Revolutions

A Miner Inconvenience

Charged with finding the source of the town’s sickness and avenging some douchebag named Manec (Saeth’s brother), our group decided to travel up the Nuarranta river to examine the rumors about the blacksmith, the miller, the hermit, and the Magientist. As the group was leaving Melwan, they heard a cry of distress nearby. The group decided to investigate the cry before leaving and found Naelan, an old friend of Ned’s. He was showing signs of advanced, as far as the group can tell, Flux poisoning. After talking briefly with him, the group decided he was too far along to help and left him to his fate. The sight of the man’s death caused the two followers of the One god to weep uncontrollably – most likely because they’re the only ones with feelings.

The group set off north to begin their investigation at the mill. On the way, Ned and Ninel’s sickness caused unpleasant experiences such as hearing whispers saying “pestilence” and possible hallucinations. Upon arriving at the mill, the group was greeted by an unusual lack of activity. The group met Irvin, the miller’s son-in-law, who explained the sicknesses at the mill. As the group went inside to meet the rest of the family, Ned saw Maltaria who said “The world will be awash in darkness.” The miller, Goater, denied any involvement with Magientists on account of it being too expensive. However, Nesa did find evidence of amber Flux on the mill’s waterwheel blades, likely from moving contaminated water from upstream. The group decided to head off up the river when Joben, the miller’s son, mentioned that he’d seen two large men lurking in the woods near the river. Joben had also seen a screaming, badly injured man running through the woods, chased by another man.

The group left for the Magientist’s house, but on the way, Ninel heard the gears of a factory and saw an amber glow in the distance. When she reached the glow it was gone. The group made it to the Magientist’s house where they found two mercenaries who claimed Talacien was off doing research. Thinking the Magientist’s water source was safer than that from the river, Ned decided to fill his water pouch with water from the well where he saw the reflection of his dead family. Getting little other information from the mercenaries, the group set off for the hermit’s shack.

Arriving at the hermit’s shack, Ned saw Maltaria who told him that Ergor “knew the truth.” Ninel heard a voice that said “the ancient one speaks the truth.” Ergor’s hut is badly kept, his garden filled with badly deformed plants and amber in the soil. The hut walls were covered in writings that Ninel and Ned thought they recognized but just couldn’t quite make out. Ergor also claimed to hear voices but otherwise, he was of little help so the group kept on marching upstream of the river.

As the group traveled up the river, the riparian environment showed unusual signs of poisoning similar to that of Ergor’s garden. The group heard a humming noise and saw two large men and a man working an unknown machine. Ned sneaked behind the small group while Father Ean called for them to halt, but the man appeared to work faster. Not sure of the urgency of the situation, Father Ean and Nesa sprang into action to stop him. In the blink of an eye the group was in combat when Nesa decided to attack the mercenaries rather than the Magientist. The Magientist made a run for safety while Saeth ran after him to try to talk to him. After dealing with the mercenaries, the group talked to the magientist Herven who told the group that Talacien has been acting strange lately. He also told the party that he and Talacien were working to clean the water of the Flux but decided not to tell the town about the danger of the water. The machine he was using was designed to remove the Flux from the river and capture it for use.

The next day the group sent Herven and the remaining mercenary back to Melwan to warn the town about the water. The group made their way upstream to discover the source of the Flux poisoning. Eventually, the group found a cave; outside of the cave was a pickaxe covered in Flux. Ned and Ninel felt compelled by their respective hallucinations to walk towards the source of the Flux but at the last moment gained control of their bodies before falling into a pit. Further into the cave, the group saw a amber-colored hand print. After traveling further into the mine/cave, Ned realized that the miners were digging vertically, which is unusual; therefore, the miners must have been working with some direction to find the Flux. The group found the source of the Flux and as they were thinking of a way to plug its flow, Talacien appeared above them with four mercenaries. Talacien threatened the group but Hervin showed up to try to defuse the situation. However, Talacien ordered the mercenaries, who were hesitant to follow his orders, to shoot Herven. Fortunately, Father Ean and Saeth were able to keep Herven’s wounds from being fatal. After the mercenaries shot Herven, Talacien appeared to come to his senses and expressed remorse for his actions.

Then four giant lizards showed up, but were fought off by the group and the mercenaries. The group talked Talacien into coming with them to explain the situation to the town, but upon returning, they found the town aflame.

