Travel to the Druid Council with Always
Save the universe
Always is travelling North to the Druid council and then South to the ritual.
We decided to go with her - she said she would teleport us to the Council and then we’d travel South.
She teleported us to Eudrassyl and we learned of the 14 council members, who represent different Druidic Circles. She explained she's part of the Star Druid Circle and they are a default yes vote.
She introduced us to Estrella (Austraya) who is a tall woman with dark hair who hoped that the rest of the Council will listen to reason and provide aid
Grom the mountain druid is suspected to be against our cause because he thinks the mountains are eternal and the goings-on of the world will not affect the growth and life-cycle of mountains.
The Underdark circle of druids aren't present.
As Austraya gave her speech I found a dwarf who seemed deeply unhappy. I cast Detect Thoughts and he said it's a waste of his and all the other mountain druid's time because it's not relevant to him.
Grom, Serephin (the swap half-elf), Tavean (sick looking human from spore circle), and Ordon (from the wildfire circle) voted no on the provisional vote.
Onside: Star Druids, Coast Druids, Moon Druids, Dream Druids.
Undecided: Shepherd Druids, Arctic Druids, Desert Druids, and Forest Druids, Grassland Druids, and Underdark Druids who are absent
We convinced the Grassland Druid leader to support the Star Druids cause, and then completed the Shepherd Druids' test to earn their trust. We then faced a feat of strength from the Arctic Druids who pledged their support when we succeeded.
Get roofied by the Star-Wizard
Arcane knowledge
Agrumond is the wizard’s name
The townspeople don’t like Agrumond, they think he’s crazy. He’s been there a long time, 20-30 years, and loves yelling, he never stops
He only takes breaks during the night, people tune out what he says
Dirk told us this information - Dirk is the town liaison consultant
Agrumond’s tower is a bit askew and hodge podge - it stands out from the rest of the town. On the top it’s got a comical pointed roof and poking out of it is a huge telescope
The rest of the surrounding buildings are mid-sized, made of stone
Brass door knocker in the shape of an owl. Door opens and Agrumond’s there, he made an owl noise when we hit the door knocker lol
The house looks very messy, parchment everywhere, floating stuff everywhere. He tells us that the stars are vanishing!
He has a massive telescope observatory at the top of the tower - the whole top of the tower rotates. He shows us a starmap of the sky around here - we see the Tower constellation - but as far as I can tell there’s no difference between the two star maps. I look through the telescope and I see a star - crispy in its detail - with its swirling coronas, then I see it shimmer and blink out of existence.
“Stars protect us from the hostile things beyond” - A cool thing Agrumond said
Agrumond introduces us to his associates, Xol and Ixulmukchuk. Xol is an old nobleman - a gay elder statesman - who says he’s been friends with Agrumond for a long time. He searches for artefacts to keep them out of evil hands. Ixul says her name means “Always watches stars” and we can call her Always if it’s easier. She says she connected with Agrumond over their passion for the heavens and also noticed the strange occurrences and was sent to find any cause for the disappearances of the stars by the Star Druid council. The three of them have been working to figure out what’s going on and why.
Xol tells us that he’s been working on the tomb and relics of the ancient elven tyrant Al-Drazul. The legends say Al-Drazul had mastery over the Earth, Sky, and Seasons. Xol suspects there may be a connection between the stories and the current events. His most prominent lead is that in the North the city of Varralan, built on an old Elven settlement, has some promising leads - there’s a collector of Elven relics that he believes has come across a very powerful artefact.
Always has pinpointed a disturbing source of energy far to the South in the lands of the Yatcorran Federation. It seems to be coming from some sort of powerful ritual, which she believes may be connected to the current events. She wants to enlist the help of the council of Druids at Yudrasil the World-Tree, North of here.
