Solace Rising

The Tomb of the Six Peoples
Adventure, loot and a new friend

After returning to Carynma and receiving the thanks of a tearful Lady Henet, the three took a short moment to examine their situation.

Lady Henet advised them that the map they had found was brought by an adventurer, who sought funding to organise an exploration to the one, nearby, point. He had told her husband it was an ancient tomb full of treasures, and he’d already found some kind of evidence of this nearby. She didn’t know what the evidence was, and assumed the man himself had been killed by the Klork.

On examination of the backpack he had forgotten about, Jaric found a small replica of the map and a thumb sized phial with a green liquid within and pins on top. From the legends every adventurer knew, Jaric surmised this to be one of the fabled Nanik – and with caution to the wind – pushed the needles into his arm. For a time nothing happened, but he would later realise he had gained an affinity for water and could indeed survive beneath the waters of his bath tub for nearly half an hour without rising for air.

Realising that this map had some validity, Natalie, Nate and Jaric made plans to expedition to the location on the map – approximately two days south of Carynma.

Taking a single horse as a pack animal, and enough supplies to see them through a long week – the three set off. The sun barely risen over the great range, and a cool breeze ruffling their hair and fur.

As night fell that first, uneventful, day – the travellers came upon a small campsite. Poorly set for a wilderness trek – but offering warmth and light at least. Sat on a small blanket and eating some dried foods was Hayden, a human man with a knowledgeable air to his demeanour.

After a little conversation and some pleasantries, it became apparent that Hayden was in possession of some research that showed how to find the entrance to ‘The Tomb of the Six Peoples’, but not the mountain range it was located in. Jaric and the Faury had the opposite.

With a little haggling, the four decided to pool their resources and seek out this tomb, bringing together their experience and information. And soon the four were talking of their pasts and dreams, sharing food and drink.

As night fell, the group were brought from their reverie by a soft scuttle at the bottom of the hill Hayden had chosen as his camp. In the twilight the two Humans could make out the chitinous forms of a scamper of Ripplespine making their way towards the warm meat of their chosen prey.

Little time was given for the Ripplespine to advance any further, as the Faury and Hayden – revealing his calling – unleashed magical devastation upon the creatures. Although they did not die easily and several spines were launched across the intervening space, pinning Jaric’s arm and catching one of the flying Faury unaware.

Jaric leapt the last few feet to land among the ravenous beasts, his longsword slashing and cracking through yellow shell to pin the creatures to the dusty ground beneath – their squeals barely carrying on the wind as they died.

After ensuring that there was no further danger close, the newly formed party arranged for watches through the night and slept until the sun rose.

The next few hours passed without much of interest; the two different maps were compared and Hayden was able to fathom the valley which should hold this mythical tomb. And – they all hoped – a trove of treasures (whether that be knowledge, power or precious stones depended from person to person).

Hayden divined that the entrance should lie at the end of a gently rising valley path, through which wound a small stream and pleasant grassland. Easily found and quickly assailed, the motley band none-the-less kept an eye out for danger.

Unfortunately, they could not know what was actually awaiting them.

Some hundred yards ahead, a mechanical man – a golem – took careful aim with a magically enhanced musket. It had been set here millennia ago, and now followed its instructions to prevent interlopers entering.

The magically enhanced shot tore through Jaric’s shield, armour and flesh…on both sides. The force of the blow took him off his feet and pitched him into the shallow stream, where his tenuous consciousness finally notes the age old skeletons and rusted bits of armour that this guardian had destroyed previously.

The Faury began to take cover, preparing to enhance their abilities (and perhaps fly to safety) whilst Hayden ran to Jaric’s aid. The guardian lined up a second shot and…with a click and an odd whine – the musket appeared to jam up. With a quickness unexpected of their size, the faury bounded to the metal automaton and hammered at it with their weapons – whilst Hayden melted its armour with magic and Jaric, recovered slightly – finally leant his weight to the fight.

The golem was rent in two, revealing a complex mess of magical construction and strands of alchemical alloys.

