The party began settling things in the city of Muhar/Kar’Akir. While the dopplegangers who had been pretending to be the city officials were being cooperative (after having surrendered), the city officials who they had been probing for deep memories were slow to recover and not yet fit to rule. The Red-Gold Knights located the officials next in line and back them in taking temporary control of the city. The party then Long Rested, and there was time to sell some of their loot and to purchase local trade goods and a dozen magical “Cold Stones,” which helped to lower temperatures in a 10-foot area. Timador also discussed various magical lore with Vraspir’s simulacrum, VeeToo.
Collin (Colafar) Very Good Shoes changed his original “Golden Dragon” plan, and was able to commission a boat to journey to the Dark Fey Islands. The ship would be crewed (and guarded upon arrival) by the two clockwork suits of armor. Collin and VeeToo, using Waterbreathing, would slip overboard before reaching the main island’s harbor, and do what they do best (stealth reconnoitering) while the Red-Gold Knights openly engaged the locals. Before the duo departed, Collin dumped three Sending Stones out of a pouch and gave them to Yrsa so both groups could keep in communication.
The dry, muddy ground in the south of the island gave way to hills and green patches farther north. Cornihó flew to a high point to scout for threats as Stroop and the rest explored the local open market. The party entered a nearby ale house to listen and gather what they could. Stroop and Ursa joined the festivities, playing, dancing, and drinking, while Timidor and Kime moved among the local youth outdoors, performing minor magic to ease into conversation. The mid-aged townsfolk (who all looked and dressed alike) largely paid them no mind.
Through a conversion with an older fey man, some details filtered in about the Zwerge people—they were suspicious of one another, prone to envy, and living under willing occupation by the Eisenbehörde (“the Iron Authority”). The old man warned the strangers away from doing any harm to any of the Eisenzwerge (the other (cousin) fey who subjucated the Zwerge) officials, who have eyes and ears everywhere. Harm and misfortune befalling the Eisenzwerge was returned upon the Zerge fourfold. There was also discussion about wards that had been placed across the island and that visitors should be warry of the necrotic, invisible pain fields (Kipukenttäh).
Suspicious of the ostentatious nature of the building’s constructure, the signage (Whispers and Wares), and it’s general lack of any customers), several members of the party approached the earthernware shop that was flying Unicorn flags. Because of the fragile nature of its earthernware wares, and the extended height of the visitors, the shop keeper asked that only two come in at a time. And, as Kime and Stroop walked up to the doorway to enter, several male fey showed up carrying short swords and attacked them. The attack came just after a young fey had run by and shouted “Eisen” at the party, hoping to warn them. The boy was immediately grabbed by another man carrying a sword sword.
The confrontation with the shopkeepers erupted into open combat, and other Eisen carrying short swords emerged from the ale house commanding that the party members surrender. The Eisen were fast little buggers, hit hard, and were also casting various types of spells of compulsion. Nonetheless, the party quickly put them down, and Timador’s Fireball roared across the fray and dropped several of them. All of the other zerge immediately fled the area, most apparently locked themselves inside their homes. Sagon untied the youth who had shouted the warning, and he, too, ran off. But they followed him. He was distraught. His uncle had been working on the roof of the Whispers and Wares building, and killed by the fireball. But he shared some futher details. Kime activated her clockwork horse and she and Sagon, running on foot, immediately headed to the next village (Stone Hollow), close to 3 miles away. As Timador was ritually summoning a Phantom String of steeds, Yrsa climbed to the roof and cast Gentle Repose on the fallen uncle.
When Yrsa, Timador, and Stroop arrived, Kime and Sagon had already vanquished an Eisen shopkeeper who was stationed at another, very similar Whispers and Wares building. Kime then followed some recent tracks where zwerge hostages were taken into a hidden cavern in the nearby hills. As the tunnels were narrow and low, many choice to crouch and fly in using their wingéd boots. Sagon raced in running horizontally along the walls; once inside, he demanded the hostages be released. Eisen guards answered at once by branishing their short swords, and battle filled the low-ceiling rooms. Boisering the guards were another water elemental demon woman and another drowned sovereign, but Yrsa banished him back to his home plane with a “pop.”
