The Boogeyman
placeholder
MURDER MYSTERY
Part 1
The Pathfinders found the brutalized corpse of Hailey Barnes, a mother of one of the children who were turned into ghouls by the Boogeyman. She was violently slain, her abdomen sliced open by a dull claymore with the initials 'H.B.G' on the cross guard. Mayor Edwin Keanes has clamped down on the Society and thinks one of their ranks is responsible for the murder. Namely, the mayor accused Lancer. Lyndrae stuck up for Lancer, having been with him when the murder took place. Now, the mayor has enacted a curfew on the Pathfinders. None of them are allowed out on the streets after midnight, nor are they allowed to be in the bar without express consent from Sven after midnight.
Part 2
With the death of Mayor Edwin Keanes and the revelation of necromancy being the cause, all eyes are on the Pathfinders. A divide is ready to be made as the town begins to lose faith in their ability and some untrustful eyes fall upon those of the Pathfinders that dabble in darker arts; Vinus, Anameleth and some others particularly are being watched over while others believe the Boogeyman to still be alive and that them slaying the sorcerer was but a lie.
The Pathfinders found the brutalized corpse of Hailey Barnes, a mother of one of the children who were turned into ghouls by the Boogeyman. She was violently slain, her abdomen sliced open by a dull claymore with the initials 'H.B.G' on the cross guard. Mayor Edwin Keanes has clamped down on the Society and thinks one of their ranks is responsible for the murder. Namely, the mayor accused Lancer. Lyndrae stuck up for Lancer, having been with him when the murder took place. Now, the mayor has enacted a curfew on the Pathfinders. None of them are allowed out on the streets after midnight, nor are they allowed to be in the bar without express consent from Sven after midnight.
Part 2
With the death of Mayor Edwin Keanes and the revelation of necromancy being the cause, all eyes are on the Pathfinders. A divide is ready to be made as the town begins to lose faith in their ability and some untrustful eyes fall upon those of the Pathfinders that dabble in darker arts; Vinus, Anameleth and some others particularly are being watched over while others believe the Boogeyman to still be alive and that them slaying the sorcerer was but a lie.
BLACKROCK AND ROLL
30/04/2018:
At the behest of the Dwarven smith, Dawi Zharr, the Pathfinders were dispatched to ‘aquire’ metals and schematics from the hostile Dark Iron Dwarves of Shadowforge City, those who were still loyal to the deceased Sorceror-Thane, Thaurissan. Their arrival into the mountain was heralded with blistering heat as they met up with Zharr’s contact Hagroth Angerforge, who commanded a platoon of loyalists to the Three Hammers. He was aware of their plan and would allow them to take what they needed, as long as they cleared the way to where it all was kept - the Hall of Golemshaping.
The group made good progress, the exhausted - desperate Dwarves were little match for the large force which met them. Not even the Golems themselves could successfully halt their advance - and many of the Dwarves fled. The maddened Golem Lord, Argelmach , also fell, but not before fusing his essence with that of a metallic Golem, shaped in his image. And so, the materials were secured for the smith - and a sizable amount at that. Among it was a large shipment of Dark Iron, notorious for its specific requirements in smithing. However, it mattered little, as per the agreement the Smith had with the association, she was their dedicated blacksmith. In light of their good work, she has increased the discount the Society may receive for her service, and is surely planning another venture for the group.
At the behest of the Dwarven smith, Dawi Zharr, the Pathfinders were dispatched to ‘aquire’ metals and schematics from the hostile Dark Iron Dwarves of Shadowforge City, those who were still loyal to the deceased Sorceror-Thane, Thaurissan. Their arrival into the mountain was heralded with blistering heat as they met up with Zharr’s contact Hagroth Angerforge, who commanded a platoon of loyalists to the Three Hammers. He was aware of their plan and would allow them to take what they needed, as long as they cleared the way to where it all was kept - the Hall of Golemshaping.
The group made good progress, the exhausted - desperate Dwarves were little match for the large force which met them. Not even the Golems themselves could successfully halt their advance - and many of the Dwarves fled. The maddened Golem Lord, Argelmach , also fell, but not before fusing his essence with that of a metallic Golem, shaped in his image. And so, the materials were secured for the smith - and a sizable amount at that. Among it was a large shipment of Dark Iron, notorious for its specific requirements in smithing. However, it mattered little, as per the agreement the Smith had with the association, she was their dedicated blacksmith. In light of their good work, she has increased the discount the Society may receive for her service, and is surely planning another venture for the group.
STONE GAZE
13/05/2018:
QUEST: As the older part of the island has been charred in the aftermath of the Cataclysm, local foresters reported some odd sightings and noises coming from the Wildhammer ruins. More woodmen have been reported missing after they failed to return, greatly lowering the number of workers within Duban Kibil. They sought the help of the Pathfinders to investigate the scorched, haunted ruins. After a big portion of the island's landmass destruction which disturbed the elements, the Pathfinders are advised to watch out for any hostile Elementals.
Part 1
The Pathfinders encountered several Troggs, natural enemies to the dwarves, in search of something. They were accompanied by vicious Basilisks with a stare to avoid and Salamanders which they successfully defeated. Although the battle against the Berserkers, noxious fumes of a Fungalmancer and the brutal elemental magic of the Mystics and Geomancers were ruthless, they were victorious. Upon further investigation, they've come across some 'statues', which were the missing foresters turned to stone, next to a ritual underground alongside a suspicious tome and a precious stone.
The Pathfinders have found that an Earth Elemental was robbed of this item by the troggs, and they could feel its seething rage through violent earthquakes. From here onwards, the Pathfinders have two choices; either giving the heart back, or taking it to use for sale and to further progress their collection of artifacts. The ‘heart’ was a glowing gem which could be used for powerful enchantments or a valuable profession ingredient for blacksmithing and jewelcrafting. The Troggs attempted to use it to empower them as they drained its mystical energy, hoping that the powerful stone will eventually revert the Curse of Flesh. Eltaor, alongside Mordoth and Jeon decided to stay the night and supervise the stone as they built an outpost to look out for any incoming danger that the Elemental could cause.
QUEST: As the older part of the island has been charred in the aftermath of the Cataclysm, local foresters reported some odd sightings and noises coming from the Wildhammer ruins. More woodmen have been reported missing after they failed to return, greatly lowering the number of workers within Duban Kibil. They sought the help of the Pathfinders to investigate the scorched, haunted ruins. After a big portion of the island's landmass destruction which disturbed the elements, the Pathfinders are advised to watch out for any hostile Elementals.
Part 1
The Pathfinders encountered several Troggs, natural enemies to the dwarves, in search of something. They were accompanied by vicious Basilisks with a stare to avoid and Salamanders which they successfully defeated. Although the battle against the Berserkers, noxious fumes of a Fungalmancer and the brutal elemental magic of the Mystics and Geomancers were ruthless, they were victorious. Upon further investigation, they've come across some 'statues', which were the missing foresters turned to stone, next to a ritual underground alongside a suspicious tome and a precious stone.
The Pathfinders have found that an Earth Elemental was robbed of this item by the troggs, and they could feel its seething rage through violent earthquakes. From here onwards, the Pathfinders have two choices; either giving the heart back, or taking it to use for sale and to further progress their collection of artifacts. The ‘heart’ was a glowing gem which could be used for powerful enchantments or a valuable profession ingredient for blacksmithing and jewelcrafting. The Troggs attempted to use it to empower them as they drained its mystical energy, hoping that the powerful stone will eventually revert the Curse of Flesh. Eltaor, alongside Mordoth and Jeon decided to stay the night and supervise the stone as they built an outpost to look out for any incoming danger that the Elemental could cause.
THE BURNING OF TELDRASSIL
The Burning Legion has been defeated; the forces of evil routed and Argus sent into the nothingness that awaited its master and yet war was still upon the horizon. An army of Orcs marched through Ashenvale, clearing the way for a large attack force to pass through and into the forests of Darkshore. Their razing of Maestra's Point is what lead Cidlaran, an Apprentice of Estulan who was acquainated with the Pathfinders through an old quest to send a portal to them and warn them of the oncoming brutality. Confused but without choice to call upon arms for the Alliance they passed through the portal and aided Sentinels of Ashenvale with their own skirmishes, protecting the Shrine of Aessina from an Orc Warlord.
Vereny, the mysterious yet stern Night Elven ranger, was also assisting the group at the time due to the gravity of the situation. Despite having abandoned her ties with her own kin and lost her social status among them, she viciously assaulted the Warlord, perhaps recklessly so, with nothing to lose and a fueled desire to spill blood. Even after losing her weapons she continued to ravage the Warlord with nothing but claws and fangs, managing to tear through flesh and performing a sloppy, ravenous beheading.
It was after that they were given word that the Horde had moved further north and the Pathfinders were given Hippogryphs by Sentinel-Captain Nalaiel Quillsong to Lor'danel, fighting in the skies with Wyvern-Riders along the way; the skies were red and smokey, feeding thoughts of dread - what had happened? It was upon landing in Lor'danel that they were forced to attack Horde outriders who were burning the village and routing the citizens; aiding them and getting them to safety before pressing along the shore with the rest of the Alliance who had also routed.
What they saw there changed the Pathfinders forever - from a faction that was neutral but under the jurisdiction of the Alliance, to ones who could never find peace with the Horde... The Great Tree Teldrassil was aflame, burning to cinder - a destroyed armada of bodies and ships littering the sea. They helped survivors, drowned or alive to the shore and aided in healing them. It was only upon returning them did the seed of doubt grow from the inside - half of the guild wants revenge; the other half want to stay out of the conflict.
Vereny, the mysterious yet stern Night Elven ranger, was also assisting the group at the time due to the gravity of the situation. Despite having abandoned her ties with her own kin and lost her social status among them, she viciously assaulted the Warlord, perhaps recklessly so, with nothing to lose and a fueled desire to spill blood. Even after losing her weapons she continued to ravage the Warlord with nothing but claws and fangs, managing to tear through flesh and performing a sloppy, ravenous beheading.
It was after that they were given word that the Horde had moved further north and the Pathfinders were given Hippogryphs by Sentinel-Captain Nalaiel Quillsong to Lor'danel, fighting in the skies with Wyvern-Riders along the way; the skies were red and smokey, feeding thoughts of dread - what had happened? It was upon landing in Lor'danel that they were forced to attack Horde outriders who were burning the village and routing the citizens; aiding them and getting them to safety before pressing along the shore with the rest of the Alliance who had also routed.
What they saw there changed the Pathfinders forever - from a faction that was neutral but under the jurisdiction of the Alliance, to ones who could never find peace with the Horde... The Great Tree Teldrassil was aflame, burning to cinder - a destroyed armada of bodies and ships littering the sea. They helped survivors, drowned or alive to the shore and aided in healing them. It was only upon returning them did the seed of doubt grow from the inside - half of the guild wants revenge; the other half want to stay out of the conflict.
THE AFTERMATH
In the wake of the Teldrassil burning, and the ties between the Horde and the Alliance being severed, Erishade called for a meeting in the town hall. Anxious and skeptical, every member was on edge; some among them had even lost their family, their homes. With the meeting being held, Eltaor declared that his allegiance to the Pathfinders' Society will be loose - his loyalty is and would always be to the Alliance who were now marching upon the Horde in Lordaeron - and those who wished to join him, could, but gave a warning to each and every member;
anyone who has ties to the Horde must break them, then and there, for if found out, the Alliance would immediately seize them for treason against the crown of the High Alliance.
