Session 1: Arrival Report
General Summary
On The Boat
Our adventure begins on a boat. Not just any boat. This is a grand boat, one of the few boats capable of crossing The Enchanted Expanse. It is a large metal vessel that is pulled by two large sea monsters. Aboard this ship, there are hundreds of people and lots of other supplies being ferried across the expanse to Corina, The Land of Wonders. Among the passengers are three individuals, each having traveled here separately but for the same reason. They had all received a letter from the arcane researcher Lamirus Holcaut. They know nothing of this man or his true intentions. His letter revealed that their blood is the key to solving the mystery of the missing original Corinians, he also promised gold. Intrigued by this one way or another 3 people have answered the callMillicent Ah'lia: a rambunctious socialite. Youngest born to a noble family of the great Kingdom of Vumid, she was never the favorite child. Always expected to be seen but not heard, and so she elected to not be seen either. craved for attention and adventure, and with a love for all things shiny. She sets off from home for an adventure in Corina. With nothing but her wits some supplies, and her lucky stone.
Delhanna: Born and raised in service of the great tree Eldralith, she was taught in all kinds of scholarly domains. Her father and mother taught her everything she knows. Even so, there is a great insecurity within her, she is unsure of her intellectual ability, indeed this is one of the reasons why she seeks knowledge so fervently. Her biggest fear in life is not having enough time to learn everything she wants to. In her search for knowledge, she was approached by a powerful entity by the name of Kairlogn. This being offered her power to use in her pursuit of knowledge. the cost? everything she learns will also be learned by the entity themselves. Her mother was a warlock who served the great tree spirit, so she was familiar with warlock pacts. Fearlessly she accepted. now with the seeker's power, she sets out to Corina interested in solving the greatest mystery of the world!
Drataz Kresh: A vicious and cunning hunter/trapper. He is from a small lizardfolk tribe known as the Ashborn. He grew up hearing stories of his tribe from ages past. grand stories of a large and powerful tribe that commanded fear and respect from their adversaries. This, however, was ended when the Vumidians came to power during The Great Unification. Inspired by these stories Drataz has always wished to return his tribe to their former glory, when he receives the letter from Lamirus his illiteracy leads him to believe that this man is offering him power. And so he left his tribe most of the gold he was given, and entrusted with his tribe's greatest possession, a dragonbon greatsword, he travels to Corina to seek this power that he so yearns for.
Most of the boat ride was uneventful; however, when they were a few days from shore as if fate had willed it, they met each other. This was not a usual meeting. Drataz caused a disturbance during one of their dinners. After being kicked out of the dining hall he was followed by Delhanna who was interested in learning about this strange man. They have a lengthy conversation where Drataz answers Delhanna's questions. All the while they were being spied upon by our third adventurer. After being caught peeping Millicent steps into the fray, she is also intrigued by the angry lizard man in the cafeteria. During the ensuing conversation, Drataz exclaims something in sylvan, a common thing for him to do. Surprised by this Millicent spoke back to him in the same language. This caused Drataz to instantly distrust millicent due to his backstory.
