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What the what? | What the what? | ||
==Jamie will reconstruct these session from notes) | |||
=Season 2= | |||
==Catacombs, Level 2== | |||
The party descends down an impossibly long staircase. Literally impossibly long, the description was a good 20 minutes! Unbelievable! How could such a thing even fit anywhere? Once they got to the second levels of the catacombs - if that is what this is, they started finding bodies, drained of blood. | |||
One of them, dressed in red, was clutching a journal that contained a note and some pages. It also had the name "Ryland M." on it. Inside it, it said: | |||
"Shadowfell region flooded with message. Lovely ladies there. I explained to the churches it was key to comply. | |||
E.H. is sending the coven to deal with Androzonai region. Will head south towards Lomond. Gave clearance to Ring Woods, will kill any one who complains. | |||
As for me - to Traugh! | |||
Rounding up non-coms, have wizards on hand for testing." | |||
[[File:NotWaveEchoCave.jpg|thumb]] | |||
They also found a map! How Handy! Who knows what it's a map of, everyone suspects (and is probably correct) that it's a map of where they are. | |||
They fought through these catacombs bravely, and then came up a strange, impossible room - inside of it a phantom of Ledger Hootsworth - and a doppelganger of themselves! Once this battle was complete, they pushed the corpse of Ledger through the portal. | |||
I'm sure that won't have any consequences! | |||
They returned to the Monastery, only to find that it was 75 years earlier! YIKES! Roland, after spending time studying a compass he found, started to put some clues together to figure out exactly what it can be used for, and how. He was able to decipher some of the runes and writing on it, but not all of them. Eilidh, at the Monastery, suggested they meet with the Necrohamster in order to learn the portal's magic. | |||
== To Priomh - In the Past! == | |||
[[File:Ledger's Legion Logo.png|thumb|181x181px]] | |||
The party decided that the best way forward would be to go to Priomh. This would be a great chance, and so many hints had been dropped that some fortunes could be made and skills forged. On their journey there, they saw scary possible signs. A riderless, gore-laden horse. Ravens. Riders riding hard towards the monastery. By the time they reached Muirview, the news reached them straight from the raven's mouth - the Monastery had been attacked from below, by Ledger's Legion! | |||
Who in the hell is Ledger's Legion? | |||
Latest revision as of 23:19, 6 May 2025
This meant to be used as a reference in case players have missed a session, or need to catch up because they'd like to start playing. It is in no way an all-encompassing narrative of what the players have experienced, and instead is compiled from my DM notes.
Season 1
Session .5
Played June 25th, 2024
Preamble: You have been summoned to the Siren's Swallow in Port Manteau by Ledger Hootsworth, and have made the journey to Havencrest Isle in order meet him.
While you understand where you are and why, there are other more fundamental and existential questions whose answers feel just out of reach. You feel like you can remember something you once knew - something vitally important.
Those are questions only you can answer - and yet you can't.
--
The Party was introduced to Ledger Hootsworth, who was explaining what they would be seeking when he was murdered by several arrows. They then met with Sable Fletchcloak, who asked them to retrieve the Serenity Stone from Freefoot Cave.
When the party arrived at Freefoot Cave, goblins shot near them and giggled, and a fight ensued. When the party found the Serenity Stone on a goblin, they heard a bell, and then were rendered unconscious.
Everyone who experienced this event gained 5 SGAR Sleep Resistance.
Session 1
Played July 2, 2024
The players gained consciousness, all of them had been visited by strange dreams and awarenesses in their sleep. They awaken in beds in AllyHouse, the house in which they had met Sable. Beside them on their night table was some money and often a magical trinket. All were able to awaken except for Tailchaser, the Dwarf, who had been the one who directly handled the Serenity Stone. Ord offered to carry him around and picked him up to do so, but the party instead decided to allow him to sleep in the hopes he would shake it off.
