Elemental Dawn

Storm Over Alesport
In which our Heroes meet

Alesport, season of Mists in the year 1497

From out of the unending storm came the watery doom, creatures of the deep wrecking havoc through the merchant port of Alesport. A band of adventurers rallied to face the invaders, confronting the wandering bands and eventually confronting and defeating the head cultist at the Temple of the Seven but too late to save the grizzled out priest of Orm.

Whether it was the demise of Stephano, the head cultist who had vowed vengeance, or the response of the mercenary band, the Red Angels, the invaders retreated back to the sea from which they came but taking with them several captives.

That evening the heroic adventurers were invited to enjoy the opulent hospitality of Lord Sylvester ‘the Virtuous’ Villanova and his wife.

Come morning, the party resolved to follow the trail of a mysterious sigil connecting the events of the previous evening with ruins in the nearby Averni swamps.

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Into the Unknown
Marsh Ado about Something

Chapter 2: “Into the Unknown” or “Marsh Ado about Something”

The party ventured into the Averni Swamps in search of ooze and cultists, instead finding rat riding goblins, the tomb of an unknown dwarf, and a smuggler’s safe house with a hidden store of contraband goods. After terrorizing / rescuing a smuggler scout, the party burned the safe house down and resumed their trek along the river, stumbling upon a cultist hunting party. Somehow managing to follow them back to their lair, the party opts to retreat some and rest the evening before attempting to assault the cultists or rescue the townsfolk.

Tomb of the Forgotten Dwarf
Protected by a wailing spirit who speaks only dwarven
Breastplate with damaged sigil (Elemental Rune of Fire) and the rune for “Unbreaking / Unyielding”
Damaged book of Dwarven Book of Kings

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The Sunken Temple
Are You My Bog Mummy?

Chapter 3: The Sunken Temple or Are Your My Bog Mummy?
Resting briefly, the party attempted to paddle in stealth to the second encampment of cultists and raiders, which to the suprise of none quickly escalated into a combat with sauhigan and their spell tossing hag. Emerging triumphant, the party rested for the night, building up their might for venturing into the Temple on the morrow.
Wading through the flowing waters, the eager Bella awoke the tentacled Guardian while the rest of the party fought off smaller elemental creatures. Eventually driving off the Guardian and the lesser threats, Bella as the strongest was voted to climb through the opening from which unending waters poured. Seeing a frog shaped cauldron that spewed forth water and a pearl adorned marble sarcophagus, she decided to closely investigate the latter – with a crowbar. She choose not to be distracted by the howling mummified thing that sprang up in response to her efforts, but fled down the rope after it raked her with claws that stank of rotting fish. Reluctant to engage the final defender of the Temple until they could refresh their spent resources, the party returned to camp and tend to the hungry and frightened captives they had rescued the day before.
A day later, prepared as best they could, the party roped themselves together and ventured once more into the sanctum aquarium, this time risking the previously hidden, slime encrusted rubble that approximated stairs. With a vengeance, the remains of Drowned Gods priest reanimated and attacked the bold interlopers, until to fall before the relentless spells and weapons and bear of the party.
Victorious, the party attempted to puzzle out how to shut off the tap as it where, before finally settling on the brute force method of removing the frog cauldron from the temple and moving it as far as they could from the site, a tactic that appeared successful. The most unusual of items recovered from the adventure included a silver eye that granted minor spells and a greenish blue orb that pulsed with elemental energy (and apparently a ticking timer with a mere five hours remaining before detonation) with an accompanying carrying case that supposedly would safely contain the orb for a time.
Packing up what loot they could, the party and the villagers made their way back to Alesport, receiving a heroes welcome.
Next chapter – in which our heroes consider some downtime and make choices as to where their next adventure may lay.

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A Dinner Date With Disaster
Hello, How Do You Duel?

‘A Dinner Date with Disaster’ or ‘Hello, How do you Duel?’
In which our heroes find themselves pursued by pirates, challenged by a duelist, and menaced by open ended quests before they finally arrive at Golden Fields to rescue Frater Daro from the Tower of Book Keeping … All this and a jug of mayonnaise

A deal is made with the Pirates re: the lost wares that were to be used to purchase the freedom of slaves in Bargewright, which is then passed on to Lord Sylvester as part of a bet over the outcome of Bale’s duel with Captain Umberto of the remarkable mustache (covering his dueling scars). Bale refuses to yield despite the drubbing he received and Umberto grudgingly accepts the results.

The party is approached by Aldren Foxglove but apparently do not trust the thespian.

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A Dangerous Journey
Blessed Frater Daro's Excellent Adventure!
‘A Dangerous Journey’ or ‘Frater Daro’s Excellent Adventure’

In which our heroes escort the robust Frater Daro to Alesport while beset upon by hired thugs disguised as bandits, only to be confronted once more by the agents of the Black Hand behind the ambush.

