Jyaxx's World: Weirduun

The Birth of an Air Elemental

After the defeat of the menacing fish swarm, the party dared to look through the small barred window on the bolted door. Dekkum being the boldest of the group peered through the window and found a swarm of zombies shambling around. Upon recognizing a meal, the zombies began to pound against the door, forcing the group into action. As the door splintered from the hinges, Zasheid threw two flasks of oil into the oncoming zombies, and Rowyn followed up with a fireball igniting the shambling dead. A well-placed spell of Moonbeam, along with good old fashioned brain smashing carnage so every zombie re-killed and laid to rest. A quick search of the body identified a deformity of varying sorts on every single one of the bodies that could not be identified as post-mortem or not.

Finding a small steel ladder leading to a hatch in the ceiling, Zasheid attempted to unlock and open the hatch. Although he was able to disable the locking mechanism, he lacked the physical prowess to open the portal. Chainer (being the door-kicker-iner that he was) put his shoulder to the task of not-so quietly opening the hatch. Realizing there was something heavy on top, he huffed and puffed and was finally able to wedge a crowbar into the gap, and then force the hatch open causing a ruckus, as something toppled to the floor that had once been on top of the hatch. As Chainer entered through the hatch, he found a dresser on its side, five demonic beings held in restraints, a monstrous being shackled to a table, and a rather put-off looking spell caster standing being a barrier in the room. The wizard asked the obvious question of “What are you doing here?” to which Chainer (being the charismatic charmer and people person that he is) responded that this was the only way out of the sewers, and upon seeing bookshelves, became enamored with the idea of doing some light reading. Zasheid was able to come up out of the sewer and hide behind the toppled dresser during the discussion to help assess the situation. Chainer made a plea to take several of the books and be on his way when Rowyn come up out of the sewer and triggered the wizard into action.
The restraints came off the beasts around the room, and the rest of the party came out of the sewer and jumped into action. One of the beasts barked orders to the subordinates, but they were no match for the merry marauders, and they quickly carved through the beasts. Annoyed and embarrassed, the wizard fled from the room using the cover of his barrier, but before he left, animated the beast on the table and sent it into action. Unfortunately, the animated beast was quickly laid to waste as the party would not be swayed from pursuing the wizard. Zasheid was able to etch away at the runes on the floor to deactivate the barrier (of course, Chainer managed to grab some Necromancy Tomes and study the body before they chased out of the room.)

Zasheid took the lead and explored the three rooms that were on the immediate floor. In the first room, he discovered a library with a flickering light source (they obviously did not tell Chainer). The second room appeared to have nothing of note to it, but the third room contained shuffling and moaning noises through the door which the group opted to not pursue any further. As Zasheid crept up the staircase to the next floor, his spider-senses tingled and he found a trip wire. Rather than trying to have the entire group clamor over it, he attempted to disable the trap (because he said he was “proficient”). Sadly, he was not able to safely remove the trap, and the upper portion of the staircase went crashing down some 15 feet to the floor. As he returned to the group, his response was to “sshhhhh” the group, but thankfully informed him that he was okay, and not to worry. After that incident, they were forced to tell Chainer about the library (if only to explore an alternative means to get up the stairs….and the entire library made it into the bag of holding) as they devised a way to get across the now destroyed staircase. To further exhaust their exploration of means, Zasheid had Chainer kick in the door to the second room (after stating it was "safe). Chainer was rewarded for his superb door kicking abilities with a dart to the shoulder, which he graciously handed to Zasheid. The room contained some magical reagents and study material used by the now long since escaped wizard.

Llearic was able to climb up the shaft of the staircase and string ropes across the expanse in the staircase to get everyone over to the next floor. As they explored the new floor, they found windows that displayed an outdoor courtyard with servants and guards in the regalia of Lady Rainkus. As Zasheid began checking for traps on the doors, a decision was made to open the second doorway in the hallway. Chainer once again did the honors, and with a mighty kick, took the door off the hinges and sent it sailing into the room …. to the not so stunned Lady Rainkus, the wizard (now labeled as a Necromancer), and eight of Lady Rainkus’s guards. Six more guards appeared in the hallway effectively sealing off any escape the party may have had.

