Table of Contents
Session Summaries
Session 1: Fates Intertwined
The Aulhund, Tali, and Ven arrived at Jenson's fall after a week or two of walking from the port town they landed in. They entered a small tavern “The Foundry”, where they were served disappointing watered down beer and told bread required a rations paper.
Shortly afterwards, Jim barged in, distraught, looking for his friend Bobandi.
The party was approached by the bard that had been entertaining in the tavern, “Grom The Great”, about the reward and issues the town had been facing regarding missing people and needing help to conduct a Night hunt. Grom dissuaded the party from looking into the missing people, pessimistically stating that the town was already a dying town and people were just leaving. He said he'd contact hunters about the hunt, and gave them the only real “lead” in the missing person's investigation, an often drunk woman, Aellin Binan.
Roland joined in at this time, am armored man in a corner of the tavern that was waved over by the Bard when he began the discussion about the town's need.
The Jim and Ven went to investigate Aelin, between's Jim and Aellin's “enjoyment” of alcohol, there were some antics and stumbling, but eventually they learned that she had seen someone walk out of the tavern and just walk out of town on their own, not really interacting with anyong.
Aulhund, Tali, and Roland went to talk to the guard Captain, SheerHammer, who gave them more details about what had been happening, as well as some rations papers.
Back at the tavern, Tali entertained some children, and gave a hungry family there (A dwarven man with a son and daughter, who had revealed to the party that their mom had gone missing a while ago). Tali entertained the kids, in particular a young girl named Callie, with water forming tricks.
The party regrouped, compared notes, and had some discussions that led them to find the bard, Grom, suspicious. They distracted him while Ven broke into and searched his room, where he found some notes with dates written on them hidden in a compartment in his lute.
The next day, the Party met two twin Dwarf hunters, Bavru and Bavru the 2nd (the dwarves argued over who was “the 2nd”), who told the party they'd be ready to hunt the next day.
The party met again with captain Sheerhammer and comfirmed the dates on the bards notes aligned with dates people had gone missing.
The party decided that waiting until after the hunt to try to follow the bard on the next date would be a good way to catch him in the act, and settled in for the evening at the tavern. Tali gave the hungry family some magic grapes, and they relaxed.
A little while later, the party heard Callie, the young dwarven girl, yell “MOM!” and run to a woman in a purple robe at the door of the tavern. A second later Callie turned around, revealing her throat had been slit by the woman, and the party flew into action.
After neutralizing the woman, they realized she seemed to be under some kind of mind altering effect, and saved her life by healing her. They also saved Callie by healing her as well. Ven ran upstairs during the fight and confronted Grom, who immediately surrendered.
The party ran outside after hearing shouts, and saw that the town seemed to be under an attack of some kind, with the missing townsfolk all returned wearing those same purple robes, and attacking locals.
They also observed that there were streams of water flowing all over the town, with small flooded pools forming that, oddly, seemed to have “depth” despite the fact that they “should” only be flooding an inch or two over the ground.
The robed figures began throwing people into the pools of water, who then started sinking below.
The party fought, making a small effort to not kill the mind altered townsfolk, to defend the town, while avoiding what seemed to be some kind of mind altering effect of entering one of the pools of water.
After getting control of the town circle, the party paused for a moment to assess.
Session 2: The Drowned
After regaining control of the town square, the party was joined by a Vahanian Knight, Sir Gustave.
A warning was shouted that the fields were under attack, and the party found themselves facing some kind of ritual, defended by a couple of apparent soldier deserters.
They managed to stop the ritual, preventing further strange floods and saving many of the townsfolk from drowning. One surviving soldier, along with Grom the Great, were interrogated, revealing the location of a monastery where the deserted have made home and where some strange things are occurring.
After taking a night to recover, and throwing a small celebration with a large casket of wine, the party prepares to assist Jenson's Fall with a hunt. Fearing Night wolves, the town has been waiting for aid before venturing out for meat.
Session 3: The Hunt pt 1
After stopping a ritual at Jenson's Fall, the party decided to head out on the Night hunt the town needed help with to shore up supplies to get them through the last month of Night.
Surprised by the endeavor the hunt turned out to be, the party found themselves scaling a sheer cliff face during a gentle storm.
Things had been moving smoothly until they came to a break in the path where a bridge had fallen, and the party was force to build a make-shift bridge when they came under assault from a flock of “vampire mosquito bat things” .
Afterwards, having survived the ordeal, the party finished the makeshift bridge and settled down for the evening.
Session 4: The Hunt pt 2
The party has finished the Night hunt, securing a few thousand pounds of elk to help feed Jenson's fall for the coming month.
After surviving an encounter with a Night wolf, the party escorted the town's capable hunters to the forests edge, and have planned to turn back towards the rumored monastery at the Loch.
During the night, one of the hunters, Gurek, tried to steal from the party, citing a dying town and greed and pride on the Governer's part, and looking to start anew elsewhere. He was allowed to leave, and group settled in again to sleep, a long hike ahead of them.
Session 5: Journey to the Monastery
Retcon Sir Gustav left with the hunters to escort them back to town with the hunt's bounty.
The rest of the party turned back into the forest, journeying through the forest until they arrived at Loch Halkirk, the location of the monastery.
Encountering some men likely from the monastery, the party resolved to kill or capture them and take their boat to the monastery itself. After defeating and executing the men, the party took the boat to the dark side of the monastery and climbed a small ledge, where they currently find themselves assessing what to do next.
Session 6: The Deserter
The party makes their way into the monastery, observing some of the enraptured townsfolk engaging in a ritual manifesting and transforming flesh and water into fish. The encountered non-combatant members of the raiding group and, after a brief exchange and some light questioning, encouraged them to escape.
After the questions revealed that Keth and some other's were in the cathedral, the Tali attempted to deceive them by undertaking the appearance of one of the freed members. After Tali's rouse was quickly uncovered, the party leapt into action, engaging Keth and his allies.
Combating against magics empowered with wind and water, the party was victorious. With Keth defeated, he was executed by Roland.
The party found some whale bones inscribed with an unusual language. Tali was able to translate the primordial runes into common, revealing what seemed like prophetic instructions, and to Alhunds horror, a second message of clear, detailed instructions, implying the first was more than just a rune inscribed with prophecy.
The party learned from some other non-combatants, terrified from the fight, that there was some kind of “blessing” received under the alter, so far only accepted by the strange wizard that fought alongside Keth. We pick up the story with the parties attention focused on the alter and how to get to the entrance it blocks.
Session 7: The Gift
The party makes their way into the monastery, observing some of the enraptured townsfolk engaging in a ritual manifesting and transforming flesh and water into fish. They encountered non-combatant members of the raiding group and, after a brief exchange and some light questioning, encouraged them to escape.
After the questions revealed that Keth and some other's were in the cathedral, Tali attempted to deceive them by undertaking the appearance of one of the freed members. After Tali's rouse was quickly uncovered, the party leapt into action, engaging Keth and his allies.
Combating against magics empowered with wind and water, the party was victorious. With Keth defeated, he was executed by Roland.
The party found some whale bones inscribed with an unusual language. Tali was able to translate the primordial runes into common, revealing what seemed like prophetic instructions, and to Alhunds horror, a second message of clear, detailed instructions, implying the first was more than just a rune inscribed with prophecy.
The party learned from some other non-combatants, terrified from the fight, that there was some kind of “blessing” received under the alter, so far only accepted by the strange wizard that fought alongside Keth. We pick up the story with the parties attention focused on the alter and how to get to the entrance it blocks.
Session 8: The Gift pt2
After defeating Keth and his empowered allies, the party made their way into the passage below the monastery's alter.
After descending through the crystal-illuminated passage, the party found themselves in a large room with a crystal centered on a small stony island in the middle of a pool.
An entity spoke to them, subduing some of the party as they moved to attack the seeming source of the entities voice, the crystal.
Attacked by sea creatures and horrifying visions, the party fought for survival, managing to destroy the crystal and the creatures it seemed to have drawn there.
The party now rests, deciding their next moves and analyzing the artifacts recovered from the conflict.
Session 9: An Old Friend
Having defeated what the bones described as an “Incubating Avatar”, the party found the enraptured townspeople in the rooms where they had been locked in, back to their normal, if confused, selves.
Heading back to Jenson's Fall, the party was welcomed by those they stopped to see. With replenished, food stores, the tavern was able to prepare some fine elk meals. The town seemed back to normal, to some degree, thanks largely to the efforts of the party.
Tali and Roland had a quiet moment with Callie's family, the Drakebanes, who cracked open a fine spirit in celebration of the justice which had been wrought.
The others collected the reward from Captain Sheerhammer, who mentioned a hunter was hoping to speak with them. The hunter gifted the party with a set if fine elk and wolf fur cloaks, clasped with the great teeth of the Night Wolf they had slain.
Jim, having mentioned he was somehow aware of where Bobandi might be located, insisted the Party went to Alness to help him find his missing friend.
Everyone was happy to help, and the party made their way to Alness, now only a couple of weeks from Dawn, where shortly after a daring gamble by Ven landed the group inside of a prison as guests, where they learned two very important things.
Bobandi was here.
Bobandi is a bear.
Session 10: An Old Friend, Pt 2
The Party, after learning someone had seen Bobandi, investigated various loose ends and rumors, following a long trail from prisons, to taverns, to a Dukes transport, finally to the ship called the IceWalker.
After a tense “negotiation”, a fight broke out. Ending as quickly as it began, the fight ended with sailors stunned into submission by the parties display of raw power.
Having retreived Bobandi, who was, in fact, a bear, the party quickly leaves Alness, considering what comes next.
Session 11: Nagging Questions
Having recovered Bobandi from the IceWalker, a ship moored off the coast near Alness, the party spends some time wrestling with what to do next.
