Recap
General Summary
Welcome back to the world of Drakkenheim! Ever since that fateful day 15 years ago when a falling star laid waste to the capital city of Westemar, adventurers, crooks, warriors, religious fanatics, among others too stubborn to leave now seek opportunity to reap rewards among the ruins. Call it catastrophe, realized prophecy, new opportunity, or a desperate foe to overcome, the impact of this eldritch phenomenon has left the future of the area as unstable as the foundations of the city. Horrifying abominations that bear a contaminated semblance to those souls unfortunate enough to have survived the blast now wander the streets while monstrosities the likes and numbers of which have never been seen hunt unwary visitors.
Immediately following the wake of destruction, several expeditions were conducted under the guiding eye of Mannfred VonKessel and Elias Drexel to rescue any surviving members of the royal family as a last resort to retain some semblance of royal authority. Every attempt failed utterly. Amidst the loss of soldiers and hope, dissenting opinions led by Cecelia VonKessel to abandon the city and begin the process of healing in a new capital. Her opposition quickly garnered support from rich dukes of Westemar who saw an opportunity for power broke away from their alliances to the crown, resulting in a fierce civil war. A battle between potential heirs to the throne, Mannfred advocated that reclaiming Drakkenheim and its crown was paramount to Westemar's survival while Cecelia argued that the city was lost and expending resources to a lost cause would prolong the healing process. In a sinister plot, Mannfred was brutally murdered, his assassin a mystery. Without their voice and a suitable heir to the throne, loyalists to the crown had little option than to accept Cecelia's proposals. However, in an unexpected turn, she died suddenly from a complicated stomach ulcer leaving the kingdom of Westemar without a head. In the aftermath of her death and a prolonged civil war, cities and principalities splintered from each other, dissolving the union that once made the area strong.
Five factions have now arrived in Drakkenheim to advance their own goals and agendas: the Hooded Lanterns, the Amethyst Academy, the Followers of the Falling Fire, the Queen’s Men, and the Silver Order. Each seeks valuable resources and lost secrets within the city: some wish to collect and use the delerium crystals found there, others wish to purge the monsters which stalk the streets, and others even aim to take the throne of Westemär itself. However, the ruins present many confounding obstacles for their agents. Each of these influential groups hopes to attract talented adventurers to their cause, drawing would-be heroes and cutthroat mercenaries alike into a fierce political intrigue which may boil over into violent struggle.
The other two continental powers, Elyria and Caspia, were not spared from the ripple effects of the meteor. In Elyria, a fundamental theocracy governed by worhippers of the sacred flame, were engaged in a conflict of religious dogma and spiritual upheaval. A prominent Drakkenheim-born member of the faith and candidate for the seat of high flame keeper, Lucretia Matthias, successfully prophesied the coming of the the falling star to exact day and began proselyting a new direction for the faith of the Sacred Flame. After she made a personal pilgrimage to the crater and returned, she preached that the Sacred Flame had lost its way in exchange for political power and that the falling start presented an opportunity for all people to redeem themselves and join a worthy cause by likewise pilgriming to the site of the crater and participate in a controversial holy rite known as the Sacrament of the Falling Fire. This religious dogma was clearly laid out along with her prophecy and story in the "Testament of the Falling Fire." Her dissent from traditionalism led to her excommunication and branding as a heretic. However, her words ignited a movement wherein hundreds have heard her call and made their way to the forsaken city of Drakkenheim.
Caspia is a feudal elected monarchy where only the bravest, strongest, and most honorable warrior is chosen from amongst the 6 great houses to lead the nation. Every ten years, the "Kingsmoot" is held wherein each house submits votes for which warrior is most befitting to lead considering their great deeds and accomplishments. For the last three decades, the crown of Caspia has belonged to High King Venus Joplin II, a member of the dragon slayers of house Joplin. Their aptitude for hunting these mythical beasts of legend has provided them the opportunities to prove themselves leading to having won the Kingsmoot 17/34 times. However, since the meteor struck, some houses have sent their champions to conquer unknown treacherous foes lurking in the ruins and find avenues to the crown.