Pointing out to Lady Rainkus that she was in league with a Necromancer, and that if we bumbling fools could follow the sewers and zombies to her doorstep, then it was only a matter of time before someone else figured out did NOTHING…..and with Zasheid being no help in his state of shock and “Oh Shit I’m Dead,” and Lady Rainkus promising death or imminent torture, Chainer did the unthinkable. He fished into his pocket for a gem, threw it aginst the far wall, and released an Air Elemental into the room. Even though Chainer gave Lady Rainkus the ultimatum to release them or face the Air Elemental, she couldn’t help but be snarky and refuse the terms of the surrender. Sooooo, Chainer set the Air Elemental onto her and the Necromancer. After a thorough smashing and bashing of the “Lady”, the Air Elemental released a whirlwind and sent Lady Rainkus and the Necromancer flying across the room. While Chainer and his new pet were having fun, the rest of the party began to dispatch the guards in the hallway in an attempt to create an escape route. Rather than fighting fairly, Lady Rainkus opted to vanish into a cloud of smoke, leaving the Necromancer to smooshed to pieces under the destructive power of the Elemental. Chainer was able to get the guards who still remained alive to surrender and even took a few hostage to corroborate their story to the king.

The party escaped back across the fallen staircase and (gently) put the remaining guards at the bottom of the staircase chasm, then fled through the sewers. Sadly Chainer had to say goodbye to his new pet and released it back into the ether from which it came. Their hopes were high as they planned on seeking an audience with the king, or the guard, or anybody in a place to pursue Lady Rainkus as they now had proof of her shady dealings, and attempts to flood the city with undead.

Ending XP: 7,200/14000
Coin: 15gp each

An Adventure of Information Gathering
Loot Identifying

With the dark and brooding castle cleared of all evil, the team got down to securing their loot. Zasheid boldly picked the lock on the sealed chest and pulled out three sealed containers, several coin. The boxes were scanned by Dekkum and revealed that the largest of the boxes was not magically sealed, and contained three vials of varying colors. The other two smaller boxes both had a magical aura around them, prompting the adventurers to not wish to open them on their own.

After returning to the city and doing some digging, the party was able to track down an organization calling Mazebridge that was willing and able to magically examine and open the sealed containers. The group was able to acquire the following items from the chests:

2,600 gold pieces — 400 silver pieces — 1,000 copper pieces
1 vial – brown/silver/grey = Potion of Climbing (went to Zasheid)
1 vial – gray = Potion of Hill Giant Strength (went to Chainer)
1 vial – clear with a claw = Potion of Animal Friendship (went to Rowyn)
2 Oval stones with a face on each one (facing each other)

The smallest chest (which had a Necromancy, Enchantment and Conjuration aura upon it) was left unopened.

After the loot was procured, the party went back to the Bloody Dagger to recuperate. In the morning, Llearic and Chainer awoke to a severed head in their room. The head belonged to the informant that had told them of the dealings between Lady Rankis and the Thieve’s Guild in the city.

Zasheid quickly sent a message to Lady Rankis informing her of his desire to meet and speak about the severed head that was found, and to ensure he is still in her good graces. Meanwhile, Chainer headed for the city’s library in the hope to learn more about Crexal. Rowyn, Dekkum and Llearic headed for the City Hall in hopes of purchasing the castle as a new base of operations or tracking down the previous owner to find another link to the Hand.

Chainer — Found no additional information about the Noble Houses that could be useful, and only that “Crexal” was a source of power linked to a portal leading to the nine hells, and had the term “demons” associated to the name.

Dekkum / Rowyn/ Llearic — spent all day padding pockets and seeking the right people to speak with, only to learn that they could not purchase the castle and that the previous owner could not provided to them by city hall. However, the location used to be a church property, affiliated with the church of Tomos, and at one point, owned by a Merchant Collective that currently owned properties around town.

