Shimmering Kingdoms

A Distant Tomb
Session 5 ~ 1/26/2013

A Distant Tomb

Finding themselves road-weary but fearful for the safety of their friend Brother Calumbias, our heroes debate on whether or not to rest up, or continue to seek out the missing monk. Concerned hearts won out over weary bodies, and a decision was made to at least examine the belly of this pit and determine what may have happened to Calumbias. It was also clear that Titan, the brother’s huge shaggy dog would not let the group rest until he was satisfied of his master’s safety.

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Search for a Sword: Part II
Session 4 ~ 12/15/2012

Search for a Sword: Part II

Any Tor in a Storm

It was nearly sundown by the time the party crossed the Stone Way over the Ash Flow. The rain pelted them after they left the shelter of the South Tower, stinging their skin. The horses were skittish and did not like being out in this weather. It had been raining for hours, but they could see the worst of the storm was ahead of them. Lightning flashed in the distance, crackling over the dark wood through which they would soon traverse.

Not knowing whether Virsast had taken the main road south, or the lesser path that ran parallel to the Lower Ash River, inquiries were made with the gate guards, on the off chance that any had witnessed the necromancer’s passage. None specifically recalled Virsast by description, but one of the off-duty guardsmen who frequented The Groggy Stop relayed his witness of a man who appeared to have summoned a horse from nowhere, and rode it along the eastern track. “The fellow rode off into the woodlands with reckless pace,” he said and the heroes knew they’d found which way Virsast had flown with the sword.

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Search for a Sword: Part I
Session 3 ~ 11/23/2012

Search for a Sword: Part I

Bogged Down Pursuit

The heroes, after accepting the task of recovering Calumbais’ sword, head south as swiftly as possible, in pursuit of the necromancer Virsast.

They soon realize that they will not soon overtake their quarry. He has a 2 days lead already, and if the accounts of town guardsmen can be trusted, Virsast is summoning mounts and then riding them to death, in haste to deliver the sword, and news of its owner, to his master in Waelund. Fiona had said she’d heard him summon a mount before departing the tower, and this confirmation disheartens the heroes, but it does not daunt them. They simply trust that they can follow Virsast’s trail and track him down wherever his final destination may be.

Along the road, they encounter a group of monks in need of escort. These monks were abandoned by their knightly escort when the man fell ill, and left them unprotected. They are taking the body of one of their brethren back to the place of his birth, Blathe Thorpe, for burial. The party, although hesitant to slow their progress further, eventually decides to do the right thing and see the holy brothers safely to their destination.

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Fear for a Friend: Part II
Session 2 ~ 11/10/2012

Fear for a Friend: Part II

Brekart’s Tower

Urgency driving them forward, Cillean and his comrades leave the body of Tavros, the wizard’s apprentice, at the pit. They realized that they’d followed the wrong tracks, and Fiona’s life remains in grave danger.

Luckily, once Cillean finds the correct trail, he discovers the brutes have left a clear path to follow. In fact, the sounds of lumber work can be heard ahead, so the boy Jacob is sent to determine the source of the noise. Unfortunately, the brutes were alert, despite their efforts felling trees and clearing debris for a new roadway to their lair. Next thing they know, the boy is sprinting back to the group, blaring a warning on the signal whistle he carried for just such an occasion.

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Fear for a Friend: Part I
Session 1 ~ 11/03/2012

Fear for a Friend: Part I

Bekus’ Pit

Cillean’s ‘cousin’ is missing, and he recruits a group of adventurers from Fallowdown to accompany him in discovering her fate, and rescue her if they can.

In Fallowdown, Tavis gets into hot water with his boss, Spellblade Valexia Barrows, the Raven’s Spike, as he presumes authority to waltz into the royal stables and requisition a steed without prior arrangements. He is accompanied back to the keep by a court wizard, Archemedes and Sir Thonn, one of the Baron’s knights. Tavis is kept overnight, and eventually given leave to pursue his fancy and given a roan gelding, called Siandreth. He renames the steed, but it does not respond to the new name well. When back at the Groggy Stop Inn, Tavis’ weasel familiar gets into no end of trouble, sneaking off and eating one of the gooseberry pies being saved for the patron’s desert.

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