The Rolling Stones:
Seven (Sev): Greenling experimented on by a powerful magician. Blessed with strength but cursed with poor dexterity. Banished from his clan, he seeks revenge for those experimented on who could not escape with their life. Imprisoned for being a greenling.
Boris: Alexi: A mousefolk mobster found wandering the wastes of Scoria after being abandoned by his gang. Imprisoned due to his criminal history. Alexi was searching for his cousin Boris, only to find him dead at the blade of Lom, Blacksmith of Dross.
Bobda Builder: Halfling inventor of wonders and bringer of knowledge to this accursed realm. Was imprisoned for heresy due to his experiments with technology.
Acorn: An Aaracrokra sorcerer born with innate magical abilities. Her only apparent goal is destruction of all those beneath her.
Lillith: A sneaky halfling rogue, motivated by gold and adventure.
Topaz: An escaped noble princess druid. Exiled for her strange bestial qualities, she entered Leesland from a kingdom to the north to prove her worth and hopefully find her lost lover.
Eastern Party:
Tolgir: Searching for his brother Ragnar, who must die for his sin.
Sola: Human who grew up with a single father, accidentally entered a barbarian rage and killed a man. Kicked out of his village and has been travelling since then.
Piper Pepper: A golem with a large family of adventurers.
Pickles: Faithful companion to the party. She is a Great Dane/Lab/Husky mix with the ability to blink in and out of the ethereal realm.
It is prophesized by the Canvassers that any who can wield all seven of the ancient Leestones may reclaim the throne of Scoria and bring about a new age made in their visage. To the naked eye, the stones are unremarkable apple-sized objects that may be carried by even an ignoble rat. However, to properly wield even a single stone requires vitality equal to that twenty-five men in a single vessel. A lesser being attempting to use its power would be consumed by the All-Seer's flame.
Four stones are held by Conrad Nobleskin, slayer of the last King of Scoria.
One stone is held by Duke Skon, one of the last remaining heirs.
One stone is held by Alexi, of the Shadow Whiskers.
One stone is yet to be discovered.
Scattered Nobility:
After the fall of the Kingdom of Scoria and the murder of the King, any surviving nobility sought to re-establish their domains or escaped into hiding. Some even seek to reclaim the throne for themselves. Duke Skon of Dross, and Baroness Smalliver of Slaggdon Keep, and Viscount Bloodmoon of Harkenhold count themselves among this faction. Allied by their lineage, they have a loose connection that keeps a semblence of civilization alive in Leesland.
Canvassers:
An ancient order of Magicians guided by starlight. They wear robes of Cyan that glitter like the stars that they draw their power from. They specialize in spatial sorceries that they conjure through their tattoos. At one point, Canvassers could be found in every court's halls. Now they are spread across the land, providing help where they can and hiding when necessary. They are loremasters, and their tattoos spell the complicated history of the land.
Nobleskins:
Led by Dragonborn Sculptor Conrad Nobleskin. His murder of the last King of Scoria marked the end of the first age. He led an uprising of dragonborn workers that tore through the city's nobility with terror. He wears a cloak sewn from the skin of those that he overthrew, hence his name. His life has been artificially extended by the four Leestones he posses. Some choose to join his ranks hoping for order of any kind. Today his army consists of many dragonborn, aaracorka, and enslaved greenlings. His symbol is a sickle over a wheat field.
Treetop Greenlings:
Small simian-adjacent creates that form their egalitarian societies on top of trees in the remotest forests of Leesland. Those that live atop their protected sacred lands live happy lives. However, those that don't conform are cast out and typically turn to banditry and cannibalism. Stray greenlings are targetted by warlords for their desperation.
Shadow Whiskers:
Not to be confused with the secret baking society. This is a gang formed of Mousefolk residing in the ruined capital of Scoria. They horde wealth by plundering magical goods and charging protection fees for any daring to live in their territory. Those that refuse or stand up to their rule are quickly and severely punished. On the bright side, they do provide protection from the monsters and bandits that patrol the wildlands. Their mafia has a strict heirachy, with their leader only being known as "The Bossrat"
Geomancer:
The Geomancer is spoken only in whispers, for it is said that Canvasser and Nobleskin alike avoid this powerful magician. Their lair is theorized to be somewhere on the lower half of the continent. All that is known is since the arrival of a meteor, a sinister magic has permeated the land that has led to a rise in creatures denoted "Goobers." These goobers are vile beings made of clay with a living heart that beats furiously in some inexpressible anguish. Greenlings have reported that even their treetop homes are not completely safe. For their young will go missing, only to have their hearts return inside the body of a Goober.
