breakers questioned the Strikers, who confessed mixed feelings about their role in the slaving conspiracy. They felt duty-bound to serve the Empire, including Gareth, the agent of the Imperial Eminence. However, once defeated in honorable combat, Helmund and his comrades seemed to ready negotiate a different future in good faith.
The Strikers shared what they knew about the outsider Violetta and the black dragon Vesperchoke Thorntail. They seemed unable to speak freely about Violetta, and explained that Gareth had ordered them to submit to a blood ritual that now made them vulnerable to the outsider's magic. They explained that Violetta was using the kidnapped sailors and shipbuilder to finish reassembling her planes-crossing ship.
The Strikers weakly hoped the Titan Breakers could overcome Violetta, so that they could escape Tessera through her portal. Otherwise, the oath-breaking Spearguard would have to flee into the eastern Freelands Republic and take their chances.
The Breakers decided the Strikers were best kept away from the final confrontation and sent them to Bitterseed. The Strikers urged the Breakers to make haste, as Violetta was already dismantling her bloodstone apparatus in final preparation for departure.
Indeed, as the Breakers continued north, they felt ripples in reality. Such ripples had accompanied the defeat of graven hulks such as the Mad King's Cauldron and Treachery of the Wilds. Yet these ripples were even stronger. Moreover, with each ripple a global effect seemed to weaken. The Breakers realized that Strain was a new phenomenon that arose at the same time bloodstones were created. Somehow, almost no one seemed aware of the grim novelty of Strain, until now.
Following the Strikers' directions northward, the Breakers found an intersection of the path of the Malevolent Vole with a natural tunnel. The orc tribes lay further north on the path. The tunnel east and up lead to the surface, to a place the Strikers called the Killing Piet. The tunnel west and down lead to Vesperchoke's lair.
Bryn scouted the lair in snake form. Using his observations, the Breakers planned their assault. The orc goddess Luthic spoke through Cora again and gifted the Breakers with temporary invisibility.
The Breakers crept into the dim, muddy lair. Through the foul air, they beheld a giant spider-shaped ship suspended from the ceiling. Human slaves were loading the ship, overseen by orcs. The Breakers also beheld the terrible majesty of Vesperchoke atop her hoard, an immense pile of mouldy, weed-choked treasure. She was in conversation with Violetta. The outsider was revealed to be a neogi: an aberration with the body of a giant spider and a neck and head like an eel. Violetta was accompanied by an umber hulk.
Viler Dalin--the sage who had accompanied the Titan Breakers into the Ravenous Marches--stepped out of the invisibility and transformed into his true form, a silver dragon. "I am Grysax, Wrym-Prince of the West Star. I have come to end you."
As the dragons collided in fierce melee, most of the Titan Breakers engaged Violetta and the orcs.
Ep. 2-8: Triumph of the Titan Breakers
Tuesday, Midfall 16, 1127 SF (Jun 18, 2017) Party: Donovar (Karoo), Salbjörg (Sadra), Eldrin (Cinero for Embo), Zarus (Dridden), Bryn (Haer), Cora (Sunarie)
The battle in the lair continued. Grysax and Vesperchoke tore at each other with teeth and claws. The Titan Breakers defeated the orcs. But Violetta proved evasive and the umber hulks seemed indomitable. Bryn especially suffered under a hulk's insidious power and brutal attacks.
While Donovar, Zarus, and Eldrin battled, Cora and Salbjörg sped towards Violetta's spider ship. Powerful magics flew and clashed, including Donovar's holy aura, Violetta's unsettling Hunger of Hadar, and Vesperchoke's Darkness.
Undaunted, the heroes fought on, with two of the slaves from Bitterseed trying to help. Grysax slew Vesperchoke, then helped take down the umber hulks. Salbjörg violently disabled the ship's systems, thus thwarting Violetta's initial escape plan. The slaver next tried to re-open her portal, and finally attempted to sneak out of the lair invisibly. But Cora's radiant aura injured Violetta and countered the invisibility. Salbjörg then landed the killing blow.