Eltaor, Henry Thackeray, Shira, and many others joined the Alliance in the great fight. In the meantime, a spectre visited Duban Kibil - unknown. New, yet familiar and with only one person on their mind; Wraithfiend.
A Dwarf by the name of Galstaddin told them of a town far beyond the mountains, over the Pass of Dogh Maldir and through the Forests of Khirn, where the mountains were tipped with snow and the lands ancient and druidic. Setting out, the Pathfinders marched through the Realm of Duban Kibil to their new home. And upon a frost-tipped mountaintop in the pass, they were confronted by a wise Shaman, though he appeared a little jittery - as if frightened, but unaware of what he was frightened of. The cautious Pathfinders engaged in a trial that would let them pass, to put aside grudges and fight one another. The first two and only combatants were Eltaor and Wraithfiend, the coincidence immediately making hairs stand up on the back of necks. The duel went on and grew in heat as it did - steel clashed against steel and hatred arose to the surface of their face. They were no longer intent on dueling, but killing one another.
Anameleth stepped in to cease the rivalry and that was when the horrific spectre tore itself from the frozen body of the Shaman, revealing a foul, eldritch creature with eyes of blood and claws like knives, a floating wraith of death and malevolence; a Banshee, that was all too familiar with Anameleth and one whom flirted with the idea of seducing Wraithfiend, breaching his mind with clouded thoughts.
As she then left with a warning, Wraithfiend also summoned his charger and fled, declaring the Pathfinders as hostile - people who would only slow him down in his quest to find out who he was; twisted, sickened thoughts made him believe perhaps the Banshee could help and so he fled to Lordaeron. The Pathfinders carried on to their new home of Loch Boldihr, an old Wildhammer settlement that has since welcomed them with open arms, but there are many ailments in the town that they are yet to deal with to have the full respect of the Dwarves.
anyone who has ties to the Horde must break them, then and there, for if found out, the Alliance would immediately seize them for treason against the crown of the High Alliance.
Eltaor, Henry Thackeray, Shira, and many others joined the Alliance in the great fight. In the meantime, a spectre visited Duban Kibil - unknown. New, yet familiar and with only one person on their mind; Wraithfiend.
A Dwarf by the name of Galstaddin told them of a town far beyond the mountains, over the Pass of Dogh Maldir and through the Forests of Khirn, where the mountains were tipped with snow and the lands ancient and druidic. Setting out, the Pathfinders marched through the Realm of Duban Kibil to their new home. And upon a frost-tipped mountaintop in the pass, they were confronted by a wise Shaman, though he appeared a little jittery - as if frightened, but unaware of what he was frightened of. The cautious Pathfinders engaged in a trial that would let them pass, to put aside grudges and fight one another. The first two and only combatants were Eltaor and Wraithfiend, the coincidence immediately making hairs stand up on the back of necks. The duel went on and grew in heat as it did - steel clashed against steel and hatred arose to the surface of their face. They were no longer intent on dueling, but killing one another.
Anameleth stepped in to cease the rivalry and that was when the horrific spectre tore itself from the frozen body of the Shaman, revealing a foul, eldritch creature with eyes of blood and claws like knives, a floating wraith of death and malevolence; a Banshee, that was all too familiar with Anameleth and one whom flirted with the idea of seducing Wraithfiend, breaching his mind with clouded thoughts.
As she then left with a warning, Wraithfiend also summoned his charger and fled, declaring the Pathfinders as hostile - people who would only slow him down in his quest to find out who he was; twisted, sickened thoughts made him believe perhaps the Banshee could help and so he fled to Lordaeron. The Pathfinders carried on to their new home of Loch Boldihr, an old Wildhammer settlement that has since welcomed them with open arms, but there are many ailments in the town that they are yet to deal with to have the full respect of the Dwarves.
SAVING THE WRAITH
It had been two weeks and there was no sign of Wraithfiend's return. Anameleth was weary - Eltaor on edge, but aware of his prejudice. The Pathfinders understood now that this Banshee was of importance - and her role in the conflict to come would be pivotal and she now had a hold of Wraithfiend, both body and mind. In a bid to 'rescue' the Knight, they set out to the Eastern Plaguelands and stumbled upon his old family home where corpses, some fresh and new, laid the barren forests, their blood drained and their heads missing.
They investigated further through the hallowed lands and soon enough stumbled upon a decrepit cornfield from which Wraithfiend emerged, possessed by the malevolent spirit. Conflict broke out, with the Knight almost slaying them all were it not for the combined efforts of the Pathfinders and Eltaor drawing her out with the holy light, banishing her from his mind - in turn, she afflicted Anameleth's. And thus they had learned the banshee's name to be Alethea Deathstrider. With Wraithfiend dormant but aware again, he returned with the Pathfinders - but never whole again.
"And as he watched her stand there, outlined by fire, smiling with vicious glee, he realised something. He had thought that Alethea preyed on the weak, but now he realised he had been wrong. Alethea preyed on everything. She didn't single out the weak, they just came along most often and most easily. Given the slightest provocation, she would target the strong, too, and try to destroy them just as utterly as all the peasants and wild animals she had ever butchered. A banshee gone mad, unbridled from the Forsaken's chains, vengeful and enraged."
TOMB RAIDERS
Rumors of Orcs surfaced in Loch Boldihr, supposedly being sighted in the Forests of Khirn. The Pathfinders rallied a small infiltration group to route them out - it was not long before they were sidetracked. Two unfamiliar faces set upon the group; Gregor Baldwin and Grimnir Stonebeard introduced themselves, declaring that they had set out to find the Pathfinders, revealing a tomb nearby that they believe would be of major interest to the treasure-hunting group, asking for their aid as their group were going to pillage it, offering a share of the treasure. They stated they did not want to disturb and desecrate the dead, only explore and retrieve a token of value from the ancient Dwarven world. Upon arriving at the location Gregor described, the Pathfinders spotted a group of Bandits using dynamite to bust the tomb open, going against the exact word of Baldwin; disturbing the dead. Seeing the Pathfinders, they flee into the tomb, the group quickly burst in to hot pursuit and when they entered the tomb, they could not find nor see the Bandits - nor any treasure; only skeletons of old. The doors of the tomb slammed shut behind them with a manic laughter coming from the other side and the voice of Gregor Baldwin that declared that they had pulled this stunt to rid the town of the famed Pathfinders so that they could pillage and rob the town.
Cerbin, trying to use magic to bust the tomb open revealed that the tomb was heavily warded and that no magic worked inside it; the only way to leave was to venture the cold dark and solve the many puzzles left behind by the ingenious minds of the Dwarves. The dead soon rose to drive out the warmth of life - Skeletons, re-animated fought the Pathfinders all the way until they find an exit on the other side of the tomb. Emerging, they stumble upon the Bandits who are surprised that they made it out alive. Some run while others try to put up a fight - try being the key word, as they put up little conflict and are quickly dismissed. Arriving upon the scene, Grimnir was accompanied by Eltaor who killed the last remaining Bandit that tried to flee. The Pathfinders turned their weapons on Stonebeard who revealed he had no idea. As thanks for being left alive, he now aids the town - in search of the last remnants of the Underking's bloodline, a cruel and tyrannical ancient king of Duban Kibil who is mentioned in a diary they found in the tomb, the diary of a Dwarven Explorer who perished among with his expedition on the search for the cursed armor of the Underking - of which Eltaor bore the ring, and Dawi, the helmet.
Cerbin, trying to use magic to bust the tomb open revealed that the tomb was heavily warded and that no magic worked inside it; the only way to leave was to venture the cold dark and solve the many puzzles left behind by the ingenious minds of the Dwarves. The dead soon rose to drive out the warmth of life - Skeletons, re-animated fought the Pathfinders all the way until they find an exit on the other side of the tomb. Emerging, they stumble upon the Bandits who are surprised that they made it out alive. Some run while others try to put up a fight - try being the key word, as they put up little conflict and are quickly dismissed. Arriving upon the scene, Grimnir was accompanied by Eltaor who killed the last remaining Bandit that tried to flee. The Pathfinders turned their weapons on Stonebeard who revealed he had no idea. As thanks for being left alive, he now aids the town - in search of the last remnants of the Underking's bloodline, a cruel and tyrannical ancient king of Duban Kibil who is mentioned in a diary they found in the tomb, the diary of a Dwarven Explorer who perished among with his expedition on the search for the cursed armor of the Underking - of which Eltaor bore the ring, and Dawi, the helmet.
THE DESCENT
PART ONE:
The mines have recently been reopened. Telnus has exterminated most of the life-forms down in the caverns, purging the systems enough to deem it once again, safe to traverse for the Pathfinders to excavate. The perfect opportunity for Dawi to get more raw materials for analyzing; a notice was put out on the board for the members to meet at the Blacksmith, and they were tasked with entering the caverns to acquire enchanted glow-caps from the deep places of the island.
Having entered the mines that they believed were cured of the malevolent forces at play, the Pathfinders soon found out not all quite added up. An uneasy, familiar fog settled in that was intoxicating and choking - the same as their last visit, and it only seemed to be stronger this time. Fresh corpses, some of which were infested with a newfangled parasite that caused their bodies to mutate with vile cysts and bloodied roots to malform from their sullen, dead flesh reanimated them. Shira, in a bid to cure the remnants aimed to draw the corruption from the caverns and in turn, she was afflicted, becoming a host to the eldritch aura that turned friend to foe. The Pathfinders were able to stave her off mostly, and have her succumb and return to reality, but the voices did not recede, dormant. They soon returned to the surface, deeming Shira's safety more important than the mushrooms.
PART TWO:
Once more thrown in to the fray, the guild were tasked with descending in to the caverns again to collect the mushrooms - this time, with the aid of the guardian druid Telothis whom was present to investigate the growing source of corruption.
In the mines they found the same Orcs, reanimated once again and performing a ritual. The Orcs were promptly quelled, as they were weak and merely pawns. 'Overseer' Skeex revealed himself, a name familiar to the Pathfinders as he was the overseer of the Kobold infestation of the mines and threatened the group. Mytharian, impatient as always charged forth and crushed the poor rat-creature beneath his shield with ease, pulverizing him to blood and bone.
This however, brought him closer to the vile poison cloud that seeped further in the caverns, deluding both him and Magna Ironstone, a Stormpike Champion on the Island who came to join the Pathfinders after hearing all the fuss about them.
Magna, in her deluded rage, continued to mutilate the kobold's corpse - and was paralyzed while Shira, Telothis and Redoul worked on locating the source of corruption. Fortunately for Magna, Mytharian was able to pull her from the cloud and they fled back to the mole machine, only to find that the Stone Giant that Cerbin had summoned in their first encounter with the Nightmare was now covered in spore-life and infested. Telothis took a bid to cleanse them, until it spoke - in a voice that was all too familiar; the very same voice that Shira had heard, who was now on the floor clasping her ears and shrieking in pain.
They let the Stone Giant live, and Telothis ceased in his actions - because now it was clear that this was bigger than they thought; it was a hivemind that subjugated hosts, and Shira is likely a ticking time bomb dead centre in Loch Boldihr. Telothis has left to contemplate and retrieve more Druids to aid them. The story has only just begun.
