Condemnance

Baladras Adventures
Baladras adventures.

Baladras Adventures

The Group members in Baladras started with Quinn Marcus Antar and “Six” appearing in the Demine Cave after having fallen asleep somewhere else the night before. Quickly they discovered Graal, who teamed up with them.

The Group ends up investigating and solving the Demine murder, which ended up adding Kurt Renard to the Group. The four then proceeded to Hammond with Rick “the Bandit”, because Demine had no jails or judges.

After dropping off Rick with Captain Will Warson of the Hammond Guard, the Group looked to verify some information they heard from Rick. They quickly found Rob Samsung working as an aspiring fence behind one of the Merchant Ring doors. He invited them in for dinner and explained the whole history of him and Rick “the Bandit”, which was related to an old grudge the Thieves Guild had for him.

After some uneventful observing of suspected Thieves Guild members, the Group stumbled across Bertra’s Odds and Ends. She explains how someone is buying out all the black onyx, which happens to be a spell component for animating the dead. Following the wall of the Hammond graveyard, a shack resting up against it is discovered containing 3 things that Graal detects as evil.

After failing to talk their way in, the suspected necromancer now had a head start to flee. After breaking through the roof and fighting 2 of the walking dead, the Group then saw a contraption that pulls a block out of the wall, giving access to one of the mausoleums. After looting the place, the Group rushed out to find Carl Joek jumping the graveyard wall. After a short chase Quinn Marcus Antar pummelled him into submission. The guards finally caught up and escorted everyone to jail, where events were explained and Carl was imprisoned. Captain Will Warson rewards us by pretending he doesn’t know who owns some money is sitting on the counter. He also explains that Rick was killed by other inmates. He also mentions there may be other work for people like the Group.

After agreeing to deliver a shield to Demine for the local armorsmith, the group first tried to find out more from Dartsin, which led to nothing. He did mention he wanted the shield, but the Group decided to deliver it themselves. Shortly after leaving Demine they were attacked by bandits. They continued to the Black Tower anyways.

At the Black Tower the Group finds Hubert Matheson and the Black as Night Mercenaries, who all detected as evil. After talking it was learned of Hubert and his brother, and that he wants his brother’s head. This meant beheading the Lord of Lennox, but it was said to be a lawless place anyways. Instead of going directly there, the Group headed to Demine. On the way they saw a caped silouette flying the same direction, and before making it there saw what may have been the same person carrying 2 objects heading back toward the Black Tower. After another typical encounter with Dartsin it was discovered he knew about Hubert. Dartsin also claimed that his own presence as mayor is the only reason that bandits haven’t overrun Demine (him being a powerful wizard and all).

The Group decided to look for bandits to see what they knew. Bruce Horner came up behind them and was escorted to Hammond. On the way a bandit scout rushed to the town and Graal followed, partly disrupting a bandit ambush. The rest of the bandits did get try to rob the rest of the group, but were defeated and mostly captured. Questioning led to stuff about a trial involving Mayor Dartsin and Rick “the Bandit”. The bandits knew nothing on their own, it was just things overheard while waiting around at the [[Soupy Sittin’ Room]]. The bandit gear was sold and money split with Bruce. Then the bandits were brought to the jail. The Group didn’t stay to talk at the jail, but they did check out the soup bar, where details were heard about the trial. They then talked to Bertra for a bit and took some days to rest.

One of the bandits that was arrested was allowed to be set free if he showed the Group where a meeting with some small black lizardfolk was going to be held. Going there, the Group received 2 packages which were wrapped in burial cloth and held together by a gel that smelled like death. Naturally the Group captured and questioned the kobolds, because “Six” was able to talk with them. The packages detected as evil, and tampering with one unleashed an animated skeleton, which was quickly destroyed. The bandit, “Barnabus”, was escorted back to Demine, where he showed the drop off point, and was then free to go.