Struggling with the decision to leave a ship full of slaves behind, fearing an encounter with the well equipped and well trained Miren escort, the party decides to venture to the ruins Tali's contact had given her a brief description of.
After mapping and documenting the old Dwarven Mining town, Tali felt there was something missing. Her contact had said these were ruins of unknown origin, and the town was clearly and obviously and old Dwarven architecture.
Driven by curiosity and and mismatch in information, the party ventured into the nearby mine, where they quickly found themselves facing a flock of stirges and an enormous snake.
Having defeated the creatures, the party takes count of a chest of silver left behind in the mind.
Session 12: Archaeology
The party recently entered the Oban mine, where they found some left behind silver ore after defeating a giant snake and a group of stirges.
Delving deeper into the mine, driven largely by curiosity, the party found an odd rune on the ground. Some exploratory poking led to the realization that this rune created some kind of barrier or trap.
After smashing the stone, disrupting the runes, the party ventured further where they encountered a strange collection of clues to what may have transpired.
Eventually they found their way into an ancient site, where the bones of some created, greatly scarred over the years lay within a room with some enchanted armor and the remains of an elf like being.
Having defeated the armor, the party rifled through the being's belongings and stopped to catch their breath.
Session 13: Forks in the road
After spending some time speculating on what had occurred in this mine, the party spent some time documenting and looting the old, unidentified ruins within the abandoned Oban Mine. Ven and Jim managed to get a rough translation of enough of the old journal to have an idea of what this “Inquisitor Viana Sylna” had been doing.
On their way out, they encountered one of the speculated dangers within the mine, a creature inhabiting the cove. After making quick work of the creature, Ven quickly scoring a particularly devastating blow to the creature, the party loaded up some of the pearlescent shell with the silver ore.
With their newly acquired cloak, stone, shell, snakeskin, and silver, the party finds themselves trying to figure out what to do next.
Session 14: A Town Divided
The Po'Bandis, having explored and looted the abandoned Oban mine, decided to make their way to Alness where they would assess their situation in regards to the law.
On the way, having decided to explore along the beach, they encountered some smugglers and were able to get a ship name and a tentative price for use of their services.
Further along the beach, the Po'Bandis found a old Dwarf, a retired Jin, living by himself in a small shack on the beach. They chatted with the man about a number of topics and traded some pelts for a few scrolls.
The party showed the man a lot of kindness, sharing food, gathering firewood, and generally partaking in pleasant conversation and genuine interest in his prior work. He gave Alhund a short letter indicating he had had a good first impression of Alhund and his companion's character, along with his name and a small inscription of a rune.
The Po Bandi's arrive in Alness to find that there had been a shift in local events. Their brief heist seemingly forgotten in the turmoil of an introduction of slaves being used for ship building. There appeared to be a lot of tension in town, in particular between the craftsman, farmers, and other working folk, against those who supported the usage of slaves in the shipyards.
The party, sensing they could move freely, hired a few craftsman for various armors and repairs.
Session 15: A Town Divided Pt 2
The Po'Bandis returned to Alness after exploring the Oban Mines.
There, they found that there had been a recent import and implementation of slave labor working the shipyards. This had caused a rift in the town and the party began some light investigating.
Staying at The Gambrel, a tavern catering to farmers and other laborers and craftsmen, the party heard again that the governor, supported by the king, had found or created some exception allowing for the use of slave labor at the docks. There was an attempt by the farmers to withhold crops from the city in protest, but this was quickly and forcefully ended. There remains a lot of people upset with the change.
While the party relaxed and spoke with people in The Gambrel, some Alness guard showed up with a bounty for information regarding some murders that had taken place at the Governor's estate. After a frosty reception by the tavern owners and customers, the guards were approached by the Po' Bandies who expressed interest in the investigation.
The Po'Bandies met with the guard Captain, as agreed, the following morning at the estate. After a brief introduction and description of events, the party was met by the Master of The House, who had just finished speaking with another individual investigating the murders.
Session 16: A Town Divided Pt 3
After finding the town of Alness in the midst of some internal conflict, the Po' Bandies settled in and began looking around for an explanation of what was going on, and how they might play a part in the unravelling local events.
After putting in some equipment orders, the Po'Bandies jumped on an opportunity to participate in an investigation into some deaths at the Governor's estate, thinking they might use this as an opportunity to get close to the Governor.
After getting the known details of what had occurred, the party began it's investigation.
While they were interviewing a person with a strange discrepancy on the staff roster, that person turned invisible after being harshly questioned.
Some quick thinking and they were able to mark the person's location magically, and find themselves faced off with whoever this is
Session 17: Simmering
The Po' Bandies found themselves staring at a Hag after preventing it's escape during their investigation.
After some back and forth, and some comments about whether Tali has been honest with the party, the party left the hag in the hands of the town guard, to be jailed along side the Master of the House, who the hag had implied had a hand in the murders.
The party suspected that the Hag might be the “Druid” Ven's contact said had met with the Master of the House, that might have given him the dangerous plants.
After taking a day to gather equipment they had been waiting for, the party decided to follow up on the investigation and visit the jail.
After talking with the Master of the House, the party was able to piece things together. He had acquired the plants from a druid to try to kill the merchants and movers of the pro-slavery changes. Things seemed to go wrong once the plants killed someone he hadn't “marked” with a powder he was told would mark people to be killed by the plants.
Much to his confusion, he was freed by the Po'Bandies after they confirmed the hag was gone, and the party finds themselves assessing what to do next.
Session 18: Watched
The Po'Bandies, having returned from the prison break, took some time to stop and assess their situation and goals. The group confirmed they all wanted to make their way to Armeth, the Jin fortress in Vahanian land near the southern most tip of the Trouhan States. However, driven largely by Roland's distaste for just leaving what might be a fledging slave institution to grow and fester in Varal, the Po'Bandies decided they would do something about it.
Speaking with the Master of the House, Kindroth Petlen, the Po'Bandies learned that the Governor, Surest Diller, has been exchanging letters with the King. The Po'Bandies felt these letters might provide crucial insight into the state of things, as there is a gap in knowledge around how official the changes in Alness are.
Other members spoke to people around town and investigated the docks to get a sense of how things were. They found that the slaves were doing the majority of the work, largely over sought by overseers wearing either Mirenth colors (purple half rectangle) or different set with a yellow background and blue circle on a cloth sash. There were “free” craftsmen around, but most seemed to slaves with the distinct facial tattoos marking them as such.
Alhund noticed at one point that he was being followed, and felt confident he lost the tail on his way back to the tavern.
The next day, Alhund and Roland visited the prison and were questioned, but felt they had managed to “clear their name” in regards to their involvement with the prison break.
While Alhund and Roland stopped for falafel on the way home, Jim noticed a Mirenth soldier watching the Tavern they had been staying at. Jim decided to confront the soldier, who expressed interest in “The deserter”, and offered Jim gold in exchange for “making things easier”. Jim turned down the offer and instigated a fight with the soldier.
Quickly realizing he was outmatched, Jim retreated and called for help, which was luckily heard by Ven, who leapt out the window to render aid. With Ven and Tali's help, and an enraged Bobandi, the soldier was defeated and Jim was brought back from the brink.
Session 19: Embers
The Po'Bandies continued their assessment of the town's situation. Ven and Tali stole letters from the Governor containing information that verified the King was waiting to see how things went in Alness before making further decisions. Additionally, those letters didn't contain any indication the King was aware of any of the difficulties that had transpired to far in Alness.
Jim and Ven tried talking to a farmer to get a feel for support towards more anti-slavery action, but were rebuffed after a somewhat clumsy attempt.
Alhund, Roland, and Tali spoke to a smith that gave them a name of a working family that had been doing well and helping around town, and mentioned there were a growing number of homeless families as dockwork became scarce.
Roland spoke with Captain Olair, leaning on their prior conversations and Olair's desire to do good, in order to persuade him to help, or at least not defend, against further anti-government actions. The conversation seemed productive, and Olair receptive, though Roland didn't quite get a definitive response.
Session 20: The First Flames
After spending some time in deliberation and discussion, the Po'Bandies settled on a plan to make their first move against the emerging slavery in Alness.
The group decided to finish what the Kindroth Petlen, Master of the House of the Governer's estate, had started when he brought the deadly vines into the estate. He had identified four names alongside the Governer who were the main force behind the changes.
The two surviving individuals were Guildmaster Goren Kaylana of Mirenth, a man holding a high position in the unofficial but widely understood true power of Mirenth, the Guild Masters. The second being Duke Alshire, who owns a small trade company focused on lumber.
After a nights rest, during Jim gave Tali some sacks someone left for her, the party moved to action. Wanting to send the most poignant message, the Po'Bandies decided to attack the Mirenth Guildmaster who had brought the slaves to Alness. After spending some time planning and scouting the area, the party arrived at the docks to execute their plan.
The Po'Bandies boarded the Guildmaster's cargo ship where they quickly dispatched the three soldiers aboard (totaling 4 of the 10 known Mirenth soldiers killed), sparing any sailors they encountered. There they unceremoniously executed Goren Keylana, looted his belongings, and set the dock afire.
They then brought the GuildMasters body to the main walkway along the dock, adorned in the symbols of Sehanine, and vanished into swirling shadows as sleepy onlookers slowly gathered, brought by the emerging flames.
Session 21: Ashes
After executing the Mirenth Guildmaster and setting the dock alight, the Po'Bandies awoke to a gathering mob. The execution, combined with the inaction of the guards, seemed to stir people to action.
After a quick exchange Roland was able to convince some of the leaders in the mob to hold off until morning, giving the Po'Bandies a needed rest from the prior nights fighting.
