Scales of Death
Sessions
A record of every session — summaries, key beats, and the threads that carry forward.
32 Sessions Logged
Campaign Active32
Arc II · The Shaenas Affair
The Noble's Study
After meeting with Interesting, Ash decided to pull Edward aside and come clear about her lycanthrope bite. The two of them decided to also bring Penelope and Naginatu into the meeting. They tried to keep the meeting low-profile, but with a good eye from Lord Butterscotch, they were found out. Amaryllis went to eavesdrop, but was quickly found out. Now, with the entire party in the loop about Ash's condition, it's a race against the clock to find a cure before the full moon rises in three days. Nag and Penelope, using what they learned about the black potion from the lycanthrope bandits in Redwind, were able to come up with a prototype of a cure. What exactly it does is yet to be seen, but the hope is that it will help. At sunset, the party met with Interesting and entered a flood drainage system. On their way, they encountered collapsed and flooded tunnels, with Nag and Lord Butterscotch being pulled under by an unseen force. They eventually reached the noble's manor and entered through the wine cellar. The party alerted a group of guards on break, but with an intimidating order from Ash, the guards decided to return to their lunch break. They went up to the noble's bedroom, only to find it empty and had to redirect to infiltrating his study. On their way down the hall, they encountered a disembodied voice. They first tried to pass themselves off as a regular guard patrol, but they soon realized this voice was not a security measure, but instead a living painting on the wall. Ash stayed behind to talk to her, finding that she was starving for some form of entertainment. After some initial hesitance, Ash convinced her to be put in the bag of holding and come along with them on their adventures. After that, the party eventually reached the study and solved a puzzle on the door, unlocking it. Inside, they found the noble, who seemed to recognize Interesting under the name Korria. He had thought she was dead, and after a tense discussion where Interesting said all she wanted was the truth, she trapped the noble in a bead of imprisonment. The party then left the way they came, receiving their payment at the end. After that, the party went their separate ways. Naginatu, Amaryllis, and Lord Butterscotch stayed in Lipus and went to a bar. They had a heart to heart there about Naginatu's history and Amaryllis' lack thereof before dancing a bit of the night away. Amaryllis then met up with Interesting, who said she did like Amaryllis, but had a lot going on and she wasn't willing to let any sort of feelings get in her way. They agreed to have a more in depth conversation the next time they met, and then went their separate ways. The other half of the party, Edward, Ash, and Penelope, decided the best course of action was to leave Lipus immediately. They set up a rondeavue point and made camp there. Edward and Ash trained separately to the point of near exhaustion while Penelope meditated. Before sleeping, Ash and Edward exchanged some secrets, with Ash telling Edward that she was the last to see a noble's son before he disappeared and is now assumed dead. Edward told her that he killed his friend and didn't regret it, but mourned it. They eventually went to fell asleep, where Ash had a dream with a figure of legend; Rhokk, chosen hero of Kynthas in the times of the Wildlands War. When the party woke in the morning, Amaryllis and Ash had a deep conversation as well, owning up to some of their actions. Now, the party plans to head further north, Snowstead bound.
31
Arc II · The Shaenas Affair
Interesting's Job
Last we left off, the party was making their way towards the city of Lipus. While it was on their way and the party had some much-needed shopping to do, Amaryllis decided to get in contact with a romantic fling of hers, Interesting. They met up at Sa'Bo's house, where Amaryllis proceeded to tell Interesting everything that had happened in Cottonkeep and their travels since then. Interesting also offered the opportunity for a job. After bringing the party back to Interesting, the idea was pitched: Break into a noble's house and steal some documents. She did not disclose to the party what documents these were, but offered to pay the party 100 gold if they helped her. And, so, the party decided they would aid Intersting in her heist. She told the party to meet her back at Sa'Bo's house at sunset, giving them a little bit more time in the day should they choose to do anything else.