Thri-Kreen:
Mantis-type creatures weilding specialized glaives. They are native to the badlands, and turn to banditry and slaving to maintain their colonies.
The end of the first age was marked by the fall of the Kingdom of Lees. The throne in the Capital Scoria sits empty whilst those across the land are left to contend with the forces of dark. The old orders are no longer. Monsters and wicked humans turned to banditry scour the lands unchecked. Lesser men squabble over the throne, claiming to be divine, and able to return the lands to an age of order. However, their goals are folly. The Prophecy of the Canvassers, written in Cyan starlight claims that only the wielder of all seven Leestones can reclaim the throne and bring about a new age. Those that seek the Leestones are called Sculptors.
The journey began along the blue path towards the Northern Pass, a mountainous gap leading to Harkenhold, host of the imminent tournament.
Four Golem Cultists caught the party's attention, engaged in an eerie ritual around a giant stone enveloped by mushrooms. Witnessing their failed bird sacrifice, the cultists turned hostile upon noticing Bobda. A skirmish erupted, culminating in the cultists' demise. They interrogated Geoff, their leader, who unveiled the stone as a Geomancer-crafted egg, destined to birth a demon through sacrifice. Despite resisting its enchantment, Alexi felt a protective urge towards the egg. Their cunning scheme birthed a Vrock demon, which poisoned and stunned them in battle. Through Sev's valiant efforts, they incapacitated the demon, while Bobda's final blow sealed its fate.
Advancing, they encountered Basalt, known as Salty, who shared insights on the forthcoming tournament. Bobda and Alexi found refuge with him for the night. Basalt's futile attempt to enter the Cave of Pain revealed an impenetrable magical darkness.
Amidst their journey, Acorn conversed with Yukon, a passing Aaracokra apprentice. Yukon chastised Acorn for not fufilling her magical potential, and tried to goad her, but surprisingly Acorn just took the abuse. Approaching the Cave of Pain, they encountered Isosceles, a robed sentinel. Convinced to reveal his undead nature and the rune of undeath, they learned of the cave's residents. To secure entry, they agreed to eliminate nearby pirates, gaining enhanced leather armor for Alexi in return.
On the swamp's northern bank, a yellow-robed magician propelled a boat through the waters. Cloaked figures emerged – one in rusted plate armor with a hook, another with axes on muscular shoulders, and the last a shadowy figure with enigmatic eyes. The pirates requested help to vanquish cave skeletons. A clever ruse unfolded involving a fireball spell imbued rock, though suspicions arose around Bobda's.... longsword and Acorn's involvement with it. Alexi's ingenious diversion eased tensions. Acorn planted the real bomb during a nap, leading to a fiery explosion that obliterated the pirates' magician. In battle, Sev overcame the chain-wielding pirate, Acorn ended the axe-thrower, and victory was secured.
With their mission accomplished, the party gained entry to the Cave O' Pain. Isosceles offered a tour of the village, its residents rejuvenated by the Rune of Undeath. Vagus introduced them to a soul-intoxicating drug, and Scaphoid, the forgemaster, transformed Sev's quarterstaff into Godrend, capable of slaying demigods. Exhausted, they found rest in the Cave O' Pain, their day's endeavors concluded.
In the heart of the Lizard village, the peaceful slumber of the party is abruptly interrupted by the thunderous sounds of drums and the chaotic footsteps of an approaching horde. As the camp springs into action, warriors arm themselves, children seek refuge, and even the kebab stand owner prepares for battle. The leader of the oncoming Thri-Kreen horde, riding a giant newt, declares their demand for the Leestone of Speed, threatening the party's lives.
Half the party hides. Alexi cowers in Mama Margaret's tent only poking his head out for pot shots. Bobda summons a wrench from hammerspace, using it to try to disrupt the Thri-Kreen's trebuchets. The party tries to argue with the Thri-Kreen leader, claiming they know nothing of Boris, Alexi, or the Leestone that they are looking for.
The encounter commences with the party facing off against 30 Thri-Kreen grunts and their leader, Smorgus of House Borgus. The battlefield becomes a battleground, with the Lizard Tribal Warriors defending their own king while leaving the party to fight the invading force. Throughout the fierce battle, the Thri-Kreen employ the trebuchet, unperturbed by Bobda's wrench, posing additional challenges for the party.