Present
Our story began with 3 brave adventurers , Pops Leon Ironclaw, Kyrith, and Vash Qumran outside the city of Drakkenheim. Their point of contact for their first adventure was with the notorious Blackjack Mel, the Queen of Thieve's "most trusted" first-hand assistant. They received intel that a secret smuggler's path to the inside of the city was kept hidden within the Black Ivory Inn. While previous adventurers had been sent for the same purpose, none had returned. Our heroes bravely ventured forth only to be swiftly and brutally repelled by the denizens of the city led by a commanding ghostly chief and his battalion of corrupted soldiers. Undeterred by heir defeat, they returned breaching their way into the outer city until they came to the Black Ivory Inn. They quickly found the smuggler's tunnel, but also found themselves in a most curious predicament. A time-loop involving the repeat of the comet proved an inescapable trap not even death could escape. Through investigative proficiency and sheer battle prowess, they made slayed the protean abomination Miss Charlotte. During this time, they became acquainted with various members of factions who had wandered into the inn since the fall of the metoerwhich included Aaron Grint , Anika Patel , Osiris Chronolly , Balthazar Adamos , and Fate Hope. In addition, they met many other patrons of the inn stuck there, those of which notably included "Open" Mike Connelly the owner of the establishment and Katarina VonKessel, the daughter of King Ulrich IV who were present there 15 years ago. After the defeat of Miss Charlotte, the time loop was broken and only those who had recently wandered into the Inn were left in the now ruins of the previously warm and welcoming inn. Balthazar, thankful for his rescue, invited the party to Hendrix Farms to learn more about his faith stating the might be the prophesied heroes destined to save the world. The other faction members equally expressed thanks and stated they would mention the great deeds of our heroes to their respective factions.
Travelling on their way back, our adventurers encountered some rather adorable ratlings who offered to help for retrieving and repairing a broken boat on the bottom of the contaminated river bed. Throughout this attempt, they were taught how to repair and were offered cheese in return. In addition, they were discovered to have quite the fascination for "shinies" more colloquially termed Delerium, a magical mineral broken off from the comet as it careened through the city. This was wisely confiscated from the ratlings who left with full bellies back to their homes. They returned to Emberwood Village where they rested and met Blackjack Mel at the Skull & Sword Taphouse to claim a handsome reward for finding the location of the tunnel and returning Fate Hope. While in Emberwood, they did some shopping, met: Tobias Crowe, owner of the Crowe and Sons Smithy who offered to build them armor/weapons and train them to be proficient in armor; Aldor the Immense, a collector and merchant of magical items; among other merchants. They were also approached by Nathaniel Flint , a preacher for the Followers of the Falling Fire who invited them to meet and petition their help at the Hendrix Farm . They also met with River , a Tiefling mage temporarily residing at the Red Lion Hotel who serves in the area as a liaison for The Amethyst Academy . She informed them that a large meteorite was rumored to have been seen within the ruins of the Rat's Nest Tavern on the outskirts of Drakkenheim. The value of this intact meteorite would be immense if successfully obtained. The party agreed to venture to this on the morrow.
After another night in Emberwood Village, they left after stopping by Hendrix farm to talk with Nathaniel Flint. He explained that the Sceptre of Saint Vitruvio, one of of 5 artifacts of St. Vitruvio and one of 6 of the seals of Drakkenheim, was recently rumored to be located within the Chapel of St. Brenna. Its destructive force in the hands of wrongdoers would be devastating, but if controlled by the Followers of the Falling Fire, could be used to provide safe passage for comparatively weaker faithful pilgrims along their path to partake in the Sacrament. He explained that if one was to gather all the artifacts of St. Vitruvio, the true power of St. Vitruvio would be restored and the Followers would be able to guarantee safe passage forever. In addition, Pops recalled that while in a relationship with Cecelia VonKessel, he remembered that the seals of Drakkenheim each possesed a unique power, but together could be used to to control various guardians and safeguards of the city. With that, they began their process travelling to the Rat's Nest Tavern.
Along their way, they came to the formidable 400ft wide barrier of the Drann River . Fortunately, they encountered a dutiful surprisingly pleasant undead ferryman named Sticks at Stick's Ferry. For a small price he carried them in his old rotting boat across the contaminated river. As they approach, they were ambushed by a pack of ravenous garmyr, large doglike creatures which presented a significant threat until their leader was swiftly dispatched. Once on the other side, they made their way to the Rat's Nest tavern which turned out to be infested with ratlings. Caught off guard by their sheer number, they were apprehended and thrown into a crudely constructed dungeon pit. However, they were not alone as in the pit was a member of the Hooded Lanterns named Petra Lang who was exhausted, starving, and in poor condition. While in the pit, Kyrith was approached by a familiar rat, who recognized them as the ones who had taught the rats to build. Now known as Squeaks the Seer, she bargained for their release if Kyrith would decipher the writings of this book the ratlings had found, they would consider releasing them. Kyrith took the ominous book and in desparation to escape, he took an oath to the great dragon Ashardalaan whose spirit in part resided within it. Trading his years of didactic learning for otherworldly power, he assumed the dark draconic mantle as his pupils narrowed to reptilian slits, his teeth developed fanglike qualities, and erupting from his forehead sprouted horns. and began his quest for immortality.
