Session 36 - Thuun Undying
In which Thuun's corpse has been turned upon the party, innocents are evacuated, and Em'Rel makes a reappearance,.

Grab soul jars, take non-gold treasure, get… most of the townsfolk across the tar pit, encounter Thuun near the sealed door, defeat him, flee with townsfolk, cyclops on the beach, Em’Rel returns, fireballs the crap out of a wyvern, Varn and Xamanthe conspire with seperate PCs about what to do with one another, Reeves and Finch…. reunite, and Em’Rel buries his brother in a small copse of trees at the edge of the valley of the dead.

Session 35 - I'll Allow It
In which Vordakai's depravity is discovered in the form of brains eaten, souls jarred, and bodies puppeted.

Last few dungeon rooms, brains, Vordakai, battle, bottles, Thuun jumps through the dimensional portal after Vordakai.

Session 34 - You Must Gather Your Party Before Venturing Forth!
In which Thune's soul is imperiled, a daughter returned, and a fiery foe finished.

Prison cell to tar pit. Thune nearly killed. Xamanthe and Raithe join party, for now!

Session 33 - The Dark, Dank Depths
In which the watery depths of Vordakai's tomb are explored, hope nearly drowned, and two new faces encountered.

Vordakai’s tomb between entry and prison cell.

Session 32 - Valley of the Dead
In which a soul is uneaten, a dead valley traversed, and a wyvern ridden.

Chieftain Aelcora goes on to elaborate that her daughter Xamanthe had been on a patrol on the southern reaches of the Dunsward, facing towards Olah’Kahkanet, their Valley of the Dead, when she saw large, shadowy figures amongst the mountain. She then reported it back to her mother and the rest of the tribe, concerned over who was intruding on their forbidden lands. Though concerned, Aelcora reminded her daughter that the Valley was forbidden to the Nomen centaur, and thought simply to keep a watchful eye to the south. Her daughter, however, has disappeared, and is presumed to have broken the taboo.

The party believed that whatever befell Varnhold, it must have come from the southern reaches amidst the mountain, and make ready to venture there (the taboo is for centaur kind, after all, not them). Exchanging some spells she found amidst the Varnhold garrison, along with gemstones, Finch procures a magical climbing rope and foghorn from the mystic centaur outcast Yeshua, he of the perpetually donned helmet. Brand and Thune in particular stock up on potions from centaur tradesmen, and Thune reluctantly turns over Skybolt in exchange for a better, if ordinary bow, saying that he’ll get that feast for them when they return, rather than waiting around. A centaur named Whinney, incidentally, laughs at all his jokes in an awkwardly flirtatious manner.

Heading southward, they bypass the mastadon lands amidst the hills, sticking to caution rather than confrontation near a particularly large herd who inhabit the bones of a long-dead linnorm. Setting camp between the mastadon hills and the valley of the dead, their slumber is nonetheless disturbed, as Thune who is on watch catches sight of a shrouded, inky blackness spiriting towards them in the dead of night. The apparition, all cloud with emerging taloned hands, attacks Thune specifically, as the other two roll to standing positions. Finch is most shocked, however, as she knows by tale that it is a Soul Eater they face, which are demonic figures summoned as assassins by evil mages to eliminate enemies. Of greatest fear is that its attacks whittle away at (and eventually eat the soul of) the target. Thune’s scratches cloud his mind as it’s claws penetrate his flesh, but nevertheless they manage to defeat it, leaving its inky black form sinking into the ground as a stain.

They await first light, and continue their journey despite Finch’s urges to flee, and a deep unease settles over them as they enter the valley. Thune is somewhat not himself, his mind troubled and clouded as they gaze upon the many bone-decorated graves, with ten foot high stones dotting the land, and ravens dotting the sky. Miles in, the valley narrows to the southwest against the foot of the mountain to an actual staircase which travels between a crack in the mountain side. Though they attempted to hide from the sound of an oncoming creature, the dread zombie cyclops descending the stairs is more perceptive than expected, and engages them in battle with it’s mighty waraxe, though falls quickly on its own, adding to the dead.

Eight miles they travel upon the staircase, up and into the mountainside, until it is late evening. An enclosed plateau lies before them, cleft in two by a waterfall and the river flowing between it… albeit, with the cliff on the far side being higher, and a pillar of an island shooting up from the middle of the water. Exploring they find signs of footprints, mixed variety, and consider their path of approach to the island which appears to be the target of their search. Thune does a pratfall down to the beach as the other two climb down the magic rope, and move to use their previously acquired folding boat to cross with. Two wyverns who live on the opposing cliff face have something to say about this, swooping down and lifting Thune right out of the boat as the Brand paddles and Finch uses the magical foghorn to blow a cloud above them, hiding them from wyvern eyes. With this in place, they miss the epic battle between elf and wyvern, as Thune manages to work his way into riding the wyvern, only to crash it down on the beach surrounding the upthrust island. The three defeat the wyvern together, before rushing back to the entrance to the island, huddling inside while Thune carves off a few wyvern scales, and Brand and Finch explore the dark corridor- finding an upended, broken urn, a lot of dust… a fair bit of oddly marked gold pieces, and a jade bracelet exactly as depicted in Maester Pendrod’s books found back at the Waterhorse Inn in Varnhold!

