Uladh

6 / Family/I'll Miss You
Session 6

Theme Song: Return of the King – The Lord of the Rings: Return of the King OST

Party Members:
Lord Alexander “Pendragon” Ma’Lamuse Gallagher
Brenna Pravost
Macsen Arkwright (AKA: Grant Wickersham)

New NPCS:
None

New Settlements:
None

New Locations:
None

New Items Acquired:
None

As the first battle with the Kingswalker ends, Brenna, Macsen, and Alexander give chase to the creature as it escapes through a hole it created in the wall. The three head up toward the roof to gain a vantage point in order to track the horrid aberration. Brenna is able to spot the creature heading into the woods between the castle and the town and warns Alexander and Macsen. Alexander then grabs Macsen and uses Gol’Dar’s Gauntlet to grip the wall so the two of them could land safely on the ground and give chase once again.

Alexander and Macsen finally catch up to the Kingswalker after it had fled into the back alleys of the city. The Kingswalker protected itself by mind-controlling the three Kingsguard that had rescued Alexander in the past. Begrudgingly, Alexander rushes into the fray in an attempt to keep Macsen and civilians from harm. Macsen takes on two of the controlled Town Guards successfully on his own. Brenna joins the fray shortly after the fight starts and is able to take on a Kingsguard on her own while also firing arrows into the Kingswalker. Alexander falls in battle right as Lord Caiden shows up with three Vermilion Jackals at his side. Two of the Jackals take care of the Kingsguard that downed Alexander while Caiden and a Jackal nicknamed Batman take on the Kingswalker. In the middle of the fight, something surprising occurs, the Zweihounder joins the battle and awaits the orders of Brenna after ripping apart the Kingsguard that threatened her. Brenna gives the Zweihounder the kill command targeting the Kingswalker. The Zweihounder gleefully takes the Kingswalker in its jaws and pulls the Kingswalker apart starting from its legs. It promptly leaves after the fight; taking bits and pieces of the Kingswalker with it, presumably to consume them.

Once Alexander comes to, he and Caiden decide that it’s time to inform Donovan about what has been going on in the kingdom. Donovan is skeptical to learn that his father was dead and had been taken over by such a vile creature. Caiden and Alexander take Donovan to see what remains of the Kingswalker. Macsen manages to find Alroy’s necklace on the Kingswalker while inspecting it remains and provides the evidence to Donovan. After Donovan’s mourning, Caiden and Alexander also inform him about the familial predicament. Donovan is still saddened, but relieved to find that he has more family than he thought.

After a few long talks, the group decides to tell the people of Brigantia what has transpired. They provide the corpse of the Kingswalker and their noble word as evidence. The people seem confused at first but accept the information as it is, trusting in the Gallagher name. Alexander decides it it time for him to resettle in Brigantia, feeling guilty that all of this madness transpired as he left from the city on his quest. He stays with his newfound family, never forgetting what the Ma’Lamuses did for him and what they meant. The Kingdom of Cenel Conaill now has a new King, Donovan, with his newfound uncle Alexander as his Military Adviser and Lord/Uncle Caiden as his Financial and Foreign Adviser. Before Macsen and Brenna have a chance to leave Brigantia on their journey, Alexander gives orders to outfit them in the best armor they can conceivably wear created by Brigantian military craftsmen. Brenna and Macsen say goodbye, but not farewell, to Alexander; wishing him luck with his new place in the world.

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5 / Beyond the Veil of Lies
Session 5

Theme Song: Jiyuu no Tsubasa – Linked Horizon

Party Members:
Brenna Pravost
Alexander “Pendragon” Ma’Lamuse
Macsen Arkwright (AKA: Grant Wickersham)

New NPCS:
None

New Settlements:
Brigantia

New Locations:
Brigantia

New Items Acquired:
None

While Brenna, Alexander, and Macsen are on their way to Brigantia, the three decide that it is time to camp and share their own stories. Brenna talks about her parents and how she thought they were dead, but instead they’re working on one of the O’Donnell farms to pay off their overwhelming debt. Brenna is happy about the fact that they’re alive, but wishes they didn’t have to work off such a staggering amount of money. Macsen shares with Brenna that he also has a “bond” with the O’Donnell family in way of being framed for the murder of their men. Macsen speaks about a man named Jean Dasch who has framed Macsen for the murders he committed. Alexander finally shares his own backstory, what Macsen and Brenna had been wondering about for a while now. Alexander tells the story of his family in Lemavi and how the town was ruled by bandits. He also speaks on the townsfolk’s rebellion and how they were all slaughtered except for him. After the three had settled, they slept for the night ever closer as friends.