The party pressed on through corridors, noting a kitchen, a pool, and various cells populated by zwerge. Two of the husk creatures stood in front of doors leading into a chamber of necrotic pain where fragments of dark gray voidstone were discovered floating in a rounded depression in the stone floor of the cavern. Sagon prodded them with his magic sword, and the end of the blade took a blackening damage.
Various ledges and notes discovered in the complex written in a combination cypher codes and using a mix of older Common, some Varee (Swarf), Hemlaag (Gnome) and Wirrsprek (goblin) revealed some information (including the name “voidstone”). There was a mention of “purest shadow,” concentrated pockets of undoing, how the removal of the stones left a lingering scarring and Kipukenttäh effects, how the voidstones strengthened the effects on Faerz'ress radiation and duration. There were also arnings about how force could do little to move the stones, how using telekinesis lead to memory wiping effects. There was some mention that rituals needed to be used to untangle the mind first. Some transport success could be achieved by those touched with undeath. This was written next to a delivery schedule for husks, and tips on how to control them. Several times there were warnings in the notes and margins about never, never attempting planar transport or pocket dimensions. Finally, there was mention of a great reward if the voidstone fragments could be somehow delivered to Azalin Rex.
The session ended there at about 13 o’clock on Day 164. The party can long rest at any time, but there are three more Zwerge villages possibly under immediate threat.
After comunicating with Collin (Colafar) via a Sending Stone, the Red-Gold Knights head to the northern Fey island while Colin and VeeToo head to the western one. Using Phantom Strings, Wingéd Boots, and Sagon’s ability to run across water, the party arrives in Flaverhof (Sea Grass Haven) in just under 50 minutes. There, they discover most of the townfolk Zwerges have locked themselves in their homes. Spotting a lone shopkeeper standing outside another conspicuous Whispers and Wares earthenware pottery shop, Sagon immediate pummels him and ties him up after stunning him. Another shopkeeper inside spost Yrsa galloping by the norther shop window, and he immediately flees into an office and uses a secret door to flee into an underground complex.
Sagon locates the door using his Wand of Secrets. Kime opens it and they enter into the narror and low dungeon beyond. The monk spots two Eisenzwerges holding their Action to strike with their short swords, so he uses his Circlet of Blasting to hit them both with Scorching Rays instead. As the monk moves further away from them, he runs smack into a necrotic-damage-dealing Kipukenttäh field. The other party members soon arrive and press the attack and venture deeper inside. Sharp twisting staircases, narrow hallways, and small tubes and ladders leading to a floor above, make for tight spots and many ambushes. The Eisen utilize their lair advantages, Pack Tactics, and the casting of spells like Bane to come very close to killing Sagon. Thanks to the timely use of potions, and healing from the Ranger, Cleric, Bard, and Wizard, it’s only these preliminary Eisen forces that fall.
The Eisen males, however, are also joined in this complex by dark, club-wielding female Eisens, who—despite being in an area of high Faerz'ress radiation, appear to have no trouble “Fey-Stepping,” and they can manage a 30-foot range Teleport every round (even through small peep holes in the walls); that, and they smack hard with those clubs with four attacks. In additional, their finely-crafted breastplate armor makes them difficult to harm.
Eventually, though, the party prevails, search the complex, and free the Zwerge prisoners. They loot piles of low-value treasure and discover some ledgers and coded notes written in Wirrsprek (Abyssal). Yrsa uses a Divine Intervention to cast Raise Dead on one Zwerge who was ritually killed shortly before the party arrived in the 4th village. After a Long Rest, Yrsa uses another [i]Raise Dead[/i] on “the uncle” who was [i]Fireball[/i]ed in the initial conflict in the first Fey village.
After some further investigation, the party locates different colored “mood crystals” hidden near the villages, which serve to amplify the already shaking emotional state of true-blood fey. With those removed, most of the Eisenzerge killed, and the promise that Svartaland will send some of Queen Ingegerd’s men to establish a defensive garison on the Fey Islands, it appears that life on the islands will soon revert to a more peaceful situation.
