The Trials and tribulations of a band of misfit Guild Members
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Arc 1 - Guild Job 22 - The Necropolis
After successfully ferreting out the first source of sensing a stone mage, the team decides to go after the second - hoping they are sensing the one guarding Nerys body. Peri, Artio, Lucian, Kian, Tybalt, Vera, and Mag found the hidden entrance to a dark necropolis hidden beneath the city. The dark, grey, unnerving labyrinth of cold stone and graves revealed multiple dangers the deeper they ventured - the party fought wraiths, rotted treants, skeletons, zombies, and a large bone monstrosity doing there best to block or slow the progress of any intruders. Eventually they made their way to a sprawling underground castle where the source was emanating from. Through the ancient walls, they found an entire ballroom filled with ghost courtiers trapped forever in time and determined to trap the living with them. After resisting the undead, the party finds themselves in a cavernous circular tomb where a male Poisonous Dryad Druid, a female Half-Drow Cleric, and last the Sun Elf Wizard form of Vera’s father - Vel’dan. Beyond them, they can see the magically preserved body of Nerys Eckhart. A vicious battle ensues. The druid fights brutally and gleefully. The half-drow fights with cold precision, while Vel’dan calls out to Vera to join him. She refuses. The fight lasts a while until is finally starts to turn in the party’s favour, the Druid is looking terribly wounded with a smile on his face, even as he is set on fire. Vel’dan realizes the fight is starting to turn, so he grabs Vera and turns to activate an orb at the center near Nerys’ body. Vera is able to grapple him, slowing his process to activate it long enough that the party all crushes together around the two of them. They are just barely in the safe circle of protection while the orb activates and disintegrates both the druid and the cleric in terrible blast. The party subdues Ve’dan, taking him prisoner. Vera claims the party is her family now. Together Ziya and Artio preform a Resurrection spell on Nerys. Kian and Lucian do their best to convince Nerys to return to the living, Lucian resorting to desperate measures which end up finally convincing her to return. With great relief they see breath enter her body once more, and they leave the cursed place. Tired, but feeling triumphant, they return to the guild and are happily teleported home. They are unfortunately greeted by Orva with the information that Cander had died in a Mage Council attack on Mylek and Kian’s family home.They also learn that the guild had managed to gather enough evidence from what the party has uncovered in Calimport to bring to great betrayal of the prince to the attention of the royal family. Pending an investigation by the royal council, the team and the other significant Hartsblood members involved is to be heralded as heroes of the realm. Lucian and Kian have a difficult conversation and part ways, Lucian to return to his role as retainer to Nerys - Kian to work for the guild and eventually pursue a relationship with ranger guildmate Innette. Artio and Mag are tasked by the guild and Netheril with training Charter Stone Mages - called Weave Stone Mages in this realm. Peri returns to sea life working on a guild vessel traveling from port to port. Ziya returns home to guildmate Brekkar and her career as a performer and guild spy using her new fame. Tybalt and Vera open an Alchemy shop and retire from combat. Other than Lucian and Peri, everyone returns to Embletree Tower Estate every month for a charming family dinner - enjoying some relative rest. End of Arc 1. (( Art by Marieartblog ))
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Arc 1 - Guild Job 21 - Thornhaven and Sanguinar Tower
Returning to Archenvale, the party is able to acquire funds from on high and connections with emotional attachment in order to successfully resurrect 2 of the liberated souls. The rest they leave in the care of the guild. After this great dead, they are rewarded with a convenient portal to Thornhaven, the city-state sanctuary where they got a tip Nerys body was being hidden under the guard of Calimshar Council Mages. They also part ways with many of the companions they have brought with them on their journey - saying goodbye to Telu’rie, Farrow, Flynn, Ziya, Manaforge and Dier. Their group now consists of Peri, Artio, Lucian, Kian, Tybalt, Vera, Mag, Quinden, and Mylek. Once they arrive, they get a message from Lia’drin that the party’s Draconic Creatures Expert and Dragonscale Armorsmith Dolan Harp has gone missing. It seems he was portaled, and with the guild’s resources they tracked him to Thornhaven but lost the trail. They are also instructed to stay at the reluctantly Guild affiliated Mad King’s Inn. They are currently undergoing repairs from the last guild team who stayed. Mylek and Quinden stay behind as the team decides to explore the town and try to sense Charter Stone Mages. Together Artio and Mage are able to sense two