A Garden of War

The Temple of the Flowing Form
Campaign: A Garden of War

TheTempleoftheFlowingForm.jpg

Session Summary

The 5th Mace of Summer’s Rising

  • The bodies of goblins still twitched at their feet as the party quickly looted their corpses, not wishing to linger here for long. Soon, the group was off again, the Guild Hall in which Cyric’s friend Asgrim was hidden, stood a ways off, but within view.
  • They closed the distance and ascended the wide steps before the once great building, which now sat mostly in ruin. Still, the front of the building housed smaller rooms that were less prone to collapse. This, is where Asgrim had been stashed. They found the paralyzed dwarf hidden amongst the rubble. Cyric lead the way and introduced the party to his friend, who introduced himself as Asgrim, the battle-bard. Cahal insisted on saving the neutralize poison spell they had found, and instead cast the spell on the dwarf. Soon his toes wiggled, his knees quivered, and Asgrim stood, shaking off the tingling, and thanking these adventurers for helping him and his friend.
  • After some more introductions and understandings, the group headed out, once again a party of six! They moved south along the basin’s lip, a high road that lead them back through avenues and lanes of crumbled dreams. Sarien withdrew his map once again, and noted several locations as they gained different vantage points of the city.
  • The group continued south through the trade district and Sundancer’s Plaza, until they reached the Temple of the Flowing Form. The building stood mostly in tact, but an eerie presence was felt there. As the group approached they noticed the front door to the temple was open, something blocked it’s closure. A closer look revealed it to be a leg of the humanoid variety. Cyric and Asgrim bravely approached, and slowly pushed open the door.
  • Before them lay the bodies of a half-dozen men, rotten and dead for some time. At the back of the room, between two staircases, were four banners, each decorated with a different animal: panther, crane, mantis, and snake. Beneath the banners stood two clay statues, terra-cotta soldiers wielding swords. Asgrim stepped inside to flip over a corpse, when the soldiers animated! The party defeated the golems with relative ease and continued examining the bodies. Most interesting was a bag full of ‘trinkets’ that Sarien recognized as elven make, likely looted from elsewhere in the city. The item all had one thing in common however, they all had some sort of geometric quality to their shape or appearance. They wondered if there was any connection to their ‘tri-cube’ clues they’d gathered elsewhere. The group continued on
  • The next room revealed a stagnant and rank bath, a corpse floating within. Blood drag marks suggested this to be another of the adventurers. Cyric nearly touched the corpse before Andriel shouted out, warning him the body was infested with “rot grubs”. They decided to leave the body alone and continued. Next they entered a room that must have been the armory, though it was now nothing more than an empty room of racks.
  • Continuing, the group came to a courtyard, in which a rock-garden was set. At it’s center, a massive rusty bell stood watch. The group moved past the bell cautiously. Several of them heard a slight ‘ringing’ when suddenly Sarien collapsed in pain, others heard a painful explosion of sound, and others yet heard nothing. Asgrim had had enough, and charged the bell, knocking it over with a mighty slam. The bell landed in the gravel below, and harmlessly rolled to a stop.
  • The group healed and moved on through several dormitories. They found a box of traditional elven marriage bands, but decided to leave them in their place. Next they entered the dojo, and though the room was large and ominous, nothing assaulted them. To either side of the dojo, the kitchen, and an empty room with only a stone bed at it’s back.
  • They moved up some stairs found in the dojo to the second floor of the temple. They found a scribing room, though the scrolls they sought weren’t kept there. Next there was a meditation room with a shrine to the elven nature god. After that, a dining hall with a massive tapestry, depicting Master Taitan’s heroism when he scaled the Silvershear Mountains and defeated a mighty dragon alone and without a weapon.
  • The group entered what seemed to be the last room of the temple. The room had a high domed ceiling with a hole at it’s center. The noon sun blazed through the hole, casting beams downward. At the center of the room sat a resplendent chest. Four pillars supported the high ceiling, and at the corners of the room stood tall stone tablets set against the walls, each depicting the same four animals from the foyer. The group got in position around the tablets and Sarien opened the chest. The scrolls seemed to glow from within.
  • In a thundering crash, the tablets slid downward revealing forms within. Siting in a meditative position, the four zombie sensei seemed almost at peace, until they opened their hateful eyes to see the living before them. The sensei were clearly undead, but they chanted mantras of their forms in dusty croaks. Each sensei employed a different animal aspect, but despite their martial mastery, the party prevailed!

