Darkness over Oscadius

Murkwood Lurker: Shylo the Buff
Session 1 Recap - 20th of Barrakas in the 2147th year

The Road to Port Trellec

While traveling to Port Trellec to find a cartographer rumored to have maps to hidden secrets, the party was set upon by a band of bullywogs.

After a short, brutal battle the party defeated or chased off the attackers. The party then continued on to the small town of Murkwood.


They had settled down at the inn with Oath telling the story of the Bullywog Battle, when Jorg (the miller) burst in panicked that his wife Elaine had disappeared. After talking (and Lyra threatening) the townsfolk it was discovered that there had been multiple disappearances. Mira then communed with a rat, leading to the investigation of the mill.

This was followed up by investigating Jorg & Elaine’s home and communing with some ravens. The party then had a debate about whether to head out in search of Elaine immediately or wait until dawn.

The party set off in the evening with the assistance of a local lumberjack Garrick. Who was subsequently killed just before the party was ambushed by some blights. After driving them off the party found some dancing lights in the woods which they followed to a cabin. Drugan repurposed some hunting traps as improvised weapons.

At the cabin the party found Shylo the Buff and after an epic battle they manage to restrain him and destroy his minions. The party then found a polished stone box that was sealed plus some other loot. Around this time Shylo wakes up and mentions She Who Will Claim All to the party.

The party lays the smack down on him again with Mira finally blasting him with holy light.

After they restore him again it appears that Shylo had previously been possessed by an evil force and has no recollection of the last several months. He indicates that the box contains evil as well. The party finds Elaine and several other townsfolk at the cabin. They take Shylo back to town and tell the townsfolk that he is the only survivor of what transpired at the cabin, but that the threat has been eliminated…

The Cartographer and the Vile Lair
Session 2 Recap - 22nd-23rd of Barrakas in the 2147th year

Port Trellec

The party reaches Port Trellec, and at the advice of a gate guard, find their way to The Spoke and Cellar, an inn just south of Artisan’s Row.

The Spoke and Cellar

First things, first, the party attempts (and mostly succeeds) to bathe and wash the dust of the road away. Afterward, they share a drink and tell the innkeeper, Darrow, about their adventures. He suggested they talk to Samal Moro, a high cleric of Eldath. While she doesn’t know Samal directly, Mira recognized Eldath as an ally of her god, Sylvanus. Darrow also suggests that if the party should need supplies they stop by Fire Forged for weapons and armor or Fadeleaf Supplies for general adventuring gear.

Around Port Trellec

The party then heads to see Samal at the Sanctuary of Eldath. After some initial skepticism, the party decides to leave the cursed stone box with Samal. He encourages the party to come to the general assembly and tell their story to Lord Alric, as this is not the first story of evil or corruption that has surfaces in the last couple months.

Somewhere in here Oath stops by the Fire Forged smithy to pick up an extra crossbow and meets Oscar the proprietor. Meanwhile, Drugan hurries by so they don’t notice his odd armament (for a dwarf).

The party then heads to their initial goal in Port Trellec – Avora Wayman, the cartographer. After some very flattery, confusion and haggling the party leaves with a map to an unexplored location in the delta that seems odd from afar. On Avora’s suggestion, the party finds Captain “Kelby” Jones in Seabottom and arranges transport to the island in the delta described in the map.

The party then heads back to the inn where they talk about what to do next. Oath performs for the other patrons. Lyra drinks/sits in silence/talks with an elf trapper named Gilex Turne. Drugan and Oath ask Darrow about Lord Alric, Avora and who the table of mercenaries with black tabbards are (Sergeant Ruxley and other Obsidian Brotherhood members).

In the morning Oath makes the parties meal taste especially delicious. Afterwards the party heads to the general assembly. They convey their story to Lord Alric, who offers his thanks. He also mentions that since Asturakar doesn’t have a large military force to commit to tracking down this evil that’s been popping up, he’d be willing to offer bounties clearing the evil, especially on turning over other cursed relics.

The party the heads to Seabottom where they catch a ride with Captain “Kelby” to the indicated location.

Delta Island

Upon approach to the island a fairly dense fog sets in limiting vision to about 30 feet. Captain “Kelby” remarks that it doesn’t seem natural, but drops them off anyway. The whole coast of the island is swampy with tufts of plant growth and vegetation. In the center it appears to be only slightly firmer ground.

