Loraterra

Wrecking Rekk and Burning a Shadow

The adventurers, following their encounter with the Tragedian, agreed to take along a member of the cat-like people, a small fellow named Ny-An – apparently able to breathe fire and something of a student of lore.

The party retrieved the large floating rock previously requested by Kiliko for his “airship,” and soon were on their way back to Kosch’Rael. When they neared the city, a man in armor calling himself Rekk insisted that the party meet with the Duke of Marlais – and asked that if they refused, they give him the Gem of Life.

Rekk seemed familiar with Hien – and things quickly turned sour when Rekk grew more insistent. The two groups fought, with most of Rekk’s followers quickly falling to the party. One of the more cunning members of Rekk’s group attempted to take Ny-An hostage, and in exchange Rekk and the man were allowed to leave for letting Ny-An go.

When the party returned to the city, they dropped off the floating rock at Kiliko’s laboratory before being taken back to the Pale Shadow with Torq.

The Pale Shadow had been burned in their absence, and Hashmir’s corpse was found in the rubble along with the ominous symbol of the cult burned into the stone.

View
The Tragedian

Following their battle with the serpent in the cave, the party was welcomed into the cave’s inner reaches by the cat-like creatures previously encountered. Unlike those that attacked the party, these seemed less like demons and more like bipedal felines, all wrapped up in their own society below the earth. An elder reveals that they have been largely confined inside for some years due to the corruption of the serpent – a former guardian of the caves that was driven mad by the consumption of the strange, floating-rock material.

After being ushered into a room to meet with the elders, time seemed to slow down and altogether stop for the adventurers. A wall in the back of the elder’s room now contained a door not previously there – a shining rectangle of light in the relative darkness of the torch-lit room.

Curious to see what was inside, the party into the light and came into a strangely dark room, lit only by a gigantic bell jar with strange floating lights inside. Before the jar stood a great statuesque humanoid figure of some seven feet in height – with skin as smooth as polished stone and midnight purple in appearance. He wore no clothes and had no noticeable features other than a pair of glowing blue eyes.

The name he gave when asked was The Tragedian.

He gave a warning to the adventurers: that great tragedy would come about and that they must have a hand in further tragedy to stop it – all of it centering around the bell jar itself. He claimed that they were too early – and when asked about the Azure Lady’s involvement, he seemed show a sign of recognition and acknowledged her part in the events surrounding his warning.

At one point in the conversation, the color of the Tragedian’s eyes changed to red. The figure cut the meeting short and sent the party on their way.

View
The Slaughter Continues

The snake wasn’t quite so cooperative in their plan. Their bait was taken by some small cat-like creatures with the ability to teleport. The party decided to follow them into the cave. Surrounded by glowing, floating crystals, they were attacked by the cat-creatures. Slaying two of them easily, the fight was joined by an enormous snake, which used ingested crystals to fly about the battle. The adventurers dispatched the cat-men and the snake without too much difficulty, following a few misadventures in flight due to vomited up crystal shards. As they were deciding what to do with the remains, an entrance under the waterfall opened up revealing more of the small cat-like creatures. These seemed somewhat less diseased and a lot more interested in discourse rather than combat. In awe of the party’s might, they invited them into their cave…

View
Wyrmlord Slain

Fully rested from their previous exploits under the gracious hospitality of The Necromancer, the adventurers headed to the mines to take care of the giant snake mentioned by the goblin. While they were discussing the details of their plan they were approached by a group of wyrmkin and an obviously evil wizard. Under a flag of truce, he asked them to retrieve for him the blood of the snake. Carwyn’s negotiations broke down rather shortly, and the adventurers leapt upon the wizard, taking him by surprise. Carwyn called upon previously unknown powers to put the wyrmkin to sleep, leaving the wizard undefended. They quickly surrounded him and finished him off, but not before taking some rather nasty injuries and a dark curse, the effects of which are still quite unknown. They decided to camp out that night, to heal and prepare a plan to lure the snake out of its cave.

View
Bellario Defeated

Inside the vault lie dozens of masks, supposedly all belonging to members of the necromancer’s line. The mask of Bellario spoke mockingly, and then joined with the other masks to form a giant golem of masks. After a pitched battle against Bellario’s golem, evil masks which attempted to take control of the adventurers’ actions, and a couple of dancing skeletons the heroes emerged victorious. Grateful for their help, Balthazar granted them full sponsorship into the tournament.

View
Meeting the Necromancer

After a full night’s rest at the inn and one more strange encounter with the Jester during the night, the party decided to make contact with the Necromancer in an attempt to gain his sponsorship for the tournament. Michel LeGrande was seen to be speaking with a member of the Ram’s Sons. Explaining that there were to be searches for the cultists in the area, LeGrande then promptly rented a set of horses out to the adventurers.

