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For More Than Glory


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(On second thought... I suck at politics... but we'll see...)

Valdorane, sensing that you left a ship's crew above waiting for your return, insists that you not leave them hanging and you go back via Mittendien. Three days later, you put in once again at Solinburg, and are greeted at the docks by a diplomatic party already assembled for the trip to the dwarves. Among them are Karl Eigenreich and three others from the Brotherhood of Alchemists (including, to your surprise, Fleck), two commanders of regiments of the guard, a few members of the Kaiser's personal staff, and priests from the major churches across the kingdom - Os, Adenan Stronghand, and Prosimus. None carry any outward indication of their stature, and the whole party is disguised as a fairly poor merchant caravan. The first overtures are written down, and one of the wizards gives the sealed scroll to his raven to deliver ahead of you.

By the time you reach the gates into southern Thoradur, you have received the reply. The meeting will take place, in a secluded valley well into the mountains, far away from prying eyes. When you reach the prescribed place, the dwarves have already set up the site, and though you see no guards you must have been spotted, as trees fall on the path behind you.

The bickering is about what you expect. All parties are reluctant to move too quickly, but want all other parties to move just a little quicker. Finally, Valdorane abandons his dwarf form, and the great bronze dragon looms over all those present, forcing all into an accord. A few small parties, of equal parts Dwarves and Humans, will infiltrate Falinus and begin weakening the giants from within. The Mountain Dwarves will muster their armies, and those within Mittendien will root out the giants' agents, and by springtime the two armies will march on the giants from three sides.

It is now 26th Vanander, and you are 15 days' walk out of Solinburg if you choose to return with the Mittendieners and help there, or 18 days from the border into Giant-held lands if you choose to move against the giants directly.
 
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Recap: 26 Vanander - 10 Rimefal

The groups decided to help hunt out spies in Mittendien, and were taken back to Dumeldein where there were "cleared of all charges and released," along with Sevren, a lanky humanoid that had been working with the dwarves. Sevren turned out to have several contacts in the underworld, and put out his feelers. As the group sat in the Skinned Lion, they had three visitors. The first was a halfling who took Sevren's message off to deliver. The second was a dwarf, recognizing them as the ones who'd excaped Thoradur, eager to heap on a little hero worship. The third was none other than Fleck himself, albeit in disguise.

Valdir followed his new owl companion off into the slums, to see where one man had run to after seeing Zerash. He looked at two houses - one busy and full of life, the other dark except a single light upstairs.
 
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Session recap: 11 Rimefal

(Wow, I lost count of dates pretty badly - should be fixed now)

Drack spent the day getting drunk at the Skinned Lion, and entertaining the guests with everything except what they wanted to hear. Meanwhile, Zerash went off to study things a spy might study, and Sevren made sure the town knew what he was studying. Valdir mostly just watched Drack get drunk.

That evening, the man Valdir had spotted earlier nearly came in, took a look at the place, and headed off at a run - only to crash headlong into Zerash. Stammering an apology, he dropped a note on the ground and ran off. The note said "Volksdien Park - Midnight," and nothing else. Wary of a trap, they set full surveillance, and Zerash went to meet with him. He - Erik - turned out to just be a frightened young man, who'd escaped Falinus, but had strange memories of doing so - he'd fallen asleep on shore, and woken up on a ship that had already left.

They brought him back to the inn, and Fleck met them there to examine the boy. The enchantment on him was strong and well-hidden, but Fleck managed to pry it out and learn that his memories were severly modified. Finally, Erik left, and Sevren, Nocturne, and Bristletail all followed him back.

He went first to the house where he and many others live, but trying the door and finding it boared, slipped deeper into the Warrens to the darkened house Valdir had tracked him to earlier. Not watching around himself very well, he opened the door and slipped inside, shutting it and barring it behind him. Sevren's search around the house showed that all outside doors and windows were similarly blocked, and a quiet entrance was out of the question. Though all the windows were shuttered and curtained, there was a single lighted window, upstairs, and Sevren's familiar tried to climb up and see inside, but got nowhere. Sevren tried to peer into that room magically, but all he caught was a glimpse of a single candle on a table before something forcibly ended the spell, leaving Sevren momentarily dazed.
 

"That is most definately not something a mere boy can do.. Something is most definitely wrong." Sevren whispers after a quick casting of Speak with Animals, to Bristletail and his mongoose. "Bristletail, you must fetch your master and the others, but don't lead them straightaway here, take them to that alley there. Someone is watching this boy very carefully." After Bristletail scampers off into the shadows, Sevren makes ready to make the break in. Tougher jobs have greeted him before, and the thief refuses to be blocked out so easily.