The Group did a stakeout, watching over the 1 package, but it disappeared. Graal detected a large evil presence, and shot at it but missed, then it was gone. Quinn said he heard the sounds of jewelry on whoever took the invisible package. “Six” complained they were way over their heads dealing with people who can do this stuff, so the Group went to Hammond again. On the way they ran into Jella, who they did not allow to go with them. The Hammond Guard said she was out there all day after failing to find odd people to help her with something.

Wanting to talk to Bertra’s friend, the Group was set up with a meeting with Neemus. He shared some useful things, mainly maps and stuff about Kubatka. He did get into details on portals, but was unable to determine how the cave which brought Quinn Marcus Antar and “Six” here worked. He left instantly when the talks seemed over, saying he might contact the Group again.

They wandered the northern slums of Hammond after hearing from Will about violence that only pops up when guards aren’t around. Graal detected evil underground and found a lone bum guarding a door nearby. The Group went in and found an underground fight club, led by a person who seemed like a younger version of Graal’s dad. They figured it wasn’t really his dad after he was jailed. There were no leads off of that.

The Group spent the night spying on the graveyard of Hammond. Brill heard noises about the same place that Quinn Marcus Antar and “Six” first heard digging sounds. After gathering there the Group found underground tunnels and kobolds. After a quick fight and accidentally setting off lots of traps, some of them magic, it was discovered that the kobolds were digging out bodies, eating them, and wrapping the skeletons up. Meenich was killed during these fights. The skeletons were wrapped in burial cloth and covered in a deathly smelling gel made from their own bodies, identical to the “packages” that the group picked up with “Barnabus” from the other kobolds. A shrine of Kubatka was also found, but the crude idol strangely disappeared while no one was looking. It was determined that no one else could’ve gotten in or out, but looking for tracks the Group found 3 toed tracks with large claws around the shrine, but nowhere else in the place. The Hammond Guard was given command over the place, which they looted and stored all the stuff and any surviving kobolds at the city jail.

Captain Will Warson hired Bertra to allow the arrested kobolds to talk to the Group. It was said that Dartsin was the one who picked up one of the skeletal deliveries once, after Rick “the Bandit” was out of the picture, and the Group picked up the delivery once “Barnabus” was supposed to take over. This confession incriminated Dartsin greatly, but Will said we had to find something so definitive that he couldn’t weasel his way out of it. Will took the number of missing bodies from the graveyard and subtracted the 1 the Group destroyed, the 2 that the Hammond Guard destroyed, and the 1 that was taken by the invisible thing with jewelry, which left 18. The Group thought maybe the mercenaries of the Black Tower could be skeletons, but they numbered 16 and no one had proof of them being skeletal.

The Group decided to go the Lennox, running into Neemus at the Demine Cave. He was just finishing studying the portal, claiming it was a 1 way portal from a place he has never been, because none of his rods could get him there. He also mentioned that Dartsin popped in for a visit, saying he was patrolling for bandits. The Group stayed there, and Neemus helped with first watch, then he left. He set a magic alarm on the cave entrance, which went off during Graal’s shift after one of his crazy episodes. Graal and Quinn got in a fight over something, which “Six” ended with a light spell. No one ever bothered to figure out who set off the alarm.

On the way to Lennox the Group randomly started fighting, compelled by some unknown force. When it was done Graal and Kurt were the only ones left standing, and quickly tended to everyone’s wounds. Though “Six” never died, it appears that he was now in a vegetative state. the Group decided to travel back to Hammond and on the way found “Allen”, who also claimed to have come through a portal and was stuck. He joined up, and Graal explained things as they came up. In Hammond we asked Bertra about “Six”, and she summoned Neemus. While we waited at the Soupy Sittin’ Room the two of them discovered and did what was within their power, which basically meant they had no idea how to fix “Six”, and Neemus discovered a dog demon which is following Graal. The demon was technically responsible for Six’s condition by causing us to fight. We left “Six” with the Grim Order. Later we talked to Rob and found out the Thieves Guild hired him instead of getting rid of him, and that he knew someone who could get us in Lennox. We went to Jeffrey Tailor, and decided to be his bodyguards for the trip.