XP Breakdown

Creature Name CR XP # XP
Terra-cotta Soldiers 6 2,400 2 4,800
Rot Brubs 4 1.200 1 1.200
Thundering Bell Haunt 4 1,200 1 1,200
Zombie Sensei of the Pather 8 4,800 1 4,800
Zombie Sensei of the Crane 8 4,800 1 4,800
Zombie Sensei of the Snake 8 4,800 1 4,800
Zombie Sensei of the Mantis 8 4,800 1 4,800
Subtotal 26,400 / 6
Total 4,400xp
View
Irador, At Last!
Campaign: A Garden of War

Rings2.jpg

Session Summary

The 4th Mace of Summer’s Rising

  • The party stood over the corpse of their fallen comrade Saeros as the rain of the monsoon came down around them. Concerned that the monk may be awoken from his eternal sleep by the curse of the forest, the party members blessed his remains in their various methods, and put their fallen friend in the ground. Sarien kept the monk’s temple sword, and swore an oath to see his quest completed. The group agreed, they would seek out the scrolls within the Temple of the Flowing Form, and would return them to Saeros’s former sensei, Master Taitan.
  • Seeing such a great adventurer fall in battle, Lorren questioned his coming in to the forest, and immediately packed his belongings, and apologetically informed the group that he would not be entering Irador. He wasn’t cut out for this sort of thing. He assured the party that he would make his way back to Brokenbridge safely, tipped his hat, and strode into the darkness.
  • Two swords down, the party made their way back to the river. The water had receded some, but still rushed by violently, intensified by the storm. The party found it’s crossing no trouble though, as they used various methods of teleportation, planar-jumping, or wild-shaping to reach the other side.
  • The party walked for another hour until they reached the bluffs of the basin in which Irador sat waiting. The night was fast approaching, so the party decided to set up camp for the night and get some sleep.
  • During the first watch, Taranath heard an approaching being, metal scraping, and muffled cursing. Coming into view, a heavily armored dwarf huffed. Taranath called out and the two exchanged questions. The dwarf’s name was Cyric, and he had come into the forest with a party of dwarves bound for Irador. They’d been attacked by goblins, and only two dwarves remained. Cyric was currently alone while his companion Asgrim laid within the cities ruins, paralyzed by goblin poison. The dwarf was now in search of a satchel full of potions they’d lost when their cleric was slain.
  • After some discussion, the party offered to help these dwarves in need, though they’d need rest before entering the city. The group debated more and finally decided to sleep tonight and return in the morning. Campfire discussion lead to Cyric explaining his quest, the legend of the Furyforge, and the mission he’d been sent on by an old dwarven general. They’d been sent with one clue, a sketch drawn by a mad dwarf, who’d lost his wits in the depths of the Furyforge. Everyone was stunned to see it was the same geometric shape they’d learned of during their visit to Sunny Meadow’s , a “cube-within-a-cube within-a-cube”. No one knew what it meant, but the connection bolstered their resolve, and the belief in their quest.

The 5th Mace of Summer’s Rising

  • At first light (which is still very dark in the deep forest), the party rose and searched for the lost satchel. Despite Cyric’s confusion over the bag’s location, the group eventually found it, and the contents within, which included a potion of poison neutrality.
  • They made their way toward the city, eventually reaching a great gateway. A monolith of stone stood before them, carved in the likeness of a great stag. In the place of horns, a massive tree’s branches reached from the creatures head. Sarien withdrew the map his mother had penned for him, and told the party that this was the Gate of Antlers, the entrance to Irador. They stepped over massive doors, now de-hinged and fallen, and descended into the city.
  • Before them, a sprawling city of stone peeked out from treetops, now long overgrown. There were also great clearings that the forest had not yet reclaimed, in which avenues ran. Cyric told the group that his friend was stashed in the Guild Hall, and lead the way their.
  • More than once a party member detected movement, only to not quite catch its form, though they were certain it was smaller than a man. Soon, they realized they were being surrounded, and hurried their pace.
  • Their suspicions were soon confirmed as a group of goblins descended on the party! Fire bomber goblins threw alchemical fire from the ruin-tops, feral gnasher’s sprung from doorways, and an armored group with a drumming accompaniment marched around the bend. The group fought for their lives alongside their new ally, who proved to be a formidable defender. In the end the party prevailed, slaying these descendants of those who destroyed the city two decades ago!

