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|session_date=28 March 2025
|session_date=28 March 2025
|game_date=Evening, CY627
|game_date=Evening, CY627
|synopsis=The PC's enter the mountain dimension
|synopsis=While investigating strange occurrences on a mountain pass, the party stumbles upon a secretive caravan and the nervous locals connected to it.
|summary=Mourns test
|summary=


Mourn faces down his opponent inside the temple and casting an aura of protection upon himself steps forward. As he begins a purification ritual, a shadowy figure begins to coal less from the blood, running down the cracks and forms a cloudy and shrouded evil looking creature with malevolent red eyes that stares at him hungrily. As Moore continues his purification ritual, the creature attempts to force away past his aura of protection. It screams out in rage and pain as it sweeps its long tenderly arms through the aura manages to hit more only briefly before Moore's counterstrike with the sword finishes it off, and it dissipates back into the pair. Moments later, he finds himself standing in the hallway and noticing the door at the end had been propped open he walks towards it getting a blast of cold air from the mountain valley.
====Mourn enters the Temple====


Sounds in he smoke
Within the echoing silence of the temple, Mourn faced his unseen adversary. He invoked a protective aura, a shimmering shield of light against the encroaching darkness, and stepped forward, beginning a solemn purification ritual. But from the very blood staining the cracked stone, a malevolent form began to coalesce. Shadow clung to shadow, rising and solidifying into a cloudy, shrouded creature with hungry, malevolent red eyes fixed on Mourn.


While Mourn was battling the wrath, the party begins their journey down the cliffside path. As they move through the winding path echoes of the wind seem to play tricks on their ears as Aldran hears some kind of summoning spell echoing in the distance. Balmaris, Durmen, and Egon each experience slightly different variations of the sounds of chanting, whispers of archaic languages, like with wind wrestling through drive parchment Egon in particular hears the echoing cries of unfamiliar beast. While bars picks up on a subtle metallic hum of some kind of temporal energy there is unable to determine exactly where it's coming from.  German seems to be the most trouble feeling more than hearing high-pitched tone that seems to vibrate and is very bones.  
As the purification ritual continued, the shadowy entity lunged, its spectral claws raking against Mourn's protective aura. A shriek of rage and pain tore from the creature as its long, tendril-like arms swept through the barrier, briefly striking Mourn before his swift counterattack. His sword, a silvered arc in the dim light, found its mark, and the creature dissolved, its essence seeping back into the bloodied floor.


Temporal Echoes
Moments later, the oppressive atmosphere of the temple vanished. Mourn found himself standing in a quiet hallway. He noticed the heavy wooden door at the far end stood slightly ajar, a sliver of darkness beckoning. As he approached, a blast of frigid air, carrying the scent of the mountain valley, washed over him.


As they continue the unsettling journey down the cliff side a cold, biting wind wind picks up carrying upon it, a light snow which adds to the patches are already on the trail . They hear their names being called out by Nail, who is rapidly procuring  his way back and forth between the treacherous cliffside and the side of the mountain (critical success), as he bounds past the party Balmaris loses his footing (critical fail) and begin sliding uncontrollably down the path. As he accelerates down the path, the rest of the party, barely avoids being knocked over by his tumbling form. A few minutes later they all arrive at the base of the mountain winded, but with no major injuries.
====Whispers on the Wind====


The Garrison
Meanwhile, the rest of the party began their descent down the treacherous cliffside path. The wind howled through the crags, its echoes playing tricks on their senses. To Aldran, it seemed to carry the faint strains of a summoning spell, a distant murmur on the breeze. Balmaris, Durmen, and Egon each perceived subtly different variations of the sounds – chanting in archaic tongues, whispers like wind rustling through brittle parchment. Egon, in particular, heard the echoing cries of an unfamiliar beast, carried on the gusts.


The party arrives in the village just after dark and witnesses a few villagers who were hastily loading a wagon that is being watched over by a single uninterested looking guard. A little bit further in the village they just barely pick out a few other guards standing in front of the stables pointing and gesturing about in preparation, it appears to leave. Aldran straight up quickly and catching the guard on wars, surprises him with a series at rapid for questions. The guard somewhat taken back divers that the small Garrison is preparing to escort a convoy over the mountain pass to the village of Morden some 18 miles away when ask why they travel at night, the guard remarks that the passes are guarded by a local tribe of barbarians who prefer to attack in daylight as they fear creatures of the night. So shipping goods is relatively safer. It's at this point the guard realizes Aldran bears an uncanny resemblance to some of the tribes in the area and begins nervously fingering his sword, but at that moment, the rest of the party arrives, and he directs them to the tavern where they can find food and lodging for the evening.
Balmaris detected a faint metallic hum, a subtle vibration in the air that hinted at some kind of temporal energy, though its source remained elusive. For German, the experience was more physical than auditory, a high-pitched tone that seemed to vibrate deep within his bones, a deeply unsettling sensation.