30
Arc II · The Shaenas Affair
Captain Melfir
Last we left off, Ash and Nag went into Orilon so Ash could report back to her superior. After a bit of a hassle with the guards at the gate and outside her Captain's building, Ash was able to sneak in and speak to Captain Amos Melfir. Though he was perplexed by her return in the middle of the night, he heard her report. They briefly discussed The Angels, the cult-like group the party had discovered in Redwind that also has connections in Orilon. After getting Ash an emergency family leave, she was free to go. She did make a brief stop by the barracks to find her friend Averill. There, she told him about her travels and learned that one of her other friends, Whitby, had been moved to the border. After telling him about the assassination, she left and reunited with Nag to go back to her parents' house. In the morning, Amaryllis noticed that Penelope was gone. After her and Ash having a talk about Penelope maybe wanting to leave, Penelope did eventually come back. So, after Thrax getting a knife and a pot from Ash's mother, the party left with the directive that they were to meet Verrik Kraw in Snowstead. Their first night on the road, Penelope got up to go for a walk due to not being able to sleep, and her and Amaryllis had a heart-to-heart before returning to the group.
29
Arc II · The Shaenas Affair
A Short Stop
[Session Recap Not Found] — Best Estimation: I believe this was a shorter session that we did. I think Ash just talked to Nag before they went off to do their thing in Orilon. Honestly I have no notes and my session prep for this session is like 1 page long. I got nothing for you.
28
Arc II · The Shaenas Affair
The Well
Last we left off, the party had just fought off an undead creature that emerged from a well. At mostly Eddy's urging, the party then descended into the well. There, they found a small cave network with two survivors: An elven woman and a strange-looking man who called himself Thrax. After freeing Thrax, two more of the creatures emerged and the party fought them off, with Nag and Lord Butterscotch performing a combo divine smite dive move. They emerged from the well and sent the elven woman on her way, travelling with their newfound companion Thrax to Ash's parents' house just outside the city of Orilon. There, they got a warm welcome from Brin and Darian Valibar. They had dinner, freshened up, did some minor tasks, and settled in for the night. Ash and her father ended up having a heart-to-heart in his work shed, where Ash spilled about the party's recent endeavors, and he told her about the curse on their bloodline that was now claiming him.
27
Arc II · The Shaenas Affair
A Journey Home
Last we left off, the party had successfully fled Cottonkeep with Penelope. They split briefly, with Nag and Ed going back for the box of platinum. While retrieving the box, they narrowly avoided being spotted by a group of rabbitfolk guards, instead making a plan to steal some of their horses. The plan went off seamlessly, and they now had two horses to ride off on to their next destination. Ash, Amaryllis, and Lord Butterscotch stopped in a nearby town to look for their own means of transportation after leaving the cart driver. After getting Penelope out of her wedding dress and into some plain clothes, they got two horses and made arrangements to meet back up with Ed and Nag. Meeting back up and spending the night in a small cave, the group crossed the border in the morning. In their travels, they began to hear a cry for help that lured them closer to a well in the middle of the woods. Ed was lured to the edge and almost grabbed by an undead creature, which then engaged the party in combat. The party was able to defeat the creature, leaving only the mysteries of the well remaining.
26
Arc II · The Shaenas Affair
Something Old, Something Dead
Last we left off, the party had one day until the wedding. They spent some time putting things into place, with Nag securing a getaway driver and Ed tending to the party's gear. Ash and Amarayllis spoke with Callun, who asked that they use their unique opportunity to either kidnap or detain Shaenas. The party was then summoned by Penelope via a sending spell, but when they arrived, they were led to Shaenas and the human general, Vick O'Vassan. Shaenas accused them of contributing to the plot to disrupt the wedding and offered to pay them to leave the city. At the same time, General O'Vassan ordered Ash to return home to Orilon. The party accepted the money, saying their goodbyes to Penelope, and then snuck back into the city after nightfall with the help of one of Ash's contacts within the city, Hawke. They spent the night in a storage room in the temple, planning their escape with Penelope the next morning. They lay in wait until the wedding commenced, and once the dragon arrived, they put their plan into action. They used a sleep grenade on Penelope and then, while Shaenas was talking to the dragon, Nag shot him in the back of the head in front of the entire crowd. The party then made their escape, levelling up as they fled the city with Penelope.