Once rested, the party joined the mob and agreed to continue with them to the Governor's estate where the mob had demanded an audience. Their the party encountered the Guard Captain failing to make headway with an increasingly agitated crowd. The Po'Bandies supported the captain, working the crowd and giving him some space and time to speak. After calming the crowd the Governor appeared and reluctantly announced an end to slavery in Alness, assuming the violence stopped, and with the captains resignation.
The party, having succeeded in stopping what may have been the first step in legalized slavery in The Kingdom of Varal, reluctantly decided to avoid further incident involving the slaves and mirenth soldiers still present. The party found a merchant carrying wheat to the Kingdom of Vahan to get passage to the Kingdom, and eventually to the Jin fortress.
Session 22: Omens
Aboard the Shared Breeze, the Po'Bandies begin their weeks long journey to the Isle of Vahan, their first stop on the way to Armeth.
After spending some time with the crew and helping around the ship, the Po'Bandies awoke to a soft bell. They emerged to a strange encounter with merfolk watching the ship as it moved softly through the water.
The Po'Bandies learned this was scene as a bad omen by the crew. A sign of a curse upon the ship.
The omen came to fruition a few days later, when strange frozen, ridden spiders assaulted the ship.
The Po'Bandies defeated the creatures, but were left denying knowledge of a strange marking outside their room to skeptical officers.
Session 23: Omens pt2
A week into the journey from Alness to The Isle of Vahan, the ship the Shared Breeze witnessed a dire omen of merfolk observing the passing ship. Shortly after, the ship was attacked by strange creatures. Markings outside their room identified the Po'Bandies as a likely target, among other deductions. After Ven spied on the officers and captain debating what to do with the group, if they could do anything, the Po'Bandies met with the captain and gave assurances and Oaths that they would defend the crew with their lives.
After a few days of calm the ship was attacked again by a creature in command of some tentacles or beast, draining the lives of a few crew and damaging a mast before being defeated. After recovering an overboard Roland, the Po'Bandies took a brief rest while the crew gave the fallen crew their at sea burials.
After catching their breath and tending to a few wounds, the Po'Bandies heard a shout that some crew were drowning inside the ship.
Session 24: Omens pt3
After a short recovery from the fight against the strange tentacled creature, bat, and large tentacles, the party was alerted to a danger from below. Rushing down to investigate, the Po'Bandies were met with terrified sailors huddled away from pools of water the ship had taken on.
After some time assessing the situation, one of the Po'Bandies was suddenly dragged into the water by the water itself. The party attacked places they saw the attacks come from, eventually identifying and drawing the creatures out and striking them down.
The party was thanked by some crew who had noticed Ven put himself at risk to drag a body to safety. Tali found some small arcane sapphires. The Po'Bandies decided to rest, weary from the day's fighting and sensing more danger ahead.
Session 25: Omens pt4
After a few days of fighting, the Shared Breeze stopped to repair damage to the ship and main mast. The Po'Bandies, spurred and anxious about some possible visions of coming danger, worked the best way to prepare for another day of fighting. Anticipating an attack from the sea floor at a known time, the party made efforts to plan for the crew to be below deck and to raise the anchor.
The attack came in the form of a portal from below jetting sea water across the bow and dumping a handful of undead and the mutilated body of the former deserters leader, Keth. Using powers previously unseen, Keth fought the party. The Po'Bandies emerged victorious, if bruised, and without further loss of life of the crew.
That night, the merfolk appeared once again. This time they gathered in great number immediately around the ship before turning around and disappearing into the depths.
The party and crew were left wondering what that means, allowing for a bit of hope that it might mean the end of the attacks.
Session 26: Armeth Landing
After the mutated Keth was defeated, and the strange altered omen appeared The Shared Breeze did not encounter further attacks.
A few weeks after they left Alness, sun low in the sky, the Po'Bandies arrive at Port Armeth. The ship is inspected by a Jin Captain (rank, not ship captain) and port authorities during which the party was openly identified as possessing items of interest to the Jin. After explanations were given the Jin captain arranged escort by a Jin Shield (rank) within the port while transportation to Armeth was arranged.
While resting at The Cursed Drink, Ven was approached by an old acquaintance, Marko Nine Fingers. After a few jokes about fingers and a little catching up, the party and Marko learned they were all looking to join the Jin.
On the way to their carriage Tali stopped and received 500 gold for the information and documents created during the mine expedition.
The Po'Bandies were joined by Marko as they rode a short carriage ride to Armeth. After entering the immense structure Marko parted ways and the party was directed towards Artifact Intake where the party was told they could check back in a day or so to know what the initial assessment was of their various artifacts. They found out that the sapphires could be used to enchant their equipment, and that there was someone at Armeth who could help with that.
After handing over their collected artifacts, the Party met with Draz Milden, and older man responsible for the training and assessment of recruits. Draz mentioned that there was a Test of Martial Feats in a few days, but based on the parties stories he'd like to meet with them separately the next morning to see what they can do.
Session 27: Armeth
After the mutated Keth was defeated, and the strange altered omen appeared The Shared Breeze did not encounter further attacks.
A few weeks after they left Alness, sun low in the sky, the Po'Bandies arrive at Port Armeth. The ship is inspected by a Jin Captain (rank, not ship captain) and port authorities during which the party was openly identified as possessing items of interest to the Jin. After explanations were given the Jin captain arranged escort by a Jin Shield (rank) within the port while transportation to Armeth was arranged. While resting at The Cursed Drink, Ven was approached by an old acquaintance, Marko Nine Fingers. After a few jokes about fingers and a little catching up, the party and Marko learned they were all looking to join the Jin. On the way to their carriage Tali stopped and received 500 gold for the information and documents created during the mine expedition.
The Po'Bandies were joined by Marko as they rode a short carriage ride to Armeth. After entering the immense structure Marko parted ways and the party was directed towards Artifact Intake where the party was told they could check back in a day or so to know what the initial assessment was of their various artifacts. They found out that the sapphires could be used to enchant their equipment, and that there was someone at Armeth who could help with that. After handing over their collected artifacts, the Party met with Draz Milden, and older man responsible for the training and assessment of recruits. Draz mentioned that there was a Test of Martial Feats in a few days, but based on the parties stories he'd like to meet with them separately the next morning to see what they can do.
Session 28: Prospects
The party visited Marwan, the Forgemaster at Armeth. Showing her the Sapphires she confirmed there were a handful of enchantments she could do for them at no charge as long as the party promised they would bring her further such items for her to work with. After some debate around enchanted mugs, the party left her with the sapphires and a few weapons.
The next morning the Po'Bandies met again with Draz Milden at the training area in the lower levels. He was accompanied by Commander Malroc Drono, the head of the Jin institution. Draz states he wanted to submit his petition to invoke the Rights of Exemption. He cited an overnight investigation into the party along with the coming demonstration as part of his submission. After a nod from the Commander, Draz encouraged the party to demonstrate their abilities. After showing feats of martial ability, magic, and superhuman acrobatics, the Commander granted Draz his request.
Draz explained to the Po'Bandies a bit more about what it means to be a member of the Jin and what is involved in joining. The party was asked to seriously consider the terms before making any decisions.
Session 29: The First Petition
After deciding they wanted to follow through on the next steps towards becoming Jin, the Po'Bandies gathered their newly enchanted weapons and study materials. They met with Seeker Davor Batur and went over the basics of the Petition.
As Night fell, the party boarded The Spearhead and sailed to Toulise, a large port city on the northern coast of Vahan. There the Seeker tasked the party with investigating the Petition to the best of their ability over the next day or so, without going to the estate itself until they better understood the dangers. The party was also given Terra Seals, the license to practice magic in Vahan.
The Po'Bandies spent time speaking with the laborers and their sponsor, Monsieur Miller. They learned that the collapse was followed by an attack by some kind of ethereal spiders and webs, and that The Brauffont estate had been swindling their sponsors and laborers sponsored by the Miller estate for quite some time, a change from prior behavior.
Tali and Roland inquired with the Salaneeshian and United Xia archeological offices and found some information about a very old sacred site or blessed site of some kind at the location of the Brauffont estate. Tali also received information from the United Xia regarding a bridge between mountains in south-eastern Vahan.
The party wrapped up for the day and headed back The Sip to regroup and figure out next steps while they wait to meet with the Seeker.
Session 30: The Troubled Estate
After arriving in Toulise and beginning some initial investigation, the party met back with the seeker and compared notes. Overall it was determined that there seemed to be something wrong with the Madam starting about two years ago. Erratic behaviors, degradation of mental state, financial greed/corruption. About a year ago the renovation was started in the basement of the estate that ultimately led to the collapse and petition. Armed with some details and clues about events from the laborers, archeological information, and conversations with the staff and Monsieur Miller, Seeker Davor Batur sent a letter to Armeth with what they knew.
The next day the Party, along with Seeker Batur, visited the estate where the learned more information about the estate, the Madam's condition and behaviors, and some of her staff. The party theorized that she had been influenced by a succubus or incubus, and suspect one of her staff was also involved somehow or may be the demon. Taking a night back at The Sip the party continued their studies while the seeker wrote another update to Armeth.
The next day they set out back to the estate and after forcing their way in descended into the new basement. After searching through, finding a body along the way, the party eventually found the large room where the collapse had been described as located. They encountered a number of bodies suspended in the air by ethereal webbing. Roland was inspecting part of the wall where the renovation plans indicated there was an opening when Jim found himself restrained by webbing and an the sound of chittering behind the column next to him…
Session 31: The Troubled Estate: The Renovation
Trapped in the ethereal webbing, Jim's plight became clear to the party as the strange spiders appeared and attacked. The Po'Bandies made quick work of the spiders, dispatching them in seconds.
The party resumed their exploration of the chamber, initially taking an interest in the hidden hallway and rooms north of the chamber. Finding it empty, besides a pile of gold that seemed odd to everyone, they continued their inspection until they found some strangely cut tiles and a drain with a light draft blowing through. As they began trying to lift the drain, the Po'Bandies heard a cry from the previously empty northern room.