The Titan Breakers found themselves with a cave full of death and treasure, as well as three rescued Bitterseed men. In one of the cells they also found the barely-conscious githzerai monk, Zaya, whose message had helped unmask the conspiracy.
Many questions remained, including:
- Where had Violetta transported the Breakers' fellow Tesserans, including Cora's family?
- How did bloodstones cause Strain, and could the worldwide corruption of magic be reversed?
- How would the orcs of Edonia respond to the death of Vesperchoke and being freed from Violetta's machinations?
- Was Tessera now truly free from interference by the League of the Rusted Crown?
- Where was the artifact book Tundinzarn, and how was it connected to these events? Since the Breakers killed the orc shaman Sharra in the battle, they needed a new plan to free Orianna from the page-trap.
- How should the Titan Breakers respond to knowing the Shangon Empire's complicity in the conspiracy? Did they even still belong in the Shangon Army?
Ep. 3-1: The Council of Bitterseed
Tuesday, Midfall 16, 1127 SF (Jul 28, 2017)
Party: Donovar (Karoo), Zarus (Dridden), Bryn (Haer), Cora (Sunarie), Salbjörg (Cinero for Sadra), Eldrin (Cinero for Embo)
Bleeding but alive, the Titan Breakers dealt with the aftermath of the battle against Vesperchoke and Violetta. They healed the githzerai monk Zaya. Cora cast Speak with Dead to question the spirit of Violetta. Her spell was enhanced by the presence of the orc goddess Luthic as well as her own patron, the Bountiful Lady. Even in death, Violetta was uncooperative and combative. She acused Donovar of deception. The dragonborn paladin admitted that his true name was Danaar, and that he'd been impersonating his brother as a matter of honor and redemption.
Violetta offered a bargain the heroes refused. Instead, Zaya helped the Titan Breakers chart a path forward. She offered to rebuild the transplanar portal, giving the heroes a chance to pursue the League of the Rusted Crown. The Titan Breakers wanted to save more slaves (including some of their loved ones), search for a cure for Strain, and bring further justice upon the League.
First, Zaya needed rest and tools. The rescued Bitterseed citizens offered their freehold's support, in hopes of more civilians being rescued. Grysax offered to guard Vesperchoke's hoard while the Titan Breakers reported back to Bitterseed and regrouped. On the day-and-a-half march back to the freehold, Zaya started schooling the heroes on portals and planewalking.
Back in Bitterseed, the Titan Breakers donated some of Vesperchoke's hoard to the struggling freehold. Cora encouraged Fasira to build a shrine to the Bountiful Lady. Then, with help from their allies, the heroes convened a great council to discuss their plan. In attendance were:
- Fasira, Mayer-Commander of Bitterseed, and host of the council
- Druidic Order of the Brayton Woods, represented by Archdruid Olan Elkrim
- Orc Tribes of Edonia, represented by Warchief Karden Oathkeeper
- Church of the Reverence of the Eternals, represented by Voice Duma Ironthorn and Hand Patrick Carter
- Sympathizers in the Shangon Army, represented by Colonel Istor Malik
- Helmund Striker's, represented by Helmund Brassgear
- Unbroken Tide, represented by Zaya
After much discussion and debate, the Council agreed that the portal would be moved to Bitterseed for protection. The druids and the Church would help reinforce the freehold until it was rebuilt and repopulated.
Violetta's conspiracy with the Imperial Eminence would be widely revealed, including how the use of bloodstones created Strain. Malik predicted that great social and political unrest would follow, including the possible rebellion of the younger, eastern Imperial provinces, leading to civil war across the Empire, and the likely resumption of the war between the Empire and the Republic. Nevertheless, the Titan Breakers were resolute that everyone in Tessera deserved to know the truth.