sources: The first is faint - coming from deep underground, and the second is within town but feels as if there is a buzzing interfering with the “signal”. They decide to go after the buzzing one, which leads them to a large manor with a tall spire. They successfully learn from the servants of the manor that it is the home of master wizard Idran Sanguinar. They are told that he has holed himself inside the tower “again”, all they do is bring him his meals by dumbwaiter. They describe him as a quirky, eccentric, particular pink and red tiefling. The party spends the next couple days laying siege on a surprisingly well trapped and enchanted tower, periodically sending messages up the dumbwaiter. They eventually made their way through many floors up to his main workroom and sleeping quarters. There he accuses the party of being “Mage Council Scum!” as he attacks them, revealing he is not part of the council himself. They are able to stop the fight and sort out each other’s allegiances - asking him where Dolan Harp is. He leads them up to the hidden attack above the room, where they find Dolan safe and entirely comfortable but very surprised to see them. They also find a small young elven girl, also hiding with Dolan. Her eyes seem fast-moving and intelligent. After some prying, they find out the little girl is actually a young dragon who’s mother was slain. Her name is 'Riski' Miirit Iriski Kepesk, “Song of the Secret Storm” in Draconic. They offer for Idran, Dolan, and Riski to move to the homestead in Netheril. (( Art by Marieartblog ))
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Arc 1 - Guild Job 20 - The Feywilds
While Kian recovers in UndleWood City, the rest of the party arrives at Archenvale. As they head from Archenvale to Venaza, the others head back out into the Woods - losing ground on Grathe and Manaforge. As they travel through the woods, Artio notices a shift - they have passed onto a different plane. Dier hunts and kills a rabbit, unknowingly incurring the wrath of the Fey. He is kidnapped from the party’s midst. They have choice but to continue to follow the trail of Manaforge, but after crossing a bridge they find on the bank the sense is suddenly gone. The only way forward they see is through a log that seems to head into a hill. They crawl through it, emerging into a clearing. They turn around and find the log gone. Dryads and sprites appear, imprisoning the party with Dier and Manaforge in a glorious Fey Castle. They are told their crime was entering the wood without an offering. They are told that to leave safely, they must: 1) Answer a riddle to show their Wisdom 2) Battle the Feyking’s Warriors to show Penance 3) Give a precious offering, to shoe Respect Meanwhile, Peri and Lucian’s team follow the tracks of their comrades through the woods as best they can. They stumble upon Manaforge as well...but which one is the real one? They find this one under a peach tree, also in the Feywilds. The tall grass and wildflowers around the tree cause hallucinations and exhaustion. They manage to get him out safely, and make some pixie friends that lead them to the Fey King’s Castle. As Lucian’s group with a second Manaforge appears, they reunite and find out that the first one was really “Jedaran Grathe” - who is actually a shadow demon. The Fey insist on no fighting with their walls, so the team must wait. Their offerings to the Fey King include: Artio gives up bear form, Ziya gives up the arcane focus bracelets from her dead mother, Mylek hands over his family Greatsword, Kian gives up his ability to eve read or write, Tybalt gives up his most prized Alchemical Invention, Vera gives up a beloved memory of her mother, Mag gives up her slippery Mer skin quality, Peri gives up all memory of her childhood home, Lucian gives up his hatred for his father, Flynn gives up his familiar. Charmed by the group, the Acorn King also bestows them with “gifts”, to mark them - and so they never forget his generosity: Peri’s blood turns violet, Kian gains a child of great Fey Destiny stolen at birth, Tybalt gets dragonfly wings on his ankles that can fly him if he closes his eyes, Artio gains perpetually growing plants in her hair and instant tears over death, Ziya can hear the trees, Lucian gets the beauty of the fey but only if he gazes at a mirror every day, Vera gains fey sight and her eye colours invert, Mylek is marked as a Solstace Warrior who will return to the Fyewilds once a year to battle a creature, and Flynn gains goblin ears. That evening is a great Fey Revel ball, and Kian and Lucian decide to get Kian’s “gift” over with by having the child born to a Fey in the Feywilds already. Ziya manages to romance the Acorn King. In the haze of Fey wine, many of the party end up participating. In the morning they are free to leave, and manage to confront Grathe the moment they leave the Feywilds Plane. who absorbs souls and takes on their appearance and surface memories. They find that not only does he have Grathe’s soul, but also Dier’s dead wife. He uses these to barter against his death. He is banished back to Shadowfell, and all of the souls he kept left in the care of the party. (( Art by Marieartblog ))