After carefully entering the room again, the party was, this time, greeted by the presence of the assistant Butler, Frederick. He was caught in the ethereal webbing and stated he had been ordered to the basement where he was eventually caught by the webbing and became disoriented from some kind of shift in location. Panicked, he asked the party to free him and escort him out of the basement. The party hesitated, their prior suspicion of Frederick combined with feeling something was off about the situation. Roland was asked to verify if Frederick was evil or demonic in some way. To their surprise, Roland said Frederick was clear, his senses saw no issues and they he felt the party should escort him out. The situation became unpredictable as the party was unsure of Roland's behavior and answer, all the while Fredericks seeming panic of being stuck in the basement grew and he expressed growing urgency on getting out of there. After some chaotic discussion, Jim began interrogating Frederick, eventually catching Frederick in a contradiction. Roland attempted to force Jim out of the room at this point, but Jim slipped free and continued pressing the increasingly angry Frederick. After another moment, Roland attacked Jim. Ven leapt to action, attacking Frederick as the party took position and tried to wrangle the situation. At that moment Frederick transformed into the demonic form of an incubus and the battle began. A few moments into the fight a flaming steed appeared and attacked the party from the back.
After exchanging blows, the party eventually felled the fiery creature as Frederick vanished into thin air. Back to his faculties, Roland tried to track him with his last Divine Sense, attacking empty air without connecting. Recalling the prior information about ethereal entities being impacted by Force, Jim channeled the power of the wind itself, firing a last ditch shot at where Roland had attacked. The arrow struck, the body of the Incubus appearing on the ground, lifeless.
Session 32: The Troubled Estate: Below
After defeating the Incubus, the party continued their exploration of the renovated basement. Focusing on the drain and repaired corner of one of the rooms, the Po'Bandies uncover an opening into a cavern below.
After descending into the cave system and exploring, they encountered a demon that tried to flee under the distraction of two attacking giant lizards. Roland was able to intercept the demon as the party felled the giant lizards, with one or two party members having been briefly swallowed.
The party made their way deeper into the cave system, encountering what appeared to be a stream of flaming water. After passing the stream Ven scouted ahead into a larger cavern, spotting a few more demons in a chamber ahead. Weary from the previous few fights, and after Ven reported they might have spotted or heard him, the party made the quick call to retreat and regroup. One of the demons was noticed watching the party ascend the rope back to the basement chamber where the party chose to rest for the night and prepare for the coming fight, as likely are the demons.
Session 33: The Troubled Estate: Below pt. 2
After resting for the night, the party began their second day of pushing into the caves below the renovation. Anticipating an ambush or some kind of preparation by the demons, the party carefully scouted their way forward, managing to avoid a handful of hastily constructed and arranged traps.
Using the body of a giant lizard, the party stuffed the final pit trap leading into the bright chamber split by a flaming stream Ven had scouted out previously. Roland was jumped by two demons as he stepped into the room, unfazed until his armor began to glow a hot red. Tali neutralized the dangerous spell heating up Roland's armor and the party quickly focused down one of the rot-emitting demons. After a brief repositioning, chase, and flank, the Po'Bandies were able to out maneuver the demons and finish them off. After taking a strange bone spear off one of the demons, the party looked around and assessed the next direction to move in.
Session 34: The Troubled Estate: Below pt. 3
After spending a second day making their way through the caves and defeating a handful of demons along the way, the party entered an enormous space underground. Walking across something resembling a frozen lake, the Po'Bandies approached a dim light ahead of them.
There they encountered a waning ward the color of sunlight. Massive piles of blood stained gold and treasure were strewn about the ward, appearing to weaken it somehow. Inside was a large demon flanked by shadowy creatures. The party sarcastically turned away attempts by the demon to engage with them to begin any kind of agreement or exchange. The group attacked, engaging the large demon while simultaneously being flanked by the shadowy demons. After the party defeated the demons, tali informed them that the hag had spoken to her again. After the fight, the Po'Bandies moved some rubies outlining a portal on the ground. The portal shrank and dulled, and more golden warding magic emerged.
Session 35: The Troubled Estate: Below pt. 4
After defeating the demons below the Estate, the Po'Bandies assisted the Seeker as he analyzed the waning wards around the demonic portal. Once he understood the wards enough to engage with them, the Seeker quietly proclaimed Pelor's direct presence and asked everyone to assist in restoring the wards. The party quickly fell into place, becoming a part of a ritual with intense swirling magic. Quickly the party realized there was danger in this ritual as the streaks of corruption ripped through their bodies and minds. Enduring the assault, the Po'Bandies were faced with the dire news that the Seeker, even with Pelor's presence, would not be able to restore the ward. The party reached for other sources of power. Soon, the essences of power from Fate and The Cosmos, Sehanine, and Bahamut all wove into the storm of magic. The party, connected to, enduring, and facilitating the flow of this magic, succeeded in restoring the wards.
Taking inventory of their new possessions, the party spent time assessing the items present in the treasures used in the profane rituals. After discussing what would happen with the majority of the treasure, the party and Seeker made their way out of the caves. After stopping to prepare the bodies of the prior Jin for transport, and give closure, the party took an unexpected respite in a small feast courtesy of the estate.
Tali, with support from the rest of the Po'Bandies, revealed her nature to the Seeker and discussed her dealings with the Hag. She was assured her blood was not a problem, and warned to think deeply on the deal made with the Hag and that the deal is rarely about what the deal seems like it is about.
Session 36: Prospects: The Exam pt 1
After finishing their first petition, the Po'Bandies returned to Armeth. There they spent some time checking over equipment, exchanging items they found with the quartermaster, and leaving items with Intake to make sure they aren't cursed and learn more about them.
The party spoke with Draz, who briefed them on the details of the upcoming exam. It will be taking place in two weeks. The exam will be three sections and require passing two of those sections. There is no retaking it and it is required to join the Jin.
Faced with difficulties in studying, the party began considering different strategies for studying, cheating, and taking the exam. Notably, Ven has begun investigating an artifact of some kind he's heard is kept in an armory and could help with his studies.
Session 37: Prospects: The Exam pt 2
The Po'Bandies buckled down for the night and forwent sleeping in order to spend more time studying for the upcoming exam. In the middle of the night, Alhund spotted Marko Nine Fingers skulking outside through the window of the tavern. Jim and Ven followed Marko as he moved through Armeth. The Ven overheard Marko's conversation with a guard in which he seemed to be bullying the guard into agreeing to a request to complete some kind of task. Marko threatened the guard, implying he had other loyalties that would come back to get him if he did not comply.
Once the party learned of this, they were able to get Marko to leave the tavern for a few hours, giving them time to search his room and find a letter confirming he was working to retrieve some kind of artifacts for Talatonu. Marko also mentioned the party and their recent findings about The Covenant in the letter.
The Po'Bandies informed Seeker Batur, who told them to hold tight and not raise any suspicions or risk spooking Marko until he had time to meet with an Arbiter.
Once Marko returned to the tavern, he confronted Jim about following him and threatened Jim's life if he did not explain himself by the following day.
Meanwhile, Roland and Ven confronted the guard Marko had spoken to, who agreed to speak with Roland the next day, expressing that he was likely already dead if Roland knew about the meeting.
Session 38: Prospects: The Exam pt 3
At some point Marko seemed to have slipped out of Armeth. The party began tracking him until they clumsily explained themselves to some guards after climbing some cliffs on the side of the fortress.
Eventually, the the party met with Seeker Batur, Draz, and an Arbiter. The party spoke with the Arbiter, revealing everything they knew after some reassurance from Batur that the Arbiter was trustworthy. The party was told that the Jin would take over the investigation and, due to the nature of topics involved, would not be involved or updated on the progress of the investigation.
After retiring back at the tavern, the party rested for a bit before renewing their studies. That night, at the strike of midnight, Tali saw Jim startle awake in excruciating pain with multiple physical symptoms like rashes manifesting on his body. The Po'Bandies quickly aided Jim, who was in extreme pain and seemed to have been badly injured, somehow. Ven noted he had heard of a deadly, fabled poison that strikes at midnight.
Once again, the party woke Seeker Batur. The Seeker was able to get another Jin, Seeker Vigdis, who was able to confirm Ven's suspicion that the poison was Midnight Tears as well as verify nothing else had been poisoned.
Session 39: Prospects: The Exam pt 4
After the Jin took over the investigation into Marko Nine Fingers, and Jim had taken one last look at Marko's last known path, the Po'Bandies settled in to prepare for the Jin initiate exam. Mostly.
While they did toil away at preparing they also invested time into promoting The Champion's League. Headed by it's currently #1 ranked League member, Ven, they are already receiving inquiries into joining. The barkeep at The Pommel has told the party he would be happy to post and maintain a list of entries as people began joining.
With two weeks passed since completing the petition, the party will take the exam the next morning.
Session 40: The Pursuit of Undeath
The Po'Bandies passed! After weeks of grueling study, the party found themselves largely at the top of the posted exam scores. While waiting for results the Po'Bandies were informed of a dangerous and time sensitive petition. A wizard had taken over a small town and was attempting to complete a ritual to become a lich. A ship would be arranged within a day or two and the Po'Bandies agreed to depart once it was ready.
After Ven created The Champion's League, with the help of the Po'Bandies, word spread quickly and people began to sign up. In the first fight of The League, Alhund challenged a newly promoted Jin Captain, who had gotten into the list ahead of and higher than Alhund. After a decisive victory, Alhund took his place as third in the league, behind Roland and Ven.
Having unwound with some rest and friendly dueling, the party is prepared to depart to begin their second petition as Prospects.
