Taihun

Korath Discoveries pt. 10
Timely Details

2:30am: Everyone begins to emerge from the tunnel into the city of Korath. The nearby inn of the Diadic Juniper calls to Darrin, Talison and Geran. They enter and retire.

2:45am: Theodore, Adrik and Lorawyn enter the Druid Grove, and begin to be debriefed by the Order.

3am: Nix, Ero, Jila and Gidye enter King Trillhelms hall. Within half an hour, a plan emerges and the King offers to help. Gidye is revealed to be the Queen of the city, and the royal couple have a disagreement on how to handle the politics of the situation that results in both leaving the room.

4am: Nix, Ero and Jila reach the Diadic Juniper and retire for the evening. Adrik, Lorawyn and Theodore finish their debrief with the Druid Order Elders and undertake the Walk in the Wilds.

5am: Lorawyn and Theodore emerge from their walk, and casually explore the grove while they wait for Adrik.

7am: Adrik leaves his Walk, and the wolf cub is now a young adult. It greets Theodore as a friend, but shows great deference and loyalty to Adrik, who looks more muscular, but also more feral. The team is briefed on another potential mission, and they accept it. Theodore mentions that he has to find Ero, first, and save the Myconid children. They agree to meet up later.
Ezra is accepted at the main gate, and the mountainside pathway looms ahead.

8am: Ezra reaches the main entrancehall to Korath. Armoured guards and statues are initially hard to tell apart. A central, huge statue of bronze dominates the hall. It depicts a Dwarf with a map in one hand and a halberd in the other. The large wooden doors behind it open to reveal the city proper, down below a series of stone and wooden walkways and lit by crystals connected by pipes.

10am: Nix awakens early, excited to learn more about the Monolith. Between her rest just before midnight, and the comfortable sleep this morning, she is raring to get started. She makes her way down the tunnel to Gidye’s study near the Monolith.

11am: Ero awakens to find Theodore waiting for him. The two head to the Monolith to return the Myconids. Darrin, Talison and Geran wake and head to the tavern section. Talison rushes off to speak to Nix.

12am: Theodore and Ero return the Myconids and return swiftly. Talison arrives and wishes to speak to Nix. They agree that fetching Geran to explain more about what he wanted the Monolith for would be beneficial for Nix’s research and for determining his motives. Talison heads back to the tavern.

1am: Ezra concludes the business he has in Korath, and decides to relax in a tavern for some refreshment. Finding a quiet tavern on the outskirts of the city, he finds the Diadic Juniper. Talison and Ero both return at the same time, and find themselves taken aback by the Tiefling that has entered the tavern. Geran is convinced that Ezra has recognised him, and might make an issue of his restraints. Talison pulls the trio out of the tavern, but Darrin returns to discuss the situation and make introductions. Geran supports this idea, as he would rather try to control the situation and ensure rumours of his capture don’t begin spreading uncontrollably.

What do you do?

Talison +15XP
Nix +15XP
Darrin +15XP
Lorawyn +15XP
Adrik +15XP
Ero +15XP
Theodore +15XP
Ezra +15XP

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Hyxhuathil Briefing
Discussing the Future

HexFang checks the room over briefly, making sure their conversation will be private. Then, she relays her plan: “Listen, these infants need to be cared for.” Gemscale looks at his egg, and thinks back to their journey on the way here. Over 4 days, the eggs gave no indication of change. Gemscale’s egg showed no signs of ‘preference’ for the cold, although it maintained the cool temperature for longer throughout the day when travelling. No movement comes from the eggs at all, and there’s a possibility they have been calcified beyond life, although the temperature reactions suggest otherwise.

Gemscale and Lorrias spend a few evenings poring over the parchments and book that the gold dragon rescued from the tower a few days prior. The book contains the following spells, of which Lorrias is unable to copy any of them as yet since he does not have access to the required materials -
1st Level Spells: Expeditious Retreat
False Life
Find Familiar
Illusory Script
Protection from Evil and Good
2nd Level Spells: Ray of Enfeeblement
Invisibility

The Journal entries relating to the dark lord and living flame may be referring to Dargyntad, or another literally dark-coloured being. There are allusions to fire moving of its own accord, but the journal entries freely mix metaphor with factual report. This is, however, a detail previously missed; this dark lord is said to manipulate their surroundings.
“And lo, this force of darkness charges many to his service. With correspondence south and east, approaching the World’s Crown comes news of kingdoms, once bitter foes, now confederated. A Queen most foul, a servant of darkness, leading this charge. This Dark Lord’s taste for death sated by causing living flame to walk through forest and grove, the Queen of Death rising over it all on wings of fury.” It appears a distant queen, in the service of this dark lord, united various smaller empires and began slaughtering those that didn’t join.