XP Breakdown

Creature Name CR XP # XP
Crossing the River 4 1,200 1 1,200
Goblin Officer 6 2,400 1 2,400
Goblin Fighters 4 1,200 2 2,400
Goblin Firebomber’s 6 2,400 2 4,800
Goblin Gnasher’s 5 1,600 4 6,400
Goblin Skalds 5 1,600 2 3,200
Subtotal 20,400 / 6
Total 3,400xp
View
The Bridge to Ruin
Campaign: A Garden of War

TheBridgeToRuin.jpg

Session Summary

The 3rd Mace of Summer’s Rising

  • The ruins of the elven house grew dark as the flames of the witchfire and her cursed children winked out. Saeros immediately stomped off into the treeline, cursing mantras under his breath as he tried to regain his balance. Taranath now understood what the party had faced, and explained the haunt, and how they work, to the party. Andriel was quick to dig into a pile of rubble beside the house, claiming he had seen the cellar door barred in his vision. Removing the stones, they found the door, much as he and Cahal had seen it, and still barred. The group healed up and opened the door.
  • In the dark of the cellar, crept the father and son of the witchfire the party had just defeated. Eventually defeating the revenants, the group looted the cellar to find many potions, scrolls, and even a hidden door with wonderous items within.
  • Taranath explained that revenants were a type of undead that lingered only until their murderer is killed. Strange, the party thought, that these revenants still lived, when surely the goblins who’d attacked the house had long ago died in the forest. Perhaps there was someone greater behind the Goblin War, the party guessed.
  • The group decided to sleep at the ruins that night, as the earlier spotted storm clouds now began to dump their contents into the lush forest. Lorren cast his tiny hut for shelter. Saeros insisted on sleeping outside.

The 4th Mace of Summer’s Rising

  • The party rose and broke camp, making their way back to the road they’d strayed from. Breaking the crest of the hills, the group began to descend into the valley in which Irador lay hidden. A break through the trees and a steep slope afforded a view of the valley, and what the group thought where large areas clear of trees, where they hoped the city ruins sat in wait.
  • Eventually the group reached the valley floor, in which a river rushed by, swollen by the rains. The group moved a ways and spotted more ruins, this time, what appeared to be a ruined bridge. These ruins seemed to be inhabited by the living, albeit only for the night. A party of adventurers sat around a camp fire, an archer kept watch, and a wizard looked through his spellbook near by. Andriel recognized one of the men in the group of be Jovial Jack, the hostage who’d escaped on the day the party first met (see Season’s Shift).
  • Watching the group for some time, Jack gathered what looked to be bags of loot from his fellow adventurers, and brought them to the wizard, dumping them on the ground before him. The wizard gave the items a look, and shook his head, as if none of them were “the right one”. Jack complained that they’d been here for days, and don’t even know what they’re looking for, then stormed off back to the campfire.
  • Saeros had heard enough, and rushed in, starting the combat. The group fought bravely, and with great wit. Saeros faced off against a mighty half-orc barbarian, who despite his prowess, couldn’t even seem to hold on to his weapon against the monks deft hands. Strategic spells and tactics left the enemies staggering, when Saeros made a slight misstep to which the barbarian answered. With four mighty blows, the half-orc cut down the monk, taking his head with the final swing.
  • Cahal had noted the waters of the river rising, and screamed to the party before his ally was cut down. Despite the threat of flooding, the melee continued until the last of their enemies was slain. The druid, still in the form of a bird, retrieved the slain monk’s head, as his allies hauled the body to dry ground as the corpses of their enemies were swept down-steam by the swollen river.