-8000xp (or 2670 xp each) for defeating foes (Level up to level 8!)
-Swapped spellscrolls and gems for Foghorn and Climbing Rope (magical)
-Some wyvern scales.

Session 31 - The Nomen Heights
In which the party meets peacefully with the Nomen centaur tribes of the Dunsward plains.

The group flees north out of the city to an empty farmhouse after desperately healing a nearly dead Thune, who will ‘explain himself later’. He explains his brother cursed him, and everyone seems cool with it as it explains the whole ‘live meat’ fascination of Thune’s. They hide in a cave north of the city for awhile, avoiding a spidery ledge, while they recover from the spriggan battle, and presumably stay away from spriggan hunter parties. Also, the bag they stole had an extremely good magical bow, which Thune shot at a raven. The raven was struck, and continued to fly under its own power. Weird.

Riding east, they battle spiders in the hills before the Dunsward, before wandering around looking for the centaur tribes. It isn’t too long before they are encountered, with Alcasta the warband leader circling them and demanding to know their business in centaur land. Brand hides the sword with the Varn family sigil. The bow however is not hidden, and the centaurs all gasp as they realize Thune has Skybolt, an ancient artifact that was stolen by the wily spriggans. In return for the bow’s return, the group will get audience with the centaur chieftain Aelcora, and a feast in their honour.

Amongst the centaur tribal grounds, they await their rewards while Aelcora performs a night ritual to Mother Moon. Thune notices the amount of female centaurs outnumbering the men, and makes several passes at them which make most uncomfortable. Aelcora receives them, and though mildly disdainful, takes her lieutenant Alcasta’s word and allows them hospitality. In the night, Thune sneaks into her tent under the surface cover of being a don juan and gets a peek at a map in the center of the tent with some interesting markings before getting tersely escorted out. The next day at breakfast, Aelcora only grows more nervous as the name Vordakai is mentioned in the book when she reads it, and she informs them that that is an ancient name for a warlord of some renown, feared and dangerous, although details are lost in the annals of hundreds if not thousands of years. More clues may be south, in the Valley of the Dead (Olah-Kakanket in centaur tongue), and Aelcora tensely admits that her daughter has also gone missing.

-Spiders, peaceful contact with the centaurs, and the return of Skybolt (after the feast later that day…) will net the party 9000xp (or 3000xp each).
-They made peaceful contact with the Nomen centaurs.

Session 30 - The Great Spriggan Heist
In which spriggans are swindled, clues are uncovered, and Thune reveals his inner animal.

The group investigates the inn, which has a mysterious frozen spriggan, large-sized, and many books by ‘Maester Pendrod’ left behind. Clues such as ‘Nomen’ are carved in the inn door, hints of the name ‘Vordakai- evil centaur god?’, and an account of Willas Gunderson having found an ancient jade bracelet in recent days are written about. They leave the horses and mounts while they go to investigate the garrison. On the way, they find Willas Gunderson’s plundered house, with an inscrutable journal left behind.

At the top of the hill where Varnhold’s garrison lies, they discover it filled with mistrustful spriggan fae who shower them with crossbow bolts. The spriggans claim to have entered Varnhold after the disappearance. Backing out with an injured hostage, they manage to escape only to incur a remaining hostility by shooting one in the face, and retreat to the town’s inn which will serve as a hiding hole while they rest and recuperate.

Waiting until nightfall, with the suspicion that the spriggans have the jade bracelet which is believed to be an important clue in physical form, Brand and Mordu light a fire and taunt the spriggans while Thune helps Finch over the wall, where she can stealthily infiltrate the garrison. She does so, and gets the drop on the spriggan commander, stealing his bag of holding and the spriggan’s treasure’s out from under him before leading him on a chase.

As battle is joined outside the garrison, Thune goes nuts and becomes a half were tiger of sorts, ripping into the weaker spriggans. Brand and a partially enraged Mordu join in, clearing the front ranks. Finch escapes with the ol’ dagger down the tapestry method as Thune busts in to attack commander Agai, who turns huge and starts wailing on him effectively. Thune jumps, lands hard, and leaves hot on the tail of Brand and Finch atop Mordu.


-Investigation and Spriggan battle for 8000xp total (or 2670xp each)
-Commander Agai’s Bag of Holding / Spriggan Plunder
-Maester Pendrod’s books

Session 29 - The Varnhold Vanishing
In which a neighboring town's population vanishes, leaving a dangerous mystery to solve.

Signal fires go up because of a raving man warning that the doom that came to Varnhold may spread. Finch, Thune, and Brand investigate. Thune has a hunger for live boarflesh, they find the empty town, and battle a hungry chuul on a bridge, with Thune nearly dying in the effort. Scaring away some crows reveals Reeves’ horse, Rosie, nearly starved to death. Reeves and the Redemption soldiers appears to have vanished as well!