After the group met back up again, they decided to head back into the sewers to once again seek any evidence of Lady Rankis’s affiliation with the Thieve’s Guild or any other natural undertakings. After an uneventful walk, the party came to a wide open room with a sealed door at one end. Upon investigating the room, the group was set upon by dark shadows int the water, that turned out to be schools of biting fish. They defeated the fish, and awaited for further action, and questioning why the door would be locked from the inside, and who and why the fish had been left in the pool.

Expedition Ending Experience: 5,800 / 6500
Character Level: 4

The Return of Carric
Nov 5th Exploration

The troupe was able to find a helpful cleric to remove the petrification from their new friend Zasheid after the encounter with the basilisks in the sewers. Upon returning to the Bloody Dagger, Gilly informs Chainer that Graham is in town and wishes to meet.

While entering the Tavern however, Carric is enjoying a beverage in one of the corner booths waiting for the party as though he hadn’t been sucked back into an alternate dimension.

Graham informed the group that he had been traveling North tracking the Hand, and had uncovered a small operation being run in disguise out of a Church, and sending recruits back to Kyloth. Chainer informed Graham that the same had been found in Sayhurst. He continued by informing the party that there was an unknown sickness affecting those near the coast on the outskirts of town.

After a quick discussion, the group agrees to seek out the illness and put an end to whatever evil is behind it. Following Graham through town, they arrive at a large gothic building with statues around the rooftop. When Zasheid attempted to pick the lock on the door, the statues came to life and attacked the party. They were able to defeat the gargoyles, and after Chainer (as usual) kicked in the front door, the party quickly found themselves outnumbered by five robed figures and two two-headed dogs in the main entry way to the building. After a long drawn out battle, they were able to interrogate one of the robed figures to learn more about what was happening in the tower. He informed the group that there were not many “more of us” in the building, and not to go deeper into the basement because there are things we wouldn’t want to deal with. There also were no more greater demons left in the building, but things that were “not of this world.”

Several of the robed figures had a mark resembling a Hand burned onto their bodies along with self-inflicted cuts. Chainer and Graham immediately discerned that these were rogue Witch Hunters; those that had succumbed to the darker temptations of being a Witch Hunter.

Upon venturing further, Dekkum detected magic and the group found a blue door with a halo that could not be opened safely. Anything that touched it was launched across the room by magic. Further below in the building, there was a room with 4 doors that had blood seeping out beneath each door. Bursting into the room, the group defeated several Manes and Quasities, which were lesser demons, as well as defaced and destroyed summoning circle that was on the floor.

As the group entered the bottom floor, they found a summoning circle glowing and spewing forth lesser demons / shadowy beings into the room. As the beings were defeated, and ice storm appeared in the room and a voice rang out from the behind the portal saying that "we would longer interfere with the plans and powers that had been granted by Creexal. Llearic was able to discern that the portal lead directly to the Abyss! As the group entered further into the room, a woman with a gigantic burnt hand on her back began to throw lightning bolts and magic missiles at the group. The group was eventually able to defeat her, and once defeated, the portal closed in on itself and vanished. The group quickly destroyed the summoning circle on the floor.

On the way out of the building, the magically sealed door(s) was unlocked and the group found a sealed chest to compensate their efforts.

The Adventure Continues
Enter Zasheir

The adventuring heroes find themselves in the capital city of Kyloth, for once without the usual banter and incredulous Cerric at their side. Kyloth is seat of power for the kingdom, which is currently occupied by the benevolent Helix Rainier, and celebrating its 150th Anniversary of being founded. There are three houses fighting for power: Lord Tolkin, Lord Rainkus and the Noble of Wilhye.