On the way to Lennox the Group stopped by Demine to talk to Dartsin, which turned out to be typical. This stop to Demine put Jeff on a different road than he was used to. During a bad storm the Group stopped at the old House on the Hill tavern. After dealing with the place it was reverted to a ruin and Baelamus was the only inhabitant left. The Group said they’d return Baelamus’ family seal to his family in Phasmavis. The Group buried the bodies of the former residents and continued to Lennox.

As they neared the town they had their first encounter with a Brimm torture wagon. Later, an hour from Lennox, the group was stopped by bandits who called themselves such. “Bandit leader” let the group go when papers from the “Admiral” were shown. After finally reaching the Lennox the Group had a talk with the “Admiral”, who explained some of the situation of the city. They then went to go talk to the “Priestess”, and donated all of their extra equipment to her Way of Stone temple. The Priestess explained how she would go talk to the “Admiral” if the Group could clear out the Lennox den tunnels.

In the den tunnels the Group encountered possessed guild members, possessed peasants and physically altered peasants, all the creations of a doctor who goes by the nickname of “Seven”. This led to the Group’s discovery of Nideema and later the Circle of Nine. Clearing the Lennox den tunnels now freed up the “Priestess” so she could go talk to the “Admiral”, which ended with them making peace.

As part of the the Group’s plan to restore Lennox, the “Priestess” disabled the wards protecting Lord Eugene Matheson which allowed Hubert to take his brother’s head. The plan came to completion once the Group reported events to Lord Viln Hammond, who supposedly would tell King Catterman, who would supposedly find a suitable leader and have the “Admiral” removed.

On the way back from Hammond to the Black Tower a group of the new riders escorting a restored “Six” showed up. He rejoined the Group, but later on “Allen” left.

After taking his brother’s head, in the Black Tower Warlord Hubert Matheson was going to betray the Group and kill them. They were a loose end that had to be killed, as was part of a plan concocted between Hubert and Mayor Tyron Dartsin. However, Hubert didn’t attack immediately, and a conversation ensued where the Group (mostly Quinn) convinced him to forego his evil ways. Hubert seemed open to this idea and followed the Group for a time, learning the right ways and writing his accounts of his life and unlife as proof against Dartsin and Lord Eugene Matheson.

After Hubert’s accusations against Dartsin, the Group went to Demine where they ambushed Dartsin and brought him to Hammond to stand trial for his crimes. The trial turned into a mass trial where the Group and almost everyone they’ve encountered were tried. At this the “Admiral” was sentenced to death (and sold to Brimm to fight in the arena). The now absent Lora was accused of being a devil. Other people got minor infractions or a small amount of jail time, but Dartsin ended up getting 20 years in jail.

As the Group was making their way to Brimm to pay off their fine (by fighting in the Brimm Arena), Bruce Horner came by and told Quinn that he was part of a secret group and his orders were to watch Dartsin. He thought his work was done when Dartsin got arrested, but Dartsin escaped with the help of someone named “Grin”. Furthermore, Dartsin tried to fight his way to Captain Will Warson, but failed and had to teleport away. Bruce said he couldn’t live in Demine anymore and was leaving to probably get a new target, leaving the demise of Dartsin as Quinn’s job.

In Brimm the Group fought in the arena versus Milnef the Vile and easily won. They were invited to have dinner with the lord, so they made their way to see him. On the way there they passed close to the Brimm Stones, which were humming as usual. It turns out that the humming was actually a song in terran, the language of earth elementals, a language “Brill” knew. The stones were not very talkative but showed a fear of being discovered. “Brill” promised to keep the Brimm Stones a secret, and would return at a later time to talk.

The talks with the lord were mostly one sided, mainly because he wanted to hear the full story of what the Group did because his information about the mass trial was incomplete. There was small talk about government and rules and how Hakar was grand champion of the arena. The lord had to end the meeting eventually, saying he had other people to see.