EPILOGUE:
The evidence was all there - the Pathfinders had gathered all they needed to. The nightmare still existed and its corruption had buried itself deep within the roots of the mountain, and its influence was not yet over. With that being said, Dawi had ordered Telnus to enter the mines and prevent anything from escaping while Telothis, Cirdarn, Cerbin, Magna and a new arrival, a mysterious Elf by the name of Vereny. With their combined efforts they fought through the caverns to the deepest pits of the mountain's system. Setting free the Stone Giant and killing it for good, they managed to free its influence from a sentient, plant-like creature that moved as if it was being controlled by several parasites inside it, not quite understanding anything; an aberration of nature. Telothis focused his efforts on the pillar keeping it regenerative while the rest kept it distracted until they could destroy it. When they moved on, they found only the same overgrowing, putrid cyst of creation - the twisted thoughts of nightmares, writhing with hands that were not quite hands and eyes that bore though yet did not look. Their combined efforts destroyed it while Telothis lowered its shields, Cerbin destroying it with dynamite but in its dying breath it spoke a cryptic morsel;
"My death does not stop it. Doom seeks the child and of stone and with it, death will find the orphan of the sun. Know - that this is your doing," the words lingered on some while others, it did not. They returned to the surface with the corruption finally routed, but with those words came pondering; what did it mean?
The mines have recently been reopened. Telnus has exterminated most of the life-forms down in the caverns, purging the systems enough to deem it once again, safe to traverse for the Pathfinders to excavate. The perfect opportunity for Dawi to get more raw materials for analyzing; a notice was put out on the board for the members to meet at the Blacksmith, and they were tasked with entering the caverns to acquire enchanted glow-caps from the deep places of the island.
Having entered the mines that they believed were cured of the malevolent forces at play, the Pathfinders soon found out not all quite added up. An uneasy, familiar fog settled in that was intoxicating and choking - the same as their last visit, and it only seemed to be stronger this time. Fresh corpses, some of which were infested with a newfangled parasite that caused their bodies to mutate with vile cysts and bloodied roots to malform from their sullen, dead flesh reanimated them. Shira, in a bid to cure the remnants aimed to draw the corruption from the caverns and in turn, she was afflicted, becoming a host to the eldritch aura that turned friend to foe. The Pathfinders were able to stave her off mostly, and have her succumb and return to reality, but the voices did not recede, dormant. They soon returned to the surface, deeming Shira's safety more important than the mushrooms.
PART TWO:
Once more thrown in to the fray, the guild were tasked with descending in to the caverns again to collect the mushrooms - this time, with the aid of the guardian druid Telothis whom was present to investigate the growing source of corruption.
In the mines they found the same Orcs, reanimated once again and performing a ritual. The Orcs were promptly quelled, as they were weak and merely pawns. 'Overseer' Skeex revealed himself, a name familiar to the Pathfinders as he was the overseer of the Kobold infestation of the mines and threatened the group. Mytharian, impatient as always charged forth and crushed the poor rat-creature beneath his shield with ease, pulverizing him to blood and bone.
This however, brought him closer to the vile poison cloud that seeped further in the caverns, deluding both him and Magna Ironstone, a Stormpike Champion on the Island who came to join the Pathfinders after hearing all the fuss about them.
Magna, in her deluded rage, continued to mutilate the kobold's corpse - and was paralyzed while Shira, Telothis and Redoul worked on locating the source of corruption. Fortunately for Magna, Mytharian was able to pull her from the cloud and they fled back to the mole machine, only to find that the Stone Giant that Cerbin had summoned in their first encounter with the Nightmare was now covered in spore-life and infested. Telothis took a bid to cleanse them, until it spoke - in a voice that was all too familiar; the very same voice that Shira had heard, who was now on the floor clasping her ears and shrieking in pain.
They let the Stone Giant live, and Telothis ceased in his actions - because now it was clear that this was bigger than they thought; it was a hivemind that subjugated hosts, and Shira is likely a ticking time bomb dead centre in Loch Boldihr. Telothis has left to contemplate and retrieve more Druids to aid them. The story has only just begun.
EPILOGUE:
The evidence was all there - the Pathfinders had gathered all they needed to. The nightmare still existed and its corruption had buried itself deep within the roots of the mountain, and its influence was not yet over. With that being said, Dawi had ordered Telnus to enter the mines and prevent anything from escaping while Telothis, Cirdarn, Cerbin, Magna and a new arrival, a mysterious Elf by the name of Vereny. With their combined efforts they fought through the caverns to the deepest pits of the mountain's system. Setting free the Stone Giant and killing it for good, they managed to free its influence from a sentient, plant-like creature that moved as if it was being controlled by several parasites inside it, not quite understanding anything; an aberration of nature. Telothis focused his efforts on the pillar keeping it regenerative while the rest kept it distracted until they could destroy it. When they moved on, they found only the same overgrowing, putrid cyst of creation - the twisted thoughts of nightmares, writhing with hands that were not quite hands and eyes that bore though yet did not look. Their combined efforts destroyed it while Telothis lowered its shields, Cerbin destroying it with dynamite but in its dying breath it spoke a cryptic morsel;
"My death does not stop it. Doom seeks the child and of stone and with it, death will find the orphan of the sun. Know - that this is your doing," the words lingered on some while others, it did not. They returned to the surface with the corruption finally routed, but with those words came pondering; what did it mean?
ROCK AND GNOLL
After news of the rise of another Gnoll infestation near the Forests of Khirn on the road connecting Duban Kibil to Stormsfall, with people seldom arriving at their destination the Pathfinders have decided to once again take it upon themselves to rid the island of yet another threat. The hunt began with them finding a small pack of Gnolls who put up a better fight than anticipated, thanks to their weapons that were not of normal tribal craft, but Dwarven - and more importantly, Dark Iron. Redoul, casting divination discovered where the bandits came from and who their smithy was - another Dark Iron whom is completely unknown to the group. After yet another ambush, the Pathfinders managed to survive and rid of the Gnoll threat - but it did not stop there; bringing news back to the Mayor, his immediate thoughts were that the supplier is none other than Dawi Zharr and therefore outlawed her from the town and put a BOUNTY on her head and as a result, the group once more find themselves in the consequence of mistrust; the locals are not entirely happy.
INVESTIGATION: Weapons Dealing
PART ONE
With their objective clear, the Pathfinders now seek to gather evidence to clear the smith, Dawi Zharr’s name clean of her accused crimes. With some information gathered from the Gnolls, and reconnaissance, the Druid of the Claw, Telothis, calls for any willing to aid in the hunt to gather at the Guild Hall. Dranis, Zarvuun, Redoul and Ryaerion answered the call, with two newcomers - Turenaar and Major had came seeking to help.
Their mission was simple - there had been shipments of weapons delivered to the Gnolls on several occasions, and one such appointment was soon approaching. Uncovering the meeting spot, the residence of a once-living Ettin, is where it was headed and so the group ventured off to apprehend those responsible and gather evidence to support their case.
With their objective clear, the Pathfinders now seek to gather evidence to clear the smith, Dawi Zharr’s name clean of her accused crimes. With some information gathered from the Gnolls, and reconnaissance, the Druid of the Claw, Telothis, calls for any willing to aid in the hunt to gather at the Guild Hall. Dranis, Zarvuun, Redoul and Ryaerion answered the call, with two newcomers - Turenaar and Major had came seeking to help.
Their mission was simple - there had been shipments of weapons delivered to the Gnolls on several occasions, and one such appointment was soon approaching. Uncovering the meeting spot, the residence of a once-living Ettin, is where it was headed and so the group ventured off to apprehend those responsible and gather evidence to support their case.
Telothis remained guarding the mouth of the valley, keeping watch to ensure that nothing entered, or left, the area. Charged with the task of working as a team, the squad set out, and approached the stonewrought cottage. They spotted two Ogres guarding the entry and using their ignorance, mixed with their own subtlety to approach. In a moments decision, Zarvuun engaged the two Ogres in a battle, a smoke-bomb covering his position while his allies approached from all sides, only to be beset the bandits, under the guise of an invisibility spell! A battle ensued, and although they were successful, the leader of this operation - a mage - had almost finished casting a spell.
Putting an end to it was Turenaar, his mace crushed the mages’ head, and killed him on the spot. Unfortunately due to this, the group was then unable to gather any information off of him - only having a strange amulet he carried, and a note from a superior to form pitiful evidence, if any at all. Not disheartened by this, the Druid reaffirmed that the team needed to work and act as a /team/, before leaving to clean their mess and uncover more of these operations - hopefully, allowing the Pathfinders to free their apprehended smith.
Putting an end to it was Turenaar, his mace crushed the mages’ head, and killed him on the spot. Unfortunately due to this, the group was then unable to gather any information off of him - only having a strange amulet he carried, and a note from a superior to form pitiful evidence, if any at all. Not disheartened by this, the Druid reaffirmed that the team needed to work and act as a /team/, before leaving to clean their mess and uncover more of these operations - hopefully, allowing the Pathfinders to free their apprehended smith.
INVESTIGATION: Smuggler's Ring
PART TWO
A new location had been discovered by Telothis’ scouting - and he had uncovered what he believed to be a smuggling operation run by a Goblin, within a small hidden valley. Calling for allies to aid, a new team set out. Some usual faces, Dranis, Zarvuun, Redoul and Ryaerion, now with Anameleth and the Death Knight, Wraithfiend. Returning was Turenaar, and another newcomer, Syril - an Elven Priest. With a larger squad they set off - their mission now was to gather information and perhaps persuade the Goblin to reveal what he knew about this coalition.
A new location had been discovered by Telothis’ scouting - and he had uncovered what he believed to be a smuggling operation run by a Goblin, within a small hidden valley. Calling for allies to aid, a new team set out. Some usual faces, Dranis, Zarvuun, Redoul and Ryaerion, now with Anameleth and the Death Knight, Wraithfiend. Returning was Turenaar, and another newcomer, Syril - an Elven Priest. With a larger squad they set off - their mission now was to gather information and perhaps persuade the Goblin to reveal what he knew about this coalition.
Getting to the building, it was revealed to be a ‘shop, with a single Ogre keeping watch - but who seemed to just enjoy his time doing nothing much. Running the store was the Goblin they sought, and a Night Elven women who promptly left as the group in large approached, only to seemingly disappear when they tailed her out the back. The group began searching, and Zarvuun continued to question the Goblin. His answers didn’t get anywhere, and the Draenei lunged at the Goblin! Startled, he tumbled back and pulled a gun from under his counter - Zarvuun attempted to paralyze the greenskin but an amulet he wore absorbed the magic, and the Goblin opened fire! A firefight began within the shop, the Bodyguard keping watch up and left, and spells being flung at the Goblin were rendered inert thanks to his trusty amulet. However, the mace-swing from Wraithfiend was not blocked, and it k.o’ed the Goblin in a single whack. How free to openly search, they discovered the store was nothing more than a ruse, something to keep appearances while the Goblin peddled his weapons. They spent time trying to enter a vault behind the building - and uncovering the key was actually attached to the wrist of the Goblin's prosthetic hand, they descended to discover a few vaults, locked by a mechanical puzzle.
During this, the Ogre which attempted to leave had been halted by Wraithfiend’s magic, and they began to question it. Oddly enlightened for one of its kin, it wasted their time with rebuttals and knowledge they’d already know, to buy time for himself and the Goblin. However, when it became clear that nothing would come of it, the Ogre gave up, and let out a tremendous shout to alert his allies. And an ally came, the Ogre Boss the group heard of in the beginning, ‘Crush’, appeared - and challenged the group to approach. He had several, magical trinkets which gave him the upperhand in the battle, and went to leave the Pathfinders with a warning; If they continued this hunt, they’d die. Afterwords, he vanished.