Our heroes settle on the “Bloody Dagger Tavern” as the base of operations, managed by a Dwarf named Gilly (who is a friend to the Witch Hunter guild). The troupe split off in search of additional information:
Chainer – Inquiries into the whereabouts of Graham, the Hand, and the Scholar who fled from Sayhurst).
Llearic – Investigates into the doings of Lord Rainkus, after having been found in league with the WereRats.
Dekkum – Searched for any additional information about the Hilt of his new sword.
Rowyn – Assisted Llearic in the investigation of Lord Rainkus.

After their investigation, Llearic and Rowyn find that there is no longer a Lord Rainkus, only his wife, Lady Rainkus. The late lord passed away within the last month of unknown causes. Before his passing, however, he had begun to change his mannerisms and act out of character. It was uncovered that the Rainkus family had affiliations with the Merchant’s Guild, while there were rumors of her activity with the Thieve’s Guild.

Dekkum uncovered information about a weapon called the “Sun Blade” which matched the hilt he currently possesses. He was able to attune himself to the weapon, and now holds a sword of pure Radiance.

Chainer was unable to find any solid information on the whereabouts of the Witch Hunter Graham, nor any additional on-goings involving the Hand in Kyloth.

After learning about the involvement of Lady Rainkus and the Thieve’s Guild, the group arranges a meeting with a member of the Thieve’s Guild through Gilly at the Bloody Dagger Tavern.
(Enter Zashier – Zashier checks in with his contact in the center of town in an upscale location, only to find that the contact is in-fact his employer, Lady Rainkus. As he is detailing his doings, he senses magic coming from Lady Rainkus. She commands him to kill the group of adventueres causing problems in town, and even though he is able to resist the magical command, he agrees to the mission to save his own skin.)

The party goes to the Festival in town, and on the way back hear a scream come from an alley. A large constrictor snake has a woman in a death grip, while a swarm of smaller snakes begin to emerge from a sewer grate. The party was able to kill the snakes and save the woman (while Zasheir watched from a rooftop hidden from view). The woman explains that the neighborhood has become increasingly scary and that there have been strange noises at night. from the areas around the houses of Rankus and Wilhye.

Upon returning to the Bloody Dragger Tavern, Gilly confirms that there has been some unusual activity going on, and that there has even been some Undead activity in the town. At that time, the group meets with their “Contact” from the Thieve’s Guild while Llearic drinks at the bar. After getting the informant drunk, he confirms that Lady Rainkus does have money tied up in the Thieve’s Guild, and has a strong influence over the guild which has led to fueling the rivalry between the Nobility and the Private sector of merchants.

While speaking with the informant, a strange man appears next to Llearic at the bar and asks why they saved the woman in the alley. After stating it was the “right thing to do,” the man explains that he was commanded by Lady Rainkus to kill the group, but has decided against it. Reveals himself to be Zasheir, an Assasin for hire. After some deliberation, a meeting is set up in the morning to learn if the party can truly trust Zasheir. They meet outside the sewer grate that the snakes were found at and enter the sewers below the city.

Once in the sewer, the party makes their way South/West towards the House of Rainkus. (while to the East is the House of Wilhye). After exploring the sewers, the group encounters a large group of undead. After defeating the horde and finding a corpse pile, they begin to hear dragging noises. Two basilisks appear in the sewer. The Party was able to defeat the beasts, but not before Zasheir was turned to stone. They escaped the Sewers and sought out a Cleric that could help un-petrify the Assassin.

The Road to Kyloth

With major events pointing them towards Kyloth, the band decided to take to the road to track down further details. On the road they encounter a traveling Halfling merchant on her cart being harassed by some bandits. After a short conversation to confirm the intentions of the bandits, the adventurers make short work of them. The grateful Halfling, Kithri Shortstride (Kat) offers a discount on her wares as well as well as free identification of any items they are carrying that she might be able to recognize. She keeps eyeing Dekkum as if she knows him from somewhere, then upon confirming his name, tells him she met up with his old teacher Mareth. She produces a scroll for Dekkum from Mareth, saying he gave it to her, knowing the island wasn’t so big and that her travels would likely cross paths with Dekkum.

