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Redbadge's Campaign (there will be spoilers)
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<blockquote data-quote="Isklexi" data-source="post: 5723579" data-attributes="member: 6684948"><p>This will cover multiple sessions, so I'm going to spread it out over a few posts.</p><p></p><p>The party discovered that Dupiers had been seeking the icons out at the behest of a tiny winged devil named Calaphax in exchange for help hiding from the Duchess' forces. Cal immediately wanted to make a deal with the party (adventurers offer a lot more profit potential over a mine foreman). The deal was impressive: the players would get eternal youth and a wish each in exchange for helping Cal get off the island and a magical link that would help him stay in touch. All but Doran jumped at the deal, so the party has 4 wishes that they can call on in the future. The wishes are meant to be used for raise dead rituals, but I'm hoping that the party will try something off the wall with them in the future. Cal let the party keep the three icons and as a bonus gave them a magical dagger (kirk held on to it). Cal also bound the elementals to stay and keep Dupiers protected (as per his deal) after knocking him out and "editing" his memories of what happened (Cal wants to keep a low profile for now).</p><p></p><p>The party marched forth to reach the fortress. They chose to cross the forest and avoid the roads. They were all suitably impressed with the strange phenomena on the island. When the party encountered the headless golem, Doran managed to snag a vial of its oil using the jumping power of the icon of avilona and a really low opportunity attack roll. When the party reached the fortress, Irony used the passwall ritual to get them inside at the weak point.</p></blockquote><p></p>
[QUOTE="Isklexi, post: 5723579, member: 6684948"] This will cover multiple sessions, so I'm going to spread it out over a few posts. The party discovered that Dupiers had been seeking the icons out at the behest of a tiny winged devil named Calaphax in exchange for help hiding from the Duchess' forces. Cal immediately wanted to make a deal with the party (adventurers offer a lot more profit potential over a mine foreman). The deal was impressive: the players would get eternal youth and a wish each in exchange for helping Cal get off the island and a magical link that would help him stay in touch. All but Doran jumped at the deal, so the party has 4 wishes that they can call on in the future. The wishes are meant to be used for raise dead rituals, but I'm hoping that the party will try something off the wall with them in the future. Cal let the party keep the three icons and as a bonus gave them a magical dagger (kirk held on to it). Cal also bound the elementals to stay and keep Dupiers protected (as per his deal) after knocking him out and "editing" his memories of what happened (Cal wants to keep a low profile for now). The party marched forth to reach the fortress. They chose to cross the forest and avoid the roads. They were all suitably impressed with the strange phenomena on the island. When the party encountered the headless golem, Doran managed to snag a vial of its oil using the jumping power of the icon of avilona and a really low opportunity attack roll. When the party reached the fortress, Irony used the passwall ritual to get them inside at the weak point. [/QUOTE]
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