Session 41: The Pursuit of Undeath pt 2
After passing the exam, the Po'Bandies departed to begin their second petition. After a week aboard the Faded Luster, the party met Seeker Finner in Tokula, Vrocca. There they headed into the hilly forest while Finner briefed the group on the situation. He had been tracking a wizard after reports she had bene pursuing necromantic magic. Eventually, he followed her to a small plateau holding a site known to be visited by druids, where she ransacked the small village.
On the way there, the party stopped at a campsite the Seeker had been using and encountered ghosts who said they were drawn there by a bright light the party was unable to see. After quickly defeating the hostile ghosts, the one that had possessed Alhund asked to speak. Ultimately, Roland decided to assist the ghost in it's request to burry it's daughter back from where the party had come from, despite the objections of other party members focused on completing the urgent petition.
Session 42: The Pursuit of Undeath pt 3
The party made it's way to Salvrae, a small hamlet atop a plateau in Vrocca. After Roland rejoined the party, found by Jim and Bobandi, the party scouted out the plataeu and planned. Leaving behind the Seeker, at his request, the Po'Bandies made their way up the main path into the hamlet where they encountered an undead Beholder and a number of zombies. After failing an initial attempt to move past it all silently, the party fought against the horde and the deadly eye beams of the beholder. After riddling the beholder with spells and arrows, and wading through the zombie horde with sword, axe, and hammer, the Po'Bandies stood at the gate of the hamlet deciding their next steps.
Session 43: The Pursuit of Undeath pt 4
The Po'Bandies made their way through the small hamlet after defeating a horde of undead and an undead beholder. As they wound there way up the spiral path, the party investigated a noise in one of the small, humble houses. After finding a family in the attic, Alhund charged in the direction of someone crying out where he encountered a ghost with a cloak of faces and voices. After quickly dispatching the ghost, Bobandi escorted the terrified family to the seeker.
After making their way to the top of the plateau, the party encountered a warrior in bone armor along with a retinue of undead and apprentice wizards. The warrior offered the party the opportunity to witness Yinmar's “ascension” and the chance to pursue immortality. After defeating the bone clad warrior and his retinue, the party interrogated one of the surviving apprentice wizards and learned about some of the horrors that had occurred, and that a couple dozen people were dragged through the strange tree roots the party identified as a kind of portal. Here the party decided to rest and wait to speak with the seeker before continuing on.
Session 44: The Pursuit of Undeath pt 5
After defeating the Bone Knight and his retinue of undead and apprentice wizards, the party entered the strange root system of the large central tree. They found themselves wandering through a strange darkness pierced by large roots. Eventually, Jim spoke to a small beetle that referred to itself as a “Pathfinder” who usually helps “The Caretakers” find their way through the darkness.
After convincing the beetle, dubbed “Bugbandi”, to help them, the party was lead to a strange cold tunnel with a sandy floor and coral growing along the floor and walls. There they fought and defeated a warrior and mage. As they recovered from the brief fight the party found themselves looking out a large opening in the wall and discovering they seemed to be far down below the Frozen Spill well, below The Edge.
Session 45: The Pursuit of Undeath pt 6
After fighting their to the top of the plateau and finding their way through the strange root system, the party found themselves on a ledge alongside the sheer cliff of The Edge. After Ven confirmed the ritual was underway on a level above them, the Po'Bandies attacked. Some quick thinking by Jim disabled a system to quickly execute the hostages, giving the party time to battle Yinmar and her retinue.
Once defeated, Alanis Yinmar rose again, distressed by unfinished ritual and what it had done to her. After felling her again, Alhund threw her off the side of the world.
Session 46: The Pursuit of Undeath pt 7
After defeating the wizard, Alanis Yinmar, the Po'Bandies spent a few days resting and tending to the injuries of the wizard's captives. The party spent some of that time assessing their return journey through the strange root system and encountered the Kuwani. After some deliberation and discussion, the party was able to convince the Kuwani that they had defeated Yinmar, and that her and her crew were the ones who had harmed the Pathfinders. After showing the bodies and throwing the strange geode off the side of Munera, the party was allowed through the roots unharmed.
After making their way back to the small port town, Tokula, the party traced Yinmar and her strange bodyguard back to The Gilded Rose where they met a barkeep that seemed involved. After pressing the barkeep, they learned the package had been left there and he had been threatened death and promised freedom if he complied with instructions around it's delivery. Inside the party found a small fortune and a letter.
Session 47: The Pursuit of Undeath pt 8
The Po'Bandies sailed, once again, over the Shae Sea to Armeth. A few days into their voyage the ship was attacked by the same pirates that had tailed the ship on their way to Vrocca.
The crew and party prepared for the impending boarding. The boarding was hampered by an incredible shot made by Jim, killing the captain, and a preemptive boarding by Ven flinging himself from one ship to the other. As the crews fought a few members of the pirate ship stood out as much more capable than the others. The party focused their efforts on bringing these members down while the crews fought around them.
Finally, the party and crew defeated the pirates, leaving one alive to interrogate.
Session 48: Choosing a Path pt 1
After interrogating the remaining pirate from the attack, the Po'Bandies learned that the crew had been told by the out of place members that the Jin ship wasn't a real Jin ship and would contain valuable cargo. After deciding it was likely The Barracks, based on Ven's understanding of some thieves cant comments about “The book”, the party decided to continue to Armeth.
Once at Fort Armeth, the party unloaded their found equipment to Intake and learned that given their successful completion of the second petition, they would be Initiated within a week if they chose. The Po'Bandies decided to take the week and consider what they can accomplish with a bit of magic and their new found wealth.
Session 49: Choosing a Path pt 2
The Po'Bandies are Jin. Even more, they are Seekers.
After joining, the Po'Bandies were given the choice to answer to a Captain and join a team, or pursue enemies of Munera under their own discretion, with a few caveats about The Commander retaining the right to recall the party if needed.
After this, the party began coordinating the construction of a hall near Armeth. Having completed drawing up the plans, hired workers and Tali worked towards laying the foundation.
Once the initial work is done, the party will decide what to do next.
Session 50: Choosing a Path pt 3
The Po'Bandies finished their arrangements and began laying the foundation for their new home. After gathering the equipment they had checked over by Intake, the party assessed what to do next. Working through the list of noteworthy recent events, the group settled on following up on the Whale Bone Prophecy and the investigation into the meaning of the words.
They learned that a Seeker had been dispatched to investigate and he had found two things of interest. There were ore shipments from the Broken Range going missing mixed with some rumors about cultist pirates. In the same region, the Seeker had also learned that the likely location of the “chained mountain” was an unclaimed island inhabited by Giants that, for centuries, sank any ships that came near.
In the meantime, Jim challenged the next person, “Amala”, on the Champion's League rankings. They faced off in the Arena shortly after, and to Jim's surprise the young girl had clairvoyant abilities and was able to use them to easily dodge attacks. She was still no match for Jim's prowess in a brawl, and even after using a deadly psychic attack on Jim in a panic, she was soundly defeated. The two exchanged a bit of friendly banter after the fight, and the Po'Bandies and Amala's Jin team exchanged pleasantries before heading their own ways.
Session 51: Whale Bone Prophecy - Setting out
A clash of titans! Alhund challenged Roland for the 2nd position in the Champion's League. After a fight that thrilled the spectators Alhund was victorious and claimed the 2nd rank.
After finishing the foundation for The House, the Po'Bandies asked Captain Barner, the Captain of The Faded Luster, to once again ferry them across the sea. The Captain and her crew declined the request to bring them to the shores of the chained mountain, but ultimately agreed to drop them off within a few miles and attempt to stay in the area to retrieve them. The first stop, before heading to the island, is the mining and ore “hub” of the Broken Range known as Anchor Cay. There they intend to meet with the Seeker investigating the prophecy to learn more about it.
Session 52: Whale Bone Prophecy - Anchor Cay
After arriving at Anchor Cay, the party quickly discovered that the Seeker had gone missing a few weeks ago. After speaking with the barkeep of The Apex, a bar etched into the mountain with multiple ore veins in the walls, the party searched the room the Jin had stayed in and the barkeep had assured remained locked. After not finding a journal they were told the Seeker kept on him, the Po'Bandies, except for Tali, left to investigate elsewhere.
On the way to the docks the party met with an old local, Fynn, who promised he could get in contact with a smuggler if they took care of another local, Summer, that had “taken” his fishing spot. Once at the docks Roland spoke with the dockmaster, employed by one of mining companies as most “town” positions are in Anchor Cay, who openly complained about the Seeker being an annoyance with his investigation. After some pressure, the dockmaster divulged a bit of information about that the Seekers plans were to his best guess.
Meanwhile, Tali noticed someone behaving oddly who bolted once she approached him. After a short foot chase Tali wildshaped and pursued by air. Eventually she followed them into a building where she saw them argue over a journal. After a brief scuffle Tali had the journal which divulged the Seeker's plans.
On the way back from the docks the Po'Bandies threatened Summer and his friends, who were surprised by the Jin involvement. On hearing the good news Fynn thanked the party and assured them he could find them a smuggler.
Session 53: The Chained Mountain
After assessing the situation in Anchor Cay, the party decided to leave the Seeker to his mission and head to the chained mountain. The party set sail aboard the Faded Luster.
Miles out to sea, the party dropped into a row boat and spent some time getting closer to the island. After some mishaps trying to ride the sharks that Tali had coaxed into following the party, the Po'Bandies decided to descend to the bottom of the sea and walk to the island.
At the bottom the Po'Bandies discovered a graveyard of ships as far as they could see. Heading towards the island they spotted a ship that, while decaying, seemed to have a lot of decoration on it called “The Final Offer” (elvish). Aboard they found three magically locked chests. Despite the ominous nature of the magic guarding the locks, Ven took his chances and opened one. It took him a few tries, however, and he fell into a strange stupor before being shaken alert by Roland. Ven reported feeling fine, and they took the treasures inside that first chest before deciding to leave.