Get Zvremer to Resilience
5000gp each and his services
Zvremer needs an escort through the treacherous Laughing Pass
Zvremer has a "road train" with various supplies, pulled by two horses. The carriage is about 60ft long
Find Caronaldo
10000gp
We saw a wanted poster for Caronaldo - wanted dead or alive
Caronaldo is a legend, known to be a protector of folks who wander out of town
The sheriff has never seen Caronaldo, but has heard a lot of rumours about their crimes
We decided to do a honeypot for Caronaldo, taking our mapmaking journey with Yasmin while spreading around town that we are of means and would be a valuable target
Return to Zvremer
Access to his services
Zvremer asked for us to return once his workshop was set up
When we returned he offered us one artificer infusion each
Help Yasmin
Look around - if we find anything, map it on Yasmin's map
Yasmin has to talk to the Imperial College to figure out what she can reward us with
We convinced Yasmin to come with us on our expedition to lure Caronaldo out in order to give it some legitimacy, and to try and parade around town that we were folks of means and that hijacking our carriage would be profitable
Yasmin mentioned that the strandbeest we found may be responsible for the movements in the landscape that she had observed
Mine
A chest of cramble
Go to the Crambyl Mine and figure out what's wrong
We travelled to the mine and found it closed because two miners went missing a couple of days ago
We were pointed in Emrig's, the foreman of the mine's, direction
We spoke to Vick, a dwarf in the tavern outside the mines. She pointed us to Bill, who saw the events unfold
We accosted Bill and learned that there was a cave-in that exposed a passage. He heared a grinding sound and ran away, leaving two dwarves behind
We found Emrig and he offered us a chest of cramble in order to clear out the mine. We accepted and entered. Finding the passage, we saw the tracks of a Cave Fisher and two Dwarven tracks going deeper into the cave
In the cave, we fought the cave fishers, found a sword, and fought the anti-magic Chuul. We killed the Chuul (just) and then began to run out of the cave, dodging the fools on the way out
Boyle Oil - Looking for specialists
15,000gp
Go to the admin office for Boyle Oil
Ingles tells us they've had a problem with some of the pumps stopping, and some of the workers are now quite ill
Find the site officer at the oil field and show them Ingles' letter
We spoke to Borse who said he thought it was a ghost
We went and spoke to some people at the infirmary who were ill - we tried healing them but had no luck
We then went to inspect one of the oil drill sites where we came across a bunch of ooze creatures made of oil, which we fought and killed
We revisited the infirmary to find that people were still sick, and River felt the presence of more of these abberant creatures
We tasked the oil workers to dig us a hole down to the oil so we could check that out while we continued our journey to lure out Caronaldo, vowing to come back and inspect the oil as well as the tower we had found on the way
Borse gave us a stamped note saying we had completed the mission to take back to HQ and get paid
Head to Bostor’s Shield
None
Go to Bostor’s Shield
Heading there to lure Caronaldo out
Bostor’s a semi-legendary folk hero who devoted his life to the destruction of evil in its many forms. Myth has it that he was obliterated and sacrificed his life defeating evil. His body and items were dispersed across the land and his followers believe that they can find all of these relics and reconstitute the spirit of Bostor
Kelorad is the town leader - styled ‘The Sword Of Bostor’ - who protects the town
Lodomeir is the 2ic of the town, and Kelorad is the spiritual leader. Lodomeir handles all the non-spiritual tasks in the administration of Bostor’s Shield
Find Grod
Unknown
Enquire in New Harrivan about Grod's whereabouts
Follow Crab
Find crab
We saw some big crab tracks and wanted to hunt it down - it was there seven hours ago, travelling quickly north
We found a strandbeest, broken down with a gap where some kind of power source (crystal type thing) would be
It had the word “search” written on it in Dwarvish
We followed other crab tracks nearby and found a Chule, which we massively killed. We got 8 uses of paralysis/poison concoction on Wild Hog’s bolts
I jumped down the well and found a soul gem that looked like it could power the strandbeest
We found a pool of dark water that made light sources very difficult to see inside it
I sense that there are two different types of magic acting on the water; conjugation and some form of alteration
We found another well of this black water in the basement of the Grand Master’s tent at the bandit camp
Find Pilser
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Lodomeir sent us to find Pilser, a farmer who had been taken from his home
We came across a bandit camp and ambushed a group of soldiers bringing a prisoner to the camp
We saved Grebson, the prisoner, who's from Bostor's Shield
Grebson says he overheard the soldiers talking about the Grand Master and a sacrifice
We then interrogated Woljer who said he was ordered to capture Grebson for a sacrifice
I disguised myself as Woljer and we infiltrated the camp
We found a trap door in the Grand Master's tent and on entry we heard people chanting for Conrith's return
In the dungeon we found the Grand Master with a few soldiers and a Deep Priest. We managed to beat them in a mystical battle, save Pilsa and make a daring escape by flying out of the dungeon and through the barrage of arrows fired by the rest of the soldiers