Somethings odd about this wagon
====Temporal Echoes and a Tumbling Fall====


While Aldran was distracting the guard Durmen German was discreetly, investigating the wagon and perceived an aura of magic emanating from it. Neither he nor. Balmaris or Egon could discern exactly what it was other than it wore the aura of transmutation and abjuration. Before they could look into the wagon, the two villagers returned and finished loading another crate. The party watched as they then secured the small building where the crates seem to be stored at and headed towards the tavern clearly glad to be out of the weather and away from the guard.
Their journey down the cliffside grew more arduous as a cold, biting wind picked up, swirling with a light snow that dusted the already treacherous patches on the trail. Above the wind's mournful cry, they heard their names called out. Nail, with surprising agility, traversed the perilous path between the cliff edge and the mountainside, his form a fleeting shadow as he moved with rapid, practiced ease.


Pepe's road kill roach coach
But as Nail bounded past, a sudden misstep sent Balmaris’s feet out from under him. With a strangled cry, he lost his footing and began sliding uncontrollably down the icy path. He accelerated with alarming speed, his tumbling form narrowly missing the rest of the party, who scrambled to avoid being swept off their feet. Once Ego regained his footing and surpassing the desire to speak a curse upon both Nail and Balmaris, he strikes upon the idea to cast water walk and hopefully avoid further falls. (Inspiration point) few harrowing minutes later, winded but miraculously unscathed, they all arrived at the base of the mountain.


Moving towards the center of the village party smells something delicious being cooked over a fire, a small roadside vendor is smoking what appears to be a mix of bear and venison. As they look about for the proprietor, Palmeras notes the building seem to be constructed with materials and techniques from a Bagon era, though oddly they appear brand new. Sounds of revelry are coming from the Tavern across the street from Pepe's roadside shop. As the weather is continue to get cold, and the snow begins to come down harder they gladly step into the warmth of a tavern.
====The Garrison of Oakhaven====


Just another typical group of arms dealers
The party reached the village of [[Oakhaven]] just after nightfall. The dim light revealed a few villagers hastily loading crates onto a waiting wagon, overseen by a single guard who seemed remarkably bored by the activity. Further into the village, they barely discerned a few other guards standing before the stables, their gestures and hushed tones suggesting preparations for departure.


As they shake off the cold, the tavern keeper points out the oddities of their attire and accent, and mentions that their money doesn't appear to be any good as he doesn't recognize it. When Balmaris and Durmen point out it's gold he decides to take their money and provides a welcome meal and drinks. They soon learn that the guards are paid to protect shipments of goods moving through the mountain Valley. .
Aldran, ever the inquisitive one, strode up to the lone guard, surprising him with a rapid-fire barrage of questions. Taken aback, the guard divulged that the small garrison was preparing to escort a convoy over the mountain pass to the village of Morden, some eighteen miles distant. When asked about their nocturnal travel, the guard explained that a local tribe of barbarians, fearing the creatures of the night, preferred to raid during daylight. Thus, transporting goods under the cover of darkness was considered relatively safer.


At this point, the guard’s eyes narrowed as he noticed Aldran’s uncanny resemblance to some of the local tribespeople. A nervous hand instinctively went to the hilt of his sword. But before the tension could escalate, the rest of the party arrived, and the relieved guard quickly directed them towards the welcoming lights and sounds of the tavern, where food and lodging awaited.