25
Arc II · The Shaenas Affair
Kosorei Awakens
Last we left off, the party started by opening the door leading to the inner sanctum of the draconic lair. Inside, they found the sleeping dragon contained within an enchantment circle. While entering the chamber, the group was attacked by a large, corrupted rat. Upon defeating the creature, the group translated a message on the pylon, then shattered the crystal pylons around the enchantment circle, deactivating it. The dragon, Kosorei, awoke, and the party conversed with her, telling her of the wedding in Cottonkeep that she could help stop. At first she was somewhat disinterested, but upon the discovery that her hoard had been taken, she agreed to help the party in exchange for them contributing to her collection. Learning that the dragon collected pearls, they made their first contribution through the pearl prayer beads they had found in the rat's nest, with more to come after the wedding was disrupted. The party then ventured back to Cottonkeep, resting for the night and preparing for the last day before the wedding.
24
Arc II · The Shaenas Affair
The Dragon's Den
Last we left off, the party left Cottonkeep in search of a white dragon that Father Lebellan had brought up, in hopes that they would aid in intervening in Penelope's wedding as a sign from the goddess. After a little over half a day's journey, guided by a magical compass Father Lebellan had cast on Amaryllis' hand, they reached the hidden cave entrance of the dragon's den. They entered a central chamber to find a door with two crystal slots above it and two doors on the side. One side door led to a living quarters, complete with a dining area and kitchen. Amaryllis, Ash, and Lord Butterscotch found this place infested with plagued rat swarms, but eventually located the crystal in the only non-disheveled bed. Nag and Ed entered the other side door, finding a destroyed library. After securing perhaps the only intact books in the remains, they completed a puzzle based on the balance of good and evil that the world maintains, resulting in the other crystal. And so, the party returned to the main chamber, interesting the crystals in the sockets and lighting up a runic pattern in the wall and opening the main door.
23
Arc II · The Shaenas Affair
Father Lebellan
Last we left off, the party had agreed to meet with Father Lebellan's group in the hopes of finding a way to help Penelope get out of her situation. They met a new friend along the way and, after chatting with the group, Father Lebellan told them of a dragon that used to frequently visit Cottonkeep but has not done so in many years. He blessed Amaryllis with a compass that appears on the palm of her hand that should lead them to the cave. After heading back to an inn for the night, Ash briefly stopped by the human camp set up outside the military district. There she found a familiar face, who informed her that they were here on diplomatic terms - though to what end he wasn't quite sure. With that, the party headed to bed with the aim of heading to the dragon's cave in the morning.
22
Arc II · The Shaenas Affair
Into Cottonkeep
Last we left off, the party had entered Cottonkeep. Looking for more information on Penelope's situation, they split into two groups. Amaryllis and Ash took a social role to learn more about the wedding and then made their way to Ado Manor, where they were able to get inside and meet with Penelope. They learned her story, that she was blessed from a young age but was the last one chosen in a ceremony that used to happen yearly. Ed, Nag, and Lord Butterscotch learned more about the wedding location, eventually investigating the Temple of the White Star and meeting Father Lebellan. Slightly to their surprise, Father Lebellan knew of them and was agreeable in finding a way to help Penelope. He invited them to a meeting later that night to discuss more plans to help her.