The message spoke of Dekkum’s path towards redemption, and that he knew of a tool that may assist in his coming trials. He provides the necessary information to find and begin the ritual, saying that the test ahead requires it be completed between noon and nightfall. No mention of the path ahead, Dekkum decides that it is still worth pursuing and he and the group headed off to find the location mentioned.

Finding the location in a non-descript stretch of grasslands, Dekkum prayed through the morning, starting the ritual at midday as written. The scene became hazy around the group, before coming back to focus as a thickly wooded area. “Let the games begin” said a small voice, somewhere nearby. There was only one path forward and the trees crowded too close to go another direction, so down the path they went. Then the tests began, first an illusionary Owlbear, followed by some real centaurs, then real Owlbears. They escaped some ambushing spiders, and then rescued a giant elk from the grip of some blights. In the end, they were rewarded with what looked to be an incomplete sword, but the hilt exuded magical power, and was obviously more than could be seen. Once the sword was obtained, the scene faded out, and they were returned to the grasslands. Though they had walked some distance, they were exactly back to the ritual site.

With the new weapon in Dekkum’s hand, they continue on to Kyloth. As they approach they find that Kyloth is in the midst of its 150 year anniversary of the landing and colonization of Espen which started right there in Kyloth. On their path through the colorful sprawling tents toward the city proper, they were stopped by a jeweler. She started by offering her traditional fare, but quickly noted that this group would not be interested in minor trinkets. She brought out a black gem, saying it might be of interest to a magic user. After identifying Carric as the magic user of the group she describes the gem as an anti-magic item that, once in contact with someone under a strong magical enchantment, will crack and nullify said enchantment. As she says this, she hands it to Carric, at which point it immediately cracks. The jeweler is perplexed, but Carric just looks resigned. He realizes what happened, and as his body begins to fade away, he explains to his companions that he will be just fine, but that he is going to be gone for a while. He fades away to nothing, and the broken black gem falls to the ground.


Galadhor Hold

After taking a bit of a rest, the group re-entered the church and took the stairway deeper into the earth crossing over a small entrance into a round room. The scene below was a grisly one. Once illuminated, it could be determined that what was once used as a storage area had been converted to a chamber for sacrifices. Blood stained the floor, with satanic markings all around. Rowyn was drawn to a rune on the wall. Once she touched it, a blue light flared, and for an instant, everyone felt judged and weighed. Then, in a blink, they were gone, transported to another location in an instant.

They find themselves in a smaller square chamber, surrounded by stonework they had only seen during their underground foray with the wererats, as well as the round room they came from. Investigating further into the adjoining room, they brought back a desk “locked” away in the ethereal plane. The power of the hold activated, but then turned a sickly red color. This brought about a chain reaction that had them fighting animated swords, armor and skeletons. With some new “old” information in hand from the desk, they fought their way through the hold, fighting off strength sapping Shadows, some more skeletons, a poltergeist and a spector. Locating the vault that was indicated on the map, a small puzzle was all that held them back from few magical items. Using fresh air as their guide, they exited the hold through a small natural cavern that lead out a cave on the south side of the cape that Sahyrst sits on… Baldre’s never going to believe this one…

However, he has confirmed all the other things the adventurers have done and rewarded them for their efforts, a handful of confiscated gems and potions for their hard work.

Church and some underground discoveries

Well, I have to admit I might have had a bit too much ale the last few nights, which wouldn’t be a problem if I didn’t lose my notes on the goings on of these mighty adventurers… Let’s see if I can remember how things went.

I know there was some investigating of thefts… After some investigation that lead them to a chase down a hole to some natural (and some unnatural) tunnels, they discovered it was some nasty Wererats stirring up trouble. It seems they were told to do so by some noble by the name of Raincus, who, by no coincidence, owned the trading shop one of the wererats ran. One wererat was killed while the shopkeeper, Elwid was his name, was turned over to Baldre for further interrogating.