Lillian duels with the grunts while the rest of the party focuses on Smorgus. Acorn forgets she has literal magical powers capable of throwing explosions and instead opts to use her claws. Topaz supports in her constellation form firing magical arrows around the battlefield.
After the intense fight, the dust settles, and the defeated Thri-Kreen lie scattered across the battlefield. The surviving Lizardfolk emerge, tending to the wounded, and look upon the victorious party with admiration. Alexi is offered a chance to spend some intimate time with some Lizards who wish to thank him for his service. It pales in comparison to the tension he once felt with Sev.
Suddenly, a transformation occurs as Mama Margaret, the Canvasser Magician, sheds her worn Lizard Garb and reveals herself as Margaret, the wielder of the Leestone of Abundance. Inviting the party to her study, she transports them to a cozy library within a boulder, overlooking the enchanting swamp outside.
Inside the study, the party encounters Yukon, Margaret's apprentice, who wears a robe similar to Margaret's but lacks its intricate details. Margaret, now in her magical attire, inquires about the party's motivations and desires regarding the stones they seek. To prove themselves worthy of the Leestone of Abundance, Margaret tasks them with a quest—to destroy the rogue demigod known as The Geomancer, who poses a great threat to the region.
As the quest is presented, Alexi shares some cryptic lines about the library filled with books. The party colletively bullies Yukon into hanging out with them and getting drunk off of her master's wine stash.
With the quest before them, the party decides to embark on their journey, choosing to attend the tournament. There, they hope to increase their power levels and claim the prize from the mysterious Count Bloodmoon.
TLDR: Met a mousefolk trader, tried to rob him, killed a bunch of Geomancing Golems, nearly befriended a giant salamander, freed some feral Greenlings, and hung out with Lizards.
The dewy grass touches your ankles as you stand before the entrance to the great swamp of the lowlands. Before dawn this morning, your party gathered up your belongings and left the Duke's manor before he and the guard of Dross could return from their battle against the Goobers. The path that lies ahead turns from grassy plains to a narrow path through the clay pits that make up the swamp. Amidst the fog you can see spatterings of torches in the distance, as well as ruined fortresses to kingdoms long and not-so-long gone sinking in the mud.
The path to the canvasser is fairly narrow, but as you pass the threshold of the swamp you see a diverged path. The path to the left leads to a grassier part of the swamp. To the right the path becomes rocky and forms near-perfect stepping stones leading to a shadowy stone fort.
In between the two paths is a small stone platform. There is an older mousefolk sitting in a hammock next to a campfire. He wears a gray robe that matches his salt-and-pepper whiskers. He strums on a lute. There is a giant salamander with a saddle curled up next to him, and amongst them are caddies, trunks, and other storage containers.
"Welcome friends. To the caravan of Ilzban. Purveyor of the finest goods in the fallen kingdom. I was not expecting to see any potential customers out here, so excuse me for my limited inventory."
The party sits with Ilzban. He feeds them all newts on a stick. They share stories, with Ilzban charging them 5 gold pieces per rumor. He tells them that he's seen geomancers nearby, and that they kidnapped some greenlings and a human. Of the geomancers, he says that their power is only exceeded by their mystery. They also learn of Count Bloodmoon of Harkenhold- who is holding a tournament. The winner of which will receive a noble title and a powerful magic item, whose mystery is only exceeded by its power. Ilzban also gifts a diamond to Sev, explaining that he wants to make sure his new friends stay alive. When he passes the diamond, Alexi spots a pouch containing the mark of Conrad Nobleskin; a sickle over a wheat field.
You head towards the ruined fort in the mud. You can see perfectly round footprints leading towards the stone structure, which is a small walled courtyard with a single watchtower. The watchtower is lit from within. The path to the structure is a muddy clearing with sparse trees and occasional columns sticking out. Also sticking out of the mud is the skeleton of a giant salamander. You can see the occasional plume of smoke and sparks coming from within the fort.
As soon as the Rolling Stones reach the outskirts of the fort they begin to interrogate their newfound diamond for any magical properties. Acorn both learns what diviniation magic is as a discipline, and manages to reveal that the diamond is enchanted with powerful diviniation magic. They then come up with solutions for disposing of the stone. Alexi threatens to smash it with his Leestone. But instead they have a fishing contest, which Acorn wins by catching a large catfish with her talon. They feed it the diamond and set it loose. Alexi then pours out some of his old moldy vodka which pollutes the water killing all the fish nearby.