As they launched their arrows at us, gunshots rang out across the camp. A lone figure, surrounded by sunrise, fired at the soldiers and allowed our escape
We dropped Pilsa off at his house and asked him some questions. He revealed that he had been having bad dreams with lots of dark water, and an odd-looking red moon
Find out more about Conrith
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We all left Bostor's Shield to go to the stonecutter's cave, but before we left we had dreams
Cassio had a dream of performing a complete, perfect tune and a voice said they could help him achieve it
In the morning, Yasmin revealed she had a dream as well and we made our way to the cave, at the mouth of which we saw a number of statues of creatures
Inside the cave we found half finished and finished statues and Lassie called out ‘hello’
After hearing no response, we came across a hyper real statue of a dwarf that looks like it was in the middle of carving another statue
We heard a rustling in the wall and a basilisk appeared from it - we fought and killed the basilisk and harvested its entrails to unfreeze the dwarves statue
Belf told us he’d been frozen for a day but hadn’t experienced the passage of time while frozen
We asked him if he’d heard of the Underdunes, but he wasn’t familiar - he knew of some circular tube passages underground but hadn’t encountered anything unusual
He revealed that the circle of obsidian at the base of the sculpture of Bostor’s Sword was already there in perfect formation
He’s had bad dreams of a dark ocean, which he hates, and doesn’t know anything about Conrith. He suggests that the towers are interesting and we should check them out, so we resolve to go to the butte Tower
On our journey to the tower we came across an old ship that housed a sarcophagus with the likeness of Tengor, a bird god of the sky, on it
We threw the sarcophagus in the back of the carriage where Wild Hog took the bracers from it. Cassio was the only one who noticed it and he started singing a song about a spell being put on him
We arrive at the butte and see that a tower is protruding from the side, with a path up the side carved out of the mountain
We ascended and entered the tower, finding a table with a slot for our navigating coin. When the coin’s placed in a waypoint, it points to the targeted location in real life
We found out Conrith’s home is a swampy place which we can reach by following the river. We found that out via dreams comma bad, which were nasty.
Conrith is also known as the Eternal One, Corrupter of Minds and Enslaver of Souls, Keeper of Secrets, Leviathan of the Depths, The Bringer of Madness, The Unknowable, The Deceiver of Mortals, The Shadow In The Deep
Find out what’s going on with the towers
Curiosity: sated
We headed to the tower on the butte and on the way found a sarcophagus with magic items in it
We threw the sarcophagus on the cart and headed to the butte. When we got there, a coin from the sarcophagus started rattling
The coin had a symbol of the sun on it, representing the God of the sky Tengor and the elemental plane of air
We flew up to the tower and broke the door open. As we explored the tower we found a series of murals, some broken and some not, depicting ocean scenes involving the red moon, visions from dreams, and an Aboleth
We went to the city of Kulringulai and fought a giant wind monster. Once we defeated the beast, we found a secret passage through the wall of the ziggurat to a nearby tower. In the tower, we found the remains of Azka-Zul and saw a series of tablets depicting a ritual they had done to banish the ocean from the land and force Conrith into retreating into his Ziggurat
As we were resting, we had a dream of Conrith, who asked us to join him and showed us a vision of his submerged ziggurat in a swamp
We came across a derelict building with three statues; an old man, a young man, and a man in the middle of their ages. The statues were recognised as depicting Tazaak, the God of Time
By filling the bowls being held by each version of the statue, we could see the past, present or future of various locations. We saw that the future bowl showed a potential future of the basin being entirely flooded by dark water. Whenever we tried to view events related to Conrith, the image grew grainy and distorted.
Kidnap Zorbo
We were hired to kidnap Zorbo's son by the nightbringers, who promised us access to The Eternal Shade should we succeed.
The five of us - B, Galvis, Wandy, Stewart, and this humble bard - silently crept into Zorbo's mansion and stole his son in the night.
As we left, a wail erupted from the halls of the mansion and all of a sudden some kind of protective charm went off. Wandy managed to deflect it, but instead of striking our group it collided with a dresser and set it alight.
The fire grew quickly and we rushed through the labyrinthine mansion. As we did, we were separated - myself, Wandy, and Galvis escaped the North wing while B, Stewart and Zorbo's son were split from us.
We regrouped outside the mansion in the getaway caravan - as it trundled off, the mansion's flames turned into fury as it exploded
We looked at each other and realised Stewart was not in the caravan - he had been left in the mansion, with each of us believing he was with the other.
We decided we would tell his wife, however none of us knew her name. A mystery that must be solved another day!
We retrieved The Eternal Shade from the nightbringers in exchange for Zorbo's son, and we went on our way.
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