Cora, Zarus, Salbjörg, and Eldrin would go through the portal with Zaya. Bryn would accompany them, as the druids' agent. Malik would return to the Empire, to put into motion an existing tentative plan for a coup. He hoped that his family and their allies could limit the impending chaos. Donovar and two Strikers would go east to Modict, to help the Veiled Path and its sympathizers respond to the revelation and promote peace in the Republic. Helmund and another Striker would go west with Malik, on a similar mission in the Empire.
After the Council concluded, Bryn confronted Karden outside Bitterseed's gates. Bryn grimly explained that his family and neighbors had been killed by orc raiders early in the Bloodstone War, and he demanded satisfaction. Karden grudgingly acknowledged the orcs owed the Titan Breakers much, and swore to discover the identity of the raid captain or stand for his actions.
Ep. 3-2: Last Days
Wednesday, Midfall 17, 1127 SF (Aug 4, 2017)
Party: Zarus (Dridden), Bryn (Haer), Cora (Sunarie), Salbjörg (Sadra), Eldrin (Embo), Davyn (Karoo)
Immediately following the Council of Bitterseed, a team was sent north to Vesperchoke's lair to claim the dragon's treasure, Violetta's spider ship, and the techno-magical portal. The team included some of the Church delegation, some Bitterseed citizens, and some of gryphon-riders from Talia's Fury.
On the following morning, Karden Oathkeeper met Bryn outside Bitterseed's gates. He brought Ardos, the orc who lead the warband that attacked Bryn's village. Given that Ardos was under the influence of the false god Vesperchoke Thorntail, Bryn forgave the orc. Further more, Bryn made a blood bond with Ardos and expressed his hope for peace between orcs and the wood elves of the Brayton Woods. Karden used the moment to express to Fasira the same hope for peace between orcs and the freehold of Bitterseed.
Zaya sent for help in rebuilding the portal. The Unbroken Tide used Zaya's psionic link with another githzerai monk to send the artificer Davyn to Tessera.
Cora was invited to visit Thara, an aging orc priestess of Luthic. Thara explained that she was too old and infirm to travel through the portal. Instead, she asked to tie her spirit to Cora. Cora consented, so the bond was made through a lengthy orcish ritual.
Salbjörg was visited in a dream by Tanix, the Duke of Whispers. Tanix offered his continued assistance, explaining that he was bound to help free Orianna from the Tundinzarn page. He also reiterated that he and the other lords of the Shadowfell wanted to see the magical Weave of Tessera cleansed of Strain.
Eldrin and Salbjörg were sought out by Talia. The gryphon-rider captain asked their advice on her Fury's future. The heroes suggested that they settle in Bitterseed, including bringing their families here. The gryphon-riders could also convert the watchtower at the Noose into a roost.
The northern team eventually returned, accompanied by Grysax, the silver dragon. The Bitterseed folk intended to disassemble and study the spider ship. The Bitterseed portion of the treasure would help fund this work, as well as the freehold's reconstruction and repopulation.
Dayvn and Zaya successfully rebuilt the portal in the basement of the mayor-commander's house. The Titan Breakers celebrated with dinner together on their last night on Tessera. After dinner, Zaya taught the heroes some of the basics of transplanar cosmology and travel. Then she asked them to accompany her to a ritual by the shore.
On the banks of the Greenrock River, Zaya lead the Titan Breakers in a githzerai ritual, binding them together as a "braid" or united force. Each hero spoke from the heart about their identity, their purpose, and their commitment. With Donovar staying on Tessera, the Titan Breakers discussed new leadership. Salbjörg and Zarus agreed to share the responsibility.
Finally, Zaya taught the heroes how to create a Memory Vial containing different materials from their homeworld. She explained that such a vial might prove useful when planewalking, when they otherwise might forget their home or even their identity.
Ep. 3-3: Darkness and Chains
Thursday, Midfall 18, 1127 SF (Aug 11, 2017)
Party: Zarus (Dridden), Bryn (Haer), Cora (Sunarie), Salbjörg (Sadra), Eldrin (Embo), Davyn (Karoo)
The Titan Breakers spent their last night on Tessera in Bitterseed. In the morning, they assembled in the basement of the mayor-commander's house. Grysax visited the party in human form. He explained his loyalty to the Wyrm Princes of the Celestial Circle, servants of the dragon god Bahamut. His order hunts chromatic dragons across the multiverse. Grysax thanked the Titan Breakers for their role in finding and defeating Vesperchoke Thorntail, but explained that he had further business on Tessera so he wouldn't accompany them further.