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Don't Drink the Water
or, going home can be a real bear

After leaving St. Nyline’s Chapel, the group crossed over into Melwan and left Loch Varn behind. Upon reaching town, everyone discovered that Manec, the ruling lord (and Saeth’s older brother), had died of fever. We went before the Council, to tell them about the horrors we discovered in Loch Varn. We also spread word or Deorn’s disgrace to Neala the bard and the local Demorthen Wailen before bedding down for the night. The following morning we saw first hand the evidence of the sickness spreading through Melwan. The old crazy hermit Ergor claimed the sickness comes from the spirits. Wailen claimed she could help the sick, but required supplies from a Demorthen named Loeg in the village of Dearg. During this time Ned got closer to the village innkeep, a lady named Maltaria. We made the trip to Dearg, spoke with Loeg, and collected the supplies for Wailen. We spent then night in a roadside shrine only to be awakened by the sound of a disturbance outside. Father Ean rushed to the doors, to confront the noise, and was rewarded for his passion with a mountain of bear claws. The rest of the party moved forward and put the bear down. It, too, was taken with the sickness that was afflicting the village. This got Nesa to thinking and when they returned to Melwan she examined the town well with her fancy goggles and determined that there was Flux in the town’s water, which was likely responsible for the sickness in the region. Gossip around town is that the miller may be responsible. Upon meeting with Lady Mac Lyr, we have been charged with finding the source of the sickness.

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Dreams within dreams
Or, the joys of party bonding

We guessed on spelling. A lot. Deal with it.

Saint Nyline’s chapel. After discovering the chapel’s secrets, the group headed toward the village of Varn. The group was approached by the village elder, Eiric, asking if their mission had been a success. Amidst the crowd, Nesa saw the man she killed with a crossbow in her dream. After much discussion, it was agreed that the party would stay the night and go to the ruins, perhaps for the second time, in the morning.

During the night, Nssa had a nightmare where she killed her brother, Terent, in the ruins. She woke up to see her brother in the room; he accused her of murdering him and told her that he was a Magientist spy. He gave her a blood-stained paper with the same markings as the first dream’s paper’s markings. She screamed. The paper was real!

The group looked at the paper and was able to discern that the contents were a chemical formula and an old-time Magientist saying. Ean suggested they row out onto the loch and pour the chemical onto whatever they found on the island in the middle. For some reason, they did, bringing the pugnacious youth Berthold for protection. They poured the chemical on an enigmatic stone, revealing coordinates. Berthold recommended old man Leo could help them find the location. While telling them the location (somewhere south of the village), he talked of the horrible massacre of the Magientists in the factory fifty years ago.

At the coordinates, they found a mound of disturbed earth. Digging the earth revealed a box containing a map. On the map were the coordinates of a secret laboratory near the factory ruins, in the exact spot where a sanctuary to the earth spirit Gluta stood today. It also contained the missing pieces of a report they’d found earlier detailing the Magientists’ attempt to extract fossil flux and heal the brown pestilence as well as the Demorthens’ attempts to block the research.

Then they got woozy and fell asleep.

Then they woke up in the ruins.

And Nesa totally killed her brother. For reals this time. They saw Jearon moving quickly into the factory followed by Deorn. Among the dead around them, they found a dying Varn warrior among the dead mercenaries. They talked to him, but he died. They took some stuff from the dead and pried Nesa from her brother’s totally dead corpse—she had killed him earlier.

They moved through the ruins facing exactly zero horrible deaths. Outside, in a clearing, they found Jearon menacing Deorn and speaking in someone else’s voice. He appeared to be possessed by Verzal, the Magientist from the fifty-year-old activity reports. Rather than listen to him accuse Deorn of his own murder, Ean blasted him with ice in spite of Saeth’s futile attempts to interrupt him. Ned tackled Saeth, while Ninel(?) and Nesa attempted more successfully to stop him. They all calmed down long enough for Verzal to tell his story: Deorn thought the fossil Flux was punishment from the spirits, so he used the war between Gwidre and Taol-Kaer as an excuse to massacre the Magientists who had built their factory atop a rich vein of fossil Flux. Deorn summoned tree demons.

The fight was brutal, but with the help of Jearon/Verzal, the party prevailed. Deorn was knocked unconscious and deprived of his amulet. Verzal promised to leave Jearon if the party exposed Deorn. After much arguing, the party agreed. They searched the underground lab, finding a scary yellow piece of Amber/fossil Flux containing Verzal’s face. Ean and Ned claimed it was a Cursed Stone, while Ninel and Nesa wanted to send it to Reizh for research.

They left and after a contentious meeting with Eiric and the Dàmàthair, they were asked sternly to return to Melwan. Ned and Ean left carrying the fossil Flux, but Ned had a terrifying vision of Verzal’s murder. He fell into a stupor. Ninel broke the silence and told the village folk of Deorn’s treachery. Much arguing, and Deorn confessed. The group silently and angrily returned to the chapel.

Back at Saint Nyline’s chapel, they encountered Jaber and Urvan, the people from Ninel’s memories. The priests prayed over the fossil Flux, finding no curse. Ninel and Nesa happily took the fossil Flux, promising Saeth a chance to research it and promising Ned not to mess with it inside the vales of Varn and Melwan.

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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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