Okknos Prime: Bonifant

An Induction and an Ambush
In which Keryassa makes a new friend
  • The PCs find themselves in the secret headquarters of Crim Sorciere. They are greeted by Adriana Prevot. Several other members of the guild are present, including Meldy and a pixie named Ularalu. Prevot explains the purpose of the guild, and is asked quite a few clarifying questions by the party. Crim Sorciere exists to prevent the spread of evil magic. After a discussion about what exactly evil means, and whether certain types of magic are inherently evil or not, the PCs are ready to join. However, Prevot is unwilling to let the mysterious ranger join without know who he is. The mysterious ranger agrees to reveal his identity to Prevot in private.
  • Adrianna Prevot begins reciting the oath that all members of Crim Sorciere must take. She is interrupted several times with more clarifying questions. Gabriel is especially curious if the oath is magically binding. The new inductees then sign their names to a document which contains the pledge. Keryassa asks if the document is magically binding. It is not.
  • The pledge is as follows: “I hereby swear that I shall defeat all evil in the world. I will protect the innocent and the ignorant from the horrors which lurk in the shadows. I will not succumb to the siren call of evil, and I will prevent others from taking that path. I will not reveal the existence of Crim Sorciere to any outside the guild, nor will I divulge the identity of any of its members. The way must remain shut.”
  • The new members of Crim Sorciere are given a task. They are to escort the dragon Amethyst to Bonifant. Amethyst could prove to be a valuable ally, but Prevot is also concerned that Amethyst could be lying about her falling out with her mother. The PCs reluctantly accept the mission.
  • But first, the PCs explore the Crim Sorciere base. Jace and Gabriel head to the library. Keryassa rounds up silver weapons, then dumps them over a cliff. Maximilian gets the resident gnome to make him a silvered rapier and some silvered arrows. Gabriel looks for a sparring partner but can’t find one. Keryassa meets Ularalu and bonds with her over their shared love of fire. Keryassa convinces Ularalu to burn down the library, but Jace and Gabriel stall her long enough to Meldy to arrive. Ularalu listens to Meldy. Keryassa asks Ularalu to join them on their journey to Bonifant, and the pixie agrees.
  • In the morning, the party sets out for Bonifant via teleportation circle. As they are sent off, Meldy gives them a sending stone. It will enable the PCs to communicate with Meldy once per day. With a flash of light, the PCs find themselves inside an old barn, face to face with an angry wizard and his band of mercenaries.
  • The wizard introduces himself as Marcel the Magnificent. When the PCs refuse to give up any information about the teleportation circle and where it leads, battle is joined. The PCs are peppered with arrows, and Keryassa is attacked by a monstrous flesh golem. Marcel unleashes a devastating Cone of Cold, knocking out Keryassa, Jace, Maximilian, and Lucas. Jarl closes with him and brings him to his knees. Before he can finish him off, one of the archers in the rafters intercedes on his behalf.
  • The archer apologizes for Marcel’s actions, but Marcel continues to rant and rave about how he must have revenge on the little girl who foiled his plans. Eventually, the archer physically restrains Marcel from talking. The PCs use the sending stone to contact Meldy, and she appears through the portal. Eventually the PCs agree to let Marcel go, and the archer agrees to supply the PCs with information about the Bonifant underworld. Before she leaves, she introduces herself as Avery. Since the location of the teleportation circle has been compromised, Keryassa, Jace, and Ularalu burn down the surrounding barn. Meldy takes her leave.
  • The PCs head into Bonifant. They head to Uncle Paco’s Crepe Stand. While there, Gabriel is approached by an old coworker. He announces that his compatriots have kidnapped Gabirel’s father. Gabriel is to bring 700 gp to his father’s old dock in one week. Gabriel heads to The Priest and Knight Inn to gather information. Everyone else heads to the guardhouse to ask Maria Pontmercy for help.
  • Gabriel speaks to his contact, Selker Falwythe. It’s a testy conversation. Selker has a few ideas about who could be behind this. Gabriel pays him 25 gold to hunt for more information.
  • Everyone else finds Pontmercy in her office with Imara Adelin. Pontmercy explains that she is now engaged to Wil Aldridge. As Queen of Vitalio she can no longer command the Bonifant city guard. Imara will take her place. Jarl asks her for 700 gold. Pontmercy asks the PCs to find another way to rescue Gabriel’s father, but leaves the door open to lend the PCs the money, with the expectation that the PCs will pull a double cross on the kidnappers and retrieve the money once Gabriel’s father is rescued.
Pull the Elementals
Puzzles are Fun!