Other allies in Bitterseed came down to the basement to see the heroes off. Under Davyn's guidance, Cora called upon the Bountiful Lady to power the portal, while Zarus used his own fresh blood to open it. The Titan Breakers swifted crossed through.
Beyond, the Titan Breakers found themselves in a dimly-lit slavers' warehouse containing two portals: an ancient stone arch and a technomagical twin to Violetta's. The portal back to Tessera was powered by a stack of hulk bloodstone hearts. Members of the League of the Rusted Crown were waiting for the heroes: mercenaries and feral orcs, lead by a chain devil. The heroes made short work of their enemies, except for the chain devil, who proved to be extraordinarily dangerous and resilient. As the battle finally shifted against him, the devil made ready to escape, but paused to try critically damaging the bloodstone stack. The Titan Breakers struck him down first.
Cora rushed to stabilize the fallen orcs. She speculated that they were under some manner of mind control and cast Lesser Restoration. This caused a small, black, slimy insect to crawl from the orc's ear.
Ep. 3-4: Beyond Tessera
Thursday, Midfall 18, 1127 SF (Aug 18, 2017)
Party: Zarus (Dridden), Salbjörg (Sadra), Eldrin (Embo), Cora (Sunarie), Bryn (Haer), Davyn (Karoo)
The heroes smashed the first brain bug, then captured a live one from the other orc (using Lesser Restoration again). The orcs introduced themselves as Slax and Peylor, from the Tribes of Edonia back on Tessera. They believed that Cora's family was probably sent to Ramshead: a League fortress at the foot of the Dwarven Mountain. In a cage in the warehouse, the Titan Breakers also found Jakun: a beaten, starving human male wizard from Sigil.
The heroes opened the outer doors. They discovered that the warehouse of Storm Top was held aloft by giant balloons, thousands of feet above a vast, flat disc of land surrounded by a colossal, shifting wall of planar mist. Zaya explained that this was the Outlands: a unique plane in the center of the Outer Planes, with the Spire and Sigil in the middle.
The Breakers took time to ship the orcs and bloodstone hearts back through to Bitterseed. They learned that during the thirty minutes of their battle and exploration at Storm Top, two days had passed on Tessera.
The Breakers opened the other portal and crossed through. They arrived in Oneg's Exchange: a derelict indoor coliseum in the Lower Ward of Sigil. The Exchange and its handful of portals was controlled by a goblinoid warband. Hobgoblin captain Angev broadly greeted the party. Zarus went along with Angev's theatrical speeches and challenges, earning the hobgoblin's amity and peaceful passage out of the Exchange. A bag of platinum from Bryn sealed the deal.
The Breakers stepped into the streets of Sigil for the first time. The City of Doors proved to possess incomparable diversity in architecture and inhabitants. Zaya lead the way through the crowded, smoggy street. The Breakers observed the disorienting curve of the wheel-shaped city, the noise and confusion of myriad beings, the constant silent industry of the dabus, the hazard of pickpockets, and the gleeful zeal of a Harmonium peacekeeper patrol.
Zaya explained a pervasive magical effect called the Dabus' Blessing. In Sigil, if a being intends to communicate with you, you can understand them.
At last the Breakers reached Chok's Table Games and Spirits. Zaya directed most of the party to the back door, while taking Cora and Salbjörg in the front. The cozy first floor of the build held a diverse crowd of beings, drinking and playing games of skill involving chess pieces, playing cards, and wagers. Chok, the bariaur female proprietor, welcomed Zaya warmly. Chok's staff included Ira (human server, teen, gender-nonconforming), Nuna (half-orc ghost, female), and Fiddlesticks (gnome, female, tinkerer). Zaya guided the weary Breakers upstairs to some private rooms to eat and rest, and left to contact the Tide.