21
Arc II · The Shaenas Affair
Through the Tunnels
Where we last left off, the party had chosen to venture through the tunnels under Lipus to reach the Wildlands. Guided by the loyal hound Senor Sniff, the group was easily able to determine which path Penelope had been taken down. On this path, they encountered a few things. Looking for a long rest they encountered what seemed to be a home deep beneath the surface. The woman there, Vella, let them stay the night and fed them in exchange for their stories. She told her own as well, that she was once a powerful magic user who survived an attempt on her life and thought it wiser to seclude herself rather than chance it on the surface. They passed by the cult informant that Eddy and Ash had interrogated - along with a companion he had seemed to collect along the way - but chose to walk by. Lastly, a bronze dragon shrine where Eddy picked up a familiar little woodcarving of a rabbit. Emerging on the other side of the tunnel, they ran into a family friend of Ash's - the travelling firbolg merchant Weldabe. On his way to Cottonkeep himself, he was happy to share both his ride and his halfling hash for the journey. Now on the outskirts of Cottonkeep they gained more insight on Penelope's situation: She is due to be wed in three days time.
20
Arc II · The Shaenas Affair
Confession in Lipus
[Session Recap Not Found] — Best Estimation: The party engaged in combat with the humanoids and rabbitfolk, eventually narrowing down their numbers to just one rabbitfolk. Nag shot his hand off and he confessed everything to them - that two other rabbitfolk from Cottonkeep had enlisted them for help in finding Penelope. They had told her that she was unwell and needed to be returned to Cottonkeep for her own safety. The rabbitfolk also showed the party a wanted poster of Penelope. He told them that Penelope and the other two rabbitfolk went back to the Wildlands through tunnels under the city. The party decided to follow them that way, using Interesting's connections to get a pass to the black market that connects to the tunnels.
19
Arc II · The Shaenas Affair
The Rabbit Hunt
Last we left off, the group continued chasing after Penelope's trail. They stopped in Emelle, the town where Nag and Lord Butterscotch had met Serka. Penelope had left her hat in the tavern, though there was no sign of her now. Through speaking to the tavern owner's son, they learned that she had been with two other rabbitfolk - one white and gray and one brown. They took their food and left, only leaving the hat behind. Now tracking her dress, the party continued after her, stopping for a long rest on the path. Nag, opting out of the rest, pressed forward to the city of Lipus. Gaining a newfound ally in Senor Sniff the bloodhound, he was able to follow the trail of Penelope into the lower city. The party caught up and they ventured through the city. Nag noticed that Penelope had tucked a note in her cap, seemingly being a list of ingredients. Amaryllis sent a message to Interesting to notify her of her arrival - to which Interesting responded by asking her to meet at the tavern known as the Red Dragon. Ash, Lord Butterscotch, and Amaryllis went to Rootsong gardens with Serka, who thought her family may be able to help in some way. They did provide ingredients for Penelope's mystery list, though they weren't much help aside from that. Unfortunately, the lower city's dense population and coal-dust coating, Senor Sniff was unable to further follow her trail. As they began to examine the walls of the giant cavern holding the lower city, the party spotted a group of four. Three humanoids and two rabbitfolk matching the description of those at the bar exiting from a building.
18
Arc II · The Shaenas Affair
The Baron's Feast
Last we left off, the group had prepared to bask in the afterglow of finishing their job. With the Baron's daughter safely returned, a feast was set for three days out. In that time the party both went shopping for new outfits and bonded with some NPCs. As the day of the party approached, Nag and Amaryllis both invited their own plus ones. For Amaryllis, the tiefling woman named Interesting who she had helped rob a wizard in the town of Hyche. For Nag, the buff firbolg druid Serka, whom he met in a drinking competition and then investigated an abandoned camp with her and Lord Butterscotch. After a speech and dinner, it was Eddie who noticed that your dear friend Penelope had slipped out of the crowd. Looking for her, he found her broken staff, knife, and her torn backpack in an alleyway. Casting a spell to locate her hat, Eddie realized that she - or at the very least, her hat - was quickly moving away from them. Gathering the party, with Serka joining and Interesting heading her own way, the group talked - or rather just stole with a name drop of the guard captain - their way into taking horses from the stables and chasing off after Penelope. Now headed south east… Are you ready for the Rabbit Hunt?
