This thread will contain brief overviews of all the adventures taking place during Term 2 of LARP 2018-2019. Any posts made in this thread that are not an adventure summary will be removed.
This thread will contain brief overviews of all the adventures taking place during Term 2 of LARP 2018-2019. Any posts made in this thread that are not an adventure summary will be removed.
A group of three consisting of Vitalist Olfamar, Skoi Cultist KC. Sir Ld. GTDLKGMacMMcMS Jr. XVIII K.B.E. M.D and Albert the Wayfarer gunslinger gathered together to answer a request for aid put up on notice boards in Aestas by an impoverished farmer. He explains that his daughter Lily went missing after he chastised her for practicing swordfighting behind his back. Now he fears that she may have ran off to become an adventurer and, wanting nothing more than his daughter back, has scrounged up some coin together with the rest of the family to pay for the adventurers to find her.
The trio accepted the quest and started by asking around Aestas. Following rumors from a travelling bard that the girl snuck onto a mercenary cart leaving the city, they hit the road and soon learn some more details - the girl indeed stowed away aboard a card belonging to Samson's Mercenaries, a group of 6 sellswords headed to Arbosa's jungle under Morgan Simnel's payroll. The adventurers decide to head there as their only lead, soon encountering the gunslinger of Samson's Mercenaries. She tells the trio that she left her mercenary group in the wake of arguments over what they should have done with the girl that they found in their cart. The party are informed that Samson eventually made the executive decision to leave the girl at a village on the way to Arbosa's jungle. They set off for said village immediately.
Arriving at the village, the party encountered three of Samson's original group of 6 - the leader himself, the shieldmaiden Fiona and an enigmatic masked man that they call Moonface. Samson told the party about how after breaking camp one day they woke up to their priest Mathias dead and mage Friedrich missing along with the girl. Moonface interrupts, spotting the self-proclaimed Knight Commander and declaring that "all will be well now". The masked mercenary took the latter to converse privately and taught him complex magical motions that the Knight Commander manages to learn to recreate, but not fully... Understand. Returning to everyone else, Moonface asked the party to follow him to the abandoned campsite so he can fulfill his purpose.
The three followed Moonface to where Mathias died and the man lies down next to him. The Knight Commander repeats the motions he was taught, after which Moonface's mask cracks and breaks. Almost immediately afterwards he gets back up, choking and gasping. After a short conversation the party find, to their surprise, that Mathias was reincarnated in Moonface's body. His memories flooding back to him, the priest told the party that he woke up one night to see Friedrich hurling spells at the girl Lily before all went dark. Realizing that his comrade in arms was responsible for his death, Mathias hurriedly told the party to seek out a massive tree nearby and get there as fast as they can.
The party raced to the tree, finding a panicked Friedrich unsuccessfully attempting to attack Lily with Arcane magic. Spotting the party, the mage told them to stay away because the girl is a freak. Olfamar attempted to reason with him but it is to no avail. The living tree's swirling branches eventually snagged Friedrich into the air, giving the party some room to recover the girl before he fell back down. As it turns out, the girl was being protected by a wandering spirit this whole time - with its' trails being deforested and replaced with villages and civilization, the weakened spirit came across Lily on the outskirts of Aestas one day and bonded with her out of desperation. The party decided to not mess with this weird fusion for now and instead convince Lily to come back home, collecting their promised payment and earning themselves some combat training with Samson in exchange for bringing Friedrich to justice.
Arbiter Isaac responded to a request for assistance from a wealthy collectioner and Skoi cultist named Sir Reginald. The man had a recent break-in at his house and several high-value items went missing - including a hand-carved Skoi statuette, a dragon's tail and an ornate amulet with a powerful Arcane fragment bound inside. In order to help him with his quest, Sir Reginald assigned Isaac some medical help in the form of none other than the infamous Dr. Nightscream.
The most unusual duo started by traveling to the village of another Skoi Cultist called Davian who apparently started questioning Reginald about the Skoi statue some time after the latter obtained it. Fighting their way through liver monster and other creatures, the two end up in Davian's village and find the Skoi cultist in his house. He claims that the reason he was inquiring about the statue was because he suspected it was an ancient tribute to the God of Connections, and something that belonged to the entire community - not to one individual. He knows nothing of the theft, however, and with that lead ending up in a dead end Isaac and Nightscream elect to leave the village.
