Drakkenheim

Session 1 - Traveling to Drakkenheim

Date: Feb 11th, 2025

Recruited by Obsidian Compass

The party is recruited to take on a mission to Drakkenheim

Tark Shares His Quest

Tark shares that his quest is to find those that murdered his bugbear tribe. His only evidence was the slash wounds and a broken finger from a clawed gauntlet. The metal of the claw is suspected to be something from the Darakkenheim area but its not a lot to go on.

River Arrival 

From there the journey took three weeks, first by land, then by large riverboat, before changing to a cargo longboat for the final stretch.  Besides cargo there was a family of four, the Hammersteins, who had sold all their worldly possessions to bring their young children on a pilgrimage to “witness the salvation of The Falling Fire”. 

The longboat sliced through the water, its weathered hull groaning with each ripple. A motley crew, a band of adventurers bound by fate and fortune, navigated the winding river. As the sun began its descent, casting long shadows across the water, the air grew thick with anticipation.

The river widened, and the first signs of civilization emerged. Towering stone walls, crowned with crenelations, loomed against the twilight sky. 

The Road to Emberwood

Irwin Marlow takes the party onboard a large covered wagon pulled by two draft horses after the dock hands loaded the wagon with cargo

Highway Men Fail Robbery

The wagon comes to a halt as a group of men on horses appear seemingly out of nowhere and block the roadway. (SHOCKER)

The lead rider approaches the wagon and you see he is pointing a heavy crossbow that sits across his lap. 

(In a british gangster slang)
“Oi, oi! Hold there, friends… you’re traveling on a royal road, eh? In these troubled times it falls to loyal servants like ourselves to keep these highways free of reprobates and outlaws, innit? I’m afraid we’ll need to collect a fee to ensure your safe passage to the capital, eh?”

The party forces the leader to flee and they kill the other 4 thugs. One of which has a red diamond tattoo on his hand. Marlowe says there was a tattoo parlor in Emberwood and Ludwig von Graff later identifies this as something to do with the Queen’s Men - a loose affiliation between a hundred gangs of brigands, outlaws, and scoundrels, all who swear fealty to the enigmatic “Queen”.

Night Guests

With a half-day travel left ahead of them to Emberwood, the party camps in well-used campsite clearing. After dinner and some mead provided by Marlowe - a trio of harrowed adventurers approach the characters’ campsite on the last night of their journey. They are tired, hungry, and hoping for a place to rest.

They are leaving Drakkenheim after failing their quests and losing two of their other companions. They are bitter, defeated, cynical, and never plan to return, but share a few rumors about the city as they sit and share stories by the fire. They are hesitant to talk about their fallen friends, but suggest watching out for the skratlings in Drakkenheim (“cross between giant rats, ratfolk and fucking demons or something!” 

Rikard is suffering from severe “contamination”, he is delirious, mouth gaping open, his nails have fallen off, and his hair is coming out in patches. He is missing his tongue and mouth is inky black.

Before dawn, a commotion in the visitors tent wakes everyone except the sound-sleeper Syndle. When it becomes clear the commotion is the tent has turned violent, a tentacled abomination bursts forward standing over the half-eaten Ludwig and grappling Endra off the ground in one of its many tentacles.  

The party uses Dissonant Whispers to render the beast ineffective as they hack it to death, only to be splattered by its acid blood, Unfortunately the creature ate Endra in its final moments

 

Session 2 - Emberwood Village

Session 3 - Reed Manor

Session 4 - Chapel of St. Brenna (Part 1)

Date: Feb 11th, 2025

Summary

The adventure began when the party received a mission from Blackjack Mel to retrieve the mysterious Scepter of Saint Vitruvio from the crypts beneath the Chapel of Saint Brenna. Three different factions had set their sights on this powerful relic: the Knights of the Silver Order, Blackjack Mel who worked on behalf of the Queen, and the enigmatic Followers of the Falling Fire. The party made preparations to depart at first light, arranging to meet their guide Stubbs at the bridge. Their journey through the devastated city of Drakenheim proved unsettling, as they encountered supernatural phenomena including ghostly children and an eerie nursery rhyme that echoed through the ruined streets. Upon reaching the Chapel of Saint Brenna, the party discovered they weren't the first to arrive. Three members of the Knights of the Silver Order - the high-ranking paladin Sir Bryce and two squires - had already taken position at the chapel. After careful consideration, the party chose diplomacy over confrontation. Yazzy successfully negotiated their entry by referencing a previous encounter at Camp Dawn. The chapel's interior revealed a sanctuary adorned with three impressive statues: one depicted Saint Tarna locked in combat with a demon, another showed Saint Vitruvio, and the third portrayed Saint Brenna performing a resurrection miracle. The sacred space bore visible signs of decay, with a partially collapsed tower and brackish water collecting in various corners. The situation grew more complex as the party encountered Sir Landry and his men from the Silver Order, who shared their objective of finding the relic. Through clever deception and careful maneuvering, they initially managed to avoid direct conflict. Their exploration revealed various chambers, including a fountain room and crypts below the chapel. The situation took a dramatic turn when Sir Landry and his men ventured into the undercroft, where they faced hostile Mephits in a fierce battle that left Landry wounded and his squires defeated. Throughout their search, the party discovered various treasures including silver coins, holy symbols, and magical items, all while working to decipher puzzles involving a silver rod and the chapel's statues. The party's investigation led them to a significant discovery - a silver rod held by one of the statues. Before they could properly examine it, they faced and triumphed over a Church Grim, a fearsome ghostly hound that served as the chapel's guardian. The rod proved to be more than a simple artifact, as they discovered it contained a hidden switch mechanism that granted access to underground chambers. These subterranean rooms held various treasures, including a fountain of clean water and magical scrolls. The rod's true purpose became clear when they realized it functioned as an immovable rod, essential for operating the stone doors within the crypt. As they delved deeper into the crypt beneath the chapel, the party's search led them through several chambers decorated with religious murals. Their exploration brought them to a circular crypt that housed the skeletal remains of ancient clerics and paladins. The atmosphere grew tense as they spotted a magical greatsword among the remains. However, when they attempted to claim this powerful weapon, the skeletal remains suddenly animated, rising to defend their eternal resting place against the intruders.

Scenes

Mission Briefing and Camp Preparation

The party reviews their mission with Blackjack Mel and prepares at their camp in the Hut

Journey Through Drakenheim

The party meets Stubbs and experiences supernatural events while traveling through the devastated city

Chapel Arrival and Knight Encounters

The party arrives at the Chapel of Saint Brenna and makes contact with the Knights of the Silver Order

Chapel Sanctuary Investigation

The party explores the chapel's main sanctuary and discovers important clues

Undercroft Conflicts

The party faces multiple challenges in the chapel's undercroft including Mephits and the Church Grim

Underground Exploration and Final Confrontation

The party explores the underground chambers and encounters undead warriors in the crypt

Npcs

Stubbs

A large man with burn scars who serves as the party's guide. Despite his intimidating appearance, he shows emotional vulnerability, particularly when passing through an area where ghost children are heard. Works for Blackjack Mel and knows the location of their destination.

Blackjack Mel

The quest giver who hired the party to retrieve the Scepter of Saint Vitruvio on behalf of the Queen. Sees potential in the party and offered them 1,000 gold.

Saint Vitruvio

A historical figure - a heroic paladin who fought alongside the golden dragon Argonoff centuries ago. His scepter is the object of the party's quest.

Saint Brenna

Known as the 'people's saint', she was famous for working with the poor and sick in Westmar and Drakenheim. She was canonized due to popular demand from the common people.

Sir Bryce Landry

A high-level paladin of the Knights of the Silver Order, found praying in the chapel. Previously encountered the party at Camp Dawn. Appears to be more powerful than the party members. A paladin of the Silver Order leading the mission to retrieve the scepter. Proper and methodical in his approach, taking time to pray before acting.

Church Grim

An incorporeal spectral hound with glowing yellow eyes that guards the chapel grounds, cemetery, and sacred artifacts. Not technically undead, but a spiritual guardian that fades in and out of visibility while patrolling the grounds, confronting those who attempt to take holy items.

Mephits

Elemental creatures made of dust, smoke, and magma that appear in the undercroft and demand gifts from visitors. They prove formidable against Sir Landry's group.

Undead Clerics and Paladins

Skeletal remains of holy warriors of the Sacred Flame that animate when disturbed, each holding different implements like torches and candle snuffers.

Flaming Skull

A mysterious undead creature that appears in the crypt after the skeletons animate.

Locations

Drakenheim

A devastated city with areas both inside and outside its walls. The outer areas are filled with empty buildings, strange mists, and supernatural phenomena. The city was continuously built outward beyond its original walls.