17
Arc I · The Baron's Daughter
Aftermath in Redwind
Last we left off, the group had defeated the werebear and goop monster in the town center by the fountain - disrupting the ritual taking place there. They then made their way to the shopping district for some more combat (and Amaryllis breaking a window to Kuuf's store). Then, the party split up. Ash and Ed went to interrogate the werebear prisoner, only getting his name: Ashard. Amaryllis, Penelope, and Lord Butterscotch returned to the home of the Baron, where he said that after some repairs he'd like to hold a feast for them, approximately in three days time. Nag stayed behind at the shopping district with store owner Kuuf, the two of them sharing tales. Then, the group returned to the Baron's house and then later, the inn for a long rest.
16
Arc I · The Baron's Daughter
The City Burns
[Session Recap Not Found] — Best Estimation: As the party had been fighting in the hall, there was a loud explosion heard in the distance. From a view of the bedroom balcony, they could see smoke rising from the far city wall. The Baron met with them, asking them to go out into the city and stop whatever was happening. So, the party ventured out only to find the city in an utter state of disarray and under attack. In the center of town at the fountain, they found it had been filled with blood and a ritual was started around it. At the far side of the fountain, they found the werebear man talking to a tall woman in a black dress with long black hair and pale skin. She looked over at the party, then disappeared. Combat began and the group stopped the ritual, but not before it was half finished and produced another black ooze. Despite the challenges, the party was victorious. Nag claimed a prize, taking a still living chunk of the ooze monster and naming it Chicken Nugget.
15
Arc I · The Baron's Daughter
The Baron's Manor
Last we left off, the group had returned to the city with the young girl in tow. Upon returning to the city, it seemed the same as it had always been. The group made their way to the Baron's Manor, where they encountered Wilford, the butler. From there, the real Wilford, an older elven man identical to the robots but slightly more disheveled looking, took the daughter from them and confirmed her identity. He then began to lead them to see the Baron, where they were stopped in the hall by the Secretary and some other bandits. The secretary transformed into a halfling weretiger and after a brief combat, was tied up. Her more notable companion, a werebear man, escaped out of a balcony. Ash followed him down, only to be knocked unconscious and bit.
14
Arc I · The Baron's Daughter
Reunion in Hyche
Last we left off, Nag had emerged victorious by a tiebreaker round in his drinking competition, winning both the pleasure of keeping his revolver and a nice eighty gold. He and Butterscotch grew more familiar with the woman he drank against, a Firbolg druid named Serka. In the morning she led them to a nearby abandoned bandit camp, where they encountered two hounds. Successfully managing to deter or persuade the creatures, they were able to raid the store room and grab some goodies. Prometheus helped another group with their arguments with the guard, getting them to send out a troop to investigate the reports of bandits in the nearby woods. He then headed to Hyche in search of the party. There he found Ash, Edward, Amaryllis, and Penelope, as well as a young girl. With Amaryllis saying her goodbyes to Interesting - and Interesting stealing her coin purse once more but returning it slightly heavier - the group set out for the meeting spot and then, to Redwind. With a tense ride ahead of them, it was fortunately smooth sailing into Redwind.
13
Arc I · The Baron's Daughter
The Rescue
With the party having split three ways, Nag and Lord Butterscotch set out to the town of Emelle to get closer to a bandit base. There, they made their way to a nearby tavern called the Brave Bull. When they entered, they found a drinking competition. Nag, deciding to enter, bet his revolver that Edward made him against a firbolg woman's eighty gold. Lord Butterscotch managed to bribe the tavern bards, allowing Nahg to have bardic inspiration. Ash and Edward infiltrated a bandit camp they went to scope out, finding it somewhat empty. After dealing with the woman in the red cloak, they located a secret passageway into the basement, which led them to the basement where a blob of flesh and blood resided. They found and rescued a young girl in a cage down there and managed to make an escape by hijacking a teleportation circle. In Hyche, Amaryllis, Penelope, and their newfound ally Interesting broke in to the wizard's home. After dealing with his home security gargoyles, they got what they came for - some sending scrolls and message stones - and left. Noticing a blue glow in an abandoned building, they followed it to find Ash and Edward.