They found a variety of abandoned clothes, and several bottles of the highly cherished Manteau Port. Searching the basement yielded several days of ration and some wheels of cheese. As they explored the backroom, they met Rizzo, the leader of the Rat Network, and several of his friends. Rizzo and his friends assured the party that they would find whatever help they might need after the Rat Network was gifted a wheel of cheese. Rizzo also advised them to look upstairs for more information about Sable's plans, and gave them a map of Havencrest Isle once he learned they did not have one. Upon doing so, the party found a charred list in the fireplace in the larger room that Sable and Ledger had been using.

As they exited the house, the party was immediately met by Kara Shadowtalon and Silver Lumbergale, who beg them to go back into the house and talk to them. During this conversation, it is revealed that Kara, a dragonborn, had followed the party to Freefoot Cave, and observed what happened during the party's battle there. Kara explained that they had been sent there by Sable, who was an agent of SGAR, for reasons that Kara did not understand. Silver, a Kenku, used Minor Illusion to add to the story, explaining that the reason she and Kara knew about these issues was because they, too, had been victims of SGAR, and had been studying magic and trying to intercept SGAR's plans at any point they could.
When the party shared the list they had obtained, Silver was able to explain that they recognized what the intended artifacts would be, but had never heard of the cloak, which troubled her.
Kara and Silver had learned that the Serenity Stone was being moved. Unable to control the power the Serenity Stone contained, Sable planned to leave Havencrest Isle in hopes to go to the Central Cities on the continent of Civitas. Kara suggests that the party attempt to intercept Sable and regain control of the stone. Kara also informed the party that Glum, the sole survivor of the incident at Freefoot Cave, was recovering in Siren's Swallow. Kara said she would join the party as they searched, and Silver attempted to get ahead of rumors in the town that members of the party had been involved in what was being called 'The Massacre at Freefoot Cave.'
The party did attempt to intercept Sable at the warehouses and were joined by Kara in their effort. Instead they found the warehouses being cleaned out by subcontractors and local ruffians, who were easily dispatched. The ruffian that they questioned fell apart, obviously full of grief over their behavior. As the party searched the warehouse, they found an additional copy of the list with Stone checked off.
Silver came running in to inform the party that they had received permission from the townskeeper that the party was free to occupy and use Allyhouse as a base of operations if they needed a place to stay while investigating the activities of SGAR.
Session 2
Played June 9th, 2024
The players awoke in Allyhouse and had a generous breakfast of omelets prepared by Remy, the Rat Network's Chef, and partially supplied by Kara. Roland was worried about egg sourcing but was assured they were owlin eggs, and not in anyway taken from Silver. Kara explained that Silver had started a journey after their arrival to go to Winterport and seek out a mage who had been a member of the governing body.
The party set out to talk to Glum on the recommendation of Kara. It was there that they learned of the extent of the Massacre at Freefoot Cave. While the party had exchanged blows and killed several members of the Freefoot after being shot at upon entering the cave, the true massacre occurred after they all dropped. When Glum was conscious again, the real slaughter had begun, killing over 20 goblins and a family of their friendly bugbear friends in the cave before stealing the stone and removing the unconscious characters from the cave.
The distraught Glum asked that the party try to find his sister Glee, and the goblin contingent that had split from the Freefoot a couple of years prior and moved towards the Ziggurat of Illusions. Iridessa, moved by Glum's loneliness, offered to Glum that he stay with the party, and accompany them on the adventure. She assured him that he would be protected by them so that he could reunite with his sister. The little goblin lit up at the prospect and agreed.
The party began to plan a trip north. Glum had informed them it would be several days of a journey. As they planned, Clementine, a psychic-based Dhampir, began feeding on the clients of Siren's Swallow (and Jackie Daytona, regular human bartender) by talking to them about her new multi-level marketing product and scheme.
The party made preparations for their journey including purchasing t-shirts and healing potions from Magic N'at, adventuring supplies such as candles, and Clementine purchased several flasks in the hope of setting up her very own business venture. She also consulted with Remy the rat, who prepared a 'lotion' made of mayonnaise and the leavings from the apothecary's mortal and pestle. The first product, Clementine #1, was born and a line of MLM products has been born.