The long road to Brigantia passed without hindrance and the three arrived safely. Macsen went to the library in search of information regarding the curse of Old King Vortigern and a spooky, lithe figure that followed him. Macsen stumbles upon some old books, but finds nothing particularly relevant to his plight. Upon requesting help from Maicah, she has Emilio write up a letter regarding Macsen’s permissions to sift through the books in Brigantia’s famous Archives. Macsen goes to the Archives to search further for the information regarding Vortigern and this strange being, and finds little more than history books regarding the castle itself and Vortigern’s history as a mad king. Macsen asks a librarian Nöt Impôrtænt for help in his search. Nöt Impôrtænt brings out an ancient-looking book as a reference. Nöt Impôrtænt states that he has been researching strange phenomena such as Macsen’s curse for years, but has never personally encountered the being that haunts Macsen himself nor does he have relevant information regarding the significance of the number three. Macsen thanks Nöt Impôrtænt for his time and promises to take note of whatever this creature may do to further Nöt Impôrtænt’s research.

While Brenna went off to look for Seimon and N’Arak, Alexander went to check up on King Alroy, Prince Donovan, and his fellow Kingsguard. Alexander goes to his room in the Barracks to fetch his spare suit of armor to replace the shambled armor he’s currently wearing. A squire carries off the shambled armor to the Royal Smith for repair, along with Gol’Dar’s Gauntlet for cleaning. Alexander asks around for Donovan and is pointed in the direction of Donovan’s private quarters, where he’s frantically writing and sifting through sheets of papyrus calculating budgets. Donovan gives Alexander a brotherly hug upon realizing who he is, and speaks about the happenings in the Capital on Alexander’s request. Alexander also asks Donovan if he has noticed his father acting strangely, but Donovan had noticed nothing of the sort since his dad had only been back for a day from a long journey. Donovan points Alexander to the Mess Hall, where Alroy is eating his dinner alone. Alexander and Alroy speak on Alroy’s travels and other small talk, then Alroy takes his leave for bed. Strangely enough to Alexander, Alroy has guards escorting him, something that isn’t normal for him. Alexander peers through the shard of the Lens of Revelations and discovers that Alroy has a strange purple aura around him, a sign of an Aberration. Alexander then heads toward the Inn to call upon Lord Caiden and the Vermilion Jackals to share what he’d discovered. Caiden and Alexander discuss several plans, but ultimately decide that it’d be best to include Brenna, Macsen, and Black Dawn in their plans. The group in its entirety meet three days later to discuss a course of action for defeating whatever Alroy had become.

During the meeting, the group discussed multiple plans of action spanning from a subtle coup to an all-out frontal assault. Though, the group decides to have a Ball instead. Making sure the entire group knows the layout of the castle, Alexander and Caiden position the Jackals for ambush while the others participate in the ball itself. Brenna is to dance with Alroy and subtly use the Lens of Revelations to cut him mid-dance. Macsen will be the doctor that treats Alroy, getting into his room for emergency care. Alexander participated by being the lead in playing a sick tune on his saxophone with Emilio surprisingly hitting the vocals. Brenna was successful in her ruse and she, Alexander, and Macsen all run to assist Alroy in his “time of need”. The three walk to Alroy’s room and are stopped by two Kingsguard, who won’t let any of them though for any reason. The three eventually convince the guards to step aside to examine Alroy for themselves. Macsen shoves the other physician aside to inspect Alroy for himself and discovers that Alroy has already developed a festering wound where the cut was. In an attempt to knock him unconscious, Macsen tries to convince Alroy to drink a concoction but Alroy refuses wholeheartedly and becomes increasingly angry. Alexander notices that it is unusual for Alroy to have such little patience and attempts to calm him down, being thrown across the room in the process. That’s when Alroy begins his vile transformation into his true from, the Kingswalker. The creature admits to have been wearing Alroy’s skin for the past fifteen years and proceeds to attack Alexander, Macsen, and Brenna in an attempt to kill them to keep its secret.

The battle rages as Alexander, Brenna, Macsen, and now Maicah try to defend themselves against this horrific monstrosity. Brenna makes a run for it to fetch Caiden and the Jackals to help evacuate the people after warning Emilio and Dunban of the fight. After what seems like hours of fighting, Maicah is slashed in twain. Before the party can mourn her, the Kingswalker begins to make its escape. Using his quick wit, Macsen uses his Tetherband to keep the creature in place. Caiden has his men evacuate the people while he rushes to the group’s side. After he enters, the Kingswalker begins to mention that he knows a secret of Caiden’s and Alroy’s between them and their father. The Kingswalker speaks about the events that happened at Alexander’s hometown, Lemavi, and how the events there were no accident. Caiden desperately tries to keep the Kingswalker from speaking as the Kingswalker mentions that King Gallagher had another child other than the Twins. He speaks of a child between King Gallagher and “an Elven whore” that needed to be hidden away for the sake of the King’s reputation. The Kingswalker mentions that Alexander is the King’s Bastard, the Firstborn Son, and Rightful Heir to the Cenel Connaillian Throne. Although his heart beats through his chest, Alexander shakes off his feelings and declares that no matter what has happened in the past, his loyalty will remain with the Gallagher family even moreso now that he knows the truth. The Kingswalker makes its escape and the group is left to mourn Maicah’s death, Emilio hysterical with sorrow and tears. Macsen then turns to his haunt with a theory in mind speaking the words “I wish this had never happened to her”, hoping to see some form of reaction from the creature.