Stopping to secure the magical musket and several items left in the stream by hundreds of years of unwary (and unlucky) travellers, the group moved on. Finding the entrance to the tomb concealed by a small waterfall from higher up the mountain range.

Within the tomb entrance; a simple cave opening, the tunnels appeared to be coated in a layer of slick limestone. Spaced every few yards, a mysterious and perhaps magical glow would emanate from the ceiling – through the rock. The group of motley adventurers seemed non-plussed by this, and continued on, wary for traps and dark creatures.

A few minutes of careful approach brought them to a larger cavern, where the eerie lights cast shadows from tall pod like rocks that grew organically from the floor. There were rows upon rows of these pods, almost perfectly aligned through the cavern. Hayden took a moment to tap upon one of the pods – which crumbled quickly into a pile of rocky lime and, more unusually, scraps of rusted metal embedded within like an ore.

As Hayden leant in close to examine the remains, a low – heart stopping growl reverberated through the mystically lit cave. From the darkness of the pods leapt several wolves – giant and twisted into even more deadly versions of their normal appearance. Dire Wolves.

A quick moving and gory combat ensued, with the dire wolves suffering the onslaughts of magic and might alike – whilst worrying at their opponents – but to little avail. Soon all that remained were enough scraps to make a wolfskin scarf.

The group ducked through an archway and into a darkened sub cave; lit only barely from the light of the previous cavern, the space was filled with an unusual sweet aroma. As torches were lit, the companions noted that plates seemed to have been embedded in some areas of the wall and floor. Although here, large swathes of the floor were turned over and earthen as though ploughed for planting.

As they rooted around amongst the detritus and dirt, before finally locating the source of the scent. A thick gelatinous substance dripped from a crack in the wall, and pooled upon the floor creating a shallow basin. As Jaric approached the pool, the ground erupted violently and disgorged the terrible form of a Carnien. The massive worm like beast – far larger than any heard of previously – snapped and flailed at the brave souls. Attempting to rend through their flesh and gorge on their remains. As the team threw all they had at the beast, it slid back beneath the earth…only to erupt again and again…throwing those on the ground away and snapping at any that remained too close.

Finally, with magic flames, blades and force – the Carnien flopped, in chunks, to the floor.

Another mysterious room annexed the Carnien’s lair; water dribbled down the one wall whilst three other doors lay around the walls. In the nearest corner, a mound of limestone made itself obvious through an odd luminescence that glowed from within. Scouting around, several areas of stone were found to cover metallic draws – and a brief force brought them open. Revealing some strangely packaged bandages and strong smelling liquids in phials. One draw even contained a pair of ancient annihilation rings.

However the glowing pod was of most interest to Hayden, who carefully chipped at it with a dagger. Evidently – he was not careful enough. A thick and abhorrent yellow liquid spat from the rock and forced further breakage to the stone.

Whatever leapt from that hellish embryo was like no creature any had ever seen or heard of. The thing was a mass of extruding teeth, spines, hair and sinew. Rows of jagged teeth gnashed at them and a keening wail filled the air. Even worse, as a blast of telepathic energy was directed at it…the thing performed the same attack in return. Scuttling up walls and throwing itself onto the adventurers, it brought one of the Faury sisters down with a blast of elemental fire – before finally being sliced to pieces by Jaric.
The bandages found mere moments before, came into good use to help revive the fallen mage.
Though Hayden tried his best, it was likely he would never know what the creature was and what purpose it had been confined in the fragile ova for.

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Anasari Be-damned Klork
A lady in need, is a lady beset by bugs

The three new acquaintances barely had time to knock back the last of their warming drinks, before a new cause raised its needy head.

The doors of the Wench & Goblet burst open, to reveal the dishevelled and bleeding visage of Lady Meemay Henet. The wife of the local lord Henet, she was well known by Jaric as a fairly well loved and caring individual. Her clothes were part ripped and blood pooled down her arm, she barely had time to rasp “Please help my family” before exhaustion overtook her and she slumped to the somewhat grimy floor.