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Arc 1 - Guild Job 19 - Counterfeit Coins and the Undlewood Ruins
The Mage Council announces that Kian and Lucian were working with the Mage Council to infiltrate the Anti-Calimshar Terrorist Group, and died in the line of duty. The party still split, Peri and Lucian’s team in Venaza are put on a job to find the source of some counterfeit coins. They notice they are being followed, so Lucian heads to confront their follower. It turns out to be Lorthemar, his father. Lorthemar attacks Lucian, and silently messages him to destroy the gem on his helmet - which the Mage Council was scrying through. Lorthemar explains that he’s been trying his best to keep “foolish son: Lucian safe, but he hasn’t been making it easy. He tells Lucian that the council have Nerys body, and she refuses to be reborn. He knows she is being kept somewhere in Thornhaven. If they have a Stone Mage, they can track down who is guarding her body. They return to the job at hand, Flynn Peri and Lucian pocket 2.5k fake coins when they find the hideout of the counterfeit coin maker - Quinden Cavrel, a fallen nobleman. Lucian hires (adopts) Quined, and is now indebted to Farrow twice, their relationship becoming more strained. Peri and Lucian explore the local Cyric temple - and Lucian proclaims himself to be a travelling priest like Flynn. Meanwhile, Kian and Artio’s team are in the Elvenlands - headed to Undlewood City. They have a Hartsblood appointed guide - an exciteable young Sun Elf Rogue named Tel’rie. They adopt a few animals in Undlewood, and then pick up the trail again in the local woods. They find ruins, heading first to a tower where many in the team are almost crushed in a cave-in. They find evidence that Edmon Manaforge had been staying in the tower for cover recently. They head further into the ruins and find it infested with Lamia, a vicious and violent kind of Yuan-ti. Vera and Dier take the eggs of the mother they had slain. On an unstable bridge, Kian falls - fighting death and only barely saved. Tel’rie blames herself. Lucian’s bracelet flares, informing him that Kian is in grave danger. Their guild job complete, they can finally barter for a portal to the Elvenlands to reunite. (( Art by Marieartblog ))
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Arc 1 - Guild Job 18 - Venaza City and Archenvale
As a last send off, Lucian pretends to be the Mage Council and slays Mylek’s warhorse - adding to the myth and rumour that the Mage Council sees him as a threat. Knowing they’ll be leaving soon, Flynn and Lucian head to a secret temple to Cyric. Beneath, they stumble upon a hidden path bellow and after finding a stream of pure magic, they are teleported to Venaza City, capitol of Calimshar. Peri rides Lucian’s manticore there, upset at being left out of the Cyric shenanigans. Farrow manages to get permission to use the Hartsblood Teleportation runes to also join them. They happen to be in Venaza during Imperial Unity Day, they notice the decor seems to be very Calimshar-centric. Almost as if they’re celebrating a Calimshar day instead, the rest of the realms an after thought.. They listen to High Govenor Invari Demara’s proclamation for the holiday, where she announces that a serial killer imitating the Mage’s Council is terrorizing Calimport, and is running an anti-Calimshar government terrorist group. Mardyn Skymender, the Hartsblood Guildmaster in Venaza helps Lucian, Peri, Flynn and Farrow infiltrate the Eckhart Estate in Venaza where Cassia’s family resides. They find expensive, royal gifts in her rooms and a ciphered family lineage. Lucian manages to steal their strange pet guard tiger, and with Peri leaves a bunch of pranks.They return to the Guildhall and make connections there, Lucian lies to the Mage Branchmaster - who seems interested in collecting people who practice rare magics. The guild arranges for another ship, to send the team off to the Elvenlands to search for Jedaran Grathe while all the records they took from the Mage Council are combed through by the guild, and sent off both to Thaye, and to the royal family. As they set off, Vera starts teaching Kian how to read and write while he teachers her Infernal. Cander stays behind, using his illusions to pretend to be Mylek - who is sent with Kian and the team to keep him safe. Once they arrive safely to Archenvale, Capitol of the Sun Elves, Artio falls ill at the extreme difference in the nature magic of the lands.With help form Mag’s Charter Mage senses they track Manaforge and Jedaran’s trail into the aquaducts of the city infested with merr and a kind of frog-people. Here they find a helpful druid named Dier, and manage to free many kidnapped children. They also acquire their first water mount - named Murgyl. (( Art by Marieartblog ))
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Arc 1 - Guild Job 17 - Assassins and Theatre
