The Canes of Drath

Act II: Session 2

The heroes prepare the sled for their northern ride the following morning after taking shelter in the house of Avia. As Alarand works with the sled dogs, Cyprus communes with nature in order to better determine the source of the unnatural winters chill, determining that it must be coming from an artifact source located toward the north and east. Jin draws two tarot cards from his deck; an Inverted Death card, and the Headstone. As our heroes run across the frozen barrens, a shrouded man approaches from out of the drifting snow. After calling to the cloaked figure, the team reunites with a friendly face from their past. “Father Atticus!” they cry in unison, and after a quick embrace and a hurried discussion over Atticus’ mysterious disappearance and sudden return, the team fills him in on the missing details as it becomes quite apparent that Atticus is experiencing some sort of memory loss and confusion surrounding how he showed up in Ravensfjord. After a quick discussion regarding Avia and what direction to head in, our hardy adventurers head off in the direction that they feel is closest to north. As they traverse the snows, Alarand notices a patch of sky darkening in the north, and head for it as the only marker in a otherwise constantly shifting landscape. As the night sets in, the companions build a snow camp with a moon bridge roof, and Alarand continues to work with the dogs, teaching them how to attack in a coordinated fashion. As the heroes rest, low rumblings deep from under the earth’s surface rouse Cyprus and Alarand, and continued more severe rumblings awaken the rest of the team. Cyprus gives some Red Miners Cap herb to the sick dog suffering from the same black goop seen before in the villages, just as a massive black worm bursts from the ground throwing the party into the air. Rising several stories out of its hole, the monster appears engrossed in the same black growths seen on the villagers. Cyprus toughens his skin with bark and dives to save Avia from beneath the fallen moon bridge roof. Alarand looses two arrows into its thick hide, and manages to hold back the dogs from attacking. Jin uses coat of many stars and runs over to the bridge to release Cyprus by dispelling it. Father atticus runs forward to slash at the beast with his sword, only to lose it deep wthin the monstrosities thick hide. The worm whips its body to slam Jin, and Cyprus manages to sear a massive hole in the side of of the worm before it retreats back into the hole from which it emerged. Jin heals Avia, and manages to calm her a bit, and we continue to head in the direction of the distant object in the sky. The increasingly sick dog is mercifully put down by Alarand as the group continues to make its way north. As the night thickens, our heroes approach a lone cabin from a distance, and split into two groups. The priests approach the cabin, while Alarand and Cyprus move toward a nearby copse of trees. Cyprus communes with the trees, but only receives a repeating message of “the rot, the ROT!” Alarand notices a group of 4 riders to the north, and is able to see that they fly the banner of the League of Sorcery. Father Atticus and Jin try to speak with the praying figure within the cabin, but to no avail. They view the kneeling figure praying in front of a prone figure surrounded by candles, but are unable to draw his attention. Cyprus and Alarand are caught unaware by a group of men cloaked all in white after finding the dogs hit by darts. Upon turning around they confront the men holding Avia, who tell them that they will give her back in exchange for the cane (even though they too wear silver bands marking the order united ud Sid).

Atticus and Jin approached the hut to see if they could gain assistance to either where they were located, or shelter for the night. As Jin prepares for a surprise Atticus knocks twice on the door to gain entrance. No answer was returned. Atticus and Jin peer through the window and see a furnished kitchen and a man kneeling in the back of the cottage. Jin can make out the words or a prayer to Desna and so he takes the risk of entering the cottage through a window hoping to make friends with a fellow disciple of his goddess. As Jin approaches the entrance to the back room, he makes out jumbled phrases in the prayer and notices a pool of blood draining from a body that the man is praying over. As uneasiness overcomes Jin, and he begins to back away from the room, only to stumble over a kitchen table. The noise arouses the defiler of Desna. As he rises and turns to Jin his face is revealed showing a face of pure muscle devoid of skin. Hands shoot from the floor board and grab at Jin as he attempts to right himself from the floor. Atticus, who had remained at the door, bursts through the door at the sounds of Jin falling and the change in the defiler’s position. As Atticus runs to the altar room, he slips on the pooled blood and crashes to the floor. Before Jin is able to stand, the defiler opens his mouth revealing hundreds of midnight black butterflies that swarm him, but Jin is able to stand and charge through to smash though the torso of the disfigured man with a holy mace ending the retches life. Throughout the fight, Jin saw visions of the astral plane and Desna’s avatars being destroyed by dark figures, giant mutated flies, and other horrors. Jin began offering prayers and casting spells to surround himself in stars and butterflies to try to commune with Desn,a and only after giving up his ability to speak did Desna tell Jin that the astral plane has been lost and she requires a mortal form to live. She will remain tethered to Jin until she can find a pure form to control. Jin believes that Avia is the form that Desna must take. And so the plot thickens…..