Meanwhile, within the building, the Goblin awoke to find himself surrounded and outgunned. He knew this was a desperate cause, and attempted to wrangle some sense of diplomacy back with an equal threat - that he’d cause the building to explode if they were not willing to co-operate. Unfortunately, he didn’t get to reveal this deal as immediately as his ear-remote was revealed, Turenaar threw an Axe for the Goblin's hand! He dodged, and pressed the button, the building self-destructed - and blasted those not shielded outwards into the forest. Anameleth had enveloped the Goblin in a shadowy shield, and he challenged her to kill him - boasting he had nothing left of use. Surprisingly, it worked, and the Goblin met a devouring end.
The group left the ruins of the building, for Telothis to return and ask what happened. An argument ensued between the Druid and Anameleth, where the latter expressed that she felt her Pathfinders were being used as tools only to free his dear friend - and that their failings were a result of his method of tackling these investigations. Disgruntled - the Druid posed whether or not she believed they could do better without him, and the answer drove him to depart, to take matters into his own hands. Without him, the Pathfinders are left alone to gather leads and follow on information - but with the results of the last two excursions, is this possible?
During this, the Ogre which attempted to leave had been halted by Wraithfiend’s magic, and they began to question it. Oddly enlightened for one of its kin, it wasted their time with rebuttals and knowledge they’d already know, to buy time for himself and the Goblin. However, when it became clear that nothing would come of it, the Ogre gave up, and let out a tremendous shout to alert his allies. And an ally came, the Ogre Boss the group heard of in the beginning, ‘Crush’, appeared - and challenged the group to approach. He had several, magical trinkets which gave him the upperhand in the battle, and went to leave the Pathfinders with a warning; If they continued this hunt, they’d die. Afterwords, he vanished.
Meanwhile, within the building, the Goblin awoke to find himself surrounded and outgunned. He knew this was a desperate cause, and attempted to wrangle some sense of diplomacy back with an equal threat - that he’d cause the building to explode if they were not willing to co-operate. Unfortunately, he didn’t get to reveal this deal as immediately as his ear-remote was revealed, Turenaar threw an Axe for the Goblin's hand! He dodged, and pressed the button, the building self-destructed - and blasted those not shielded outwards into the forest. Anameleth had enveloped the Goblin in a shadowy shield, and he challenged her to kill him - boasting he had nothing left of use. Surprisingly, it worked, and the Goblin met a devouring end.
The group left the ruins of the building, for Telothis to return and ask what happened. An argument ensued between the Druid and Anameleth, where the latter expressed that she felt her Pathfinders were being used as tools only to free his dear friend - and that their failings were a result of his method of tackling these investigations. Disgruntled - the Druid posed whether or not she believed they could do better without him, and the answer drove him to depart, to take matters into his own hands. Without him, the Pathfinders are left alone to gather leads and follow on information - but with the results of the last two excursions, is this possible?
THE DEAD NEVER REST
Erishade and Lautrec had returned with news of their investigation, and it did not bode well. Having crossed the bridge and investigated the source of necromantic energy, they explained they witnessed a town that was dormant - a place where only the dead walked, and the living were used as cattle to power teleportation, explaining how they could often attack the nearby town of Tairnenacháirde, a Wildhammer settlement that was almost as old as the island itself, the ancestry of the town digging deep into the roots of the island with statues of heroes who once were.
Setting out, the Pathfinders arrived in Tairnenacháirde where they were met with Muirenn Rees, an associate in Loch Boldihr and one of the few who they could trust who guided them inside to seek council with the Elder and a silver knight; Lerion. The council explained all that they needed - and expected. Tairnenacháirde was often under attack from Undead forces who originate from an old, overrun town known once known as Khazal Hurdin - a name that has no doubt been lost to time as have the residents, now vengeful dead serving a necromancer. Crossing the Path of Storms, the ancient bridge that was built over the Ancestor Tree, they soon found themself nearing closer to their destination -- greeted only by the foul stench of death and decay. Lautrec lead them, knowing the area well enough and there they met the reanimated Mayor; Rotsvine, who told them of the dead that dwell here and that he is the only one with a brain of his own - able to keep the dead from attacking with full force.
Setting out, the Pathfinders arrived in Tairnenacháirde where they were met with Muirenn Rees, an associate in Loch Boldihr and one of the few who they could trust who guided them inside to seek council with the Elder and a silver knight; Lerion. The council explained all that they needed - and expected. Tairnenacháirde was often under attack from Undead forces who originate from an old, overrun town known once known as Khazal Hurdin - a name that has no doubt been lost to time as have the residents, now vengeful dead serving a necromancer. Crossing the Path of Storms, the ancient bridge that was built over the Ancestor Tree, they soon found themself nearing closer to their destination -- greeted only by the foul stench of death and decay. Lautrec lead them, knowing the area well enough and there they met the reanimated Mayor; Rotsvine, who told them of the dead that dwell here and that he is the only one with a brain of his own - able to keep the dead from attacking with full force.
There was undoubtedly a thick aura of dread, as no dead were yet to be seen, but they could be heard - and felt. Their presence was strong, unnaturally strong - as if they were controlled by something other than mere, undead instinct; a Necromancer, perhaps. Searching the town for anything to help their cause, Zarvuun stumbled upon a Ghoul in an inn that he tussled with, only for it to be executed with a single shot from Redford - while the others searched the area, Elagor finding a totem in the barn that was eerily reminiscent of that of which they saw in the mines, an effigy burning with blight and necromantic palpitations. Redoul, having found another, the plan was to seek them all and then dispell or destroy them at once, to then meet back at the chapel to hold off the Undead hordes. Gavin prepared in the tavern, purging it and forcing it to be a sanctity of the holy light, a beacon to lure the dead while the totems were dispelled, alerting them and in turn, Maugir, a cursed knight who was host to the Blackblade Knights, one of which Elagor had already encountered.
They were a swarm, attacking from the church and the inn - Redford and Gavin had to fend for themselves, setting the tavern alight while Grayson purified the rotten chapel to once more bring it back to a residence of the light. It was never hopeless - the Pathfinders prevailed against an armada of dead, but a creeping sense of dread and an eerily familiar, twistingly seductive voice let them know: this was only just the beginning.
They were a swarm, attacking from the church and the inn - Redford and Gavin had to fend for themselves, setting the tavern alight while Grayson purified the rotten chapel to once more bring it back to a residence of the light. It was never hopeless - the Pathfinders prevailed against an armada of dead, but a creeping sense of dread and an eerily familiar, twistingly seductive voice let them know: this was only just the beginning.
THE JOURNEY TO AUCHINDOUN
The group had made their way to Dalaran under the advisement of Swamplight. The group entailed was Anameleth, Swamplight, Wraithfiend, Redoul, Oskar, Tinpole and Elagor. The Kirin Tor mage quickly gave them small tid-bits of information required and teleported them directly between the borders of Nagrand and Terokkar Forest. Swamplight had to go to Shattrath for a short moment, only leaving the rest of the Pathfinders. As soon as they entered the Forest, they discovered the remaining livings of the Boulderfist Ogres, which Redoul scouted out using his invisibility. He quickly returned, telling those there what exactly was within the camp. They thought it best to kill the ogres where they stand then let them live. However, the ogres caught wind of them and told their leader about their advancement. The Ogre Mystic talked them out of killing them, and they decided to journey forward. It was at the edge between the scar left by the summoning of Murmur and Terokkar Forest that the Death Knight Wraithfiend discovered the attempts of the remaining members of the Shadow Council to assassinate them. They began the battle, striking down the skilled Orcs after a quick tussle.
Soon after, they discovered the leader of the remaining orcs in the area. Blood Guard Morg'arg. He came charging towards the group but was dismounted off his War Wolf. The Wolf was slain, whilst the other two orcs, an Acolyte and an Assassin, fought the group. Anameleth took it to her own decisions to kill the Blood Guard herself, but the warrior was too skilled to be killed alone. The Acolyte covered the Assassin in a thick shroud of shadows, keeping him hidden from most sources, but he still had footprints to leave. Wraithfiend brought down the Acolyte, but not before the Assassin struck Redoul in the chest. Elagor cut the Assassin in half but the blade was left in his chest. The Paladin Oskar tried his hardest to keep him alive, but their failed efforts to even try and pull out the dagger within a decent amount of time failed, making it too late for the Mage. Wraithfiend also managed the final blow onto the Blood Guard, raising him from death and turning him into a Death Knight. Oskar discovered a device that would teleport Redoul to Grayson's Altar where his final fate would be decided. To the rest of them, he was dead. The rest of the Orcs were brought down. With a valuable resource gone, the group decided to leave and come back another time.
Soon after, they discovered the leader of the remaining orcs in the area. Blood Guard Morg'arg. He came charging towards the group but was dismounted off his War Wolf. The Wolf was slain, whilst the other two orcs, an Acolyte and an Assassin, fought the group. Anameleth took it to her own decisions to kill the Blood Guard herself, but the warrior was too skilled to be killed alone. The Acolyte covered the Assassin in a thick shroud of shadows, keeping him hidden from most sources, but he still had footprints to leave. Wraithfiend brought down the Acolyte, but not before the Assassin struck Redoul in the chest. Elagor cut the Assassin in half but the blade was left in his chest. The Paladin Oskar tried his hardest to keep him alive, but their failed efforts to even try and pull out the dagger within a decent amount of time failed, making it too late for the Mage. Wraithfiend also managed the final blow onto the Blood Guard, raising him from death and turning him into a Death Knight. Oskar discovered a device that would teleport Redoul to Grayson's Altar where his final fate would be decided. To the rest of them, he was dead. The rest of the Orcs were brought down. With a valuable resource gone, the group decided to leave and come back another time.
SAVING PRIVATE REDFORD
After an urgent, unannounced visit from a stranger, a draenei mage by the name of Sharrya hurried into the Hall. She carried grave news with her, not only about the worrisome Naga incursion on one of the nearby islands but also the secret that they carried with them. The naga captured one of the Pathfinder's members, Redford, and his fate was left to be questioned. -(edited)
Mustering all the Pathfinders inside the hall, Gavin rounded up everyone able and willing to begin the rescue mission, considering it as high priority as it gets when life of one of their own is at stake. Sharrya prepared the portal, knowing the location of Redford's abandoned ship, she summoned a gateway to the island that took everyone right in the midst of a rainy jungle forest. Right off the bat, things weren't in their favor - dense forest, settling night with the lack of vision wasn't in the slightest helped by the rain that soaked their boots, but they were determined to safely retrieve Redford. Divided into a well-organized task force, they received news from one of the scouts of the party, Shira, that the lost ship was not far from their landing spot. Making the way through the bamboo trees, the opening ahead of them casted a small bay, a shore, and Redford's vessel forcefully docked not far away, chained down by gargantuan set of tentacles that held it in place.
Dire sight concerning his well-being, but exploring further, they found just where he landed. A small goblin settlement just by the waters, riddled with experimental machinery and other mechanical tools. Upon closer inspection, the Pathfinders noticed that the camp was thoroughly emptied - not of goods and resources, but life, every goblin that once resided there now laid slaughtered, blood dripping into the sand that pooled towards the sea. Amongst the piles of green bodies, a couple of naga beast-men laid done-for as well, a bloodied battle must've commenced some hours before their arrival, as the trails were left fresh to follow. And following one led them deeper into the woods, across a make-shift bamboo bridge. Eerie silence followed them through the air, not quite sure what they'd run into into a pair of murlocs crossed their way, arguing over loot. Sparing no mercy on them, they were left charred to death at a near instant. Keeping the task in mind and not getting side-stepped or distracted, the party marched forth, shrugging off the approaching Goblin sorcerer that gave them a proposition. He was looking for -the Staff-, a nondescript artifact that he praised with immense power, but deciding not to listen to a rambling fool of a mage, Pathfinders moved on.