After a day full of shopping a bottle washing in exchange for wares, the party agreed to set out the next day after asking Remy for a big breakfast to see them off. Glum was excited to join them at AllyHouse.
As the rest of the party relaxed in Siren's Swallow, Kara noticed Roland sitting on his own. They had a long conversation about Kara's relationship to Silver, and Kara explained that breaking away from SGAR was so difficult that she felt that there was no facing the world without one person she could trust. Kara and Roland both expressed concern over Tailchaser's long convalescence, concerned about the impact that the extended sleep cycle was having on the dwarf. They both smoked their pipes together, preparing for a long journey ahead.
Session 3
Played July 16th 2024
After a good nights' rest, the party started to have breakfast. Instead of Tailchaser being knocked out, this time it was Briar. The party left Briar under the care of Justin and Remy, and headed out north towards The Ziggurat with both Kara and Glum.
A few miles outside of town, they encountered a group of SGAR bandits who had felled a tree in order to rob passersby. After one wave of these brigands it was discovered there was a second wave waiting to attack. The party intimidated them and shook them down, causing them to bolt in fear from the Ranger's Thaumaturgy and the rain of arms that were being thrown at them.
They followed the road northward until they detected some footprints, which they followed to a cave. Clementine and Iridessa snuck into the cave where they saw a lot of webs and a camp that had been abandoned for a day - they ransacked the camp, taking pots and pans and the bedrolls, and decided that they should move forward instead of getting involved with silly spiders.
As they moved north, a naked gnome came running through the woods at them! Once he did a double take passing them, he ran back to where he came from!
Next they encountered a lot of bootprints on the road, leading off to a ruined building. Clementine noted that all of the boots appeared to be of the same make, and felt like they were all a part of a larger group. Once the group approached the ruins of the building they encountered a starving nothic. They fed the poor beast, who told them telepathically that the bad men were there, including a powerful magic man in a pointed hat who was especially mean. The nothic, upon being given rations, also informed them that the bad men had many maps with them, especially of the sea. The party decided to take a rest as the nothic offered to allow them to share its space, but it warned them they should stay near the entrance, lest those inside the building sense their presence.
Clementine, Iridessa, Ord, and Roland achieved third level.
Session 4
Played July 23rd 2024
The players began to explore the ruined building. They found Glum's cousin, Gnat, being savaged by a group of Bugbears and a Captain of the Guard. A large battle ensued. After that battle, they back tracked into a room of four sleeping SGAR operatives. They grabbed one of them and questioned them, his name was Gnich. They then tied him up, and snuck back into the room to attack the other three. Ord then 'stealthed' into the room, effectively waking them all, and a fight ensued.
The Party took have Trish (the T and H are silent) and Gnich (The G is silent) hostage.
Tailchaser performed some evangelism on Gnich, temporarily convincing him that he is under a religious conversion to the religion of Iridessa.
The part used Gnich to discover that the Freefoot clan remnants that Glum is seeking have been largely captured, as the ziggurat contains archives that are being searched. The facility they are currently in is a research facility that supports SGAR work under the direction of Leondra, a magician who has been tinkering with several people within. The plan that SGAR has is to gut as much information out of the archives as they can and send them to the central cities for use.
The party did allow the nothic to snack on some of the bodies created by their battles, and everyone finally got to see Ord rage.
Session 5
Played August 13th 2024
The wolves - THE WOLVES. Clementine, Ord, and Roland had to deal with dreams of wolves.
Session 6
Played August 20th 2024
The party woke up. His dreams still real, Roland immediately set out to try and find his dog friend, Ake, who had been with him during the encounter with the wolves.
Tailchaser was near-comatose, staring upwards, unblinking. They left Kara to care for the two evangelized humans.Glum and Gnat stayed to watch over Tailchaser, and the Nothic continued to munch on his bounty of food.

The party explored another area and discovered they must be in a SGAR outpost. After dispatching several SGAR footsoliders, they found many red cloaks like those they wear, pamphlets from the main company attempting to recruit henchmen, and other various support items such as food and drink .