  • The party rests for the night at the shifter camp. Jarl meditates outside. He hears something suspicious, wakes up Gabriel, and goes to investigate. He finds one of the shifter watchmen dead, with several purple-eyed drow standing nearby. Gabriel wakes up everyone else, and the party follows, with Amethyst and the shifter chieftain, Fang in tow.
  • When the drow see Amethyst, their leader speaks. “Lady Amethyst, please return with us.” “No way!” retorts the young woman. Battle is joined. Keryassa kills most of the drow and their pet spider with a well-placed fireball. One of the surviving drow focuses on Amethyst, while Jarl engages the other one. Amethyst mocks the drow for trying to poison her, and the drow responds by throwing a iron ball at her. The ball turns into several iron bands, but Amethyst is able to avoid being entangled. The bands revert into a ball, and Gabriel runs over and picks it up.
  • The statue of Kitten animates and joins the battle. After the drow are dispatched, Amethyst begins talking to no one in particular. “No, I’m not going to do anything bad.” “I’ll be gone before he gets here anyway.” “No, I’m not evil.” When questioned by the PCs, she admits that she was talking to the statue of Kitten. This prompts another wave of questions from Keryassa and Gabriel. Amethyst admits that she is running away from her mother, a powerful mage, who has sent mind-controlled drow to track her down.
  • A few minutes later, Meldy shows up. She tells the PCs that their earlier encounter with the maid and the dragon was a morality test, which they passed by going after the baby, and not taking the dragon’s treasure. She asks about Amethyst, and Gabriel relates everything he knows, to Amethyst’s annoyance. Meldy puts two and two together, and identifies Amethyst as the daughter of the powerful purple dragon that rules half the underdark. She tells Amethyst that her organization would be interested in an alliance. Amethyst agrees to discuss such things further. She also asks Keryassa if she’s going to hunt her now that she knows the truth. Keryassa says no, and Meldy confirms that dragonborn hunting dragons is an underdark myth.
  • Meldy tells the PCs to prepare for their next test. She also get Lucas to admit that he can cure Jarl’s lycanthrophy. She guarantees the PCs safety during the next test. The PCs finish resting, then follow Meldy away from the shifter camp. Once they are a fair distance away, she draws a teleportation circle in the ground, and transports the PCs into a maze. The maze is a giant square, with each quadrant being made of one of the four elements. There are several different runes etched into the floor. When stepped on, they summon small, imp-like elementals. The PCs split up so they can all step on identical runes at the same time. The imps appear, and the PCs must fight them individually or in pairs.
  • Jarl dispatches his opponents first, and heads for the center of the maze. There he finds two large elementals, one made of air and one made of earth. They attack him. Things look grim, until the rest of the PCs arrive. The air elemental flings the PCs around like rag dolls. Maximilian is knocked out. Meldy teleports into the maze and drags him to safety, before Lucas revives him. With some difficulty, the elementals are put down. Meldy congratulates the PCs on passing the final test, and welcomes them to Crim Sorciere, an organization dedicated to preventing the spread of dark magic. She teleports them to a large, circular room, where several people are waiting. A woman with long, purple hair steps forward, and says “Welcome to Crim Sorciere.”
Dragons and Werewolves and Shifters, Oh My!
  • The sun inches towards the horizon in Parth. Jace, Ives, and Gabriel discuss whether they should leave for the Paladin Peaks now or wait until the next morning. The mysterious ranger lurks mysteriously.
  • An enterprising merchant overhears their conversation and tries to sell Gabriel a guide to the mountains. He asks for 20 gold. Gabriel tries to bargain him down to 15 gold, but only succeeds in getting him down to 18. Jace wants to put the man to sleep and steal his book, but Gabriel decides against it, perhaps because of the large number of potential witnesses nearby.
  • Gabriel goes shopping for a more reasonably priced guide. He disregards the shopkeepers suggestion of a guide that incorporates an account of the first human settlers to reach Vitalio from the east, and instead purchases a copy of Vasark’s Guide to the Montains. Flipping through the book, he reads that storms in the mountains often comes in the evening. With this information in mind, our heroes decide to spend the night in Parth and set out for the mountains in the morning.
  • Gabriel finds a reasonably priced room at an inn called The Flying Turtle, and settles in with his new book. He is soon disturbed by a knock on the door. Jace wants to have a slumber party. Gabriel tells him to find his own room. After all, Gabriel is an only child, so he couldn’t have had slumber parties with his… siblings? “Slumber parties are stupid,” says the opportunist in his characteristically blunt manner. Ives notices that, sadly, the innkeeper takes his strongbox into his personal room at night.
  • Ives borrows Gabriel’s book, and takes it to his own slumber party with Jace. Both read the book, although Ives seems to get more out of it. Since all slumber parties need pranks, Jace unleashes some cantrips on Gabriel. The fighter’s room is filled with a faint but unpleasant odor, and the faint strains of the trololo song play in the fighter’s ears.