Just at the end of the road they followed, the peculiar sight of an ancient, ruined elven temple opened before them - and by the root of it, Naga slithered and swarmed. Coming up with a plan in remarkable timing, the group organized themselves and stormed in, cutting and cleaving through the Naga caught unexpected with great efficiency. It took a great peril for the Pathfinders to organize themselves as such, but they proved to be a frightening, non-compromising foe. Splitting into two groups, those tasked in locating Redford, and the front-door breaching battering-ram of a group. The Naga that rushed out of the temple were slain in cold blood, leaving their corpses bleeding while the party busted their way inside the temple. -(edited)
In there, a most grueling sight - Naga creatures, brutes and myrmidons gathered around their leader, a magic-wielding, monstrous Sea Witch with her entourage of sirens that were moments before finishing their spell, with a swirling portal of blackened shadow opened ahead of them. Redford, and a number of captured goblins laid right below her tail, unconscious and bruised. The assault began swiftly, every Pathfinder member converging on the Naga to stop what they were doing, but the Sea Witch was a step ahead of them, raising a dark barrier around her and her sisters to wrap up the spell. Every Naga left on the other side was but a meat shield for her to finish what she started - and despite the valiant effort of the Pathfinders to breach through, time wasn't on their side. The spell was complete and the portal was fully materialized, which the Witch used to toss the goblins inside - and unfortunately, Redford. Moment before the Witch followed, Flynn's assault to break the barrier went through the spell, lightning zapped and disarmed one of Sea Sorceress' many hands that held the powerful staff in it, dropping it onto the ground to flee inside the portal, leaving the rest of the Naga to their own devices.
What remained of the sea creatures was swiftly dealt with, no survivors but one escapee Naga leapt of the edge and into the waters to save their dear life, leaving the temple barren and littered with Naga corpses. One Siren was captured for interrogation as dread settled in realization of their rescue target being gone through the portal. Conveniently enough, the Goblin that they met along the way approached them, congratulating on the victory and retrieving the staff, revealing to them that the artifact itself is used to access the Shadowlands, a dark and dreary place where the Sea Witch fled to, and that the staff itself may be a way to reach their friend once again. Offering to open them the way with a spell he knows, he demanded the staff in exchange for it. Having agreed to it on uneasy terms, the Pathfinders eventually returned to the Hall to plan their approach - a descent into the land of the Dead in order to save their fellow Society member. A noble task, but foolishly brave - as there's very few mortals that ever entered such a world and returned to tell the tale - even some that did, paid the heavy price of sanity for it.
Mustering all the Pathfinders inside the hall, Gavin rounded up everyone able and willing to begin the rescue mission, considering it as high priority as it gets when life of one of their own is at stake. Sharrya prepared the portal, knowing the location of Redford's abandoned ship, she summoned a gateway to the island that took everyone right in the midst of a rainy jungle forest. Right off the bat, things weren't in their favor - dense forest, settling night with the lack of vision wasn't in the slightest helped by the rain that soaked their boots, but they were determined to safely retrieve Redford. Divided into a well-organized task force, they received news from one of the scouts of the party, Shira, that the lost ship was not far from their landing spot. Making the way through the bamboo trees, the opening ahead of them casted a small bay, a shore, and Redford's vessel forcefully docked not far away, chained down by gargantuan set of tentacles that held it in place.
Dire sight concerning his well-being, but exploring further, they found just where he landed. A small goblin settlement just by the waters, riddled with experimental machinery and other mechanical tools. Upon closer inspection, the Pathfinders noticed that the camp was thoroughly emptied - not of goods and resources, but life, every goblin that once resided there now laid slaughtered, blood dripping into the sand that pooled towards the sea. Amongst the piles of green bodies, a couple of naga beast-men laid done-for as well, a bloodied battle must've commenced some hours before their arrival, as the trails were left fresh to follow. And following one led them deeper into the woods, across a make-shift bamboo bridge. Eerie silence followed them through the air, not quite sure what they'd run into into a pair of murlocs crossed their way, arguing over loot. Sparing no mercy on them, they were left charred to death at a near instant. Keeping the task in mind and not getting side-stepped or distracted, the party marched forth, shrugging off the approaching Goblin sorcerer that gave them a proposition. He was looking for -the Staff-, a nondescript artifact that he praised with immense power, but deciding not to listen to a rambling fool of a mage, Pathfinders moved on.
Just at the end of the road they followed, the peculiar sight of an ancient, ruined elven temple opened before them - and by the root of it, Naga slithered and swarmed. Coming up with a plan in remarkable timing, the group organized themselves and stormed in, cutting and cleaving through the Naga caught unexpected with great efficiency. It took a great peril for the Pathfinders to organize themselves as such, but they proved to be a frightening, non-compromising foe. Splitting into two groups, those tasked in locating Redford, and the front-door breaching battering-ram of a group. The Naga that rushed out of the temple were slain in cold blood, leaving their corpses bleeding while the party busted their way inside the temple. -(edited)
In there, a most grueling sight - Naga creatures, brutes and myrmidons gathered around their leader, a magic-wielding, monstrous Sea Witch with her entourage of sirens that were moments before finishing their spell, with a swirling portal of blackened shadow opened ahead of them. Redford, and a number of captured goblins laid right below her tail, unconscious and bruised. The assault began swiftly, every Pathfinder member converging on the Naga to stop what they were doing, but the Sea Witch was a step ahead of them, raising a dark barrier around her and her sisters to wrap up the spell. Every Naga left on the other side was but a meat shield for her to finish what she started - and despite the valiant effort of the Pathfinders to breach through, time wasn't on their side. The spell was complete and the portal was fully materialized, which the Witch used to toss the goblins inside - and unfortunately, Redford. Moment before the Witch followed, Flynn's assault to break the barrier went through the spell, lightning zapped and disarmed one of Sea Sorceress' many hands that held the powerful staff in it, dropping it onto the ground to flee inside the portal, leaving the rest of the Naga to their own devices.
What remained of the sea creatures was swiftly dealt with, no survivors but one escapee Naga leapt of the edge and into the waters to save their dear life, leaving the temple barren and littered with Naga corpses. One Siren was captured for interrogation as dread settled in realization of their rescue target being gone through the portal. Conveniently enough, the Goblin that they met along the way approached them, congratulating on the victory and retrieving the staff, revealing to them that the artifact itself is used to access the Shadowlands, a dark and dreary place where the Sea Witch fled to, and that the staff itself may be a way to reach their friend once again. Offering to open them the way with a spell he knows, he demanded the staff in exchange for it. Having agreed to it on uneasy terms, the Pathfinders eventually returned to the Hall to plan their approach - a descent into the land of the Dead in order to save their fellow Society member. A noble task, but foolishly brave - as there's very few mortals that ever entered such a world and returned to tell the tale - even some that did, paid the heavy price of sanity for it.
TRIAL OF THE HERALD
PART ONE: HOT AND BOTHERED
With Redford's newfound ambiguous position as a ‘Herald of the Stormcaller’, the Elders Stormheart and Ironfist revealed the location of a grand dungeon, said to be used to test the mettle, will and ability of the Heralds - to determine their success against the ‘Archenemy’, the Underking. Should a Herald not be able to complete the Trial, he surely would not survive against the Mad Dwarven King of the Deep. Venturing down into the valley separating Tairne from the rest of Storm’s End, the Pathfinders stumbled upon a grand structure - memories of a grand Dwarven temple or city flooded their minds as the various runes and etching were inspected and translated. Above the main doorway, a plaque read; “Stand upon the dias, ye Herald -- and begin your trial in the name of your Stormcaller.” Following the instruction, Redford stood on the small, raised circular platform. It burst to life, the runes around the entryway began to glow a thundering blue - and the doors opened. The group was hit with a wave of heat, as they descended into the depths of the dungeon.
Emerging on the other side, they had found themselves within a grand cavern. Magma spew from holes in the walls, cooled molten rock formed an unsteady base for them to traverse. Littered across the volcanic matter were bones of ancient dragons - the largest among them dwarfed even the grand battlements of the dwarven architecture. Awaiting them in this harsh landscape was a face familiar only to some. It was Huss, the proclaimed ‘Prophet’, standing in an illuminant spiritual form. The human sage gave light onto their location, citing the first of the Trials was one of strength, to inherit the bravery of the Dragonrender, Drengi. He recalled the tale which many had passed down, claiming the Dragonrender lived in a time when the wings of great flying lizards blotted the sun, and cast his people into darkness. The Dwarf, after beseeching the Stormcaller for aid, leapt into the skies and one by one - cut the dragons down, allowing the sunlight to bless their people once and for all. But, surely this was just a folktale, right? As Huss concluded, the ground quaked. A large giant wrought from molten rock and magma burst from the cooled crust. The being let out an unearthly roar, but the elemental was not their challenge. For as they prepared to battle it, the bones of a large, ancient Wyrm became animate through the flame, descended on the Giant and shattered it apart. Azkhanarion, the Everburning was to be their challenge.
The Pathfinders fought well, the strikes of a lumbering skeletal amalgamate failed to dissuade any of them from the battle. The intense heat and flames which is produced seemed like nothing to their magical barriers, granted by the mages Redoul Duskfeather, Jade Vaun and Zarvuun. Any injured or incapacitated were shielded by the Paladin, Gavin Lugenbrau - and the frontline fighters, Baruf, Dranis and Redford saw to smashing the beast apart. Even the minions which it called upon to replenish its’ fading flame were dispatched, the coordination and teamwork was a marvel to behold - and a rarity to even happen. But in the end, it was the Warrior, Dranis Harsten, which delivered the final crushing blow, dismantling the amalgamation with an allmighty smash - it fell to pieces. The first trial was complete, they had passed the test of strength, displaying the bravery and ferocity of the ancient Dwarven warrior. The group looked ahead, for their ascent to the peak had only begun.
PART TWO: A TANGLED MESS
Deciding to break and recuperate before tackling the next trial, they Pathfinders returned to a grave sight. Bodies of bandits - sporting bright orange masks and cursed weapons - the agents of The Bloodied Claw had arrived. Though they were /dead/, their presence was forboding indeed. Their maniacal leader, The Claw, had known interest in the artefacts of the Three Kings - and it was said that at the peak of the Trial, a Herald would be awarded that of the Stormcallers’. The Stormspear. Worried about what the presence meant, the group continued onwards. Reaching the next test, Huss reformed once again - and cast light on their situation. Ahead, the Pathfinders saw two friendly faces. The Elders Stormheart, and Ironfist - though cast in the same illuminate, spiritual form that the Prophet himself was. They were arguing over something, and the group were given the opportunity to allow them to decide upon it themselves. However, these were allies of the Society - or illusions of them at the very least - and they would not be left at odds. Their argument was oddly specific. At this time - the township of Tairne suffered from an Undead assault, an issue the Pathfinders may, or may not have exacerbated on another venture. Elder Ironfist was stubborn, and was not about to abandon his land, his heritage - resounding to defend it to his death. Stormheart however spoke compassionately, she spoke for his people, offering /her/ town for them to take refuge in until the matter was dealt with. She spoke of strength in number, and that a sacrifice may need to be made.