They came upon an alchemist's workbench, but it had been abandoned. Iridessa could tell that it was abandoned recently. When they discovered that chamber, they encountered a creature, Ham, who ran off. The party gave chase through a couple of secret doors that were still warm from someone using them.
They found where Leondra must have been sleeping, and scattered on the desk were lists and a crudely drawn map.
The party began to realize, from examining the lists, that perhaps SGAR was making a big entry onto Havencrest Isle. Given all of the food stores and equipment stores, they became certain that this outpost was going to be key to SGAR's continued infiltration of the area. Both Roland and Ord expressed reluctance to allow this place to continue to be so well stocked, and discussed what their next moves be.

Iridessa commented that obviously she would be a 5, and Roland would be a 3.
The next list made several of the party members pause. Not only was SGAR making large moves to take over parts of Havencrest, but Roland observed that it seemed that SGAR knew a lot more about them than they had originally thought. Iridessa urged her fellow party members to come clean, and talk about any experiences they might have that the other party members might want to know about.
In addition to the list, the party found a crudely drawn map, and the leavings of potions. Specifically, Clem was able to recognize the potions as being invisibility potions that had been started. Using her warlock training and knowledge of alchemy, and that most of the potions were done, Clem was able to finish the work.

After seeing the map of Somniantes and recognizing Havencrest, the party decided that they were going to need a boat. Gosh I wish I could make a bigger boat Jaws joke but they don't have any boat yet - but they did have several leads on a boat when they were in Port Manteau.
Session 7
Played August 27th 2024
The party continued to explore the SGAR outpost complex, looking for the mage Leondra, and instead only finding evidence the mage had fled (possibly warned by her cat? Familiar? Some sort of Whoozits they know as "Ham"). As they explored they encountered a dog-like creature named "Ake," who immediately took to following Roland and Iridessa. They also found a couple of haflings and goblins in pens being guarded. The halflings and goblins were in a deep, deep slumber.
The Party kept true to their word and decided that they should sack the complex and remove as much loot as possible to distribute, and burn the rest. After investigating around the complex, they found a wagon that they could use to transport their friends and some goods as they burned the rest.
As they made their way north, they encountered two merchants.
Session 8
Played September 3, 2024
The party wandered until they luckily found an unused, old set of bothy buildings they could use to camp. There they set a fire and had some talks around it (as parties tend to do). Kara talked through some of the structure of the government, and some of the strife around Eldrich Halloway and his campaign to wrest control from the council.
Once they settled in at night, Ake awoke Roland just in time to defend himself against an attack!
It was the two merchants they had met the day before! They defeated them, and then tracked them. On their way they encountered a scary amount of Kobolds. Luckily, Ord had thrown a torch into a bush, which lit the bush on fire, and that captivated the Kobolds.
The party was free to explore where the merchants had come from, and found part of the cart on fire, and some bits buried in an obvious shallow hole. There they found some exciting treasures. The party returned for a good night's sleep, some cuddling bracers, others admiring their masks, and set out the next day. A Kobold streaker gave Clem a bit of a stark, but we all know how cheeky Kobolds are.
As they made their way following Leondra's tracks. They encountered a couple of bards, who sang them exciting songs! A ranger showed up and showed them a short cut to Ebon Hold! They keep hearing about it and figured it sounded fun, so after consulting with Glum, they figured - 'eh, why not.'
They entered Ebon Hold and were greeted by a strange smell, and a small chamber. A door was marked "Doll Room" and they decided "eh, why not!" and there they found exactly one doll. She greeted them, told them that she had heard voices not long ago, but long before she had been abandoned there by a little girl and hadn't had any real contact since then. Iridessa, the dear, decided to take her (and the doll was certainly happy about this decision), and named her Poppy.
Session 9
Played September 10, 2024
The party bravely explored Ebon Hold, but Kara came running down to beckon them to come above and look in the skies. There, in the direction of the Ziggurat of Illusion, they saw bright, blue lightning tendrils - almost like tentacles, but far up and brightly lit - streaking from the sky in all directions. Reaching, Reaching. . .