By purporting to be messengers of the "Rat God" whom the ratlings appear to worship, they devised a plan to deceive Squeaks the Seer and The Rat Prince. If they defeated "Mother", the strongest rat among them, this would stand as a sign from Rat God that they were chosen to serve him. In a perilous game of Cat and Mouse, the party confronted Mother before it could gather its strength and Kyrith displays his new dark powers by enchanting the grotesque rat to envision itself in the pits of the 9 hells, ultimately leading to her defeat and consumption by her ravenous young. The Rat Prince proclaimed them as servants of Rat God and instructed Squeaks to return them to safety. With the delerium in tow in a magical "Bag of Holding", they made a detour to Shepherd's Gate where the Hooded lanterns hold a position to return Petra. There, they encountered Ansom Lang , a lieutenant to Lord Commander Elias Drexel who offered them a place for a brief rest. He expressed gratitude that by rescuing his sister without asking for a reward demonstrated a great deal of honor and gained some trust within the hooded lanterns. Trust, he mentioned is difficult to find in Drakkenheim as the true intentions of others is as difficult to perceive as is the thick delirious Haze that covers the city. In fact, he mentioned that certain healing potions procured from a potion maker named Oscar Yoren had recently been found to be faulty and he asked for help in investigating why the potion quality was less satisfactory as of late. With that, they continued to St. Brenna's chapel.
Upon arriving, they found that members of the Queen's Men were already there searching the grounds. In addition, a group of Caspian's of House Jones led by their champion, Jupiter Jones were already inside searching for the scepter as well. Unfortunately, Vash know Jupiter personally as they are cousins of different houses. Vash explained that growing up, there always existed a sense of competition between them. Jupiter was always faster, always stronger, always surrounded by the most attractive girls, and always seemed to come out ahead. Except in brains. Vash had always demonstrated an uncanny ability to leverage his intellect against his herculean adversary. Through crafty manipulation, Vash coerced the two other groups to fight each other while they sneaked into the crypts below. After bypassing Academy mephits, fighting undead paladin warriors, and besting the mummified patron of the chapel herself, the party successfully claimed the scepter for their own after Vash successfully mastered the riddle of the scepter (as well as a magic sword and an immovable rod!). Unfortunately, these repeated excursions in the city left the party exhausted and vulnerable to the dangers within the city. In addition, Pops sustained a curse from St. Brenna unable to be cured through conservative methods.
Noticing that the group was weak a group of suspicious flamekeepers offered potions to the party, which turned out to be poison in disguise. Poisoned and vulnerable, they escaped a close encounter with Queen's Men thieves of the Pins and Clubs gang (a magic sword was thrown into the river as a distraction), they opted to seek refuge in the sewers underneath the city wherein they evaded the thieves. However, the sewers turned out to be fraught with danger as well and they narrowly avoided the same undead commander and his battalion who were patrolling the sewers. Instead, they encountered a group of quaint fish people. Using surprising resourcefulness and technique, Pops cooked up a tasty meal which appeased them and led them to extend an invite to attend the "Duchess's" grand dinner as cooks/guests. With that, they were escorted to the edge of the city and subsequently returned to Emberwood Village. However, they did not return unscathed as certain members of the party succumbed to the withering and dysmorphic effects of contamination.
Upon returning, they first returned to Hendrix Farm with with the scepter of St. Vitruvio. Lucretia Mathias personally greeted them. An aged woman with age-weathered pallid skin and silver hair in a drab shawl, emanating an uncanny angelic aura she appeared withered and weak yet presented with a convincing indescribable holy power. Thankful for your help in acquiring one of relics of St. Vitruvio, she summoned power to heal and the effects of the contamination were removed, leaving those affected exhausted and in need of recuperation. Over the space of two days, the party met with various representatives of the factions. Blackjack Mel explained that there was a potion maker who had been supplying potions to the Hooded Lanterns, a group with whom the Queen's Men were at odds due to their tendency to "stick their noses in other people's business." He offered a great sum of money should the party successfully convince Oscar Yoren to cease his support for the Hooded Lanterns and that, in turn, he would be fairly compensated.