Drugan marks the starting location with a javelin and a worn banner. They then notice that there are some tracks, they decide to follow some that lead around the edge of the island. They stumble upon a longboat in good condition that has been pulled ashore. No identifying marks are visible. Besides the oars, nothing else is in or around the boats.

The party goes a bit father before deciding to strike inland. As the ground finally starts to firm up a bit, they stumble upon the site of a recent battle. The earth is scarred with fire, lightning and blasts that look magical in nature. There are some dead lizard folk around the entrance to a cave that leads down, into the ground. There are also four other adventurers in various states of dismemberment. A paladin with a shiny plate mail had the left side completely dissolved away. The wizard is similarly dissolved with only some robes, component pouch and some bones remaining. The remaining two are in pieces but it looks like one was maybe a ranger and the other was a sorcerer. It looks as if the actual battle happened a day or two ago.

Island Cave

The party decides to proceed into the cave entrance. It leads gently down before leveling off.

Oath scouts ahead for the party. They find a chamber with five more lizard folk agitatedly conversing. The party hatches a plan to douse the fires and ambush the lizard folk. Mira caused the cave floor to sprout spiky growth while Lyra and Oath snuffed the fires and Drugan charged in. The battle raged on with Lyra shifting into a dire wolf and Oath inspiring his allies and taunting his enemies.

Two black dragon wyrmlings (<5 years old) come from farther in the chamber and surprise the party. At first the party reeled from the new entrants into the fray, but they came back swinging. The session ended with the defeat of the two wyrmlings and five lizard folk, and the realization that the large mass to the side of the room was a dead adult black dragon…

Looting of the Vile Lair
Session 3 Recap - 23rd-24th of Barrakas in the 2147th year

Black Dragon Lair

After surviving an epic combat the party investigates the cave they found during the previous session. It turns out to be the lair of a recently deceased adult black dragon. There was some careful prodding to make sure it was actually dead. It was.

Upon further investigation it appears that the dead adventuring party and the dragon dealt fatal blows to each other. Drugan tried unsuccessfully to remove a horn from the dragon. He then had Oath try to unsuccessfully remove the horn. Drugan decides he needs an axe.

Drugan ties the two wyrmlings up and starts dragging them with him as the party explores further into the cave. The party moves deeper into the lair and finds the second room which appears to be a audience chamber of sorts. The notice a rickety door off to the side which Drugan politely opens attacks off it’s hinges. The door then attacks him back

A short battle ensues with the mimic (door) being slammed into a bear trap. Drugan is grappled by the mimic, but the mimic is grappled by the trap. Drugan decides he really needs an axe. The mimic is eventually finished off by Mira blasting it with holy energy and Lyra smashing it with her staff.

The party then finds three chests, two crates and five sacks filled with loot:

  • 2 Black Dragon Wyrmlings
  • 3 gold inlaid chests filled with a mixture of old coins
  • 5 sacks filled with a mixture of old coins

2 crates filled with the following:

  • 1 Carved Ivory Drinking Horn inlaid with Platinum
  • 1 Gold Chalice set with Emeralds
  • 1 Fine Gold Circlet set with large Ruby
  • 1 Fine Gold Chain set with a Fire Opal
  • 1 Ebony Medallion inlaid with Silver
  • 1 Marble Goblet inlaid with Bronze
  • 1 Tooled Leather Boots set with Jasper
  • 1 Small Tapestry
  • 1 Bolt of Silk
  • 1 Silver Dragon Talisman
  • 1 Leather Choker
  • 1 Painted Glass Mask
  • 1 Velvet Pouch
  • 2 Silver earrings set with Aquamarine

1 Wooden case with six potions inside.

1 case of 9 Scrolls:

  • 1 Scroll of Web
  • 1 Scroll of Faerie Fire
  • 1 Scroll of Mage Hand
  • 1 Scroll of Message
  • 1 Scroll of Comprehend Languages
  • 1 Scroll of Detect Magic
  • 1 Scroll of Jump
  • 1 Scroll of Acid Splash
  • 1 Scroll of Furnishing Conjuration
  • 1 Scroll of Animate Zombie

They also examine the third chamber which has three slightly raised pools of water. One is salt water, while the other two are fairly cloudy and don’t offer much visibility. After much debating and planning, the party decides to use summon animals to create fey mules to haul all of the loot and wyrmlings out of the cave. On the way out Mira notices something that briefly appeared then disappeared in the middle pool.