Arriving early in the afternoon, the group was greeted with the sight of an expansive estate walled in by a fence of iron. A strange hulk of a man named Kronk took the travelers to the inner manse, where they were greeted by a man in a strange, tall mask. This man turned out to be Balthazar Morrison, colloquially known as the Necromancer. Actually something of a doctor as well as part time Necromancer, Balthazar explained his need for positive publicity to the party before requesting that they go to confront his father in the sub-level of the basement. Fighting their way through a strange group of dancing skeletons, the party came across the Morrison vault before going to confront Bellario, the long-dead father and enemy of Balthazar.

View
The King's Brother

After leaving the dream world where they fought with Navarre the adventurers discussed what their next step should be. They decided to meet with the man who called himself the hand who revealed himself to be the late brother of the King, brought back from the dead by a man who the group had assumed to be the Jester. He told them that he was the previous hand and has been trying to aid his brother since his resurrection. He also told them that in order to enter the tournament they would need a sponsor. Unfortunately, most of the sponsors had already chosen their champions, so the adventurers had to investigate further. They managed to gather information about a man known as “The Necromancer” who might be able to sponsor their participation, so they set out in order to find his estate.

View
Questionable Deaths

The party faced down the quartet of guards and their shrieker beast, and with the arrival of Hien to the dream they managed to overcome them readily. Once slain the group proceeded to the door on the other end of the hall, which seemed locked and warded by a glowing magical glyph in the shape of the spiral seen throughout the temples they had found the artifacts in. Carwyn tried opening the door, then knocked and received answer from a crow man named Gossend, who bore a striking resemblance to the illusionist Dessango. He allowed the party into the chamber but asked the group to not disturb Nevarre, who was busy in some kind of meeting. The group observed the tail end of the cloaked man standing upon a spiral eye sigil and asking for unity and aid from a number of shadowy figures in the room before they left by magic, stepping into darkened windows to disappear.

Nevarre turned his attention to the group with utmost confidence in his demeanor, throwing back his hood to reveal the head of a great bird upon his shoulders rather than a man’s. Wielding a falchion and bolts of searing lightning he fought the group, taking a few solid hits before eventually overwhelming the party with magic just as the Jester had warned them. As the dream faded away Sacha saw the last moments of the past person’s memory, a large number of people with priests amongst them pouring into the chamber, and Nevarre being driven back to the wall in fear as they placed some kind of magic upon him.

View
Thieves and Dreams

After reconvening at the Lusty Queen, the adventurers decided that they needed to find out exactly what the supposed “Hand” was up to. A brief conversation with Devi only strengthened their resolve to find out more about what was happening with the man who had been meeting with them so far. They were then informed that the previous undead assault was released by a member of the cult that has pursued the adventurers, and that the Ram’s Sons were cleaning up the mess. Siobhan, Sacha, and Hien left the still-recovering Carwyn to trek back across the city to the Pale Shadow in order to contact the “Hand” in some way or another.

Arriving at the Pale Shadow without incident, the trio was warmly welcomed by Hashmir, who gave them two messages that had been left since their last visit. The first was a message from Torq, who seemed forgiving about the earlier fight between them. The second was from the “Hand,” who requested a meeting at the manor that he used as a base of operations. The three decided to wait for Torq, who would eventually show up.

Back at the Lusty Queen, Carwyn found himself under the power of suggestion when a figure cloaked in shadow with pale blue eyes arrived and broke in. Making off with the Mirror and the Jewel, the bell-ringing figure led Carwyn on something of a wild goose chase around the city with his aura, despite having left the jewel on a rooftop for Carwyn to find.

When the search proved fruitless and the other party had convinced Torq to set up a meeting at the Black Boar, the party once again returned to the Lusty Queen and caught each other up on the goings-on of the evening. After demanding a different, more secure room, Carwyn and the others began to sleep in shifts, and while Hien was on watch, the others fell into a deep slumber and dreamed.

Greeted by the strange Jester, the group found themselves in a period long before the current era, replacing three individuals who were to arrest the sorceror-king Navarre in preparation for Orlandon’s assault on the keep. They now find themselves in the midst of a deadly battle with the guards left to protect the sorceror-king’s chamber.

View
Reclaiming the Dwarf
Undead Attack!
  • Sacha went to collect Hien from jail
  • Undead attacked the jail
  • Sacha and Hien found a secret passage in another jail cell
  • Found a cache by Groken ancestor under the city
  • Sacha nearly died from an undead attack
  • Got found by guards and taken to get healed
  • Made it back to the inn
View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.