Made asks for a less conspicuous Arcane Focus (her’s is a gem at her navel that glows). While at a magic shop, a shard of Mage Charter Stone glows, alerting the shopkeep. Stalkers from the Estate and guards from the Eckhart Estate follow the team as they walk through Calimport. The Shadow Stalkers eventually attack, trying to assassinate the team. The team and the Guild decide to make contact with victims of the Mage Council, and other sympathizers within the city. They spread the word that Mylek is standing against the Mage Council - and is a beacon they should flock to. Lucian and Ziya even fake a message from Lathander himself. Lucian and Mag plan on picking out Mage Council members and taking them out. “Jo”, a Mage Council Executioner, is killed and strung up in a public square with the Council Symbol on his Forehead. At this time, in the midst of this danger and intrigue, Lucian and Kian get engaged. Lucian presents Kian with matching bracelets, made from his collar. Kian and “Lady Eiys” (Ziya in disguise) visit Mylek and receive information on Noble families looking to him for aid from the council). With the term “In Chaos We Reign” Flynn tells Lucian that he is a Cleric of Cyric. The team decides to put on a play called “The Follies of the Mage Council” while in disguise. The story of the play talks about Nerys’ Death, other Council Scandals, with Lucian as the Narrator of the story eventually killing his father and taking doing the Mage Council. Over the span of 2 weeks they manage to put the plan on at multiple pubs in town, as well as taking out 6 low level council peons with the symbol branded into their foreheads. At their final Play, opening Night at a popular Theatre, the ghost of Nerys possesses Ziya and delivers some ending words. “The Council Will Fall, I Will Be Avenged”. The team decides to celebrate their success with a Pub Crawl, Lucian drunknly and publicly calls Kian by his name - which sparks rumours that the Tiefling criminal from the play actually survived. Aftewards, Lucian alone carves the symbol in a final target. Instead of killing him, Lucian puts him in stocks in a public square, waits for his brother to try and free him, then casts Crown of Madness so they will destroy each other. This is the first time Lucian starts to question his actions. (( Art by Marieartblog ))
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Arc 1 - Guild Job 16 - Calimport Secrets and the Eckharts
In the chaos of revealed information, and taking care of their new charge nicknamed “Mag”, Lucian sneaks off in the night with the reluctant help of Cander and Farrow - to put Kian’s sickly, tyrant of a father out of his misery. When Kian returns to visit Mylek, and get his end of the paperwork deal, he finds Mylek more cooperative and a little less guarded as Mylek explains their father passed on in the night. He tells them that through his connections, he has a contact within the Mage Council, Lady Imajen who is willing to give them all the information and records that they want - so long as she can fake her own death in the process. They infiltrate the Trade Hall, make great use of a Polymorph rug int he process - and use the explosive “death” of the Lady as a means to fake their own deaths as well. They find paperwork, and bring it back to the Guild Inn to decipher it. The records say Vevina was targeted and assigned to someone named “Dalaron”, who is supposedly deceased. They find that Nerys has been coerced to join the Mage Council by Lorthemar - Lucian’s father. But the man who killed her was named “Jedaran Grathe”. It is written that he is currently in the Elvenlands, tracking down an escaped Stone mage named Manaforge. These Mage Council members who deal in secrets and controlling the Stone Mages are called “Stone Keepers”, they are kept secret from one another, tasks and means hidden. The records also indicate that Vera’s father is not only on the Mage Council, but is also a Stone Keeper. Lastly, they uncover the Mage Council plot behind the Stones - at its heart is the young prince of the realms Lachran Cavall Far Eborn, who wants Calimshar to separate from the Empire and become its own country once more - one that he can rule as King. While Ziya meditates, she is visited by the ghost of Nerys - who tells her of a diary she left behind, located in her rooms at the Eckhart Estate. They sneak in, narrowly avoiding being discovered. In the diary they find out that she not only was a Stone Mage, but also comes from the lost line of Calimshar Royalty - and was supposed to marry Prince Lachran and support his claim to Calimshar’s throne. In the Diary it started to detail her plannings to escape, and that she was concerned Lorthemar, Lucian, and Kian would all stop her if they caught her trying to leave. They also find out that Nery’s cousin Cassia is the next in line after Nerys, and is currently secretly engaged to Lachran. (( Art by Marieartblog ))
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Arc 1 - Guild Job 15 - Mage Council and Mag’therids