  • In the morning, a rather grouchy Gabriel heads downstairs for breakfast. Upon finding oatmeal, he demands some crepes. When the staff of The Flying Turtle rebuffs him, he reluctantly tries the oatmeal and finds it to be quite good. With a good meal in his stomach, he sets about gathering his companions.
  • Our heroes leave Parth and Vitalio behind and head into the Paladin Peaks. After several hours of traveling, they come to a stone bridge that spans a deep chasm. The bridge is quite old, and is missing stones in several places. After some debate, Gabriel, then Jace, then Keryassa venture across the bridge. As Keryassa crosses, six rough-looking men emerge from the shadows on either side of the bridge. They demand money from the travelers and are rebuffed. The bandits attempt to intimidate their quarry by having one of their number turn into a werewolf. Our heroes are impressed, but still refuse to surrender their possessions.
  • The remaining five humans simultaneously begin to grow bigger and hairier. Soon, it is clear that our heroes are facing a pack of werewolves. Ives and Maximilian find that their metal weapons are completely ineffective against the beasts. A hooded figure steps from the shadows and joins forces against the werewolves, using magic to cause the beasts to attack each other. Jace, Lucas, and Keryassa put the newfound mastery of the fireball spell to good use. Maximilian causes a large amount of brambles to sprout from the ground, hindering the movement of Gabriel and several werewolves. During the fray, both Jarl and Keryassa are bitten. Even so, the werewolves are dispatched without much difficulty.
  • Once the dust settles, the hooded figure introduces herself. She is a traveler from Inaulia name Amethyst. She is looking for the birthplace of The Shining Terror, a mythic figure that terrorized her homeland before she was born. She happily accepts Jarl’s invitation to journey with the group. Lukas leads the way as our heroes search for the werewolves’ lair. Amethyst helps by sniffing the air, which leads Keryassa to suspect she is a dragon, an accusation which Amethyst denies.
  • The lair is a disgusting place, and our heroes are disappointed to find no magic items, and only several thousand coins and a few gemstones. They present Amethyst with all of the copper and silver, which she happily accepts. With the lair plundered, our heroes continue deeper into the Paladin Peaks.
  • The party is accosted by a woman wearing a maid outfit. “Help! Help! My baby’s been taken!” she screams. “It had a tail… and teeth… and claws… it was horrible! Please save my baby!” She points the party in the general direction, and they set off to find the missing child.
  • As the party runs to rescue the maid’s hapless offspring, they stumble into a clearing full of ogres. The ogres are happy to see some tasty morsels walk right up to them, but their happiness soon turns to anger as their food fights back a bit more than they would like. The ogres prove to be especially bad judges of weapon trajectories as they taunt both Gabriel and Maximilian for missing before being struck by their weapons.
  • Once the ogres are dead and looted, Lucas leads the party to the mouth of a cave. “My baby’s inside!” screams the woman. Amethyst tries to sneak off. When confronted she explains, “There could be something dangerous inside the cave, like a dragon… or something.” This prompts another round of questions about why Amethyst hates dragons. She hates them because they’re mean, but then why doesn’t she hate humans? They can be mean too. Finally, the distraught mother can wait no longer, and rushes into the cave. Jarl runs after her, and the rest of the party follows.
  • Gabriel catches up to the woman and tries to tackle her, but misses. The party rounds the corner and finds a dragon lying on a bed of coins and gems. A baby basket lies in between its forelegs. “My baby!” screams the woman. The dragon picks up the basket in its mouth and leaves through a back entrance.
  • The woman climbs over the pile of coins and runs after her baby. The PCs are torn between heroism and greed. Lucas grabs a gemstone from the pile as he pursues the dragon. Jace and Keryassa linger the longest, but decide to do the noble thing and leave the treasure behind.
  • Jarl is first to reach the end of the tunnel. He climbs into the sunlight, and sees the dragon flying off into the distance. At his feet is the baby basket, with a doll inside. “My baby!” says the maid happily, clutching the doll to her chest. Our heroes are understandably upset at this development, and go back to claim their treasure. When they do so, however, they find the way is blocked by a large bolder. Their best efforts are not enough to move it. Enraged, Keryassa fires off several bolts of magic at the woman. She screams and runs. Keryassa’s eldritch blast hits the woman in the back, causing her to drop her “baby.” The porcelain doll shatters on the ground. The woman shrieks and rises into the air, before vanishing.
  • Our heroes head to the original entrance to the cave. This passage has also been blocked by a boulder. They find Amethyst resting in the shade. She didn’t see anything, although she did hear the stone falling into place. The party heads toward a nearby column of smoke.