Another section says this: “The Dark Lord has dominion over death. The World Spine holds no sway over his power; no sooner is a foe slain, the claw of darkness reaches over the winds and ranges and holds their soul. A fistful of torture, he throws spirits back to the world of men to serve at his pleasure. The dark lord’s fist also holds his own soul. Death cannot stop him.”

The parchments are orrery readings and stellar charts. Notes allude to interpretations of the Taihun’s intentions. It appears there is a prediction of three harbingers descending from the heavens to announce the arrival of a blade of swift death striking a southern kingdom and making a river of blood. Another reading suggests a divided kingdom dispersing soon. A scribble note to the side gives the monk’s personal interpretation that this alludes to the nearby city of Hargijk.

Now inside Tuhril’s room, the giant sits bolt upright and barely moves as he speaks, seemingly becoming one with the stone. “I will leave in an hour to speak to my contact. My contact will share with me the information I asked for. The information I asked for will help me determine a safe route south for HexFang. I will stay for an hour to answer questions and be your host.” He then slowly reaches for an instrument that for him would be a small brass horn, but is large enough almost to sit in. When he’s not responding to questions, he plays long, steady notes in a slow but uplifting melody.

What do you do?

Hexfang +15XP
Gemscale +15XP
Zadkiel +15XP
Aar +15XP
Lorrias +15XP

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Return to Hyxhuathil
Onward Progression

Tuhril, having now seen everyone and greeted them… slowly, and precisely… he states that there is now no need for him to travel to Hargijk, since he was only going there to find HexFang. Instead, he offers the group to follow him home. He turns and begins his walk back along the road. Every step he takes is slow and heavy, but he travels about the same distance in the same time as everyone else. He seems irritated by the concept of walking and talking at the same time, but seems comforted by any conversations that break out among the group.

The journey takes 4 days, with Tuhril sharing what he knows when he stops to rest each evening. His satchel contains a fold-out cot that he props up with stones. This raised bed presents a shelter from the elements during the evening. Tuhril shares many tales, and talks openly, albeit frustratingly slowly, about his quest to find HexFang.

The gist, strained over two nights, is that Gorbane was disappointed with HexFang leaving Hyxhuathil to travel with two Gnomes, instead of gathering intel from or taking action against the nearby tribes and encampments that were allies of the Beholder. Gorbane has since tasked another to accomplish this goal.

Gorbane wishes HexFang killed for her insolence and disobedience. He has given this message to all of his allies and contacts for a thousand miles in every direction. Tuhril decided to travel south and follow HexFang to warn her; he feels that one so young should not be held to account for so minor a thing. Once at his home, Tuhril wishes to provide temporary safe accommodation and gather some information on nearby movements of Gorbane’s contacts. With this he can find a safe path for HexFang to move beyond Gorbane’s reach, beyond the Crown of the World. The journey will be long and arduous, but it will be necessary for her survival until she grows to adulthood.

As the party approaches Hyxhuathil, the huge door slides open, pulled by a hill giant wearing torn hides knotted together, some of them not even cured or treated. The walls are wooden, shaved tree trunks treated with an unknown oil or cream; as strong as stone, and as tall as the hill giants themselves. The stone giants in this town, however, are considerably taller. They are all visible from outside the walls if they’re in the open. The structures are strangely built, certainly more vertical than horizontal. The buildings within are made from stone slabs cut and placed in tall arrangements, with rooms being roughly enough to fit two giants side by side. All the doors slide to the side, and are large sheets of wood or stone. Despite the crude architecture, the small community is bright and appears content. The stone reflects the light and appears a very pale shade, seeming almost white next to the cold, dark grey of the mountain beside it. Some giants sit outside on stone blocks, carved with simple patterns and set at odd angles, more trapezoidal frustum than cube.