(Hm, what else… Oh yea, the missing people.) During this time the adventurers were also investigating some missing people, a cleric of Silvanus, a scholar and an apprentice weapon maker. All roads lead to an interaction with the church of Tomos. Using his invite to his advantage, Llearic attended the uneventful ceremony at dusk, bringing some back up in the form of Rowyn in the back row of the church. Carric, Chainer and Dekkum remained outside. Together they took note of the somewhat ill-fitting clothes of the priests, the overheard mumblings that seemed to indicate a recent change in the church and its ceremonies, as well as the nervous acolyte who kept his head down and shuffled around. After the ceremony, an interaction with the head priest that left Llearic and Carric outside the church, with Dekkum, Rowyn and Chainer inside. The tension had gotten a bit too much to bear for the nervous acolyte, who, upon trying to get away from the situation, caught his poorly fitting robe on a pew a ripped open a sleeve, his burned Hand mark clearly visible. Llearic and Carric attempt to rush back in but have the door slammed in their faces. Blades appearing in their hands, the priests wasted no time attacking. The ensuing battle was close quartered and left all the “priests” dead except the acolyte who dropped his dagger in fear and ran to the back room.

Barely holding Chainer back from killing him, the group asked some questions of the man. Turns out he is the weaponsmith apprentice, only recently “joined” the cult that had taken root here. They are set up as a recruiting tool for the main sect that is in Kyloth. He didn’t really want to be a part of it once he saw some of the things they were doing to people. Ensuring that he wasn’t truly tainted (the “Hand” mark is only a branding) they let him go (or was he turned into the authorities… damn ale). The bodies of the previous priests were found in an adjoining room as well as the body of the priest of Silvanus. They also discovered a stairwell leading underground, but that is for another day…

Group Name

As announced in the Adventure Log, the DM (still needing a nickname comparable and as memorable as AssFace) has requested a naming convention for our rag tag group of Crazies.

We have two socially ostracized Witch Hunters with their own personal issues and dark broodings.

A fallen Paladin who is shield happy, the master of guilt trips, and a tree hugger.

A Druid that may or may not become the most powerful in the long line of Druids, who prefers being a lion.

And finally, an Elf that is always under the influence, never above voicing his opinion and dismay towards social decisions, and is obsessed with a lion. (DRAGON?)

So begins the hunt for a “Team” name.

- The Outcasts
- The Unworthy
- Where’s the Beer?
- Why is the Rum Gone?
- Love the Smell of fresh blood in the morning?
- We go Bump in the Dark? (Giggity)
- Retribution


Picking up from where they left off, the team encounter a few more groups of gnolls and have the frightening experience of watching normal hyenas turn into bloodthirsty gnolls in front of their very eyes. The experience pries loose a small piece of forgotten knowledge that Llearic had obtained at some point. The speed at which gnolls were increasing, the look in the hyenas eyes just before they changed… there was a Fang about… A gnoll fang of Yeenoghu. Any of its kills that are consumed by hyenas turns them into full grown gnolls in a very short time. They had a new goal now, hunt the Fang.

The party was able to circumvent the main group of gnolls and swing around to the front of the pack. There they encountered the fang attacking farmhouse, and also found themselves in a dilemma. They found a farmer who was mildly injured, leaning against the farmhouse, obviously unable to move on his own. Just around the corner was the largest gnoll they have seen, claws dripping blood, eyes glowing a demonic red. The Fang of Yee<>. Across the yard was a small group of hyenas, feasting hungrily on the gnoll’s latest kills. The unnatural bloodlust showing in their eyes gave no doubts that these hyenas were affected and soon to undergo the perverse transformation into gnolls. Llearic, in a boost of heroism, sprinted to the aid of the farmer, getting to him before the fang rounded the corner, at the same time, Chainer’s need to purge all things demonic, drove him to rush the hyenas. The team was divided in methods, but not in purpose, and together they destroyed the turning hyenas and then the ferocious fang.