Bobda flanks around the side of the fort looking for an entrance. Sev spots a pile of giant salamander dung and approaches it. Acorn flies up and down to scout with Alexi, learning the magic of the pythagorean theorem. Sev attempts to befriend a the giant salamander by waking it from its sleep and offering it some hard tack. At first, he makes a modest attempt. He tries again, angering the salamnder further. Finally, he critially fails for his third attempt and throws the hard tack at the creature's face. The giant salamander is unhappy and begins trying to eat him. Initiative is rolled.
The thrashing about the woods alerts the geomancers. They are golem magicians clad in beige robes. The leader, Shale, stands atop a square watchtower. His robes have gold trim, signifying his relative improtance. Another magician in the courtyard of the fort stands before a ritual altar and a pile of lifeless clay humanoids. Acorn blasts one golem standing guard at the gate as Bobda has a philosophical argument with Shale about the nature of what counts as blasphemy against the All-Seer. Shale is not impressed and casts Erupting Earth at the halfling and his clay defender. A pillar of clay bludgeons them both from underneath, felling them both.
Alexi hatches a plan to enter the fort. He fires a crossbow bolt at the wall then pounces atop it to scale it. As soon as he crests the top six magic stones come bounding through the air like stones upon water. The mouse swashbuckler falls down, unconscious. The situation looks dire, but Sev turns the tide of the battle by healing up Bobda. His lay-on-hands healing in the form of a mass of spectral greenling hands. Reloaded for battle, the party assaults the fort. In actuality, Acorn does most of the work with her new spell Cloud of Daggers handling the lesser geomancers easily. In a dream state Alexi converses with a Canvasser. She inspires him to keep true to his journey and relish in the power of the Leestone, which has already begun to augment the party's power just by being in its presence.
Shale and a lesser geomancer use one of the hearts to create a Goober before the party's eyes. Bobda shoots it before it can do much. Acorn casts mold earth, creating a hole underneath Shale's feet which causes him to fall through the platform of the watchtower. He casts Feather Fall to protect himself. Now at ground level he lobs a fireball at Acorn... she saves. In a moment of panic, Shale melds into the stone walls of the fort- claiming that he'll be keeping an eye on the party.
Afterwards, they free the feral greenlings. Sev attaches a note to one of their backs explaining the situation before sending them towards the forest. One of the feral greenlings gives Sev an acorn. Alexi takes a magic flame sword contained in a ring. The giant salamander returns and everyone tries to befriend it. Key word: tries. Lacking any experience or talent with the natural world means the creature runs back to the swamp from whence it came. Goodybe salamander.
The party feels a surge of power within them as they activate a TRAINING MONTAGE. Over three days, each of them concentrates on one aspect that they'd like to empower. Alexi has Sev punch him in the stomach to train his constitution. He also repeatedly hits a giant slab of meat. Sev studies holy texts and channels his force of will. He even practices public speaking to improve his charisma. Bobda hits the books, improving his intelligence. Acorn spends time meditating in an ancient sunken library, and unlocks a new spell.
They then continue back towards the other path, crossing Ilzban again. He has some new items in stock, so the party sits for a moment. Bobda, Sev, and Alexi confront him about the scrying diamond, which he denies any ties to. Meanwhile Acorn buys a healing potion and a spellbook. Then she tries to steal his coin purse. She fails. He puts a rapier to her throat and demands they all leave, which they do.
You follow the path through the swamp towards the Lizardfolk camp. The smoke rising in the distance appears to grow larger and brighter as you weave your way through the mists. It's a small patch of grass in the mud on which the lizards have set up a few communal tents. You see stands with a lizard selling meat of questionable origin, one stands before a great table full of sharpened bone spears, but many are just relaxing by small fires or chatting in their sinister hissing language. They eye you as you enter the camp and some conversations stop and then resume as you pass by. Notably, the only non-lizard you see is a lone human wearing leather armor sitting by the fire. A sword rests next to him. There is one tent which appears to be the leader's at the back of the camp. That one is tied shut.