The giants here are quiet, for the most part, seemingly content to just take in the outside world. Most stone giants live in complex cavern structures, rather than building freestanding buildings. This settlement was set up as a waystation, a meeting place for the giants to keep a handle on more worldy affairs without submitting their own homes to threats. There are only six other stone giants here, and four hill giants in their service, but even through the peace here you can sense that the giants do not enjoy being so close to each other.

Crossing what appears to be a village common, Tuhril takes the group into a building, the huge door sliding across making a satisfying scraping sound, smooth and demonstrative of worked stone that will take years to wear down.

Upon entering the “small” room a tall table can be seen, shaped much like those stools outside, standing tall and chest-height to the giant. Clearly carved into the table is a spiral designed as a small walkway to the tabletop, perhaps 3 feet wide.

Once there it can be seen that the tabletop is in fact a map carved into the stone that shows the local area. This is where HexFang and Tuhril discussed strategy before, and it was made clear at the time that Tuhril was a man of direct action rather than one of finesse. He gathers food for the group, however, and sits at the table. An odd silence falls as mid-day approaches.

What do you do?

It can be assumed that during the first 2 nights, Zadkiel is watched incredibly closely and perhaps bound. After this, it should become apparent that he is in full control of his faculties during these transformations.

Feel free to post a tale (or more than one). This “Bard’s Tale” can be a story set within the game world involving people and kingdoms we’ve encountered and dealt with, or they can be other stories that could be told in this world. It can be an account your character shares of their own experiences, if you like.

As a further note, I am willing to offer 1,800 XP per character to travel to the southern continent before level 4. This is so that you’ll either reach level 4 upon arrival, or be close enough that a few sessions is all it will take. The option is not there yet, but when it comes, it will be.

Hexfang +15XP
Gemscale +20XP
Zadkiel +25XP
Aar +20XP
Lorrias +20XP

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Korath Discoveries pt. 9
New Arrivals

Lorawyn and Adrik sit and discuss things in the grove after Adrik’s extended 3 hours in the Walk. Emerging with a bushier beard, broader shoulders and a permanent furrow in his brow, the Dwarf flicks his wrist slightly and out from the underbrush pads a happy, healthy, but ever-ready looking wolf. No longer a mere cub, after 18 months the canine is a young adult, almost fully grown. It has healed completely, and appears completely loyal to Adrik.

The Elders in the Druid Circle inform them of the mission they told Theodore about, and that should they feel inclined to help him they can. A woman in Bersault-on-the-Sea is being haunted by her late husband, and the mission is to help the husband move on, as is naturally meant to happen.

Theodore and Ero head to the Korathi Monolith they came through initially to return the Myconid children immediately. On their way, they pass Talison who is returning to Korath. They reach the Monolith, Theodore presses his hands to the Monolith and tenses his abs as though trying to shunt his diaphragm through his chest. This crude, tiring shortcut is the way he was taught to channel the Feyweave. Crude, but effective. With no particular visible fanfare, the portal becomes active again. Pressing his hands forward, Theodore manages to enter the refreshing portal in the Monolith and emerge at the other side. Ero follows. Upon emerging, the small Myconids leap from Ero’s satchel and dash towards the only two other Myconids left. They all rush to the Monolith and go through a portal in another facet. Before the last adult leaves, they stop and turn, the familiar leather-stretching sound accompanying their movements. In their minds, Theodore and Ero get a thankful sensation, and they seem to just know, fully and completely without doubt, that they have reunited a family; they also know that they are now completely alone in the ancient ruin…

Back in the Diadic Juniper, Darrin and Glauphin, still disguised as Geran, sit and discuss briefly the party. One name that comes up is Adrik! Geran reveals that the small clay tiles that Adrik picked up a few times in the Citadel of Uril were magical artefacts that reduce fatigue and make one feel enervated. Geran suggests that getting their hands on one of those and using it would make his restraints more bearable without having to loosen them and present a risk to Darrin of having to explain things, plus it means Geran isn’t looking uncomfortable if a stranger was to pass by and make enquiries. Especially since, as Geran confirms, he is currently stuck the way he is.