-Battling boars, chuuls, and a murder of crows nets 5200xp (or 1735xp each).

Session 28b - The Flourishing of Solace
In which the fledgling barony grows and grows!

December – March Update 4712 AR

In the months following the winter victory of man over troll, Redemption finishes the barracks and the wooden walls while men and women of the militia go back to their day jobs (most of them) in the newly forming Tradesmen and Smithy districts. More humans, dwarves, and halflings arrive amongst the general populace as Solace expands to encompass up towards Brevoy, finally connecting itself directly to the main country. Those who fell in battle against the trolls are put to rest in Redemption’s new Graveyard. Mordu’s owlbear-trainer arrives and sets to work turning Mordu into a productive citizen for Brand.

March – June Update 4712 AR

Solace expands northeast and southwest into the woods as Corax’s lumber consortium becomes a full logging camp. More farmers settle along the border in the new lands available. Plans are drawn up for signal towers around Solace’s exterior to be put into place. Missives are sent to Kyonin, promoting a ‘new, bustling economy with place for elves to fit in as captains and crafters!" Word is sent back that they will ’send assessors in due time to consider the matter’. Oleg’s Trading Post swells as the one-stop Shop for all on their way to Redemption from Brevoy.

June – September Update 4712 AR

Solace continues to expand on its west and eastern fronts, with Loy Rezbin of the newly incorporated town of Tatzylford devoting much of his personal wealth assisting the rapidly expanding roads network. In his stead for the past year and some, Tatzylford’s forest environs have built up a small residential base for hunters and woodsmen, as well as an Inn, a Tannery, and a Shrine to Erastil tended to by his longtime companion, Latricia Evanore.
Similarly, responding to their requests, Solace funds a Granary in the stabilizing Sootscale Caverns warren, which now hosts a preponderance of myriad kobold colours alongside the sootscales, and a small detachment of humans who work as traders, guard affiliates, and inmates of the Silver Mines.Two signal towers are built on the northeastern and eastern borders of Solace.

A political function is hosted in Restov with Barons Drelev, Sarthaal, and Varn in attendance… as well as Count Rocca Marina, many nobles, Brand’s father Rurik Medyved, and of most note an unimpressed King Noleski Surtova of New Stetven, hearing a state of their expanding kingdom of Brevoy. An uncharacteristically tense Count Rocca heavily coaches Sarthaal on how to properly address the King. To assuage the mistrustful King of loyalty, the Count proposes that all baronies share at least once yearly training exercises in Brevoy proper, and formalize their markings as Brevic standard, to which King Surtova gives a curt nod.

September – December Update 4712 AR

In hopes of further attracting elven clientele and investment, an Exotic Craftsmen district is built wherein finer things are made- glass blowers, jewelers, sculptors, and the like. Jubilost Narthropple, less twitchy than when he was saved from trolls, now works there as a cartographic supplies store. As ever, Solace expands, building farms and expanding its fishing industry to the south of Redemption. While the PC’s are out, Reeves, Joan, and Bolivar are called in to deal with an emergency giant fungal plant attack on the southern shores of Tuskwater. After killing it, the fertile mud and rot of the area provide a bounty of fertilizer and mud for a small clay mine.

Maegar Varn’s cavaliers report great success securing their borders against centaur barbarians, and he sends Baron Sarthaal a small statue made out of jade that looks like himself, ‘sharing Varnhold’s bounty’ with its neighbor.

December – March Update 4713 AR
Bokken finally rooks the funding out of Oleg to make an Alchemist shop and support area within Redemption proper; the economy takes a boost as affordable potions become more available, and as insurance teams sell ‘explosive’ insurance to people living in the area. Signal towers to the southeast and center of Solace are built.

March – June Update 4713 AR

Expanding further in the woods and to the southwest, Azureclaw Village makes good on its promises of alliance, with their village and hunting camp added to the diversity of Solace, in particular trading with the fishermen along the Tuskwater. Tatylford constructs a Fletcher for the construction of the barony’s many bows and arrows, be they for hunters, the army, or private enterprise.

Commander Reeves and a notable detachment of the army go on training exercises on the fields north of Restov with Varnhold’s cavaliers, Drelev’s commandos, and Brevic nationalists. Svetlana happily announces that she and Oleg are now expecting a child. Mordu is now quite close to ‘normal adult size’.

- 5600xp for large amounts of kingdom growth (1865xp each)
- Solace now has three towns- Redemption, the Sootscale Caverns, and Tatyzlford, as well as Oleg’s Trading Post and Azureclaw Village as outposts.

Session 28 - Hammer Time
In which Mason returns to Darvul Hill

Final Harrowing, creepy fairies, a letter from home, a quest for a hammer, and a few goodbyes.

-1600XP (or 535XP each) for defeating skeletal minions.
-Ancient dwarven wedding ring and note to beloved.
-A Dwarven Lord’s hammer, symbol of power and minor artifact to boot, is brought by Mason to be taken back to the dwarves of Darvul Hill in the city of Stoneclimb.


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