The Group made their way norht blending in with the crowds following the travelling Circus. They caught it when it stopped 2 days before Natalbany. A deal was made that someone in the Circus would give information in return for their work being done. “Six” did the informant’s work while he and some other Circus adventurers went to explore a tomb on their map. Members of the Group trailed them, and entered the tomb after the Circus members fled. This is when they found the ghost of Burt Arielsis. After talking, he told them he’d share information about a relic if the Group could find out more about the Circle of Nine.

All together again back at the Circus, the Group noticed a few people who stood out. It turned out to be the Order of the Stake failing to be undercover. They were also trying to discover what evils the Circus contained, but had no knowledge of the Circle of Nine. Adriana Molsen was used as bait again, and when she seemed drunk she was carried off by one of the Circus members. This led the Group to a large tent on the outskirts of the Circus, where inside the followers of the Circle of Nine member known as “Six” were about to eat Adriana.

After knocking out key members of the group and scattering the other Circus members and freaks, the Group and the Order of the Stake went back to Burt’s tomb. After questioning the Bull Man and the Toughman were let go. This only left “Eight”, who said her name was Meth the Executioner. She said that “Six” knew the Group would show up and she was put in his place to fight them. “Eight” was the servant of the one called “Five”. Meth spent some time with Quinn before she was later sentenced to life in the Brimm Arena.

The Order of the Stake made their departure. Lorgus Nighthunter told the Group to visit them in their headquarters in Grimshaw, maybe they can work together again.

Back in Brimm the Group met with Lord Trebius Hakar again and updated him on what happened, as well as making the deal that put Meth in the arena. “Brill” talked to the Brimm Stones again. The plan was then to backtrack and visit all the places the Group had been to before, then make their way to Grimshaw. Around Demine the Group noticed people seemed to be in higher spirits than before, and this gave them a sense of accomplishment. After checking in with Captain Will Warson in Hammond, they heard about how Bertra was sent to help create New Hope.

The Group went to visit New Hope, though it wasn’t yet named that. They talked to Bertra, who said she had to research a stone working spell using Dartsin’s library, then she did all the stonework for the town. At this time “Six” decided it might be best if he stayed as Mayor of the new place, and it was decided so.

That night the Group met “Kat”, who said she was on the trail of a doctor known as “Seven”, who was wanted for crimes in Bethlan. She joined with the group and they made their way to Lennox. In Lennox they saw the “Priestess”, who said that she was attacked by cultists a few days ago and they rescued “Seven”. “The priestess” used scrying abilities on the doctor but it wasn’t of much help. The Group hired a tracker, who in some weird deal, got paid by a different tracker who was going to take his place. The tracker did find a trail, and after some days of forced marching, the Group caught up to the cultists (who also seemed to be forced marching).

However, before leaving the city the Group agreed to bring along Thomas Webber, a bard who they met at the city gates. He said he was looking for some people to help him find a hidden page of a book, which happened to be in the same direction anyways. Quinn planned to stay behind a little while the Group got a head start, he would catch up later on horseback. He would see if the “Priestess” could discover anything else, and see if anyone was following his friends.

The Group came to an abandoned wagon with blood stains leading down a stone stairway in the ground. Inside they fought the cultists working for the Circle and two hell hounds. There was no sign of “Seven” and the other 2 leaders who attacked the “Priestess”. Thomas translated the writings and pictures on the walls inside, saying it was the same as the other places he’s been to that were created by the Order of the Guardian Moon. The writings talked about the Black Star and requests everyone forget about it and leave. He made mention about already having some of it’s pages.

After going through a locked door the Group found …

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Blacksoul Adventures
Blacksoul adventures.

Blacksoul Adventures

After coming together from different locations, the Group in Blacksoul met Egdar to receive their trial mission to kill a priest in Flayne. Success saw them become full fledged members of The Resistance. However, such a success meant they already had to relocate, so were sent far away to the city of Gorlock. The Group had a quick encounter with Dean “the Druid”, and then took their month long trip to Gorlock.

