< CY 9164, Month 4, Day 18 >
Flowers has taken to the field against the Umbakains. After an initial victory, he was caught off guard and has been playing a deadly game of cat and mouse with a large contingent of their forces. The weather has worsened, and the small group sent to investigate a fallen star has not returned in 3 days. The Boy and Bandage are sent to try and return to the outskirts of the Brekinz village where the group is likely to return to. In a strange twist of fate, the camp of Bandage and The Boy is literally broken apart by Books who has fallen down an embankment. He got separated from the others and was stumbling around in the dark, cold, wet and miserable. As the reunited members are thanking the gods for their luck, fate conspires against a peaceful night. At the same time, Naked and the others catch up to the main force lead by Flowers. Flowers takes Naked and they set out to find the others, lost in the storm.
A Fire in the Night
Both groups witness a desperate action of 4 riders being pursued by shadow beasts. Its hard to make out the details, but the battle rages for a half hour before it is over. All 4 riders eventually fall, with the last in glinting armor selling his life expensively. During the fight, the shadow creatures are hewn by a flickering blade – and stay on fire! Small fires start randomly around the wielder of the magic blade, unextinguished in the rain. Finally, the last shadow beast is slain. The wails of dying horses and men fill the air. Bandage runs in to try and save what he can. The wounds are sorcerous – there is nothing he can do to save the valiant last defender. HE notices burning papers in the mans saddle bag and grabs them, extinguishing them in the mud to put the flames out. The man grabs Bandage and makes him swear to return the sword home. Bandage swears to do so (tying all the Gallants to his oath)… the last words of the dying man are that they should follow in the steps of goodness and the sword will see them through. Naked remembers something from his Ranger’s teachings about Umbak and recognizes the family sigil – it is Caverly of Umbak! The very foes they are fighting in the swamp a few days distant. Their house motto is “To Serve is Divine” and they are rare amongst the land of Ikribu and Balthazaar worhsipers – they follow the goddess and son – Aerna and Whelm (confirm by his holy symbol). He is also a member of the Silver Talents. Bandage connects the name to an ancient legend of a blade know as Dragon’s Ember. They manage to filling all the pieces – the blade must be the ancient blade of legend, and according to Books the papers are the ORIGINAL manuscript of the account of Whitfel Caverly. Copies have been made in the Chains of Greatness texts, but this is the original made by Whitfel’s cousin as Whitfel lay on his deathbed.
Etta and Kraus
Etta meets the party on the road. She plays her part well, seeming to be at the mercy of a demanding father, crop harvesting, and a drunken brother. The party gets the feeling she is not telling all and she confesses she was robbed and was hoping they could help her out. It turns out the fee is 20 silvers – pretty easy to pay.
Kraus is freed and turns on the party once outside of town. Etta and Kraus are moon-cats; true were-creatures. Kraus does some serious damage, but Bandage – the wielder of Dragon’s Ember, finally manages to kill him where other weapons were hardly harming him. Etta is set upon tearing Flower’s throat out and the struggle goes on for a while, ruining his armor and shredding him up. She is finally killed. They find a journal in her knapsack… they had plans to rob a merchant. Flowers believes they could get a big reward taking the plans to the intended target. In the rain they set out, and manage to stumble across a shrine to the Beast Lord. They bury one of the evil moon-cat’s heads on the holy ground and the weather lightens up. In the night, they are visited by the merchant’s ghost – Etta must have killed him before the party met her.
Ghost of the Merchant
Return his remains is all he asks. The party find them and returns them to his family – who have no money. Books spends his 100 silvers on a magnificent plot. The ghost is laid to rest… but it returns that night, telling them a family secret and a place to have his sister look for hidden wealth. The family is taken care of and an ancient leather pouch with 500 silvers in rubies is given to the party.
The ancient pouch has a long dead mage’s symbol on it. Between Bandage and Books, they discover that the sigil is that of a magus who vanished a long time ago near by. After consulting, they believe it would be worth looking into things – to see if anything of the wizards can be found. Bandage makes a good case for searching – it makes the Gallants more powerful. Books also points out that The Gallants may not always have the protection of powerful figures…
Bandage and Books pour through town records and discover the town is built around the shape of the sigil. This missing piece is the refuse dump! They have to dig through shit and refuse – using the excuse that a family heirloom was accidentally thrown out. They find the entrance and uncover it with a pair of horses pulling the stone slab back.
Lair of Teerlink the Lich’s
Falling apart – dangerous
Spirits of dead children
Naked is possessed and attacks Books; Books runs for The Kid once Naked is tackled. The Kid tries using his voice to sooth him, but only draws the attention of the Lich. Bandage falls in combat against the Lich – his will totally drained (which will forever haunt him in his looks). Flowers picks up the fallen Dragon’s Ember and fights. The battle is going poorly, Flowers uses divine intervention.
DIVINE INTERVENTION: The hold of the sword over bandage is broken, all the child spirits are laid to rest, The Lich is weakened. Flowers depserate battle against the lich is one of attrition. In its wounded state, it finally dies before Flower’s will is sapped. Flowers realizes its best to move the sword between party members rather than let the blade have a chance to control the wielder each time its used (getting more powerful each time).
Looting the lair
Seeing stone: The seeing stone begins to glitter and its surface clears. You can see a hearth in a hall of some sort through the stone. There is a figure seated in front of the fire and a large, ancient wooden chair – almost a throne like chair. His head slowly raises and he meets your gaze… suddenly the world around you tilts and rocks. You fall forward, into the seeing stone’s vision, unable to help yourself. You fall and fall, and fall for what seems like hours, towards the fire. You hear a sound like the shattering of a thousand panes of glass, and realize the seeing stone has slipped from the holder’s grasp – shattering on the floor. Finally you all tumble into a great hall from the vision.
The Keep of the Godling
< CY 9164, Month 4, Day 21 >
A large figure, about 3m tall rises from the chair, wearing a massive helm. “Long have i watched you, urging you onward at every turn. I have drawn you here, and the weapon you carry will be mine by right of conquest. Ah, i see you make yourselves ready – fear not puny ones, all in good time.” With the last word he vanishes, and the wooden chair bursts into flame. Instantly a roaring blaze englufs it, you see the form of the wood burn away, replaced with a creature made of fire!