  • The smoke belongs to a camp of shifters, a race of nomadic creatures with lycanthropic bloodlines. Their leader introduces himself as Fang of the Longtooth clan. He invites the newcomers to share their fire and food. His offer is accepted. On the edge of the camp is a large wooden statue of a shifter wearing plate armor. The more knowledgeable PCs quickly deduce that this a memorial to Kitten the Paladin, legendary hero.
  • Jarl asks Fang if there is a cure for werewolf lycanthropy. Fang says that the members of another shifter tribe, the razorclaws, have a healer that should be able to help. He offers to send one of his people with Jarl to help him find this healer. Fang cautions that on the night of the full moon, Jarl’s bestial urges will become uncontrollable, and he will transform into the horrific monster that is the werewolf. At Keryassa’s prompting, Fang admits that it is possible to accept the monster within instead of fighting the urges. Such people can transform between man and beast at will. However, warns Fang, those who do so inevitably succumb to their darker urges. Keryassa scoffs at his warning.
  • Amethyst asks the shifters if they have any orphans or other children she can adopt. When she is rebuffed, she asks the PCs for help in kidnapping one. She explains that The Shining Terror was a shifter, and that she wants her own shifter to train into a similar warrior. Even though she promises to treat the child well, the PCs refuse to help, and are horrified by her plans to use mental magic to brainwash the child. Jarl points out that he and his friends are mighty warriors, and asks Amethyst to travel with them instead of kidnapping a shifter. Amethyst agrees. With that, our heroes enjoy some roasted meat from the shifter’s fire, and look forward to some well-earned rest.
Hunting Aberrations
Farming in a Wasteland
  • Jarl, Keryassa, Gabriel, Ives, Lucas, and the mysterious ranger stand over the corpses of the chuuls. Bruised and battered after the fight, the party decides to rest. After an hour or so, they begin following the chuuls’ tracks.
  • The tracks lead to a hill. Over the hill’s summit is a strange, shimmering light. Coming down toward our adventurers are two strange, toad-like creatures. The party hears the words, “I have seen the dark universe yawning, where the black planets roll without aim, where they roll in their horror unheeded, without knowledge or lustre, or name” chanted in their heads over and over again. Suddenly the telepathic chanting cuts off, as the creatures move in to attack!
  • The monsters let loose a flurry of teeth and claws. Jarl and Maximilian heroically withstand the brunt of their assault. Unfortunately, the ranger is not as well equipped to handle the onslaught as our hardy mystic, and he falls beneath the creature’s claws. The vile aberration then turns to Keryassa. As the battle rages, strange things begin happening. Different party members find their inner reserves being renewed, and both a friendly air elemental, and some smaller aberrations appear out of thin air and join the fight. Lucas revives Maximilian, while the other party members finish off the horrific creatures.
  • Once the fighting subsides, Jarl explains that these creatures are known as slaadi, and that they reproduce by injecting eggs through their claws into the people they injure. He estimates that those affected have about three months before the eggs hatch, and the tadpoles claw their way out of their hosts. Lucas thinks that the Lesser Restoration spell will kill the parasite, and since our heroes have three months to fix this problem, they postpone finding someone to cast it. The shimmering above the hilltop dissipates. Lying beneath the closed portal are a cube, a dagger, and a ring. All seem to be made of some strange, fleshy material. Keryassa takes the cube, Jace takes the ring, and Gabriel takes the dagger.
  • Lucas and Maximilian look for a place to camp. The decide the ruins of Wimbli will provide more shelter. The party finds Meldy meditating underneath a statue. She explains that she is replenishing her arcane reserves. She is able to do so more quickly in Wimbli because it is her birthplace. Meldy is fourteen, and the town was destroyed about five years ago in what Meldy calls “an arcane accident.” Meldy also says that the area around Wimbli is infused with aberrant and temporal magics, and that the temporal disturbances were probably caused by her magic interacting with the residual magic in Wimbli and… something else. Meldy does not know what that something else is.
  • Meldy goes to ensure the portal is closed. Ives and Gabriel go with her. Once Meldy ensures the portal is closed, Gabriel asks her to examine his dagger. Meldy tells him that it has the ability to create its own poison. Meanwhile, back in camp, Keryassa finds that her cube turns into a fortress, and Jace finds out that his ring allows him to easily move over obstacles. As Meldy, Ives, and Gabriel return to camp, Ives spots and kills many slaadi tadpoles. Gabriel is jealous, and Meldy tells him to stop acting like a child.
  • Keryassa summons her aberrant fortress. Meldy warns her that such things have strange side effects, although she does not know what. She offers to introduce the party to an aberrant expert if they are accepted into Crim Sorciere, the secret society she is a member of. She has recommended them for admittance, but first they must past tests that measure their skills and moral fiber.