In the end however, the group managed to get through to them. Protecting the ancient land of ones’ people /is/ important, but the tales and mythos itself would certainly wither and fade should the people allow themselves to perish, and not strive for survival. However, with the numbers to protect the people and the land, they promised the Undead would be driven off, and the towns would be safe once again. The conclusion itself seemed to satisfy both of them, and the spirits faded. Huss remarked on their success, and said that not all of the Dwarven ‘clanleaders’ are to prepared to work together - but their skills as a mediator were impressive. He urged them then, to continue. Within the next chamber was -not- another trial. Or at least if it was, it wasn’t an obvious one. There stood a lone, ramshackle stall - torn draped cloth made a roof, and several locked chests made its’ content. The owner however, stood as a tall, wide skeleton. Fanged maw, though friendly disposition. He thrummed with magical energy, that of ‘The Other Side’, and introduced himself as ‘Gh’reed Goldscream’, citing himself as a skeletal merchant - though those with the magical sight could see he was much more. Nobody questioned /that/ however.
The group inevitably decided that his wares were not of value, and they proceeded. However this was only the Skeletons first sighting, and he would reappear time and time again, with the same offer of treasure for gold - claiming it was prizes that the Society had missed in prior ventures. Returning to the /actual/ trial, the group began to hear strange noises from the ramparts around them. Something was moving around up there, no - a /lot/ of things were moving around. It sounded like an army was marching along the rocky stepped above, out of sight. Preparing for an ambush, most didn’t even notice what lay up ahead. Another familiar foe - Orcs, overgrown with plantlife akin to that under Boldihr. There was a mass of shambling, brainless orc-creatures, stumbling and lumbering around. Up above, the group saw what was making all the noise. Troggs. And not just any - a large force lead by their tentative ally; Krogg’Drauth, the Trogg King. The stone-mongrels watched the Orcs shamble around, cited as the reason the Troggs abandoned their homes in the deep due to invasion. The Pathfinders however didn’t wait, and knew that fire was the most useful tool to dispatch these creatures. And so they burned, but that was the least of their worries. The dark smoke obscured their vision, and did not allow them to see the foe the Troggs had been waiting to see, arrive. A large, monstrous, multi-headed plant creature, gaping, dripping maws which sought to rip and tear.
The ensuing battle was hectic. Of all the members present - the Druidess, Shira, had already suffered a grave encounter with a creature like this before. Her attempt in her past battle left the Druidess corrupted, controlled by the remnants of the foul Nightmare. Luckily, she had her allies to compensate for her initial hesitation. Elagor, Redford and Gavin kept the beast occupied, whilst Aladrel and Vandel whittled away at its’ form. Shira eventually demanded the Troggs assist, and Krogg’Daruth leapt down, cleaving chunks from the viciously regrowing plantlife with his large, flaming blades. Vinus sought to weaken the thing with Fel flame, to stunt its’ regeneration, and Shira once again tried to commune with the being - not to control, but to incapacitate. The effort seemed wasted, until Redoul returned, blasting a head of the creature apart with a bolt of magic from his staff. The struggle did not last long, as combined with all the efforts to weaken the thing - Aldrel, the Swordmistress, delivered the final mighty cleave, her blade combusting with flame, as she sliced through its’ foul core. The Trial of the Past was complete, the Group had overcome and answered for some of their mistakes upon the isle - and conquered some deep-seeded fears of the deep. They took time to rest and reflect, before venturing into the Trials once more.
PART THREE: THE ROOM
Returning to the trial after a few days of rest, the Pathfinders found their next challenge awaiting them - a lone room, small and square - with a large door on the other side, and a lone pedestal in the center. Huss described it as a test of faith - and that the trial before them is not one which will ‘destroy’ them. Pressing on, the party of Redford, Gundred, Gavin, Lautrec, Ceyolas and Aladrel stood around the stonework in the center of the chamber. The door behind them closed - and the pedestal in the middle rose up.
Ceyolas was the first to truly investigate, both Lautrec and Gavin took to the door to see if it could be forced open - then opted to just sit and wait while those versed in magecraft came to a conclusion. When the pedestal was activated, the room went dark. The walls began to rumble - and a runic pattern appeared over the doorway - a spiral of symbols which they translated to mean numbers. From thirty on the outer ring, to one in the center. One by one, the runes went out, a timer.
Redford fuddled about with the Pedestal - and deactivated the timer. Though the doors were still closed, and magically sealed by some other means. The group argued over how to proceed, and time and time again the timer was started, then stopped - sometimes getting as low as 5, or even 2 - and as it did, the walls sounded as if they were moving in on the party - but it was never given time to finish.
Eventually though, Lautrec and Gavin wished to see what would happen at the countdowns conclusion. They restrained Redford who - was the largest part to why it kept resetting, and allowed it to count down. From 30, to 20.Then to 10. Then 5, 4, 3, 2, 1. Then-- nothing. The doors opened, and the group could progress. A little.. Shaken by the experience, they pressedon, and found a far more comfortable trial up ahead. Another test of combat. A choice was given - take the left path, and face an easier foe with less reward. Take the right, and a harder foe with a grander reward. THe group opted for the left. Heading inside - there was no enemy to speak of. Suddenly though, the ground began to rumble. And from beneath Gavin, a large wurm burst from the floor, and swallowed him whole! The group fought fiercely to fend it off and retrieve their paladin, but the thing burrowed back into the ground - all the while battling with what it just ‘ate’.
Another rose to attack the group, and they found it to be a considerable foe indeed. Though a tough beast, it was not strong enough to resist the dark-magic both Gundred and Wraithfiend employed, and in the end it was Aladrel who struck the final blow with her enchanted blade. The other which had swallowed the Paladin rose from the sands, and with Wraithfiend to aid - it convulsed, and perished. Soon after, the belly was ripped open, and the Knight fell out - armor melted, skin singed by the acidic spit.
Deciding to double back and recover, the group did just that - though Huss altered them; They were the first group to ever make it this far.
PART FOUR: THE VORTEX
Returning once more, the group had no guiding spirit to give advice or context to their challenges ahead - and were truely, for the first time in this dungeon, alone.
Now the group consisted of the same from their last venture. Redford, Gundred, Gavin, Lautrec, Ceyolas and Aladrel - and their test was some for of puzzle. A stand which held a small, magical runestone - and a swirling vortex of water ahead. Lautrec was fearless, though perhaps brash - and went to take the stone. And in that moment, the both of them vanished completely. Though he wasn’t far - the vortex had taken him to another chamber, where another watery whirlpool sat. He pondered his options, his surroundings, and the magical swirl before tossing the stone back through.
Back at the main room, the group were in a half-state of panic, as they scrambled to discern what was going on. Suddenly however, the stone appeared on the pedestal again! As they planned what to do, Gavin stood forwards, and grabbed it - and was likewise vanished. Lautrec told him what to do - and he tossed the stone back through. One by one, they all tried to take the stone, and found it was just some method of teleportation higher up the mountain. Once they were all through - which took a considerable amount of time - they opted to return to the Hall by way of the teleport pad, and return with a larger number for what seemed to be, the finale.
PART FIVE: STORMCALLERS' PEAK
When the group returned for their finale, they arrived with a -far- larger party than before. Their group consisted of; Redford, Cerbin, Redoul, Dranis, Aladrel, Vandel, Gavin, Jade, Gundred, and a goblin who vanished as quickly as he arrived. As they returned to the whirling chamber, they felt the cold air of a snowtouched peak ahead, flowing through the tunnel which lead them up.
Bracing against the cold - they arrived at the Stormcallers’ Peak. On their left was a large chamber, filled with gold and chests. On the right - was their true objective. Atop a pedestal, before a statue of the enigmatic figure that was the Stormcaller, sat his artefact, the Stormspear. Though once they took it, they heard a foul roar, and a thudding set of footsteps approach. One final test was laid for them - and it had arrived. A massive giant wrought from rusted metal and lightning.
The battle was - for lack of a better term, thunderous. The giant fought with an unnatural ferocity and zeal, though the team-tactics of the Pathfinders brought the thing down, those who fought at range took cover behind magical or holy shields employed to protect, and those who fought at melee even found their strikes effective, the rusted metal was brittle - though massive. And in the end, Redford struck the last blow with the Stormspear, and destroying the giant. Claiming their treasure, the group ventured down and out of the Trial - finally victorious. As they arrived outside however, they were met by yet another enemy - The Claw, flanked by a platoon of his Bloodied Cultists. He spoke of their success, and commended them - though demanded the spear be handed over to him. The group - obviously - refused, and began their assault - the mages launching magic bolts against the Cultleader and his troop - but it was in vain. Once again, he was protected by a shimmering barrier of Holy Light.
More monologuing was sure to proceed, though it was cut short with the sound of a war-horn. In the distance, the familiar orange-cloaks of Lerion and his militia charged forward - the devout-militant distracted the Claw long enough to enter a single-combat, shrouded by another of his barriers. The two did battle, and the flanking militia aided the Pathfinders in killing off the Cult members. Their battle was fierce within the bubble, and the Pathfinders began bashing on the shell to break it, and dispose of the cult-leader. Though in a display of his dishonor - The Claw distracted Lerion with a gunshot to his Lieutenant - Muiren Rees, and proceeded to impale the Militant-Knight with his blade. As he delivered the blow - the barrier fell. But before he could be struck down, The Claw vanished in a puff of magic.
While the Trial was concluded, the Stormspear was out of the Cults possession - he had left with a blow dealt to the region. Lerion was a local hero - a champion and defender of the people. His survival past this point was vague - and with it, the safety of the Dwarves of Stormsend.
THE WRAITH OF DIESER BESCHISSEN
PART ONE:
After going through numerous letters, Eltaor reads the latest one from an individual named "Gesp". Reading his ramblings and offer of reward, he decides to investigate his village along with Peter, Erawen, and Sloann. As soon as they arrive, they immediately notice that the village itself is in extremely poor condition: men and women are very thin and filthy, there is shit in the "streets", and Gesp himself is no better. After briefly discussing the source of the issue with the bartender, Laverne, the group heads towards the Tower. As they step inside, they find themselves surrounded by bones and blood.
Ascending the tower, they find a bejeweled coffin, a flesh pillar, and a peculiar altar. Said altar summons forth a hideous revenant, a horrifying guardian meant to defend the tower and make sacrifices for its mysterious master. The Wraith attacks the group, overwhelming them immediately and forcing them to retreat in terror. With their hearts pounding and minds racing, they decide that today was not the day to confront the Wraith. With a lead from Gesp and Laverne, they decide it's best to research their foe before they finally face it. Right now, all they know is: the Tower is of Arathi build, there are thirteen artifacts, and the inside of Gesp's epidermis knows what it's like to be on the outside.
PART TWO:
Gesp is brought back to Loch Boldihr where he is cleaned, clothed, cleansed, etc. Along with the Pathfinders, they begin their investigation into the Wraith's origins. He is joined by Peter, Erawen, Eltaor, and Cerbin in their short trip to Dalaran's library. Meeting up with Eltaor's personal librarian, they manage to find an old tome on necromancy, passing into unlife, and Hell. With Necronica: Here and Beyond in their possession, they learn that there are powerful jewels in Hell which allow worthy souls to simply "walk out" and that there's more than one way to get to Hell. Eltaor decides it's best that they head to Stormheim to find one of these soul-powered portals; Obviously these portals require death to be powered, so... the intellectual Eltaor continues pondering (intellectually).