Arriving at the camp, Acorn casts her new spell comprehend languages to speak with an elderly woman Lizardfolk named Mama Margaret. Margaret tells her to stay away from the young lizardfolk boys. She has been around the block a few times and knows all the tricks. She gives Acorn a key with the letter "J" on it, telling her to put it into any door or latch whenever she has a moment of peace.
Bobda and Sev buy some questionable meat on a stick and then sit down with the human, who introduces himself as Basalt. He's an anthropologist and is travelling north to attend the tournament at Harkenhold. If he should win, he wishes to use the powerful magic item in order to form a magical school for training new magicians. He explains that he wishes to enter the magic duels, which allow the use of magic enhanced weaponry.
Alexi stacks some rocks on top of each other, grumbling about his displeasure in Acorn's attempted theft on Ilzban. A crowd of Lizards surround him, excited at the height of his rock cairn.
Then, satisfied with their lizard adventure, the party continues on to the north seeking out the Canvasser of the swamp.
TLDR: Met new friend Topaz. Got revenge on the Blacksmith Lom who killed Boris. Decided to ignore both the Duke and Nobleskin's requests to keep the stone for yourselves.
Exiting the woods to the south of Dross you find yourselves on the path back into town. You spent the night at the Forgotten Chapel after clearing out all the dead bodies, and you are all fully refreshed. Conrad has left you a note which relays the task at hand. That is, you are to kidnap the Duke and bring him to Conrad's fortress in the badlands beyond the mountains. You have seven days to complete this task.
The morning spring air fills your lungs as you begin to see smoke rising from the village of Dross in the distance. There is a stillness that is interrupted by the sound of metal upon metal and the cracking of a whip as you see a chain gang approaching. Set within the chains is none other than your greenling friend Sev, as well as a stranger. They're being led by some strange mantis-type creatures. They hold spears and are wearing draping cloths that billow in the wind. You're standing just outside the forest entrance, with a large field up ahead. There are some boulders dotting the road and a broken down carriage. The party recieves a letter from Conrad Nobleskin, altering the deal. He asks the party to kidnap the Duke and his Leestone, then deliver them to his base in the badlands within seven days.
The negotiations are short as Acorn shoots a firebolt at the Thri-Kreen in charge. It's a short combat, Sev convinced two of his jailors to escape while they can with their lives. The other three creatures were collectively shot, firebolted, and stabbed to death. After the dust settles, the party gets introduced to Topaz- a human looking druid who was chained together with Sev. She agrees to help the party out, so long as they steer clear of Nobleskin. The party agrees, and they continue on to the Duke's manor to collect their reward. But first, they stop at a nearby stream to wash off.
Topaz sews little flowers on everyone's clothes and mends any holes. Sev gives Alexi a massage, lightly brushing over his toned mousefolk muscles. He briefly touches a scar, forcing Alexi to wince. But, Sev reassures him that he can let his guard down around him. Bobda celebrates catching a big fish, just as Acorn lifts an even bigger net of Crayfish out of the stream. They laugh. Feeling refreshed, they continue on.
Approaching the walled-courtyard of the Duke's manor they run into Jim, a guard who Sev, Bobda, and Boris had made friends with when they were first released from prison. He explains that the Duke had to step out to attend to Goober's breaching the village. Apparently, they think it was sent by the Geomancer. Jim lets the party in to the courtyard.
There, under the shaded tree in the Duke's garden stood the blacksmith Lom. Sun shining on his handsome face and glistening on his muscles, he holds out the adamantine armor. "My father crafted this set, and now I'm supposed to give it to the likes of you?" he spits. "Hand over the Leestone and you'll get your reward."
Topaz claims that she has put the stone up into her... secret pocket... Lom, Topaz, Bobda, and Jim accompany her to the outhouse as Alexi hides in a bush. Once the guards are distracted, Alexi's cousin Boris flashes into his brain. The only thing on his mind is revenge as he moves with the speed of three mousefolk, killing two guards before anyone else can even act. Topaz calls lightning down on Lom, which also takes out Bobda's Clay Defender. With the combined might of the party, Lom doesn't stand a chance and is quickly killed. Acorn loots all the bodies as Bobda takes the adamantine armor for himself.
The party gathers up wood and starts a bonfire in the courtyard. Recalling tales of their past, and sharing their known lore of the world as they decide their next move. Sev convinces everyone to head deep into the swamp to consult the Canvasser there, and hopefully learn more about the Geomancer. Acorn rallies the party under their new group name, THE ROLLING STONES.
