Adventures in Thary

Adventures as of 8-22-15

Starting bright and early, the party makes a fresh start on heading back down to the south, avoiding any large towns and roads for the halflings safety. After several days of travel they come to the larger city that seems somewhat derelict and Zarik mentions that he recognizes the it as the city of Cibalae, a past trading hub that has long since lost its glory. At this point in its history it really is more of a town then a city in terms of population but it’s a safe place to be more or less as it does not get attacked very often.

While approaching the town slowly, taking care to hide the halflings as best they can when they suddenly hear some noise in the undergrowth of the forest is alongside and a gnome pops out. While well dressed his clothes are ragged and his hair messed up and appears to have been running away from something. Seeing the party he right away asks the party to take him with them, stating that people are chasing him and that he is just trying to get away. He seems to be telling the truth , and Shar asks him who is chasing him to which the gnome responds that highwaymen have been chasing him for days now.

Knowing that he has seen the halflings, the party threatens to hunt him down should he divulge to anyone about the caravan, Draka even going so far as get right into the small gnomes face and Zarik showing him Boney, saying that the skeleton was the last person to betray them. Shyr, Saneic and Khyber are horrified at the group’s actions and tell them to knock it off, calming the terrified gnome down before asking him his name. With the three party members around him, he takes Saneic’s and Khyber’s hands, thanking the two lovely ladies for saving him from their friends and introducing himself as Iantor the Magnificent, a traveling magician extraordinary!

With the new companion, the party makes the plans to keep the animal companions, Khyber, Saneic, and Shar behind in the woods with the halflings while the rest of the party heads into town to resupply and perhaps rest up at the inn, as Shyr mentions very much wanting to sleep in a real bed for a change. Heading into town however, is an eerie and unpleasant experience.

The atmosphere of the town is hostile and the party can tell they are unwelcome from the hostile body language of the residents. Etir, attempting to smooth over the party’s arrival, begins performing as they move, singing and tumbling around in an impressive display. Getting to the gates of the town, the guards demand they hand over their weapons, as strangers are not permitted to carry weapons inside the grounds of the city. Shyr manages to keep his by way of his standing with his church, and Etir keeps his from the guards thinking he is merely an idiot. They go to take Boney’s weapons but Zarik stops them, taking the weapons from the skeleton himself and handing them over to stop them from noticing the undead creature. A metal dwarf walks right up to Draka and states they may stay the night but she wants them gone by morning with their things. She then leaves, giving the party the very strong indication that the city hates strangers and the guards suggest giving their metal dwarf captain a wide berth.

While the inside of the city is more populated than the fields outside it, most of the buildings here are falling apart and clearly abandoned and the villagers are clearly avoiding any contact they can have with them. The one inn they manage to find is the ‘Dead Cleric Inn’ and they see a sign on the door prohibiting bards from entering. Sighing as they glance at their bard, they head in anyway, figuring at worse they get thrown out of the inn. A middle aged moon elf runs the bar and addresses the party curtly, though accepting their gold and granting them rooms, Etir just barely managing to avoid detection as a bard due to messing with people out of spite.

While in their rooms, Zarik discovers they are being scryed on, to which Shyr angrily goes to the bar keep and demands an explanation Suddenly confronted with an angry cleric, the barkeep tells them to talk to Emmeranne, the local wizard but that he has no idea who could be doing it. They send a horse with a note on it to the party members with the halflings to let them know of the scrying to which Khyber Shar and Saneic attempt to see if they are being watched as well, which to the best of their ability they are not.

Etir takes the form of one of the people he saw as they come in to talk to the locals and try to find Emmeranne, as Khyber decides to head into the city and see what she can find. She walks into a drunk, who begins ranting at her, saying all these strangers are going to bring down ruin on them, saying that whenever strangers stay, they vanish in the night and then some of the villagers will go missing shortly after.

Etir, now in the form of an elderly woman, manages to find Emmeranne’s home and knocks on the door to luckily find the wizard home. The middle aged gnome woman raises an eyebrow and laughs at the figure before her, telling Etir that while the shapechange is close, she can still tell its not who it appears to be. Teleporting him to the block the inn is on, they walk into the inn to the rest of the party as Khyber gets there. While talking Iantor is oddly quiet and tells Khyber in a hushed voice that he does not trust Emmeranne, he does not know why but she gives him a bad feeling.

Khyber lets slip the halflings are still outside town and Emmeranne offers to lay own some protective spells to help and teleports to where Shar and Saneic are. Convincing them she is there to help Emmeranne begins laying down some magic, though Shar keeps a watchful distrusting eye on her. Iantor still cannot explain why he is scared of Emmeranne so Khyber takes him and Draka to confront her at the caravans. Etir in the meantime manages to talk Zarik and Shyr into breaking into her tower to try and learn more about her.