The duo's next stop is Aestas, where they hope to track down the dragon tail by questioning Morgan Simnel - according to Sir Reginald, the businessman has approached Reginald with offers to buy the tail for large amounts of money. The two manage to secure a meeting but it proves to be largely unfruitful, with the flustered and paranoid Simnel quickly sending the two back out on their way. However, the man's assistant catches up to the pair and quickly explains that he is responsible for obtaining dragon parts and other trinkets that Morgan is after. He confesses that under the weight of Simnel's increasing demands for such items he turned to illegal auctions organized in Aestas, and that the next one is due to happen tonight. Isaac rallies some members of a militia group to act as backup and the two then wait until nightfall.
Meeting up with their extra help, Isaac and Nightscream infiltrate the auction and learn rumors regarding the location of the necklace - the thieves that were responsible for the break into Reginald's house accidentally broke the necklace and set the fragment free. The group sit through the auction, spotting the dragon tail being sold amongst drugs and other various contraband. Right as the auction's about to conclude Arbiter Isaac reveals himself as a man of the law, and with the help of Nightscream and the ragtag militia the illegal auction put to an end and the auctioneer arrested. The dynamic duo recover the dragon tail and the Skoi statuette from the auctioned items.
After an interrogation, Isaac and Nightscream leave the auctioneer with the Wardens and set out towards the ruins where the amulet mishap was supposed to occur. Along the way they receive hints towards a mysterious organization known as the Hollow Mountain, an off-shoot of the Vitalists dedicated to collecting and safeguarding powerful magic items that cannot be entrusted with an individual person. Finally reaching the campsite where the accident occurred, the pair recover the broken amulet and find another Arbiter fighting the freed Arcane fragment on the way back. The attempt to slay it proves unsuccessful and the two adventurers are forced to flee whilst the other Arbiter holds off the fragment. With all three items now gathered, the two return to Sir Reginald to collect their payment.
Receiving some mysterious news about a man who cannot die, a Skoi cultist and Death mage recruited Psijgn Yvern to help him travel through the red-hot mists of the Southlands to find the man in a bid to grasp the full power of Death. The reliable Nameless warrior agreed to lend his services as a bodyguard and the pair set off for the South.
The adventurers started off in Aestas, traveling through the Deeps to get under the mountains dividing the continent. They made it to the Southlands without much issue, but were stopped short by the blistering mists and the swarms of fire penguins that awaited within. Psijgn and the Skoi cultist attempted to brute force they way through the heat and hostile animals but were soundly defeated by the combination of unbearable temperatures and angry penguins. The Skoi cultist and Psijgn were separated, with the former seemingly cut down by the penguins. However, Psijgn managed to punch the royal penguin to death and rushed to aid his miraculously alive companion. Together, they powered through the mists and managed to make it to the other side.
Continuing on the other side of the mists, the pair of adventurers soon found the man that they were looking for. He seemed to know the Skoi cultist, welcoming him as the "18th" before Detaching both him and Psijgn Yvern. The two woke up in a weird, almost dreamlike world - wandering for a bit they encountered what looked like one of the Skoi cultist's ancestors fighting an enemy. After a long while, the adventurers figured out they needed to put a sword into the ancestors' foe's hands to complete the memory of the Skoi cultist's demise. They carried on through the dreamlike world, reconstructing the deaths of all of the Skoi cultist's ancestors - from valiant deaths in combat to suicides and peaceful passings of old age. The pair were down to the last ancestor when they noticed, to their shock, that the memory they stumbled upon was of them in the desert and the Skoi cultist being killed by the penguins. After completing this memory by impersonating the penguins themselves, one final challenge stood in front of the Skoi cultist and Psijgn Yvern - for the latter, perhaps the hardest challenge yet.