Outside the cave the party notices that several of the dead adventurers seem to have the same stylized VP symbol on their gear. Mira grabs a patch to take with her. The group makes camp and rest where Captain “Kelby” dropped them off.

When Captain “Kelby” arrives it takes several trips to get everything stashed aboard. On the way back he asks the party about the addition containers they have with them. He informs them that customs and tariffs generally run about 15%. He offers to help smuggle the gear through customs for a small cut. After some debating the party gives Captain “Kelby” one sack of coin to hide the chests, one crate and the wyrmlings. The party decides to report the second crate of cheap items and two sacks so that the city gets a small cut of their wealth.

Port Trellec

After paying Drax the Harbormaster, the party is dropped off on the docks. They debate between stashing the loot in a storage facility or hiring a cart to take it to the inn. They settle on the cart.

The Spoke and Cellar

After getting to the inn they concoct a plan where Oath performs and distracts the patrons while Lyra uses Pass Without Trace to hide the others while they move the loot inside. The chests and crates go to their rooms and the the wyrmlings to the cellar. Drugan guards the loot while Oath continues to perform, Lyra finds out about the disappearance of all residents from Belfore and that lizardfolk have been raiding the highway that runs between Dreham and Gildar. A local merchant, Matten flirts with Mira briefly. After awhile the party decides to call it a night…

The Road to Belfore
Session 4 Recap - 24th-26th of Barrakas in the 2147th year

The Spoke and Cellar

The party wakes and heads down to breakfast. Mira notices that Drugan’s arm looks weird. Where he was injured the night before, he now has iridescent purplish skin.

While breaking fast the party receives a note from Samal. They stop by the Sanctuary of Eldath where he tells them what he’s discovered of Phagestone. He is still working but thinks he can come up with something to undo the demonic magic. Samal asks the party to look into what happened in Belfore.

On the way out Samal stop Mira to talk to her about her mace and shield. The party then heads to Avora’s shop to confront/talk to her. They learn that the VP emblem stands for Vax Primus, which was another adventuring group. After a shaky start, the party and Avora come to an understanding. Avora attempts to make amends by offering the map to the South Keep Ruins for free.

The guys head to the College of Wizardry where they talk to Barnabas the Researcher and get the remaining items identified. Afterwards, they head to Fire Forged to check on Drugan’s order.

The girls meet them back at the inn. They sign for the letters of credit and the counting house takes possession of the art, coins, and gems. They then procure horses and head out of town.


The first night on the road is uneventful. They stop briefly in Farlel, but no one is very forthcoming with information about Belfore.

The Road To Belfore

The party pushes on and sets up camp along the road at nightfall. During the early morning hours, they are set upon by a raiding band of gnolls. The gnolls catch the party by surprise, closing with the party but not doing much else. A harried battle ensues with the party killing all the gnolls except the shaman, who flees. Mira then prays to Sylvanus and heals the party. And tomorrow, Belfore…

The Road to the Southern Greatwoods
Session 5 Recap - 26th-28th of Barrakas in the 2147th year

The Road To Belfore

After the fight with the gnolls, the other party members noticed the marks on Drugan’s arm had changed to red while he was raging. The party then finds Odric, bloody, but unharmed, standing over the corpse of a gnoll he had killed while it was attacking the horses.


The party packs up and heads onto Belfore where they find that the village is, indeed, deserted, aside from a few animals.

Mira befriends a dog and gets a few hints about where the villagers might have gone. They discover a Phagestone chalice near the center of town. Inside the chalice is a note written in an unknown language.

Near an outlying farmstead, they notice signs of struggle, blood, and the remains of magical teleportation.

The Road To Dreham

Having encountered a dead end, they head towards Dreham, camping along the road. An old man named Dylan stops and shares their campfire for the night. After conversing with him, they find out he’s heading east, away from Dreham and the bad stuff happening around there.

In the morning the party continues on and encounters and merchant with a stuck wagon outside of town. Unbidden, Drugan and Lyra “help” him get it unstuck in a contest of strength. The party then continues on into town, with Lyra, in bear form, drawing some suspicious looks from the guards.


