Breaking Curses

The Wild Goose Chase
Nothing here? Nothing there?

Vikk and Khal talk to each other on the way back to the group. They catch up on things, and return to the group. They ask Gillor if they want anyone from their village to come along with them to the river. She suggests that they don’t take this journey. She points out a few things on the map for us. They contemplate going, and try to learn more about the creatures. They go to see Drask, and we found out that the river creatures were using keneticism. They decide to check things out, carefully. They travel up north the river, and Syssel finds burrows ahead. We try and move stealthier while going towards them. Isfet senses magic, in the river, which is from something in the water that is alchemical from something upstream, causes withering or decay, and it was like this when we passed it before. Vikk found out there is a trap, that is triggered by going too close to the river. We go up river to try and find the source of the magic. We travel for a while, finding nothing. It gets dark, and we move to set up camp. Night passes fine. We continue north and halfway through the day we find the road. We decide to turn back and go back on the road. Eventually it gets dark and we make camp. During the night, Khal hears things approaching and wakes everyone. Isfet learns they are undead and animated, but have magical abilities of their own. He can tell it is intentional, but seems like it was done differently to some. Isfet senses a lot more, and they decide to leave. We return back to the Brownskulls. Isfet Vikk and Syssel go to see Drask, and Tachri explains to Khal how he got Marbach, and who he is. Khal tries to get into Tachri’s head, but it doesn’t work. Tachri goes outside “for some fresh air”. Isfet tells Drask what he found out. Drask explains how bad this could be, including for Bleakmoor. If Drask had more resources he could do more research on it. After more information is exchanged, they leave to talk to Gillor. We tell her everything, and she guides them to herbalists. We go to Telse, and tell her about everything. She can’t figure anything out. They all go to bed, but Isfet and Khal notice Tachri is missing. They look around and then tell Vikk and Syssel. Kurran tries to find Tachri. Khal sends a magical note to Tachri to try and get him back. We go to bed.

Cleaning Up After the Chaos
Isfet Makes a Scene

Tachri sleeps in while everyone gets up. Vikk finds a bundle of letters next to him from his contracts. Vikk approaches the group, and they talk for a short bit, and discuss the “vampires”. Isfet and Khal start to bicker, leading to a short lived fight. They are angry at each other. Khal and Syssel give Vikk some coin to buy a map. The group buys stuff, and decides to head out.before that, Khal and Vikk go into Bleakmoore to try and find Isfet’s holy symbol. They go to the jail and find nothing. They head to the Bar of Wolves, and look over the fight scene. They find lots of stuff, but not the holy symbol. They try to find a smith and find a very large building. They are told this is where Thamaran lives.

Tachri awakes to Marbach’s voice, and they start to talk to each other. Marbak explains that the creatures from the night before were going to tear them apart. Marbak takes it as his own responsibility to work harder to protect Tachri. Isfet puts Tachri down and they start talking. They go over whats been going on, and the danger of the “vampires” from the night before.

Vikk and Khal walk in and its pretty hot, there’s a large furnace set up with a large person working it.They start to talk to each other, and Vikk asks him to make a symbol just like Isfet’s holy symbol. They made an exchange, and Vikk got a hammer holy-symbol from Thamaran. He gives it to Khal to give to Isfet as a “peace offering”. They leave and go to buy horses. They get a horse each, and decide to stay in town.

The rest of the group makes it to the town of the Brown Skulls, and is greeted by a scout. He tells Isfet his kids liked him. They arrive in town, and people greet them.

Vikk and Khal go into an inn, but before they go to sleep, Vikk wants to check out the bar again. He sneaks in and takes the gold that was remaining in a purse, but he covers it up by getting alcohol for Khal.

In which our heroes fail at camping

Our session starts with Isfet leaving town. There he just hung around the border of the town…. waiting. Making his escorts nervous. Tachri gathered his stuff, leaving the building he runs into Khal, dumbfounded. Khal reassures Tachri that he is indeed real. Khal regails Tachri his tale of survival and what he’s done since they separated. Tachri quickly breaks down and goes over all the gruesome murders he has committed. The two head off to the stocks to visit Syssel. On their way they passed Vikk, who was taking care of Korran and Yopsle. Vikk didn’t care.

In the town square. Tachri introduces Khal to Syssel. Khal is totally jealous of Tachri’s life of crime.