XP Breakdown

Creature Name CR XP # XP
Revenant 6 2,400 2 4,800
Jovial Jack 9 6,400 1 6,400
Double Axe Fury 10 9,600 1 9,600
Blackscale Sorcerer 9 6,400 1 6,400
Green Warden 8 4,800 1 4,800
Iconic Cleric 7 3,200 1 3,200
Subtotal 35,200 / 6
Total 5,866xp
View
Flames of the Past
Campaign: A Garden of War

witchfire.jpg
Session Summary

The 3rd Mace of Summer’s Rising

  • After defeating the grappling stump-beast, the party continued onward, following the brook Farlock had lead them to at the entrance of the forest. Cahal surmised that they were heading north, and would soon have to turn west to head toward the ruins.
  • The group traveled slowly through the underbrush, spotting goblin tracks crossing their own path, and heading toward the ruined city. The group chose to keep on their course, and nearly walked into a patch of deadly poison oak before Cahal screamed out a warning. Circumventing the poison oak patch, the group then encountered a pit of quicksand which had trapped an unfortunate goblin. The party decided to leave the goblin to his fate, and continue forward.
  • Some ways later, the day beginning to darken, the group spotted a statue. Despite the statue being defaced by goblins, Andriel knew this to be the image of King Ladorian, the last king of the Viridian elves who died defending Irador during the Goblin War. Andriel also knew that the elves of Viridia adorned the road to Irador with statues of their rulers and other elegant architecture, and thus suspected that they had found the path to the city. Overgrown and nearly impossibly to see without intent, the road lay hidden beneath the forest growth.
  • The group turned west toward Irador, crossing a nearly flooded bridge with great care. They traveled several more hours, moving slowly to stay on the road, and occasionally seeing statues along their path. As night fell, the party began to set up camp, but spotted what appeared to be torch-lights passing through the woods. The stealthy members pursued the lights until they were lead to the ruins of an elven structure, perhaps a house. At it’s center, a single rusty lantern burned bright.
  • The rest of the group was brought forward. Several members heard the faint sound of children laughter in the woods, though it seemed random and impossible to pinpoint. The party moved up and poised themselves for battle, as Taranath approached the lantern.
  • The summoner studied the lantern for several minutes, using multiple devices to measure and record the lantern, which he’d established to be somehow haunted. Finally testing his theory, Taranath approached and picked up the lantern. It lit to a bright white, burning the summoner’s hand and forcing him to drop and break the lantern.
  • From the ruins materialized a flaming witch-woman, who shot flaming bolts at the party with fatal intent, while screaming for her babies. Her ‘children’ showed themselves too, appearing as charred screaming forms with fiery claws. From the forest bounded two zombie wolves.
  • Cahal and Andriel saw a far different image however, as they witnessed the events that unfolded some twenty years ago. They saw the house burning, goblins outside holding down four children. The doors to the house and cellar had been barred, people clearly trapped inside. To the side, a net justled with wolves trapped within it.
  • Through the flames of the past the party prevailed, eventually defeating all of the spirits in a hard-fought combat!

XP Breakdown

Creature Name CR XP # XP
Poison Oak (Severe) 3 800 1 800
Quicksand! 3 800 1 800
Xtabay Flower 1/2 200 1 200
Flames of the Past Haunting 4 1,200 1 1,200
Witchfire 9 6,400 1 6,400
Charred Children 7 3,200 4 12,800
Advanced Juju Zombie Dire Wolves 5 1,600 2 3,200
Merciful DM Bonus 3,754xp
Subtotal 29,154 / 6
Total 4,859xp
View
Into the Viridian Forest
Campaign: A Garden of War

Entering_the_Viridian_Forest.jpg
Session Summary

The 2nd Mace of Summer’s Rising

  • After defeating Sir Dynis and his hired band of thugs, the party rode onward, leaving the mutilated body of Sir Dynis, and a pile of burning bodies behind. They traveled for several more hours until nearing the turning point into the forest, and set up camp.
  • Lorren cast a shelter spell for the party to sleep in. Even with this trusty magical barrier, the night was eerie and ominous. During their watches, several party members heard what sounded like a chorus of droning voices, later to be identified as cricket-calls.