After setting themselves up in one of the three Gorlock cells, and meeting Captain Renard, Ustus, Murlynd and Rangood, there was no rest before the Group was assigned their 2nd mission. It was an easy one that involved invading and looting a storage area after another team causes a major distraction in another area. This was more than successful, as the Group looted not only supplies, but a mage’s quarters and art objects as well. A a strange statue was found in a circle that was guessed to block scrying, little else was known about it at the time.

After a day of rest the Group met the the “Spymaster” who had been trailing a Blacksoul soldier of some skill. This person, Kaunatha, was a threat, and accompanying the “Spymaster” to kill him would be the cell’s main focus. They were successful with minimal casualties, even though it was an ambush. They tried to flee the scene and ran into a room full of children, which the the “Spymaster” said to kill, but Ari held him back and he ordered everyone to just leave. Later he said he sees it as a war with things that aren’t even human, so thinks they should’ve listened to him.

Next the “Spymaster” accompanied the Group to the docks of Gorlock to steal some gunpowder acquired from an attack by The Shield. They easily defeated the mass of novice guards and took the powder by force. The next step was to make them into bombs and throw them into a State dinner party. The explosion was immense, and alerted the entire Blacksoul guard barracks nearby, which was a fight that was almost lost.

After the mission was done the the “Spymaster” admitted that he had fun with the Group. Even though they are unorthodox, he said they were exciting and had potential that normal people don’t have. the “Spymaster” then had to leave for another mission, so he left the cell.

The Group talked to Captain Renard who said that maybe they should leave and do something in “the field”, which was a term used by leaders when referring to outside the cities. The Group agreed it would be a good change, but first they were going to steal a book from the same wizard whose place they looted on their first supply run in Gorlock.

The mission was as easy as their first supply run. This time the wizard was there, and he was quickly killed. In his possession was a book, The Life and Death of Brogan Cormac. After spending some days reading about him the Group wondered if the warded statue contained one of the relics of his body. They went back to the statue where they studied the spell around it but sadly discovered the femur in it’s possession was not one of the Brogan relics.

With the heat of their activities building, the Group finally left Gorlock to take a break and maybe later visit Cado Elementuma Terras. On their way they found the Worsa Dungeon, and it’s mercenary guards. They killed the 9 guards and set up camp before proceeding inside.

After killing Gorth, a filth demon, they explored the mostly abandoned dungeon. The only thing of value was the encounter with Iguan, a small green dragon who the Group tried to backstab after negotiating a trade. This was folly, and Iguan ended up taking Kareem’s spare spell book and money. Perhaps it was a small price to pay for being allowed to live.

They continued to Tyme where they were supposed to be relaxing and waiting for Melcher’s falcion to be done, but instead ending up ambushing a tax collector wagon. They made friends with the locals, especially Kareem and Jill the Druid. Blacksoul guards arrived to recruit monster hunters to kill a troll, which Melcher agreed to do. The Group found the troll to be an easy kill. After getting back to Tyme they waited a week and received the falchion, then decided they should move on. They took Jill the Druid with them.

Continuing tothe Wasteland, the Group ran into Vincent Rush, a dark and savvy character. He claimed to be a Blacksoul Army officer who was taking some time off. He said he was waiting on the side of the road for a group such as they to help him with a tomb robbing. He heard of a set of expensive bracers that were buried with some noble, and said he already had a sale set up with a black market dealer, and that he would give the group 2 thousand gold for their help. They agreed, and under cover of darkness easily snuck into the tomb on the noble’s property.