As Talison approaches the solid oak door, he sees a stranger darken its doorway. Entering the tavern, a stranger with pale, grey skin and dark hair, highlighted by a glint of hardened black horn. His tail swishes behind him as the door closes. Pressing on, Talison opens the door and sees this stranger approach the bar. Despite hearing tales, he had never before met a Tiefling. Talison then notices Erik’s face. It drops quickly and his shifts slowly, seemingly ready to leap to his feet. It seems something is the matter. He looks to Darrin, and sees that it takes a moment, but he also takes note of the Tiefling and gets a flash of worry momentarily on him. Talison reasures himself that this can’t be prejudiced against this man; they’re not the type of people to hold to such backwater behaviours.

A moment comes and goes, as does another. The tension hangs in the air, and as Talison slowly makes his way towards Darrin and Geran, he realises why: this Tiefling recognises Geran, and while he’s sitting nonchalantly at the bar of the tavern, Geran whispers to his two Half-Elven captors: “This could be a problem…”

What do you do?

Nix, make an Intelligence (History) check with Advantage (Gidye and nearby materials give you the advantage).

Talison +15XP
Nix +15XP
Darrin +15XP
Lorawyn +10XP
Adrik +15XP
Ero +15XP
Theodore +20XP
Ezrah +5XP

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The Open Choice pt. 4
Tuhril's Return

As they first awaken, a brief discussion takes place about Zadkiel’s transformation. Since it was his first day on the planet, he has no idea how he behaves in that state. Precautions are explored for the following evening…

The party hurriedly begins to pack up the camp, the approaching stranger adding stress to a situation that had calmed down for the most part. Lorrias, however, hears Gemscale mutter something about it being a stone giant… ‘A giant?’ Lorrias thinks to himself; it was a giant’s symbol he was looking for in the ancient temple of Ish’ad. Perhaps this being could help in some way, direct him to another source of this ancient writing. Perhaps now, Lorrias can get closer to his goal.

Before he even realises, Lorrias is walking out from the stoney outcroppings and raising his hand in a hail. “Hello there!” He squints slightly at the cool sun near the horizon in front of him. “I am not from around here – may I and my friends bother you with a few questions?”

The giant speaks in a matter-of-fact fashion, with careful and deliberate pronunciation. While Common is not his first language, he seems to want to be clear in everything he says. “I am Tuhril. You are not. We are talking.”

Tuhril slows Lorrias’ rapid-fire questioning, and they discuss briefly the Serpent’s Spine, the mountain range that separates the living world from the lands of the dead. Tuhril stops the conversation, impressing that he has an urgent task. He is looking for a green dragon. Could he mean HexFang? Lorrias suggests that he say a green dragon at Hadrukk, and asks what Tuhril’s business is with this dragon.
“The green dragon I seek is in danger. I have met this green dragon. I want to see this green dragon again, and speak to her. I will travel again now. I am walking to Hargijk. I will return to Hyxhuathil after I walk to Hargijk.” He looks to the air, distracted by the forraging birds for a moment. “I am happy to have met Lorrias Wyrmhaven, Elven Wizard who seeks knowledge of the Serpent’s Spine. I want you to be safe. I want your friends to be safe. I am walking now.” And he begins to walk away down the road.

What do you do?

Hexfang +15XP
Gemscale +15XP
Zadkiel +15XP
Aar +15XP
Lorrias +15XP

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Korath Discoveries pt. 8
The Roads Ahead

Talison and Darrin awaken the following morning, their prisoner still bound. Talison heads off in search of a weaponsmith, hoping to hunt down a ready-made Dragon Slaying blade. Alas, his hunt for information lends the following insight: there are lots of smiths in Korath. Instead of any of the others, he heads for the smith he is told only makes things for the King and Queen. Upon reaching the place, it turns out the smith only makes things for the King and Queen, and he is turned away. Not before seeing his workshop, however.
Instead of a usual coal-powered furnace, billows, a chimney flue, and other normal accoutrement, this Dwarven smith to the Royals had what looked to be two bathtubs, one semi-transparent and filled with an odd liquid, several metal rods and some copper coils, the other covered, glowing with heat from within, and with an odd brace wrapped around the sides. How odd these Dwarves are, Talison thought. He then asked around, and discovered where Nix was, and headed straight there.