TB 3-5: Chok's & Magara
Wednesday, October 4, 617 SGU (Oct 6, 2017)
Party: Zarus (Dridden), Salbjörg (Sadra), Eldrin (Embo), Cora (Sunarie), Bryn (Haer), Davyn (Karoo)
The heroes ate and rested. Then they made their way back downstairs, to mingle with Chok's patrons and continue learning about Sigil.
Zarus played music for the crowd, doing extraordinarily well. He also took note of the diverse clients.
Salbjörg learned and excelled at Chok's game, with Cora cheering her on. Later, Salbjörg was approached by two monks from the Transcendent Order: Thad (human male) and Wash (githzerai male). Salbjörg declined their challenge to duel, but they still invited her to find them at the Great Gynasium in the Guild Hall Ward.
Jakun approached Eldrin. The wizard was visibly healed from his ordeal with the League, and dressed in fine robes. Jakun explained that he was a member of the Society of Sensation. He had watched Eldrin during the battle at Storm Top, and believed Eldrin may have "the gift of the blue mage." Such a mage can learn magical spells simply by experiencing them. Jakun offered to send someone from the Society to properly test Eldrin, and the hero agreed.
Eventually, the party retired for the night. They discovered that just as Sigil has no sun, it also lacks a moon or stars. The night is simply smoggy darkness, only occasionally pierced by lights from buildings across the great ring. Cora had a memorable dream.
In the morning, the heroes breakfasted in the gaming room. Zaya still hadn't returned. However, another member of the Unbroken Tide arrived: Estelle Erallo (half-elf female) of the Society of Sensation. While she was displeased that Zaya was absent, Estelle proceeded to brief the Titan Breakers.
Estelle shared that the Tide was already planning a direct assault on the League fortress of Ramshead. The Tide needed intel, a vanguard of gate-breakers, a main force, and a squad of monster slayers. The last was a precaution against the likelihood of the defenders having a secret weapon (e.g., demons, umber hulks, etc.).
Estelle explained that the Unbroken Tide doesn't hold castles, and therefore has no castles to lose. Whichever faction provides the main force will gain control of Ramshead, so the Tide needs to choose carefully. Estelle and her colleagues are also still deciding on whom to recruit or hire as gate-breakers.
Estelle went on to explain that the Titan Breakers first needed to prove their commitment to the Unbroken Tide by completing a mission in Sigil. The League had gotten sloppy during Violetta's hasty withdrawal from Tessera, allowing the Tide to identify two businesses operating as fronts in the Lower Ward.
The Silver Feather is an upscale consignment shop, selling weapons, armor, and men's apparel to discerning clients. The shop is suspected of also selling slaves. Grazal's Metals is a gray market forge, melting down weapons, armor, and scrap. The forge is suspected of laundering evidence of crimes (e.g., cremating bodies, melting down distinctive metal items). The forge sells the recycled metal, and also likely produces restraints used by the League.
Throughout the briefing, Estelle was haughty and insulting to some of the Titan Breakers. Salbjörg eventually had enough and pushed back.
Before the meeting was finished, a force of Harmonium guards arrived. They insisted on searching the shop for "dangerous primes." However, once inside, they were joined by Magara Thistledown, aka The Fleshweaver. Magara boasted to the Titan Breakers. She had fooled the druids by swapping bodies while the heroes were inside her graven hulk Wrath of Nature (aka Treachery of the Wilds). Magara explained that she had taken Violetta's place in the League hierarchy, and told the Breakers to stay out of her way.
Most of the party made a show of leaving Chok's, with Bryn (in dog form) peeing on Magara.