====An Odd Cargo====
While Aldran kept the guard occupied, Durmen and German discreetly observed the wagon. A faint aura of magic emanated from it, a subtle shimmer in the dim light. Neither Durmen, Balmaris, nor Egon could pinpoint the exact nature of the enchantment, only that it bore the distinct signatures of transmutation and abjuration magic. Their investigation was cut short by the return of two villagers, who finished loading another heavy crate. The party watched as the villagers secured the small building from which the crates seemed to originate and then hurried towards the tavern, clearly eager to escape the biting wind and the watchful eyes of the guard.
====Pepe's Roadside Fare====
As the party moved towards the center of the village, the enticing aroma of roasting meat wafted through the cold air. A small roadside vendor, his stall marked by a crudely painted sign reading "Pepe's," was smoking a savory mix that smelled like bear and venison. While they scanned the area for the proprietor, Balmaris noticed the surrounding buildings. They appeared to be constructed with materials and techniques from a bygone era, yet, oddly, they seemed brand new, untouched by time. Across the street, the boisterous sounds of revelry spilled from the open doors of [[The Crag and Kettle]] tavern. With the weather worsening and the snow falling more heavily, they gratefully stepped into the tavern's warm embrace.
====Arms Dealers in Disguise?====
Shaking off the clinging cold, [[Borin]], the burly tavern keeper, eyed their unusual attire and unfamiliar accents with suspicion. He declared their gold worthless, claiming he didn't recognize the mint. However, when Balmaris and Durmen patiently pointed out the undeniable gleam of the precious metal, Borin relented, accepting their payment and providing a welcome meal and strong drinks.
They soon learned that the guards were employed by the merchant guild of Lynn, tasked with protecting shipments destined for the South Wind Trading Company, which operated through the perilous mountain valley. Borin mentioned he was expecting one more caravan to arrive near midnight, after which he looked forward to some much-needed rest. The villagers, Borin explained, held no particular fondness for either the guards or the merchants, but they paid well and generally avoided trouble. Furthermore, these groups were often seeking additional sellswords to bolster their caravan protection – a piece of information that immediately piqued the party’s interest. They decided to return to the wagon and the remaining townsfolk to inquire further.
====A Swift Departure and a Locked Warehouse====
However, upon returning, the party found the wagon gone. Fresh tracks in the newly fallen snow clearly indicated a northward heading. Durmen, his curiosity piqued by the magical aura, decided to take a look inside the warehouse. But the heavy wooden door was secured with a stout iron padlock. Undeterred, Durmen brought his ax down with a decisive swing, the lock yielding instantly to the critical blow.
Peering into the darkness, their eyes gradually adjusted, revealing another dozen crates neatly stacked along the west wall. Beside a simple cot, a few ledger books lay open on a dusty desk. But they were unprepared for the sight of an elderly woman slowly rising from the cot. She looked at them with suspicion, her voice raspy as she remarked, "You don't look like representatives of the Merchant Guild. You need to leave now, before someone catches you here." Her nervousness was palpable as she began to shoo them towards the door, her eyes darting around the dimly lit space.
|key_npcs=
[[Borin]]
[[Elara]]
}}
}}

Latest revision as of 06:53, 11 April 2025


Session Details[edit source]

Session Date: 28 March 2025
Game Date: Evening, CY627

Session Summary[edit source]

Synopsis[edit source]

While investigating strange occurrences on a mountain pass, the party stumbles upon a secretive caravan and the nervous locals connected to it.

This Session[edit source]

Mourn enters the Temple

Within the echoing silence of the temple, Mourn faced his unseen adversary. He invoked a protective aura, a shimmering shield of light against the encroaching darkness, and stepped forward, beginning a solemn purification ritual. But from the very blood staining the cracked stone, a malevolent form began to coalesce. Shadow clung to shadow, rising and solidifying into a cloudy, shrouded creature with hungry, malevolent red eyes fixed on Mourn.

As the purification ritual continued, the shadowy entity lunged, its spectral claws raking against Mourn's protective aura. A shriek of rage and pain tore from the creature as its long, tendril-like arms swept through the barrier, briefly striking Mourn before his swift counterattack. His sword, a silvered arc in the dim light, found its mark, and the creature dissolved, its essence seeping back into the bloodied floor.

Moments later, the oppressive atmosphere of the temple vanished. Mourn found himself standing in a quiet hallway. He noticed the heavy wooden door at the far end stood slightly ajar, a sliver of darkness beckoning. As he approached, a blast of frigid air, carrying the scent of the mountain valley, washed over him.

Whispers on the Wind

Meanwhile, the rest of the party began their descent down the treacherous cliffside path. The wind howled through the crags, its echoes playing tricks on their senses. To Aldran, it seemed to carry the faint strains of a summoning spell, a distant murmur on the breeze. Balmaris, Durmen, and Egon each perceived subtly different variations of the sounds – chanting in archaic tongues, whispers like wind rustling through brittle parchment. Egon, in particular, heard the echoing cries of an unfamiliar beast, carried on the gusts.

Balmaris detected a faint metallic hum, a subtle vibration in the air that hinted at some kind of temporal energy, though its source remained elusive. For German, the experience was more physical than auditory, a high-pitched tone that seemed to vibrate deep within his bones, a deeply unsettling sensation.

Temporal Echoes and a Tumbling Fall

Their journey down the cliffside grew more arduous as a cold, biting wind picked up, swirling with a light snow that dusted the already treacherous patches on the trail. Above the wind's mournful cry, they heard their names called out. Nail, with surprising agility, traversed the perilous path between the cliff edge and the mountainside, his form a fleeting shadow as he moved with rapid, practiced ease.

But as Nail bounded past, a sudden misstep sent Balmaris’s feet out from under him. With a strangled cry, he lost his footing and began sliding uncontrollably down the icy path. He accelerated with alarming speed, his tumbling form narrowly missing the rest of the party, who scrambled to avoid being swept off their feet. Once Ego regained his footing and surpassing the desire to speak a curse upon both Nail and Balmaris, he strikes upon the idea to cast water walk and hopefully avoid further falls. (Inspiration point) few harrowing minutes later, winded but miraculously unscathed, they all arrived at the base of the mountain.