The party notices that Dreham is a bit grittier and dirtier, and doesn’t have the grandeur of Port Trellec. The party makes their way to The Broken Crown, a local inn.

The Broken Crown

Lyra paws at Mira who figures out she wants a bath. The stableboy takes the horses but refuses to go near the bear. Odric, sighs and offers to give Lyra a bath. Mira heads out to explore while Drugan and Oath head inside.

Upon entering, they find four thugs shaking down patrons inside. Drugan and Oath take on the bandits yelling for assistance. Drugan proceeds to eviscerate the first two bandits with ease while Oath stabs another. One of the patrons joins the fight by grappling one of the remaining thugs but is quickly put down by the bandit slicing their throat.

Lyra (in Soapy Bear form) and Mira coming running in for the end of the fight. One of the patrons, Drek, starts freaking out about how they shouldn’t have killed them as several black-robed figures appear and begin collecting the bodies. One of the figures is fully hooded but appears to be the leader, and eminates enough of an aura of danger that no one attempts to prevent what occurs. He pays Drek in Red Marbled gp for each body, then retreats outside with the other robed figures where Oath sees them use magic to teleport away.

Drugan buys a round of drinks for the patrons. The party sits Drek down and finds out he’s an undertaker and that the hooded figure, Krethe, first made contact about a year ago and has regularly paid for bodies for the last six months. He also hints at the fact that the city guards are on the take from criminals like the thugs that the party killed.

Drugan heads upstairs for a bath, while Lyra heads back outside. Oath plays for the patrons. Mira talks to other patrons and learns that Dreham has become pretty rough. She learns that Howar and Kathlyn Pyle’s farm was ruined in a raid and decides that she can use her connection with nature to restore their crops. She also talks to Corvus, a priest of Helm, who feels sorry for himself for not being able to help his “flock” enough. He mentions that he wishes he was a brave as Mira and the others. Lyra buys Odric some drinks for “bathing the bear”.

In the morning the party decides to see if Corvus would help them by taking the Phagestone chalice to Samal in Port Trellec. They buy him a horse and send him on his way. The party then splits up with Drugan, Lyra and Mira heading to the Pyles’ Farm in Helgar’s Ford where Lyra and Mira use their connection with nature and the spell Plant Growth to restore the crops. Drugan keeps watch.

Meanwhile, Oath heads to the governor’s office. After a shaky start, he finally ends up talking to the sheriff. He tries to inquire as to what’s going on around Dreham, but the sheriff is fairly tight-lipped. Oath is able to get the sheriff interested in investigating the robed figures. He’s introduced to Investigator Eirias who will look into it. He ends up recounting a bit to0 much of their story and is then put under watch and told not to leave the city. He then sends a raven with a message for Samal.

Upon everyone returning to the inn, the party decides that they want to leave, but that they need to deal with Oath’s tail. They settle on using an illusionary Oath to distract the watchman, while they make their escape. Lyra uses Pass Without Trace to help with their exfiltration. The party heads north out of town and is just getting ready to enter the Southern Greatwoods

Entering the South Keep Ruins
Session 6 Recap - 28th of Barrakas in the 2147th year

Southern Greatwoods

The party makes camp just inside the Southern Greatwoods. Mira makes a small shrine to Sylvanus near the campsite. The night passes uneventfully.

In the morning while Oath is out foraging he encounters a strange fey that suddenly appears near him. He brings her back to their camp where she presents them with a letter and a map, before stating that her duty is done, then stepping into a tree and disappearing.

The party breaks camp and continues north. As they do they notice that the forest is becoming more old-growth with massive, tall trees. Along the way, the party hears screeching and growling off to the side of the road. Leaving the horses with Odric the party goes to investigate the noise. As they sneak closer the see a wounded owlbear facing off against two displacer beasts. A third displacer beast lies dead on the ground nearby.

Drugan immediately runs in and starts yelling to distract a displacer beast. A slaughter ensues with the party and the owlbear taking down the remaining displacer beasts. By the end, the owlbear is looking pretty rough. While Mira establishes a link with it to try to calm it, Oath feeds it some horse meat and then proceeds to heal some of the lesser wounds. The owlbear seems confused by the aid but leaves the party in peace. Drugan collects a few feathers to add to his collection.