On the Shore
With tension now built up between the party members they hear a loud horn and an announcement that they will be embarking soon. The three work their way up to the deck, eager to get a glimpse of the land of wonders from the ocean. What they see is a large range of mountains stretching out as far as the eye can see. these are not normal mountains, however. These mountains are facing sideways, almost like giant spikes protruding out from the coast of this continent. where the mountains meet the sea there is a small gap before the mountains start, this geography makes it impossible for normal ships to land on any shore other than one. The only known shore that is not engulfed in mountains houses the city of Baycard, a large port city and the capital of Ventricallus. As the boat approaches the mountains start to part and it becomes clear where the port is. Before the boat can be brought to harbor Drataz jumps from the ship and swims to shore. This is met with immediate resistance. Once on shore, he is surrounded by guards with glowing glaives. They aim the glaives at him in a way that suggests they are ranged weapons. Drataz surrenders immediately. He is then brought to the customs office, the place he would have been ushered into upon leaving the boat.in the customs office the three of them are searched and stripped of their gold before being allowed into the country, this seems to be common practice but probably not legal. after that debaucle the party finally makes it to shore, they have arrived in corina. upon exiting the customs office they see a row of people waiting outside for the passengers of the boat, holding various signs with party names on them. there was a man of average height, with well trimmed grey/black hair that did not go past his ears. this hair was also well groomed without a strand of facial hair. he stood prim and proper in a classic butlers outfit. even under the bulky suit you can notice he is well built. he was obviously a man who has worked hard his entire life. He held up a sign with the words "Lamirus Holcaut Party" written elegantly on it. the party approached the man, he informed him that his name is Bronduf Paloon. He was tasked with bringing the party to Lamirus' lab. After a short discussion Bronduf explained that they will be taking a Gondola most of the way because it would take weeks to walk to Vencavan. and so the depart from Baycard anf make their way into the mountains. on their way out they notice many farms just outside the city walls where they are growing melons the size of houses. these melons are a blue/purple hue. and when they are being harvested the vines glow with arcane energy.
The Upper Paths
they Travel for about 2 Days, on the journey the start to see more and more mountains popping out of the ground. the bases of these mountains were obvious, all of them are all 90 degree angles. as if the flat ground is imediatly interrupted by the emergence of an earthen spire. as the mountains around them start to get taller and more frequent they notice a fork in the stone path, one path keeps on straight on the ground, and the other leads up into the mountains. Bronduf explains that there are two paths through the mountains, The Upper Paths, and The Lower Paths. The upper paths are the safest method of travel being controlled and protected by the Ventraur. the lower paths are filled with brigands, rebels and dangerous creatures, it is suggested that you avoided traversing them if you can. as they are walking the party notices that the paths are very high up, at there highest you can see the tops of the mountains. flowing between the mountains are rivers of pure arcane energy. After another 12 hours of walking into the upper paths and the party starts to see what seems to be a gondola station. a wood building built into the mountain with a small platform hanging off the side of the upper path. around the other side of the mountain they can see an opening where a Large wood carriage starts to move out of. the carraige has a large sack underneath it and on top it has a long pole with a strange device attached to the end of it. as it is pushed out from the hole in the mountain the sack underneath starts to inflate. after fully inflated the carriage starts to float towards the Tops of the mountains. once it reaches the top, the device on the end of the pole is bathed in the arcane river. imediatly after the two connect the carriage speeds off, using the arcane river as a path to travel. Bronduf ushers the party into the gondola station. the lady at the counter asked them if they are buying a ticket. bronduf presents a ticket to the woman. she takes the ticket and allows the party into a private carriage. Their carriage is shifted out of the opening in the mountain and like the one the saw walking up, they are floated up and attached onto the arcane river.Rewards Granted
None
Missions/Quests Completed
None
Character(s) interacted with
Lamirus Holcaut
Butler of Lamirus Holcaut
Border Guards
Gondala Atendents
Millicent Ah'lia
CG Half-Elf (Noble)
Ranger 1
Ranger 1
12 / 12 HP
STR
10
10
DEX
18
18
CON
14
14
INT
13
13
WIS
14
14
CHA
14
14
Drataz Kresh
Neutral Lizardfolk ()
Barbarian 1
Barbarian 1
15 / 15 HP
STR
16
16
DEX
13
13
CON
16
16
INT
11
11
WIS
13
13
CHA
11
11
Delhanna
Neutral Half-Elf (Sage Researcher)
Warlock 1
Warlock 1
11 / 11 HP
STR
10
10
DEX
13
13
CON
13
13
INT
16
16
WIS
15
15
CHA
19
19
Report Date
24 Mar 2024
Primary Location
Secondary Location
Related Plots
Related Characters
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