TB 3-6: The Silver Feather
Wednesday, October 4, 617 SGU (Oct 13, 2017)
Party: Zarus (DM), Salbjörg (Sadra), Eldrin (Embo), Cora (Sunarie), Bryn (Haer), Davyn (Karoo), Brathe (Danana)
Fiddlesticks guided the Titan Breakers on the street to the backroom of a nearby shop. Estelle castigated Zarus for impersonating her, then lead Zarus and Davyn to the same room.
Estelle said, "We need to find out how one of the Fated was able to call on Harmonium forces like that."
Fiddlesticks said, "Chok is a good friend to the Unbroken Tide. But you can't put her at further risk for now, at least until we sort out where the Harmonium stands. We thought they were with the Tide."
Estelle said, "Regardless of these new mysteries, you need to act on the intel we already have, and prove yourself to the Tide. Meanwhile, I need one of you to come with me, to assist me. You (to Zarus), I think I need to keep my eye on you. The rest of you should proceed with the mission."
The Breakers made plans to investigate the Silver Feather first. Estelle had given them with writs of search and interdiction, from the Fraternity of Order's City Court. They discussed how to approach and enter the shop. On site, they discovered the front and back doors were guarded, with more guards inside. Davyn, Salbjorg, Cora, and Eldrin entered, pretending to sell a duplicate of Davyn's cogwork bear Pans. Meanwhile, Eldrin released Bryn in spider form, who started sneaking around.
The ruse was interrupted when Cora became possessed. She spoke in Orc to Brathe, a half-orc guard, and then cast a spell. A brain bug emerged from Brathe ear. A fight broke out, with Brathe siding with the Titan Breakers and more guards pouring into the shop. League forces included two saber-toothed tigers the size of dogs, and all were lead by an accomplished swordsman.
Interlude: Zarus' Side Trip
Zarus accompanied Estelle. She lead the way on foot to winesink (a dirt-cheap bar) in the Lower Ward and through a portal there. Zarus found himself in a plaza in a fabulous, sprawling complex of fine art, performing arts, fine food and drink, literature, theater, and many other decadences. The architecture and decoration were varied and eclectic. All manner of beings in all manner of dress were at work, play, or movement through the complex. Estelle explained that it's the Civic Festhall, the headquarters of her faction, The Society of Sensation.
Estelle lead the way to an office under the sign, "Veraw Splintertooth, Factotum & Poet." Veraw proved to be an older half-orc male in silk robes. Estelle and Veraw spoke at length using terms and slang Zarus was unfamiliar with. But the gist seemed to be updating Veraw on the Titan Breakers' arrival, Zaya's disappearance, and the puzzle of how Magara of the Fated was working with squads of Harmonium city guards. Veraw brought forth many notebooks and pages of small, neat print. He pored over them, asking Estelle many questions and Zarus a few. Zarus explained what little the Titan Breakers knew about the brain bugs and Veraw seemed very interested.
The conversation was interrupted by a runner (a dull-looking young human male dressed in shabby clothes) who smartly delivered an oral message that the Breakers had entered the Silver Feather. Estelle thought a moment and then told Zarus, "You've given us what we need for now. Join your friends. When you're finished at the Silver Feather, Flea will lead you to a new safehouse." Flea (the boy) nimbly lead Zarus across the city through several portals and short walks, to an alley across from the Silver Feather shop. Flea explained that he'd remain out of sight, watching for the Breakers to exit.
TB 3-7: Securing the Shop
Wednesday, October 4, 617 SGU (Oct 20, 2017)
Party: Zarus (Dridden), Salbjörg (Sadra), Eldrin (Embo), Cora (Sunarie), Bryn (Haer), Davyn (Karoo), Brathe (Danana)
The battle continued. The saber-toothed tigers were particularly dangerous foes. Cora's Spirit Guardians' and Bryn's Moonbeam helped the Titan Breakers exploit the close-quarters battlefield. Brathe's giant owl Nightfly disarmed some of the guards. Both tigers and a few guards fell to the Breakers. At last, the leader of the guards threw down his weapons and ordered his followers to surrender.
Alerted by a Sensate runner, Zarus rushed to the Silver Feather. He arrived near the end of the battle.
