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Session 19-20: River Ride; Into the Mouth

On their travels to Elyse, the Harmonious Hunters recover from their time in the illusion storm. After another day of walking, they happen upon a jovial village called Tresdon Township. They live in the swamp at the mouth of the river and celebrate every noon with song. The party is wary of their jolly nature after what they had previously been through, but they manage to find a man who sells them a small flatboat equipped with a sail. After conversing with the fellows of the town--with Gab and Justice taking centerstage of their celebration--the Hunters learn that this town follows the High Alietan Order. Gab proceeds cautiously, Vordia scares children, Toni inspires young adventurers, and Patch steers clear of the attention. The troupe hop on their new watercraft and begin to sail east. Amidst the night of their travels they are attacked by a massive demon spider that had been lurking in the woods nearby. They slew it easily and tossed it aside. Another night, Vordia communes with th...

Sessions 17-18: Aftermath and Murder; Past Conversations

In the morning, the whole group gathers once more at Greenhall where they meet up with Justice and Sila. They inform their new companion that they plan on leaving around noon. Justice takes the chance to go say goodbye to family, while the Harmonious Hunters move to turn in their quest with Gaelen. Upon entering the gang's hideout, they find Arraz disguised as Justin conversing with the mission leader who gave them the original task to fight the ice worm. They are allowed to ask questions about Patch and the automatons, and the Gaelen folks inform them that the seeming power crystal inside of them in fact leads somewhere as if it were a gateway. Patch is curious as to the timespan between themself and the other automatons and the original mechanic who talked to Patch gave them a once-over. Upon inspection, the mechanic tells Patch that they were the first one created. The mechanic tries to touch the power crystal during the inspection and it shoots off a beam that takes out the sho...

Sessions 15-16: Saile & Beyond; Onwards and Outwards

After Vow suggested a dinner, the Hunters spend some time sorting through their loot. After which, the group heads down to the central market of Saile for a cheap picnic dinner featuring some rather concerning slop. Laughs are had and stories exchanged. All around, a good time is made. Patch suggests going to he highest point in the city together to gaze upon the stars before the team sends Vow on her way. They figure they need to head over to Greenhall anyway, so they walk over there. It is peak hours at the gambling hall, and a similar doorman greets them. Palatine Flashlyte, Capitoline's twin, stands at the door. The group decides to play him in a game of Liar's Dice. Toni, Gab, and Filtar deal in. The rounds go by and eventually Gab manages to pull off the win. They move up and Sila allows the group to exit her window. Onika produces some glyphs for the group for them to essentially hang on the cliff wall of Saile. Sila joins them as they gaze upon the stars together. After...

Sessions 13-14: Harmonious Gab; A Heist to Dream of

The orb-like creature introduces herself by the name of Melodious Vow. She had met Gab many years ago and gave him a part of herself. Introductions are had and Sila Ularien comes back into the room. She recognizes Vow from her own travels centuries ago. Vow apologizes for the ceiling, but Sila dismisses the concern. Vow states that she has a guaranteed way to bring Gab back to life, but it might have side effects. Sila's offer still stands, and she reveals what the debt would be: The Hunters would offer her 250 gold for the Raise Dead spell and would commit themselves to a mission to venture to the fabled Elyse to find what hidden knowledge lay there--and if the rumors are true, the Emerald Queen-- in search of a means of raising a Maius from the grave to protect Saile. The party weighs their options. Raise Dead is no guarantee and would be putting the group in a rather large debt, but Vow is a Maius and has no idea what sort of side effects might come out of her abilities. During ...

Session 12 - The Ice Worm

Taking a moment to rest within the opening of the cave, Arraz takes off the hat of disguise. Toni takes a nap and all heal up from the sprint through the caves below. Arraz makes a long speech apologizing for "Miranda Qifall" acting out so violently toward the party stating that he and the others are trying to put a leash on her but she has some sort of grudge or feud with Toni in particular. Arraz feels guilty for having told the Hunters that they would not be attacked if they kept to themselves yet were attacked anyway. Vordia gets somewhat angered and responds, saying that helping them on this mission as an apology is great and all but the assassin needs to stop attacking the Hunters for it to really mean anything. Arraz also tells the four of them that he is starting to have doubts about Whitebloom. He worries the ends will not justify the means. The party eventually comes to terms with this acting as a semi-truce with Arraz in particular, though their antagonization of W...

Session 11 - Harmonious Hunters Alight

After taking a moment to decompress at the park, the Harmonious Hunters decides to return to Greenhall and check out the armory Sila had mentioned. Just before they leave, Filtar comes running up to the group out of breath. He complains that he had no idea where the group had gone and thus would not have been able to sufficiently protect Vordia if anything were to happen. The party caught him up on their achievements with Emerald Scent and informed him of their next plans. Filtar also requests that they at least inform him or leave a letter for if they are to leave. With that, the party heads back to Greenhall. They are met once more by Capitoline Flashlyte, who brings them into the armory. They learn Capitoline has a twin brother, Palatine, by the time they reach the armory. It is set up almost like an ice skate rental, and a horribly sluggish, ancient lady sits at the reception. She clearly hates her job, but explains the system nonetheless. In order to rent an item from the armory, ...

Session 10 - Next Steps

After waking, the party decides the first move would be to get Gab's collar off of his neck. They waltz down to an open-air smithy early in the morning in the Lovely Straggle district. A blacksmith with a beard that reaches the floor greeted them by the name of Elaime. He presents a very friendly demeanor, preferring to provide cheaper services away from the politics of the city. He manages to cut through the collar, offering to provide the scraps as a potential tool for them, but Gab declines. With that done, the group chooses to follow up with Tylieri on the invitation to get a Maius Hunter license from Emerald Scent. Upon arriving at Greenhall, they meet once more the illustrious Capitoline Flashlyte, who brings them further up the building up to a large bustling room with a raised platform in the center. Upon walking atop it, the party sees an interesting figure on a raised throne in the back. She is somewhat amphibious, with sea-colored pearlescent skin, long blue hair, and sh...