Mission accomplished, the group headed back to town. They parted ways momentarily to report back to their various contacts. Llearic took the time to inform the person who asked for assistance that the gnoll issue is back to normal proportions. Rowyn, Dekkum and Chainer went back to Micah to tell him what they knew, and get the info they were looking for. Micah was very intrigued by the information provided, and dutifully provided what he knew.

He located the book that he had remembered seeing before. Understanding Chainer’s personality, Micah handed him the book to read as he explained what he had learned from it. It was a small historical record of Aasimar that provided some insight into them as a people. The odd thing he found in the record was that Aasimar seemed to be almost non-existent for the past 200 years or so, but that it mentions an influx that occurred just before, and during the great war.

Of the “Hand”, there were no references that he could locate; however, he did postulate that if this organization was demonic and evil, that the best path may be to follow oddities that are happening around town. He points them in the direction of Baldre, head of the town’s investigations portion of the guard.

After a night of drinking and carousing at the “Slaughtered Rose”, the band decides to meet up with Baldre the next day. An old acquaintance of Llearic… (Well acquaintance doesn’t seem like the right term… What would call someone who has helped carry your drunk-to-the-point-of-comatose body back to your house a few times? Hm, anyways, they know each other.) Baldre knows Llearic’s motives are good, so trusts his companions with some tasks that haven’t been looked into yet, since they are stretched thin right now. He tells them of a gnome that had recently arrived in town, complaining of kobolds taking over some of their caves in the hills a day or so ride outside of town. He let them know where the gnome could be found, “The Running Wolf” tavern. The female gnome (her name is escaping me at the moment) gladly introduced herself and her puppy, Parsnip, (puppy… sheesh, thing was almost taller than she is…) and spoke easily of the troubles of her home caves. With the offer of help to clear them out, she was very willing to show the way to the hills and the caves that the kobolds had decided to occupy.

The heroes (Drat… still need a name!) cautiously entered the caves, but still weren’t quite ready for the assault that came at them. A large group of kobolds, some flying, some not, ambushed them in a dimly lit section of the cave. Almost overcome by sheer numbers, the team slowly whittled their numbers down to a victory. (Some members may have unceremoniously taken rocks to the head, but that doesn’t sound very heroic, so we won’t mention it here.) After wandering a few more caves down, they came to the final chamber where they engaged in an epic battle of life or death with a HUGE black dragon on its hoard and its minions! Okay, so it was a black dragon and a large wolf… okay black wyrmling. Still epic! Kind of…

Moving on, they informed the friendly gnomes of their success, divided up the loot and headed back to town. When the group arrived back in Sahyrst they stopped by Llearic’s shack, and were surprised to find someone just about to walk away, obviously looking for the resident. A man wearing a two tone robe, black at the bottom, white at the top, changing dramatically in the middle along an angled line. He introduced himself as a priest of the church of Tomos. A dualistic church, their symbol is a coin, representing their belief in the two sides of everything. Light and Dark, Good and Evil, Chaos and Law. He was very excited to meet Llearic and invite him to view a service and maybe join the church. The conversation left Llearic a bit off balanced but intrigued.

Llearic went to pass the latest news of their win over the black dragon and eviction of the kobolds. Baldre was amazed to hear their tale, surprised by the fact that they survived, and was glad he hadn’t gotten around to sending that small detachment out to investigate that surely would have been killed.

Carric followed the priest back to the church, and walked in unannounced. His arrival was a bit of a surprise to the brothers of the church, but they greeted him kindly and invited him to the next service before gently shooing him out the door.

Thus ended another day of adventuring for this ragtag group of Crazies…

It begins...
How I met your mot... I mean, adventuring party

Here is how it all started.