12
Arc I · The Baron's Daughter
The Split
Last we left off, the party had finished looting the bandit camp. Unfortunately those they had captured got away, but not without some burn marks and bullet holes. Then, the party set out in an attempt to locate the Baron's daughter. They decided to split three ways. Nag and Lord Butterscotch set out to the town of Emelle to get closer to a bandit base. There, they made their way to a nearby tavern called the Brave Bull. When they entered, they found a drinking competition. Nag, deciding to enter, bet his revolver that Edward made him against a firbolg woman's eighty gold. Lord Butterscotch managed to bribe the tavern bards, allowing Nag to have bardic inspiration. Ash, Edward, Penelope, and Amaryllis headed off towards Hyche. Upon getting near, Ash and Edward split to go investigate the camp. Though they didn't enter, Edward's companion Iffraine was able to overhear a conversation about some things in the basement. In town, Amaryllis and Penelope went to the Inn the Coiled Viper, where they met an interesting individual who had stolen Amaryllis' coin purse earlier and then talked them into robbing the home of a nearby wizard.
11
Arc I · The Baron's Daughter
The Eastward Camp
Last we left off, the party had finished up their business in the Iron Bushe Tavern. Edward and Ash handled the more interrogation based part of the night, heading up to the room of Antonius, the name Nag and Edward were given when looking deeper into the groups within the city. Antonius revealed that he does work for the cultists - the Angels of Renewal - but not of his own free will. He was willing to give a decent amount of information, revealing that the bandits and the cultists both had forces behind the kidnapping of the Baron's daughter. He also brought up a rumor among the Angels of Renewal; that a powerful magic user was born 10-15 years ago. With a final warning that the cultists know of the party, they returned back to the Thistlebrush Inn for the night. In the morning, the group then headed off to find the eastward camp. It wasn't too difficult to find, as the party heard an explosion while in the forest. Sneaking into the camp, the party took out some enemies stealthily and saw that the explosion had been some carts in the center of the camp. Edward snuck into a tent and found plans, but as someone walked in, combat started. The party was successful, but not without some tense situations.
10
Arc I · The Baron's Daughter
The Angels of Renewal
Last we left off, the party began the day early, with Edward running off to reconnect with an old companion as well as getting some tasks done. Upon making his way back to the Inn, he ran into Prometheus and his new robot. Upon returning to the Inn, Edward, Amaryllis, and Ash shared some talks of dreams as well as snacks, but not without Lord Butterscotch ensuring he got some candy as well. With Nag and Penelope joining, gifts were given. For Nag, a revolver from Edward with an alchemical design. From Penelope, a crudely carved wooden carrot that seems to be a lucky charm, given to Prometheus in exchange for carrying her off the battlefield. Setting out, the group started by conducting an interrogation. From their legally obtained captive too poor to afford a lawyer, they learned the name of the group of cultists who have made their presence known: The Angels of Renewal. They then spent the day dealing with some personal tasks, ranging from dumpster diving, making animal friends, and connecting with an underground contact. Later in the day the group headed to the Iron Bush Tavern, where their next two leads were. The first, a human woman named Leonah, who revealed that she once worked with a higher-up member of the Red Blood Bandits and had her own vendetta against them. The other, a young man who is allegedly an inter-city contact for the Angels of Renewal. As the night dies down, the bar beginning to close and only selling off the last of the baked goods they made for the day, the atmosphere begins to relax.