PART THREE:
Eltaor, Anameleth, Cerbin, Jade, Karvos, Lorina, Ku, and Peter head to Stormheim to find this portal to Hell. Arriving on an island off the coast, they quickly located it nestled in a rocky alcove. After defeating a small handful of skeletons, they confront the vrykul necromancer, who almost overwhelms them with his wacky lightning hammer. Crippling the surprisingly meager foe, they learn that the altar requires one more so-.... with the suicide of the necromancer, the altar requires one more soul to summon the portal. Eltaor decides that it'd be best that they show one of the exhausted miners some mercy, ending one of their lives to power the ritual.
With Jade dragging one body to the altar with her earthly magics, they slay the vrykul and its soul finishes the riitual. With the portal now open, the group descends into Hell... ... Hell, as they quickly find out, is a frozen wasteland... at least this circle is. They entered the third circle of Hell unknowingly. Pressing onware, they realize that the cold is very, very bitter and unforgiving, making it difficult to press on. The spirit of a former necrolord approaches them from the blizzard, his name Ulric. At first he believes they're here to "ascend" to a higher power, but quickly learns of their true intentions. He tells them that sheer willpower alone can ease the bitter cold, and briefly tells them of the Wraith's origin and the possibility of multiple. Ulric leads the group to the Orb of Strife, the first artifact they require. After a struggle with a different necrolord, they manage to defeat it permanently. To their surprise, Grombrin Ochmehstein was a captive of the Vrykul Necrolord, and together they warp out with the orb as their prize.
After going through numerous letters, Eltaor reads the latest one from an individual named "Gesp". Reading his ramblings and offer of reward, he decides to investigate his village along with Peter, Erawen, and Sloann. As soon as they arrive, they immediately notice that the village itself is in extremely poor condition: men and women are very thin and filthy, there is shit in the "streets", and Gesp himself is no better. After briefly discussing the source of the issue with the bartender, Laverne, the group heads towards the Tower. As they step inside, they find themselves surrounded by bones and blood.
Ascending the tower, they find a bejeweled coffin, a flesh pillar, and a peculiar altar. Said altar summons forth a hideous revenant, a horrifying guardian meant to defend the tower and make sacrifices for its mysterious master. The Wraith attacks the group, overwhelming them immediately and forcing them to retreat in terror. With their hearts pounding and minds racing, they decide that today was not the day to confront the Wraith. With a lead from Gesp and Laverne, they decide it's best to research their foe before they finally face it. Right now, all they know is: the Tower is of Arathi build, there are thirteen artifacts, and the inside of Gesp's epidermis knows what it's like to be on the outside.
PART TWO:
Gesp is brought back to Loch Boldihr where he is cleaned, clothed, cleansed, etc. Along with the Pathfinders, they begin their investigation into the Wraith's origins. He is joined by Peter, Erawen, Eltaor, and Cerbin in their short trip to Dalaran's library. Meeting up with Eltaor's personal librarian, they manage to find an old tome on necromancy, passing into unlife, and Hell. With Necronica: Here and Beyond in their possession, they learn that there are powerful jewels in Hell which allow worthy souls to simply "walk out" and that there's more than one way to get to Hell. Eltaor decides it's best that they head to Stormheim to find one of these soul-powered portals; Obviously these portals require death to be powered, so... the intellectual Eltaor continues pondering (intellectually).
PART THREE:
Eltaor, Anameleth, Cerbin, Jade, Karvos, Lorina, Ku, and Peter head to Stormheim to find this portal to Hell. Arriving on an island off the coast, they quickly located it nestled in a rocky alcove. After defeating a small handful of skeletons, they confront the vrykul necromancer, who almost overwhelms them with his wacky lightning hammer. Crippling the surprisingly meager foe, they learn that the altar requires one more so-.... with the suicide of the necromancer, the altar requires one more soul to summon the portal. Eltaor decides that it'd be best that they show one of the exhausted miners some mercy, ending one of their lives to power the ritual.
With Jade dragging one body to the altar with her earthly magics, they slay the vrykul and its soul finishes the riitual. With the portal now open, the group descends into Hell... ... Hell, as they quickly find out, is a frozen wasteland... at least this circle is. They entered the third circle of Hell unknowingly. Pressing onware, they realize that the cold is very, very bitter and unforgiving, making it difficult to press on. The spirit of a former necrolord approaches them from the blizzard, his name Ulric. At first he believes they're here to "ascend" to a higher power, but quickly learns of their true intentions. He tells them that sheer willpower alone can ease the bitter cold, and briefly tells them of the Wraith's origin and the possibility of multiple. Ulric leads the group to the Orb of Strife, the first artifact they require. After a struggle with a different necrolord, they manage to defeat it permanently. To their surprise, Grombrin Ochmehstein was a captive of the Vrykul Necrolord, and together they warp out with the orb as their prize.
MERC WARS
PART ONE:
It was a big mistake sending eight men to try and turn every stone in Duban Kibil. Redoul had been missing for three whole months. Not a word, not a letter, not a clue was left for the Pathfinders to catch on to...until a few days ago, when very strange sights started happening in the region around Tàirneanachàirde. Faint and distant flashes of green and violet up in the mountains...strange, cloned elven men in dark, crimson colors assaulting anyone who approached them with questions...the two nights of faint, yet maddening claustrophobia...It was strange and scary - even for the Vanloths, for they had caught a strange broadcast that spelled out seemingly random letters and numbers every few days for the past few months, and then the same message, repeated for too long. Did the operator die? It certainly lined up with the appearance of those clones... Nobody had any idea how to approach this. Not the Vanloths, not the Lerion Militia, not even the local Wildhammer people.
And thus, they looked to the Pathfinders for help. Vandel, Henry, Shira and Major set out to deal with it. They climbed up the mountain, towards a certain haunted cave, where they intercepted what appeared to be twin watchmen. They looked exactly the same, talked exactly the same, acted in perfect tact with each other. They attempted to interrogate them, but failed - forcing them to fight. The two were quickly dealt with - one was left with his throat cut open by Major, and the other was mangled to death by Shira in her catform. Continuing towards the place, they followed strange lights upon the cliffs above the cave. They climbed their way up, and found themselves in a crevice - and in one end of it, a strange little camp. A lantern floated in the center, forming some sort of invisible dome that cloaked the camp in one way or another. A large staff, about four meters tall, blinked repeatedly at its top, and fed off of a cylindrical device on the ground nearby...
PART TWO:
...Another, smaller device, also feeding off of a similar cylinder thing, repeated a coded message over and over - exactly as described by the Vanloths. It contained several voices - including Redoul's... The investigation was cut short by an attack of about six of those clones. The battle was somewhat harder, but the Pathfinders had the upper hand - with Shira in her bear form smashing two of them under her weight, and then finishing them off with a tree, it almost didn't quite matter that Vandel later recieved an Arcane Blast to the chest, that Shira was burnt to the third degree by a fireball, or that Henry was knocked unconscious by the last straggler's taser-staff. The straggler was snapped in twain at the spine, the Pathfinders took the device with the recording, and headed back to the Hall - where Basil Calhoun translated the message for them. It was revealed that Redoul is most likely in a camp of the Polovtsyn Sabre Legion, in the Eastern Plaguelands. It was there that he would be meeting his colleagues from a certain Society of Middlemen...And it was there that the Pathfinders would have to head out. They already had a reason beforehand - the Silverspades had a job for them...
It was a big mistake sending eight men to try and turn every stone in Duban Kibil. Redoul had been missing for three whole months. Not a word, not a letter, not a clue was left for the Pathfinders to catch on to...until a few days ago, when very strange sights started happening in the region around Tàirneanachàirde. Faint and distant flashes of green and violet up in the mountains...strange, cloned elven men in dark, crimson colors assaulting anyone who approached them with questions...the two nights of faint, yet maddening claustrophobia...It was strange and scary - even for the Vanloths, for they had caught a strange broadcast that spelled out seemingly random letters and numbers every few days for the past few months, and then the same message, repeated for too long. Did the operator die? It certainly lined up with the appearance of those clones... Nobody had any idea how to approach this. Not the Vanloths, not the Lerion Militia, not even the local Wildhammer people.
And thus, they looked to the Pathfinders for help. Vandel, Henry, Shira and Major set out to deal with it. They climbed up the mountain, towards a certain haunted cave, where they intercepted what appeared to be twin watchmen. They looked exactly the same, talked exactly the same, acted in perfect tact with each other. They attempted to interrogate them, but failed - forcing them to fight. The two were quickly dealt with - one was left with his throat cut open by Major, and the other was mangled to death by Shira in her catform. Continuing towards the place, they followed strange lights upon the cliffs above the cave. They climbed their way up, and found themselves in a crevice - and in one end of it, a strange little camp. A lantern floated in the center, forming some sort of invisible dome that cloaked the camp in one way or another. A large staff, about four meters tall, blinked repeatedly at its top, and fed off of a cylindrical device on the ground nearby...
PART TWO:
...Another, smaller device, also feeding off of a similar cylinder thing, repeated a coded message over and over - exactly as described by the Vanloths. It contained several voices - including Redoul's... The investigation was cut short by an attack of about six of those clones. The battle was somewhat harder, but the Pathfinders had the upper hand - with Shira in her bear form smashing two of them under her weight, and then finishing them off with a tree, it almost didn't quite matter that Vandel later recieved an Arcane Blast to the chest, that Shira was burnt to the third degree by a fireball, or that Henry was knocked unconscious by the last straggler's taser-staff. The straggler was snapped in twain at the spine, the Pathfinders took the device with the recording, and headed back to the Hall - where Basil Calhoun translated the message for them. It was revealed that Redoul is most likely in a camp of the Polovtsyn Sabre Legion, in the Eastern Plaguelands. It was there that he would be meeting his colleagues from a certain Society of Middlemen...And it was there that the Pathfinders would have to head out. They already had a reason beforehand - the Silverspades had a job for them...
MEMBER INCIDENT REPORT
25/01/2020
By late afternoon, Major Herman had found a severely wounded Diethel in Tairne and rushed her to the Pathfinders' Hall in Loch Boldihr. She was suffering from deep injuries sustained from a blade, with some dislocated and broken limbs, and a bloodied scar-like symbol across her back. Though first aid was given, details were uncertain. The elf's mental trauma and panic was detrimental to any form of cooperation. Erawen and Gavin Lugenbrau made significant healing progress.
Suspicions arose regarding Lautrec Wraithfiend's involvement, an exiled former advisor, given Diethel's distress at the mention of his name. Following a brief meeting between the higher ups, it has come to the conclusion that no rash actions shall be taken without prior consultation. Gavin, Flynn and Erawen had taken off to Tairne in search of clues, where the incident occurred. Diethel's bloodied belongings were found alongside the skeletal remains of the Horde members from a previous encounter.
Major's investigation around Khazal Hurdin found that the Undead did not breach the tunnels, which were caved in, and regrouped with the rest. As they relocated to Boldihr's graveyard and into Lautrec's crypt, Major went to look for Wraithfiend in Tairne while the group entered the crypt. There, they found the map of Ironstone with X marks upon it and plaques with names written on them (Cerbin, Redford, Gavin, Zarvuun). Another was found in the water, marked 'ELTAOR', whose name had several scratches and gibberish on the back of it. Flynn was cursed by a trapped chest on his way out due to this greedy stubbornness.