The party receives a message from Captain Michael Otso (forwarded by Commander Makgram Grimhide) that they are to return as available to Atua Wahrs “for new members, and Field Examination of Test Article.” Collin and VeeToo depart to ward Senmet’s Tomb to hopefully prevent Senment from retaking control of it. As the two of them possess Artificer and knowledge in Modron technology, they will also attempt to repair the underwater Arcane Portal Gate that the party discovered earlier. They say they will contact the party if they get it into a working state.
At Atua Wahrs, the Red-Gold Knights are assigned new crew members, Lieutenant Commander Jack Martin and Honorary Drive Lieutenant Ogdium. “Auggie Daddy” is now in literal possession of the first of a new class of flying airship: the Red-Gold Dreki (Rauðgullinn). The Svarta Court Arificers and Wizards managed to reverse-engineer the Sky-Wraith that the party stole from Azlin Rex in Avon Leigh. Instead of employing an astral-tether to power the souldrive, the Svarta research team capitialized on Ogdium’s success in possessing the souldrive by exiting a Ring of Mind Shielding worn by the pilot attached to the ship’s control helm. More Rings are being manufactured and the military is hard at work recruiting handicaped and venerable veterans who wish to volunteer to serve the Queen in this new capacity.
The session ended there on Day 164 in Atua Wahrs. The party can next Long Rest at 43 o’clock. Next, they will sell off some of their loot, then begin training with the Red-Gold Dreki.
The Red-Gold Knights spend some time in Atua Wahrs meeting with Lieutenant Commander Jack Martin—5th level: fighter (2) / arcane trickster (3)—the new pilot for the Red-Gold Dreki. They also spend time in the city selling off loot items that they have been collecting from the last several adventures. Yrsa and Sagon each buy new, popular uncommon magic items: Rods the Lordy Might Appreciate. Their current mission (field testing the Dreki) has no specific mandates, but they are expected to make some public viewings in nearby cities.
As such, they fly first to the Dragon Keep near Hartewald and spend time there relaxing as guests. Of particular interest, the Knights discover that Trading Cards of them have been produced from their Knighthood portrait sittings. Each of them collects up some cards for their personal use, although Timador’s cards are in short supply as they have been packaged as premiums in cigar packages.
Flying then to Hartewald, the party flies a banner indicating that the Dreki is “Ship #6;” this is their idea to make it appear as if the Svartriki Airforce has additional working aircraft. The monk performs some daring acrobatics by falling out of the air ship near city towers and then safely running up and down the walls. Likewise, when the ship turns around, Sagon makes daring leaps off buildings onto the craft.
Next, Lt. Jack flies the party home to their bastions near (and within) Messersachs to collect healing potions and other bastion products, and to issue new orders in person. Yrsa is surprised to find that magical construction is underway near her bastion hospital. A new church and surrounding community is being built here dedicated to Morning Star, the Goddess of Light. Speaking with the workers (who are using Wood Shape and Stone Shape spells on carted-in raw timbers and boulders), Yrsa learns that the Curate (“Ljósgyðja: Light Priestess”) assigned to this new ecclesiastical parish is named Sólveig Dagnýsdóttir. A Baronette (Hersfreyja) is also soon to be assigned to the location, which will operate as a political section of Messersachs under the ultimate authority of Baron Bart.
Various capabilities of the Dreki are tested: in the air (utilizing wind and souldrive power), on the sea near Messersachs (where the lightweight craft is slower but can carry a bit more cargo: 1 ton instead of 0.25 tons), and underwater, where Auggie Daddy can manage only a very slow propulsion speed but also eight hours of air supply.
As they are still on standby, they head back to Atua Wahrs using a leisurely southern route, making appearances in Engeswass, Baum Ferand, Bellovaki, and Ryemutti. On the morning of Day 168, Yrsa receives a Sending Stone message from Collin Very Good Shoes that they are ready to test the Modron-enhanced Arcane Portal at Senmet’s Tomb. Using the monodrone’s networking system, VeeToo was able to see the matching portal's location and noted that it was very wet there, but also that the Crocoman guarding it on that side was mostly disinterested and lackadaisical, likely believing this particular gate was disabled.