After this interaction, they met up with River at the Red Lion Hotel to deliver the delerium found at the Rat's Nest Tavern. However, placing the unstable delerium geode in the bag of holding caused an arcane anomaly which temporarily rended the fabric between worlds allowing a monstruous cerebral aberration that attempted to confiscate the delerium. In a brave attempt, Pops lept out the 2nd story window to chase it and, with the help of the party, brought a quick end to the miserable creature's life; but not quickly enough as certain dwarves returning from working in The Spokes delerium mine took notice. They mention they noticed your battle prowess, a talent they would much appreciate. Even with their "Dwarvern Cannons," they would always appreciate help guarding their delerium mining. Pops convincingly staked his claim and the dwarves retreated to their rooms in the hotel. River apologized for the unexpected event and paid the party handsomely for their troubles. She also explained that the Academy needed additional help in return for financial and magical compensation. They had received reports of a malfeaseant wizard named Oscar Yoren who was rumored to reside on the outskirts of the city, but within the haze itself. His residence within the Haze is befuddling as no one thus far has been able to stay longer than a day without the effects of city draining you of your energy. Therefore, the presumption is he has discovered some sort of resistance or technique to overcoming the effects of delerium and the haze. This research is of utmost interest to the Academy. If the party were to claim enough physical evidence of his research that the Academy could reproduce his findings, the party would be well-compensated. If in the process, some accident were to befell Oscar, the Academy would not mind...
At this point, the party faced the first of many dilemmas. Encourage Oscar to continue making potions (with more accuracy) for the Hooded Lanterns, convince Oscar to stop the supply in return for better pay and higher position with the Queen of Thieves, or to steal his research and potentially off the person practicing unregulated magic without approval of the Academy. Settling on a decision to side with the petition of Ansom and Petra Lang, they decided to investigate the quality of the potions while at the same time attempt to probe Oscar for secrets regarding the secrets of delerium. On their way out of Emberwood Village, they encountered a witch of morrigan who offered to sell potions of healing to the travellers. Without much trouble, they eventually reached Reed Manor, the home of the potion maker. Posing as potion buyers, they learned that in lieu of Oscar's increased dedication to his personal research endeavors, an apprentice named Marco has assumed the role of potion maker. After some amount of (cough cough) encouragement by Pops, it was discovered that he had been diluting the potions to pocket some of the profits for himself. He fell into a drunken sleep and Pops sneaky as a teen past curfew snuck down with the rest of the group where they found the secret entrance to Oscar's lab.
Despite triggering the trap, they appeased the great ego of Oscar and made claims that they were there to be his apprentices and support his research (lying through their teeth that they were actually sent by the Academy to steal it instead). Before he is willing to divulge any information, he states that they must first prove themselves by travelling inside the city walls to Queen's Park Garden and recover eldritch lilies. As they were leaving, Oscar finds out Marco had been sullying his reputation with faulty potions and struck him with a bolt of arcane energy, the nature of which none of the party had witnessed before which left Marco on the brink of death and with a large burn mark of cauterized flesh as a reminder of his failure. Whether out of anger or as a warning not to cross Oscar, this act was as impressed on the heroes minds as the scar was on Marco's chest. Oscar returned to his lab and as the party was leaving, Marco caught up to the party and made Pops promise he would be safe inside the city. He gave our feline friend various potions of expert quality which would be paramount in the near future.
Near to Reed Manor was Shepherd's Gate, one of the 5 entrances to the city. For those unfamiliar with Drakkenheim, 5 gates lead into the city. 1. Academy Gate which suffered extradimensional damage and now contains paradimensional portals which are fractured, unpredictable, and are unstable entrances to unforeseeable times and places. 2. Temple Gate which is currently controlled by the Garmyr and their alpha leader, The Lord of Feasts. 3. Champions gate which is watched over by the followers of the falling fire and leads directly to the crater. 4. King's gate which is currently occupied by a great host of trolls and their King. 5. Shepherds gate as mentioned is controlled by the Hooded Lanterns. Meeting with Petra, she states she is grateful that the unsatisfactory potion quality will no longer be a problem. She explains that before the party can proceed through the gate they must receive the approval of Lord Commander Elias Drexel which she assumes he will give considering the party has thus far rescued Aaron Gint, Petra Lang herself, and uncovered the mystery of the potions.