The two, fat, Faury trundled to her aid – staunching the wound and giving her much needed water and comfort. When Lady Meemay’s senses returned – she told them the cause of her plight and injury.

“Just before first light, the draft animals became skittish and unnerved. Several of the draft animals broke free of their harness’ and ran away from the house trembling. When I began to shout for Henet, my husband and lord, the whole house seemed to shake. Henet arrived downstairs just in time for demonic creatures to erupt through the floor and leap through the windows. They spat evil ichor at all that moved, and Henet and many of the servants were overcome by them. I even saw my two sons and daughter dragged away. For some reason I recovered my wits and my limbs and managed to run, but not before something larger rose from the shadows of her courtyard and slashed me across the back.
I don’t remember the wild run here, and I’m not sure if I was followed – but please…I need your help.”

Never able to refuse a person in need, Jaric promised to rush to their aid and do all he could to save the Henet family. The two Faury, on the other hand, were somewhat more avaricious, and queried what would be in it for them. The Lady Henet assured them that her wealthy husband would be more than willing to repatriate them – if only they could save her family – she would ensure it.

With the glint of silver in their tarnished souls, the Faury leapt up and asked Jaric if he knew the way. Jaric knew of the Henets and their manor, which was a two hour walk from the town – but he needed to move in haste and suggested the ride; commandeering the horses of some of his men for the girls.
With little more hesitation, the three galloped towards the Henet manor, set on rescue (and reward).

Swiftly did they ride along the dusty road, barely aware of their surroundings as thoughts of heroism and silver filled their minds.
Which was unfortunate as they didn’t see the disturbed ground signalling a tunnelled path across their way.
Jaric as lucky enough to pull his horse to one side and avoid catastrophe, but the Faury twins didn’t fare as well and plunged into the narrow and suddenly crumbling space. They had barely time to gain their feet when a swarm of Rurthing who had been taking advantage of the space, leapt at them.

This small but ferocious beasts swamped the Faury at first before inexplicably turning their wrath to the mercenary captain. They appeared to try and latch their razor sharp teeth onto all those that they attacked, but this attack didn’t last for long. Natalie – the first Faury to regain her senses, raised herself into the air with her magic whilst Nate (her sister) began ripping at their animalistic brains with her magical savagery. Little time was wasted on these beasts, and (with a little time to get the horses from the ditch) they carried on.

The manor itself was eerily silent as they approached, with no servants or animals to be heard. With some careful scouting they were able to see their soon to be enemies through a grand window – Some Klork feasting on the grizzly remains of a servant. The Faury once again made short work of the beasts, but not without making a little noise in their continued search.

Room by room the plucky band explored the house, finding only death, destruction and the occasional Klork to greet them. Luckily for all three their enclosing armour prevented the worst of the Klork’s paralytic ichor from affecting them, and without that the bugs were easy pray to their combined might.

One room of interest held a large map of all of Ninigurien, and pinned upon it a dozen yellow stars. What this could be they could not fathom, but Nate was past caring as she discovered a small box holding a ThoughCrystal and a healing draught. Might the two be related? In her excitement, she didn’t care. They scrounged for loot (as they saw it) wherever they went, though Jaric was only interested in those things that may be of help – leaving any coin to the other two.

Following a blood trail up the grand staircase, they learned a few disturbing facts. The house was on fire – oil had spilled from a lantern and was burning through the inner walls, making any room a potential charnel house. Secondly, the house armoury contained two rather large barrels of gunpowder. Jaric stopped only to take a backpack of adventuring equipment he found in a spare room, on the off chance they would be needed in the ongoing rescue.

A sense of urgency overcame them – but they continued to follow the blood trail and came to the rescue of a terrified and hysterical Amelia Henet and her barely conscious saviour (a house guard). Jaric offered to take them to a safe spot outside, whilst the Faury sisters began to loot in glee – caring little about the fire and the flames.