The Garrison of Oakhaven

The party reached the village of Oakhaven just after nightfall. The dim light revealed a few villagers hastily loading crates onto a waiting wagon, overseen by a single guard who seemed remarkably bored by the activity. Further into the village, they barely discerned a few other guards standing before the stables, their gestures and hushed tones suggesting preparations for departure.

Aldran, ever the inquisitive one, strode up to the lone guard, surprising him with a rapid-fire barrage of questions. Taken aback, the guard divulged that the small garrison was preparing to escort a convoy over the mountain pass to the village of Morden, some eighteen miles distant. When asked about their nocturnal travel, the guard explained that a local tribe of barbarians, fearing the creatures of the night, preferred to raid during daylight. Thus, transporting goods under the cover of darkness was considered relatively safer.

At this point, the guard’s eyes narrowed as he noticed Aldran’s uncanny resemblance to some of the local tribespeople. A nervous hand instinctively went to the hilt of his sword. But before the tension could escalate, the rest of the party arrived, and the relieved guard quickly directed them towards the welcoming lights and sounds of the tavern, where food and lodging awaited.

An Odd Cargo

While Aldran kept the guard occupied, Durmen and German discreetly observed the wagon. A faint aura of magic emanated from it, a subtle shimmer in the dim light. Neither Durmen, Balmaris, nor Egon could pinpoint the exact nature of the enchantment, only that it bore the distinct signatures of transmutation and abjuration magic. Their investigation was cut short by the return of two villagers, who finished loading another heavy crate. The party watched as the villagers secured the small building from which the crates seemed to originate and then hurried towards the tavern, clearly eager to escape the biting wind and the watchful eyes of the guard.

Pepe's Roadside Fare

As the party moved towards the center of the village, the enticing aroma of roasting meat wafted through the cold air. A small roadside vendor, his stall marked by a crudely painted sign reading "Pepe's," was smoking a savory mix that smelled like bear and venison. While they scanned the area for the proprietor, Balmaris noticed the surrounding buildings. They appeared to be constructed with materials and techniques from a bygone era, yet, oddly, they seemed brand new, untouched by time. Across the street, the boisterous sounds of revelry spilled from the open doors of The Crag and Kettle tavern. With the weather worsening and the snow falling more heavily, they gratefully stepped into the tavern's warm embrace.

Arms Dealers in Disguise?

Shaking off the clinging cold, Borin, the burly tavern keeper, eyed their unusual attire and unfamiliar accents with suspicion. He declared their gold worthless, claiming he didn't recognize the mint. However, when Balmaris and Durmen patiently pointed out the undeniable gleam of the precious metal, Borin relented, accepting their payment and providing a welcome meal and strong drinks.

They soon learned that the guards were employed by the merchant guild of Lynn, tasked with protecting shipments destined for the South Wind Trading Company, which operated through the perilous mountain valley. Borin mentioned he was expecting one more caravan to arrive near midnight, after which he looked forward to some much-needed rest. The villagers, Borin explained, held no particular fondness for either the guards or the merchants, but they paid well and generally avoided trouble. Furthermore, these groups were often seeking additional sellswords to bolster their caravan protection – a piece of information that immediately piqued the party’s interest. They decided to return to the wagon and the remaining townsfolk to inquire further.

A Swift Departure and a Locked Warehouse

However, upon returning, the party found the wagon gone. Fresh tracks in the newly fallen snow clearly indicated a northward heading. Durmen, his curiosity piqued by the magical aura, decided to take a look inside the warehouse. But the heavy wooden door was secured with a stout iron padlock. Undeterred, Durmen brought his ax down with a decisive swing, the lock yielding instantly to the critical blow.

Peering into the darkness, their eyes gradually adjusted, revealing another dozen crates neatly stacked along the west wall. Beside a simple cot, a few ledger books lay open on a dusty desk. But they were unprepared for the sight of an elderly woman slowly rising from the cot. She looked at them with suspicion, her voice raspy as she remarked, "You don't look like representatives of the Merchant Guild. You need to leave now, before someone catches you here." Her nervousness was palpable as she began to shoo them towards the door, her eyes darting around the dimly lit space.

Session Results[edit source]

Experience[edit source]

The running tally of XP earned is found on the Party Experience page.

Treasure[edit source]

Party Treasure

Tasks or Quests[edit source]

List of tasks or quests undertaken.

Rumors or Intelligence Gained[edit source]

Apparently nothing noteworthy this session...

NPC's of Note[edit source]

Borin

Elara