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4 / I Solemnly Swear I Only Killed Nine Of Those Guys
Session 4

Theme Song: Heist – Lindsey Stirling

Party Members:
Alexander “Pendragon” Ma’Lamuse
Brenna Pravost
Macsen Arkwright (AKA: Grant Wickersham)

New NPCS:
Dristan O’Donnel
Jean Dasch
Old King Vortigern
Tiefling Guitarist
[[z?? | Unknown Entity]]

New Settlements:
Ebora

New Locations:
Ebora
Vortigern’s Keep
Catacombs

New Items Acquired:
Piece of Techbow #1
Piece of Techbow #2
Complete Techbow
Mordhau
Oculoid Eye
A Letter from Brenna’s Parents

After the events at Novium and hearing Lord Caiden Gallagher speak about the troubles at Brigantia; Brenna, Macsen, and Alexander start for the next town on their journey, Ebora. They, along with Black Dawn, acquire horses and head out of town. Out of the gate, Brenna spots a red-skinned man sitting on the side of the road playing a guitar. These men, known as a Tiefling, usually work underground in the Catacombs, Macsen explained. Macsen also goes on to say that Tieflings are generally second-class citizens and treated as such. As the group passed the Tiefling by, he asks for help with a monster in the Catacombs north of Novium. Fearing that something would threaten the townsfolk, the group reluctantly decides to help the earthdweller. The Tiefling leads the group to a cave opening into the Catacombs, and takes them to a small meeting area to discuss the creature. The Tiefling tells them that a strange creature attacked a group of workers down one of the corridors of the cave that they were expanding. Macsen spoke to and treated the only survivor of the attack, but the survivor could only remember that he was confused and couldn’t get a good look at what attacked him and the rest of his crew. Macsen deduces that it must have been the noise the crew was making that brought on the attack. The Tiefling that led the party down into the Catacombs mentions that they have to expand into that territory to continue their work. After the other men opened the path to the corridor, the group heads down deeper into the Catacombs to investigate.

Upon reaching the area in which the Tiefling workers were attacked, Macsen thinks up a plan to bait the creature out. Brenna, Alexander, and Black Dawn take positions to defend against the creature as Macsen hits the wall with a pickax. It takes a few times, but finally the creature shows itself. A humanoid with a drill-like head burrows from above them and prepares to attack, opening its drill-like head to reveal its teeth and eye. The eye of this creature, called an Oculoid, creates confusion and dazes its prey; and the group felt its power in full effect. Able to fight through the creatures deceptions, the group manages to slay it and take its damaged eye as a trophy. Emilio Ensley mentions that the eye can be sold for a fair price to an alchemist. The group then heads back to the Tieflings and tells them the area is now clear for their expansion. The Tiefling guitarist thanks them profusely and gives Brenna a piece of Magitech that looks like it can fit onto her bow. Brenna thanks him and slips him ten gold so he and the others might have a bit of a better environment.

Brenna, Macsen, Alexander, and Black Dawn continue their trip down the road toward Ebora until night falls. After establishing their campsite, the group settles down after a long day and a strange encounter. Alexander decides to finally take a look at the sword hilt he acquired from N’Arak‘s junk-pile. After Alexander inspects the sword, Brenna spots a horseman in the distance. She describes him as having glowing red eyes and a blade that glows purple, his head also adorned with a radiant gold crown. Alexander calls out to the man to see if he needs assistance. The horseman responds by running Alexander down with his sword and rides off into the forest. Alexander jumps onto his feet, mounts his horse, and begins to give chase to the mysterious figure. Brenna insists incessantly that she join him and, after a good bit of argument, Alexander allows it and the two give chase. Partway through the forest, the figure lets loose a black mist that neither Alexander or Brenna’s vision can pierce. Brenna heads back to camp to fetch the others while Alexander moves forward. Alexander reaches a clearing and can see a large Keep atop a hill in the distance. Once Brenna reaches the camp, she tells the others what has happened and they all pack camp to join Alexander. Once everyone has reached the keep, Alexander suggests making camp against Macsen’s wishes. After much debate, the group heads into the keep.

Upon their entrance, the group is met with a gratuitous amount of corpses littering the floor of the entrance hall. Investigation of the bodies suggests that these corpses have not been such for very long, thus making the group wary. Macen’s investigation of the keep revealed that it once belonged to Old King Vortigern, and so Alexander headed up to the Throne Room in hopes to confront the mysterious figure that attacked him before. When he entered the throne room, Alexander was met with the stench of death. A sword and a crown sat unmoving upon the throne. Alexander once again draws the sword hilt to return it to the throne as the specter manifested it self before him, blade drawn. A tense battle of life and death ensues as Alexander, Macsen, and Brenna are attacked by Vortigern and the corpses that once littered the floor. Black Dawn and Ian Murdock move to help defend them from the rest of the undead. Upon his defeat, Vortigern relinquishes his form, dropping his sword and his crown. As Alexander tries to pick up the sword, he senses an intense evil force emanating from it. Alexander requests that Maicah place a blessing on the sword to keep the evil at bay. Maicah tells him that she will need time and his aid in the ritual, and they begin.