Outside Amelia and the guard gained enough wit to explain to Jaric that Lord Henet and his two sons had been dragged down to the wine cellar by the Klork, and appeared to still be alive when they did so. Pausing only to ensure the two were safe, Jaric headed back in and – after some waiting around for the fat Faury – they progressed slowly down the cellar stairs.

Here they found the source of the Klork infestation – a massive bloated (even by Klork Queen standards) creature that had surrounded herself with her children…and piles of half digested ‘food’ from her children.
The creatures were little match for the heavily armoured troupe; even the queen was quickly reduced to nothing more than a bubbling pile of ichor and chitin by the combined attacks of Jaric’s sword and the Faury mind blasts.

Carnage settled, the three noticed the still forms of the young Henet’s, Lord Henet and his staff as well as some house animals – pinned to the wall with sticky strands: no doubt a living larder for the ex-queen. They cut and pulled at the forms – finding to their dismay that Lord Henet had already been used as meat for the beasts.

As the last of the Henet houeshold was freed, a groaning twisting thunder rumbled from above – followed by showers of dust and dirt. The house had collapsed as the fire burned away its interior.

It didn’t take Nate long to remember the coal chute she had seen on the way through the cellar and the rescued captives made their slow laborious way into the light. Whilst the Faury searched every nook and cranny for extra silver (and fortuitously finding a silver bar and a pennant with a circle and three beams coming from it – that none recognised).

Fresh air and daylight returned, the band of refugees made their slow way back to the town.

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A Sting in the Tail
A group meets, a crisis averted

The sun shines on Carynma, a fairly well populated town that saddles the north west of the Great Range. Here traders from all corners of the world pass through, buying and selling or merely resting and restocking before moving on.

With high summer in place, the market and inns are abustle with visitors. Boxes and carts litter every space and the cacophony of trade buzzes through the air.

The Wench and Goblet; an Inn well known for its fair share of mercenaries and adventurers – bustles with those who seek refreshment after long journeys guarding caravans (or, some might suspect, attacking them).

Three people who, one would think, would not normally occupy the same space – find themselves crushed up on a small window table – trying to enjoy a drink and some food. With the close confines, and considering some of the clientele, the Inn Keep – Cuthsi – is doing his best to ensure all remain jovial. He approaches this one far table, and offers them all a free drink if they can tell a tale or two that will entertain him and those that listen.

Jaric is first, telling of his first great loss. Trying to defend a small group of travellers against bandits, regaling those around him with tales of sword play. Only to end with the loss of those he tried to save, under the crushing white waters of a fast flowing river.

His companions – two Faury (overly burdened with their own weight) consider telling a tale of debauchery and sin, but the time does not appear quite right.

As those around let the maudlin tale sink in, a scream shatters the air. Outside their window a man stumbles past – blood pumping from the stump that used to be an arm. More screams and havoc erupt as the Inn empties to try and gauge the trouble.

Jaric, ever the hero – rushes through the door, into a square of carnage. All around him wasp like creatures buzz through the air, the size of cats – they seem to have a tremendous wallop with the large pincer claws adorning their carapace. Even as Jaric made ready to leap into this deadly affray he witnessed a trader ripped in two, as one snap-wasps claws flicked out – releasing a loud clap as they did so.

Two of the beasts flew towards this new target whilst another cunningly buzzed past and into the inn properly, to confront the cowering Faury within.

Blades flashing and deft footwork preventing any telling blows, Jaric quickly dispatched his foes. Only to find, on his return into the inn, the final creature twitching in its death-throes on the floor. Powerful magic has seared the creatures mind into goop.

Barely a minute passed until all the creatures had been dealt with around the town square; other soldiers and citizens having dealt with them.

A brief investigation found cracked open crates with a dirty comb like filling – the snap-wasps had obviously burst forward from within. And nearby the luckless eviscerated corpse of the trader who had brought them, probably (one of the Faury informed them) to trade with the Belg of the north; who consider the beasts a delicacy.

Normalcy was quickly restored – it’s not a summer trade if some rampaging beast isn’t let loose in Carynma. But the quiet wouldn’t last for long.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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