The Breakers disarmed and collected their prisoners, and quickly healed. Brathe thanked the Breakers for freeing her and asked their name. Brathe told the Breakers how to find her in the future, then left to reunite with her friends. The guards' leader proudly identified himself as Kinorax, with the League of the Rusted Crown. He defied the Breakers' questions and claimed that reinforcements were on their way.
While Zarus searched the shop's back rooms, Cora and Bryn ventured into the basement.
TB 3-8: Under the Shop
Wednesday, October 4, 617 SGU (Nov 3, 2017)
Party: Zarus (Dridden), Salbjörg (Sadra), Eldrin (Embo), Cora (Sunarie), Bryn (Haer), Davyn (Karoo)
Cora and Bryn continued exploring the basement. They entered a dark private theater and were locked in by a cambion and his giant scorpion. The other Titan Breakers raced to their aid, leaving Pans and Prince Emcera’s bodyguards to watch Kinorax and the other prisoners.
Bryn cast Dispel Magic on door, allowing the other heroes to join the battle. Zarus used Polymorph to turn the cambion into a cow for a few rounds. Lizardfolk and League thugs rushed in from elsewhere in the basement. A lizardfolk shaman first summoned crocodiles but they were swiftly dispatched by Cora’s Spirit Guardians. Next, the shaman summoned a giant constrictor snake which seized Cora and disrupted her concentration. Salbjörg and the other Breakers defeated the scorpion and then the snake.
The lizardfolk shaman retreated into the hall, while the other guards continued the battle.
TB 3-9: Liberating the Slaves
Wednesday, October 4, 617 SGU (Nov 10, 2017)
Party: Zarus (Dridden), Salbjörg (Sadra), Eldrin (Embo), Cora (Sunarie), Davyn (Karoo), Bryn (DM)
As the battle continued, the Titan Breakers focused on the cambion. Each side took wounds. Then Zarus' Dissonant Whispers caused the cambion to retreat in fear, opening attacks of opportunity. Salbjörg pursued the bleeding fiend and brought him down. The Breakers tore through their remaining opponents, including Davyn using a powerful shot from his thunder cannon to instantly kill a League thug. The last guard, a lizardfolk warrior named Ris'esti, surrendered.
The Breakers searched the rest of the basement, discovering a storeroom and barracks. Eldrin found a closed abyssal gate carved from black stone.
Salbjörg found a small prison holding slaves. In the first cell, a League guard tried to jump her. Salbjörg saw that the guard had clearly brutalized the half-elf female slave in the cell, and she and Cora killed him. They freed the remaining prisoners, for a total of four females and one male.
One of the prisoners was Autumn Alpine Sky, a tabaxi female. She claimed to be a seer, and thus knew the Titan Breakers were coming. She had a prophecy to share for three Breakers:
- Zarus: the half-elf with many names and quick fingers, who shall carry others' troubles, and lose his serenity in a kiss.
- Salbjörg: the dwarven monk whose home burned in greed and malice, who shall fall puppet to darkness more than once, and bring gold from the ashes when the children need it most.
- Eldrin: the elf warrior who grew up among books, yearning to touch the Weave, who shall perish in cold isolation yet triumph at the lintel.
The Breakers helped heal, feed, and clothe the freed slaves. They learned more about the slaves' treatment by the League. The heroes searched the bodies of the guards. Cora recognized a special item on the lizardfolk shaman's necklace: the bolo tie slide she'd given her father years ago. This was another breadcrumb on the trail the Breakers were following.
Cora, Salbjörg, and Davyn worked together to wreck the abyssal gate beyond repair. The Bountiful Lady (aka Persephone) and Luthic leant their strength to the task. Just before the gate was destroyed, it sprang open momentarily, giving the heroes a glimpse deep into the Abyss where they made eye contact with a shadowy form.
The Titan Breakers thanked Prince Emcera for his assistance in guarding the prisoners in the shop. He told the heroes they could find him in the future at the Ivory Chalice Inn in the Lady's Ward. The Breakers left Bryn with the official paperwork to deal with the Harmonium patrol, while slipping out the back of the shop. Their immediate goal was escorting the freed slaves to an Unbroken Tide safehouse.