Once activated, the party passes through and quickly dispatches with the guard, who was busy roasting fish and an eyeless humanoid. A second eyeless, big-mouthed humanoid spoke of himself in the third person: “Save Larry, Larry useful, Larry worship you, etc.” Larry wanted nothing more than to escape this realm (apparently some pocket dimension) and escape to where the Red-Gold Knights just came from. Larry did prove useful in providing some details of the realm and two locations. The place was called Landtökuhöfn, a limited ceiling staging area of soggy ground, pools of dark water, stone and fragile crystal, and brittle mineral-rich vegetation. The ceiling has a minor blue glow and reflected the higher rocky hills that butted up against it.
Larry mentioned the realm was ruled by Nikwaz, a prince from Rahnar Sahlr (wherever that is). Said water demon was using this place as a base when shipping goods (mostly slave-demon troops and other supplies) to Azalin Rex in exchange for the essen of sun worshippers (specifically of Vhereum Steadfast), and also diamonds, rubies, rare incense, and even holy water. Nikwaz is supposedly held up in a mighty fortress to the northeast, but Larry said it was impossible to get to without first getting permission from his Nikwaz underlings who worked at The Gate Tavern.
The party then left Larry to eat the crocoman’s roasting fish, and, if threatened, he should run through the gate and take his chances explaining himself to Collin and VeeToo. the adventurers then approached the Tavern, a mostly stone construction built in the lowest, dry area. Before entering, Sagon tried to sneak in close but combat is initiated with various creatures outside (guard “dogs,” a tied up Sandworm, and a Hakarl (tentacled shark)). The party ended them quickly.
Upon entering the complex using the southwestern door, there is some interaction with the inn keeper (Sagon says he’s not interested in renting a room but follows a green-worm-covered zombie creature and barges into another person’s room in the process. Yrsa pays half-down on room #3 on the second floor, then she heads into the bar area. The inn keeper doesn’t even ask Stroop about a room and just directs him to the bar). Timador and Kime enter from the northwestern entrance, while Sir Kittington J. Vogelfest, Esq. (INT 19-enhanced) sneaks in as a kitchen maid goes outside from a south entrance to check on the guard dog yelping.
The bar contained an active fighting pit (and apparently also served as a conjuration gate) and the tavern spaces were populated by various creatures reminiscent of enemies that the party had fought in Meida and specifically in Senmet’s Tomb, namely Jackalmen, Khemek (crocodile men), a Drown Sovereign, a blue-skinned Ogress (Hafgygr), and a man wrapped up like a mummy. There were also some “giant” dwarfs, an Ogre Mage, a Barlgura ape-demon, a V-rock vulture demon, a couple of Myconid (mushroom men), and a few other humanoid individuals. Yrsa saddled down at one of the fighting pit tables next to a crocoman; she placed down one of her trading cards hoping to get a reaction.
One of the seated patrons gestured for Timador and Kime to come over to his booth. Timador recognized the man;s face as the face that was projected/worn by every arcane spell caster while they ventured inside the Mystics tower in Kuststad. Likely this man was the owner of the mystics tower himself, Daraya Jon Harkens. But, unfortunately, after Sagon dashed through the bar area, the baggy mummy-wrapped man viewing this from the balcony above the fighting pit arose and bellowed out, “Why the fuck are all of these elves here?”
This prompted the owner of the tavern, a large, ugly amphibian humanoid (Sepance) to also come out from the kitchen area and into the customer area; he appeared angry and said aloud that he had no elevs scheduled to be here. Then the man who looked like Daraya Jon Harkens stood up and calmly stated, “You don’t really need to bother these travelers, do you, Sepance?” “Or,” he continued, “do you prefer to be known as… Wildrue Sepio?”
At this utterance, the amphibian went cold, trying not to show his nervous shaking or his fear.
“Give them what they need,” Harkens then said. “As for me, I should be leaving now, after all, there is no place like home.” And, as his lips form around the word “home,” Harkens was no longer there.
Sepance stared blankly for awhile at that vacated spot, then stared at the elves, eventually giving them a password that would allow them to get by a trail chokepoint manned by a dozen Barlgura. Thinking it best to avoid a fight, the party left the tavern and made for the Prince’s fortress. Before he left, Stroop bought several bottles of ale for the road trip.
The Session ended with the party nearing the fortress (Day 168, approximately 25 o’clock). They can Long Rest at any time.