Isfet communes with his god. He learns that his god isn’t mad, but very disappointed. He contemplates a month journey to get a new symbol.

Tachri and Khal sit down on the the stocks platform to catch up more. Oblivious to Syssel’s plight. After more talking they go to the Foul Horse Saloon for drinks (not Syssel, obviously).

poop emergency break

In the evening Syssel is released form the stocks and meets up with Vikk.

That evening, the people that didn’t get banished from town gathered to figure out what to do. The group headed to Thinia’s house in the hopes of fulfilling Syssel’s promise. There was no answer when we arrived, but we could tell that someone was home. Upon further investigation, Syssel finds Thinia unconscious.

Heading the call of the needy, Syssel and Vikk enter into Thinia’s house. Despite Syssel’s valiant efforts, the wound was only partially healed. Vikk retrieves Gyrrn’s coin-purse and leaves the drug den alone.

The gang then decides to leave and find Isfet for the night. Khal and Vikk decide not to stay in a comfortable inn in the hopes of making the GM’s life easier. Apparently Isfet has lost his blanky (holy symbol) and is all ready to just leave the group for a month to get a new one. Vikk decides that he wants to sleep at an inn anyway. Syssel passes out from being tired.

Khal tries to use magic to create a ring of alertion around the camp. Instead he fails and makes a ring of fire that surrounds the camp. Fortunately, this does nothing but tire out the group. Khal offers to manage provisions and also fails at that. Tachri makes camp, and in a show of support of Khal, fails. Tachri then tries to keep watch and doesn’t deviate from the plan of failing at everything for the night.

When Isfet awakens in the night, he finds something sitting on his chest by some crazy sounding creature. He then notices that he is surrounded by these weird sounding creature. He tries to identify the creatures (and fails) and assumes it is vampires. Isfet awakens the camp, but can’t seem to break Tachri from the trance he appears to be in.

On investigation, it appears the creatures are the source of Tachri’s trance. The “gemlings” apparently make people feel happy. Khal sees a creature on Tachri and somehow pushes it off of Tachri, waking Tachri up. After seeing the creatures, everyone moves down the road like 20 feet and set camp again.

Justice Shall Be Done!
Punishment time! 7/31/2016

Khal is released from the cell, and heads to a bar. Vikk is released, and he passes by a destroyed cell with lots of water in it. He is seated and is asked for his point of view of what happened. He tells it honestly and is brought back to his cell. Syssel was then brought in, and she told the truth. Tachri wakes up in a room with a table and a guard in it, and is questioned like the rest. He starts telling the story, and when he gets to the part where he killed Ean, he stops and says his module went out of control and explains it was an accident. Then he finishes the story. Isfet wakes up in a small chair and someone starts asking him questions. He answers, and explains he did it in self defense. He seemed very convincing. He was brought back to a cell with Tachri. He senses Fae’s presence. Prodo, Fyke,Brem and Vikk are all taken out. They gather us up and bring Syssel, Isfet and Tachri to an open area and it appears to be used for execution in the past. Vikk is let out and is told about the other party members. We are led to the platform and Poinenema the mayor is standing up next to her husband and a guard. Khal notices the commotion and comes to look at it. Vikk goes to the animals, and tries to find Thinia. He finds her in a tavern and talks to her. He says Syssel can help her with her wounds if Thinia helps get her free. She agrees to it, and Khal is asked to help too. He tells them to call out lesser punishments, because usually the crowd determines the punishment. Thinia says the event usually starts around noon. They try to look for Fyke, and Thinia tells Vikk where she might be. Vikk knocks on the door Thinia led him to, and a sick looking Baijuli answers. Her name is Raehk. She tells Vikk Fyke visited here, and probably left to go to the Bar of Wolves. They go there and look in the window and see Fyke, Satara and Ugai. They all talk to each other and Vikk tries to persuade them to help. Vikk is told Raehk got sick because she drank from a river and it attacked her. Vikk goes to the area where Syssel Isfet and Tachri are, and makes his way to the front with Khal. Isfet is told to give his verdict. It is decided that he will be banished from the town, and is led away from the stand. Tachri then is asked to provide his verdict. During this, he sees Khal and is freaked out. Khal vouches for him. Tachri is given a fine of 100 coin. Syssel is asked to do her verdict. She is punished with being in the stocks for a day. Isfet is walked to the edge of town, and is given his stuff, and is branded and is asked to leave. Tachri goes to where Syssel is, and Khal waits for Tachri.