Back at the hall, Major reported sights of Wraithfiend, who was raging inconclusive yells in Tairne about how he 'cannot be controlled and that his will was his own' while making his way to Ironstone. From there, it was suspected that Alethea Deathstrider (violent banshee) might have possessed Wraithfiend, as she has done so previously. Evelyna and Major decided to cautiously investigate and keep tabs on the Death Knight.
A warning notice has been issued advising against approaching either Ironstone or Boldihr's graveyard, though associates Sharrya and Elandria Starshade went to to the crypt and blew up its entrance to cave it in with rubble.
By late afternoon, Major Herman had found a severely wounded Diethel in Tairne and rushed her to the Pathfinders' Hall in Loch Boldihr. She was suffering from deep injuries sustained from a blade, with some dislocated and broken limbs, and a bloodied scar-like symbol across her back. Though first aid was given, details were uncertain. The elf's mental trauma and panic was detrimental to any form of cooperation. Erawen and Gavin Lugenbrau made significant healing progress.
Suspicions arose regarding Lautrec Wraithfiend's involvement, an exiled former advisor, given Diethel's distress at the mention of his name. Following a brief meeting between the higher ups, it has come to the conclusion that no rash actions shall be taken without prior consultation. Gavin, Flynn and Erawen had taken off to Tairne in search of clues, where the incident occurred. Diethel's bloodied belongings were found alongside the skeletal remains of the Horde members from a previous encounter.
Major's investigation around Khazal Hurdin found that the Undead did not breach the tunnels, which were caved in, and regrouped with the rest. As they relocated to Boldihr's graveyard and into Lautrec's crypt, Major went to look for Wraithfiend in Tairne while the group entered the crypt. There, they found the map of Ironstone with X marks upon it and plaques with names written on them (Cerbin, Redford, Gavin, Zarvuun). Another was found in the water, marked 'ELTAOR', whose name had several scratches and gibberish on the back of it. Flynn was cursed by a trapped chest on his way out due to this greedy stubbornness.
Back at the hall, Major reported sights of Wraithfiend, who was raging inconclusive yells in Tairne about how he 'cannot be controlled and that his will was his own' while making his way to Ironstone. From there, it was suspected that Alethea Deathstrider (violent banshee) might have possessed Wraithfiend, as she has done so previously. Evelyna and Major decided to cautiously investigate and keep tabs on the Death Knight.
A warning notice has been issued advising against approaching either Ironstone or Boldihr's graveyard, though associates Sharrya and Elandria Starshade went to to the crypt and blew up its entrance to cave it in with rubble.
INCIDENT REPORT: OFFICIAL RESPONSE
With Anameleth notified of the events which have occurred, she had decided to personally inquire Alethea of her possible involvement. Despite Cerbin and Erawen’s initial concerns on directly contacting such unpredictable individual, despite the banshee’s unpredictability, she bears no lies and her anarchic pride often provides conceited truthfulness. Back at the hall, Alethea showed up uninvited but not too unexpectedly and confessed both a lack of interest and implication on the matter, but revealed that their kind have more than just one entrance to their den – rendering the intention of blocking the passage into the crypt useless.
With her departure and Major having undergone a brief inspection, he revealed that there was indeed a second entrance and decided that both him and Evelyna shall guard it. He also unveiled that Lautrec was in the crypt in a semi ‘hibernation’ state. The final decision is as follows: Anameleth would personally deal with the matter without involving any of the Pathfinders or other associates and unnecessarily risking their lives. She wishes to reassure everyone that he shall no longer be a problem and instead encourages to maintain their focus on the full recuperation of their injured colleague. Access to the crypt remains restricted, but ordinary operation of the Society shall continue with an indefinite absence of the founder.
With her departure and Major having undergone a brief inspection, he revealed that there was indeed a second entrance and decided that both him and Evelyna shall guard it. He also unveiled that Lautrec was in the crypt in a semi ‘hibernation’ state. The final decision is as follows: Anameleth would personally deal with the matter without involving any of the Pathfinders or other associates and unnecessarily risking their lives. She wishes to reassure everyone that he shall no longer be a problem and instead encourages to maintain their focus on the full recuperation of their injured colleague. Access to the crypt remains restricted, but ordinary operation of the Society shall continue with an indefinite absence of the founder.
INCIDENT REPORT: MISSION GONE WRONG (EXPLICIT!) (100% TRUE) (GONE VIRAL)
23/08/2020
The Pathfinder's assisted the Westfall Brigade out of an initiative to clean up the area. Aric, Couten, Elina, Shira, Providence, Sofiya, and Harngad were present. There were two primary incidents, as follows:
[HOSTAGE]: Couten, Shira, Sofiya, and Aric helped two Westfall Brigade personnel rescue two farmer hostages. Both personnel positively identified Couten later based on comparative appearances and former criminal logs and noted that two bandits were taken by him. Shira took a wound in the arm and ribs from a blunderbuss. The hostages were unarmed and the Westfall Brigade thank the Pathfinders for their assistance.
[FARM]: The group of seven engaged two separate forms of parasitic, Nature-based creature. Scarecrows that summoned harvesters, and teeth-filled pumpkins that conjured oversized, enhanced hornets. Farmer Soule was identified as the owner of the farmstead, and his daughter was in a paralytic, dreaming trance as the farmstead had unnatural overgrowth.
Aric, Elina, Shira, Providence, and Sofiya combatted against the Harvesters and Hornets without major incident. Aric received significant damage to his arm caused by a harvester's blade-arms. The others avoided major injury, save for falling from the sky for Elina.
The significant incident reported by the Alliance was the killing of Farmer Soule's child while she was un-attented and the others battled. Corroborating witness identification between Soule, Pathfinder cooperation, and the Westfall authorities noted Couten and Harngad being adjacent to the child who was killed by a stab wound with a dagger through the neck.
[FOLLOW UP]: The Pathfinder's Society have been contacted by the Alliance in regards to the individuals Couten and Harngad, seeking answers and consequences. The Society does not tolerate their actions. Such rashness is discouraged and forbidden, and the killing is strictly unapproved. The Society will seek out further information into his whereabouts.
The Pathfinder's assisted the Westfall Brigade out of an initiative to clean up the area. Aric, Couten, Elina, Shira, Providence, Sofiya, and Harngad were present. There were two primary incidents, as follows:
[HOSTAGE]: Couten, Shira, Sofiya, and Aric helped two Westfall Brigade personnel rescue two farmer hostages. Both personnel positively identified Couten later based on comparative appearances and former criminal logs and noted that two bandits were taken by him. Shira took a wound in the arm and ribs from a blunderbuss. The hostages were unarmed and the Westfall Brigade thank the Pathfinders for their assistance.
[FARM]: The group of seven engaged two separate forms of parasitic, Nature-based creature. Scarecrows that summoned harvesters, and teeth-filled pumpkins that conjured oversized, enhanced hornets. Farmer Soule was identified as the owner of the farmstead, and his daughter was in a paralytic, dreaming trance as the farmstead had unnatural overgrowth.
Aric, Elina, Shira, Providence, and Sofiya combatted against the Harvesters and Hornets without major incident. Aric received significant damage to his arm caused by a harvester's blade-arms. The others avoided major injury, save for falling from the sky for Elina.
The significant incident reported by the Alliance was the killing of Farmer Soule's child while she was un-attented and the others battled. Corroborating witness identification between Soule, Pathfinder cooperation, and the Westfall authorities noted Couten and Harngad being adjacent to the child who was killed by a stab wound with a dagger through the neck.
[FOLLOW UP]: The Pathfinder's Society have been contacted by the Alliance in regards to the individuals Couten and Harngad, seeking answers and consequences. The Society does not tolerate their actions. Such rashness is discouraged and forbidden, and the killing is strictly unapproved. The Society will seek out further information into his whereabouts.
MISSION GONE WRONG: Conclusion
Couten Webb has been apprehended by Anameleth after he showed himself in her office. She has given him to the Vanloth Corps, the current militia on the island located in Tairne, who were also aware of the incidents due to their diplomatic ties to the Alliance. He is currently imprisoned in Willoughton Haven under close supervision and is awaiting further questioning.
Harngad turned himself in. After a decisive trial, he has been shipped off to the Stockades in Stormwind.
to be continued
DEMONIC PRESENCE
It has come to Anameleth's attention that Vinus, an infamous incubus who tried to infiltrate the Society several times, has managed to: upset several members; harrassed the local engineer; broken the terms agreed upon; caused unwanted chaos. He is now a kill on sight and the Vanloth Corps are currently on the lookout for his whereabouts. It is advised that all members, except for those profficient in dealing with demons, to avoid apprehending him as what he is capable of may either be fatal or severely critical. We are appealing for witnesses about his recent location(s) and to report any suspicious activities. Evelyna is still absent and may remain so until further notice.
to be continued
It has come to Anameleth's attention that Vinus, an infamous incubus who tried to infiltrate the Society several times, has managed to: upset several members; harrassed the local engineer; broken the terms agreed upon; caused unwanted chaos. He is now a kill on sight and the Vanloth Corps are currently on the lookout for his whereabouts. It is advised that all members, except for those profficient in dealing with demons, to avoid apprehending him as what he is capable of may either be fatal or severely critical. We are appealing for witnesses about his recent location(s) and to report any suspicious activities. Evelyna is still absent and may remain so until further notice.
to be continued
The Plights of Honeydew
08/08/2020
"At the late afternoon of the eighth of August, the Pathfinders were received by the mayor of Honeydew Village, with a specific request to investigate a place known as the Terrace of Ten Thunders. Having arrived there after a trek through the wilds, the area seemed desolate, at first; while animals fed on still grilling food, there were no archaeologists or adventurers abound. As we investigated the terrace further, we came across a set of massive statues depicting what I assume to be the "Mogu".
I, as well as others, have felt a disturbance in the air within the Terrace. Not long after, the statues came to life. We were attacked, and with great effort, destroyed the animated golems. We have discovered a treasure in the lower terrace, and upon cracking the solid-gold container, we discovered a bejeweled scepter of sorts, missing its head. Previously, there were statues similar to the ones we found at the top terrace, but now, they disappeared. Shufen is in possession of the incomplete scepter. As we returned with proof of our work, we were compensated and offered shelter if we needed it. Mayor Honeydew has sent people to investigate the previously-mentioned terrace for signs of teleportation."
- Zarvuun
"At the late afternoon of the eighth of August, the Pathfinders were received by the mayor of Honeydew Village, with a specific request to investigate a place known as the Terrace of Ten Thunders. Having arrived there after a trek through the wilds, the area seemed desolate, at first; while animals fed on still grilling food, there were no archaeologists or adventurers abound. As we investigated the terrace further, we came across a set of massive statues depicting what I assume to be the "Mogu".
I, as well as others, have felt a disturbance in the air within the Terrace. Not long after, the statues came to life. We were attacked, and with great effort, destroyed the animated golems. We have discovered a treasure in the lower terrace, and upon cracking the solid-gold container, we discovered a bejeweled scepter of sorts, missing its head. Previously, there were statues similar to the ones we found at the top terrace, but now, they disappeared. Shufen is in possession of the incomplete scepter. As we returned with proof of our work, we were compensated and offered shelter if we needed it. Mayor Honeydew has sent people to investigate the previously-mentioned terrace for signs of teleportation."
- Zarvuun