For session on: June 8th, 2013
Finally, a World of Light
As heroes go, there is not a finer group of intrepid believers in righting wrongs, protecting innocent victims, ending villain’s plots to grasp ever more power or sway, and collecting more seized property for personal gain, than the “Nameless Band.” Hailed as victors over a growing threat in the Shadow Realm by the mayor and people of Wheloon, they travel with accepted status. They are seen as welcome guests, and even containing one actual prized member, of the Sharptooth and “Shadow Kin?” Tribes made united under the exhaustive efforts of the heroes to slay a common enemy. Even to the Mystrans, they are hailed as workers of Good, recognized for assuming the role of protectors of the “Weave.” After due rest and trading up supplies and gear, the group reflects on their accomplishments, and begins deciding what paths to take. News of trouble in the world is cropping up in disturbing waves. Large tracts of land are suddenly being lifted into the sky about Cormyr, and other areas. Even a second sun created around Eversolt. Shadowy rumors abound as the team sorts their thoughts and itinerary.
K’larr, rogue extraordinaire, has been keeping his half-demon-y ear out for info on the underground, determining a path in tandem with Sage’s intuition. He sharpens his tools, and becomes even more a silent threat to those who would dare hoard goods or intend to harm good natured people. Mostly, he is enjoying the time he has with his goodly wife.
Sage, with her Divine Guidance, organizes her abilities to cause havoc for those who would get in the way of true love, good natured gambling, and take an unhealthy stance against protecting the “Weave.” She oversees the building of a Temple of Tymura, and grandstands to raise much needed funds for maintaining a beautiful place of worship. Word is given to the children about town, waiting for more adventurous times like the days of Nikolai, to spread the news of the opening of the temple.
Char, the Comet Himself, whizzes back and forth (after being made permanently huge!) on a newly made supply line between Wheloon and the Lizardfolk Swamps. Good connections and markets are ahead for everyone, and it’s all thanks to the restless work done by Char. He finally begins his resting period by joining in a weeklong hunt for the Hydra stalking the Swamps. With the successful kill of the beast, the party the Tribe throws is glorious; Char eats the still beating heart of the Hydra for getting the kill, and drank its blood once they return to the rest. Revel in the badassery of Char!
Laran and her bow take some well-deserved rest, but are also restless! Being out of the Shadow Realm is amazing, but now the constant threat of death is removed, and she exists to better herself under risk of injury! She enjoys a nice hot bath every evening spent in towns, but yearns to hunt. She joins with Prae to seek target practice in the outlying woods, getting advice on woodsy knowledge and ensuring not to arrow defenseless deer or creatures with young. Only the best challenges, and animals already near their time, are considered. Laran collects many creatures to prepare for furs and food on a journey that is beginning to shape up for the heroes. Laran is increasingly comfortable with the group as she figures them out, and sees that they are, in fact, just people on who took a contract that turned into something that would come to define all of them. Safety in numbers and a constantly renewing sense of purpose drive Laran to continue with everyone at this juncture. After all, life is to be lived to its fullest!
Prae and Greywacke Bornite embark on an existential trip to find themselves. Prae is increasingly enjoying the wilds outside of town, relishing time spent in some animal form, and certainly, lamenting the loss of Dolomite. Greywacke, in her prism spectrum bedazzlement, is slowly getting used to life in the world of Light. Donned in goggles, she is much more prepared to stalk baddies in the name of Justice. These two are feeling more and more as though they were rescued from places they did not really belong; Prae out from the cities and bars, and Greywacke out from the Shadow Realm. The team gathered the skins of Despayr, and decided to allow them to be made into a “Magical Prae Heal Tank” suit of armor. “It fits very well, thank you,” he said, right before running around yelling, “I AM DRAGGEN!”
Sued has joined Gen in a by-adventure, after finding dragon-hunting and advanced entrepreneurship boring. She gave the group a summoning wafer, for times when we need Sued the most. Probably when they need a stiff drink and hot meal, which is perhaps the most respectable profession of the entire troupe.