An unnamed (‘Some might call me Donnie or Leo..’, technically both true) Bandit / Rogue who is captured (while others flee or the two that are killed alongside dogs) reveals much about the attack.

1. They were hired by an unnamed individual operating from the Wormford docks, a barge called “The River Maid”.
2. Normally they just harass travelers and occasionally capture those who won’t be missed.
3. This time, they were contacted and overseen by a gravelly voiced warrior in strange armor and a brown cloaked man with a much more brutal objective, the execution of the ‘fat priest’.

Despite promises about being released, the casual threats and violence convince him to attempt escape as soon as possible (particularly the retying up after his ample co-operation). Managing to luck out during a later ambush (see below), he does and intends to make his way somewhere far safer.

The following dawn, the ground trembled preceded the appearance of that gravelly voiced warrior in stone armor (with a sigil of a black triangle upon it) and the cloaked caster (in stone / splint), and two teen bullettes. Uttering triumph “in the name of the Black Earth”, the attack was however driven back, the caster promising that the “Black Earth would swallow them whole, when time was in its fullness” before summoning an adult bullette to escape.

Hurrying forth to Amphail to get horses, they pressed onward to Alesport and arrived just prior to the Festival of Dawn’s Grace.

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Three Meetings and a Feast
Days of Swine and Glory

Rumours
Pietro the Pious has sought sanctuary in Merrovin
Pietro the Pious is an Agrikan firebrand, soon to be tried by the Patriarch
The Sea Sprite just arrived in town is carrying spies from the courts of Vodarre
The Mines of Red Larch are Haunted!

Rennic has a metal book of dwarven origin come into his possession. He might be willing to part with it for … 600 GP (400 GP lowest he will go, though will trade for other items to reduce cost). Though damaged, what remains is in surprisingly good condition.

Town Crier
Orcs sighted to North, Undefended Merchants warned to steer clear of Bargewright until further notice.
Festival Goers are advised to Behave responsibly or face the consequences of the Watch.
Outcome of most recent battle to the East: Victory to Giovani Fortini and Virgil Harkonnen, bearing the banner of Atreus, over the Merrovin occupational army. Soon they are expected to march on Ravenna within weeks. Mercenaries wishing to hire on should speak to Karl Holtzjager at the Broken Jug.

Dinner with Abner Nettlebee
Letter of recommendation
Lots of gratitude

Festival of Dawn’s Grace
Characterized by many root vegetables and other stored goods being emptied out in dishes, house cleaning, and songs of spring.

Brothers in Arms: Two dwarfs (Gamme and Gutte) are arguing loudly about their future. One wants to return to the land of his fathers in retaken Eisen-Kal, joining in the prosperity to be had or even help drive out the ruks from the great halls of Morvin-Kal, restoring Brightaxe to the throne. The other brother wants nothing to do with it, instead insisting there is nothing to be gained but heartache for the likes of them. “We Fellhand worked long enough for the nobs! Here we own what we work for, here we get respect for the weapons we carry, here no one gives a nug dropping about Filli Fellhand’s standing in the clan! It ain’t much but it’s ours. Now shaddup and finish your elf-piss of an ale.” Gamme approaches party for hire, Gutte approaches rival party.

Bright Eyed adventurer elven adventurer pesters party for how to be excellent! but is rebuffed …
Four finely dress gentlemen in wide birmmed hats with rapiers at their side, sitting at table and being loud and obnoxious. They have business later on with the Tailor.

One healer for hire. His equipment shows signs of wear and his eyes stare into the fire of the hearth at great lengths.

A game of dice is going on in the back room. It has some strange rules that are unfamiliar to you.

Aldren Foxglove invites the party to Shantytown, home to many of the elf freeman. The party watches, struggling to remain awake through the highly structured and abstract dance performance.

“I couldn’t help but notice your views on slavery. Perhaps you would care to join me for a special performance this evening. It should be something memorable.”
“Many have never seen an entire Face Dancer performance. Some know only the abbreviated forms passed on during the Imperial Occupation. They have not seen a true House of Ballads nor heard their tales.”

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One Last Stand
Raiders of the Farm

Chapter 7: One Last Stand
or Raiders of the Farm

The characters soon part ways with the Knights of Feathergale Spire, instead acting upon the pleas of the simple farm folk, the recently rescued Tyberio and daughter, and escort them to the nearby Dellmon farm where it was said others were gathering for strength in numbers.

Along the way, they encountered a burning farm and an unconscious half elf. Upon waking, the half elf Selvin shouted out “Maygan!” before lapsing into delirious ranting about orc raiders. Following the poorly concealed orc and wagon tracks, the party soon caught up with the small band and rescued the many months pregnant wife of the half elf farmer. They also recovered a sealed document detailing the conscription of Selvin Toerndil into the service of Duke Dorian Villanova for three months in the militia.