Macsen and Brenna, along with Dunban Dropkick, proceed to explore another area of Vortigern’s Keep. A spiral flight of stairs led down a path into the basement area of the keep, blocked off by fallen debris. Shoveling around the debris for a bit opened up a small entrance to a room within the basement. Entering the room revealed a door with the same designs as the door underneath Fort Caderyn. When the three approach the door, the specter of Lord Vortigern reappears before them. Strangely enough, Vortigern summons a deck of cards and deals out tot he three of them. A hand of Blackjack reveals that winning lights a rune on the door, but breaking 21 damages the one who busts. Macsen wins three hands and Vortigern offers all three of them a card, drawing from the entire deck. Brenna draws a Jack, Dunban draws a King, and Macsen draws a 3. With this, Vortigern disappears with a hearty guffaw at Macsen’s low-number card. The runed door only partially opens, just enough to stick your arm through. Inside the door lay about five feet of space and a wall on the other side. Both Macsen and Brenna attempt to feel around the small opening and investigate the space. They only find that the space is empty. Trying everything under the sun, they attempt to open the door wider by force or appease it. Using the broken sword or Vortigern’s sword have no effect on the door and they give up.

Macsen, Dunban, and Brenna head back up the stairs to meet with the rest of the group. Macsen, feeling something leering at him, looks back at the door. A figure with a red skull and jet black body leaned from behind the runed door with a menacing grin. Macsen tries to ask the group if they see this strange figure, but it turns out the nobody but him can see the figure. The group sets up camp, outside the Keep this time, and turns in for a good night’s rest. Macsen anxiously looks around for the figure and finds it hiding anywhere it can, leaning around whatever object to stare at him and leaving Macsen’s sight once he gets too close. Bunking with Alexander for the night, Macsen sees the figure again hiding behind Alexander as he slept. Macsen then just attempts to ignore the figure and finally falls asleep.

The group reawakens and continues their travels toward Ebora. Along the way, Macsen continues to see the specter now haunting his waking life. The group arrives at a fork in the road, one leading to Brigantia and the other leading to Ebora. Black Dawn decides to split from the group since their business in Brigantia is urgent and say their farewells. Alexander, Macsen, and Brenna, ride on to Ebora – a large town surrounded by a natural lake with a floating bridge connecting the inner island to the land past the lake. Once they’re in the town, Brenna, Ian, and Macsen go to the inn to piece together Brenna’s Techbow. They’re able to put the bow together and Ian leaves to run some errands around town.

Brenna and Macsen are interrupted by a messenger asking for Macsen by name. Macsen reluctantly responds and men barge into the room and surround them both. When asked what the meaning of this intrusion was, the leader of this band walks in and introduces himself as Dristan O’Donnel; a member of the O’Donnel Family that Macsen owes a debt to. Dristan gives Brenna information about her family, namely that her parents are still alive and working off their debt in a work camp run by the O’Donnels. He informs Brenna that her parents are safe and that they will be kept that way until their debt is paid. Dristan also gives Brenna a letter from her parents. After speaking with Brenna, Dristan turns to Macsen and interrogates him about what happened the night twelve of his men died “mysteriously”; and tells Macsen that a man named Jean Dasch named him as a contact for his debt. Dristan gives Macsen an ultimatum: Find and deliver Dasch in a month, or work for the O’Donnels in their encampments. Macsen says he’s more interested in finding the man that pawned his debt off on him than he is working for the O’Donnels ever. Macsen also says he intends to kill the entire family once this is all over.

Meanwhile, Alexander heads out into town looking for information regarding the Bannerless Army or any other problems the town may face. Several townsfolk mention a strange beast to the northeast of town and then they mention that King Alroy is amassing an army for some unknown reason. This immediately catches Alexander’s attention and he grabs his horse, Macsen, and Brenna; riding off hastily to Brigantia to find out why Alroy is amassing an army and to stop him or it from beginning another war.

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3 / The Raid Upon Novium
Session 3

Theme Song: Blinded By Light – Final Fantasy XIII/Dissidia 012 Duodecim OST

Party Members:
Brenna Pravost
Alexander “Pendragon” Ma’Lamuse
Macsen Arkwright

New NPCS:
Maicah de Naeri
Dunban Dropkick
Emilio Ensley
Gol’Dar Skullsmash
Caiden Gallagher
Vermilion Jackals

New Settlements:
Novium

New Locations:
None

New Items Acquired:
Lens of Revelations
Gol’Dar’s Gauntlet
Gol’Dar’s Arm
Greatbow

After having cleared nearly the entirety of Fort Caderyn, Alexander, Brenna, and Macsen decide that it would be good to have a long night’s rest. Upon waking up, the three decide that it’s time to clear out the undead from atop the roof. Once they reach the roof, they are met with a volley of arrows and one of what seems like a spear. Brenna notices that one of the undead is wielding a bow no less than a foot taller than him, and is aiming it straight at her. Two of the undead exchange their bows for swords and charge the party. Alexander plants himself in front of Brenna and Macsen to prevent the undead from reaching them. After defeating the first two, Alexander runs out to slay the others, barely avoiding another volley. Brenna and Macsen follow as best they can while trying to avoid fire. Alexander finally reaches the Greatbow Archer and swiftly acts to fell the foe. Macsen flanks the enemy with Alexander while Brenna looses her own arrows and the fight is won. The three had cleared the roof. Their spoils consisted of the Greatbow and Greatsword that were once the giant undead’s and a box filled with Magitech tools that they assume belongs to Ian Murdock. They return the tools to Ian and stop for another night’s rest, proud that they made a historical site safe for travelers and tourists alike.