The party went back into Ebon Hold has they had heard rhythmic tapping. They discovered the tapping came from pipes above them, and did what all very smart and very alive adventures do and split up.
Ord and Iridessa discovered a neat looking chest but - GASP - a mimic! They also discovered a partially complete dragon skeleton but decided that maybe discretion is the better part of valor.
Roland and Clem discovered a lovely rug but GASP -- A MIMIC! Unfortunately, they also discovered a haunted chamber where waves upon waves of skeletons attacked them (luckily they were stupid halfling skeletons, so small - so stupid) until they could manage to dispatch the magical brazier. They all got spooked by some of the 'vibes' in the room, and decided to regroup after going topside for a moment.
Partially for the fresh air because it ends up that Ebon Hold really smells quite bad - even worse than 'just a bit farty' and more along the lines of 'possibly a lot of corpses.'
Session 10
Played September 17, 2024

They decided to go towards the crazy creepy lightning in the sky, and headed towards the Ziggurat.
As they made their way through the woods (and a steady stream of cheery Kobolds), they managed to navigate their cart, and the gnashing, insane seeming halflings, towards the Ziggurat.
When they get within a couple of hours of reaching it they see a fantastically bright light flash across the sky, blue lighting bolt tendrils reaching out from what looks to be the direction of the ziggurat. They camped overnight, but many were wakened with the sound and incredible flashes in the sky, and a huge explosion.
By the time they get there, the Ziggurat is gone, collapsed and in a smoking rubble. Gnat and Glum's reaction is extreme grief. They find the badly wounded and pregnant Glee. The party can elect to help the goblins re-settle in FreeFoot Cave with Glum.
5 total Goblins were rescued from the rubble:
Spark
Marrow
Glee
Siv
Jare
The party found out from talking to Siv and Jare that Leondra was there - cruel and heartless. She was looking for something, but since the Goblins knew it wasn't there - she was looking for a cloak. As she looked she tortured them, experimenting with the stone and the Ziggurat itself.
Jare told the party that the flash / explosion happened when Leondra placed the Serenity stone at the nexus of power in the ziggurat.
Glum will pulls Iridessa and Ord aside to point out it seems as though all the goblins they rescued had aged so much faster than he would have thought. He explains that the Freefoot were often younger looking than normal.
The party seeks out the counsel of the Rat Council, and is able to see Yolanda, who informs them she hasn't been around Port Manteau, but that she had noticed a general air of difference. She promised to keep a look out.
The Goblins also offered up the information that there are boats that are tied in the waters near them. While they aren't exactly 'sea' worthy they are certainly able to navigate coastlines.
They do, indeed, find a boat that will help them. While there, they encounter a be-crowned goose.
Clem feeds off of Halflings so hard they are unconscious.
Session 11
Played October 1st, 2024
The Party started to get the hang of the boat, and encountered an island with sirens, harpies, and a harpy matriarch. Roland decided the island life was for him, and the entire party was diverted into a lively, session-long fight that included trying to avoid being smashed on the rocks and a lot of siren songs.
Session 12
Played October 8th
There is relatively smooth sailing to Port Manteau for our adventurers, despite kraken sign and encountering Edward, who they did manage to fish out of the water. They also notice 4 dozen or so kobolds.
Weird.
Upon their return to town, Kara returned to Ally House. The party allowed Edward to return to Port Manteau, but only after he paid them for the rescue.
The goblins went back to Free Foot Cave, taking Tailchaser with them on their cart full of goodies. King Goose has command of the ship.
Kara received a slew of messages from Silver. First is the message that there may be another way to the mainland but it might be dangerous, they should still pursue the boats as they are less dangerous. Second is that Silver has started to notice a new presence in town they don't trust them, but the local wizard wiz, Blaise, does. Third is that they have made a breakthrough on understanding SGAR's plan. The fourth is that there's something deeply wrong with the fabric of magic, and that Silver hasn't been sleeping well. They say they dream of white lightning tearing through white silk. The fifth informs Kara that they were certain they were being followed. There is a final, sixth note, but this one only has bloody feathers in it.