In the tomb they found skeletal and zombified guardians, who they defeated with some difficulty. Then came a fight with some black ghostlike things, which almost killed Vincent Rush. During the fight he spoke of the Black Panther Bar and a third sunday, and that if he died the Group could still bring him back. Seemingly only magic could affect them, but the fight was won. As the Group searched the tomb another black ghost was sneaking up behind Vincent, Melcher saw and let it kill him before fighting and driving it off. However Vincent’s body disappeared and he apparently turned into one of the ghosts and attacked. When this happened the one that fled came back to help, which got it killed quickly. Then the Vincent spirit surrendered, saying something unintelligible. Melcher killed Vincent the ghost. In Vincent’s equipment the Group found a State symbol almost identical to the one found on Kaunatha long ago. They eventually found a hidden area and tombs which contained the magic bracers. With nothing left to do the Group left the tomb while it was still dark.

The Group didn’t know what the Black Panther and third sunday meant, but they had a week to figure it out. They set up a hidden camp for a few days to rest and regain their strength that the black ghosts seemed to have drained. They figured the Black Panther must be nearby in one of the local settlements, so they backtracked and took the roads they didn’t take before. They checked out a larger town named Gloke, where they easily found the bar, and the overabundant amount of soldiers watching it. Kareem decided the Group would back out and he would go in again disguised as Vincent. This appeared to work, but the trader had the money in a different location, so a new meeting point was made in the next town.

After arriving at the new location it was discovered the trader and others in the meeting place were Resistance. The Group traded some things, which was highly beneficial to them and no one else. Melcher even gained a magic falchion. They then continued on with their journey to Cado Elementuma Terras. On their way there, they discovered a trio of man sized fire elementals travelling at night. The elementals were carrying a strip of metal which was used to chisel messages and deliver them back and forth. Unfortunately the elementals, who could talk to Kareem, said the exchange took place between Togwa and some guards. They said Togwa was a giant, which was assumed to meant a giant fire elemental. The Group travelled with the fire elementals for a few weeks, encountering some Resistance and Blacksoul scouts, and later finally meeting Togwa himself.

The first thing Togwa did was order his orcs to attack the Group. This put him on their bad side, even though he said it was a test and that he’d heal them. He also mentioned living with orcs wasn’t fun. Melcher tried to fight Togwa immediately after the orc attack, but got knocked out. Kareem made the decision that the Group would leave, so they travelled south. First they went back to find the scouts of The Resistance, to ask if they’ve seen any water nomads. By the smallest chance the scouts did happen to know where some water nomads were, so the Group left to go find them.

The leftovers of a dying water tribe were found on the shore of a small lake. Talks with Torbtas, their leader, led to the Trials of the Elements. Success there was promised to be rewarded with help from the tribe to fight Togwa. The Trials of the Elements were passed, giving the Group 4 magic amulets and therefore the proof that they succeeded. They went back to Torbtas of the water tribe, who introduced them to Caldir, a huge water elemental. Taking Caldir and then going off to find the Resistance archers, the Group then faced Togwa and his minions. Togwa and his minions were destroyed, but so was Caldir.

After going back to the water tribe and explaining how things went, Torbtas held something like a funeral for Caldir. He then said it wasn’t safe anymore, so the water tribe would be moving. There was a town called El Ahgaz about a month away, which was a fire and water tribe. The Group agreed to go with them. Melcher started receiving weird magic feelings, and later started having nightmares, but he didn’t say or do much about it. Later Torbtas ended up casting a spell on Melcher during one of the nightmares, which he said would disrupt whoever was causing it. This stopped things for a few days, which was how long it was before the Group had their encounter with a Cursed Knight.

Shortly after the nightmares started again. This time the Group went with Umar to the Gein Capitol City in search of the one he apprenticed with, Master Aziz. Master Aziz knew the Group knew important things, so he introduced them to some high wizards from the army and Wizard Guild. This led to knowledge that the Blacksoul Army has people on Gein’s borders. The Group ended up working for the Gein military, starting as diplomats to The Shield.

The Wizard Guild has dealt with many nightmare spells from the Leaguelands of Vestigius before, so they easily countered Melcher’s problem and found out the lich who was causing it…

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