Once in Calimport, the team meets the Hartsblood Branch there, including the sauve silver fox wizard Guildmaster Balthus Crane. They are sent to a nearby guild affiliated inn called The Goldeneye Inn, run by half-elf Roan Var’han. The team took on some fake identities, and are introduced to an individual who seems to have a tip on The Mage’s Council. His name is Flynn, a shaman (grave cleric) who seems to be in a bad way. He claims, under truth serum, to know where vitally important information is kept. He also claims he desperately wants to take The Mage Council down. He infiltrated the “vacant” Arthos estate before and found it was actually a Mage Council Safe House - but he’s not strong enough to take on the amount of protections on the place. They decide to investigate the place at night, with Flynn leading. Before this, Lucian and Kian decide to visit Nerys’ grave, with Lucian disguised as a drow. Lucian leaves a lock of her hair. Also during the day: Kian, Lucian, Artio, and Farrow head to the O’Shea Estate. Lucian turned invisible and did some investigating of his own. They head to Arthos Estate and find that while Flynn did lead them to some information, he also steered them towards freeing a prisoner stored in an anti-magic cell. They find it is a woman, skittish and traumatized. Her name is Mag’therida and she seems to be a type of humanoid that shouldn’t exist - a Tiefling Merr. She’s been kept against her will for years, working with Mage Charter Stones and even learning how to reconstruct broken ones. She is a sea sorcerer, and recognizes Artio as a fellow mage attuned to the Stones. Within the recovered information in the Estate they find out that in a Trading Hall there is a secret top floor where are all the records are kept of the things they want to keep off books - targets and the name of their assigned hitmen. (( Art by Marieartblog ))
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Arc 1 - Guild Job 14 - Sea Serpents and Merfolk
Cander (claiming Silsbee sent him) leads Kian to a nearby pub, Lucian insisting he follow. They are put to magical sleep. Kian wakes up to find himself bound, and in a chair. Cander reveals himself as a Tiefling, as a show of good faith. He also loosens Kian’s bonds, telling him to trust him and play along and hear out the person about to come in... Which turns out to be Mylek Kentigern O’Shea, Kian’s human brother, and public heir to the family fortune and lands. He proposes an offer, which is clear bribery. He claims he will help them clear their names in Calimshar if Kian signs a contract relinquishing all claim to the family lands and fortune. He gives them information on the Calimshar Mage’s Council, who seem to be connected to the murders - and who have been ruling Calimshar with an iron fist as of late, the High Govenor of the country merely their pawn. Kian signs the paperwork. The next day, Orva calls in the team for their next mission -an important one in Calimport, within Calimshar. Lia’drin, Cander, Farrow and Ziya also agree to go. They have a guild-vessel prepared, the Silver Hydra - captained by their old friend Tribulus. It has 14 crew members and holds 10 passengers. Kian confronts Cander, causing a big seen and trying to start a fight. Farrow tried to interfere on Cander’s behalf. After tempers run hot, things are eventually remedied. Eventually a pirate ship of Merr attacked. The team eventually overtook them, and decided to kill all but the children and pregnant women - which were taken on as prisoners. After some time at sea, Peri was feeling the call to go for a little swim. Unfortunately, she caught the attention of a giant Sea Serpent. A terrible battle happened, nearly destroying the ship, Lucian, and successfully killed Captain Tribulus. Their arrival at Calimport was somber, and they were all grateful to be back on land. (( Art by Marieartblog ))
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Arc 1 - Events Job 13 - Embletree Tower Estate and Millergrove’s Secret Cache
After returning from a harrowing time in Loudwater, their greeted in Hartsblood with earned respect and a fair amount of coin in their pockets. The team agrees to acquire a piece of land for their many adopted animals. Using their bag of magic seeds, they manage to create a giant tower of a tree similar to the Druid Tower they got the seeds from. They name it Embletree Tower Estate, and outfit it with - a stable, bedrooms, workrooms, and sectioned off areas of land for the animals and some crops. They hire some permanent staff for caring for the estate, and Artio gets some extra help form fellow guild druid Weiryn Spindle to druidcraft carved rooms in the Tree Tower. After some time, as they are settling into their new home, a wagon comes with a message from Idria Myrtle. They had found a hidden cache items beneath the Millergrove Stable and sent them to the Estate as thank you for uncovering her plots - the team can 3 items each. One of these items they took from the wagon was an enchanted Mirror. Artio, Lucian, Kian and Ziya all took a look in the mirror as well as having Ulasim try to determine its magical properties, before