Before the others arrive, Sevren has a moment to speak with his cohort, Ignatious, who wastes no time in teleporting to Sevren's aid. He moves his hands in odd, cooperative ways as Sevren begins to gird himself magically, (persisting Sevren's instant search, instant locksmith spells, and extending Sevren's Nondetection (DC 25 for all divinations) and invisibility spells). With a wave of his hand, Ignatious detects any magic on the building, informing his master. Ignatious immediately casts fly and moves up near the roof, under the awning, almost as if he has already been through similar exercises before. From there, he uses stone shape to create a hole only an inch or so bigger than Sevren's head. Ignatious looks in quickly to make sure that it breaches the room within correctly, and then is gone, as quickly as he has come.

Once the others are then assembled and informed, Sevren launches up the wall even more easily than his mongoose was able to. He makes his way over to the hole and carefully examines the inside before proceeding. His fingers move and a shiny coating of some sort oozes out of his fingertips and down his armor. Once satisfied that it is thoroughly covered, he pauses to look at the others and drives himself through the hole. A strange sight it would be, to see someone so lanky fit through a hole even a halfling would have trouble with, would be, were he not invisible. (escape artist 1d20+19+10grease, minimum result of 30, enough to fit through spaces as small as my head)
 

Sevren enters one of the darkened upstairs rooms of the house, and at first all is quiet. As he approaches the door and moves into the upstairs hall, he hears slow, hoarse breathing, and peering around the next door he sees Erik asleep on a thin pad on the floor. Leaving him for now to investigate the still-lighted room, he finds it easily enough - there is a single table in the middle of the room, with one candle burning dimly upon it. Spread about the table are dozens and dozens of blank sheets of paper, and a simple pen resting in an inkwell.

The rest of the house is entirely empty of furniture, food, or other provisions, save what few things Erik brought with him, lying close at his side.
 

Sevren puzzles at the emptiness. He moves silently downstairs, making wary of traps and other obstructions, before sliding open a window and slipping out to his comrades. "The house is empty. I am going back in to investigate, but thought you might want to know. There IS no uncle, from what I can tell. That, or that Erik kid is not what he appears. If anyone wants to come, be my guest, but none of you loud ones. I am not entirely sure it's safe yet.

He sighs and slides back under the open window, taking one last search around the house for any sign of the 'uncle' or his belongings. He casts both read magic and detect magic as he does so, paying special note to the 'blank' paper on the desk. Once this reveals nothing, Sevren moves to Erik, searching the man while he sleeps.
 

The house, which didn't detect as magical at all from outside, is infused in a powerful aura - Abjuration, you eventually realize. That aura blankets everything else out, and you realize that you could be surrounded by mild to moderate auras and have no idea. Even a few minutes of concentration doesn't show anything through the haze.

Erik has nothing on his person, or in his meager belongings, that would hint at a life as anything besides a simple warehouse-hand, except a small ink stain on his right hand. It looks fresh.
 

Sevren takes a step backward as the aura of abjuration overwhelms him, having the distinct impression that only a very powerful spell could bring a close to this magic. He inspects the ink stain, before going outside to inform Fleck and the others. He takes a moment to study it's shape as well as the taste/smell of the ink, attempting to place anything out of the ordinary.
 

Deep in the Underworld, Naeron stirs. Hardly has he begun to savor the juiciest meal he's had in days when he feels an ache, a tiny chill. One of his favored priests has been incapacitated, without being killed - quite the unfortunate situation. He questions his latest morsel a little more closely, and realizes that the two knew each other - and sees a glimpse of gorgons in their final moments together. Realizing what's happened, he growls in discontent. The things Zerash can learn for him are much, much more than even what Fleck already knows, and Fleck is one of only a few that can revive him. He stretches his influence to one willing to listen...

In Solinburg, Elena Lehrer pauses in her studies. There is a ripple in the air, and as a cloud blocks the sun from her window two candles flicker to life on her desk. She breathes in and forces herself to relax, giving herself over to the prophetic trance, and the message comes easily this time. The smoke from the candles gathers itself into a grinning dragon head, looking at the door. She follows it out, unaware of the odd stares from passersby as she allows herself to be led to the holy water font in the sanctuary. The dragon dives in, and instantly the water goes cloudy and she sees in it two figures, a swordsman and an archer, and the body and statue of their comrades.

With a gasp, she comes to as the trance ends. Making her way back to her chamber, she finds a scroll and a small pouch of gems, and knows what she must do...
 

Into the Woods

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