As the party continues north, the terrain slowly rises in elevation with foothills on either side of the trail. The path they’re following looks to be in disuse with the forest encroaching on both sides. This is even more apparent as they reach the split towards Tormund’s Hold – appearing to be little more than a worn game trail.

South Keep Ruins – Surface

As the party approaches the keep they leave the horses and gear with Odric outside [retcon]. The party sneaks into the keep’s upper structures and sees a couple of large figures huddled around a fire at the far end. After rummaging through some of the rubbish in the side rooms they find a couple of Torpin Brigade badges that still held a charm. They then sneak across the courtyard to a hallway heading down into the rock.

South Keep Ruins – Main Floor

At the bottom of the stairs lies an antechamber with doors to each side. One path leads to a barracks-like room and a locked armory. The other branch leads to what looks like a small chapel, mess hall, kitchen and more rooms, one of which has a hallway leading down to a lower level.

The party decided to continue exploring the current level, finding a secret passage in a room with some weird stone pillars. Next to that room was another one with a light source that caused their shadows to cause harm (as they found out with hand puppets). A shadowy humanoid emerged that they fought with their shadows. Afterward, the light narrowed to a specific section of the wall to reveal another hidden door. Inside they found a bunch of pedestals, most were empty, but upon one rested:

  • 1 Goggles of Night

Several doors (as well as the lower level) are left unexplored…

New Friends and the Lower Level
Session 7 Recap - 28th of Barrakas in the 2147th year

South Keep Ruins – Main Floor

The party heads further into the dungeon where they find a library. The east side has suffered some damage, but the west side had some fairly well preserved books including: “Ancient Dwarven Architecture”, “Kings of Dwarven Society”, “The Ethics of Rocks”, “How to Make a Cave: the Details of Tunneling” and “Gemstonery” (which Drugan collects when he thinks no one is watching).

Off of the library they encounter a room with a marble table with some weird buttons on top. Initially, the party entered the wrong value, triggering the east and west walls to slowly move in. Several statues were knocked over and shattered by the walls. Once the party worked out the right combination the walls receded to their starting locations. Additionally, several stone tokens were dispensed for the side of the table. The party placed a couple of these on the two remaining statues causing them to course with purple light before shedding the stone away to reveal an imposing half-orc (Grom) and an old halfling (Jasper).

Just to add a bit more color to the world as a whole, in addition to figuring out roughly how long Grom and Jasper were frozen, you would also have learned that they’re from Pold. While halflings are a large part of the population in Pold, they’re not at all common in the area of the world you guys have traveled. In fact, you’ve probably never seen one before. Hence why you though the statue was that of a child.

After a brief bout of un-petrification sickness, Grom and Jasper decide to join the party, mostly due to Lyra impressing them as a mighty bear and Mira with her wisdom. While discussing the year and events the party figures out that Grom and Jasper have been frozen in stone for hundreds of years.

In the next room, the party finds the following:

The party takes a short rest to recover a bit, the explores the next room. Inside they find three cabinets. One contains:

  • 1 Cloak of Billowing
  • 1 Cloak of Warmth
  • 1 Cloak
  • 1 Immovable Rod

The party then backtracks and investigates the a room that seems to be a pantry before heading down to the lower level (full map).

South Keep Ruins – Basement

Drugan, and to a lesser extent, Grom, lift the portcullis while Oath locks it in place.

In the first room, the party discovers writing in Orcish on the wall that says “beware the silver avenger”. Grom checks to make sure it’s not his. Jasper remembers that he has something about the silver avenger in his notes. He’s reminded that they were in the area looking for Dammath the “Silver Avenger”.

In the next room, the party sees a pile of skulls and old dried blood stains. Then they find what looks like a common room with a hearth and stone tables. They hear a noise from the next room so they set an ambush. However, when they open the door they don’t see anyone in the next room. Something invisible slams into Mira knocking her back a bit. The party tries to engage them but has difficulty due to the invisibility until Jasper lands a lucky strike stunning one to real a large goblinoid creature with massive shoulders and arms.