The Hut

The party's temporary lodging where most members are staying to save money. Li'l Dragon has set up traps around his tent area.

Chapel of Saint Brenna

A deteriorating chapel with a domed slate roof and two towers (one partially collapsed). Features stained glass windows, a sanctuary with three saint statues, and a cemetery in the back. The building shows significant damage from time and weather. Contains crypts that may hold the sought-after scepter.

Buckle Down Row

A secretive area in Drakenheim with taverns and fighting pits, typically restricted to Queen's Men. Described as having hundreds of people drinking and fighting.

Chapel Cemetery

A small graveyard behind the chapel guarded by an incorporeal Church Grim - a ghostly black dog with glowing yellow eyes that protects the sanctified grounds from grave robbers.

Chapel Sanctuary

The main worship area featuring a three-tiered stone altar with bronze brazier, fading frescoes of saints, and three alcoves containing statues of Saints Tarna, Saint Vitruvio, and Saint Brenna. The room smells of bitumen and has pooling rainwater from the collapsed tower.

Chapel Undercroft

A large underground chamber with alcoves, pillars topped with skulls, and burning candles with strange colored flames of purple, green, and noctarine.

Fountain Chamber

A round chamber containing a circular stone fountain with flowing clean water, surrounded by painted murals showing funeral rites performed by flame keepers.

Stone Door Chamber

A small chamber with a metal post mechanism used to operate a stone slab door, featuring a one-inch diameter cylindrical notch for inserting a rod.

Circular Crypt

A hoop-shaped chamber with vaulted ceilings, illuminated by dozens of candles, containing six stone sarcophagi in semicircle alcoves along the walls. Features a stone door with a dragon engraving to the south.

Spells

Detect Magic

Cast to scan the chapel area for magical items or effects.

Mage Hand

Used to manipulate objects at a distance, including attempting to retrieve items and operate mechanisms.

Invisibility

Mentioned as a potential spell to use for shadowing Sir Landry's group.

Sanctuary

Cast by a party member during combat with the Church Grim for protection

Items

Scepter of Saint Vitruvio

A sacred relic that belonged to Saint Vitruvio, currently being sought by three different factions: the Knights of the Silver Order, the Queen's representatives, and the Followers of the Falling Fire.

Meteorite

A mysterious object the party smuggled and delivered to Emma's father the blacksmith, who will use it to craft various weapons including rapiers, a whip, dagger, rings, tongs, spike, longsword and shield.

Silver Rod

A silver rod held by the statue of a melancholic armored woman in the cemetery area, clasped over her chest. Approximately 15 inches long.

Silver Holy Symbol

A sacred symbol of the Sacred Flame found in one of the altar boxes along with coins and oils.

Session 5 - Chapel of St. Brenna (Part 2)

Date: Feb 18th, 2025

Summary

Deep within the Chapel of St. Brenna, a party of adventurers discovered a peculiar donut-shaped crypt illuminated by dozens of flickering candles. Six stone sarcophagi lined the curved walls in semi-circular alcoves, containing the skeletal remains of clerics and paladins of the Sacred Flame. When Ned attempted to magically retrieve a glowing greatsword from one of the remains, the skeletons awakened, their eye sockets gleaming with citrine gems, and a flaming skull with ruby eyes burst into green flames. The battle that ensued was fierce, with the undead guardians wielding short swords while one particularly formidable skeleton brandished the magical greatsword known as Twilight. This mystical weapon did more than just harm - it forced those struck to reveal their deepest sins, sharing visions of their transgressions with all nearby. Tark's painful memory of being drunk when his clan was killed and Xakaris's tale of defiling his captain's mug were laid bare before the group. The flaming skull proved to be a powerful spellcaster, launching devastating spells at the party while they fought to survive. The adventurers demonstrated remarkable ingenuity in securing their escape route. They initially used Twilight as a doorstop before replacing it with an immovable rod, carefully concealing their tampering with skeletal remains. The group created a three-foot opening for escape and strategically moved sarcophagus lids to prop open doors. However, their clever planning was tested when the skeletons reformed after ten minutes, and the flaming skull unleashed a devastating fireball. Despite this setback, the party persevered and defeated their reanimated foes once again. In Saint Vitruvio's chamber, they discovered an unlit pyre and a magnificent statue of the saint himself, holding a powerful magical scepter. Through careful investigation, they located a box containing a sacred finger bone beneath the pyre. The party solved an illumination puzzle, using light magic to successfully retrieve the scepter, while mysterious voices spoke of bearing light and absolving sin. Their exploration was interrupted by the sound of prayers from beyond a nearby door. Their escape proved equally dramatic as they raced to dismantle and scatter the skeletal remains outside the crypt. In the cemetery, they encountered members of the Falling Fire group engaged in combat with reanimated skeletons. The party didn't hesitate - they scaled the five-foot cemetery wall and made their escape while being noticed by their rivals. Their daring heist yielded valuable treasures including holy symbols, gems, and powerful magical items, which they successfully transported back to Emberwood Village without further incident.

Scenes

Exploring the Sacred Flame Crypt

The party enters a donut-shaped chamber with skeletal remains that awaken when disturbed

Battle with Undead Guardians

Extended combat with animated skeletons and flaming skull in the crypt chamber

Securing the Exit Strategy

The party devises and executes plan to maintain escape route

Saint Vitruvio's Chamber

The party discovers and explores a sacred chamber with important artifacts

Cemetery Escape

The party makes their escape while others battle reanimated skeletons

Npcs

Sacred Flame Guardians

Skeletal remains of clerics and paladins with citrine gems in their eye sockets, wearing tattered cloth and holding sacred flame holy symbols. Some wielded short swords while one possessed a magical greatsword. Included one identified as former Silver Order paladin.

Flaming Skull

A powerful undead skull with ruby eyes that emanated green flames, acting as a 5th level spellcaster. Could cast devastating spells like fireball and seemed unconcerned about damaging its skeletal allies.

Saint Vitruvio

A revered holy figure depicted in statue form as an armored warrior in decorated helm, whose finger bone was preserved as a holy relic and whose scepter held powerful magic.

Stubbs

An NPC companion who strategically avoided combat by staying outside during the crypt exploration, later seen when party disposed of skeleton parts.

Falling Fire Members

Rival adventuring group seen fighting the reanimated skeletons in the cemetery, including a notably skilled female warrior.

Oscar

An alchemist known for making healing potions under questionable laboratory conditions, leading to potential contamination effects in his products.

Locations

Chapel of St. Brenna Crypt

A donut-shaped chamber with vaulted ceilings, illuminated by dozens of candles. Contains six stone sarcophagi in semi-circular alcoves along the walls. Features stone slab doors that move up and down, with religious engravings about compassion and light.

Saint Vitruvio's Chamber

Circular chamber containing an unlit pyre with chimney vents, statue of Saint Vitruvio holding scepter, and two unlit candles. Hidden compartment under pyre contained a holy relic.

Cemetery

Walled burial ground surrounded by 5-6 foot high walls where Falling Fire members were seen fighting reanimated skeletons during the party's escape.

Emberwood Village

The destination town where the party returns after their dungeon expedition to sell their acquired treasures and rest.

Spells

Invisibility

Cast by party member to become invisible and move away from combat.

Thunderwave

Upcast to 2nd level with careful spell metamagic to avoid affecting allies while damaging and pushing back enemies.

Frenzy Bolt

A chaotic spell that deals damage and bounces between targets based on odd/even rolls.

Toll the Dead

A necromantic cantrip used by multiple casters, appearing variously as sonic booms, rolling thunder, or white waves based on the caster.

Healing Word

A healing spell used as a bonus action to restore hit points to injured allies.

Fireball

Cast by the flaming skull, creating a 20-foot radius explosion of flame that could go around corners. DC 13 Dexterity save for half damage.

Detect Magic

Used to identify magical properties of items including the scepter and other artifacts.

Light

Used to illuminate Oiroa which allowed retrieval of the scepter from the statue.

Items

Twilight

A +1 magical greatsword etched with celestial runes that glows with soft blue light in a 15-foot radius. When it strikes targets, they are forced to reveal and regret past sins, sharing the vision with others within 30 feet.

Sacred Flame Holy Symbols

Collection of gold (worth 50 gold) and silver (worth 25 gold) religious symbols recovered from the skeletal remains, including emblems of the Silver Order.

Immovable Rod

A valuable magical item worth approximately 5000 gold that can be fixed in place, used by the party to hold open heavy stone doors.

Saint Vitruvio's Relics

Including his scepter (radiating powerful magic) and preserved finger bone found in box beneath the pyre.

Gemstones

Multiple citrine gems (worth 25 gold each) from skeleton eye sockets and two rubies (worth 50 gold each) from the flaming skull's eyes.