We're in trouble...

We hear armored and weaponed people coming to the bar. Isfet sees them and they have leather armor, and there is 5 of them. They appear to be below standard for armed forces. One stays with Isfet and the tells him to stay put, while one goes to Sen and the other 3 go inside.They examine the situation, trying to find out what happened. They listen to Fyke and Prodo, and Tachri says that the story they told isn’t completely true. A light and bright humanoid known as a Fae comes down from the sky and lands on the windowsill and is told to go tell the mayor. They chain everyone up and start directing them to the center of the town. They go into a fancy building with 3 Satras inside with very nice clothes on. The woman in the middle steps forward and thanks the guards. We notice Brem, Prodo and Fyke aren’t shackled. She then asks Brem what happened. The story was told, and they all are emotional. She says justice will come. We are all led into cells. Isfet looks into the future and sees himself in a room seated and talking, then it shifts to Vikk, then Tachri, then Syssel, then back to Isfet, and the floor splinters apart and he falls into blackness, for hours. Then Isfet sees a sunrise, and he isnt falling, he is hanging or floating. Then, Isfet is floating over a graveyard and there is a funeral going on with strange looking figures participating. Isfet senses knowledge from Ekurr, but also dissappointment and anger. He comes to his senses and the room is covered in ice, and he knows Ean has something that will grant him a secret Ekurr demands. Tachri is broken free after waking up, and Isfet starts breaking the walls and realizes they are metal. Tachri starts talking to Marbak, and Tachri feels energy going through him and he starts to glow. He starts to grow claws and his arms become larger. Tachri smashes through the door with ice on it, with one blow. The cell door hits into Brem and Vikk’s and leaves an indent. The guard calls the others and they show up to examine the scene. Isfet notices that this small person stands out in the aether. He has seen this before when he prevents magic. It is an area of nothingness in the aether. This figure approaches him and Isfet can tell it is male. He reaches his hand out to Isfet and Tachri, and they start getting tired. Tachri falls asleep but Isfet resists for a while, finally after being threatened to be shot, he complies and falls asleep.

A Death(knight) in the Family.
Paying the price.

The fight continues, and the place gets set on fire as Gyrn tried to eliminate a light by throwing a lantern. Syssel gets noticed, Tachri talks Marbach, and contemplates breaking the rock to tell Haenag Gyrn is reeking havoc. Ean and Prih are confirmed dead, and the fight goes on. [[:senallagos | Sen]allagos] gets killed as Isfet smashes his shield into his head, and hanging out the window. Fyke escapes through the window, and Tachri breaks the stone. Vikk shows up, talks to Thinia and Syssel and Fyke. They don’t know what is going on. After Tachri smashes the stone, Haenag and his dog shows up and attacks Gyrn. Gyrn gets taken down and bargains with death. He sees a large white owl, and the gates. He speaks with Death and they decide either Death will keep him until he need him again and will set him loose later and for now, he will be kept with Death, or he can die, or he can live on and learn from Erpri and the others (death knight training). He decides to go on and train. Isfet attacks Haenag and Odak teleports him on top of a roof. Then Isfet attacks him, and Odak dodges. Isfet falls off the roof, then Odak teleports and saves him from falling and puts him on the ground. Isfet stays. Haenag ends up destroying Gyrn’s body, only leaving his clothes. Gyrn gets a hit in on him though, and chops off his left hand. Haenag disappears with his dogs, and Vikk loots the body.

Where Do We Stay?
"Ill Be Needing That Back."