Meanwhile Drugan runs around with a bear trap and manages to grapple the other one, which is still invisible. He also notices the mark on his arm starts to flow out towards the invisible creature. The party gangs up on the stunned one before it finally recovers, makes a comment about the master, opening a rift and teleporting away. The second creature manages to land a few solid blows on Grom, but ultimately Oath’s dissonant whispers causes it to flee and several party members are able to take advantage of it’s flight to land attacks of opportunity before it stumbles and falls into the wall. The party then restrained the creature and have some questions to ask it…

Who is Gurzan the Mad?
Session 8 Recap - 28th-29th of Barrakas in the 2147th year

South Keep Ruins – Basement

The party gags and restrains the large goblinoid, then Grom heals it to wake it up. Jasper communicates with it telepathically and discovers that it is one of four (of it’s kind) that act as guardians and that its name is Grunt. Grunt indicates that they were bound to this duty by The Master. Grunt seems to mistakenly assume that Jasper is now The Master.

After some negotiation about releasing them in exchange for help, Grunt talks to two of the others (including the other injured one, Grul). The party then continues to explore the lower level.

Grunt shows them to a secret door that leads to The Master’s lab and beyond. Mira remembers that she has one of the Torpin Brigade badges. When she touches it to the door a blue light spiders out, outlining the door and it opens. Inside are shelves filled with assorted animal and humanoid body parts preserved in fluid, as well as plant and herb specimens. The jars are covered with dust and cobwebs. Drugan notes that the walls and floor in this section aren’t as finished as the other sections.

In the next room are several workbenches and hooks on the walls for tools. On the benches are glass vials and decanters, Similar to the previous room there are dust and cobwebs everywhere. In one of the drawers, the party finds notes from Gurzan the Mad on various monstrosities, including basilisks, bulletes, displacer beasts, gricks, manticores, mimics, owlbears, minotaurs and worgs. They seem very academic with hand-drawn illustrations and comments about diet and habitat. Then there are a few pages with more personal details much like a journal, which basically amount to Gurzan complaining about the working conditions and others he has to work with – how they don’t appreciate his genius.

The next room is small, with some old scorch marks on the south side. One door leads to the west from which a myriad of voices can be heard. The other opens into a long room with stone bridge over a channel that carries water.

Oath tries to cross but realizes that he’s not really making progress. No matter how far he goes he still seems to be the same distance from the other side. After a bunch of experimentation, the party decides to just swim across. Besides Drugan almost falling off of Lyra’s (bear-form) back as she ferries him across, they all make it over without issue.

Once all are on the other side they venture into the next room, where they start getting a very creepy/menacing vibe. Oath tries to unsuccessfully pick the lock to the next room. Drugan tries to determine where the unsettling feeling is coming from. The wraith of Gurzan the Mad rises from the floor, menace incarnate.

After a brief struggle, the party sends his spirit packing. Drugan busts down the locked door and they find a partial case of Quickrime and some gold in a small chest.

The party heads back to the door with the voices on the other side. They decide to leave it alone (setting traps on their side).

They head back to Grunt and companions and Grom convinces them that if they just stand guard while the party rests they will definitely be released soon.

Waking refreshed, the party heads back towards the entrance to check out the unexplored doors there. Opening one they see a large room with a pedestal and glass orb with swirling mists inside of it. A voice speaks into their heads. To many, it sounds like a wind or breeze, but Mira she understands it as a dialect of Primordial.

The wind introduces itself as Timaeus a wise and powerful spirit of air. If only they would free it, it would grant them aid in favor. The party questions it further, but finds out it was bound in the orb and required to guard the adjoining room from interlopers.

After a bit of debate, the party decides to smash the orb and release Timaeus. Upon Mira hitting the orb, it explodes out in a rush of wind pushing everyone back towards the walls and they hear a voice ring out, “Yes, I am free!”…

The Path to Tormund's Hold
Session 9 Recap - 29th of Barrakas in the 2147th year

South Keep Ruins – Basement

The freed djinni, Timeaus, seems ecstatic that he’s free of his prison. He smashes open the door to the treasure room that he was to guard, then heads off to check something else in another part of the dungeon. The party investigates the room and finds the following:

  • 1 Packet of a powder that resembles fine sand (still unidentified)
  • 1 Wand of Magic Missle
  • 3x Citrine (50 gp)
  • 5x Hematite (10 gp)
  • 2x Turquoise (10 gp)
  • 1250 cp
  • 430 sp
  • 157 gp

They also find four greenish stones that bound the goblinoid guardians to the dungeon. They are visibly excited when the party shows them the stones. Timeaus returns, reporting that he’s laid additional wards down on the dangerous area of the where the Master did experiments. The party hears scratching at the door. Timeaus also wards that. He deduces that it must be mephits on the other side and recommends that they leave the dungeon.