Anointing Oil

Six vials of holy oil recovered from the crypt, valued at 12 gold each.

Utility Scrolls

Collection including Fairy Fire, Remove Curse, Detect Magic, and Lesser Restoration that were distributed among party members.

Session 6 - Buckledown Row

Date: Feb 25th, 2025

Summary

The party had just completed a daring heist at a chapel, retrieving a mysterious glowing scepter while cleverly allowing skeletons to engage the followers of the Fallen Fire. As they escaped over the back wall, they were joined by Stubbs, a peculiar figure who spoke with a distinctive Mike Tyson-like accent. While fleeing, Stubbs secretly used a sending stone to communicate with others about their success. Their escape was interrupted by Viktor and his armored group, who claimed to work for Blackjack Mel. They offered each party member a generous payment of 80 platinum and 100 gold pieces to escort them and the scepter to the Queen in Buckle Down Rope. After some deliberation and insight checks, the party cautiously agreed to follow Viktor's group. The journey led them to Buckle Down Row, a dangerous district guarded by bugbears and a massive stone giant. The area was filled with ramshackle taverns connected by makeshift bridges, with crooked street lamps casting an eerie glow through the mist. Their first stop was the Wishing Well tavern, where they witnessed the strange tribute system - a moss-covered well with an impenetrable prismatic sphere at its bottom, where gangs paid their dues to the queen. At the Padlock, a distinctive tavern marked by countless locks on its walls, they met with Blackjack Mel. The establishment was unique, featuring goblin bartenders who used a sliding ladder system to serve drinks. Viktor delivered the scepter to Mel and departed with his payment, while Mel discussed future opportunities with the party, including a request for various fireball-based magical items from the Amethyst Academy. The party then visited the Champions Quarters beneath the fighting pits, where they found Knuckles, Syndle's uncle, transformed by delirium. His once gray-green skin had turned neon, his arms elongated unnaturally, and his eyes glowed purple. Through fragmented communication, they learned about Bondor's defeat by a stone giant champion, whose magical axe now hung as a trophy in the fighting pits. They discovered that such trophies could only be reclaimed by defeating the champion who claimed them. Their evening took a dangerous turn when they encountered a massive 20-foot tall tentacled creature corrupted by delirium. The beast's chest cavity showed signs of corruption, glowing and smoking as if struck by a meteor of delirium. After it unleashed a devastating psychic attack that dealt 26 damage to Oiroa and Tark, the party wisely chose to flee. Their escape proved successful with a fortunate roll, and they made it back to Emberwood Village bridge, where the Hooded Lantern guards recognized them as Petra's saviors. The adventure concluded with the party discussing crafting orders with Crow the blacksmith. They negotiated an expedited crafting schedule for various items, including multiple rings, weapons, and specialized tools, agreeing to pay an additional 200 gold split between party members to speed up the process. They also planned to have their items enchanted after crafting, while considering how to handle their cursed two-handed longsword, which they planned to sell to Aldor.

Scenes

Escape from the Chapel

The party escapes from the chapel after retrieving the scepter, with Followers of the Fallen Fire fighting skeletons behind them.

Encounter with Viktor's Group

The party meets Viktor and his "Old Dragon" crew who claim to be sent by Blackjack Mel to escort them.

Entering Buckle Down Row

The party is led to a dangerous district filled with taverns and fighting pits.

Meeting at the Padlock

The party enters a tavern marked by a giant rusty padlock where they meet with Blackjack Mel

Meeting Knuckles

The party visits Knuckles, Syndle's uncle, in his quarters beneath the fighting pits, finding him transformed by delirium.

Escape from the Creature

The party encounters a massive 20-foot tall tentacled creature with delirium corruption in the Sporks district.

Blacksmith Orders

The party discusses crafting orders with the blacksmith Crow.

Npcs

Stubbs

A small figure who speaks with a Mike Tyson-like accent, secretly communicates via sending stone, and works with Viktor's group

Viktor

Leader of a crew in plated armor claiming to work for Blackjack Mel, tasked with escorting the party and scepter to the Queen

Blackjack Mel

Crime boss who hired the party to retrieve the scepter. Has a private booth in the Padlock tavern and maintains connections with various factions. Specifically hired the party because they weren't affiliated with any gang

Grave Robber

A woman in Viktor's crew wearing a witch hat who demonstrates paying tribute at the wishing well and warns about making contributions

Tilda

A tall elven woman with white hair and piercing hazel eyes who serves at one of the taverns

Israel

A large blue dragonborn who tends bar at the Old Imperial Public House

Brian the Butcher

A bugbear cook known for his excellent grilling at the Sweaty Bugbear pub

Rose Carver

A gang leader who sits at a raised table in the Old Imperial Public House

Knuckles

Syndle's uncle, transformed by delirium with elongated arms, giant hands, and glowing purple eyes. Once gray-green, now neon green with weird growths on his back

Stone Giant Champion

A fighter in the pits who defeated Bondor and claimed his magical axe as a trophy

Bondor Brood Grind

Known as 'the Flying Axe', a former fighter whose magical weapon now hangs in the fighting pits after being defeated

Crow

A blacksmith who takes orders for crafting weapons and items, with an apprentice who can help expedite work for an additional fee

Locations

Emberwood Village Bridge

A guarded bridge entrance to Emberwood Village, protected by Hooded Lantern guards who recognize the party as heroes who saved Petra

Buckle Down Rope

Location where the Queen, described as 'the people's queen', is said to reside

Buckle Down Row

A dangerous district with five pubs where different gangs gather, featuring ramshackle taverns, makeshift bridges between rooftops, and crooked street lamps glowing in the mist

The Wishing Well

A tavern featuring an ancient moss-covered fieldstone well where gangs pay tribute to the queen through an impenetrable prismatic sphere. Has a skeleton nailed to a tree behind it with a 'make a wish' sign

The Padlock

A two-story tavern marked by a giant rusty padlock, featuring walls covered in padlocks of varying sizes, a balcony, and a unique bar setup with goblins serving drinks via a sliding ladder system

Old Imperial Public House

A well-maintained tavern with blue exterior, hand-carved furniture, and fighting pits in the basement. Features an ornate maple bar and raised seating area

Court of Thieves

A protected area outside the Haze where higher-ranking gang members can rest safely

Champions Quarters

A shabby room beneath the fighting pits accessed via sewer walkways and bridges, where champions like Knuckles reside

Fighting Pits

A 60x60 foot underground arena beneath the taverns, with weapons of fallen champions displayed on walls 25 feet up. Contains magical items and hosts various types of combat matches

Sporks District

A district in Drakenheim where the party encountered the tentacled creature while trying to leave the area

Spells

Sending Stone

Magical item used by Stubbs to communicate secretly, allowing him to send and receive messages

Prismatic Sphere

A permanent magical effect at the bottom of the wishing well, creating an impenetrable barrier of color and light

Fireball

Mentioned as part of Mel's request for magical items including wands, necklaces, and scrolls of this spell from the Amethyst Academy

Detect Magic

Used to identify magical weapons in the fighting pits, revealing four magical weapons among the trophies and four more magical items in the crowd

Mage Hand

Mentioned as a possible but insufficient way to retrieve the axe from its high position in the fighting pits

Sanctuary

Cast by Oiroa during the escape from the psychic tentacled creature

Items

Scepter

The object retrieved from the chapel, subject of debate about its size (ranging from 9.7 inches to 46.65 inches), glowing and requiring concealment

Payment Gold

Payment from Viktor's group, consisting of 80 platinum and 100 gold pieces per person

Tribute Gold

Gold coins required to be thrown into the wishing well as tribute to the Queen

Crystal Clear Water

Magically purified water from Blackjack Mel's personal stash, served as a display of status and wealth

Flying Axe

Bondor's magical weapon that now hangs as a trophy in the fighting pits among other weapons from fallen fighters

"Twilight" Greatsword

A magical greatsword the party possesses that they plan to sell to Aldor, possibly cursed to make victims reveal regretful sins when struck

Rings

Multiple plain rings being crafted by Crow, taking approximately one day per ring to create