Darrin and Glauphin, still disguised as Geran the Elven Prince, discuss what their plans are. Glauphin relates how an old rival, Dargyntad, is said to be moving south. He claims Dargyntad will want Glauphin only, and so by leaving Enon he can ensure the safety of all those in the region from Dargyntad’s wrath. However, Glaurung, being the leader of the dragons in the south, won’t let Glauphin leave, and doesn’t care about mortal casualties. Despite having no plan, Glauphin wants to raise an army so that he might defeat Glaurung and regain his freedom, saving the south from certain doom at the hands of an evil dragon.

Lorawyn and Adrik take the “Walk in the Wilds”, the hyperbolic time dialation region in th glade that allows them to train for 24 hours, including rest, with only an hour passing in the world around them. The emerge refreshed, and more keen and ready to progress. Adrik rubs his arms as he emerges, suddenly realising the extent of his new abilities: despite losing his connection to the Feyweave, the mark it left on him and the spiritual strength it gave him allows him to tap into a primal force within. He can call upon a primal rage, and totemic powers of nature that stem from his own spirit. Without a connection to the ‘Weave, Adrik finds he is still a force to be reckoned with. His tiny canine friend, having spent the time in the “Walk” with him, has also grown stronger, healing a day’s worth in an hour. Thinking more on this, Adrik takes another, longer “Walk in the Wilds”, seeking to heal his companion further.

Theodore speaks to the Myconid chief in the glade, and learn more of his people and the smaller ones Ero is in possession of. As well as learning the De’Vaine slur for divine folk, he learns that a woman in the south, in Bersualt-on-the-sea, is in need of help; her husband’s spirit lingers and needs moving on to the afterlife. Being fully informed of the method used to travel between the Monoliths, he leaves the glade to find Ero. Together, they must return the Myconid children to Uril.

Ero, however, is looking for Simon. Sat in the tavern of the Diadic Juniper, Simon appears to have not stirred since the early hours. In fact, it seems he fell asleep at the table. Erik can be seen balancing a dagger on his open palm in the corner, nursing a heavy breakfast of eggs, shellfish and root vegetables.

Nix and Gidye travel to Gidye’s study in the morning, and begin sharing information. Talison enters, a little breathlessly. Bowing to each in turn, he greets them. “Your majesty,” he bows to Gidye. “Your majesty,” he bows to Nix. “The last thing I want to do is interrupt, but once you have a second we should talk.” Nix nods.

What do you do?

Talison +20XP
Nix +10XP
Darrin +15XP
Lorawyn +10XP
Adrik +15XP
Ero +10XP
Theodore +15XP

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Korath Discoveries pt. 7
Mornings

The door before Lorawyn opens similarly to the one in Uril; the stone peels back like a flower opening once she exposes a magical flame to it. Within, Lorawyn, Adrik and Theodore see a green-blue glowing stone path, the walls and ceiling looking completely unlike the carefully carved and polished Korathi stonework they’ve seen so far. This has a natural erosion feel to it. A warm blast of air hits and trickles of water fall down the walls from somewhere, and disappear into the rocks below as if being drunk by it.

The path winds a short way, and then ends in thick branches covered in leaves as thick as an axehead and wide as five handspans. They move out of the way on the approach of the party, the near-tropical moist air a far cry from the cool stoney air of Korath.
Ahead, beyond the leaves, is a circle of trees, beyond which are more trees. A dim pale glow filters through the canopy, the light in the grove augmented by small glowing insects, a few small crystalline lanterns and a campfire in the middle. The flames echo oddly in the grove, each snap of a spark met with an near-instant silencing of the grove; the sound slowly coming back up to previous levels. All manner of sounds can be heard, from waterfalls to insect chatter to birdsong to mammal growls.

Four humanoids and a mushroomoid person stand around the fire, hooded in robes, softly glowing tattoos radiating oranges, greens and purples beneath their sleeves.
One of the humanoids, a Human, begins speaking. “Welcome back.” He spots Adrik, squints at him to work out something, and then his face falls sadly. “Adrik. You have my sympathies. A loss of your magnitude must be a great burden.”
Another, an Elf, also expresses their condolences. “At the very least, your sacrifice saved the life of not just your new companion, but also every one of your friends. You should embrace your passion. I sense a strong future in you.”