09
Arc I · The Baron's Daughter
Missing Notes
[Session Recap Not Found] — Best Estimation: Honestly I have no idea what you did this session. This might have been the session where Edward used the blacksmith forge or got attacked by cats. Idk, my notes from this session are missing.
08
Arc I · The Baron's Daughter
Locklin Co.
Last we left off, the party had joined forces with General Presora and four guards. Edward looked for spare parts in the industrial district while Amaryllis gained more insight into the group's animal companions Malyn and Grimblo. Arriving at the lumbermill of Locklin Co., Nag and Lord Butterscotch performed the no-knock entry and busted down the door. Accompanied by an old, yelling halfling man who seemed to be the one in charge, the group and the guards searched the facility. Seeing a range of workers from elves to warforged, the group eventually made their way to the storage and shipping portion of the facility. There, Penelope discovered a hollowed box that, when moved, revealed a secret passageway. Heading down, the group first discovered a small room which had a door leading to a larger room which had a pit in the middle. In the pit were stains of what were eventually identified as some sort of oil. There was also a large hole in the wall that led down into a cave, where the party found a bandit camp set up. After a failed attempt by Ash to persuade the bandits she was on their side, the fight began. After combat was nearing to a close a black dragon wyrmling appeared from behind a central pillar. The party was eventually able to emerge victorious, with some being brought down in hit points.
07
Arc I · The Baron's Daughter
New Faces at the Inn
Last we left off, the party had made their way back to the Thistlebrush Inn from various points in the city. Upon arriving, and slightly while walking, they realized they had some guests. After a bit of conversing, Nagintau and Edward joined the group. The party spent the day at the Inn, being greeted by some of the other groups later in the night. Heading to bed and rising the next morning, the group headed to the jail and met with General Presora to talk to their prisoner. After a brief interrogation, the Presora informed the group that the paperwork was filed in order for them to go check out the warehouse they had seen the speaker of the bandits run into. Then, the group headed off on their way to the warehouse, Presora and guards in tow.
06
Arc I · The Baron's Daughter
Creature of Rot
Last we left off, the party briefly interrogated the individual they had captured. Having a strife over some legal and potentially war-crime esque tactics, the party got what information they could from him. He wasn't sure exactly why his superiors wanted to speak with the Baron, as it was a bit above his pay grade. Amaryllis questioned him about some personal business while the party waited down the hall. In the hall, the Prometheus began to cut open the corpse of one he had already killed, only for it to turn to a bubbling mass of rot and bone. It began to move towards the captive and eventually it consumed his body and turned into a large creature of rot. Avoiding whatever mental powers the creature may have had over them, aside from Malyn momentarily, the party defeated the creature. Lord Butterscotch attempted to seduce the creature and had been sucked inside, but was freed when the killing blow was dealt by Code. Leaving the cave, the party found a note left by Namino to explain his leave from the party. Returning to the city, they seemed to temporarily disperse. Amaryllis travelled alone to the Thistlebrush Inn to gather peaches and then joined Ash, Code, and Lord Butterscotch at the Orcish Museum of History. Meeting with Urda again, they were given a slight tour of the exhibit depicting the Orcish tribe belonging to Ash's heritage. Additionally, Ash came to realize a figure she had found herself interacting with may be more than they seemed. Lord Butterscotch wandered off and the remaining party ventured outside the city briefly for Amaryllis to make an offering of peaches, which attracted the attention of her new ranger companion, Grimblo the badger. Once back within the city, Code suddenly disappeared, leaving nothing but a silver bell behind.