The party awakens the next day and begins making their way to Novium, the first stop on their journey toward Brigantia. While journeying, Brenna happens upon some tracks in the ground. Her curiosity overtakes her, against her better judgment, as she follows them to a cave in the woods. Entering the cave, she spots the bones of small animals and hears low growls from within the cave. Attempting to slither inside, Brenna makes an effort to quietly enter and is greeted by four wolves. Brenna uses her skills as a huntsman to show the animals that she is no threat and they leave her be, going back to devour a fresh kill. When trying to leave the cave, Brenna feels what seems to be a small tremor. She starts slowly backing out of the cave, but the tremors seem to follow her steps. Brenna fires an arrow into the darkness, hitting nothing but the rocks in front of her. After fully leaving the cave, Brenna quickly learns that she has tread upon the territory of the fabled Zweihounder. Brenna tries to run, but gets swiped in the back by the Zweihounder’s massive claws. She calls for help from Macsen using their own vocal code. Alexander and Macsen then quickly run to Brenna’s aid. Alexander is quick to put himself in between Brenna and this strange, twin-headed beast. In protecting his allies from this monster, Alexander loses his left eye, the Zweihounder rending through his helmet. Macsen and Brenna are able to defeat the beast in a joint effort and run to Alexander’s side. They are finally able to look at Alexander’s face to see what he looks like, seeing the scars and marks his body and face carry due to his past. Alexander tries to shove them away to keep them from further inspecting his face, but Macsen swiftly administers a sedative to be able to tend to the grievous wound. After making sure Alexander is taken care of, Brenna goes to the side of the Zweihounder. She attempts to calm and befriend the beast, only truly succeeding in the previous of the efforts. The beast lumbers off into the woods, knowing that the humans in front of it are no threat to it or its territory any longer.

After Alexander uses his abilities to help his wounds heal, the group heads back toward the road and toward Ian. Ian is found sleeping in a bush, and wakes to tell the group how inconsiderate they are for leaving him by himself for hours. Ian also informs them of a group of armored men that passed by on the road, the reason for his hiding. The group collaborates and concludes that these men could be none other than the men who ravaged Callaecia only days before. Alexander, Macsen, and Brenna decide that it’s time to make haste for Novium, cutting through the woods in an attempt to beat the armored men to the town. Brenna, Ian, Macsen, and Alexander make it to Novium to warn the guards and the people there. In their suspicion, the group decides that it would be better to go in separately in case some of the men made it before them and had already begun to take over. Macsen and Brenna approach first and, to their surprise, they are asked if they are refugees from Callaecia. The two play off the assumption and are granted passage into Novium while the guards inform them that the town is preparing for a coming raid. Meanwhile, as Ian and Alexander see Brenna and Macsen go in, they make their way to enter the town themselves using Alexander’s authority to easily gain entrance. After hearing about the preparations the townsfolk are making, Alexander heads to the local smithy to have his armor repaired; he is reluctant to be wearing civilian clothing because of his scars, but knows how important it is for a knight to have his armor. To Alexander’s surprise, the blacksmith treats him as if he were just another man, not taken aback by his scarification. When Alexander questions him, the blacksmith calmly replies that he understands that the life of a knight is an arduous one and that scars will be had. Alexander appreciated the thought and gesture more than the smith knew, he then heads to the On The Way Inn for a drink and some information gathering. Alexander hears rumors about a Woman in White that has recently stopped in town, the same woman who has warned the townsfolk about an impending attack. Alexander meets up with the others and exchanges information between them. After the interaction, Alexander is tapped on the shoulder by a civilian and told that he and the party should step five feet to their left. Upon doing so, a pile of lumber falls where they were once standing and are pointed in the direction of the Woman in White who beckons them over. An escort approaches them in her stead.

The woman’s escort introduces himself as Emilio Ensley and a burly dwarf as the legendary Dunban Dropkick. He then informs the group that he and his Madame were the ones that warned Novium of the attack through her visions. The Woman in White speaks, introducing herself as Maicah de Naeri explaining that she has clairvoyant powers. Maicah goes on to explain the situation that Novium is in, telling the group that these mercenaries have allied themselves with a local Gnoll tribe led by an alpha named Gol’Dar Skullsmash. Upon hearing this information, the group lays out a strategy to fend off the incoming raid. Macsen is to create a medic camp to help any wounded, Brenna will take charge of the archers along the walls, and Alexander will command the ground forces. Alexander spends the days before the raid training and encouraging the guards to fight for their lands while Macsen prepares the medic camp and brings people in as assistants; all the while, Brenna helps to prepare the archers and plays a little Dragon Chess in their downtime. Meanwhile, Ian also taught Macsen and Brenna the basics of Magitech Tools.