Session 7 - Pilgrimage To Champion's Gate

Date: Mar 4th, 2025

Summary

As dawn approached in Emberwood village, the party was awakened by distant singing that grew steadily louder. Nearly a hundred people in white robes approached through the streets, led by Nathaniel Flint and Joel of Osteen, prominent figures in the Falling Fire faith. The procession stopped outside the Bark & Buzzard tavern, where Nathaniel recognized Syndle and engaged in conversation about their growing religious movement. Nathaniel explained their predicament - they needed escorts to safely guide the pilgrims to Champion's Gate, as their usual protectors were unavailable. The party negotiated payment, settling on 3,000 gold with 1,000 paid upfront. During these negotiations, Xakaris received troubling papers from the Hooded Lanterns, threatening deportation if he didn't report to his guild position within 48 hours. Among the pilgrims were several notable figures: twin sisters Ingrid and Myra Stummer who joined after experiencing visions, elderly dwarf cleric Rufus Apollo drawn by astronomical connections, and Sylvie Roseshot, a former flame keeper who converted to the Falling Fire faith after being moved by Lucretia Mathias's writings in The Testament of the Falling Fire. As they escorted the pilgrimage to the outskirts of The Spokes, a massive blue bird with a 24-foot wingspan appeared overhead - Devlin, their celestial protector. The journey took a dangerous turn in the Spokes, where a 20-foot aberration and insect-like creatures emerged from a mysterious haze. The battle was fierce, with Tark landing critical hits while many pilgrims fell to devastating psychic attacks. Devlin transformed from his bird form into a humanoid warrior, wielding a golden mace against the threats. The party ultimately prevailed, though at a cost of numerous pilgrim lives. Joel promised to resurrect the fallen when they reached their destination, while Ned recovered a valuable half-pound fragment of delirium from the defeated aberration's body. The escort mission revealed the Falling Fire faith to be more than a simple religious movement, possessing both powerful allies and significant resources.

Scenes

Pre-Dawn Awakening

The party wakes up to distant singing approaching Emberwood village

Meeting with Nathaniel

The party encounters Nathaniel and Joel of Osteen leading a group of pilgrims at dawn in Emberwood village.

Negotiation and Legal Troubles

The party negotiates escort payment while Xakaris receives legal papers

Meeting the Pilgrims

The party learns about the pilgrims and their beliefs while organizing the escort

Battle in the Spokes

The party fights aberrations while protecting the pilgrims

Npcs

Nathaniel Flint

A jovial human man in his thirties who leads the Falling Fire religious movement. Previously met the party at Gilded Lily. Organizes pilgrim groups and seeks escorts for their safe passage.

Joel of Osteen

A powerful religious leader of the Falling Fire faith who accompanies pilgrim groups. Can cast Spirit Guardians and other spells. Described as naive to the dangers of the region.

Tobias Crow

A blacksmith who received 200 gold from the party to speed up production.

Lucretia Mathias

An unseen leader of the Falling Fire faith who has attracted thousands of followers and wrote their sacred text, the Testament of the Falling Fire.

Devlin

A celestial being who can transform between a giant blue bird (24-foot wingspan) and humanoid form. Serves as a protector for the Falling Fire pilgrims, wielding a golden mace in combat.

Captain Rein Heisworth

Captain Rein Heisworth, of the 4th Provisional Expeditionary Force to Reclaim the Capital, better known as The Hooded Lantern. Captain Heisworth is in charge of protecting the river gate and docks. Heisworth issued the summons and deportation papers to Xakaris.

Ingrid and Myra Stummer

Twin sisters who joined the pilgrimage after having dreams and visions about the meteor impact and the city.

Rufus Apollo

An elderly dwarf cleric who studied astrology and was drawn to the Falling Fire faith due to its astronomical connections. Retired science finding religion for the first time in his life.

Sylvie Roseshot

A former flame keeper of the Sacred Flame who converted to the Falling Fire faith, believing in the redemptive power of delirium after reading The Testament of the Falling Fire by Lucretia Mathias.

Locations

Emberwood Village

The village where the party is staying, featuring the Bark & Buzzard tavern, docks, and other establishments

Bark & Buzzard

A tavern in Emberwood Village. The Alsberg family has owned and maintained the establishment for a generation. Karin Alsberg and her husband, Holger (both human) make fine home-brewed beer known as Ember Ale, and serve hearty braised lamb stew with fresh-baked bread.

Hendrick's Farm

Location south of town where pilgrims of the Falling Fire gather and congregate

Champions Gate

The pilgrims' destination along Champions Way road, important for their religious ceremony

The Spokes

A dangerous area with narrow streets between Emberwood Village and Champions Gate, where aberrations emerge from a mysterious haze

Spells

Spirit Guardians

Cast by Joel of Osteen, summoning four angelic spirits to protect within a 15-foot radius.

Guiding Bolt

Used by Xakaris to deal radiant damage and grant advantage on the next attack against the target.

Healing Word

Used multiple times to heal party members during combat, particularly Syndle.

True Strike

Cast to gain advantage on the next attack.

Dissonant Whispers

Used to force an enemy to move away using their reaction.

Shatter

A thunder damage spell cast during the combat with the aberrations.

Sanctuary

A protective spell cast to help shield allies during the battle.

Silence

A 15-foot radius spell mentioned as being cast in response to the singing.

Items

Longsword

A sword that one of the party members is planning to attune to, though there is concern it might be cursed.

Testament of the Falling Fire

The sacred text of the Falling Fire faith, written by Lucretia, containing their core doctrine and teachings.

Deportation Papers

Delirium Fragment

A half-pound fragment extracted from the defeated aberration's body, larger than typical delirium shards.

Session 8 - Back to the Chapel

Date: Mar 11th, 2025

Summary

In the aftermath of a fierce battle, the Fallen Fire followers tended to their casualties under Devlin's watchful eye. Ten pilgrims were found dead, with nine stable but unconscious and four who had recovered. The followers performed solemn rituals, placing coins on the eyes of their dead, while a party member cast Bless the Dead to prevent the fallen from becoming undead. The remaining pilgrims created litters and stretchers to transport their wounded and dead, some singing hymns during the somber procession. While searching the area, the party discovered three valuable delirium fragments, each worth 100 gold pieces. As they approached Champions Gate, they encountered its imposing 40-foot walls and 60-foot towers, though one tower had crumbled to a mere 30-foot pile of rubble. The area was shrouded in an unusually thick haze, particularly beyond the gate where an armored knight rode out to meet Devlin. Two lion-themed knights, including Katya Brown of the Lion's Thorn Legion, confronted the party about abandoning their companions at Brenna's Chapel. During the tense negotiation, Fallen Fire clerics cast Zone of Truth and Detect Thoughts. The party revealed they had given the Scepter of Saint Vitruvio to Blackjack Mel of the Queen's Men, prompting Devlin to offer wealth, magic items, resurrection services, and protection from the haze in exchange for its retrieval. The protection required a holy sacrament from Lucretia Mathias, offering benefits including haze immunity and necrotic resistance. Oiroa drafted a formal contract for their services, while Syndle agreed to convert to the Falling Fire faith. The party then proceeded to the Chapel of Saint Brenna, where they observed ten skeletons arranged in an eerie congregation formation through the windows. A fierce battle ensued as Syndle opened the door and entered a rage, his wild magic creating difficult terrain. The party coordinated their attacks through windows and doorways against a corrupted priest who wielded terrible tentacles capable of grappling multiple victims. During the fight, they discovered a prophetic stained glass window showing the meteor impact, created before the actual event occurred. The battle proved challenging as the priest's tentacles prevented breathing and speech in those it grappled, while skeletons and dogs joined the fray. Oiroa provided crucial support with healing spells and the powerful Kobold's Fury, while other party members launched attacks through windows and engaged in close combat. After a grueling fight that left several party members severely wounded, they emerged victorious. Ned collected the skeleton pieces in a sack to prevent reanimation, ensuring their victory would be permanent.

Scenes

Aftermath of Battle

The party helps the Fallen Fire followers tend to their casualties after a battle, with Devlin overseeing.

Arrival at Champions Gate

The party arrives at Champions Gate with the pilgrim caravan, encountering a crumbled tower and heavy haze.

Negotiation with Devlin

The party negotiates with Devlin and the Falling Fire followers about retrieving the Scepter of Saint Vitruvio.

Battle at Chapel of Saint Brenna

The party engages in combat with a corrupted priest, skeletons, and dogs in the chapel.

Npcs

Devlin

A celestial being who can transform between angel and bird forms. Acts as leader and protector of the Falling Fire pilgrims, overseeing casualty care and negotiating with the party. Shows fatherly disappointment about the scepter but remains diplomatic, offering rewards for its retrieval.

Katya Brown

A knight of the Lion's Thorn Legion who confronts the party about abandoning her companions at Brenna's Chapel. Later assists in the chapel battle wielding a magical flaming sun sword.

Marcel

A knight wearing lion-themed armor who accompanies Katya Brown in confronting the party and later assists in the chapel battle.

Blackjack Mel

A Queen's Men crime boss who contracted the party to retrieve the Scepter of Saint Vitruvio and currently possesses it.

Lucretia Mathias

A powerful leader of the Falling Fire faith who has authority to grant protection from the haze through holy sacraments and can cast purge contamination spells.