The 3rd Mace of Summer’s Rising

  • In the early part of the morning Sarien was startled by a large boar who’d made his way toward the camp and woke the party. They nearly attacked, then realized the boar had on a collar and must have belonged to someone. Calling out to the darkness, a voice came back. A dwarf strode into view, introducing himself as “Farlock” a truffle hunter, and his pig Tog. The group spoke for some time, asking about he forest, what to watch for, and so on. Farlock did mention that he’d spotted bandits going deep into the woods, and was convinced to show the party to this path.
  • The group began to pack up but heard hoof-falls on the road coming from Brokenbridge. They fell silent and listened as the horse and rider stopped on the road, and turned up the path along which their camp sat. Through the red dawn came a figure, none other than Andriel! The party caught up and new members were introduced.
  • Once prepared to leave, Farlock lead the group to the bandit’s path. Once there, he offered the party a bag of “his finest picks”, wished them luck, and carried on.
  • The forest lived up to its reputation immediately, proving dark and difficult to navigate.
  • The group made their way past a shallow pond. Sarien and Taranath spotted something shiny in the bottom of it’s depths. Moving closer, they saw it to be a fine pendant. Sarien cast mage hand to try to extract the necklace. Meanwhile the rest of the group saw no such pendant in the water, and were growing confused. Sarien’s mage hand had a strange effect, as (to Sarien and Taranath) the bottom of the bond sank away, and the water turned into a viscus goo. Taranath picked up a branch and broke the surface of the goo, which then seemed to turn back into water, and the pond into its normal depth. Everyone was very confused.
  • Some way’s later, Cahal and Arlay sat atop a branch. Arlay had spied a “snack”, a large kangaroo rat foraging atop a tree stump. Cahal gave the clear and Arlay dove in, only to be suddenly grappled by a whipping root of the tree stump. The rest of its roots animated, tearing from the ground, and it’s body rocked back revealing a massive maw. As the party burst into motion, two different plant creatures broke from their dormant camouflage to join the fray. Through struggles and heroics, the party eventually prevailed!

XP Breakdown

Creature Name CR XP # XP
Accursed Pool 3 800
Wolf in sheep’s clothing 8 4,800 1 4,800
Mandragosa 4 1,200 2 2,400
Subtotal 8,000
Total 1,333xp
View
New Friends, New Enemies
Campaign: A Garden of War

New_Friends__New_Enemies.jpg
Session Summary

The 2nd Mace of Summer’s Rising

  • The party awakes in their rooms to a loud knock at the door. An Aldaine knight had been sent to inform the group of tournament champions that the lord Alyn Aldaine had summoned them to the castle. After a grumpy awakening, the group followed the night across the town. Saeros took special care to dirty the knights cape as he lead the way.
  • Reaching the castle, the group was escorted to the main hall. Along it’s walls, hanged great banners of House Aldaine, an ivory bridge on a charcoal field. There too, was a massive tapestry, depicting the routing of Gubluga’s forces at Brokenbridge. On one side a figure, clearly Prince Ferron, rode through a wall of flames. From the opposite border, an army of men with a single warrior at their front. That warrior’s identity would soon be revealed.
  • The Lord Aldaine was introduced by his herald, adorning his name with a list of titles. “Warden of Viridia”, “Lord of the Crossing” and "Slayer of Gubluga, Goblin-king.
  • Lord Aldaine waved off his herald dismissively and approached the party, coming frightfully close. He informed of that though his wits and skill with the sword hasn’t faded, his vision has. He wished to see those house-less champions who’d marched into his tournament to claim trophies in multiple events. Aldaine asked what had brought them here, Cahal was obliged to tell his story. Hearing that, Lord Aldaine offered help from the Royal Library within the castle, if it would be any assistance. He also threw in an extra sum of gold for their bravery in the tournament, and for help in the forest.
  • The group was lead to the Royal Library, where they were introduced to Lorren Deepdelver and Sarien of Illith’Idar. The two had come from across The Skyrealm to enter the forest. Sarien recognized Saero’s blade, and learned they were of similar tutelage. Lorren was an acedemic, but handy with a blade (or rather, a whip), and sought the riches within the elven ruins. Despite a few disagreements, everyone unanimously agreed, the more swords, the better. The newly bolstered group set off to gather supplies for the adventure.
  • After shopping, the group made their way to the Sunny Meadows Asylum, where Saeros and Cahal had previously arranged a meeting with Leachmother Maya and the mysterious patient Lissa.
  • Upon arrival the group was greeted and lead to the garden, Lissa’s favorite place. Cahal cautiously approached. The child-like woman shied away from him, clearly nervous, until she noticed Sarien. She ran toward him and embraced him, touching his ears and face. It had clearly been some times since she’d seen an elf, and had an obvious affinity toward him. Sarien put together that Lissa was helped out of the forest by elves, all those years ago. She also drew a strange geometric shape, breaking his quill in the process.
  • Cahal asked to see her drawings, as Maya had told him it was her preferred way of expression. Among the drawings were several recurring images. One, a geometric shape, a cube within a cube. Another, was a strange dark figure that appeared in many images. He seemed to radiate a bright blue glow, and each figure had a pair of demonic yellow eyes.
  • Having learned all they might from the asylum, the party left to exit the city.
  • Finally exiting the gates, the party made west, back toward Earlmoor. After only a short ride, the group was encountered by Sir Dynis Kairclaw and a band of sell-swords. Sir Dynis, obviously embarrassed at his loss in the tournament had come to set the record strait. The lack of family crests or recognizable symbols of any type spoke volumes as to what that meant. Dynis struck out, and Dynis was killed, his lackeys following behind.
  • The bodies of the slain were burned. All except that of Sir Dynis, which was hanged in a grotesque manner, on Saeros’s insistence.
  • Hoping to make some more ground, the group continued for several more hours, then set up camp on the road, where they planned to break off and make their descent into the forest.