With the townsfolk prepared for the coming battle, everyone assists in setting up defenses and traps. As preparations are finishing, Brenna spots the coming forces on the Western horizon. Brenna, Macsen, and Alexander take their positions for the upcoming battle and prepare for the worst. As the army approached, Alexander and the spearmen beside him stood fast as he commanded “Loose!” to the archers above. A volley of arrows rained down upon the mercenaries and their gnoll counterparts, killing a few straggling gnolls. The army held position as one of the gnolls was revealed to be the leader, Gol’Dar Skullsmash. They made their way up to the barricades and pitfalls Alexander and the guards had prepared as some of the gnolls were tossed off onto the spikes below. Gol’Dar begins his clash with the Kingsguard in an attempt to break the ranks. Alexander holds his position to protect his people; with one massive blow and a shining blade, he cuts off Gol’Dar’s shield arm. Alexander allows Gol’Dar to give up and flee with his tail between his legs. Gol’Dar escapes only after being shot by Brenna with a roped arrow in an attempt to halt his retreat. Gol’Dar’s fellow gnolls cut him loose and they all flee past the horizon.

At the Eastern gate; Dunban, Maicah, Emilio, and the other guards defenses had been breach. Alexander, Brenna, and the Western Gate forces make their way into town to stop any more casualties. A large gnoll with metal claws in hand slashes away at Alexander and the guardsmen, killing one of the guards in the process. Alexander orders the other guards to flee to prevent any more casualties. As Alexander and Brenna fight off the forces, a third force joins the fray flying the flag of the Vermilion Jackals. The Jackals proceed to cut down the gnolls and mercenaries, chasing out the stragglers that remain. Alexander then demands to speak to the Jackals’ present commanding officer and is pointed in the direction of none other than Caiden Gallagher, Alroy Gallagher’s presumed-dead twin.

A heartfelt reunion is had between Alexander and Caiden. Alexander had grown up knowing the twins and their father. Though Alexander had many a question for Caiden, Caiden understood and asked Alexander to speak privately. Caiden informs Alexander of a dire situation in Brigantia. Alroy, the Alroy everyone knew and loved, is dead. Caiden tells Alexander this and Alexander responds with magics that forced anyone around him to tell the truth and tells Caiden to repeat what he said. Knowing that Caiden cannot lie, Alexander listens to Caiden with a heavy heart. Caiden proceeds to tell Alexander that when he left Brigantia, he turned back to see his brother be taken over by something foul. A being that he had never seen the likes of. Caiden hands Alexander a shard of the Lens of Revelations, telling him to go to Brigantia and see for himself. Caiden explains that the Lens of Revelations was used to reveal the true nature of anything the user peered at through the lens, now shattered into naught but shards. Caiden then tells Alexander about a plan to kill the creature in the shell that was once his brother. Alexander takes the shard and tells Caiden not to do anything rash and to remain hidden until he can investigate things for himself and help come up with a plan that doesn’t involve murder and treason.

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2 / Vile Creatures, an Ancient Man, and a Strange Machine
Session 2

Theme Song: Vegnagun Awakens – FFX-2 OST

Party Members:
Alexander “Pendragon” Ma’Lamuse
Brenna Pravost
Macsen Arkwright

New NPCS:
Ian Murdock
N’Arak

New Settlements:
None

New Locations:
Underground Cavern

New Items Acquired:
Tetherband
Cold, Non-Reflective, Broken Sword
Broken Techbow
Strange Mushroom Samples
Grasping Moss (Grasping Marauder) Samples

The party walks into Fort Caderyn from their camp nearby. The party finds some strange mushrooms inside of the fort. After inspecting the mushrooms Macsen collects some for experimentation. The party explores the first floor of Fort Caderyn and comes upon four small doors, one large door at the end of the hallway, and two staircases. When checking the doors Brenna hears something walking behind one of the doors and goes upstairs to peek through the rubble. Brenna an abomination like nothing she’s ever seen before and calls Macsen to help her try to identify the beast. Neither of them have idea what this monstrosity could be. Avoiding confrontation, they leave the room and begin to inspect the other doors downstairs. Alexander is left downstairs to guard the door the creature is in. Brenna stumbles upon a room of undead creatures, some covered in moss. She immediately backs out and Macsen calls Alexander, as the creatures attack. During the battle the party discovers some of these creatures have the ability to control the moss around them, grabbing and slowing them. Despite being outnumbered they manage to defeat them, but not without injury. Macsen goes to check on the abomination from the floor below, worried about the noise they’ve just made and is dragged down. Alexander and Brenna position for a fight, Brenna shooting from the rubble above and Alexander barreling through the door below.