  • After some debate, the PCs decide to stay and help Meldy hunt down any remaining aberrations. Meldy hunts to the north of Wimbli, and the PCs hunt in the south. The PCs find several aberrations and kill them all. Then they meet up with Meldy and continue east to Parth.
  • Meldy will not enter Parth because “it is full of impostors who pretend they know everything about magic but they don’t.” She hopes to see the PCs once they have passed their trials. She recommends that they purchase climbing equipment and cold weather gear in Parth.
  • The PCs buy the recommended supplies. Some merchants try to sell them silver weapons to counter the werewolves that supposedly prowl the Paladin Peaks, but the PCs decline. Lucas tries to sell his wererat potions, but is told that it’s impossible to brew a potion that combats wererat lycanthropy. Keryassa is a much better salesperson, and manages to sell one before she is interrupted by an anti-dragonborn conspiracy theorist. Gabriel tries to intimidate him, but he continues to declare that the dragonborn are secretly controlling Vitalio, and that King Wil is actually a dragonborn. Despite this disturbance, Keryassa is able to sell another potion. With the business in Parth done, the party heads toward the Paladin Peaks.
An Aberrant Adventure
in which Jarl dodges nefarious nipple clamps
  • The PCs head out from Bonifant for the Paladin Peaks. It is a three day journey to the town of Parth, at the foothills of the Peaks.
  • The first day and a half are uneventful. Around noon on the second day, the PCs arrive on the outskirts of Wimbli, a town that was destroyed about five years ago. Most people avoid it on their travels now because strange creatures haunt the ruins.
  • The PCs are preparing to avoid the town when they are attacked by a pack of mutated wolves while Lucas is relieving himself. Jace has a close call, but the PCs manage to defeat the wolves.
  • As the PCs dust themselves off after the battle, suddenly they find themselves in the exact same positions they were a few minutes before. They are surrounded by the exact same wolves. The PCs defeat them again, and with their previous experience, they make quick work of the aberrant wolves.
  • The party figures out that this is some sort of temporal anomaly. To escape it, they must move closer to the source of the temporal disturbance. As they do so, the sky gets darker, and the vegetation gets sparser and thornier. As the PCs move closer to Wimbli, they begin to hear what sounds like thousands of voices crying, screaming, and gibbering.
  • The party is confronted by three gibbering mouthers. They steel themselves and face the horrific monsters. Jarl occupies one by himself, while the others finish off the other two. The PCs are frequently overwhelmed by the horror of the voices, and everyone spends at least a few seconds staring at the monsters with their mouths agape. Fortunately, the mouthers themselves are easy to dodge, and they are finished off without too much difficulty.
  • The PCs spot a graveyard nearby. They go to investigate. There’s a large black stone in the center of the graveyard. A strange vine with glowing, electric blue flowers is growing on the stone. The stone itself seems to be a huge piece of black granite. Jace determines that the vine is magical, but no one can figure out anything else about it.
  • While the party is puzzling over this strange plant, they are attacked by two large lobster-like creatures. This creatures easily snatch up humanoids in their powerful claws, clamping down with all their might. Then, they paralyze their pray with venom from their tentacles. It is a difficult fight, but eventually the PCs prevail.
Ain't no rest for the Wicked
or for PCs
  • Having narrowly defeated a combination of demons and cultists, the party debates whether they should rest or press on. They are preparing to rest when Meldy comes down the stairs. She can barely walk, and leans on her trident for support. She urges the PCs to press on, so that Barthelemy will not have a chance to summon more demons. At Jarl’s urging, they decide to do so.
  • Before long, the PCs find Barthelemy surrounded by his minions, both demonic and human. They refuse his offer to join sides, and battle is joined. A demon transforms to look like Gabriel’s mother. The fighter is terrified by this, then the demon tries something similar on Meldy. It is unsuccessful. After a few minutes of fierce fighting, all of Barthelemy’s allies lie dead, slain by Ahoulla, Imara, or Meldy. Barthelemy’s final pleas for mercy are ignored, and soon he also lies among the slain. The PCs find some treasures in a back room, while Meldy prepares a spell to reinforce the barrier between planes. She asks Lucas to cast a spell to activate the barrier, which he does.
  • The PCs exit the dungeon through the pit where they entered. They find the ice wizard Jacqueline at the top. She is surrounded by frozen demon corpses. Gabriel makes awkward conversation with her. It turns out she made a deal with Dryug for her freedom. Part of it involves killing demons, and part of it involves not killing other people, like the PCs for instance.
  • A peredhil comes out of a nearby building. He greets Jarl enthusiastically. Jarl introduces him to the rest of the group as Joe. Despite their suspicions, the others play along. He explains that he is watching Jacqueline, or Jack as he calls her.