The team has travelled between two cities in this time, in order to find optimal provisions; Wheloon and Suzail – a coastal city, larger and more restrictive. They travelled as guards to a pottery caravan. In Suzail, the team is confronted for not having proper identification. Fortunately, this took place while Char and his…largeness, was away on the hunt. Like proper gentlemen, Prae and K’larr let the ladies of the group do the legal stuff, as K’larr searches for more news, and Prae and Greywacke leave, unannounced, to Wheloon for help from Orlenstar, the regent Druid. They chose stainless steel badges for proving that they are actually a cohesive adventuring company. Their purchases complete, K’larr, Sage and Laran make their way back to Wheloon.
Once there, they meet with Prae in the Grove, who sheepishly explained that his moth must have gotten lost on the way to telling them he had left. He was drinking with Orlenstar, who was divulging his method for brewing his own style ale, while helping Prae learn Beast-Bond to strengthen the friendship between himself and Greywacke. Suddenly, a comet was seen streaking toward Wheloon! There was a small panic, but it turns out it was actually Char returning from his hunt in the swamps. Having made himself larger while no one was present, everyone was surprised, but also was strangely comfortable around a gigantic Char. Prae, in fact, asked to be thrown as far as Char could toss him. Featherfall comes in handy for little gnomes. Being thrown by a man who casually ate pistachios while talking about killing foes in front of Tunaster Dranik was, perhaps, not well thought out, but ended well.
As the team regrouped, they decided to head north towards Tilverton through the mountains. Not wanting to simply leave without saying goodbye, perhaps forever, Char decided to go on one last shipment trip to the Lizardfolk, joined by Prae. Greywacke was instructed to follow and defend Laran as she travelled with the others. The two groups would go on to travel for a few days, one flying, the other marching steadily, and met up at Arabel.
Meanwhile, in Arabel
There is a place called the Lazy Lizard, in Arabel. Perhaps it once was a laid back place. But, it has since enjoyed a night of strange requests, and an influx of money, likely, as never before. A huge barbarian and a small druid, escorted by several Purple Dragons appeared in town, and promptly sought to find a place to rest quietly for the night, and set up humble greetings for their friends who were to arrive later that evening. Several hundred slaughtered sheep later, a local ruckus was raised. Music, dancing, gambling tables, booze, good food, and banners announcing the arrival of HEROES! Prae booked a modest suite with completely standard room service in which his friends could relax and warm up, while Char and Prae stayed in a stable, one large enough for Char’s size, tipping according to polite averages. Greywacke appreciated the trek with Laran, but was very pleased to be reunited with her companion. The group cordially raised a fuss for the amount spent, Sage contending that too much gold went in to the thought of their comfort, but Char and Prae insisted. There used to be a party every night, for Prae, sometimes for no reason! And this team is worth some recognition. Besides, Char got to show off his new codpie- … er, badge. And the team got to help revitalize a small town relatively fresh off the back of a raid by fell creatures.
After Arabel, the road gets rough, and they would wish that the Lazy Lizard was a travelling tavern. It’s not but snowy blindness and fatigue. Through it all, they managed to not become lost, frozen, or broken. In the evenings, the warmth of a Grove was provided, but it was small comfort, as it rained in the protective oasis just as it snowed outside. Spirits were high, however, as snowball fights were rampant throughout most of the trip. Char and Laran are currently at war with one another. Face deep in snowfall, it’s hard to remember you’re a grown adventurer.
Tromping through the snow, one fine blizzard, they were ordered to halt; the company became immobile. Not even a snowball was thrown. They had reached Half Hap. The inspectors arrived on magnificent horses and bade the party give them their information, or be thwarted – Char’s size likely drawing intense issue. Fortunately, K’larr is deft at explaining situations and intent. They are allowed to move through and rest under intense scrutiny, patrolled by more Purple Dragons, for the town’s safety, and the adventurers’ as well.
Once through, they travelled on to see an odd sight ahead around Oakwood Knoll. Burning buildings, dead townsfolk, and figures of humans and ogres…