After enjoying plenty of the Duke's food and ale, Acorn's itchy talons begin to itch. Alexi helps them pick the lock to the Duke's back room, which he and Bobda enter with Acorn. They spot a three mannequins in rusted armor, one of which has a multicolored hooded robe upon it. Acorn takes the robe, as the door slams shut and neurotoxin begins to fill the room. The armor begins to animate and attack. Alexi goes to open a chest in the back, but is chomped to death by the mimic that it actually was. Bobda and Acorn take care of the armor easily with the help of Sev and Topaz breaking the door down. In his uncious mind, Alexi's life flashes before his eyes and he refuses to die. He awakens, plunging his rapier into the Mimic's eye, killing it. After the ordeal, the Rolling Stones decide to make camp at the Duke's manor for some reason. Acorn brandishes her new robe, The Robe of Infinite Pockets, full of extradimensional spaces that allow her to steal all the Duke's artifacts and artworks, totaling about 5000gp worth of goods.
Tldr; Got a quest to get magic "Leestone" for the Duke. Was assisted by a cyan magician who later died to Conrad Nobleskin, who wants the stone for himself. The party agreed to help Conrad and take revenge on the town of Dross.
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You have spent the night at the Mourning Wood tavern in the town of Dross. Your deeds from the night before have earned your stay. Unfortunately, your greenling friend Sev is nowhere to be found. You're served a weak ale and watery porridge at the communal table of the inn, where there is also a team of Dragonborn workers getting ready for the day's labor. Also, in the corner of the tavern is a raggedy old man cloaked in a cyan robe pouring over some maps and muttering to himself, while absentmindedly eating his porridge with his other hand.
The Halfling Bobda and the mousefolk Boris are eating their porridge when all of a sudden two trumpeters break into the tavern followed by the Duke, Skon. He voluntells the two that as a reward for their good behavior they are being given two additional prisoners to “be good influences on.” Enter a feisty (but not stealthy) Aaracokra magician named Acorn and a halfling rogue named Lilian. In exchange for heading to a forgotten shrine in the woods, the Duke will reward the party with a set of adamantine armor from his collection. On account of having a new short person and weirdo in the party, Bobda and Boris agree.
As soon as the Duke leaves, one of the Dragonborn workers remarks that he doesn’t think it’s fair the prisoners get a lucrative job. A tavern brawl is initiated that leaves most of the Dragonborn murdered. Acorn proves her worth by hurling fire bolts through their chests. Additionally, she commits a war crime by slaying a retreating enemy.
The barkeep agrees to not call guards (useless they may be) in exchange for the party cleaning up the blood. Before leaving, the party discusses their mission with the brooding magician in the corner of the tavern.
He’s an old man with a cyan robe. Through bites of his porridge he warns them of the danger of seeking the artifact- a Leestone. There are apparently many powerful beings after them. Any attempt to use the stone would surely kill a lesser being like the party members. More succinctly, he tells them it costs 100 hit points to attune to a single stone, of which there are seven. Four stones are owned by Conrad Nobleskin. A Dragonborn who killed the last king of Scoria. One is held by another of his order of magicians. One is lost at the forgotten shrine The final is held by the Duke himself. The magician helps the party by magically tattooing a map of the region on Bobda’s back.
They exit the tavern to ask for some directions. They meet Lom, the blacksmith; who despite some off-color remarks about the immigrants in his town gives them some helpful advice. Boris tries to swipe his coin purse, but is caught. Lom responds violently, but offers Boris the chance to beg for his life and leave forever. Boris makes a valiant attack, but is ran through by Lom’s long sword, dying instantly. The blacksmith spits at the party that if he ever sees their faces again, they’ll suffer the same fate. Just as Boris gives his last breath, his cousin tragically arrives. Alexi, another mousefolk gangster rogue from the capital who had been searching for him this whole time. Oh, the mousefolk-anity! He agrees to take up Boris’ old quest and get revenge on the blacksmith who had wronged him. He also takes Boris’ crossbow. He would’ve wanted Alexi to have it.
The party, henceforth referred to as “the short kings” head over to the forgotten shrine
It's spring, and the forest is abuzz with activity. The sun shines brightly through the treeline. The chilly air guides you on your path through the woods. You're on a direct path to the forgotten shrine when you reach a clearing. There's a cobble cabin with a thatched roof just off the path, and a bloody trail leading into it. Smoke still rises out of the chimney. The door is closed, and there are no windows.