  • Meldy thanks the PCs for their help, and tells them that if they wish to learn more about the secret society she is a part of, to head to the Paladin Peaks. The PCs depart for some much needed rest. Imara and Ashoulla remain behind to wait for Pontmercy.
  • The next morning, Foulques Delacroix asks Jarl for help finding his wife, Clarisse, and daughter, Idelle. His only lead is one of his former servants, Armand, who has been frequenting The Priest and Knight Inn with money to spare.
  • Jarl convinces the other PCs to join him on his quest. The party finds Armand and buys him drinks. He tells them that Idelle’s old steward, Aloys Mathieu, probably knows where she is. He is staying at The Flying Snake, a ritzy inn in a wealthy area of Bonifant. Jarl gets Armand to sign his expense report.
  • The PCs head to The Flying Snake. Jarl bribes the guards to let them inside. He rents proper dining attire for the party. Gabriel and Jace wear matching blue outfits. The party enjoys lobster dinners, while Gabriel insists on mackerel. He thinks about his mother as he eats. Meanwhile, Jarl and the others try and find Aloys. After some investigation, they find he is staying under a pseudonym, Eudon Denis. Jarl approaches Aloys, and buys him some top shelf liquor. He will not reveal Idelle’s location, but he does agree to meet with Foulques. Jarl makes sure to properly document all of the expenses he is incurring.
  • The party heads back to the Peredhil Embassy. Foulques is shocked by Jarl’s expense report. He says he will not reimburse Jarl until he finds his family. He agrees to meet with his old steward.
  • The party heads to the guard house to talk to Pontmercy. She thanks them for their help. She explains that the guard was able to close the demonic portal near the docks, and that King Wil was able to close a portal in the merchant district, with some help. She gives the PCs a reward, and invites them to a celebration that will take place in a few days.
  • The party prepares to head toward the Paladin Peaks to find out more about Meldy’s secret society.
Basement Crawl
They see you; you're carrying a torch...
  • Lucas and Ives arrive at the guard command post. Ashoulla enthusiastically introduces herself to the party. Our heroes head back toward the Archambault mansion, with Ashoulla and Imara in tow. They arrive without incident.
  • Everyone descends into the smoking pit and begins to explore. Almost everyone falls at least part of the way. Fortunately, no one is seriously injured. Jarl opens a door and finds several demons and a human standing around a large pentagram that’s been drawn on the floor. Despite some internal debate about fleeing, our heroes decide to stand and fight. The demons are quickly dispatched, despite one additional quasit being summoned. Ashoulla’s fighting style is very similar to Saint’s. She uses her spear-butt to great effect.
  • The party fans out to continue exploring. Several rooms contain bloody corpses, looted containers, and torture devices. Disappointingly, they already seem to have been looted. Disturbingly, several of the corpses look like they’ve been drained of blood. Jarl comes across a magical barrier at the end of a hall. Several demons are pawing at the barrier. When they see easier targets, they attack the PCs, and are quickly dispatched. The party approaches the barrier and sees Revy, Meldy, Lord Absolon the vampire, and a large demon fighting each other inside.
  • Jarl decides this is a good spot for a rest, and sits down to watch the combat unfold. It is a spectacular show. Gabriel wanders off and finds some wine barrels. The wine is of excellent quality, and Gabriel replaces the water in his canteen with wine. Everyone else joins Jarl in watching the high level fight. Nothing lasts forever though, and as the minutes tick by, the combatants begin to slow. Suddenly, Meldy’s trident releases a blinding flash of light. When it dies down, the demon is dead from a gaping wound in its chest, the barrier is gone, and the fighting between Meldy and Revy and the vampire temporarily stops. They eye each other warily.
  • Meldy repeats her warning for the PCs to run, since it is not safe. “Where would we run to? Nowhere is safe.” retorts Keryassa. “I do not wish to discuss semantics,” replies Meldy. Abruptly, Lord Absolon begins walking out of the room. “I think that is quite enough fighting for one day, don’t you?” No one dares to stand in the vampire’s way. He walks to the entrance of Barthelemy’s underground complex, turns into a bat, and flies away.
  • The PCs make plans for continuing deeper into the dungeon after a short rest. Meldy warns against it. “There is a sixty percent chance that you will die if you proceed,” she says. The PCs ask for Meldy to come with them. She declines, and explains that she is expended nearly all of her magical energy in the last battle. She says that she will attempt to track the vampire once she has caught her breath. Jace is particularly unhappy with this decision.
  • The PCs find some Iron Circle corpses, as well as some healing potions in a side room. They attempt to keep the potions from Imara and Ashoulla until Imara confronts them about it.