Act II: Session 1

The group resumed their adventure in Tymrill. They arrived in the middle of summer, but it began snowing and the temperature was dropping dramatically. No citizens of Tymrill were in the inn or on the streets and no lights or smoke came from houses. While outside of the inn, Alarand heard war drums and horns coming from the North. The adventurers wished to alert the town to the advancing war party, but unable to rouse town guards or alert the town before being trapped they went over the wall and off to the east.
Once out of Tyrmill the companions found a cave to seek respite from the blistering cold. As Morbius and Alarand entered the cave, to clear it out and make the camp, Cyprus and Jin collected firewood. When searching the cave Morbius and Alarand encountered enlarged bear, which required the added strength of Cyprus and Jin to defeat. Once dead black growths seeped from the wounds of the bears which Cyprus took a sample of. The beasts were skinned and their hides were tanned to make coverings to fend off the cold. During the watches Cyprus was the only one to see anything unusual. He noticed three horsemen on northmen horses.
In the morning the adventurers are woken by a large black mass on the horizon and war horns in the distance. Fearing the army they quickly leave the cave and travel to Tender in the deepening snow and frostbitten winds. Once at Tender Rey scouts the city to see if anyone is there. He relays to Alarnad that all have been killed. Cyprus climbs the wall and opens the gate for everyone to enter. Once inside Cyprus inspects the wounds of the dead and he finds multiple weapon types and the black growth in their wounds.
We go into a house and hear a little girl crying, so we go downstairs to find her hiding in a crate. After a standoff we get the girl to talk to us and she reveals that King Hardell has gone mad and that the soldiers were coming. She lets us know that Jaris the farmer bought pig that had the black growth. The pig harmed people while walking and two legs. Jaris killed the pig and butchered it. The people then fed on the pig. She also said that once it started getting colder people were frightened.
Avia became a point of argument among the group. We felt that we could not leave her alone to die, but we don’t know how we could travel to the tomb with her. Also we do not have the time to retrieve the cane if we go to the capital of Ravensfjord and leave Avia with her uncle Toby. In addition we don’t know if Uncle Toby will be in the capital because the king has recruited people to his army and Toby may have been recruited or killed.
Jin prayed to Desna and received a message that forced a decision upon the group. Desna’s reply to the prayer was, “There are unseen forces at work, Jin. The world as you know it is on the brink of destruction. Ravensfjord sends their troops south. There will be war. That is certain. I myself am besieged. My powers are limited at the mome—They are here!—Jin, make haste!”. The group after hearing the abbreviated message decide to send Morbius to warn Sid and the rest were going to head off with Avia and decide later whether to go the tomb or Raverend. The adventurers spent the night in Tender and gathered supplies for the trek.

The Arcane Bargain/Trouble in the Stables
Attending to Sid's tasks

The party decided to clean the stables rather than further investigate the Hardweather robberies but first wanted to heal Content Not Found: liam, who was still wounded by the battle with the ooze. The party went to the West End Scribes in order to purchase some scrolls so that Jin Finnel could reserve his prayers for greater emergencies. The party purchased 3 scrolls, two of them being cure light wounds_. The party (excluding Liam) settled that while they were headed east in town they might as well negotiate a new contract with Content Not Found: garrick_ the sorceror. As they entered the League of Sorcery’s spellspire, they met Content Not Found: olantha, Garrick’s cousin. He led you into his office and you proceeded to negotiate your contract. You settled on a 30% profit margin that Sid and Garrick were pleased with, as Garrick had just left business with the Whitmoores and even further back the Vinseng Clan. You returned to tell Sid of the news and he was quite pleased, and then went to heal Liam.

You all went to the stables and began to clean up. Liam used his skill with carpentry to fix the fallen beam, and the rest of the party baled hay or cleaned the manure. Cyprus found a magic pair of boots and gloves hidden in the clutter, which belonged to the old Ranger that used to be the stablemaster. As you were cleaning, one of the horses, Content Not Found: gregory, was stolen. Before the second could be, Jin dismounted the second thief but was knocked unconscious by his quarterstaff. Alarand delivered an eventually fatal shot from his crossbow, as the party tried to revive Jin in time to heal the captive (entangled by Cyprus’ roots) but failed. The trespasser was carrying studded leather armor which Alarand donned and a skull insignia.

After returning to Sid, you found out that Gregory is trained to not cooperate with his captor, and you were rewarded for cleaning the stables, although Sid was unhappy with the killing of the thief.

It was six o’clock at the end of the session.

Professional Troubleshooters
The beginning

You all met in recruitment at the East Dendrum Traders Port Office.

You met Sydolfas Harrowthorn (Sid)

You were given a list of tasks, as well as a 100 gp advance

  • Negotiate or renew contracts with the carter, the brewer, or the sorceror.
  • Clean up the stables and the new warehouse.
  • Investigate the thefts in Deepwater.

You commenced by investigating the burglaries in Deepwater. You were directed to the Blue Crescent Inn and Tavern and met Content Not Found: gordon-the-brash_ and Content Not Found: hguren_ was drank under the table by drinking the troll’s saliva alcohol. Gordon told you that the Hardweather brothers, Content Not Found: james-hardweather and Content Not Found: david-hardweather were the ones who were stolen from. You also learned about the prominent gangs of Dendrum Port City, the Red Caps, the Berbalangs and the Red Hand.

You went to the Deepwater Guard and spoke to the captain of the guard division, morrison-barker. He asked for your help in the investigation, as the guard are short staffed (see Dendrum Port City: Military). He directed you to the locations of the stores of James and David Hardweather.

You went first to James’ store and investigated the crime scene. He recreated the scene of the robbery to William “Cyprus” Raymont, Lorax of Pategonia and Jin Finnel. The party confirmed that it was only silver rings that were stolen. Meanwhile, Content Not Found: hguren succeeded to sneak into James’ residence upstairs undetected and find two notes, one related to the Whitmoore family and their declined offer of “security” and another scrap suggesting the relation of the Red Caps to James. In addition, the party discovered alchemical residue and blood on the floor and glass of one of the display cases.

You then travelled to David’s apothecary shop and he confirmed the police report. Compared to the jewelry store, the apothecary was pristine. You found a scrap of red cloth in the grate in the back lot. You went down into the sewer below and found a red hand painted on the wall, over another symbol. Content Not Found: liam was pulled down by a grey ooze that began attacking the party. After slaying the acidic slime, you found a plain silver ring in its gelatinous core.

You returned to the Port Office to talk to Sid, who said he would look into your findings. He gave you a gold reward. You discussed the rings, and he mentioned that they could be framed, even after a sense motive check. He stated that that was unlikely, and then told you to relax for a minute while he did some research. The end of the game time was 1:00 p.m.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.