29th of Akrob, around dusk, we travel, and there are green trees on the left and red on the right. The ground is muddy as we approach the outskirts of Bleakmoore. We go inside and ask someone on the road what a good inn would be good to go to. Jana said the best place to go to was either the Bar of Wolves or the Foul Horse Saloon, but our animals might not like the scenery, finally deciding on the Jackal’s Pelt. He was afraid of Kurran. The Jackal’s Pelt was on the east docks, and as we travel we see unfamiliar creatures, including a 25 foot giant. Most of the people here are Satchra or baijuli. We get to the Jackal’s belt, Syssel stays outside with Øpsel and Kurran, as we go in, there is a strong smell of spices. This is not a very nice place, compared to most inns, and looks more like a store. We see a Satra woman is hanging out in there. We spoke to the woman, leanring her name to be Anygonis, and she seemed nervous. She said 5 coin per person, all sleeping in one room on the floor. We pay her and then Tachri remembers about Syssel, so he goes back and tells her. She goes in and finds out Kurran isnt welcome, so she doesnt stay. Tachri goes back in and talks to her, tries but fails to convince her to get their money back. Isfet convinces her to get their money back, and he promises he will buy some of her “products” later if she gives our money back. A big burly Satra that looks poor
is talking to her when we get back down. He asks for money, and Isfet uses 5 gold for him to stay at the inn, while Tachri and Gyrn give him their 5 coin insteadof taking it back. His name is Sponadi. We leave and go north towards stables. We go check out the nearest inn, the Bar of Wolves. It looks better than the other. Several people are inside, and there is a weird looking Wyd, grey skin, pointy ears, big eyes and dark hair. Gyrn knows he isnt a Wyd. At one end there is a HUGE stuffed wolf head, 3-4 times Kurran’s head, mounted on the wall. Also a skull on a table, and lots of carvings of wolves. Isfet exits and go back to Syssel. Before Gyrn leaves, someone yells “HEY” at him. He turns around and then the guy says never mind and Gyrn leaves. We tell Syssel its not the best place. There is a fancy looking building that might be an inn, and Gyrn asks a Satra woman what direction the Foul Horse Saloon is. She tells him its just down the road a little, and turn right past the brewery. Tachri goes in to the Bar of Wolvers, to find out if they are talking about Gyrn. The owner is handing out drinks and hands one to Tachri. They strike up a conversation, apparently a Satra woman is giving out the drinks. His name is Eangeyed. he introduces Tachri to Thinia, (the satra that bought the drinks), Prodo, Prih, and Bremirinx at one table. At another, there is Senallagose and Fykemino, who is sleeping. He talks to Senallagos and tells him about the gem that may be nearby. Senallagose tells him about a crew that might be useful for him to bring. He tells him how people move wine down the The Sigelon River. There hasn’t been much sailing because of the fear of the river, people are afraid because some kid fell in or something and they think there may be monsters. Thinia’s reason for buying the drinks was because she was in a good mood. People at her table laugh. Tachri questions it, and they tell him that her being happy is because others are in misery. Tachri sees a bag that seems familiar, and Thinia has possession of it. Gyrn finds out he is missing a coin purse, Gyrn and Isfet walk back in after Tachri leaves and Eangeyed says they aren’t welcome. We approach Thinia and a Prih tells him to calm down, Gyrn keeps threatening and he asks the people in the bar and they say no one picked it up. They
look around and Prih uses fire magic for light. Tachri starts circling the building trying to look inside. They cant find the bag, Gyrn starts threatening more and Tachri comes in and says he saw Thinia with the bag. Gyrn pushes Prih, and everyone gets ready to fight. Ean pulls out something from under the bar that looks like a wand and has metal parts sticking out of it. A loud bang and flash comes from Ean, and Gyrn is hit. We end in the middle of a fight.

Sauron joins the party
Bleakmoor at last!

Session started-
Nick and Eric were not present. Spirac did not interact with anyone. Technically the day changed to the 29th far sooner, but the sun wasn’t up.