While Khyber, Draka, and Iantor manage to get to the caravans quickly, they find everything alright. Khyber talks to Emmeranne about Iantor’s sense of dread concerning her, to which she dismisses it, saying she has no idea why Iantor does not like her but she is used to mistrust from the city folk. While discussing this with the party, one of the spells on her tower is tripped and she angrily states that her home was just invaded and teleports all the party members with her to her home, where she sees the three members who just come in through the door.

Angrily she says that if they had wanted to come in, all they had to do was ask her, not break in. Etir, Shyr, and Zarik sheepishly apologize and Emmeranne calms down, offering to let them stay the night. Most of the party takes her up on her offer, though Iantor refuses to even consider it and leaves to go to the inn. With a dejected sigh Shyr goes to stay with him, to keep him safe and the party tries to stop the cleric. They have an ominous feeling about the cleric staying at the ‘Dead Cleric Inn.’ He laughs off their worries and says he will be fine, watched over by his goddess. Despite this, Etir and Saneic go with them to watch over them.

Despite this however, Iantor is found dead in his bed, drained of blood with puncture marks in his leg. Shyr wraps the body in a sheet and carries it to Emmeranne’s tower to show the party. Etir, now suspicious, tells Emmeranne to prove she is not a vampire by undressing and standing in the sun. The gnome raises an eyebrow and states that she is not that easy to see naked but agrees to take off her jewelry. After standing in the sun she states that she will make the party breakfast and goes off to start.

Casting a spell, the dead gnome speaks, telling the party all it remembers is a hand covering his mouth and being taken outside, chased down, a searing pain, and then nothing. Discussing what they know about vampirism, they ask Shar what she knows, though she admits to not knowing much. They then turn to Emmeranne, who has returned with food and ask her. She tells them vampires can turn themselves into mist but that they can’t just teleport in and out of rooms. They then decide to try and bury him, and see if he raises, which Emmeranne is very much against. Etir goes to start digging when Emmeranne attempts to use her magic to get into his mind and stop him. The doppelganger gets angry and says that that was completely uncalled for. She then disintegrates Iantor’s body and yells at the party about not leaving things well enough alone before teleporting away.

In a panic, the party rushes to the halflings, worried for their safety, but discovering them in perfect health, if a little confused as to what is happening. Getting back into the city with their weapons, they head back to Emmeranne’s tower and break in again, Khyber managing to find a secret staircase and descending deep into the earth, until finally finding old stonework and coming to a ruined iron gate. The party pushes past and walks into an ancient crypt, their footsteps echoing of the old stone.

Adventures as of 7-15-15

Getting back to Oveda, the party agrees that hiding the refugees with Sonny is the best idea, having them skulk about in the sewers under the city with the friendly warforged and Etir while Saneic hides nearby to keep an eye on them all in case something happens. Khyber and Amren stay above ground by the entrance to the sewers and pretend to be beggars while Shar, Shyr, Zarik and Draka all go to Opiters home to discuss the warforged threat. While attempting to convince Opiter of the threat and existence of the sentient constructs, Draka lets slip the existence of Sonny and his hide away in the sewers.

Opiter is horrified to hear of a potential threat living right underneath the city and demands to be taken to the creatures lair to slay it, but the party manages to calm him down and stall him, telling him they will take him to it later after making sure Sonny is still there, to which Opiter reluctantly agrees too. As the party makes ready to leave however, Opiter asks Shyr to stay behind to talk to him in private. The Aasimer consents and tells the party he will meet up with them later, to which the set right away to sneaking back into the room to snoop in on the conversation. They over hear Opiter telling Shyr about the brewing war in Aissur with the Eyvar and that he trusts his youngest sibling will do his duty. They also hear Shyr tell Opiter that he is not his commanding officer anymore and that what he does and does not do is of no concern to him before leaving hastily. Rejoining the party, they make their way to the sewers.

On their way, Shyr, Saneic, and Zarik ask Draka what he was thinking, telling Opiter about Sonny. Draka explaining that it was the only sure fire way of convincing the half celestial sun elf about the very real threat. When Shyr tells Draka that Opiter will probably kill the warforged, Draka states confused about how a cleric could slay a creature that is clearly not evil, to which Shyr retorts that his brother is no cleric, as Draka grows silent.

Getting to the sewers and to the other party members they inform everyone what had happened at Opiter’s home, the party incredulous that Draka could be so trusting of a previously very hostile individual. Draka defends his actions, saying they were the easiest and quickest way of showing the threat was real and possibly saving more lives. Sonny finally speaks up and says he agrees with Draka’s sentiments, and that perhaps it was time for him to take his leave of the city anyway. The party, shocked, ask if he will go with them instead to which he states no, he plans to go off and find answers for why his memory seems to be malfunctioning. Saddened by his decision but ultimately respecting his wishes, everyone tells him goodbye and good luck, to which Sonny assures the party they will see him again.