Corrupted Priest

A mysterious antagonist in fresh priestly robes with multiple black tentacles extending up to 30 feet. Could grapple and restrain multiple targets, preventing breathing and speech. Commanded undead skeletons in the chapel battle.

Locations

Spokes Battle Site

Area in the outer city where initial battle took place, containing fallen pilgrims and debris used for makeshift stretchers. Location proved fruitful for finding delirium fragments through careful searching.

Champions Gate

A heavily fortified entrance with 40-foot walls and 60-foot towers, though one tower has crumbled to a 30-foot pile of rubble. Area is filled with pilgrims and militant followers of the Falling Fire, and shrouded in particularly thick haze beyond the gate.

Chapel of Saint Brenna

A chapel with multiple entrances including a back door to the crypt and windows allowing ranged attacks. Contains a sanctuary where skeletons gathered in congregation formation, stained glass windows including a prophetic one showing the meteor strike, and a northern graveyard area. Site of major battle with corrupted priest and undead.

Spells

Bless the Dead

A cantrip cast on fallen pilgrims to prevent them from becoming undead, particularly useful given the tendency of the haze to animate the dead.

Zone of Truth

Cast by Falling Fire clerics during negotiations to ensure honest discussion. Lasts 10 minutes.

Detect Thoughts

Cast by a cleric during negotiations, centered around one of the party members.

Purge Contamination

A divine spell that Lucretia Mathias can cast to cleanse contamination from individuals.

Sanctuary

A protective spell used by Oiroa that forces enemies to make wisdom saves before attacking the protected target or choose new targets.

Dissonant Whispers

Cast by Ned against the priest creature, requiring a Wisdom saving throw.

Kobold's Fury

Cast by Oiroa on Syndle, granting advantage on attacks and extra damage, particularly effective when cast on a kobold.

Aid

A spell cast by Oiroa that increases maximum hit points of allies by 5 for 8 hours.

Healing Word

A healing spell cast by Oiroa that restores hit points and grants a free weapon attack to the target.

Dragon Breath

A cone-shaped breath attack used by Xakaris through chapel windows to damage enemies.

Magic Missile

A spell cast by Ned that deals force damage to the priest.

Firebolt

A fire damage cantrip used by Ned to attack enemies through windows.

Toll the Dead

A necrotic damage spell attempted against the corrupted priest.

Items

Delirium Fragments

Three half-pound size fragments found through searching the ruins, worth approximately 100 gold each. Required DC 15 check to find.

Scepter of Saint Vitruvio

A holy relic that the party retrieved and gave to Blackjack Mel of the Queen's Men. Now sought by the Falling Fire followers who want it retrieved through negotiation.

Sun Sword

A magical flaming sword wielded by Katya that deals additional radiant damage, proving effective against undead.

Fallen Fire Coins

Two coins, a religious symbol to be used upon death, given to Syndle as part of his initiation into the Falling Fire faith.

Stained Glass Window

A prophetic window in the chapel depicting events after the meteorite impact, suggesting it was created before the actual event occurred.

Sack of Bones

A container used by Ned to collect skeleton pieces after the battle to prevent reanimation.

Important NPCs

FOLLOWERS OF THE FALLING FIRE

Lucretia Mathias

An unseen leader of the Falling Fire faith who has attracted thousands of followers and wrote their sacred text, the Testament of the Falling Fire. A powerful leader of the Falling Fire faith who has authority to grant protection from the haze through holy sacraments and can cast purge contamination spells.

Devlin

A celestial being who can transform between a giant blue bird (24-foot wingspan) and humanoid form. Serves as a protector for the Falling Fire pilgrims, wielding a golden mace in combat. A celestial being who can transform between angel and bird forms. Acts as leader and protector of the Falling Fire pilgrims, overseeing casualty care and negotiating with the party. Shows fatherly disappointment about the scepter but remains diplomatic, offering rewards for its retrieval.

Joel of Osteen

A powerful religious leader of the Falling Fire faith who accompanies pilgrim groups. Can cast Spirit Guardians and other spells. Described as naïve to the dangers of the region.

Nathaniel Flint

A jovial human man in his thirties who leads the Falling Fire religious movement. Previously met the party at Gilded Lily. Organizes pilgrim groups and seeks escorts for their safe passage.

Katya Brown

A knight of the Lion's Thorn Legion who confronts the party about abandoning her companions at Brenna's Chapel. Later assists in the chapel battle wielding a magical flaming sun sword.

Marcel Vessary

A knight wearing lion-themed armor who accompanies Katya Brown in confronting the party and later assists in the chapel battle.

Ingrid and Myra Stummer

Twin sisters who joined the pilgrimage after having dreams and visions about the meteor impact and the city.

Rufus Apollo

An elderly dwarf cleric who studied astrology and was drawn to the Falling Fire faith due to its astronomical connections. Retired science finding religion for the first time in his life.

Sylvie Roseshot

A former flame keeper of the Sacred Flame who converted to the Falling Fire faith, believing in the redemptive power of delirium after reading The Testament of the Falling Fire by Lucretia Mathias.

QUEEN’S MEN


Blackjack Mel

Queen's Men lieutenant Blackjack Mel deals with mercenaries and adventurers at Skull & Sword. Offers a job to Tark and Syndle, to “talk” to Oscar Yoren and convince him to stop selling potions to the Hooded Lanterns, and start giving them to the Queen’s Men instead. Reed Manor stands in a now-dilapidated upper-class residential neighborhood on the north side of Drakkenheim, just off College Road. The fate of the original occupants is unknown, but it is now occupied by the malfeasant wizard Oscar Yoren. Mel offers payment as well as escorting Syndle to Knuckles, which he claims won’t be found without his help.

Crime boss who hired the party to retrieve the scepter. Has a private booth in the Padlock tavern and maintains connections with various factions. Specifically hired the party because they weren't affiliated with any gang

The quest giver who hired the party to retrieve the Scepter of Saint Vitruvio on behalf of the Queen. Sees potential in the party and offered them 1,000 gold.

Stubbs

A large thuggish figure who speaks with a Mike Tyson-like accent, secretly communicates via sending stone, and works with Viktor's group. A large man with burn scars who serves as the party's guide. Despite his intimidating appearance, he shows emotional vulnerability, particularly when passing through an area where ghost children are heard. Works for Blackjack Mel and knows the location of their destination.

Viktor

Leader of Old Dragon crew in plated armor claiming to work for Blackjack Mel, tasked with escorting the party and scepter to the Queen

Israel

A large blue dragonborn who tends bar at the Old Imperial Public House

Brian the Butcher

A bugbear cook known for his excellent grilling at the Sweaty Bugbear pub

Rose Carver

A gang leader who sits at a raised table in the Old Imperial Public House

Knuckles

Syndle's uncle, transformed by delirium with elongated arms, giant hands, and glowing purple eyes. Once gray-green, now neon green with weird growths on his back

Stone Giant Champion

A fighter in the pits who defeated Bondor and claimed his magical axe as a trophy

HOODED LANTERNS

Captain Rein Heisworth

Captain Rein Heisworth, of the 4th Provisional Expeditionary Force to Reclaim the Capital, better known as The Hooded Lantern. Captain Heisworth is in charge of protecting the river gate and docks. Heisworth issued the summons and deportation papers to Xakaris.

Petra and Ansom Lang

SILVER ORDER

Sir Bryce Landry

A high-level paladin of the Knights of the Silver Order, found praying in the chapel. Previously encountered the party at Camp Dawn. Appears to be more powerful than the party members. A paladin of the Silver Order leading the mission to retrieve the scepter. Proper and methodical in his approach, taking time to pray before acting.

Ophelia Reed

VILLAGERS

Tobias Crow

A blacksmith who received 200 gold from the party to speed up production. A blacksmith who takes orders for crafting weapons and items, with an apprentice who can help expedite work for an additional fee

Emma Crowe

Emma Crowe is a ten-year-old red-headed and freckle-faced human commoner who keeps lookout from a dead tree on the way into Emberwood Village to offer newcomers a tour for a gold piece. During the tour, she shares stories about adventurers who frequented the village and their grisly fates in Drakkenheim. She's lived her whole life post-meteor. She's seen and heard about some horrible things. These things are just a way of life to her and don't bother her at all. She’s very well-informed and remains super upbeat, even when talking about something terrible, seeming almost "excited" about the horrors that exist.

Madame Rochelle

The Gilded Lily is owned by a human noble named Mr. Killian Vandire, but the exquisite hostess Madam Rochelle runs the business and organizes the nightly performance acts. Killian's role as the owner suggests he is likely involved in the social and political dynamics of the area, leveraging the tavern as a hub for adventurers and locals alike.