28th of Akrob: The talking below Tachri stopped, and the candle’s wick looked at him. Tachri felt unnerved, almost paralyzed, but he managed to look away. Someone spoke to Tachri, and he responded. Gyrn went prone at the center of the roof. Tachri was unable to pick out where the voice was coming from. The voice wouldn’t tell what its name was, but they talked more. The voice told him to come down to the window, and asked for his name, which Tachri gave. There was an ornate gold or brass candle holder with a candle in it. The candle had a black wick and a red eye flame. It asked Tachri what he desired. It said it was named Marbach, after Tachri asked for it. It claimed he wanted revenge on the Vaa. Marbach then asked what he would give for that revenge. Tachri responded with “I dunno, probably a lot.” He offered to help Tachri, who then felt a flash of pain in his head. Images of the birds flashed through his head. Some of the pictures were showed the Vaa being peaceful, others pictures showed violence. Then it shifted to some weird geometric floating city. There were creatures alongside the birds. The creatures seemed to be riding the Vaa in one image, and there is some degree of domination. Tachri also saw the creatures wearing white metal armor with the symbol, as seen with the Branndetta. Tachri was left with an image of a Vaa smashing a Satra egg to the ground. Tachri noticed little sparks of red electricity on his arms.
Tachri reached out to grab the candleholder, but stopped. Marbach asked if Tachri wanted to make a pact. Tachri asked about the pact. Marbach told Tachri he is a spirit. Tachri then asked what the terms of the current pact he has is. Gyrn crawled to the edge of the roof to listen. Gillor was the klott that Marbach had a pact with. Tachri agreed to the pact. His head then exploded in pain and he screamed. Gyrn broke through the roof and landed in the room. Tachri was lying on the ground with the candle next to him. Gyrn shook Tachri but he was unresponsive. Gyrn whacked him with the butt of his spear, but Tachri was still unresponsive. Gyrn threw Tachri onto the roof through the hole. Tachri started thrashing and Gyrn grabbed him to stop him.
Gyrn jumped off the roof with Tachri and ran across a bridge. Gyrn then dumped some water onto his face to try and wake him. Gyrn then ran to the room with Isfet. He woke Isfet to help. They agreed that Isfet would stay with Tachri while Gyrn got Syssel. Isfet examined him to see what was wrong, but noticed no physical wounds. Isfet did however notice a weird marking on the palm of his hand. It looked either like a candle flame or an eye. Gyrn got lost looking for the hut Syssel was staying in, so he waited out the night and went back to the meeting hut.
29th of Akrob: Gyrn went to sleep after talking to Tachri. Syssel went to the hut to find Gyrn asleep. Isfet, Tachri, and Syssel conversed. Tachri explained what happened to him that night and mentioned the Vaa. Syssel reacted because the Vaa attacked her clan too.
The three of them went to the hut Tachri found Marbach in. Kurran tracked Gillor and they talk to her at her house. They talked about Marbach. Gillor revealed a symbol on her stump arm, the same as Tachri had on his palm. Tachri was stuck with Marbach for the time being.
They left Gillor’s house and Tachri talked to Marbach. Tachri said the power he feels is similar to the power he got from the Revice and Isfet got mad that Tachri hid the fact that he bought anything from the potions dealer.
Syssel spoke to Injal about the Vaa and that the party was planning to travel to Bleakmoor. Syssel brought Vikk to the meeting room. Kurran barked at Gyrn to wake him up. They caught everyone up on the things that happened. Gyrn bought a few rations from Drask and the party headed out to Bleakmoor. Tachri navigated and Syssel scouted ahead. Syssel found dirt that was dug up, like a boar had been digging there. As Tachri navigated, he saw a tomb/crypt to the southeast. Tachri chose not to head over to the crypt. As the sun went down, the party arrived at the destionation they set out on four sessions prior- Bleakmoor.

Awkward Pauses
"Fool of a Took!"

28th of Akrob: Early evening. A scout was sent to look for Tachri, but he was not yet back at the start of session.

The rest of the party was all back in the slightly larger building where they had originally met Gillor. As they approached the building, they had noticed lifemark flags outside, and colorful banners inside the building. The party recognized many of the people that they’ve met around town. Drask was notably absent. Gyrn wanted to avoid Mine, who he remembered was wearing purple and red, so he went to sit down, avoiding Klott dressed in those colors. Syssel was lead by Injal to where Lore was, and Vikk followed. Isfet sat somewhere, and several small children lead by Jal and Misend came over and were interested in asking him questions. There was food, but not enough for Isfet to have a full meal.

After a bit, all the Klott stood up, the party stood with them, and then they all sat back down. This happened several times, and Syssel and Vikk knew this to be a sign of respect when family members of the recently deceased entered the room. After about an hour, a drumbeat outside started up. As it built, people stopped talking and moved over to the door. Atge was outside, holding up a rope with four triangular flags with lifemarks. She spoke in another language that Syssel and Vikk knew to be ritual, funeral rites. The four Klott bodies were laid out around her, completely covered in long colorful scarves with their lifemarks on them. After finishing her words, Atge tied the four flags to the rope on the poles and they were hoisted up with the others. The corpses were lit on fire, and Atge and other Klott took turns speaking during this time. After the bodies finished burning, the ash covering the sleds was tossed into the wind, and then everyone went back into the building.