putting it aside to sleep that night. In the morning, they find their weapons and magical foci missing. The stablehand claims that they have already been awake and have taken their horses into town. The team goes to the guild, and finds havoc. Orva, Lia’drin, and Ulasim are fighting a fake Ulasim - the magical battle visible not far off from the grounds.They’re told that “Artio” had already been there, and had struck guildmate Brekker after “Ziya” gave him a cold shoulder. Then they had supposedly let loose magic on the guildhall, and made all the animals attack. Plus they really hurt Petranne’s feelings. “Kian” had set fire to the barracks while commanding Resh to attack, after he had knocked out Vera and dragged her though the guild by her hair. “Lucian” had been flirting with everyone in sight and asking for progeny. The team has to track down these impostors. The find “Lucian” already assassinated, at The Menagerie brothel. They follow the fires being set around town and are eventually able to catch the rest, confirming that they are dopplegangers. Just a day in the life... (( Art by Marieartblog ))
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Arc 1 - Guild Job 12 - Thaye Crime Lords
Lory Hillguard, the halfling Hartsblood rogue is missing. He vanished while investigating the sudden surge of income in Thaye’s Black Market. Our adventuring team is selected for Peri’s connections to the underworld of the city. They make their way in to the Black Market, meeting up with Peri’s childhood friend Evvy. Eventually they talk their way into learning about the Crime Lords - Dirtyhands Kerch, the Leader of the Black Eels Gang and Jacko Rollins, Leader of the Dine Lions. While questioning, everyone but Artio was put to magical sleep. They wake up in magic-stripping cells in a long ancient underground ruin, being prepared for a Gladiator Fighting Ring. They are told they need to win 3 rounds to earn their freedom. In a unexpected twist, and some quick telepathic messages, Lucian convinces all the gladiators to refuse to fight and turn on the ring. (( Art by Marieartblog ))
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Arc 1 - Event Job 11 - Wealthy Bird Inn
The team stops at an inn with a fussy, quirky old widower as the owner, Mr. Bracken. in the morning they find Lucian’s horse dead, Artio’s horse gravely wounded, and the young stablemaster, Sharra, dead. Ziya is able to save all three, expending much of her magic. The 12 yr old stableboy Bartley find them there, calling for Bracken to “stop the murderers”. Sheriff Ronder Trubridge questions them, and brings in all his guards to shutdown the whole inn. The team starts questioning everyone inside, in an attempt to clear their name and find who attacked their precious horses. The staff are interrogated first, and nothing is found too suspicious. The four other guests of the inn seem much more likely, and are kept in the cellar as prisoners. Arilisti Hunt: A Lady Tiefling Sorceror, who hates Avorel and owns poisons. The team try to flirt some answers out of her, but she instead makes Ziya blush - skilled at seduction herself. Tovar Kirn: A human Wolfsbane Paladin. Scarred and surly, he seems a tough nut to crack until he’s flirted with by Lucian and Ziya, which seems to spark a lot of self reflection and confusion. Bril’lia: A merr ranger with sea drake pet. She used to work for the Merr pirate Sin’dorie. Domin of Masbolle: Halfelf bard from Loudwater. He admits he’s acquainted with Lady Millergrove. Claims he saw Tovar acting shifty the night before. After a brief time of suspecting the guards and the sherrif, the team figures out that Bri’lia has been spying on them for Sin’dorie and Lady Millergrove bought the information. Millergrove then hired Bri’lia to stall them for her to come attack. Bri’lia feels guilty, and makes a connection with Peri. (( Art by Marieartblog ))
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Arc 1 - Guild Job 10 - The Druid Tower
The team takes some downtime in Loudwater to check out the shops, including the hidden, and very active, Black Market. After spending a fair amount of gold, they consider taking on a job from the local (small and new) Hartsblood Guild Hall. They request the team look into the local Druid Tower to the west of the city, strange creatures and magics seem to be escaping from the tower but when anyone tries to get close to call on the druid, giant wood woads block the way to getting close to the tower. Luckily, as the team approaches - Artio is able to use her druid powers to communicate to the Woads and have them let her pass. Inside the Tree Tower they find a hollowed out and woodworked home filled with all sorts of beneficial and/or dangerous plants and animals. They pass through the kitchen on the main floor down to the basement where they find Myconid mushroom men, Merr Otters, and a Shambler in place as a giant garbage. They also find some enchanting Fey Wine. Despite the dangers, they admire the splendor of a giant tree house full of animals - and take many of the creatures with them. Heading up through the upper floors they find many attacking vines hidden among the roots. They collect the seeds of some dangerous fire spitting flower plants, and find a pseudo-hospital on one of the top floors where they help heal a diseased fey-fox. Nearly to the top they find a small grove of many strange trees, including charming singing trees and sentient fell demon trees guarded by some moss weasels that Peri takes a liking to. Finally on the top floor they face an owlbear guarding the wooden figure of the druid who at her ancient age who became a tree herself. (( Art by Marieartblog ))