They ask questions about the quest. Eventually, the mushroomoid’s presence is made known and clear: He is a member of the order and sent his own circle to protect the Artefact centuries ago. Because the circles don’t interact for the most part, they were unaware. Theodore learns that they are Myconids, and can communicate telepathically using spores, but only when they deem it necessary. This Myconid Druid tells Theodore that the three young ones Ero has must be returned, adding that “The De’Vaine Filth should not have touched them at all!”
It turns out the upper echelons of the Druid Order have taken exception to the presence of Aasimars, claiming them to be disruptive to the natural flow, and the term De’Vaine is a way to describe the Divine without ascribing the vernacular connotations.

Simon sits in the Diadic Juniper tavern and Inn, with the gold for the party set out in pouches before him. There is gold for Kaila, Nix, Bennet, Darrin, Adrik and Lorawyn, as well as three other pouches set out for Korik, Talison and Jila. It appears Ero and Theodore have not received payment at all due to Simon’s lack of funds, and their late joining. Jila, however, turns in his payment and offers for it to be split between the others.

Nix retires as early as she can, the early hour beginning to weigh on her. Darrin, Geran and Talison enter and utilise their room as early as convenient, Darrin and Geran sharing a bed so the Elfblood magician can keep a close eye on the “Elf Prince”. Ero stays up a while, conversing with the despondent Simon. He feels a failure for not finding treasure to pay the party, and feels responsible for the coming conflict despite his vision. Describing it to Ero, Simon shares that his vision showed a coming evil from the West, and that the Citadel would be instrumental. Simon assumed the treasure within would power a defence against the coming evil. Ero tries to comfort Simon by pointing out that since the Taihun sent Simon there, at that time, and they also sent Ero there, at that time, there must be a connection. Inviting Simon back to the Citadel with him, Ero outlines his plan to return home. Perhaps, in the journey back, further details of the part Simon has to play will be uncovered.

What do you do?

The following morning you can do various things.
A Charisma (Investigation/Persuasion) check (your choice) will uncover where to find services you might want.

Spending the next 24 hours in research and training will unlock any new abilities from levelling up. (Remember new spell slots, Hit Points, etc. come naturally anyway without training) New spell levels can be unlocked from a long rest, and so no further training is needed.

Approaching Erik in the Inn will allow you to get mounts and carts for travel anywhere. You can also receive free trail rations for 15 days.

Nix and Ero have access to a Dwarven map of the area, but Talison and Jila are not permitted to see them due to their affiliations with an Elven power. It shows that besides Korath, there are several military installations with permanent reserves of troops spread across the region, including one fairly close to the Uril Citadel, which explains how the Dwarves can get troops there so quickly.

It is assumed the Druids either slept in the Grove, or left to go to the Inn. You can correct this if you wish.

Talison +10XP
Nix +10XP
Darrin +10XP
Lorawyn +15XP
Adrik +15XP
Ero +15XP
Theodore +15XP

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The Open Choice pt. 3
The Next Horizon

Reacting quickly, the Dragons lower Zadkiel to the ground as his horns and tail stretch and grow, replacing his once beautiful, angelic features with those of a horned devil, a fiend from the abyssal pits. Landing firmly, Lorrias wastes no time and charges towards the crawling, agony-ridden form of Zadkiel as he holds a hand out towards the Elf, either in warning or begging for help. Lorrias reaches into his component pouch, rummages for a moment, and then pulls out a small handful of powder.

Thinking back to his training, the long years of quiet study, he recalls the mental process needed for this spell. Having to picture certain symbols, remember certain smells and sensations in order to get his mind thinking in the right way to get the right connection to the magical forces of the universe takes decades of firm dedication and concentration. Standing with one foot forward, like a sprinter taking to his mark, Lorrias holds the sand firmly in his closed palm and runs through his mind excercises at lightning speed. He feels the power rise within him, from his feet to his head, and a charge from him powers the sand. Opening his hand slowly, he blows hard and the sand blasts from his hand all around. At once, the demon beast before him blinks and collapses onto the ground.

The power Lorrias felt dissipates in moments, and he feels slightly weakened. He must rest before he can use much more of his power.