XP Breakdown

Creature Name CR XP # XP
Sunny Meadows RP 1,000
Sir Dynis Kairclaw 7 3,200 1 3,200
Expert Bodyguard 5 1,600 2 3,200
Falconer 3 800 1 800
Valeros 7 3,200 1 3,200
Cavalry Soldier 7 3,200 1 3,200
Subtotal 14,600/6
Total 2,433xp
View
Summer's Fortune (Part II)
Campaign: A Garden of War

SummersFortune.JPG

Session Summary

The 1st Mace of Summer’s Rising

  • Our adventurers rose and left The Pickled Gizzard to beat the crowds, as the city stirred around them. They hustled to the tournament grounds to learn when they would be summoned to compete in their respective competitions.
  • First up to perform would be Cahal and Arley. Arley would race in a falconry competition against some of the greatest companions of the Skyrealm. Among the competitors were “Dodger” from house Kairclaw, “Aberforth” from Aldaine, and “Spectre” from house Uncer. “Peaches” and her handler from Port Parice provided the comic relief. After an intense race, and several lead changes, Arley and Cahal placed third behind houses Aldaine and Uncer.
  • Next up, Taranath would submit Azmalax to the animal fighting pit. The Eidelon fought incredibly, defeating many other companions, including a great bird fighting for house Kairclaw. Azmalax went without a defeat until the final match, narrowly losing the grappling match, and earning 2nd place.
  • Lastly, Saeros would compete in the melee duals. He fought several preliminary matches, followed by several easy wins over early competitors. Last on the bracket was Sir Dynis Kairclaw, former student of Master Taitan. The two faced off, Sir Dynis employing the Janni Style. Saeros taunted his opponent, blocking away attacks with ease and not taking the offensive. After several failed attempts, a dart flew by Saeos’s head, fired from within the crowd. The monk had enough, and finished off his opponent, while Cahal and Taranath chased down the figure who’d seemingly fired the dart. Saeros won the fight, and first place in the dual!
  • Cahal followed the dart-shooter for some time, eventually

XP Breakdown

Creature Name CR XP # XP
Race of the Companions 2000
Pit Fight Royale 2,000
Dual at Sunset 2,000
Subtotal 6,000
Total 1,500xp
View
Summer's Fortune (Part I)
Campaign: A Garden of War