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Arc 1 - Guild Job 9 - Millergrove Manor
Ramseye Guildmaster Idria Myrtle comes to Hartsblood in Thaye to see her old friend Orva, and to ask for help. After a disastrous battle between the nobles and guilds in Loudwater, the town is trying to rebuild but her Guildhall has been the target of sabotage and attacks. She suspects Wolfsbane is behind it, and asks for an impartial team from Hartsblood to investigate. Our adventuring team is chosen to take up the task. On arriving they are asked to infiltrate Lady Elanora Millergrove’s Manor. The widow is suspected of colluding with Wolfsbane to gain influence and power over the rebuilding city. The team is requested to find incriminating evidence or force a confession. They are given a Magic Moss ball for recording a confession. They meet with a contact, Aerin Priya the servant and caretaker of Lady Millergrove’s daughter. Inside the manor they find and liberate a messenger Lyrebird named Lord Nilo, who can travel far distances in a short time. They manage to safely make it through sleeping guards and some magical traps. They also find a set of Masquerade masks that hang on a wall and can see through each other’s eyes. They find notes incriminating Millergrove in her desk, ciphered messages about brivery, plans for sabotage, and plots to make Wolfsbane’s Warrior Branchmaster Angen Rosto the new Guildmaster, and only guild in the city. The team also finds Lady Millergrover and Rosto in a passionate embrace. They manage to escape, leaving Lady Millergrove’s daughter behind. (( Art by Marieartblog ))
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Arc 1 - Guild Job 8 - Lathander Temple
A mysterious underground section of Lathander Temple was unearthed when our team’s favourite Drow Architect Cre’van was investigating the ancient walls. Naturally, when the temple brought the job to Hartsblood Guild they requested that a follower of Lathander be present in the team. Lucian is the only known Lathander follower of all the teams, so our players find themselves tasked with entering the ancient corridors. High Priest Salumae Bell greets Lucian like an old friend, recognizing the Avorel follower who frequents the temple for worship. As they enter, the casters of the group notice immediately that the space feels like ancient magics. It is silent, muffled by layers of dust. The walls are made of precious marble and limestone. Orb torches with the light rune act as light source. The place is decorated with sun motifs, and the ceilings are unusually tall. The first room they enter has an entire of mirror. The torches are out in the reflection, though the room’s real torches are lit. Once they notice this discrepancy, they turn out the torches and the doorway opens. The corridor after has gold sigil circles on the ground that pull you in. Gold fire blasts you if you’re not in the circles. This leads to a large room with a Lathander sculpture, who has his hand to his ear. Inscription reads “To pass, each must speak a truth. Confess what darkens your heart, a fear that haunts you, or a regret that falters your step”. The players each speak into the statue’s ear, their feet lighting up as their truth is accepted. Next they find a looping corridor that has sun tiles checkered with black tiles on every wall and floor. Kian trips, landing on some black tiles. Gold arrows shoot out, doing lots of damage. The team tries the next door, which leads to a hot spring. Pur and Ziya jump in, and the water heals slowly over time. After a break, they go to the next room that has a set of 4 obsidian braziers. One has magical lava. Kian, as the Fellborn resistant to fire, pours the lava into the empty braziers and the door opens. In the next room there is a great crevasse splitting the space in half. A rush of heat passes over them, and their armour is teleported to the other side. Ziya and Lucian teleport over, but the rest knock down a pillar and attempt to cross. Peri nearly dies, falling down and hanging by rope alone. The next room has a complex Orrery, a perfect reflection of the planets in their current orbit. One of the doors has a dial, with a sunflower that can turn into 1 of 4 positions representing the seasons. To open, the door had to be on the right season and the Sun in the orrery had to bless the earth with a prayer to Lathander. Lucian used the knock rune to make this happen. Another door had orbs of 4 colours. They