Killian Vandire

The Gilded Lily is owned by a human noble named Mr. Killian Vandire. Killian's role as the owner suggests he is likely involved in the social and political dynamics of the area, leveraging the tavern as a hub for adventurers and locals alike.

River

River is a tiefling mage of the Amethyst Academy stays at the Red Lion Hotel. She’s happy to chat, but prefers to conduct business privately. She asks any potential new associates of the Amethyst Academy to meet with her later at Eckerman Mill. Two oddly-shaped dark brown horns sprout backwards from her flowing blue hair, creating the impression of two boats at sea. River has spotted brown skin and impish features: her teeth are too sharp, her tongue too long, and it’s slightly unsettling when she smiles. Almost as unnerving as her accent that wanders between Jamaican and Irish.

Frida Longhorn

Skull & Sword is run by a half-orc gladiator named Frida Longhorn, who keeps most people in check. Despite the rough reputation of the establishment, Frida is pretty good at keeping the peace and making sure there are no killings or broken windows in her bar. Her business partner, a halfling named Cuff Goldburg

Cuff Goldburg

Skull & Sword co-owner, a halfling named Cuff Goldburg, is usually sitting at one of the back tables with Blackjack Mel. Cuff typically excuses himself when Blackjack Mel deals with mercenaries and adventurers.

Irwin Marlowe

A human merchant that brought party to Emberwood. He runs a makeshift stall with a few wooden tables displaying jars of dried fruits, packages of cured meats, jugs of water, mead, and bags of assorted dried fruits & nuts, sauerkraut. Basically provisions that won’t rot or spoil during their treks into the contaminated ruins. Family died in the meteor strike.

Armin Gainsbury

Armin Gainsbury, a bespectacled friendly dwarf merchant that carries all manner of adventuring gear which they sell for twice the market value. He can be found operating the Gainsbury Expeditionary Supply Company in Emberwood Village at the Caravan Court. He emphasizes the importance of having proper gear for survival in Drakkenheim, offering a variety of adventuring equipment such as climbing gear, cartographer’s instruments, and mining tools.

OTHER

Saint Vitruvio

A revered holy figure depicted in statue form as an armored warrior in decorated helm, whose finger bone was preserved as a holy relic and whose scepter held powerful magic.

A historical figure - a heroic paladin who fought alongside the golden dragon Argonoff centuries ago. His scepter is the object of the party's quest.

Bondor Brood Grind

Known as 'the Flying Axe', a former fighter whose magical weapon now hangs in the fighting pits after being defeated

Oscar Yoren

An alchemist known for making healing potions under questionable laboratory conditions, leading to potential contamination effects in his products.

Saint Brenna

Known as the 'people's saint', she was famous for working with the poor and sick in Westmar and Drakenheim. She was canonized due to popular demand from the common people.



Important Locations

Emberwood Village
The village where the party is staying, featuring the Bark & Buzzard tavern, docks, and other establishments

  • Bark & Buzzard
    A tavern in Emberwood Village. The Alsberg family has owned and maintained the establishment for a generation. Karin Alsberg and her husband, Holger (both human) make fine home-brewed beer known as Ember Ale, and serve hearty braised lamb stew with fresh-baked bread.
  • Skull & Sword Taphouse
    Rough and tumble tavern, frequented by Queens Men and adventurers
  • Chapel of St. Ardenna
  • Eventide Manor
    Burned down, local haunted house. 
  • Gilded Lily
    Performance venue
  • Red Lion Hotel
  • Crow and Sons Smithy
  • Watchtower
    Hooded Lanterns local base of operations
  • Leaky Needle
    Abondend tattoo parlor - owne rwent missing recently
  • Hendrick's Farm
    Location south of town where pilgrims of the Falling Fire gather and congregate
  • Emberwood Village Bridge
    A guarded bridge entrance to Emberwood Village, protected by Hooded Lantern guards who recognize the party as heroes who saved Petra

The Sprawl

  • Reed Manor
    Oscar Yoren headquarters
  • Buckledown Row
    A dangerous district with five pubs where different gangs gather, featuring ramshackle taverns, makeshift bridges between rooftops, and crooked street lamps glowing in the mist. Location where the Queen, described as 'the people's queen', is said to reside. A secretive area in Drakenheim with taverns and fighting pits, typically restricted to Queen's Men. Described as having hundreds of people drinking and fighting.


    • The Wishing Well
      A tavern featuring an ancient moss-covered fieldstone well where gangs pay tribute to the queen through an impenetrable prismatic sphere. Has a skeleton nailed to a tree behind it with a 'make a wish' sign
    • The Padlock
      A two-story tavern marked by a giant rusty padlock, featuring walls covered in padlocks of varying sizes, a balcony, and a unique bar setup with goblins serving drinks via a sliding ladder system
    • Old Imperial Public House
      A well-maintained tavern with blue exterior, hand-carved furniture, and fighting pits in the basement. Features an ornate maple bar and raised seating area
    • Court of Thieves
      A protected area outside the Haze where higher-ranking gang members can rest safely. Location where the Queen, described as 'the people's queen', is said to reside.
    • Champions Quarters
      A shabby room beneath the fighting pits accessed via sewer walkways and bridges, where champions like Knuckles reside
    • Fighting Pits
      A 60x60 foot underground arena beneath the taverns, with weapons of fallen champions displayed on walls 25 feet up. Contains magical items and hosts various types of combat matches


 The Spokes
A dangerous area with narrow streets between Emberwood Village and Champions Gate, where aberrations emerge from a mysterious haze

  • Champions Gate
    The pilgrims' destination along Champions Way road, important for their religious ceremony
    A heavily fortified entrance with 40-foot walls and 60-foot towers, though one tower has crumbled to a 30-foot pile of rubble. Area is filled with pilgrims and militant followers of the Falling Fire, and shrouded in a particularly thick haze beyond the gate.

  • Chapel of Saint Brenna
    A deteriorating chapel with a domed slate roof and two towers (one partially collapsed). Features stained glass windows, a sanctuary with three saint statues, and a cemetery in the back. The building shows significant damage from time and weather. Contains crypts that may hold the sought-after scepter.

    A chapel with multiple entrances including a back door to the crypt and windows allowing ranged attacks. Contains a sanctuary where skeletons gathered in congregation formation, stained glass windows including a prophetic one showing the meteor strike, and a northern graveyard area. Site of major battle with corrupted priest and undead.




Session 9 - Unholy Silent Night

Date: Mar 18th, 2025

Summary

After defeating undead in the Chapel of Saint Brenna, the adventuring party took a short rest while debating what to do with eleven skeletons and a flaming skull stored in their bag of holding. During their rest, they examined a prophetic stained glass window that depicted a meteor strike and the broken Inscrutable Tower. The knights Katya and Marcel discussed the proper consecration of the dead, while some party members privately considered using the bag of skeletons as a potential future distraction. The group made several Arcana checks to understand the celestial patterns in the stained glass windows, taking detailed drawings to show the Falling Fire priests. In the chapel's fountain room, they discovered a circular chamber with a holy water font and five murals depicting proper burial rites. The inscription spoke of the Sacred Flame keeping vigil over the dead, and the murals showed the step-by-step process of preparing bodies, including the placement of gems on the deceased's eyelids. While exploring the lower crypt, they found empty sarcophagi with scattered burial cloths and treasures. Syndle successfully resisted the temptation to take coins from the burial chambers. The party discovered the layout included multiple crypts connected by winch-operated doors, and they gathered supplies needed for proper burial ceremonies. The situation became complicated when they realized they needed to recover gems from mephits to complete the burial ritual. Syndle attempted to negotiate with the elemental creatures but failed, leading to a fierce battle. The combat involved smoke, steam, dust, and magma mephits using various attacks, including a devastating heat metal spell that forced the party to remove their metal equipment. Through the use of spells like Toll the Dead and Dissonant Whispers, along with Syndle's summoned flump spirit, they eventually defeated the mephits and recovered the gems. During their exploration, they discovered Sir Bryn tied up and emaciated in the crypt, speaking of mephits slaying his men. After reviving him with a healing potion, the party proceeded with the burial ritual, following the five-step process with Katya and Marcel's guidance. The ceremony included using holy water, placing gems, wrapping bodies in linens, lighting candles, and performing ritual singing. As they waited the required ten minutes to ensure the undead would not rise again, they heard strange mumblings behind a door, adding an ominous note to their otherwise successful mission.

Scenes

Chapel Rest and Planning

The party takes a short rest after defeating undead, discussing what to do with collected skeletons and examining a prophetic stained glass window.

Examining the Stained Glass

The party studies and discusses the prophetic stained glass windows in the chapel.