After avoiding some giant sharks, the party found themselves emerging onto the beach of a beautiful jungle island. Jim set to getting the lay of the land and looking for signs of life. The first sign came in the form of a giant lizard footprint Jim realized he was standing knee deep in.
Session 54: The Chained Mountain pt 2
The Po'Bandies spent some time getting a sense of the land around them. Ruins to the north, mountains to the north and east, and a large lake with a strange fog to the south.
After talking about their options, the party decided to head north towards the ruins. On the way Ven and Roland seemed to be struggling with the travel. Biting insects, constant warning from Jim about poisonous plants, and the occasional oddly moving vine taking their toll. After eating some bad mushrooms, Ven tried to rest against a tree that seemed to come alive at his touch. A humanoid covered in fungal spores and a mushroom like head revealed itself and the forest floor came alive with moving masses of mushrooms.
The party fought the creates, while trying to avoid falling into a river teeming with piranhas the size of catfish.
After some near deaths and brave rescues, the Po'Bandies put down the creatures and burned their bodies.
Session 55: The Chained Mountain pt 3
After recovering from their fight with the fungal creatures, the party continued north towards the ruins. There, they found a group of people that lived on the island, the Sharan, forever hiding near the giant ruins.
From the Sharan the party learned about a green dragon that lived in the southern lake, the other group on the eastern part of the island loyal to that dragon, and some details about their history.
The party began formulating plans about killing the dragon and what to do about the storm giants, when they were asked to clear the ruins of danger and stop the source of the strange storms and fog so the Sharan would have a better place to live.
The party ventured into the ruins where they found strange metallic orbs, dangerous plant life, and undead giants.
Session 56: The Chained Mountain pt 4
The party climbed the large steep stairs to the top of the ruins, the source of the fog and static blanketing the site. Once at the top the found a strange storm giant that manifested from a small swirling storm in the center of the cliff-top ruins.
The Po'Bandies fought an intense battle against the giant, struggling to survive the onslaught of lightening attacks, wind spears, and gales blowing members of the party off the cliff. Eventually, with a few members barely holding on, the Po'Bandies defeated the creature.
All went quiet and the fog and static dispersed from the ruins. Catching their breath, the party set their eyes on the Sisters of Lightening.
Session 57: The Chained Mountain pt 5
A little while after the Po'Bandies made camp and began tending their wounds and resting, and shortly after hearing the sound of large beating wings, they were visited by an elf in a lavish green coat. Ravolth, as he called himself, asked who the party was and why they were here. After some discussion, he revealed that he, too, did not want the cultists to succeed and asked if the party would help him.
Ravolth offered an exchange for the groups cooperating in stopping the cultists. He would tell them how to learn more about the dangerous changes in Munera, it's past, and other information they could use to protect the land. He also said he could give them half of an ancient relic that, when combined with it's other half, could grant one wish every thousand years.
Concerned that the usual strategy of the Storm Giants would fail and the cultists would succeed in taking the island, Ravolth asked the party to prevent the giants from setting sail for the fight.
Ravolth left the party to consider his offer, and the Po'Bandies finished their well earned rest before heading to Sharan to tell them the ruins were safe.
Session 58: The Chained Mountain pt 6
After considering the words of the green dragon, Ravolth, the party decided to head north to make their way to the storm giants. On the way they intended to stop at a site they were told had a small shipwreck with weapons and treasure.
After approaching the wreck is became apparent it was a mimic of some kind and Jim found himself fighting from within it's jaws. At the same time, a sentient plant, along with some humans that rose from the ground, attacked the party.
The Po'Bandies defeated the creatures and began inspecting the bodies.
Session 59: The Chained Mountain pt 7
The Po'Bandies rested after killing the mimic and strange plant. Afterwards, they heard the sound of beating wings and decided to hide out under heavy cover and with Tali bolstering the shadows.
Ravolth seemed to circle around the site of the earlier fight for a while, before landing and going quiet. After a few minutes, the Po'Bandies heard him take off and fly southeast. The party found a luxurious green felt satchel with an encouraging note and a few potions. Before heading out, Tali spied on the dragon magically and saw him speaking with the man that had told them where the wreck was.
As the party continued north they notice more and more wildlife around them and an overall healthier ecosystem. After a while they encountered what looked like a trail well worn with various animal tracks. Chancing animal encounters for the easier and faster path, the party made good northeast progress. Eventually, however, the party ran into one of the animals who's tracks they'd previously spotted.
The party was able to defeat the trio of giant apes, and planned to rest before continuing east towards the storm giants home.
Session 60: The Chained Mountain pt 8
After they recovered from the fight against the giant apes, the Po'Bandies decided to continue east. Following the trail, but keeping their distance from it, they heard the sound of an enormous bird attacking something and then flying off.
Eventually, the party came across a few hundred foot wise, fast flowing river. Noticing some lightening strikes across the way despite the clear sky, the party decided to cross as quickly as they could with Tali turning into a giant eagle and carrying the members one by one across the river and the dangerous, huge shadow they could see under the surface.
After crossing, the party rushed towards the sounds of fighting and found a storm giant fighting a group of trolls near the bodies of an enormous bird and giant centipede.
After defeating the trolls, the party must decide how to engage with the storm giant looming above, watching them.
Session 61: The Chained Mountain pt 9
The Po'Bandies had a tense moment with the storm giant, Ingvar, until he asked them to help the great bird, Yarben. After resurrecting the fallen bird, the party and Ingvar spoke for a bit before he decided to bring them to Skoro, the small fort the remaining storm giants call home.
After being locked in the stables for a time, the party had a tense discussion with the giant's leader, Jarl Eirik Hagisson. After Ven was able to quickly quiet one of the dissenting giants, the Jarl listened to what the Po'Bandies had to say and agreed to their suggestions and to work with them in repelling the coming cultist attack.
Session 62: The Chained Mountain pt 10
The Po'Bandies rested and prepared for the upcoming attack from the cultists. Helping the giants in various ways, the fort was the parties home for a few days.
Eventually, the horns sounded and strange ships were spotted on the horizon. Cargo ships adorned with giant lightening rods made of copper, the ships were largely unphased by the intense strikes from above.
In an effort to overwhelm the ships, the giants used an ancient relic to increase the power of the Storm Pyre, but the magic was unpredictable and moments later Jacamo, the storm sorcerer from another world, appeared unconscious at the base of the fire.
As the ships approached, most of them unexpectedly split off and turned around, sailing back to the outer edge of the island, leaving only a few left approaching the giant's fort.
Eventually one of the giants grew impatient with the ineffectiveness of the storm and the parties unconfirmed presence of any sea monsters, and took one of the ships himself. He reached the remaining ships and boarded one, wreaking havoc until a previously invisible Ravolth appeared and attacked him.
Shortly after, the ships landed and cultists poured across the decks.
Roland then challenged and taunted Ravolth. A moment the party saw the dragon crash down on top of Roland, his silver wings rising around him as the wall crumbled below him.
Sessions 63,64: The Copper Navy
After being attacked by the cultist navy and goading Ravolth into the fight, the Po'Bandies fought on multiple fronts to hold back the cultists and take down Ravolth. The party took advantage of his initial cockiness, and was able to attack him hard, forcing a retreat. However, as Ravolth tried to get away under the waves, Alhund leapt onto his back, holding on as Ravolth descended, and dealt the final blow to the green dragon.
After dealing with Ravolth the party turned it's attention to the cultists. Focusing on a few stand out members the Po'Bandies killed them one by one before capturing one with a polymorph spell and a barrel.
The giants and the party spend some time tending to the wounded and dead and deciding what to do next.
Sessions 65: The Copper Navy
The Po'Bandies spent the rest of the day after the battle recovering and helping the giants with cleanup and repairs. They spent time getting to know their new prisoner/acquaintance, Niara, and were able to talk her into being compliant and willing to semi-voluntarily accompany them in the short term.
After speaking with the giants, and a soft confrontation with the Yarl, the party remained welcome in the camp and a few members spent the night enjoying a post battle celebration with drinks and dragon steaks around the fire.
After resting for the night and recovering, the Po'Bandies plan to discuss what to do with the remaining majority of the cultist force.
Sessions 66: The Copper Navy
After tying up their affairs with the storm giants, the party decided to pursue the cultists that had broken off from the fleet and sailed away during the attack. Noting a general sense of confusion and tension in the group, along with the suspected presence of the captured seeker, the Po'Bandies decided to attack their location head one while Ven, Niara (armed with the daggers she lifted from Jacamo), and Bobandi snuck in from the side to ensure the seeker's rescue.
The party's assault was quick, brutal, and overwhelming. In a few short moments the cultist force surrendered completely, dumbfounded at the annihilation of the first group of fighters.
Having rescued the seeker and identified the location of the crystal in the camp, the party decides what to do next.
Sessions 67: Ravolth's Lair
After they defeated the remaining cultists, the Po'Bandies interrogated their leader and investigated what had been going on. Ultimately, the party found the small “seed” crystal, and deduced that the new cultist leader had been receiving or creating fake inscribed whale bones that identified him as the leader and gave him a secret mission to subvert the cult leadership, culminating in the abandonment during the fight against the storm giants.
The party deliberated for a time on what to do with the cultists. Some consideration was given to executing them, trying them and executing them, or delivering them to the Jin somehow for trial. Eventually it was decided to load them onto two ships and sail them a few miles to the awaiting Faded Luster, who could take over and bring the cultists to a nearby port in the United Xia.
After that, the Po'Bandies, anxious to find a dragon's hoard, raced to Ravolth's lair.
