Flamerule 27 – Day 45
The battle continued, as the dark shadow in the mist in front of the party condensed into the form of another Dark Tide Knight, as well as one of Morbeoth’s proteges. As the fight continued, the shape of the dragonturtle Bronzefume became more and more clear on the edges of the underground whispering lake.
From behind, the prophet of the Crushing Wave Cult Gar Shatterkeel and a fathomer joined the fray.
With tidal wave after tidal wave, in addition to raising the water level of the temple, Gar beat down on the party. Terken, using the water weirds to his boon, managed with the others to defeat the knight and One-eyed Shiver. From there, the party focused Gar.
Not doing well, Gar spoke “If you kill me, the others will know. The Eye sees all.”
Seconds later, Gar fell, with Drown floating atop the raised water.
But the fight was not over, as Bronzefume arrived. In one of her breaths, she annihilated the remains of the cultists and wounded the party.
Seizing the moment for a tactical retreat, the group gathered the relic-trident, the water remains of Gar, and began to go north, after Kaelith (with the aid of the power of the relic) lowered the water of the temple and forced Bronzefume to recede into the deep water of the whispering lake.
Inside the inner Temple, the party began looking around, gathering treasure, and noting a source of the water within the Temple. After some resting and more searching around, the party investigated what turned out to be a small cave, just off of the Temple. Inside, Kaelith set off the methane air in a catastrophic fireball – and in doing so lost a fair portion of treasure. Nevertheless, the party made out well with what was left.
During their long rest into the next day, Terken and a few others set out to resupply the necromancer’s force of undead, taking the unwanted bodies being piled up by the sea trolls.
Flamerule 28 – Day 46
Waking in the early portions of the morning, the group begin to gather their things, fill the four remaining boats within the Temple, and set out. On their way, they pass by many undead beside black pools…
They leave the Temple, with the cult now bereaved of any leaders and the remaining followers scattered in fear. The sun, for what seems like weeks now (though its only been one loooooong day), finally greets their faces.
And from here, the party begin the arduous task of deliberation. “We have too much to carry by foot. Lets bury some near here.” “We NEED to deliver Drown to Triboar first!” “Yartar is the best city to sell all of this.”
As the discussion begins to encircle itself, as the party is skillful at doing, a force of winged humanoids circle overhead. Coming in for a landing, a flock of four Aarokocra meet the group. They thank the party, pausing to ask what they should call this group. Flummoxed, the group stammers that they have yet to decide on a name.
Unpreturbed, the Aarokocra inform the party that the Air Cult has stepped up their scouting parties almost overnight, and that travel West anywhere near thier tower is a fool’s errand. The good news: the cult is having extreme difficulty summoning their Elemental Prince, stymied by a near-godlike figure of Aarokocran legend and the magicks he worked to seal the Prince away. Nevertheless, the cult seems adamant and devoted (traits that are unusual for the cult) to making the summoning come to fruition. The Aarokocra inform the group that they have a fair bit of time before any real threat comes to the forefront from the Feathergale Society, and that when the time comes, they will be there to help.
The group soaks in the information as the scouting party fly off. Finally, the group determines that the best course of action is to go to Yartar via the boats, and sell things there. Terken, in that vein, leaves four skeletal guards in Rivergard Keep, and the party begin their adventure north.
At the end of the day, the group encounter Barry Bluejeans and his band of hunters as they slay a lark elk. After the group pull their boats ashore for the evening, Barry invites the group over to share their camp. There, he tells to party of the devastation that hit Triboar no more than a day ago. A group of pilgrims, clad in dark robes with black feathers, walked right into the center of Triboar with a box lined with strange symbols. There, they opened the box, and began to book it. Minutes later, the town and the land within a few miles errupted with spontaneous cyclones and tornadoes. The town did not survive, save for the stone building of the Waterbaroness, and a tiny shack. The hunters ask if the party might know anything about what would cause the pilgrims to target Triboar, but the adventurers only give speculative guesses.
The group settles to sleep, their victory the day prior not tainted by the destruction of a city.
Flamerule 29th – Day 47
The group awake and set sail once more, encountering more traders along the route. By 5pm, the group arrives in the docks of Yartar, where a familiar Dockskeeper and Watchful Knight greet them.
Paying for their boats, the group set out many different directions. Ander, Demic, and Savattarius to the Wink and Kiss Tavern to find Anton and to drink, and Terken and Kaelith to search for a Harper Agent.
Terken and Kaelith do encounter a strange fellow, named Percival, who claimed to be “cUrSeD bY a WiTcH tO oNlY SpEaK sArCaStIcAlLy,” and that only powerful adventurers with 1000gp could rid him of the curse. Terken continued his Harper search, while Kealith followed Percival, who seemed to continue his act (if it was an act).
Terken chatted with Kaylee, a soft spoken librarian in Yartar, who mentioned that a Hag in nearby farms was causing trouble, making one-sided deals with the locals in exchange from saftey from the chaotic elements. She also accepted Terken’s information, but was unable to provide a secure means of delivering the relic-Trident to Triboar.
The group retired to the Pearl-Handed Pipe, with Ander ensuring that the night following would have soup on the menu.
Flamerule 30 – Day 48
The party awakes, and with newly rented horses, ride out to Triboar. As the group leave, Demic has an encounter with Nareen Dhest and her two massive bodyguards. Demic attempts to chat with Nareen telepathically, but to his chagrin, meets an iron wall of will that blocks him. Not to be outdone, however, Demic leaves the two guards with a simple farewell: “You have 10 days to live”.
As the party arrives in Triboar around noon, they can see clearly the devastation of the town. Two buldings still seem in functional order, and many tents have been erected to tend to the many wounded. A feild of bodies, still being added to, also are within viewing distance. This town has suffered mightily indeed.
Heading to Xander’s, the group encounter a small group of paladins, warriors, and druids. Marshall, Maxwell, and Lindsey are also shopping at Xander’s, seemingly to find an important ingredient or other to defeat the horrors of the Underdark – powerful Demon Lords. This news struck the Bard, who had seen these horrors first hand nearly five years prior. It would seem that the guilds of good throughout the land are dedicated to dealing with the threat before the threat boils to the surface.
During this time, Terken speaks with the Waterbaroness of the City, whom he finds extremely busy and disheveled, helping those wounded best she can, and giving out orders left and right. She agrees to speak with Terken, if only for a moment, and she informs him that Xander is likely the last entitity that should hang onto the Trident. Quickly, Terken and the Waterbaroness make their way to Xander’s.
Inside the building, all but Kaelith can see the ecclectic and unique ware of Xander’s. No two things alike, and no item recognizable to the group. Some of it magic, yes, but all of it one-of-a-kind and never to be seen made again.
Xander makes a deal with the group for the kid-chair, and he and his ‘lying-cat’ (who seems to detect lies innately), provide an air cultist’s boomerang in exchange. The Trident, however, was taken by Ander to keep.
The group finally retire to a small chamber within the Waterbaroness’s Hall, as most other chambers are already full to burst with the casualties within the town. The small closet fits the party, however, as they each begin to plan what to do on the morrow, the day of Midsummer.