Arriving at the Dellmon ranch just before nightfall, the party quickly was brought up to speed on the impending doom as well as One shoe renewing an old acquittance with Snout, now Pathfinder Scout 5th Class Alvyn Bricklberry and Bobert the Badger (Scout 4th class technically).

With the dawn came the first wave, repulsed despite some minor fire damage to the ranch. Additional preparations were made as the day went on, punctuated by regular harrying at a distance. With the dusk came something new, an actual push rather than a testing of the boundaries. Three mobile pavises were rolled up to striking range, and orcs, ogres, and bugbears were unleashed onto the untrained farmers and the party (and the assistance of Sir Ernest Stoutblade, Knight of the Order of Samael aka the Sable Knights). Though casualties were high, the farm was defended into the night and the tribe of Vulcha Sky Teeth was driven off, Nok son of Krugge and Krugge son of Moog choosing to prey upon lesser defended sites. With the arrival of the guards from Averni finally arriving with the morning, it seemed like the orc band would get no respite on their retreat.

The highest cost was most likely to Selvin who was not only almost killed in a single blow from an ogre but lost his wife due to complications, leaving him still conscripted with a suppurating wound, and the only parent to the newborn child.

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Lurking Beneath Red Larch
Ground Down and Spat Out

Chapter 8: Lurking Beneath Red Larch
or Ground Down and Spat Out

In which our adventurers find themselves on the road to the Kryptgardens after tracking down the River Maid but deciding to go elsewhere, eventually winding up in Red Larch. Shortly after arriving, the adventurers deemed the mystery of the haunted quarry was worthy of investigation, despite protests from the quarry owner.

Sneaking under the cover of nightfall rather than risk another encounter with the cut throat lawyer, the adventurers discover a hidden door in the living stone leading to a series of tunnels and terrors. Overcoming thugs, cultists, rodents of surprising ferocity, they soon found themselves confronting another stony visaged Priest of the Black Earth, defending a secret room of moving stones supposedly foretelling weal and woe.

Defeated, the Priest fled through another secret door, soon followed by the party to an unknown exit.

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Burning Bridges
Once Burned, Twice Shy

Chapter 9: Burning Bridges
or Once Burned, Twice Shy

The party having emerged battered but not beaten by the cult lurking beneath Red Larch slunk away to the Helm at High Sun (Bella in disguise as her dice were unwelcome). Come morning as they discussing a plan, the local reeve came knocking at their door. In response, they fled while the tiefling acted as a distraction, first through a kiss and then through kneeing the reeve most indelicately. He was heard to moan as he slumped to the floor, “I only wanted to ask some questions.”

On the road once more, the party decided to clear the region of some of the menaces they had heard so much about. Driving off minor threats, they at last arrived at one of the abandoned quarries. However it was not nearly as empty as they had expected, having become occupied by hobgoblins with goblin minions and a couple of siege weapons. Eventually clearing them out of the quarry, it was only another day and a half before they found the smoking region spawned by the Circle of the Scarlet Moon.

Drawing nearer through dense smoke and a winding path, they saw before them scattered bonfire and a tall tower in the middle, accompanied by burning wicker giant. The first camp they encountered greeted them warmly enough, offering some small drink and food as they were regaled by an explanation of the need to return the balance to the natural world through the purifying Rite of the Wicker Giant.

The second camp was far more direct in its questioning of the party, demanding to know if they had purified their souls enough to be worthy of the inner secrets. When the answers of the party were found to be wanting, the two fire druids unleashed flames and spells, attracting attention from the nearby camps. Emerging triumphant over the fire druids (though losing to a raging bear), the party resumed the battle as new apparent combatants appeared. Only after shots had been fired and spells cast did it turn out that these were the same friendly druids from earlier.

Being skeptical of the stories they were told, the druids of the first camp declared that Elder Elizar would have to place judgment in the morning. Meanwhile it was suggested within the party that maybe they should be elsewhere when morning comes …

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Valley of Fire
Thank you for smoking ...

The party comes under suspicion as they try to infiltrate the previously unknown Circle of the Scarlet Moon. It seems that each time they enter a camp, people die and the party claims it was self defense. Eventually grudgingly trusted by the only druids they haven’t gotten killed yet, the party decides to take it up with the leader of Circle and bluff their way into a private audience.
Indeed, the Circle has either always been a front or has been taken over by an insidious elemental cult and the Ritual of the Burning Giant is now nothing more than a scheme to funnel sacrifices into the ever hungry maw of Imix “Ia’ Ia’ Cthughua Fthagun!”. The meeting with Elder Elizar quickly turned to flames and pain. No lengthy talker, the Elder preferred to watch the world burn, starting with the party.
Though nearly defeated, the party narrowly escaped the burning tower, set aflame by the reckless actions of its inhabitants. Having returned to the ground, they soon discovered that they had jumped from the fire into the path of a rampaging fire elemental that had been caged in the flaming giant as part of the ritual.

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