Everyone would say they were in Sahyrst for a different reason, but I say that they were all there for the same reason. Looking for a path. Some might have been looking for a path to redemption, some to vengeance, others for purpose, and yet another might know the path, and where it leads, and was simply looking for the beginning. Some paths lay in the light of day, others in the shadows made by the same light. And so begins this story…

Rowyn Kylanthian was wandering through Sahyrst, looking for the town historian, Micah. She had heard that he may be Aasimar just like herself, and she was curious what he may be able to tell her. When she entered his library, she found another occupant, a bit of a scary looking fellow with his nose in a book. She struck up a friendly conversation with the hospitable historian, finding that he liked procuring knowledge almost more than providing it. When asked more about her history, she asked for a private audience, which Micah gladly provided. Upon hearing her story, he promised he would find out more information, especially if she were able to find out more about a few interesting fellows that were around. One was the person in the other room, who was a witch hunter. The other, another witch hunter living outside of town. So, Rowyn headed out to talk with the witch hunter outside.

That conversation did not go quite as well as she was hoping, and got very little information. They both dismissed the encounter as meaningless, but their paths would not stray for long.

She followed the old man’s directions to find an old shack on the outskirts of town where the other witch hunter, Llearic was supposed to live. Along the way, she had an encounter with an “friend” named Dekkum. Dekkum was a paladin of Silvanus who had broken his oath to save Rowyn many years ago. An Aasimar as well, his path was drawn to, and, as he was sure, entwined with Rowyn’s. Dekkum convinced Rowyn (with maybe a little “I saved your life” guilt trip) to accept his guardianship and assist with her current goals.

The two of them made their way down to Llearic’s shack only to find it empty. They took a moment to ask around at the neighbors. While they were asking around, Chainer, the socially awkward witch hunter from Micah’s library, arrived at the shack, went into some sort of “episode” that had him kick down the door of the shack and run in, weapons drawn. It was a good thing he did because… no, wait… there actually wasn’t a good reason to do that. The shack was empty, so Chainer decided grabbing a seat and awaiting Llearic’s return was the best course of action.

Rowyn and Dekkum discovered that Llearic had left the day before, and with a little “crazy cat lady skill” spoke with a local cat to discover more of where Llearic was heading. Apparently, someone had requested Llearic’s assistance with a hyena problem out in the plains. He had headed out to the west and then north to the settlements near by. Chainer, only hearing part of the story, decided to just wait for Llearic’s return, maybe mend the guy’s door…

Dekkum and Rowyn headed out the road in the direction they were told. They soon came across a bit of an odd sight. There was an elf, unmoving, laying against a tree, with white eyes staring into the distance. Perfectly still, next to a bottle of wine and a pipe next to his open hand, he appeared to be dead. A quick check for a heartbeat proved that false, so Rowyn splashed water in his face.

The elf, who they would find out is named Carric, awoke with a start, sputtering and speaking nonesense… that wouldn’t change for the rest of the adventure… However, he was evidently, accutely aware of where Llearic happened to be, and would lead them to him. And off they went… as unlikely as that sounds.

Carric leads them directly to Llearic, sometimes not taking the most logical route, but they couldn’t fault his sense of direction. They spotted Llearic in a corner of a fenced in field, and he was in a spot of trouble. Surrounded by an enormous hyena, and what appeared to be two spear weilding hyenas standing on their back legs, the group decided to rush in to help. Llearic took a few nasty hits, but they were able to take care of the creatures.

With impeccable timing, Chainer strolled up at the end of the fight, after having apparently gotten bored of sitting in Llearic’s house after repairing the door. After some quick introductions, Llearic gives his reasons for being out there. There has been a recent rise in Gnoll, evil humanoid hyenas, activity, and Llearic was going to investigate it and do what he could. He didn’t take long to realize he was a bit out of his league, and couldn’t have been happier to see help arrive. However, he can’t stop now. The gnolls are ravaging the countryside, and he means to help as much as he can. The members of the group (Author’s note: I have GOT to think of a snazzy name for them…The Unnamed… no, mysterious, but bland…The Adventurers!…too generic…) decide there can be some equal gains by taking out the gnolls together. They set out to see what they can do to help.


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