05
Arc I · The Baron's Daughter
A Meeting in the Cave
Last we left off, your group had made the acquaintance of Urda Sunsky, a researcher at the Redwind Orcish History Museum, who happened to have a hand in your hiring from the Baron. Deciding what to do with your captive bandit, you followed Urda's lead to the Prison. Entering what appeared to be a small holding area and office space, Code attempted to create a more pitiful story before Urda interrupted to tell the truth. Asking the desk worker for General Presora, there was a moment of respite before you were greeted by the man himself. He knew vaguely of you and allowed you to hold your captive within the jail, inviting you back to do some questioning of your own after they treated him. After informing him that one of the red blood bandits disappeared into a factory, you learned from Presora that it'll take some time to get paperwork done due to the owner of the factory having a past history with the guard. You were unfortunately unsuccessful in getting any gold in this exchange for the time being. After questioning the prisoner, you learned of a meeting happening in a cave not too far outside the city the next morning. With Code renting an Alchemist kit and Prometheus setting up traps, you settled in the cave for the night, waiting for the meeting. In the morning after some daily prep activities, three individuals entered the cave. The traps killed all but one, whom you left unconscious and had Prometheus set up an odd scene for. Additionally during this battle, Lord Butterscotch detected undeath on Penelope and after some questioning from the group Penelope told you that she is, in fact, dead. She also has another spirit inhabiting her body with her.
04
Arc I · The Baron's Daughter
The Red Blood Bandits
Last we left off, you had all made your way to the industrial district of the city, in search of a barrel of oil or other flammable substance. You hadn't achieved your goal, but instead found a crowd of people gathered amongst a group of people with dark red cloaks. After scoping the place out, a woman in a bright red cloak appeared and gave a speech about rising up against the royalty of the city, also known as your current employer. She claimed to speak for a group called the Red Blood Bandits. The ideals presented in the speech weren't too shabby, but were unfortunately ruined by racism as she expressed a view of supremacy of humans and elves. The crowd had seemed uncomfortable, murmurs of support for the Baron running through it, but it got a little hectic when a half-orc man near the front spoke up about how Redwind sits on the ancestral land of orcs. The woman offered to have a private conversation with him to, as she put it, sort out their differences, and he was seized by others in cloaks. After a rough combat, the woman in the red cloak fled into a building despite being caught in a barrel while one of the lackeys escaped down an alleyway. You did manage to capture one of the cloaked figures and though he drank a vial of black liquid, he is alive. In addition, the half-orc man's life was spared. You now all stand in the clearing, with the man coming out of the alleyway he hid in once he was freed.
03
Arc I · The Baron's Daughter
Redwind Interlude
Last we left off, you had all made your way to a bandit camp located in the forest beyond the city. Lord Butterscotch, Nomino, and Ash became better acquainted with a wererat and extracted little information out of him before Lord Butterscotch branded him with his shield and let him flee. The rest of you looted the camp. Upon returning to Redwind you all scattered like a bunch of white ladies to the wind; berry picking, shopping, and grabbing some late lunch at a vegetarian restaurant. Aside of course, from Code, who inadvertently tried his hand at dumpster diving before connecting with his roots and freshening up in a bird bath. It is currently mid afternoon. The streets have quieted down since the lunch rush, with many people returning to work or otherwise. The sky is getting steadily more cloudy and it looks as though it may rain before the day is through.
02
Arc I · The Baron's Daughter
First Contact
[Session Recap Not Found] — Best Estimation: It looks like the party went to a small bandit camp and took some people out. I believe they were given the location of the camp by the Baron, as a few of the camps are known to the government of Redwind.
01
Arc I · The Baron's Daughter
The Baron's Commission
[Session Recap Not Found] — Best Estimation: The party arrives at the Baron's Manor with two other groups. The other groups seem pre-established while in the party's group, nobody seems to know each other. The Baron of Redwind, Kirlis Redwind, is rather new to the role in terms of Elven history, having only been in power for about twenty years. He thanks the group for coming and explains the situation, that his daughter is missing. While the other two groups are being sent to check out more distant leads, the party will be investigating a group of bandits that have plagued Redwind for years and have recently been amassing more force. With that, the groups are cut loose with the promise of 500 gold for each party member of the party that brings his daughter home.