When going to sit back down, Isfet stumbled and fell into the table at which Gyrn was sitting. It broke the table in two and got food all over the room, causing Klott to mutter negative comments about Cacha. Gillor came to speak to him and suggested that he go outside, maybe even tie himself to a tree outside to ensure he wouldn’t fall. She showed him out, where he chose to stand. She had a whispered conversation with him on the way, discussing the troubles her clan has had. If their clan could recapture their old territory, they would be able to pay the party for helping them. But it should be kept a secret, as Injal would not want Syssel and her group involved.

Syssel and Vikk talked to Injal, Lore, and Sesamm about taking back their former territory from the Water monsters. Injal didn’t think it was worth it. Lore spoke about Gillor’s trustworthiness and how she hasn’t lead them wrong, but Sesamm brought up Krosk’s bloodthirstiness and said that Gillor has been listening to him more than anyone else recently. It was also mentioned that the Brownskulls were already having trouble with the people of Bleakmoor before they turned to banditry. Injal spoke of how glad she was that Syssel was home and tried to verify that Syssel would be staying with them. Syssel did not commit to staying with the clan, but spoke of several things needing resolution – the current state of the clan, finding Jømann, and investigating/hunting the creatures that originally attacked the airships.

It grew later and darker. Gyrn asked Lore about sleeping accommodations, and she suggested this building might be best for the larger party members. Lore offered space at her place to Vikk and Syssel. Gyrn invited Isfet back inside the building and informed him about sleeping there. Lore, Sesamm, and Injal left, with Vikk and Syssel to follow later once they talked with Isfet and Gyrn. Once alone, Isfet brought up fighting the water monsters, getting payment if they succeed, and keeping it a secret from Injal. Syssel shared her concern over doing this. While discussing their options, Tachri arrived and apologized for running off. Syssel explained what had been happening. Going back to their original discussion, Vikk had an idea about a town called Vellosh that the clan might be able to move to. He also suggested going to Bleakmoor. Syssel remembered the Klott airship contrails they saw on their way here, which could indicate another clan nearby. Vikk thought they might turn up at Bleakmoor too. Tachri shared that he met a guy in the woods and talked to him, and he was lead to the camp by Sontat.

Tachri asked to speak to Syssel alone, and went outside to the building. They spoke of the Klott who died. Syssel explained the funeral ceremony, and agreed to help Tachri the next day find the family of the Klott that he killed so he could speak to them. Syssel also talked to him about the difference in just killing someone and killing to protect oneself and one’s friends. They both wanted to help the clan get out of this situation of needing banditry to survive and went back to join the party to discuss what to do next. Vikk wanted them to head to Bleakmoor to find out why the clan wasn’t getting along with them, and then from there they could scout ares like Vellosh that might be better places for the clan to move to.

Vikk and Syssel went back to Lore’s place and went to bed. Back in the banquet building, Isfet went to sleep. Gyrn talked with Tachri about killing people, and how living with killing others gets better over time. Tachri shared that the guy in the woods (Haenag) that he met was the one who had the Purple Teleporting Canines and told Tachri about the Nuupa Lake Massacre. The man was hunting Gyrn because of that. Tachri told the man that he hadn’t seen Gyrn kill any person since the two had met. Gyrn confirmed his responsibility for the massacre and that it was his way into the organization The Nomads. Gyrn said they had honor. They ended their discussion and went to sleep.

Gyrn woke up in the middle of the night and discovered a sticky liquid all over himself and his gear that smelled like blood. Gyrn got up and heard a humming noise and occasional swearing from outside which stopped after Gyrn lit a torch. He spent awhile cleaning himself and his belongings off. Gyrn laid down again and heard the humming start up again after a bit. Gyrn woke up Tachri and explained the situation. Tachri went to investigate the humming and was able to bring Gyrn with him safely. They made their way to the roof of a house and heard whispering and humming inside. As Tachri got closer, it sounded like a Klott woman. She seemed to be having a whispered conversation with someone, but he could only hear her.
“We don’t need to go that far. These guys’ll, they can deal with it. They’ll be fine. Injal knows one of them. We’ll get you what you need after they’re gone. Yeah I noticed that. He’s an unpleasant one. They said they would take care of it. They’ll be gone tomorrow or in the next few days. Yeah, I think we move ahead with it. That’s Krosk’s plan. It’s a little messy, but hopefully no one will have to get hurt. Plus like I hate that woman. She’s awful.”