With Sonny gone, Draka gets Opiter and leads him to the warforge’s old nook, and although Sonny himself is not there, there is enough evidence for the guard captain to take the threat seriously and start preparing for possible threats from inside the kingdom.

Taking their leave from the sewers, everyone starts to head to Draka’s home for a night rest when Shyr stops them, informing them that he may not be able to continue staying with them either. Shocked, they ask why, to which he explains that as a cleric of the goddess of valor, if there is war brewing in Aissur, then he must go their and answer the call to battle. The party stands quiet, trying to wrestle with the knowledge of losing two friends in one day when Zarik asks Shyr if he has taken a pilgrimage yet. Shyr blinks confused and then widens his eyes in realization, saying that no, he had not and was due one which would allow him to stall the order to ship to Aissur for a year before telling the party he would meet them at the house and rushing off to his church.

Later that night, the cleric comes back, tired but happy to note that he was granted his request and for the time being would continue traveling with them, as they make plans to head out tomorrow morning to again try to get the halflings and their ‘cargo’ to safety…

Adventures as of 6-18-15

The party stays the night with the survivors of the caravan in the basement of one of the husks of a burnt out ruin. Etir asking Sonny in private if he can craft a weapon that would shoot out a pressurized liquid, and he agrees, though they keep these plans secret from the rest of the party. Nightmares abound by all the survivors, including Khyber. The nightmares go so far as to intrude into Etir’s already damaged mind and cause him to live nightmares that he never even experienced.

During night watch, on Saneic’s shift a strange being appears in the village when clouds block the moon. Going quiet she wakes everyone up, and in his haste to neutralize the target, Zarik casts a bands of steel, causing steel to wrap around and immobilize the target. It seems to work until the clouds reappear and when they vanish so has the creature. However it reappears right in from of Draka, inches from his face. It resembles a corpse and a dead tree somehow stitched together and its red eyes and slitted pupils cause an uneasy wave to sweep the party.

Zarik and Shar both notice the creature is very similar to a creature they have heard of. A corpse walker, an unseelie fey who is usually found around areas of mas graves and other places that would have a huge amount of death. Attempts to communicate with it leave much to be desired as it remains silent. Using a mind reading spell that he knows, Etir draws the creatures attention, who vanishes and rematerializes right in front of him.

Either intentionally or because of the spell, Etir is forced to experience every single death that the corpse walker witnessed or had been around, causing him mind to buckle and break under the strain from so much at once, as he fumbles into the fetal position.

The party rushes to his defense but he quickly recovers, shaken but no worse for wear as he explains that it was his own fault. It then transports to Saneic and gestures at her with its hand. Confused, she attempts to hand over a crystal she was carrying. It grabs the hand with the crystal, dumps the crystal out of her hand, and draws an image on her hand before vanishing.

Looking at the symbol Shar sees that its the druidic word for fire, but without context that it would be used in, she is unsure if it means good or ill. But with Saneic’s sister still on the run and at power, she removes the glove and washes off the combination of blood and sap the corpse walker left on her.

Getting to a village they set up for camp, discussing what their next move would be. Quizing Sonny on the war forged, he quickly realizes that some of the data he had had access to was missing, and the party grows slightly concerned that he may have been comprised, but decide to keep trusting him until he violates that trust. The party begins to split up for the night, Shyr continuing a painting of the first time he set eyes on Dnaleri from the ship he sailed from. He offers the homesick druid Shar to inquire with church friends about the state of the island, to which Shar thanks him.

The party ultimately decides to go back the Oveda to warn them of the war forged. On the way there they start hearing rumors of war breaking out between the Eyvar and Oveda, though the rumors are currently unconfirmed. They enter the city and plan to take to Shyr’s less then receptive older brother, captain of the guard and decorated war veteran Opiter Pullo Planta….

Adventures in Thary as they stand
A recently started current story of how our adventures go.

Game as it stands 5-25-15

The party begins preparations to accompany a caravan of halflings as they transport a number of political refuges from Oveda to the southern portion of the continent. The day before leaving the realize that Sonny is missing and go looking for him.

They find him outside the temple district, watching the goings and leavings of people as they tend to their spiritual lives. Khyber goes with him into one of the churches, as the keep him obscured under both his own robe and Boney’s robe, which he stole while the party was distracted.

The next day they set out and after traveling for several days come upon a completely ransacked and obliterated village. The entire population, people and animals, were dead, every humanoid desecrated in nauseating ways. While searching the wreckage for clues and survivors, a single war-forged arm was found.

Scattering the party to search the woods to see if any could be found, Khyber quickly comes under attack by a number of the creatures. As the party rushed to her side, the quickly put down the disturbingly calm and collected enemies. Returning to the caravan however reveals almost all of it ripped to shreds and slaughtered.

A few survivors, getting away because of their size and hiding ability describe what happened to them. A few of the prisoners are still alive and the party is now left in the middle of the woods, holding a war forged body to send back to the capital city to warn them of the impending attack…


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