TB 3-10: Rest, Rum, & an Ambush
Wednesday-Thursday, October 4-5, 617 SGU (Nov 17, 2017)
Party: Zarus (Dridden), Salbjörg (Sadra), Eldrin (Embo), Cora (Sunarie), Davyn (Karoo), Bryn (DM)
The Titan Breakers were met by Flea, the street urchin and Tide agent who had guided Zarus to the Silver Feather. Flea congratulated the Breakers on their victory and confirmed that they wanted a safe house. Flea lead them to the Old Oak Distillery in the Lower Ward. On the way, Zarus gave away trinkets from the Feather to beggars and other poor people, often surreptitiously.
The Old Oak Distillery was owned and run by the dwarven brother Cerden and Org. In the back of the aging room filled with barrels, the Titan Breakers found cozy rooms in which they could heal and regroup. Flea urged them to be careful with flame; the aging room was lit by magical orbs. The Breakers ate, rested, and sorted out their loot.
[All PCs advance from Level 7 to Level 8.]
When Flea returned, he brought back Bryn and a dwarf male mage in purple battle robes. Bryn meditated. The dwarf approved Eldrin and introduced himself as Dindaro. Dindaro explained that Jakun had sent him to test Eldrin, and took the hero aside for several hours.
Cora helped the freed slaves eat and rest, too. Throughout the afternoon and evening, Tide agents came and went, taking each of the freed slaves away. The agents explained to the Breakers that each freed slave would have the choice of returning to their homeworld or making a new life in Sigil. Before departing, the slaves thanked the Breakers for their aid: Zeshynia (half-elf female), Sadarek (human male), and Darsa and Sayada (halfling females), who decided to stick together. Only Alpine Autumn Sky, the tabaxi female, remained.
Salbjörg delighted in getting to know Cerden and Org. They explained they were from a Prime world called Faerun. On their lifelong quest to perfect their drinks they'd found their way to Sigil. The brothers had found the business in Sigil cut-throat, especially in whiskey. They'd found their niche in high-end vodka and rum. The brothers were happy to talk shop with a fellow dwarf spirits' crafter.
Cora and Davyn ran an errand to a nearby shop: Kalhoun's Rare Marvels. Kalhoun was a gnome gemworker who specialized in unusual stones and objets d'art. He flirted with Cora, and traded her the diamond she wanted.
Among the treasures from the Silver Feather the Breakers found the cambion's diary, which held three bloodstones. The diary was written in a language the Breakers couldn't read.
In the morning, Estelle arrived. She congratulated the Titan Breakers and explained that Zaya was still missing. Estelle asked Davyn to stay on as the Breakers' embedded planeswalking expert and tactical advisor. She prepared to brief the Breakers on their next mission but was interrupted by Alpine Autumn Sky.
Autumn Sky explained that she'd let herself be captured to meet the Breakers. She urged them to come with her to the Axis of Elusive Truths, a temple in Sigil dedicated to all Powers who deal in prophecy and divination. Another seer was waiting to meet them, to explain the larger struggle they were now part of. Estelle was unhappy with this detour, but agreed to have the cambion's diary translated and meet the Breakers at a cafe near the Axis.
Autumn Sky lead the Breakers across the Lower Ward, past the Great Foundry, and into the Temple District of the Lady's Ward. As they walked, she explained that the Axis of Elusive Truths was accorded neutral ground, so the Breakers would have to surrender their weapons once inside.
While traversing a narrow side street, the Breakers were ambushed by two well-armed mercenaries: a half-elf female archer/arcanist and a human male rogue with a mace and dagger. The rogue took down Pans and Bryn, before the Breakers killed both attackers. Bryn's death was distinctive: as the dagger pierced his body, Bryn seemed to suffer an acute pain. After the battle, Cora's magic was unable to revive him.