He moved back when he heard someone moving inside, then tried to look in the window. He saw a hand holding a candle holder with a black candle and a red flame. The flame then shifted and looked at him, almost like the wick in the middle was an eye.

Break in case of genocide
The one where Isfet swordfights a kid.

Session started-
Nick was not present, Nate was only there at the end. Spirac did not interact with anyone.

28th of Akrob: Syssel noticed Injal’s robes were different than when they last saw each other. She seemed to have gotten married and had military markings, indicating she is a very high rank. The party followed Syssel and Injal back to the klott camp. Gyrn wanted to look for Tachri but was convinced otherwise. The group (minus Tachri) trekked north.
Syssel and Injal talk more, and Injal mentioned that the fire sling is quite popular in Malamura. Vær reverse engineered it and made improvements. Injal confirmed she is married, to Sesamm. As they walked, Isfet observed the klott. Isfet and Gyrn both take note of the route they are being led on. Injal told Syssel about the water monsters thats drove them away about a month ago. The Brownskulls had doubled in size in the past few years. Injal mentioned that her grandmother, Lore, would be happy to see Syssel again. The party discussed names for the group, and chose to be called “The Golden Blades.”
The party went up to the klott camp. They used a crank on an elevator to go up 50 feet to the trees. They walked and saw a klott in a mask and green robes next to Lore. Injal ran up and hugged the masked klott, who turned out to be Sesamm. Lore pulled out a plant and asked if Syssel knew what it was. Syssel said it was white hellebore. Lore then asked if she remembered what it does, but Syssel did not. Vikk said it was useful for relaxing. Lore talked to Vikk and said he should tell them some stories of where he’s been at the party that night.
The party was led to a room with several tables and a female klott, missing an arm. Next to her was a well armored male klott, named Krosk. Gillor is the one missing an arm, Vær was there too. Vikk and Syssel sit down, while Isfet and Gyrn kneel. Gillor talks about the problem with the water monsters, but skirted around it, then said they will talk about it later.
Gyrn asked a woodworker, Mine, to fix his spear, which she offered to do for 20 coin. He declined and left. Vikk learned she was unwilling to do it for cheaper because Gyrn killed her son, Vekt. Vikk and Mine talk. Isfet offered to get the spear repaired in exchange for a secret, so Gyrn reveals to Isfet he is an orphan, having never met his parents.
Lore and Sesamm show Syssel around the camp and introduce her to everyone. She remembered Mine, Val, Sori, Atge, and Siss. Isfet found another woodworker to fix the spear, named Rinisk, who fixed it after a bit. The fixed spear was shorter than it used to be. Vikk suggested that his grandkids play with Isfet. Danli agreed (after a bit of convincing) and allowed her sons, Jal and Misend, to come out. Isfet and Vikk talk to them for a while, and the kids mention a wizard. In order to get more information they needed Misend to talk, but he lost a bet so he couldn’t talk until Jal let him. Isfet showed Jal how to swing a sword in exchange for Misend to be able to talk again. Misend told them about the wizard and where he could be found. Isfet and Vikk went over to the wizard’s hut. They talked to him, and it turns out he is an outsider named Drask. He says that the water monsters are intelligent, and that they have stones used for telekinesis and weapons similar to fireslings.

Tachri ran for about five minutes, and ended up in a campsite with someone there. Tachri greeted him and the Bajuli there said his name is Haenag. Haenag talked to Tachri, calmed him down, and offered him tea. They talked, and Haenag mentioned he hunts abominations, and that he is a follower of Shen (God of the moons, peace, the ground, and seasons). One of the purple teleporting canines showed up and Tachri mentioned it attacked his friend (Gyrn). Haenag corrected him and said that Odak attacked Gyrn, and the dog that was at the camp with them was Vega. Haenag said Tachri should watch who he he trusts, and that Gyrn was responsible for the Nuupa Lake Massacre, where he killed all 85 people who lived in Meteli. Haenag gave Tachri a blue stone, and said to break it if Gyrn hadn’t changed from the remorseless killer he once was. Odak wanders over, and Haenag began petting it. Tachri finishes his tea and decides to leave.


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