Sessions 68: Ravolth's Lair
After they located Ravolth's lair, the party explored the cave. The initial chamber was elaborately decorated, and the Po'Bandies were caught off guard when Alhund triggered a magical mirror that seemed to trap a few party members in some kind of alternate space.
Once everyone was freed from the mirror, the party discovered a large poisonous pool with signs of Ravolth travelling through it. They figured out it was a deep tunnel, and began planning how to dive through the dangerous liquid.
After considering various solutions, they chose to build a dive bell using Alhund's master craftsmanship and some experience Jacamo had in seeing them before.
After using the bell and a little magic, a few of the party members found themselves staring at a dragons hoard and a secret exit for the chamber. After taking all of the items, the party finds themselves deciding what to do next.
Sessions 69: Doppelganger
After looting Ravolth's lair, the party returned to the Storm Giant's home where Alhund could finish his promise of teaching one of the giants blacksmithing.
There, they learned that Eric had been replaced by Ingvar as Yarl, much to the Po'Bandies relief. After Alhund settled in, and a tense conversation with Ingvar about the Wish Relic the party decided to revisit the original group of islanders the party met when first landing on the Isle of the Chained Mountain. There they met Nareem, who they confronted about his nature and relationship with Ravolth. It was revealed that he was a plant-creature that was mimicking or had stolen the body of Nareem.
The party learned that this creature was part of a greater hive mind that claimed to have others elsewhere, and claims to be the rightful heir to “all”. The Po'Bandies helped the group purge the rest of the creatures from their ranks in a gruesome affair of testing each person's blood before killing those that didn't bleed.
Sessions 70: Home
After wrapping up their affairs on the island of the Chained Mountain, the Po'Bandies headed home in their new sloop, The No Landi.
Aboard the ship, Jim discovered a duplicate of the 2nd half of the relic had been placed into his bag, revealing that Ven had somehow had access to the other relic, but chosen not to steal it.
Back home, Master Butler Zvonko Sabal had already collected the party's 1400g in wages. After settling in a bit and making a few requests for a taxidermist and weapon racks, the party headed to Armeth. There they drew a crowd telling everyone of their most recent adventures, and shared a drink with their first Jin mentor, Seeker Batur. The Po'Bandies also learned that the Champions League had exploded in popularity, along with some drama around accusations of poisoning and cheating, and a new challenger who had quickly fought through the ranks while repeatedly asking when he could challenge Roland.
This challenger caught the parties attention, and Ven learned the challenger, Darvesh, was a “Mirenth Executioner”, something Roland explained was a member of an elite Mirenth force he hadn't been sure existed. After Darvesh quickly defeated Jim in the arena, he berated Roland for his desertion and stated that Roland owed Commander Akela an answer for his desertion. Roland revealed to the party that Akela was his “brother” in the Mirenth military.
Sessions 71: Home pt 2
While the rest of the Po'Bandies had travelled to Armeth, Alhund visited his brother in the Buton Empire, gifting him enough gold to pay for his new blacksmith's shop. He then visited his home in the cold wilds of Alion, meeting with his sister and also gifting her a small fortune to help hold the village over with trade while the freeze was unusually bad. While there Alhund conducted a ritual at his wife's grave, and had a vision that seemed to involve Sehanine and a deeply evil creature that Alhund had a brief glimpse of.
After returning to Armeth, the party spent some time deciding what to do next, retrieving their forged magic items, and investigating the puzzle box, enduring it's repeated near deadly psychic assaults, until Ven couldn't take it anymore.
After talking over their options, the party decided that before heading to Mirenth to see the Witch that has information on The Covenant, the Po'Bandies would first kill the hag that had been following Tali, then head to Salaneesha to follow up on the name and rough location of the hag that may have created Tali.
Sessions 72: Home pt 3
After deciding to head to Salaneesha, the Po'Bandies felt they should deal with the hag that had been following Tali. After scrying, they realized the hag was just a few hours hike into the mountains above their home.
The party headed into the mountains and found that the hag had formed a coven, and killed two before pursuing the third that fled. After a quick verbal exchange after trapping it in a force bead, the party executed the last hag.
Sessions 73: Seeking Vanarel
The Po'Bandies made quick work of the coven that had formed in the mountains above their home near Armeth. After doing so, they headed to Salaneesha in pursuit of Vanarel, the Hag that may have been involved in Tali's fae nature. Once they arrived in Qena, a port city neat the foot of The Rise, the pary spent some time learning about the region and inquiring into local events. After learning more about The Sorrow, the party learned of a dispute between a man and his wife after returning from The Rise, and a creature that had been locked in a home brewer's basement. After killing the strange, wailing creature the Po'Bandies disposed of the corpse and are deciding what to do next.
Sessions 74: Seeking Vanarel pt 2
The party spent the rest of the day, after killing the shadowfel creature in the brewers basement, looking into a report a spousal conflict involving a missing child and a man that had recently returned from The Rise. After meeting the wreck of a man, Yulno, the party learned that he had given his child to a witch on The Rise after losing his wife, Reah, during childbirth. This brought Reah back, but she left once she learned what had happened, and his dreams have returned, fueling and directing anger and blame towards his separated wife.
Putting together that Reah may be the indirect target of a Night Hag's plot to corrupt Yulno, the partyconvinced Reah and her son to board the Jin ship and head to Armeth for a while.
Sessions 75: Seeking Vanarel pt 3: The Rise
The Po'Bandies decided to head to The Rise in pursuit of the witch they suspect was Vanarel. Enduring the heat, and Tali's nightmares, the party traveled for a couple weeks before they found themselves in the midst of the strange storm and flooding. Soon after, come members began complaining of odd effects like feeling strangely cold. Eventually the party was attacked by creatures similar to the one they encountered in the brewers basement. The Po'Bandies found themselves in a dangerous fight against strange, discomforting creatures.
Sessions 76: Seeking Vanarel pt 4: The Rise
The party fought the strange creatures from the edge of The Sorrow. They proved to be dangerous, felling Roland and entrapping Tali and Alhund. The Po'Bandies were ultimately victorious. After recovering from the fight, the pressed on towards Vanarel, keeping their eyes towards the arcane storm and questioning if they could survive a closer encounter with it's effects.
Sessions 77: Seeking Vanarel pt 5: Vanarel
After surviving the encounter at the edge of The Sorrow, the Po'Bandies made their way quickly towards Vanarel. The sounds of the storm faded and the flood waters receded as they drew near to her.
The party met with her and learned a handful of things. Tali would slowly transform into a more hag like form over the course of her life, but would never fully transform without agreeing. Vanarel was the only one that could stop it. Vanarel had also used the baby in a plot to dominate a Nightwalker. Upon learning this Alhund was unable to contain is Rage, and attacked Vanarel. The hag immediately trigger the rapid awakening of a lich dragon she had control over. To her surpise, the Po'Bandies ignored it and focused all their might on slaying her nearly instantly.
After that, the party fight the undead dragon, with Roland nearly perishing from mounting the dragon, blowing half it's ribs off, and being thrown to the ground. Eventually the party prevailed when Jim thought to briefly pin the dragon with the immoveable rod. It was just long enough for the party to strike a few blows and finish the creature off.
With the dire warnings of the Nightwalkers strength fresh on their minds, the Po'Bandies decide what to do next.
Sessions 78: Yarna
After slaying the Hag and dracolich, the Po'Bandies spent some time looking through the hag's hut and belongings, and found journals detailing the hags research and interests. The party prioritized findings information on the Nightwalker they'd need to defeat to save the baby, Yarna. After analayzing the information, and formulating the plan, the Po'Bandies set out to take on the dangerous creature.
After significant preparations, the Po'Bandies found themselves near the foot of one of the Nine, where they set up their ambush between a few pieces of terrain giving them the cover and time needed to prepare. Once engaged, the party was rewarded for their preparation with the swift near destruction of the Nightwalker.
Now, with the Nightwalker nearly defeated, the party must carefully disable it without outright killing it, else they risk trapping Yarna in the negative energy plane forever.
Sessions 79: Yarna pt 2
The Po'Bandies managed to decisively bring down the nightwalker. They completed the ritual they got from Vanarel, bringing Yarna back from the negative energy plane. Ven, being a surprisingly good caretaker for the infant, comforted the child through the journey back, where the party found a city celebrating Dawn, as well as the body of Yulno.
Tali, empathizing with the man's harrowing experience as a victim of a hag, revived him. Giving him a new life in a new, unfamiliar body, and creating a spectacle of nature out of his home. Roland suggested the man find his way to Roland's transformative monastery and take advantage of his second chance at life, and Yulno seems to have heeded his words.
After these events the party met up with Alhund and the Salaneeshan's he had beaten in a friendly street fight over some shredded contracts.
After, the party visited Tali's family, who reported similar events near The Edge, far into the dunes, as Alhunds family at the edges of habitable land in Alion. Something seems to be happening in Munera that's causing these regions to become less hospitable, and quickly. Afterwards, the party made their way back home through magic travel enabled by Tali, where they found a large camp of claimants to the puzzle box reward.
Sessions 80: The Box
After he surveyed the camp a bit, Ven, with Rolands help, organized how the prospective solvers would be selected. While they did that, the rest of the party returned Yarna to her mother, who seemed happy that Yulno would not be returning to her life. There was a buzz at The Pommel as Jin and guests began repeating tales of the Po'Bandies adventures and accomplishments. Similarly, Jim and Seeker Batur were watched by the other Jin in the barracks while Jim shared the stories from their latest adventure.
After selecting three individuals and one team, and finishing various preparations, Ven began the process of having them solve the box. The first attempt seemed nearly successful, but ended in the horrifying death of the man solving it with his team. On the second attempt, with the aid of the famed Marcus Drummel, Drogen and his team were able to open the box. Inside was a pair of strange and beautiful stones, and a pair of leather boots, later identified as sending stones and Boots of Elsewhere, granting the user the ability to Misty Step.