South Keep Ruins – Surface

Returning to the surface, the party is greeted by cold chilly weather. Oath tries to scout and find the two “trolls” that were outside. Unfortunately, one surprises him and a small fight breaks out. The trolls are revealed to be goatmen.

After the party dispatches with them, Timeaus comments on Mira‘s earrings and tells her that they contain a small water elemental, but that there doesn’t seem to be much of it’s life force left. He performs a ritual with the aid of Lyra, Mira and Oath and re-infuses the earrings with energy. Meanwhile, Grom is re-united with his mount Smoke.

Afterwards, Timeaus departs to the Plane of Air and the party heads to meet up with Odric.

The Road To Tormund’s Hold

The party heads towards Tormund’s Hold. The trail is small and overgrown but the party makes it there fairly uneventfully. Along the way, Lyra notices some markers with Druidic messages. As they get closer some are scratched out.

Tormund’s Hold

Upon arriving at the enclave they meet a fairly unfriendly older elf, Cadwyr, who warns them that they should not be there. He’s interrupted by someone inside chastising him for being rude and telling him the invite the guests in.

The party sees a goliath (Thakon) with a pet bear (Bovas), two minotaurs (Seesru and Rasmi), a human (Teela) and a female elf (Inamys) as well as several kobolds. The party enters and trades introductions with folks sitting around the central fire and are offered food and drink since others are just starting to partake in the evening meal.

A little later a Nerroth the Wildspeaker joins those gathered at the campfire. She spends a bit of time inspecting the party members. Jasper notices traces of a chlorine-like smell when she walks by. Oath entertains everyone with recounting their adventures using the Storyteller’s Potion to create accompanying illusions. Nerroth asks some questions about their adventures, followed by the party asking about the history of the enclave. Jasper holds a telepathic conversation with Teela and learns a bit more about the silver torcs and that they prevent certain actions. Jasper relays this to all the other party members. He also notices that Thakon has a similarly styled earring…

Leaving Tormund's Hold
Session 10 Recap - 29th-30th of Barrakas in the 2147th year

Tormund’s Hold

While around the fire, Grom and Mira notice the strong presence of nature magic in the enclave, but it feels a bit different than their divine magic. Grom sends Smoke on a circuit around the perimeter of the enclave. Cadwyr takes Lyra to meet Bhalbrek, the lore-keeper. Inamys meets them and offers to transport them to any of several groves in the Southern Greatwoods. Meanwhile, Oath finished up his story.

Lyra is given the following:

Thakon asks if they found any of the black dragon’s treasure. Mira communes with a raven. The party decides to grab their horses to have some time to regroup and share information. Nerroth pulls Oath aside and asks for the party’s aid with the ills of the land: the corruption to the west, a bronze dragon and the general lawlessness in the land. After Oath relays this, the party decides to question her using Zone of Truth. She reluctantly agrees. They find out some about her and Thakon’s history.

After much beating around the bush she reveals a bit about the silver torcs – that they prevent actions, specifically leaving and harming others. They don’t force the wearer to take any action.

The party tries to reach an agreement to free the collared individuals in exchange for their aid. Nerroth says she’ll consider it. The party asks if anyone would travel with them, Nerroth suggests Thakon.

The party prepares to rest for the night. Drugan studies the notes from Gurzan the Mad. Grom practices projecting his will to protect his allies. Jasper works on a small wooden carving. Mira spends some time attuning to her earrings. Oath practices some new magics he’s been studying.

In the morning the party has breakfast. The approach Thakon about traveling with them, to which he readily agrees. Then the check in with Nerroth about their proposal. She agrees to let one person go. Far away from the enclave itself. Inamys then uses Travel via Plants to open a doorway to a grove just north of Dreham.

Helgar’s Ford

Drugan leads the party back to the main road, before turning south towards civilization. They pass the first village just as folks are starting to work the fields. In the second village, where Howar and Kathlyn’s farm is, they notice something a bit off. Families seem to be huddled together in the central square. A couple of wagons stand nearby. As they approach, stepping out of a building are several black-robed figures carrying what look to be sacks of goods. Upon seeing the party, one cries out and several armed men level crossbows at the party…


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