Summers fortune part1

Session Summary

The 30th Anvil of Spring’s Waning

  • On the eve of Summer’s Fortune, the city was astir with preparations for the coming festival. Having met with Father Theaton, Cahal took wing across the city to join Saeros near the tournament grounds. There, the pair saw the banners of every high house in the kingdom. House Ryndinadris from Aeria, High Throne of the Skyrealm, House Aldaine of Brokenbridge, House Belfort of Highguarde, House Kairclaw from The Talon, and House Uncer of The Valefort.
  • Saeros took particular interest in House Kairclaw’s presence, as that was the home of his former master, from whence he was exiled.
  • Now within the tournament grounds, Cahal entered himself and Arley into the falconry contest, as well as signing Taranath up for the ‘Battle of Beasts’.
  • Once finishing their goal, the companions parted ways, Saeros and Cahal traveling together back across the city to The Pickled Gizzard. On their way the pair sought out a maps and antiquities shop, acquiring a pair of maps of the Viridian Penninsula. One map was of present day Viridia, the other from more than two decades ago, before the Great Goblin War changed the landscape.
  • Having found the maps they sought, the pair traveled back to the forest-side of the city and rested a bit at The Pickled Gizzard.
  • The conversation with Father Theaton earlier that day nagged at Cahal, wondering what Brother Felius was doing spending so much time at the Sunny Meadow’s Asylum. Talking it over with Saeros, the pair decided to investigate further, and made their way to the border of the city, where the hospital sat.
  • Along the way, Saeros chased down a thief running off with a woman’s stolen necklace, and returned the jewelry to it’s proper owner.
  • Finally reaching Sunny Meadows, and after some winged investigating, the pair decided to simply knock on the front door. A woman answered, and introduced herself as Leach-Mother Maya. Maya recognized Cahal’s clothing, mentioning Brother Felius’s recent presence. Unfortunately, Cahal’s brother-in-roots had left the asylum on shaky terms, apparently having pushed a patient into regression.
  • When asked about the patient, Maya told the adventurers of a human woman, now more than a score aged, but with the mind of a child, who was one of their first patients ever, and was the only remaining survivor of the Goblin War within the ward.
  • The pair of adventurers asked for admittance to see the woman, but was quickly turned away by the Leach-Mother, who’s trust had clearly been lost by Brother Felius’s mishap. Still, the adventurers pushed her, eventually agreeing to a supervised meeting.
  • Satisfied with their progress, the monk and the druid returned to the inn to rest for the festival tomorrow!

XP Breakdown

Creature Name CR XP # XP
Map Aquisition RP 500 500
Thief Chase 1,000 1,000
Sunny Meadow’s RP 2,000 2,000
Subtotal 3,500
Total 875xp
View
The Road to Brokenbridge
Campaign: A Garden of War

The road to brokenbridge

Session Summary

The 27th Anvil of Spring’s Waning.

  • Saeros bounded after the rooftop sniper as she attempted to flee from the scene. Dodging a spooked horse, then jumping a nasty pothole, the monk finally caught up to the escaping thief. A swift trip left her with her hands up asking for mercy.
  • The rest of the group stood at the dock, and were questioned by the captain of the guard, only now arriving on the scene. Andriel explained what he saw, and along with corroborating stories were thanked for their service and dismissed. Andriel tasked Sir Nyan to gather the local clergy to aid in finding the missing convict.
  • The party purchased a room at The Devils Flask. A dockworker that recognized the party bought them a round of drinks.

The 28th Anvil

  • The group rose early and headed out of town on the road north toward Brokenbridge and the Viridian Forest. They were flagged down on the way out of town and gifted loot from the combat the day before, including the large steel shield of Bull the Bulwark, which Andriel slung over his shoulder with little hesitation.
  • Leaving Point Oreish, the group made for Earlmoor but were soon haulted by warnings from their animal companions of trouble ahead. A wagon had been tipped on its side, its contents spilled. Strange craters marked the through the clearing surrounding the wagon.
  • The party moved forward and were assaulted by corrupt hodags! The creatures charged with abandon and tossed Cahal through the air. Despite viscous maws, claws, and tails, the beasts were subdued by the parties barrage of attacks. Andriel managed the killing blow on all three creatures, a fact that Saeros was quick to point out his distaste for.
  • Eventually the party rounded a bend and saw Earlmoor ahead. The town sat on a lake, or bog. Above it and against the swamp stood a dilapidated keep.
  • Making their way into town, the group noted a large pavilion in the center of town. Locals in the tavern talked of the mystery beneath, for the monument being constructed was a secret to all in the town save Hollibard, the local wizard, who was overseeing the project.
  • The barkeep pointed out having seen a brother of Cahal’s only several days before in town, and that he seemed in a sour mood, and was heading south.
  • Cahal investigated the town from on wing, specifically Mistvale Manor, the mysterious keep on the hill above town. The druid even spotted who he believed to be Hollibard in the manor’s tower, a massive rat draped across his shoulders.
  • The party retired for the night in a local bed and breakfast.