They meet with the rugged commander whose grizzled appearance tells the story of a veteran who has suffered years in battle, betrayal, and disappointment without saying a word. He wears a deep green coat with various blades of varying sizes strapped to his person. Hanging around his neck is the Lord Commander's badge, one of the 6 seals of Drakkenheim. He mentioned that he still believes there is hope for Drakkenheim to be reclaimed. That if all the seals were to be united, they would be able to control the guardians of the city, repel the monsters, and make a push to reclaim the throne within Castle Drakken. In addition, the Dukes of Westemar remain divided and relatively little support can be garnered from them for such a cause given previous failed attempts. If a true heir to the throne was recognized, their inherent authority would constrain the Dukes to honor their oaths, provide financial and military support, and ultimately reclaim Drakkenheim! When the party mentioned they were heading to investigate the Queen's Garden, his militaristic attitude was exchanged for that of enthusiasm as for a moment remembered the Garden is where a secret passageway into the Castle was created as an escape route via boat. Finding that could be the first step in accessing the interior of Castle Drakken without confronting the corrupted sentinels that stand guarding the Castle proper. The party is given a magical longsword sword rumored to have been wielded by Drakkenheim nobility whose presence commands authority by those who recognize its symbols. With that, he permitted the party to leave with his blessing (a spell that covered their tracts and allowed them to travel to the Garden with magical stealth).
However, as they were about to leave, they once again encountered Jupiter Jones and his crew of Caspian soldiers who were also planning on venturing into the city. After a heated competitive discussion, a Caspian Duel is issued by Jupiter. Whoever brings back the most impressive head of a Drakkenheim Monster will be declared the winner. If Vash wins, he will claim a fiery spear he was gifted by the Knights of the Silver Order. If he loses, he must give the magic sword.
Using the Lord Commander's magic, they slipped under the noses of various monstrous abominations, aberrations, and beasts roaming the city streets until they made it to the Queen's Park Garden. Upon entering, they were immediately affronted by the Deep Haze within this overgrown labyrinthian wonder of Drakkenheim. Guided by instinct alone, our heroes traversed the overgrowth and quickly found themselves lost amidst the writhing vines and intoxicating flowers. During this time, they encountered a fallen garden guard whose corpse contained a letter from the previous Drakkenheim Steward which appeared to have previously instructed the dead man to escort the Queen Elenore of Drakkenheim through the secret escape passage and through the Garden. Considering this man's fate, it is safe to assume they never made it out... At another point, they unfortunately crossed paths with a pair of trolls. Seeing this as an excellent opportunity for trophy hunting, the party battled the foes brutally decapitating one and causing the other to retreat into its hidey hole. Undaunted, they continued forward until they came to the crown jewel of the garden, the Eldritch Lilly Pool. Here, maidens who skin resembled bark and their hair peat moss warily greeted the new guests as they appeared to be harvesting the lilies and taking them to another location. Through impressive charismatic prowess, Vash managed to convince one of the maidens to show them where they were taking them. The party followed into the subterranean chamber where light grew scarce, only illuminated by sparse torchlight and the glow of delerium somehow embedded within the walls. Proceeding forward, they passed statues depicted in the likeness of previous Queens of Drakkenheim, though their faces appear to have been smashed off.
Deeper they delved until they came to an underground pond. The water glows softly with prismatic light, and across the surface are dozens of purple-pink eldritch lilies. The great roots from the trees above have broken through the ceiling in places to drink deeply from the lambent water. An exquisitely upholstered velvet chaise lounge with gold-painted armrests and plush pillows is set atop several overlapping woven rugs. Scattered around the furnishings lies the extensive baggage train of a fabulously wealthy noblewoman. A mahogany chest of drawers is overflowing with pompous gowns, fashionable dresses, multicoloured wigs, oversized hats, and fantastically impractical shoes. An oaken coffer is brimming with elaborate jewellery, and several smaller containers, suitcases, and baskets are overstuffed with more clothing, artwork, gems, and coins. Several portraits and paintings are arranged about the chamber. Many paintings show a noblewoman wearing a golden necklace set with eleven emeralds, but within each the face has been torn off. One painting shows the woman posing with a noble family: a young teen man, two girls - one perhaps eight, the other no more than five - and a portly and bearded man wearing a crown. Standing in the water, her beauty as beautiful and corrupted as the field of lilies that encircle her stands without a doubt, Elenore, the Queen of Westemar.

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