After the encounter Macsen proceeds to examine the body and take samples. Brenna goes back to the room the undead were in and sees something move out of the corner of her eye. After panicking and calling for help, Macsen comes into the room and lifts the bed, finding a sickly man. Macsen cleans and dresses the mans wounds, breaking down the bed and turning into a gurney for Alexander to carry him back to camp. The man says his name is Ian Murdock, and informs them there is someone still in the Fort named Charlotte that he refuses to leave without. Macsen continues conversing with Ian, who reveals he is Jugdrali, and thus very far away from his home. The group goes to search for Charlotte, and leaves Alexanders horse with Ian to keep him safe. Inside, Brenna finds a dark tower with a stone staircase and at the top, the roof of Fort Caderyn littered with shadowed figures, one standing around 7 feet tall with a bow even larger than him. She immediately heads down, saving the fight for another time but informing her friends. The group heads to the second floor and heads to large door after clearing the moss. Brenna picks the lock and when they open the door are affronted by the creature believed to be the origin of the moss covering Fort Caderyn and more undead under it’s control. It is at this time the party also realizes the mushrooms around the Fort were working as an alarm system.

After the battle, Alexander, Brenna, and Macsen explore what remains of the second floor. They discover a hidden passage behind the bookshelf in the King’s Chambers. The passage takes them from the King’s Chambers to the Throne Room, which was behind the previous door they couldn’t open on the first floor. Behind the throne, Brenna discovers a small indention and presses a button inside. Beneath the throne lay another hidden passage with a ladder leading down. When the group all reaches the bottom of the ladder, they find themselves in what seems like a storage basement. A large statue of a Knight stands before them, greatmaul in hand. Nobody knows just what this knight is, but upon closer inspection and study, Macsen discrens that the knight is made of ancient Magitech. Macsen states that this Magitech may even predate Jugdralian magitech, something ancient in nature. As Alexander approaches, the knight makes an advance of its own with arm outstretched, seemingly asking for something. Macsen hands over the Magitech Object they had previously found.

The Magitech Knight proceeds to use the object to open the door to a vast tunnel and cave system. An elevator then takes the party down to what equates to a large underground island; in the middle stands a large machine. Curious at what this machine can do, Macsen begins to fiddle around with it while Alexander and Brenna explore the cavern. Macsen places his hand on the surface of the machine and it lights up, revealing a lever to his right. He calls the party over and pulls the lever, activating some kind of function that shakes the earth beneath them. Hoping that this wasn’t also affecting Fort Caderyn and Callaecia, Alexander and Brenna rush back up to the surface only to be stopped by a strange hooded figure.

The magitech door shuts behind them and the knight hands Brenna the magitech item and guards the path yet again as they follow this hooded figure down a side tunnel, hoping Macsen isn’t trapped in the cavern for eternity. The figure reveals that his name is N’Arak, and that he has been here since The War of Might and Magic. Brenna and Alexander question N’Arak about his past and he seems to not be able to remember everything. N’Arak thanks Alexander and Brenna for clearing out the monsters that kept him trapped in Fort Caderyn, and gifts them with a strange wristband from his massive pile of collected items and knickknacks. Brenna dons the band but can’t seem to work it and upon asking N’Arak, he has no advice to give because he doesn’t even know what it is. After further conversing with N’Arak, Alexander and Brenna learn that N’Arak was a soldier that died in the War of Might and Magic, but has been revived and given eternal(?) life by some unknown force. Meanwhile, Macsen tries to figure out if there is a way to shut down the massive machine, to no avail. After inspecting and fiddling with as much as he can, Macsen decides it’s time for a strategic retreat before things get any uglier than what they already are. Macsen rides the elevator up to the magitech door, but discovers he cannot open it by his hands. So instead he uses one of his magitech tools, tracing the same pattern the knight used to open it and opens the door for himself. The knight moves out of his way and closes the door to the chambers after Macsen has left. Macsen meets up with the rest of the party outside of Fort Caderyn, where they speak to Ian about what they’ve found and what N’Arak has given them in return for clearing the place of monsters.

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1 / The Doctor, the Thief, and the Kingsguard
Session 1

Theme Song: The Battle – Harry Gregson-Williams

Party Members:
Macsen Arkwright
Brenna Pravost
Alexander “Pendragon” Ma’Lamuse

New NPCS:
Brandon Glyndwr
Bandit Leader

New Settlements:
Callaecia

New Locations:
Fort Caderyn
Macsen’s Shack
Coslett Mansion

New Items Acquired:
Unknown Magitech Item

During the late morning, Brenna is out on a scavenger hunt. Hearing voices not too far away, she sneaks her way through the brush and spots a small group of bandits murdering a man in cold blood. As they walk away to mumbling about an object, Brenna checks on the man hoping for signs of life only to be disappointed. On her way back to town to inform the guards Brenna stumbles upon a sack containing what she can only assume was what the men were looking for. As she pockets the Unknown Magitech Item, the bandits have snuck behind her, inquiring about the object. Brenna panics and flees and the bandits begin to chase. Brenna quickly flees to the open plain and runs across the path of Alexander, a Kingsguard who was traveling on horseback with men he met on his way to Callaecia. Alexander, upon seeing this girl fleeing from her oppressor’s joins the chase. When the bandits notice that Alexander is a Kingsguard, one of them attempts to jump on his horse. Alexander deftly takes control of the reigns and turns quickly enough to throw the man off of his horse and continues to run toward Brenna. Upon catching up with Brenna, Alexander lifts her up onto his horse and asks just what she had stolen to make five men chase her. The other bandits begin to catch up and Brenna is able to fire an arrow into one of their legs, slowing him down. The other bandits separate and flee the scene. Alexander and Brenna return to the man who got thrown off and Alexander heals his wound just enough to stop his bleeding. Brenna is shocked and asks for an explanation, but Alexander offers nothing of the sort.