Sessions 81: Brother
The Po'Bandies sailed to Mirenth after wrapping up their affairs in Armeth. On the way to see the Night Witch to get answers about The Covenant and the world's past, the party intended to stop in Sulva to see the commander of the Executioners, Roland's old battle brother.
After arriving, the group watched, with tense moments, a tentative reconciliation form between Roland and Commander Akala. After nerves settled, there was a brief discussion of the reason The Executioners were in the area, and the Po'Bandies turned down the request for aid in reopening the mine by tackling the fae and “terrorist” that had aided them.
With a lightened spirit, Roland boarded the Faded Luster and the Po'Bandied continued their journey to northwestern Mirenth to see the Night Witch.
Sessions 82: Night Witch
The party came ashore in northwestern Mirenth after sighting a small, architecturally out of place village on the shore. There they were met with a small group of individuals with strange, jarring mannerisms and muddled communications and questions. After a time, the party was allowed to take a small boat ride into a small cave and through a claustrophobic water way.
After reaching a small cavern, the Pod'Bandies debarked from the row boat until the Night Witch emerged. She appeared as a young woman standing half out of the water, with translucent skin and a slick film covering her. She offered to tell the party “A story. The story.” in exchange for their own stories around the best and worst moments of their lives. After a honest release of moments of great pain, and great joy or comfort, from each member, the Night Witch appeared satisfied and told the Po'Bandies the history of The Covenant and Munera.
The party discussed with her the illithid invasion, and asked what could be done about it. She answered that they would lose, there was nothing to be done besides survive in pockets of safety, and then stated that she wanted to “keep” the Po'Bandies, triggering an attack from people coming out of the water.“
Sessions 83: Night Witch Pt 2
After the Night Witch initiated an attack on the Po'Bandies, the party found themselves fighting a few powerful thralls and giant lobster like creatures. As the fight progressed, the cave began flooding rapidly.
Victorious in the end, the party found brief refuge in a dry room where they gathered some riches they found along with a stack of papers and scrolls, and spoke a bit more with the Night Witch in another form, before leaving the now flooded room and beginning the long walk out the claustrophobic tunnel.
Sessions 84: Night Witch Pt 3
The Po'Bandies made their way out of the cave where they spoke with the Night Witch and battled it's thralls. Upon exiting the long tunnel, they were surprised by more thralls and creatures that attacked them.
The party finds themselves engaged in a long and challenging fight with the risk of death looming over their shoulders.
Sessions 85: Night Witch Pt 4
The party defeated the thralls and strange nightmare causing creatures that attacked them outside of the tunnel. After the fight, the players quickly resurrected the two human thralls and found them clear headed. The Po'Bandies learned they were a couple from hundreds of years ago, and have been kept alive and training by the Night Witch with the aid of other thralls trained in “Blood Magic” of some kind.
Sessions 86: Back with the Gang Pt 1
The party sailed back to Barrcana aboard The Faded Luster, spending some time talking with and learning more about the two they had saved from the Night Witch's control. The two of them told the party they would likely visit Armeth and offer aid to the Jin, given their strength, after taking some time to see if they can find the remnants of their old lives.
Once in Barrcana, the party enjoyed a luxurious stay at Blue, running up an exorbitant tab. While here, the party planned to spend time investigating a bit about a possible Illithid cult, and to give Ven time to “handle a few things”.
After Ven was able to get an early lead on the location of a few high ranking members from his old gang, he found himself standing in a small, dark room. There he watched them play cards and talk business, unaware of Ven looming in the shadows.
Sessions 87: Back with the Gang Pt 2
Ven stalked the high ranking members while they played cards. After dimming the room, he moved through it terrorizing them with death, quiet threats, and a smile. One by one they fell in the dark room, lit only by a candle, until Ven had finished extracting what he wanted to know and ultimately exacting his revenge.
Following those leads, the party approached Talatuno's estate, a property in the hills Northwest of Barrcana. There they triggered a magical alarm, and then plotted on how they would get into the estate. The encounter quickly turned confrontational, at which point an Illithid emerged after Talatuno's impatient demands. The creature incapacitated the Po'Bandies and killed Talatuno, after comparing him to his own slaves. After the party appeared to be fighting the incapacitating psychic attack, the Illithid fled, demanding to those around them that they burn down the estate and delay the party long enough for it to burn.
Sessions 88: The Fire
After defeating the Mind Flayer and guards at Talatuno's estate, the party spent time rummaging through the mostly burned remains and speaking with the survivors.
The Po'Bandies determined that Talatuno had met a mind flayer over a year ago, setting into motion the heist that nearly killed Ven, and resulted in him fleeing the city. Talatuno had orchestrated the theft of the Emperor's seal. Additionally, through mostly burned documents, the party learned that three nations were planning to join the war within a week, on Mirenth's side. The party determined Vrocca was one, and narrowed the options down to a few other nations.
Last, the party learned that the Illithid that Talatuno had been working with, and was killed by, was called “Trill”, and was the leader of “The Vanguard”
After scrying to follow the mind flayer that had fled after nearly consuming Roland's mind, Emma was able to determine that she could transport to the part to Alrion and attack what appeared to be a couple of mindflayers in a dark structure. The party would use the Mind Flayer's head to help the Jin convince nations to not declare a war or at least listen to the Jin about the greater threat.
Sessions 89: Alrion - First Steps
The Po'Bandies made their way back to Armeth to speak with Draz and Commander Drono to discuss recent events. The party learned of the leader's travels to the Night Witch, and that Jin leadership had known and been investigating the Mind Flayer threat. After confirming that Drono would begin laying the groundwork of diplomatic channels, the party assured they could come back from Alrion with proof. The Po'Bandies were also informed that a party of Jin assigned to The Cradle, located on the underside of Munera, had gone silent two years ago.
After tying up a few loose ends in Armeth, including Ven learning he can't remove his boots, the party made way to Alrion. Faced with black thundering skies and an ominous dark structure ahead of them, the party makes it way towards their prey. A pair of mind flayers.
Sessions 90: Alrion - First Steps Pt 2
After tying up loose ends on Munera, the Po'Bandies began their mission to assault a small Mind Flayer structure and retrieve the head of one of them to give to the Jin to aid in their diplomatic mission to stop all out war.
Once there, the party engaged with a duo of Mind Flayers and their thralls.
Sessions 91: Alrion - No Return
The Po'Bandies assaulted a pair of mind flayers at what appeared to be a small farming outpost. The party was victorious, and spent a short time assessing the strange artifacts and surroundings before hurriedly making way to leave.
They soon realized their planned return had a flaw, however, when Tali's transportation magic failed and the party realized The Covenant was likely blocking their return.
After quelling the initial near violent disappointment of the farmers, the party decided to go to a nearby cave that one of them mentioned had been used before as a hide out.
Sessions 92: Alrion - No Return pt 2
The party arrived at the cave the refugees mentioned had been a hiding place. There, the Po'Bandies were ambushed by two of the refugees that had strange brain like creatures possessing them. The party defeated the ambushers while also dealing with the creatures on the cave's ceiling that repeatedly grabbed them and lifted them off the ground.
After deciding to rest there for the night, the Po'Bandies were left deciding what to do with the refugees and what they're next move would be.
Sessions 93: Alrion - No Return pt 3
The Po'Bandies spent a few days teaching the refugees what survival and combat skills they could in the few days they had while preparing their tuning forks.
While working on the forks, Alhund noticed a strange rumble that would follow shortly after each hammer strike. Anticipating a large creature of some kind, the party searched for another shelter to relocate to away from the refugees where they would resume the crafting and face whatever was coming.
Sessions 94: Alrion - No Return pt 4
After relocating away from the refugees, the Po'Bandies continued forging the tuning forks and prepared for the arrival of that earth shaking creature.
The party fought an enormous Neothelid accompanied by cloakers hungry for scraps. After defeating the great worm, not without Roland experience some mild digestion, the Po'Bandies continued their efforts towards creating the tuning forks.
After completing them, the party shifted planes to the celestial plane, where they encountered a celestial that seems unhappy about the demonic “scent” that the party has brought with it. After failing to plane shift back to the material plane to Jacamo's home planet, the party must decide it's next steps.
Sessions 95: Clestia - The old man
After being confronted by a celestial being, the Po'Bandies first tried convincing it that their demonic equipment was ok because it was trophies, evidence of killing demons, etc. The celestial was unphased by this reasoning and seemed to be spiraling into it's righteous anger at the profane nature of what the party had brought to celestial lands.
Alhund eventually chose to confront it, invoking divine magic and implying the creature was forgoing a duty to their gods by denying the party at least a parley. After a tense moment, it relented and agreed to bring the party to a waiting god.
The party flew on the backs of Pegasi until they were at the edge of a dome where an avatar of Bahamut awaited them. The party was told this divine wall was a manifestation of the covenant and would block passage back to Munera. Bahamut asked the party if they would rather be allowed through, opening a way home, or instead receive a boon and return to Alrion.
The Po'Bandies will be retuning to Alrion.
Sessions 96: Alrion- Beginning The Hunt
With their new found boon, the Po'Bandies returned to Alrion. After scouting the small farming outpost, the party decided to make their way to Brundic. After catching the trail of someone that had scouted the outpost, the Po'Bandies followed them atop a crumbling aquaduct stretching over a dark forest.
Sessions 97: Alrion- Brundic
After killing the oozes that had hidden on the aqueduct, the Po'Bandies caught up to the two Guild members. After scaring them into compliance, the party interrogated the two and learned about The Guild, Brundic, and how things work there. After smoothing things over, the groups travelled together back to Brundic, where they eventually made it into the upper city after a cautious dash along the aquaduct over the lower city.