In front of the two stood two figures. One of them was the man who cannot die, now revealed to be the 15th of the Skoi cultist's line. He was congratulating a young warrior on finding him - the young warrior who was to be the 19th successor to the bloodline's name. In this moment, the 18th Skoi cultist was given a choice - he could let nature run its' rightful course and accept his death, letting the 19th take up the family mantle and carry on in his stead. Alternatively, he could slay either the 15th of the 19th - the former's death wreaking untold chaos destruction to the Southlands and the latter's death spelling an end to the Skoi cultist bloodline. The 18th Skoi cultist challenged his successor to a duel, in which he proved superior; slaying the 19th and guaranteeing his survival as well as his Ascension. However, this came at a most tragic cost - as soon as him and Psijgn emerged from the mist, they found that neither could remember the Skoi cultist's glorious name. Moreover, the latter was told that with the 19th's death the name was destined to be lost forever.
This week's adventure was dedicated to the exploits of the Nameless cultist and Dr. Nightscream. The two got together and hitched a nefarious plan to take over an Arbiter stronghold and use it as a base of operations for their mischief. Next, the pair would capture people to hold in the Arbiter stronghold as "specimens" for their research. The Nameless Cultist also received a request from a special someone, requesting that they bring back any information they can gather on the Hollows.
The pair made their way to a mountain to begin their journey up towards the Void. After several encounters of various different flavours the two continue scaling up the mountain until they find that they can go no further - they start falling dead at a moment's notice, getting back up only to "die" again. The Nameless Cultist uses his extensive knowledge of the Void to reason that this is due to the presence of the Void being so strong here that their mortal bodies are not strong enough anchors for their souls anymore, causing them to continually get torn out and attempt to float up to the Void. The two decide to leave and go to the Deeps to find someone who will be able to gift them some kind of protection against the Void's influence.
Going back down to the Surface, the pair encounter some more troubles - including a traveller being mauled by a bear. After getting rescued, the man introduces himself as a Skoi cultist and globetrotter. Knowing of the dangers of the Void, he offers to craft a protective trinket to let the party navigate the highest reaches of the Void if they can find an appropriate fragment for him to bind. The group venture down into the Deeps where they eventually find an Echo, which the Skoi cultist swiftly captures and then fashions into a trinket exerting an anchoring aura. Armed with this trinket, the pair are able to scale the Void mountain and eventually locate an ancient, abandoned stronghold once belonging to the Arbiters. They clear out the Wanderers inside only to find a masked man inside, introducing himself as Stefan and claiming that he is a Myratellian turned Hollow. Not being sure on what to make of a Hollow that can communicate, the pair decide to keep him in the stronghold for now.
Throughout these proceedings, Dr. Nightscream and the Nameless cultist captured several people and used the Voidic influence to keep them in a state of detachment until they can move them to the stronghold. Deciding that they still did not have enough subjects, the two wandered back down to the Surface to look for any bandit groups to dispatch. They come across rumours of a fearsome Badgar the Blue, an up and coming bandit leader who has been recently terrorizing the North-Eastern colonies. After gathering information on Badgar the pair travel to the village he's currently at, finding the man himself celebrating with his allies. The adventurers decide to get the bandit leader and his allies excessively inebriated before starting a fight, ensuring a quick and glorious victory over the bandits. Liberating the village, the pair return to their base of operations as "heroes" in deeds, if not necessarily in intentions.
After receiving a desperate note from Amelia Simnel asking for help with the rising tensions between Morgan Simnel's woodcutters and the wild mages of Arbosa's jungle, Psijgn Yvern enlisted the help of Olfamar and the duelist Ellyn to trek up to the jungle and find out what's going on. The trio agreed to try to resolve the issue if possible.
The journey started off in Aestas, with the group asking around for any useful information regarding the jungle campaign. They found out that one of the mercenaries on Morgan's payroll is an infamous gunslinger and troublemaker called Rin Thames - a possible source of the current tensions. With that knowledge under their belts, the party set off for the jungle to find Amelia and try to fix the issue on hand. However, the party suffered a distraction when crossing through a nearby colony of Aestas. They learned that with the Wardens being stretched thin across the continent and most of the sellswords up in the jungle, there is almost noone left to defend the colonies from natural dangers and else. The party agreed to take a detour from their quest to clear out a wolf den for the colonists.