  • The PCs head down to a lower level of the Iron Circle base. Several demons are waiting for them at the bottom of the stairs. One of them is a monstrous shadow demon. It continually darts in and out of the shadows, striking with its spectral claws. Lucas notices this, and fills the room with light. This cripples the shadow demon, although it fights on. The mundane weapons and cantrips of the PCs seem to cause it little harm. Only Keryassa’s eldritch blasts and Lucas’ radiant blasts seem to cause it significant harm. Fortunately, the demon seems to be able to do little to harm the PCs, now that it is bathed in light.
  • Gabriel grows bored with the fight, and heads off down the hallway to explore, torch in hand. He uses his mirror to peer around a corner and see four Iron Circle soldiers standing guard. They see the light from his torch and move to attack. Two are dark clerics and two are fearsome swordsmen. One cleric paralyzes Gabriel, then the other inflicts wounds on his motionless body. Gabriel collapses to the ground. The swordsman advance down the hallways towards the rest of the PCs.
  • Ashoulla engages one swordsman, but a cleric paralyzes her, and she is cut down. Jarl is next in line to be paralyzed, but Lucas paralyzes the swordsman that moves in to attack. The clerics return the favor, and paralyze Lucas. Imara finishes off the shadow demon with magic missile, then engages the other swordsman, and tries to keep him at bay.
  • Keryassa conjures a spectral hand that fishes a potion out of Gabriel’s pack, and pours the lifesaving liquid down the dying man’s throat. He attacks Imara’s swordsman from behind. Unfortunately, Imara has been fighting a losing battle, and once she is down, the Iron Circle captain turns on Gabriel.
  • Jarl and Lucas finally recover from being paralyzed. Jace, Jarl, Lucas, and Keryassa focus their attacks, and bring down one of the swordsmen. Gabriel manages to parry the other swordsman’s furious onslaught, and then finishes him off. Keryassa revives Ashoulla, who then dispatches the remaining cleric. Imara is also revived before she expires. The PCs take a moment to catch their breath.
Through the Demon Hordes
In which we come face to face with the head of The Iron Circle
  • Our heroes head towards the glowing light, accompanied by three city guardsmen. The arcanists in the party are able to tell that the light is glowing with demonic magic.
  • As they cross through a public square, our heroes come across a large baboon-like demon. It is accompanied by an Iron Circle mage, who is watching as the demon rips an innocent bystander limb from limb. The two villians are quickly dispatched, but not before one of the guards in injured. He is helped to safety by one of the other guards, Hivan the Peredhil, leaving one guard to continue on with the adventurers.
  • The PCs come upon the source of the glowing light. It is a nobleman’s residence. Human guards at the gate bar the way. They will not listen to reason, and battle is joined. Our heroes are victorious, but not before the final guard is badly injured. While party is discussing what they should do next, another man comes to the door. He introduces himself as Jacobi, a representative of Lord Bathelemy Archambault. He says that Lord Archambault would like to meet them. After a good deal of internal debate and reassurances from Jacobi, the PCs agree to follow him. Jacobi takes the injured guard to a spare room to rest, while the PCs are ushered in to meet Lord Archambault.
  • Lord Archambault is a large, physically imposing man. He is dressed in fine clothes, and receives the PCs in style. He tells the PCs that they have caught his attention and that he has been looking forward to meeting them. He identifies himself as the head of The Iron Circle, and accepts responsibility for the kidnappings and poisonings that The Iron Circle has undertaken. He explains that such actions are regrettable but necessary to restore Bonifant to her former glory. He envisions Bonifant as a shining paragon of human achievement, a place where the best of humanity is on display. In order for this to happen though, Bonifant must be torn down and rebuilt, and humans must be allowed to dominate Bonifant once again. He offers the human members of the party prominent places in The Iron Circle, and offers the non-human party members safe passage out of Vitalio. The PCs appear to be on the way to declining his offer, when they are interrupted.
  • The vampire lord that the PCs fought in the swamp materializes in the room. He accuses Lord Archambault of breaking an agreement. Barthelemy is unrepentant. In this exchange, the PCs learn the name of the vampire lord: Absolon. Abolon and Barthelemy’s discussion is interrupted by the arrival of Meldy and Revy. With this, Barthelemy activates a magic circle, the ground shakes, and the house collapses, leaving a gaping hole where he once stood. Sulfurous fumes waft out of the pit.
  • The PCs find themselves alone with Meldy. She tells them to run, and they begin doing so. A large frog like demon, similar to the monster the PCs fought in the mason’s basement, emerges from the rubble. Meldy kills it with a single strike, repeats her warning, then flies into the pit. A few smaller demons emerge from the pit, and the PCs dispatch them. With their strength waning, they leave to go find help.