Bobda enters the house (carefully) and traces the blood to a barrel. He lifts the lid of the barrel which drops and alchemist fire into its chamber- igniting the sulfur within. A pack of hungry greenlings jump out to ambush the short kings. For the first time, the kings felt true fear. One of the greenlings drags Bobda to a bush, but is unable to pierce the unconscious halflings’s armor. Acorn slays some with her magic, with Alexi getting some crossbow practice in. It’s a brutal fight already- until a shrill scream is heard over the woods. A demon, clad in chains and wielding a great axe appears. It hurls a death orb at the greenlings, then turns its attention to the party. Acorn manages some chip damage. Just then, a flash of white light erupts from the sky as the demon is hit by three comets. Standing there, porridge still dripping from his beard is the magician from the tavern. He finishes off the demon, as the party clears out the rest of the Greenlings. He reprimands them for chasing the Leestone, using the demon as an example of the kind of danger one can expect when seeking the stones. But, he admires their tenacity and agrees to help them out. He also reminds the Short Kings that Wizard is an offensive term to magic-users. As is Sorcerer and Warlock. By the magician's logic, Wizard is derived from the same phonetic phamily as words like drunkard or guzzard. Therefore, the term Magician is much more appropriate to be used.
They rest a short while and continue onto the forgotten chapel. Acorn and the magician bicker about what kind of magic is best. Acorn frequently threatens to kill the clearly much more experienced magician, but he laughs it off. When they reach the forgotten shrine, there is a statue of a warrior with some illegible text beneath. Around the shrine, they find depictions of an order of monks protecting the stones. The magican tells that this is the extinct Pact Gray; an order devoted to the safekeeping of the stones. The party collectively bemoans their terrible job.
The magician gives Acorn a scroll that she can use to attempt to cast Comprehend Languages up to 3 times. She fails the first two, but succeeds on the last. She reads that the statue will come to life and attack should anyone attempt to take the Leestone...
The party then attempts to take the Leestone. From atop the highest tower Alexi grabbed the all-powerful Leestone of Speed from its protective altar. A mysterious bell ringing is heard in the mind's ear of all in the vicinity as the statue at the foot of the chapel sheds its stoney exterior, revealing a platinum golem within. Its eyes gleam red as it sets a bead for Alexi. Alexi asks the magician if he can use the stone. The magician says it will kill him. Moreover, an army of undead skeletons awakens inside the chapel and begins to climb the belltower. The party fights back against the skeletons as the golem targets Alexi solely, chasing him through the chapel and literally tearing it apart stone-by-stone. At one point, Lilian fences with three skeletons at once, and wins. Acorn lobs firebolts all over the place and Bobda plays with his ranged weapons. The magician assists by sending comets at the platinum golem. That is, until he's killed. The smell of steel wafts across the air as the flayed body of the magician flops to the ground at the sickle of Conrad Nobleskin.
A dragonborn, but nine feet tall and wearing a cloak made of human skin. His chest is bare save for two weapon holsters and a belt containing his attuned Leestones and ranged weapons. He sprints up the tower next to Alexi and the golem. As the rest of the party finishes up the golem, Conrad destroys the golem. Alexi again considers using the Leestone, but Bobda reminds him of the many times that they have been told that it will kill him. Alexi explains his predicament with the Lom the blacksmith, and their quest for the Duke. Conrad requests that the party betray the Duke. In doing so, they can get the adamantine armor, get revenge on the blacksmith, and in exchange Conrad will take both the Leestone of Speed from the party and the Leestone of Abundance from the Duke. The party tentatively agrees. The echo of the magician's soul rings across all their ears. "There is another of my order. A cyan canvasser of the swamp, Margaret."
The short kings set off towards Dross, home of the Duke and their destiny.
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And now, an excerpt directly from the journal of Sev. (he writes in third person)
Sev and the Great Cheese Heist.
After defeating the golems with Boris and Bobda, Sev parted ways with them believing he could never truly fit in in a group. On his travels, he struggled to keep his strange arcane powers in check and bounced from town to town. Eventually, he became low on cash and had to stoop to taking jobs from criminals. He came across a gang of Mousefolk that hatched what seemed like a harmless plan to steal a large stockpile of cheese known to be held in a nearby village’s church. When raiding the church, a group of emaciated commoners and priests attacked the party and Sev let out an accidental burst of thunderous arcane energy and killed most of them. When the Mousefolk got a hold of the stockpile, it became apparent that it was more than just cheese. The town was undergoing a famine and the gang planned on taking the last of their rations to sell them back to the starving villagers. Disgusted with himself, Sev massacred the Mousfolk and turned himself in. Back in prison, a cleric came to him and offered to help teach him to keep his powers in check. In exchange, Sev had to sware a sacred oath to the All-Seer. An oath of redemption.