Exploring the Lower Crypt

The party explores a circular crypt similar to the previous one, containing empty sarcophagi with burial cloths and treasures scattered nearby.

Fountain Room Discovery

The party examines a circular chamber with a holy water font and murals depicting burial rites.

Battle with Mephits (Ashley, Dusty, Smokey, and Cindy)

The party battles smoke, steam, dust and magma mephits to recover gems needed for burial ritual.

Ritual Burial of Undead

The party performs a ritual burial for the undead in the chapel crypts, following specific steps involving holy water, gems, and singing.

Npcs

Katya Braun

A knight of the Lion's Thorn Legion who helps investigate the chapel, fight undead, and perform proper burial rites. Shows concern about strange sounds heard during ritual.

Marcel

A knight working alongside Katya, helps explore the crypts and perform burial ceremonies. Provides information about temple defenses including the role of grim dogs.

Sir Bryn

A knight found tied up and emaciated in the crypt, speaking of mephits slaying his men. Revived with a healing potion but showed signs of trauma.

Mephits

Elemental creatures (smoke, steam, dust, and magma variants) that inhabited the crypt. Obsessed with shiny gems, could share spaces with each other, and had various breath weapon attacks.

Locations

Chapel of Saint Brenna

A chapel with stained glass windows including a prophetic one showing the meteor strike. Contains multiple levels including crypts below.

Purification Fountain Room

A circular chamber with a stone font of holy water and inscription about the Sacred Flame. Walls feature five murals showing funeral rites. Contains shelves with ritual supplies.

Upper Crypt

One of two main burial chambers beneath the chapel, more regularly shaped than the lower crypt. Contains sarcophagi and religious artifacts.

Lower Crypt

A rough-hewn chamber beneath the chapel with irregular shape. Features sarcophagi, burial items, and strange environmental effects like unusual breezes and dripping water. Connected via winch-operated doors.

Spells

Resurrection

Discussed as potential solution for properly reviving dead, noted to work on bodies dead for no more than a century.

Arcana

Used by multiple party members to analyze celestial patterns in stained glass windows.

Toll the Dead

Creates thunder-like effects when cast, used effectively against mephits and undead in combat.

Healing Word

Cast at second level to restore hit points to wounded allies during combat.

Dissonant Whispers

Psychic damage spell requiring wisdom save, used effectively against magma mephit.

Shatter

Destructive spell considered but not used against grouped mephits.

Heat Metal

Cast by a Mephit in cone effect, forcing characters to remove metal weapons, shields and armor to avoid fire damage.

Items

Bag of Holding

A magical bag containing 11 skeletons and a flaming skull. Time does not pass inside, keeping undead in stasis.

Immovable Rod

A magical item mentioned as having many potential uses, though not actively used in this session.

Ever-lit Candles

Special candles that never extinguish, some found in the Mephit room.

Burial Ritual Components

Collection including holy water, gems (placed on eyelids), linens, candles, and scrolls needed for proper Sacred Flame burial rites.

Knights' Equipment

Weapons and shields belonging to fallen Silver Order knights, one set notably nicer than others, collected for proper burial.

Flump Spirit

Magical spirit summoned by Syndle's wild magic that explodes dealing force damage to nearby creatures.

Session 10: St. Brenna

Date: Mar 25th, 2025

Summary

The party discovered a heavy stone door bearing the image of Saint Brenna, a serene flame keeper in flowing robes. An inscription marked it as her eternal resting place, and careful observation revealed the door had been recently disturbed. After some debate about who should investigate first, they used a winch mechanism to open the door, with Katya Braun and Marcel agreeing to cautiously move to the front to investigate. Inside the cavernous chamber, they found a stone slab surrounded by partially doused candles, clay pots, and canopic jars. Perched atop the slab was Saint Brenna herself, though corrupted with dark veins and tattered black wings that shimmered with an unsettling iridescence. What began as a peaceful interaction quickly turned hostile when she misunderstood a comment, unleashing crackling energy beams from her eyes that dealt both necrotic and radiant damage. The battle that ensued was unlike any they had faced before, as Saint Brenna alternated between helping and attacking the party. She cast auras that could either heal or harm, though notably avoided directly attacking Katya Braun and Marcel due to their lawful good alignments. The party discovered they could reason with her during moments of clarity, though she would quickly return to hostility, forcing them to defend themselves while trying to find a peaceful resolution. Syndle took the initiative to relight the candles around her tomb, while others attempted both combat and persuasion. The party managed to escort her back to her resting place, where they performed proper burial rites, placing diamonds on her eyes and a sacred flame holy symbol in her hand. As she returned to rest, her wings turned white once more, and she spoke final words about cleansing wickedness and light emerging from darkness. One last aura affected the party before she fully passed, leaving some with contamination and others cleansed. The encounter proved to be a formidable challenge. The experience demonstrated that not all battles could be won through combat alone, as Saint Brenna's corrupted state required a combination of force and compassion to finally grant her peace.

Scenes

Discovering Saint Brenna's Tomb

The party finds a stone door with Saint Brenna's inscription and discovers it has been recently disturbed.

Initial Confrontation

The party encounters a corrupted but still partially celestial Saint Brenna in her tomb chamber.

Battle with Corrupted Saint

The party battles Saint Brenna who alternates between helping and attacking them.

Saint Brenna's Return to Rest

The party successfully convinces Saint Brenna to return to rest and performs proper burial rites.

Npcs

Saint Brenna

A corrupted celestial being, formerly a beloved 'Mother Teresa' figure who worked with the poor. Appears with dark veins and tattered black wings that sometimes turn white. Alternates between benevolent healing and hostile attacks. Can shoot energy beams from her eyes and cast various magical effects. Shows particular mercy to lawful good characters. Known for living amongst the poor and having a complex relationship with the church.

Katya Braun

A lawful good knight who assists in the battle, wielding a magical greatsword with flame abilities. Shows initial caution about investigating the tomb. Saint Brenna notably avoids directly attacking her due to her alignment.

Marcel

A lawful good knight fighting alongside Katya Braun, wearing lion-themed armor. Like Katya, is spared direct attacks from Saint Brenna. Repeatedly affected by contamination during the battle.

Locations

Chapel of Saint Brenna

A deteriorating chapel with a domed slate roof and two towers (one partially collapsed). Features stained glass windows, a sanctuary with three saint statues, and a cemetery in the back. The building shows significant damage from time and weather.

Spells

Eye Beam

A corrupted spell cast by Saint Brenna that fires crackling insect-like energy beams from her eyes, dealing both necrotic and radiant damage.

Healing Aura

A powerful effect cast by Saint Brenna that either heals the party or causes contamination, dealing both necrotic and radiant damage. Those who save can choose to either heal or remove a level of contamination.

Blinding Gaze

An attack that could blind targets who failed their saving throws.

Scorching Ray

A spell cast at Saint Brenna that required multiple attack rolls, dealing fire damage.

Toll the Dead

A necromantic spell repeatedly attempted against Saint Brenna, though she frequently saved against its effects with her high wisdom.

Magic Missile

A guaranteed damage spell used to attack Saint Brenna when other spells were failing to hit.

Healing Word

A healing spell used to revive fallen party members during the intense battle.

Spare the Dying

A spell used to stabilize dying characters during the encounter.

Firebolt

A ranged attack spell used against Saint Brenna during the battle.

Vicious Mockery

A spell attempted against Saint Brenna that required a Wisdom saving throw, though she proved resistant to its effects.

Items

Winch Mechanism Rod

A rod used to operate the winch mechanisms that open the stone doors in the crypt.

Twilight

A magical sword that Saint Brenna recognizes when struck with it during the battle, causing her to whisper its name.

Sacred Flame Holy Symbol

A simple, non-fancy holy symbol recovered from Saint Brenna's tomb, different from the ornate ones seen before. Placed in her hand during final burial rites.

Diamonds

Two gems found in the tomb that were traditionally used to place on the eyes of the dead during burial rites. Used in Saint Brenna's final rest ceremony.

Session 11: Brains....

