Adventurers Anonymous

Session Summary IV
Frazzle Dazzle and the Two Towers

The party leaves Somerfield, Reynard tries to tarnish Flanderfield’s reputation a bit before heading out by posing as him and posting a dramatic closing note on the door of the Golden Goat. He also tosses a note tied to a brick through the window of the Flanderfield estate.

The party travels for the day and wind up making camp just off the road for the night. During the night, the group notices a suspicious dust cloud blows through the camp from a direction northwest in the woods. Reynard and Kairus investigate to find that there is a stone tower a short walk away from the camp.

In the morning, the group agrees to venture out and take a peek at the tower. Parsons agrees to go with the group while Sonia, Lysa, and Argus stay back with the carts and horses. When they get to the tower, they find it in good shape (No climbing ivy or such features), and Kerkylas realizes the stone it’s made of is not native to this region.

They circle around to find a wooden door, without hinges, with two open hands made of some metal extending from each side of the door. Kerkylas grabs both hands and gets pulled inside of the door, vanishing into the tower, and the rest of the party follows suit, quickly realizing they don’t have a way out.

They explore the tower a bit, finding the upstairs to be well furnished. Kairus looks out a window and finds out there’s a tower directly mirroring this one in the distance by looking out the window.

As Reynard works to unlock the drawers of an antique desk, a suit of armor behind Parsons springs to life and attacks the party, and a skeletal imp inside a drawer turns out to be a normal imp posing dead. They defeat the armor and catch the imp.

The imp tells the party that the tower belongs to his master Frazzle, and after some talk with the imp he agrees to fetch his master. While still poking around the desk, the party finds spell scrolls, and when Frazzle, a gnome wizard (unashamed of his apparent wizard appearance) finds them, the party learns that these towers sprung up overnight and seem to teleport, but are way off course.

Frazzle agrees to sell the party the spell scrolls they are interested in, and sends the group on their way.

The party reaches Hillford a day later, and Reynard manages to steal a pocketwatch from a wealthy patron inside a tavern there. As the party travels two more days and reaches the capital city of Helmsbridge, they find out that the pocketwatch has a magical enchantment that can glimpse into the future.

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Session Summary III
Death to the Gambler

The party wakes in the morning to Sonia reuniting with her sister Lisa (Accompanied by a famed orc warrior named Argus the Bloodiron), allowing them to move forward with the help of Lisa’s spare wheel.

Lisa and Argus accompany the rest of the party since they all have a mutual destination in the capital, and their road travels prove mostly uneventful- with the exception of Kerkylas spotting Razamor Skyguard being escorted south by the torchlight of some Helmsbridge townsguard.

They arrive in Somerfield after two days ride, and the adventurers split up for the night for their odds and ends. Renard manages to find a Three Dragon Ante table at the Golden Goat, which is a surprisingly high stakes table. He, of course, plays well and takes away a decent chunk of winnings for the night, and he even earned the attention of Zane Flanderfield, the owner of the tavern, inviting him to participate in the “goat games” to earn a golden goat worth 500 gold.

In the night however, Ren finds himself ill and coughing up blood, barely surviving an attempt on his life via poison that must’ve been snuck into his drink. Upon further investigation, he discovers that Copperhorn (the tiefling card dealer) works with poisons, and had the poison administered to his drink on the behalf of Zane.

Due to their positions in the town, the party is undecided on action, and with the Duke’s wedding growing closer by the day, they may not have the chance to react. But, the threat was noted, and the name Flanderfield remembered.

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Session Summary II
Where There's a Bug, There's a Bear

The party makes their way back down the trail towards the main road. Parsons has joined them, and it’s mostly a quiet journey, though the knight thanks the party for understanding the difficult situation and empathizing with him. Parsons brings two work horses from the estate with him to sell in town for additional travel funds.

On the way, the party finds the spot where bugbears had attempted to ambush them, and the bodies they had moved into the woods appear to be missing. They discover the bodies must have been dragged away, making an easy trail to follow, so they detour to investigate.

A short twenty minute walk later, they find a hilly section with a cliff-side cave dipping into the ground. They also spot two fresh grave mounds for the bugbears nearby, with five more older mounds behind them, fresh grass beginning to grow on them.

Inside the cave, the party fights off wolves, bugbears, and a large grizzly bear. Halfway through fighting, it becomes apparent that the bugbear leader — a large, armored, female bugbear — wants them to leave the cave.

After some negotiation (loosely, the party ignored a good part of negotiating,) they slay the bugbear leader and collect two crates of loot, one with weapons and armor on the inside and the other with some fine fabrics, coins, and a couple gems.

They leave the cave and push a little past dark to make it back to Plynth, where they reunite with Sonia, and await discussing where to go next in the morning.

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Session Summary I
The Gift Sword

The party, consisting of Kerkylas, Reynard, and Kairus have been traveling alongside Sonia Ramos, a merchant traveler that makes most of her money in deliveries.  En route to the capital, a wheel on her cart breaks down atop a hill near Plynth.  Convenient for Sonia, she has a delivery that needs to be made in the countryside nearby, and she asks that the party break off to make this delivery while she has her cart fixed in town.

The parcel to be delivered is a sword, the party finds to be extremely valuable as they take a peek at it along the way.  A gift to former knight Parsons Crandall.  Sonia agrees to split a chunk of her earnings for the delivery with the group. They spend the night in town and march on their way in the morning.  Along the way, they fight off bugbear ambushers along the trail.

They make their way to the Crandall estate, a very nice home in the woods.  They meet Parsons and his family and make their sword delivery.  Amused by the sword, Parsons tells them it's a gift from the Duke of Karth, who's adamant about the former knight attending his wedding.  Parsons invites the party to dinner and rest the night in the home, and they graciously accept, even making plans to help him with the bugbear problem.

The party wakes up to a shrill scream in the night, and rush upstairs to the sight of Parsons in his son's room, pulling his new blade from the boy's chest.  As they beat the former knight unconscious, a barbaric, malevolent spirit erupts from his body to attack the party.  They vanquish the spirit.

Upon healing Parsons, they discover he's already slaughtered his wife and daughters at the behest of the spirit.  Taking the sword back from him, they help him tend to the bloody halls and dig graves for his loved ones.  At dawn, they leave the estate with the former knight, seeking justice for the deaths of his family.

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