Diverting into the forest to find the den, the trio soon came across the ferocious wolves harassing the colonists. Undeterred, they pushed through to the den where they fought a large pack of the animals and eventually emerged victorious. The adventurers reported back to the colonists, receiving warm thanks for their help and blessings on their further journey. Psijgn, Olfamar and Ellyn resumed their journey North, eventually reaching the town of Vanguard's Edge bordering on the desert passage that allows a relatively safe crossing over to Arbosa's Jungle - if you can navigate it. Thankfully, with Ellyn's geographical knowledge and their mastery at arms aiding them the trio were able to finally reach Morgan Simnel's logging camp on the other side.
The adventurers reconciled with Amelia in the camp and learned that several firefights took place between the wild mages and the increasingly restless sellswords. This, combined with the increased logging spurred on by Morgan Simnel's rising demands has caused the two respective factions to enter a cold war of sorts. What's worse, Rin Thames disappeared a week or so back and some of his closer friends are looking to mount a "rescue" operation skewed towards bashing in as many wild mage heads as possible. In order to avoid further bloodshed, Psijgn, Olfamar and Ellyn offered to venture into the jungle and attempt to find Rin.
Fighting their way past wild creatures, the party explored up North where Rin supposedly went when he was last seen leaving camp. They soon managed to get into a large clearing occupied by the Wild Dragon Bumblebee and a strange female figure shadowed by two wild mages. The adventurers also found a hiding Rin, who confides that he heard rumours of the dragon and wanted to scavenge its' scales to sell off to Morgan Simnel for a nice profit. Olfamar approached the female figure who introduced herself as the Teacher and asked her about the firefights. The Teacher claimed that her people were attacked first and that Arbosa's Jungle is dying - at the hands of the loggers and their careless expansion. She advises the adventurers to take Rin and go, and with Bumblebee getting visibly agitated the group decided to get away.
The party made their way back to the camp safely, where Rin was welcomed back with joy. The sellswords agreed to ease up on their war preparations but they would not cease completely, especially after hearing about Bumblebee and hence the possibility of a dragon attack on the logging camp. With nothing else left to do about the matter, Amelia asked the party to take her back to Aestas so she can speak with Morgan and question him on the chaos he was causing. The party agreed, preparing themselves for the long journey back home.
This week, the unnamed Death Mage and his companion Isaac the Arbiter set out together to find out some more information on the Hollow Plague that's been spreading across the Myratellian community. They first decided to track down the bandit whose soul the Death Mage had put into a Hollowed body before investigating further in Aestas.
The two set off for the Void mountain that the Death Mage had tracked the bandit towards, encountering several challenges along the way. Before going to the mountain itself though, the two stopped by a village on the way to see if they could pick up an anchor for their souls. They came across a man determined to make the journey up himself. The two learned from him that his wife has disappeared up the mountain and he wants to go save her - they agreed to do it for him in exchange for his soul anchor. With their anchor now secured, the pair made preparations to scale up the mountain. Along the way, they found the man's wife - but she had already been lost to the Void.
Fighting their way through hordes of Wanderers, the death mage and Isaac have a sudden run-in with Dr. Nightscream and the Nameless cultist - the latter two having come into possession of the bandit that they were looking for. With the enigmatic Hollow given over to Isaac and the death mage, the two trekked back down towards Aestas. The journey to the city was simple enough but they encountered immediate problems - Myratellians being assaulted by Aestas citizens outside the gates. When confronted, the Aestasi claimed that the Hollow disease was starting to spread to some of their own and thus the Myratellians were too dangerous to have around at all. Concerned with this new development, Isaac and the death mage went into Aestas to investigate further.
Following a series of leads, the pair of adventurers learned of a quarantine zone the Arbiters had set up for all of the infected. At the death mage's insistence, Isaac gained them special permission to enter the zone so they could study the Hollows. Whilst exploring the quarantine zone, the two spotted a pair of humans in what was supposed to be a Hollow-only zone and confronted them about their presence there. They turned out to be Myratellian mother and child visiting the father of the family who, to Isaac and the death mage's surprise, was not only infected - he was the first one to be infected. The mother claims that her husband has better and worse days, so Isaac and the death mage decide to take him back to the death mage's hideout in the hopes that studying and questioning him will shed some light on this mysterious disease.