Alexander and Brenna take the man who got thrown off the horse to a local doctor by the name of Macsen. When they arrive, Macsen attempts to ignore Brenna’s pleas to enter his old shack. Alexander commands him to open the door by order of the King’s Guard, and therefore Macsen had to comply. After Macsen finishes resetting and sewing up the bandit’s leg, Alexander uses his ability to heal the man’s leg once again. Brenna again demands an explanation and Macsen explains that some men of the Knight’s Guard are Paladins, warriors of light that have the ability to heal and protect. After a rather detailed explanation of Paladins and their abilities, Macsen identifies the object as something related to Arcanite. After acquiring this knowledge, both Macsen and Brenna become interested in the item and where it comes from. While discussing their curiosities, the bandits attack and break into Macsen’s home.

The battle persisted until the bandits were either all unconscious or had fled the scene. Alexander and the others try to interrogate them to no avail and simply call in some of the towns guard to take them to jail. When Brenna tells Alexander about the dead man in the woods, he leaves to go fetch the body to give the man his last rites and to notify his family while Brenna and Macsen go to search around where she found the Unknown Magitech Item. Alexander finds the man’s body and wraps it in his cloak while Brenna and Macsen find nothing of interest. Brenna and Macsen begin making their way toward Callaecia, a small town on a lake. As Brenna and Macsen arrive in town, Brenna stops to ask one of the town guard, Brendan, about the large group of travelers wearing similar clothes to those of the bandits. Brendan talks about how the town has had an influx of these immigrants in the past few days, but with a lack of information on them it could only be assumed they’re just travelers and those who attacked them were simply bad eggs. Alexander catches up and proceeds to ask him if he knows the dead man at all. Brendan responds with a shake of his head and suggests asking the other townsfolk or just taking him to the guards to let them bury him. Alexander asks around town and eventually hands the body over to the guards to be buried. Afterward, Alexander asks the guards if they had heard anything about the Vermilion Jackals, a rebel group who believes Caiden Gallagher should be king in place of Alroy Gallagher. The guards state that they’ve heard nothing about any rebels and Alexander gives up the questioning. Brenna goes around and begins to snoop the conversations of the immigrants, but finds no important information. The crowd begins to head towards the lake and Alexander follows though the crowd. When Alexander uses his Detect Evil and Good spell, a man with shaggy brown hair is labeled Evil and Alexander calmly pursues him. The man begins crossing the lake and Alexander follows him as they both enter the ruins of an old stronghold, Fort Caderyn. Alexander is then ambushed by the shaggy haired man and a group of his friends. Brenna and Macsen come to the rescue and assist Alexander in the fight for a victory and capture half of the bandits and their leader.

Alexander interrogates the bandits and demands information on the Vermilion Jackals. As it turns out, the bandits know nothing about any group by that name and Alexander offers mercy in exchange for cooperation. The bandit leader informs the group of a letter in his back pocket, Brenna searches the bandit and finds said letter stating that they were on a manhunt for someone by the name of Macsen Arkwright, and a peculiar circular object, by a family named the O’Donnells. Macsen immediately recognizes not only his own name, but the O’Donnells name, and attempts to flee the scene. In an effort to keep Macsen from fleeing Brenna chases Macsen outside and begins to beg and plead with him to explain and stay as Alexander grabs the boat Macsen tried to escape on. In their bickering; Alexander, Macsen, and Brenna fail to notice that the town of Callaecia had gone up in flames.

As Alexander, Macsen, and Brenna get back to town, they notice that horsemen in heavy armor have begun marching into to town. The town guard’s vain attempt at fending them off gets them slaughtered, but the armored men seem to have no interest in killing innocent civilians, only those who oppose them. The men on horseback turn to notice Alexander and give chase to kill a man of the King’s Guard. Macsen and Brenna are able to get on Alexander’s steed as they flee from the men straight to Macsen’s shack. Brenna looses arrows into the men’s horses to slow them down, knocking a couple of the horses down and the men off their steeds. The group gets back to Macsen’s house when Brenna mentions wanting to check on the Coslett Household, the family she’s been protecting for years. Alexander offers to rush over and check up on the family and finds that they are safe and discussing laying down all arms in front of the oppressors. Meanwhile, Macsen sifts through his personal belongings to grab the Unknown Magitech Item and his own supplies, and proceeding to set the shack ablaze to cover his tracks. They all meet up on the road and begin to head toward the capital of Cenel Conaill, Brigantia, to warn King Alroy and the King’s Guard of the impending rebel attack. The group decides that it would be best to rest nearby with the day they just had, and settle on making camp in the ruins of Fort Caderyn.

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