Date: Apr 1st, 2025

Summary

The party concluded their time in Saint Brenna's crypt with an unexpected but touching tribute, singing Silent Night as they laid her remains to rest. They carefully arranged the candles and ensured everything was properly placed. During their final inspection, they discovered a life-sized hand carved into the crypt wall, which emanated both conjuration and transmutation magic. The symbol proved to be connected to the god Tyr, specifically an aspect known as Iltyr - described as a blind but all-seeing eye that appeared as a weeping black eyeball with a prehensile tail. Syndle investigated by licking the wall, while Syndle touched the symbol and placed their eye against it, receiving a divine message about "believers in resounding justice" and the cryptic instruction to "follow the hands to find the eye." Despite searching the room thoroughly, no other hand symbols were found. Katya Braun and Marcel expressed some displeasure with the party's conduct involving one of the Old Gods. As the party approached the winch room, they encountered knights in the crypt including Sir Gusta Lagos, who wore silver armor similar to Sir Brynn Landry's. The encounter revealed a schism between the Lion's Thorn Legion and Silver Order knights, though Sir Brynn vouched for the party as his liberators. When Lagos demanded information about a missing scepter, Katya Braun cleverly lied about its whereabouts. The situation was diffused when Lagos decided to take Sir Brynn and his men to Camp Dawn. The party then discussed their next moves, with Katya Braun and Marcel deciding to return to Champions Gate to report their findings about Saint Brenna. They needed to locate flowers in Queen's Park, deep in the city between the Inscrutable Tower and Castle Drakken. They had five remaining doses of Deep Haze protection, having given one to the Amethyst Academy. The Silver Order's lack of their own gate was noted as a potential source of future conflict= with the Falling Fire. Their plans were interrupted when they encountered a terrifying Brain Collector pursuing street children through the city. The creature, described as crab-like with exposed brain orbs and eyes on its legs, demonstrated frightening abilities including invisibility and powerful leaps. It tragically killed a young girl, extracting her brain before turning its attention to the party. During the ensuing battle, Xakaris fell victim to both a hypnotic pattern spell and the Brain Collector's lethal brain extracting attack. In a desperate bid to save their companion, the party defeated the creature and recovered Xakaris's brain. Oiroa attempted an innovative solution, using valuable delirium instead of the traditional diamond for a revivify spell. The substitution produced unexpected results - an octarine burst that triggered reactions in nearby delirium deposits. While Xakaris was revived and his brain restored, something seemed distinctly wrong about his resurrection, leaving the party uncertain about the consequences of their unconventional magic.

Session 12: Catch Breath

Date: Apr 8th, 2025

Summary

The party faced a harrowing encounter with a Brain Collector who had extracted and consumed Xakaris's brain. Acting quickly, they defeated the creature and retrieved the brain from its back, where it had appeared with a distinct appearance due to the collector's preference for spellcaster brains. Using a delirium crystal to enhance their revivify spell, they attempted to resurrect Xakaris, resulting in explosive reactions that created a crater and caused nearby delirium deposits to burst with energy. The resurrection succeeded in Frankenstein-like fashion, complete with lightning effects, leaving Xakaris with an eerily green glow in his eyes. As they traveled through town, the party encountered a disturbing scene near an intact stone building labeled 'Orphanarium'. They discovered a fountain decorated with old toys and heard the sounds of spectral children, accompanied by the haunting melody of a black lacquered music box with dagger-like tines. Choosing to avoid the creepy setting, they continued their journey, only to witness an impressive mechanical war wagon rushing past on Champions Way. The vehicle featured glowing red eyes, metal wheels, and a mounted cannon, operated by a dwarf with a large barbarian-like figure in the center and a third person wielding a polearm in the back. The party split up to handle various tasks in town. At the Red Lion Hotel, they met with River of the Amethyst Academy, where Ned demonstrated his spellcasting abilities to join the organization for a fee of 301 gold. River expressed interest in Queen's Park flowers and Oscar Yoren's research, revealing information about a mysterious "pale man" wizard. Meanwhile, Syndle visited Hendrick's Farm, now a shelter for Falling Fire pilgrims, where Nathaniel Flint welcomed them enthusiastically and shared the farm's history. At the Skull & Sword tavern, the group negotiated with Blackjack Mel regarding the delay of a scepter sale to accommodate a Falling Fire offer. Mel requested help dealing with the Iron Helm dwarves, who had stopped paying protection fees after hiring mercenaries. The party learned about the city's five gates controlled by different factions and discovered the potential existence of smuggler tunnels under the former Black Ivory Inn, once a piano bar run by the famous Miss Charlotte. The session concluded with the party handling logistics and planning. They reviewed item orders with Aldoor, including weapons and enchantments, and purchased healing potions at 100 gold each. The group then split up to rest at different locations, preparing for their next adventure investigating the Black Ivory Inn's secret tunnel. Throughout their activities, they remained mindful of the various factions controlling Drakenheim's gates and the complex political landscape of the city.

Scenes

Brain Collector Aftermath

The party deals with aftermath of Xakaris having his brain eaten and restored

Creepy Orphanarium Encounter

The party encounters an eerie scene with ghost children and a music box near an orphanage

War Wagon Encounter

The party witnesses a mechanical war wagon with cannon rushing past them on Champions Way

Town Business

The party splits up to handle various tasks in town

Meeting with River

The party meets with River at the Red Lion to discuss recent events and potential missions

Visit to Hendrick's Farm

Syndle visits the pilgrim gathering place at Hendrick's Farm

Meeting with Blackjack Mel

The party negotiates deals at the Skull & Sword tavern

Shopping and Planning

The party handles logistics and planning in Emberwood Village

Npcs

Brain Collector

A creature that extracted and consumed Xakaris's brain, showing particular preference for spellcaster brains. Was defeated by the party.

Tobias Crow

Blacksmith working on crafting the party's whip dagger and other ordered items.

River

Tiefling mage of the Amethyst Academy who handles magic item orders and recruitment. Shows particular interest in Oscar Yoren's research and offers equipment in exchange for delirium. Maintains a professional but somewhat manipulative demeanor.

Nathaniel Flint

Jovial spiritual leader of the Falling Fire who enthusiastically welcomes new members and manages Hendrick's Farm pilgrim community.

Blackjack Mel

Crime boss negotiating the scepter sale between multiple parties. Seeks help dealing with Iron Helm dwarves who stopped paying protection fees. Based at Skull & Sword tavern.

Elijah Hendricks

Former farmer who lost his wife and livelihood to meteor contamination, now allows his farm to be used as shelter for Falling Fire pilgrims.

Miss Charlotte

Famous pianist who previously ran the Black Ivory Inn piano bar before the calamity.

Iron Helm Siblings

Three dwarf siblings running a wealthy delirium mining operation who have stopped paying protection money and hired mercenaries for protection.

Aldoor

Merchant who sells healing potions and handles basic item crafting, though not enchantments. Charges 100 gold for basic healing potions.

Locations

Orphanarium

A large, intact stone building with the name carved into its mantle, surrounded by supernatural activity including ghost children and eerie music.

Emberwood Village Roads

Including Eckerman Mill Intersection, Champions Way, and Hooded Lantern Bridge where the party has passage rights.

Red Lion Hotel

A hotel in town where River conducts Amethyst Academy business and meetings.

Hendrick's Farm

One of the few occupied farmsteads remaining, now serving as shelter for Falling Fire pilgrims. Features well-maintained barn, farmhouse, and numerous pilgrim camps.

Skull & Sword

Tavern where Blackjack Mel conducts business, co-owned by Cuff.

Black Ivory Inn

Former piano bar run by Miss Charlotte, located in the sprawl south of Buckledown Row. Features smuggler tunnels under the city wall previously used for tax evasion.

Drakenheim Locations

Including Queens Park between Castle Drakenheim and an inscrutable tower, Noble District where 'the pale man' resides, and five gates controlled by different factions.

Spells

Revivify

Used with a delirium crystal to resurrect Xakaris after his brain was eaten, resulting in a Frankenstein-like revival with green glowing eyes.

Hypnotic Pattern

A spell mentioned as being newly available to Yazzy after leveling up.

Agonizing Scorcher

A second-level spell demonstrated by Ned that creates a 30-foot line of lightning damage, showing unusual octarine coloration when cast.

Items

Falling Fire Items

Religious items including an amulet and pilgrim robes offered to new members.

Scepter

An important artifact that multiple factions including Silver Order and Falling Fire are interested in purchasing.

Healing Potions

Basic healing potions sold by Aldoor for 100 gold each, double the normal price but guaranteed safe unlike Oscar's special potions.

Delirium Crystal

A magical crystal used to enhance the revivify spell, which exploded and disintegrated during use, causing explosive reactions in nearby delirium deposits.

Black Lacquered Music Box

An eerie music box with dagger-like tines striking against a metal wheel, found at the fountain near the Orphanarium.

War Wagon

Road Warrior-style mechanical vehicle with metal wheels and mounted cannon, operated by Iron Helm dwarves. Features glowing red eyes and moves at horse gallop speed.

Whip Dagger

Custom weapon being crafted by Tobias Crow, nearly complete and ready by morning.

Goggles of Night

Magic item ordered by Xaxarium from River providing dark vision capabilities.

Amethyst Academy Items

Including a reversible robe worn during meetings and ceremonies, and a badge given to initiates during probation.