This week's adventure had the healer Olfamar and... "Healer" Dr. Nightscream follow the tracks of an infamous bandit who has recently made a name after completing a devastating raid on Pellas, the biggest colony town of Aestas. "Xanthar" and his "Soaring Magpies" were successful in, among others, stealing a life gem that the colonists used for first aid purposes. Olfamar and Nightscream were tasked with returning the gem and bringing Xanthar to justice.
The pair first set out North where they were told Xanthar had fled to after the raid, encountering several signs of the man's other activities. They find out that Xanthar's hideout is actually a mobile caravan making its' way throughout Dimbernel, leaving behind misery in its' wake. They soon found Xanthar himself in the midst of yet another attack and attempted to battle him, but the flamboyant bandit held the two back with his powers of appearing and disappearing seemingly at will. However, Olfamar and Nightscream did rescue a former member of the Soaring Magpies who revealed rumours of a rebellious faction within the bandit group that have engineered a way to rob Xanthar of his fearsome powers.
Olfamar and Nightscream set out to locate Prim, the leader of this supposed rebellion, and have several more encounters with Xanthar along the way. They eventually tracked Prim down at a remote village, where Olfamar convinced her that they mean no harm. Prim revealed that Xanthar's powers come from some sort of bound fragment either in him or on his person, and she has had a gauntlet fashioned and enchanted to destroy this fragment. However, she could not proceed with the plan as the gauntlet required a powerful death fragment to be bound to it in order to work. Fortunately, with Olfamar's knowledge of fragment binding the pair were able to assist with completing the gauntlet.
Finally ready for their confrontation with Xanthar, Olfamar and Nightscream escorted Prim and her fellow rebel Garth to Xanthar's current location. Whilst the duo distracted the bandit leader, Prim primed her gauntlet with a ritual before lashing out at Xanthar. After a bright light momentarily stunned everyone, the flamboyant menace found himself without his powers and VERY angry about it. He proved to be a formidable foe even without the ability to disappear, however, as Olfamar and Nightscream initially failed to subdue him. With Garth dead and Prim captured, the two unrelentingly gave chase. Eventually they found a brooding Xanthar along with a near-dead Prim - an assessment by Dr. Nightscream found her beyond saving. Now knowing Xanthar's fighting prowess even without his disappearing powers, Olfamar and Nightscream struck up a conversation with him that ultimately resulted in a deal being made. According to this deal, Xanthar would give up his bandit life in exchange for being able to start life completely anew - Dr. Nightscream made sure that noone would recognize him anymore. Having solved the problem the party returned to Pellas to receive their reward for bringing an end to Xanthar, the Greatest Bandit in All of Dimbernel.
A recent cave-in in the Deeps has opened an entrance to a part of the tunnel system that has been blocked off for thousands of years. Deep within these now-accessible caves there resides a relic that contains knowledge long since lost to time, knowledge which it can impart upon others. With different factions vying for control over this relic for less or more benign purposes, a scholar and museum owner in the Deeps hired out two adventurers to deliver the relic to him so he may preserve it for all to see - these two adventurers being the Arbiter Isaac and a mage follower of Golgari, the spirit of decay.
The pair first made their way down to the Deeps where the cave-in took place, running into two armed men under the employ of a man named Spike. The thugs attempted to deny Isaac and the mage entry but were quickly dispatched, and the duo of adventurers enter the tunnels to encounter total chaos within - various groups and individuals stalking the labyrinth of corridors and caves in search of the relic whilst plagued by visions of the past, some driven to madness by the inability to distinguish reality from history. Whilst exploring the cave system, Isaac and the Deeps mage found out that the aforementioned Spike has captured a Mind mage by the name of Edwin and is planning to use his power to access the deeper levels of the cave system where the visions are much stronger.
Isaac and the Deeps mage formulated a plan to ambush and eliminate Spike at the spider nests as they learned he travels there often to feed captives to the eight-legged creatures. To their luck, the man showed up a while after they had set up dragging along none other than the Mind mage Edwin. After Spike ironically ended up as spider food, the adventuring pair struck up a deal to escort Edwin to the surface in exchange for him using his expertise in Mind magic to ward them against the barrage of historic visions. Now fully prepared to face the depths of the tunnels, the three set off to find the relic.