Sev is currently imprisoned at the Duke's Manor in Dross. By the way, that's the end of Sev's journal. This is now being written by the archivist. It was quite an exciting day for the greenling. The drama here is that Sev has no idea his old companions (minus Boris) are coming back to Dross to face down his very own captor. The cleric that assisted him was one of a gray cloth. He bore a shield with a symbol of seven stones, leaving the name "Gray."
You sit at a campfire in the town of Dross near dawn. The earth itself seems to breathe beneath your feet as a cool shadow is cast down from the mountains to your west. You're in the lowlands. A mysterious swampy terrain overseen by Duke Skon, who resides in this village and has just released you from his captivity.
They arrive every dawn. Whispers the Duke. They shall be here any moment.
Three prisoners, The Brilliant Halfling Bobda Builder, The brutish Greenling Sev, and the Brash Mousefolk Boris are released from the Duke's captivity. They are instructed to defend the town of Dross from an invading force of clay golems that enter the town each night to steal its residents.
The three have a fierce battle against the invadors, repelling them without any casualities and earning their freedom. The townsfolk celebrate their victory. The trio of the Short Kings embark on an adventure seeking their fortune.
It’s early afternoon as you sit on boulders surrounding a small fire outside the Lonely Stag, a tavern on the side of the road you’ve been traveling on. Both suns beat down from over the mountains to your west, contrasted with a nice cool breeze coming from the lowlands to the northeast. The tavern is an adobe style building made of hardened clay, with square holes for windows.
Old Farmer Clark, a human wearing only overalls (ONLY Overalls) walks past the party sitting outside of the Lonely Stag. They are Sola the Barbarian, Piper the Golem, Tolgir the Dragonborn, and Pickles the blink dog. He is muttering about how no one wants to help him retrieve his golden potato, which helps him grow food for the town. The magic potato was stolen by a geomancer magician. The party agrees to go inside to convince the others. Inside the tavern there is a group of Dragonborn workers who Old Farmer Clark had asked for help. Tolgir tries to convince them, but is told that he has soft hands and has never worked a day in his life. Also in the tavern is the innkeeper, Oaf, and a shadowy figure twirling a dagger on his wooden table.
The dragonborn workers take offence to being asked basic questions, and smash Tolgir with a mug. The party then proceeds to murder them all viciously, getting blood all over the tavern. Oaf is upset, but can't do much due to the lack of guard presence in the are a. So, he politely asks the party to clean up their mess. They do.
The party reaches Old Farmer Clark's grain silo where the Goobers have taken over. (A Goober is a small expressionless clay monster spawned from a magician. They have organic hearts that must be stolen from another creature). They storm the silo and are spotted by the Goobers, who spit flaming lobs of clay at the party. Pickles wanders into a swamp where she meets Plosive, demigod of sound. She bestows upon the beast an amulet that begets the gift of telepathy, allowing her to finally communicate with her companions. It's a tense battle. Sola throws multiple Goobers against the wall, killing them and causing many explosions. At one point, Tolgir is caught in a net inside of the flaming silo underneath a pile of rubble. With the assistance of Pickles, the two manage to escape just as the building explodes. Despite the rescue, Piper was unable to survive the ordeal. In a horrible twist of fate, just as her twin sister Pepper arrived on scene in order to finally meet. Pepper joins the party as they continue onto the magician.
The magician lives in a mine guarded by a lesser rock monster. Pepper solos the rock monster with Chaos Bolt as the others slide down into the mine, taking out Goobers on the way down. At one point, they destroy the magician's forge, releasing a demon bound within. Tenebris the Unseen escapes and executes the magician. Tolgir tries to bargain, but the evil demigod is unphased, agreeing to spare their lives as thanks for releasing him. The party finishes off the remaining Goobers and returns the golden potato to Old Farmer Clark, who in return gifts them a Bag of Devouring.
In order to learn more about the magic they have unleashed upon the world, the party seeks out the Canvasser of the lowlands- a powerful secluded magician.