HexFang and Gemscale discuss camping strategy, and disagree on whether or not to light a fire or not. Edible rations are consumed by Aar and Lorrias, with Gemscale also eating from his own pack. Checking over their eggs, the pair of Dragons manage to learn little. HexFang tries to find water and food nearby, but the barren landscape offers little beyond a few berries. No nearby lakes or waterways seem evident without travelling for an hour.

Dawn breaks the following day. Zadkiel, looking more like his old self, awakens groggily along with Lorrias and Aar, the latter having stayed up a little to sketch. A few forraging birds scout about overhead, and a low growling sound seems to be coming from the deep pit beside the small camp. Tiny clods of dirt still shoot up from it occassionally, disappearing into the sky.

In the distance, to the North, a tall silhouette can be seen slowly making their way along the road, warily looking about and seemingly unable to spot the camping party as they pack up behind the large stones near the pit.

What do you do?

Hexfang +15XP
Gemscale +15XP
Zadkiel +20XP
Aar +15XP
Lorrias +15XP

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Korath Discoveries pt. 6
Sunderring Discussions

Gidye and Trillhelm have both stormed out of the feating hall, having broken into an argument over Gidye’s joining Nix’s journey to the Monolith in the south. Nix leaps to her feet and chases after Trillhelm, apologising and offering him a ledger from the Citadel of Uril. Gidye’s penchant for reading materials, and her research, would be appeased by such a gift. Trillhelm stares at the text for a while, then takes it, darting his eyes up to Nix’s for a flash. “… Thank you.” He then starts down the stairs after Gidye. Entering the hall again, she sees it is now empty apart from Jila, Erik, Bennet, Korik and Ero. Erik makes his excuses and leaves for the Inn that was offered as lodging.

Meanwhile, Theodore, Lorawyn and Adrik discuss their next move and settle on reporting to the Druid Order. Adrik knows of an accessway to the glade from the city, and so the trio set off along the same path Ero and company travelled along to get to Korath. Emerging from the tunnel after an hour, Adrik leads them through streets filled with chatter and people moving back and forth. Despite the early hour, it is still very active. After another mile and a half of wide streets and at least a hundred polite and friendly greetings, eventually they arrive at a small free-standing building in the middle of a street intersection. Near the edge of the city, this small home simply has a wooden door leading to a single room, the flor of which is the entrance to a descending tunnel path. Walking down, the lights of the city quickly vanish and instead personal lighting, or trust in Adrik’s vision in the dark, lead the team to the end. A short, 5-foot tall and wide round stone slab sits as a plug, the rest of the walls around having “Fires of the Earth stoke passions from the Flames” written around it in Druidic. Adrik has never opened this door on his own before, but the people he has seen open his tend to use their Feyweave connection to emit jets of flame from their hands and touch the stone, which then opens it.

Talison and Darrin interview Geran, now understood to be Glauphin, the Gold Dragon that is commanded by Glaurung, a terrible Dragon tauted by Glauphin to be cruel, capricious and dangerous. Seeking to overthrow him, Glauphin wants help to accomplish this. Seemingly remorseful, but too proud to admit it, he asks to be taken to the Inn for a good rest and so they can begin their journey. His plan is to rally nearby kingdoms that oppose Glaurung to help in their cause.

What do you do?

Talison +15XP
Nix +15XP
Darrin +15XP
Lorawyn +10XP
Adrik +10XP
Ero +15XP
Theodore +10XP

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The Open Choice pt. 2
Midnight Special

Flying south for a few miles and then turning North-East, the Dragons attempt to throw the Kobolds off the track. Despite being let go, they were told by both Jumjik and Taytay that the Kobolds would soon pursue.

The last time HexFang and Gemscale were here, they left in a hurry with a wounded woman, and the tower collapsed into the ground. Flying nearer, as the sun begins to set on the horizon, they see the pit in the ground where the tower once stood. As they approach within a few hundred feet of it, the lack of cover revealing that it is safe for a fair distance around, Zadkiel begins to convulse. The sun disappears completely over the horizon to the south.

What do you do?

Zadkiel is changing now.

Hexfang +10XP
Gemscale +10XP
Zadkiel +10XP
Aar +10XP
Lorrias +10XP

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