Session 13
Played October 25th
The party set sail for Deep Chapel, where they encountered some Giant Eagles who they happily fed. Once they arrived, they noticed the halfling population was particularly strange seeming. They were mooring the boat when Kara took off running for the only obviously wizard place in town.
They explored the tower, which was sufficiently spooky, but Kara was not to be found - the only thing found at the top of the tower was a portal. That portal. They were careful while investigating it, and found it was a one way portal. Once they used it, our heroes found themselves in a strange place the party had certainly never seen before. It was filled with halflings who were also in a daze. They managed to wander through the space until they found Silver, lying dead, and a portal next to them.
The party took the portal.
Session 14
Played ????
Our heroes found themselves in a strange, puzzling place that ended up being a basement. Once they were able to alert the homeowner (a blue jay named 'Scrub') to their presence, they found that it was Silver's quick thinking that brought them there. Kara isn't there, but Silver had long found safety at Scrub's house - and it appears that Silver's dying act was to ensure whoever jumped into the portal would not only find safety, but Scrub.
Scrub informs the party of what he knows - that Eldritch Halloway has long taken control over the government, has been experimenting using large-scale magic spells on the populace. After meeting and talking with the party, Scrub agrees to help them, and suggests that they head to the Monastery outside of Lomond to get insight regarding the Cloak. Scrub believes he's head tale of the Cloak before. The party agrees to head out, and Roland engages the Rat Network to retrieve their boat with their comrades.
Session 15
Sheep Tales: Session 1
The party 'awakens' to find a new party member, named Sorrow, among them, and a new level of awareness. They meet a sheep named Silver, and from there - a wild Sheep Chase begins. Sheep!Silver needs a wand of transmutation to be changed back! Will the party help them?
Session 16
Sheep Tales: Session 2
The party helps Silver - and even takes out someone named Leondra, and I'm sure that's that with that major plot hook! But when they finally get that Wand of Transmutation, Silver is transformed into a key.
What the what?
==Jamie will reconstruct these session from notes)
Season 2
Catacombs, Level 2
The party descends down an impossibly long staircase. Literally impossibly long, the description was a good 20 minutes! Unbelievable! How could such a thing even fit anywhere? Once they got to the second levels of the catacombs - if that is what this is, they started finding bodies, drained of blood.
One of them, dressed in red, was clutching a journal that contained a note and some pages. It also had the name "Ryland M." on it. Inside it, it said:
"Shadowfell region flooded with message. Lovely ladies there. I explained to the churches it was key to comply.
E.H. is sending the coven to deal with Androzonai region. Will head south towards Lomond. Gave clearance to Ring Woods, will kill any one who complains.
As for me - to Traugh!
Rounding up non-coms, have wizards on hand for testing."

They also found a map! How Handy! Who knows what it's a map of, everyone suspects (and is probably correct) that it's a map of where they are.
They fought through these catacombs bravely, and then came up a strange, impossible room - inside of it a phantom of Ledger Hootsworth - and a doppelganger of themselves! Once this battle was complete, they pushed the corpse of Ledger through the portal.
I'm sure that won't have any consequences!
They returned to the Monastery, only to find that it was 75 years earlier! YIKES! Roland, after spending time studying a compass he found, started to put some clues together to figure out exactly what it can be used for, and how. He was able to decipher some of the runes and writing on it, but not all of them. Eilidh, at the Monastery, suggested they meet with the Necrohamster in order to learn the portal's magic.
To Priomh - In the Past!

The party decided that the best way forward would be to go to Priomh. This would be a great chance, and so many hints had been dropped that some fortunes could be made and skills forged. On their journey there, they saw scary possible signs. A riderless, gore-laden horse. Ravens. Riders riding hard towards the monastery. By the time they reached Muirview, the news reached them straight from the raven's mouth - the Monastery had been attacked from below, by Ledger's Legion!
Who in the hell is Ledger's Legion?