needed fire, water, earth, and lightning spells to touch them in order to open. Inside was a Blessings of Lathander chest with a Radiant resist cape, healing fruits, and a magical Lathander haversack. Next is a corridor with mirror on either side. The reflections in them whispered terrible fears and lies to them, causing psychic damage. Lucian breaks one wall and steals a piece of the mirror. In the final room Lucian finds the rune for Light Spells. On the dais is an offering bowl of unending fire. A priest (Morimur) reveals himself, and tempts them all to join Cyric - Peri accepts. A strange griffin creature named Deva finds them after Morimur leaves, he is the guardian of the temple and congratulates them for passing the trials of Lathander. (( Art by Marieartblog ))
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Arc 1 - Guild Job 7 - Protect the Merchant Caravan
The Nelanthor Guildmaster Tervelon offers to pay the party for a job on their way back to Thaye - they would get to take the safer, slower route back with a Merchant Caravan who hired the guild to guard their passage. There are raiders on the road, and are willing to pay for the best protection. The party accepts the job, and spends their day before they have to head out shopping. They get some armor upgrades, new horseshoes, and Ziya does a little street performance for gold. The trip seems safe enough for a while, Peri feels confidant enough in an uneventful night of keeping watch that she steals some jewelry from one of the caravans as the couple are being intimate. As she does this though, screeching and claw marks appear on the side of two caravans - one being the elderly warlock (and Magic Robes Tailor) Uma Felwitch. The team ends up trying an exorcism ritual, protecting Ziya and Artio as they banish a greater demon. Peri kills the owner of a Demonsteed, and is its new owner. She names it Nightmare. Imps attack Uma’s caravan again, and the party discovers she had one of it’s imp friends captured to try and make into a familiar. Kian shows pity on one of the Imps, the only one who listened to him and tried to avoid a fight. Kian’s discovers his name is Resh, and the imp swears allegiance to him in a Fell blood pact. Uma and Lucian threaten the Merchant Caravan, to deter them from speaking of what transpired - including the fact that Kian is a Fellborn. As penance for the trouble, Uma makes the party members some cloaks and other material gifts with magical boons - including a Brassiere of Charming for Ziya. The party makes good friends with one of the Merchant’s - a half-drow archaeologist and treasure hunter named Cre’van. (( Art by Marieartblog ))
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Arc 1 - Guild Job 6 - Grimheart and a Delivery to Nelanthor
The Thaye Librarian from the previous job informs the party that whoever unleashed the Elemental in the Library stole a book. He is tracking down another copy, so they may have a clue as to who and why. During her meditation, Ziya is visited by the spirit of Vera’s grandmother, who warns that they must protect Artio. Orva and Lia’drin survived their Engagement party, and have a new job for the team. They are to deliver a package to the Nelanthor Hartsblood Guild Hall. Ulasim introduces them to Grimheart, a dwarf necromancer from Nelanthor who is carrying the package. When pressed, Ulasim tells them they must travel through a dangerous forest to get a warning to Nelanthor as soon as possible. That is as much they need know about what is in the package. As they set out, Ziya asks a set of ghosts to help guide them through the dangerous woods. Forhen and Whitford were a couple from Anchoril, planning on settling in Thaye. They request that Ziya find their bodies and give them a proper burial, as well as tell their families what happened to them - so that they can move on. Grimheart is not pleased about this detour, as they are supposed to deliver the warning as quickly as possible. On their adventure they encounter a kelpie, giant spiders, some forest traps, and a group of vicious goblins. Artio nearly dies in the encounter, struck by an arrow Kian loosed at the goblins. They spare one goblin - Grippy - who leads them to their “treasure” and joins their adventure as a hostage/pet. The party slowly tries to win him over, with more food he has ever had, as well as shinies and alcohol. Grippy likes alcohol. They narrowly avoid Griffins, who battle each other rather than the team. Lucian and Peri manage to collect some Griffin Feathers trophies. Artio takes over carrying the package, rather than Grimheart. Lucian sneaks a peek, sealing it closed again. He finds out the warning is about a cult of mage-hunting paladins claiming to be following the God of Justice, but they believe they are actually following the Lord of Flames. In reality, Cyric God of Trickery and Lies is pulling the strings on the whole fiasco. They make it to Nelanthor mostly unscathed, where Grimheart happily parts ways with them. (( Art by Marieartblog ))
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