After fighting their way past reanimated dead and solving puzzles to proceed further whilst constantly thrust into events from Dimbernel's past, the trio finally made it to a simple room in which a brilliantly glowing gem stood upon a pedestal. Here, Isaac and the Deeps mage came across their final challenge - a vision of the Avatar of Skoi stood before them, demanding they prove themselves before taking the relic. After a long and hard-fought battle, however, the two adventurers prevailed and were able to grasp the gem at last. Both of them found that touching the gem momentarily tore them from their bodies and let them glean knowledge of any past event or person they could think of. After this experience the two then collected Edwin and made their way out of the cave with both the relic and a greater understanding of the world around them. The relic was swiftly handed over to the museum owner, who promised to treat it with the upmost care and respect it deserves.
This week set an adventuring party made up of a death mage, the knight Gawaine, the (in)famous scientist Dr. Nightscream and Nameless warrior Psijgn Yvern on the tracks of the Aestas entrepreneur and made man Morgan Simnel. Despite having strict orders from the Wardens to stay put for the duration of inquiries into the attempt at his life and other matters, the young Simnel recently took off towards Arbosa's jungle for reasons unknown. To make matters worse, very powerful Death fragments have started appearing around Dimbernel and the Wardens are ill-equipped to deal with this new plague. The party's task was twofold - find Simnel and bring him back to Aestas and eliminate any Death fragments they they find along the way.
The party set out North to the jungle, counting on Gawaine's geographical knowledge to navigate the desert separating it from the rest of Dimbernel. They encountered several Death fragments on their path as the Wardens had warned them, with the name "Kirane" floating around as their supposed creator. From nearby colonies and travellers the group learned a bit more about this enigmatic and hard to pin down mage. Or, rather, learned how little there is to know about her. Despite this, Dr. Nightscream's interest was almost immediately piqued and with Kirane's trail leading up to the jungle the party had a clear and convenient goal in sight.
Once they made their way up to Morgan's logging camp, the party were met with a full on mobilization effort from Morgan's mercenaries. They tracked the entrepreneur up to a command tent in which he, along with his most trusted hired arms, was making plans to assault the Plains of Peaceful Passing deep within the jungle and kill the Wilds dragon Bumblebee - a goal that Morgan seemed obsessively focused on. Gawaine and the death mage enthusiastically agreed to join in with the dragonslaying efforts, whilst Psijgn and Nightscream more reluctantly agreed. The party were then sent by Morgan to perform reconnaissance in the Plains and meet up with the rest of the mercenary troops there.
The party made their way deep into the jungle, eventually finding the Plains as well as Bumblebee itself. They also encountered Alia the Teacher, Bumblebee's keeper and a mentor to the Wild mages. Whilst Alia was describing the terrors of the civilized men to the gathered jungle natives, Morgan showed up with a squadron of mercenaries. A heated battle ensured between Bumblebee and the mercenaries supported by half of the party - Psijgn remained behind to protect the young Simnel from the enraged Teacher whilst Dr. Nightscream made attempts to defuse the situation. He finally succeeded in convincing Psijgn to refuse protecting Morgan, arguing that the only thing allowing him to be here was adventurers' presence. With his mercenaries dying around him and having nothing standing between him and the Teacher, Simnel was reluctantly forced to admit defeat and flee.
After getting Gawaine and the death mage to stand down, Psijgn and the two valiant dragon hunters left Bumblebee alone and retreated back to the camp whilst Dr. Nightscream elected to stay with the Wild mages for the time being. The now trio had one final confrontation with Morgan as he was preparing to leave back for Aestas. It was far from a friendly one, however, as the entrepreneur cursed the party and demanded they get out of his sight. Feeling they deserved at least some compensation for their attempts at slaying the dragon, Gawaine and the death mage attempted to tackle Morgan's mercenaries head on - and ended up bound and gagged on his caravan headed back to the capital whilst Psijgn quietly made his exit. Fortunately for the two, they were handed off to the same Warden that had tasked them with bringing Simnel back to begin with and were swiftly pardoned for their perhaps foolish assault attempt. After all, the young Simnel had been returned to Aestas one way or another - although now he is making dark plans to pursue his ambition at any cost.