The 29th Anvil

  • The group rose early once again and continued north on the road to Brokenbridge.
  • They traveled along the western coast for some time until eventually cutting east into the mainland and the thick forest beyond. Soon, the party spotted three slain birds, hanged upside-down by their feet. Andriel explained that this was a clear bandit warning, that ‘we are now entering their territory’. The cleric removed the birds from the tree with care, and placed them in the woods where the natural cycle would take them.
  • The group continued through the day and eventually capped out in a roadside clearing. The night was full for terrible sounds from the forest, but was otherwise uneventful.

The 30th Anvil

  • The adventurers rose and continued north along the road and after some time, broke through the trees to see the ocean, now to the east. To the north, a bay, and beyond it a glimmer on the horizon that Andriel told them was Brokenbridge. They scooted the coast to eventually enter Brokenbridge.
  • The ‘Forest Side’ of the city was all newer buildings, and mainly wood, where the far side of the bridge, or the ‘Castle Side’ stool the greater stone structures.
  • Andriel suggested The Pickled Gizzard as the tavern of choice to bed and binge at, thus the group procured rooms there, and parted ways.
  • Andriel and Saeros strode across The Bridge of Accord to the castle side of the city and made for the tournament grounds. There, they entered themselves in the Dueling Tournament as well as the Archery Contest.
  • Taranath made for Gheraldi’s Rings’n’Things to catch up with his old classmate. He gathered what information he could about the subject of his thesis, the hauntings of the forest. Gheraldi promised to have his ears out for news of the forest.
  • Cahal visited the Rootbound Temple in Brokenbridge where he spoke to Father Teaton. The Father explained that Cahal was a replacement for one Brother Felius. According to Theaton, Felius had forgotten his duty, and had taken to spending too much of his time in the city, specifically the Sunny Meadows Asylum.

XP Breakdown

Creature Name CR XP # XP
Corrupt Hodag 7 3,200 x3 9,600
Subtotal
Total 2,400xp
View
Season's Shift
Campaign: A Garden of War

Seasons shift

Session Summary

The 27th Anvil of Spring’s Waning.

  • The dock at the modest port town of Point Oreish was bustling in the early morning light as the locals prepared for Summer’s Fortune. The festival would be held in four days as a celebration of the heroism of the survivors of the Great Goblin War, and in reverence of those taken in the war’s wake.
  • Dock workers scurried across the docks as Andriel unloaded his cadge of prisoners, bound for exile into Dimaeria’s Wrath. Sir Nyan Bowbrand stood ready at the docks to receive his new charges from the cleric.
  • Cahal and Saeros strode down the pier toward land. The two had boarded Penora’s Pride from Blue Bend and on the voyage, learned of their shared goals.
  • Taranath stepped onto the dock, his first time on solid ground in two tendays. He’d taken the treacherous voyage from Deppenwhorl City aboard Sea Weasel.
  • Much to the surprise of all around, a group of under-cover thieves attempted to ‘boost’ one of Andriel’s prisoners. Though their plans had been well laid, with distractions, slight-of-hands, and rooftop snipers, the thieves could have never anticipated the presence of such brave and capable heroes! Several of the thieves were slain in the combat, one was captured, and the last fled from the scene, Saeros hot on her heels…

XP Breakdown

Creature Name CR XP # XP
Bull the Bulwark (Barbarian 7) 5 1,600 x1 1,600
Vorand Melodyne (Bard 8) 7 3,200 x1 3,200
Stiletto (Fighter 8) 7 3,200 x1 3,200
Elmey (Rogue 7) 6 2,400 x1 2,400
Subtotal 10,400/
Total 2,600xp

Additional: +1 Fame for entire party for helping bring four known criminals to justice.

View

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.