  • Gabriel is unwilling to abandon his fellow citizens so easily though, and seeks out another demon to kill. Once he engages the creature, his fellow adventurers support him. With Gabriel’s desire to help temporarily satiated, the PCs go to find Pontmercy.
  • The guardhouse is manned by a skeleton crew, which tells the PCs that Pontmercy is fighting demons in the dock district. On their way to the docks, the party is accosted by three flying demons. Keryassa expends the last of her arcane reserves to shoot flames at the creatures. Unfortunately, the demons are unaffected.
  • Pontmercy and most of the city guard is laying siege to a warehouse. Pontmercy believes that there is a portal inside. The PCs explain the situation in the noble district, and ask for Pontmercy to send soldiers there. Pontmercy asks the PCs to head back there, as they are most familiar with the situation, and she is currently occupied. Keryassa asks for two soldiers as reinforcements, and Pontmercy assigns them the quartermaster Imara Adelin, as well as her friend, Ashoulla Yinaldi. The PCs stop by the city guard command center, where their wounds are healed, and they are given healing potions.
The Calm before the Storm
4 hours for 50 XP!
  • Idelle explains that she has a safehouse to the south. She asks her father, Foulques, to come with her. He doesn’t want to. Jarl offers him sanctuary at the peredhil embassy, which he accepts. Gabriel and Idelle engage in some verbal fencing, with Jarl believes is a human mating ritual.
  • Idelle leaves that party and heads south. Jacqueline offers her spellbook in exchange for her freedom, and her offer is rebuffed. The party is afraid that the Iron Circle will break her out of jail, so they take her to The Priest and Knight Inn disguised as a sack. Jarl is sent to arrange a discreet prisoner transfer with Pontmercy. The Iron Circle guard is turned over to the city guard at the gate. Foulques Delacroix is dropped off at the peredhil embassy.
  • Jarl tells Pontmercy that he has decided to take Pontmercy as his own surname. Jocq frightens a would be horse thief. Pontmercy arrives at The Priest and Knight Inn to meet with the party. It ruins business at the inn for the night. Apparently, many of The Priest and Knight’s customers would prefer to remain far away from the guard-captain. Pontmercy confirms and Jacqueline Deni is wanted for several killings. She agrees to call in a favor and send someone discreet to bring her in. Jarl announces that he is also taking Delacroix as a surname. Gabriel tells him that it is stupid to take other people’s surnames, and Jarl sadly decides that he must just be Jarl.
  • Several hours later, the dark elf Dryug arrives to take Jacquline into custody. After a short exchange, they both vanish in a cloud of darkness. Jocq goes to visit his family, punches his father, and threatens further violence if he sells his sister into slavery again. Jarl tries unsuccessfully to turn up more leads on the Iron Circle. Everyone goes to bed for the night.
  • Early in the morning, everyone is woken by some guards. There’s been an incident in the noble district; witnesses report monstrous creatures roaming the streets. The party heads there, meets up, encounters a pack of demons, and after a brief fight, emerges victorious. In the distance, a mysterious red light erupts over a mansion. It is probably where the demons are coming from.
A Noble Rescue
  • The party leaves Bonifant with Idelle. They follow her lead towards the house where she says her father is kept. On the way, they are ambushed by goblins, which are quickly dispatched.
  • Once they are within sight of the house, Idelle, the human members of the party, and those who can pass themselves off as humans, approach the house. The others remain at a distance. Idelle bluffs her way into the house, then Jocq and Keryassa attack, while the other party members turn on the guards inside. The Iron Circle guards are quickly dispatched.
  • The touching Delacroix family reunion quickly turns sour when Foulques accuses Idelle of voluntarily giving him over to the Iron Circle. Idelle claims that she only did so because the Iron Circle threatened to kill him. A captured Iron Circle guard claims Idelle is one of the leaders of the Iron Circle. Keryassa lectures Idelle on proper respect for the family patriarch and suggests that the Delacroix family could have fled Bonifant.
  • Jocq finds his kidnapped sister working in the kitchen. She seems to be ok, but does not have any useful information.
  • The party heads back toward Bonifant. On the way back, they are ambushed by an ice wizard and a dwarf with a strong Vitalian accent. They claim to have been sent by the Iron Circle. The dwarf is scolded for working for an organization that hates his kind, but he says he loves the money. After some close calls, especially for the party’s horses, their two assailants surrender. Lucas executes the dwarf. The wizard, Jacqueline, is allowed to live. She says she is an assassin for hire, and offers to assassinate the party’s enemies in exchange for her freedom. Her offer is rebuffed. Annoyingly, she doesn’t have useful information about the Iron Circle either.

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